![]() Without knowing how we reached a point where comparing a gaming company to valve is an insult…my image of Valve differs very much from what described in this thread.Ĭomparing a game company to Valve became an insult because Valve outright promised to make Half-Life 2: Episode 3 and never finished it. Blizzard has to actually be worried about pirate servers stealing their income. Valve is content to passively make money off of Steam. Valve and Blizzard are two companies with very different business practices. See Nostalrius, who struggled to keep afloat because they relied on donations and nothing more to pay the bills. ![]() It’s costly for Blizzard or anyone else to run a high-quality Vanilla server, and such an endeavor would be a pretty big waste of resources if they didn’t charge players to use it. Finally, they have to rewrite a significant part of source code to accept parallel computing for their databases. It’s much more difficult to fix a script, than implementing a new one. This is not that easy, because there is no excuse for Blizzard to have servers full of bugs.Īlso, players already know numerous bugs which makes the job even harder. They need to get rid of every single Vanilla bug, exploit and glitch and at the same time keep the feeling of playing in a legacy server (See Vanilla announcement in BlizCon). Scripting and debugging is the most time consuming process in MMOs. Paying for 10 independent dedicated private servers is much more expensive than running 2 common VPS with more bandwidth. If you want to have a network of FPS servers, you need multiple locations and multiple dedicated servers. ![]() If I build an FPS Server in Germany, clients from Russia will have much more latency than Germans and it will affect their experience.Įdit to explain further: MMO scaling is much more inexpensive than FPS. I can build an MMO Server in Germany and have clients from Iceland to South Africa. You do not care about the location, neither the hardware, because you can exchange specs for size. On the other hand, an MMO database can run even in the Cloud which is much cheaper. For an FPS VPS you need to maximize the hardware, server location, connection and routing. A Counter Strike dedicated VPS can host around 3-5 Servers of 10 clients each (5v5). FPS servers are much more expensive per client in comparison to MMO. Where exactly are you getting the information that FPS servers are more expensive than MMO servers?īecause I was owner of a Lineage Server in past and owner of a gather community (IRC) in CS 1.6. I have no idea where you’re getting the idea that it’s easier to run an FPS server. MMOs require a persistent open world where hundreds of players may all be in the same place at the same time, all communicating and interacting with each other. If it’s really so hard to run dedicated servers for an FPS, why did so many multiplayer FPS games come out in the 90’s, how did counter-strike begin life as a mere mod for Half-Life, and why do so many old shooters still have a multitude of community-operated servers despite being largely abandoned by their developers? The netcode is well-documented and easy to replicate. Where exactly are you getting the information that FPS servers are more expensive than MMO servers? Sure, the netcode can be difficult to write for an FPS, but CS 1.6 is a finished game. Blizzard chases and closes pirate servers every single day. ![]() Valve decided to let its community to decide and let Server be available to everybody. Both of them need dedicated servers, and FPS servers are much more expensive than MMO.
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