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Mortal Online Forum » General Discussion raquo; More than 1000 simultaneous Mortal Online Players *Confirmed*

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30 posts found
  username509

Hard Core Member

Joined: 3/22/10
Posts: 643

 
1/31/12 11:01:33 PM#1

http://www.mortalonline.com/forums/71328-pikkoserver-1000-player-fps-acheived-tech-available-licensing.html#post1265819

Henrik explains how they already had more than 1000 players in a cluster node at one time and his server has things like being able to target body parts, and blocking other players.  He's still modest though saying that Eve Online had even more on it's server.  

 

We actually have had more players than that online on one cluster node, which is pretty impressive. So I wouldnt call 1000 a record if thats the case then we would have it, which would mean Eve has it

Add, collision, bones, animation and game data and the clients die long before you can see all those 1000 players at the same time. There is no issue with the server handling on our end, but we have lots of improvment to work with on the client side which handles to much data and get to much data to update from the server. Pikkoserver uses similar tech that we are using in most areas, we did take a look on this tech some year ago, but epic was a bit further in the development, and makes it for ue3 specific, something I see that pikko does now though, interesting. They recovery nodes seem to work on paper, which our struggle with. Our major limit today are client performance to handle so much data on the screen at the same time, we have found a lot of things to improve in this area, which is coming with awakening. The latest events have gives us a lot of good data to analyze as well for further updates.

Never trust a screenshot or a youtube video without a version stamp!

  bartoni33

Hard Core Member

Joined: 5/03/06
Posts: 901

Admit nothing, deny everything and make counter accusations

1/31/12 11:09:45 PM#2

Nice.

Not needed for MO though. That would be overkill. 10 simultaneous would be plenty for this game.

EDIT: You don't actually think MO had 1K players on at a time did you? He's obviously lying again. Or are you just being sarcastic and posting this for the hate it will get here. Deserved BTW.

mojorysen Xfire Miniprofile
  GrayGhost79

Elite Member

Joined: 8/30/08
Posts: 3341

1/31/12 11:23:06 PM#3
Originally posted by username509

http://www.mortalonline.com/forums/71328-pikkoserver-1000-player-fps-acheived-tech-available-licensing.html#post1265819

Henrik explains how they already had more than 1000 players in a cluster node at one time and his server has things like being able to target body parts, and blocking other players.  He's still modest though saying that Eve Online had even more on it's server.  

 

We actually have had more players than that online on one cluster node, which is pretty impressive. So I wouldnt call 1000 a record if thats the case then we would have it, which would mean Eve has it

Add, collision, bones, animation and game data and the clients die long before you can see all those 1000 players at the same time. There is no issue with the server handling on our end, but we have lots of improvment to work with on the client side which handles to much data and get to much data to update from the server. Pikkoserver uses similar tech that we are using in most areas, we did take a look on this tech some year ago, but epic was a bit further in the development, and makes it for ue3 specific, something I see that pikko does now though, interesting. They recovery nodes seem to work on paper, which our struggle with. Our major limit today are client performance to handle so much data on the screen at the same time, we have found a lot of things to improve in this area, which is coming with awakening. The latest events have gives us a lot of good data to analyze as well for further updates.

So basically it's another Henrik "MO is awsome, you just can't see it but you will someday!" post................ Yay?

  Celusios

Advanced Member

Joined: 9/06/10
Posts: 181

1/31/12 11:30:44 PM#4
Originally posted by GrayGhost79
Originally posted by username509

http://www.mortalonline.com/forums/71328-pikkoserver-1000-player-fps-acheived-tech-available-licensing.html#post1265819

Henrik explains how they already had more than 1000 players in a cluster node at one time and his server has things like being able to target body parts, and blocking other players.  He's still modest though saying that Eve Online had even more on it's server.  

 

We actually have had more players than that online on one cluster node, which is pretty impressive. So I wouldnt call 1000 a record if thats the case then we would have it, which would mean Eve has it

Add, collision, bones, animation and game data and the clients die long before you can see all those 1000 players at the same time. There is no issue with the server handling on our end, but we have lots of improvment to work with on the client side which handles to much data and get to much data to update from the server. Pikkoserver uses similar tech that we are using in most areas, we did take a look on this tech some year ago, but epic was a bit further in the development, and makes it for ue3 specific, something I see that pikko does now though, interesting. They recovery nodes seem to work on paper, which our struggle with. Our major limit today are client performance to handle so much data on the screen at the same time, we have found a lot of things to improve in this area, which is coming with awakening. The latest events have gives us a lot of good data to analyze as well for further updates.

So basically it's another Henrik "MO is awsome, you just can't see it but you will someday!" post................ Yay?

My feelings summed up entirely. Henrik can continue to preach about these numbers "we can't see due to limitations" but to me it's a bluff. As a game developer I can try to hide my issues by buffing them hardcore. Thats like saying you have 10 Billion Dollars, but it's offshore in a bank no one can find.

  deathshroud

Elite Member

Joined: 11/06/10
Posts: 910

2/01/12 12:51:20 AM#5
Originally posted by bartoni33

Nice.

Not needed for MO though. That would be overkill. 10 simultaneous would be plenty for this game.

EDIT: You don't actually think MO had 1K players on at a time did you? He's obviously lying again. Or are you just being sarcastic and posting this for the hate it will get here. Deserved BTW.

 the day MO released, 1000 simultanious players in 1 cluster? wouldnt suprise me tbh, Hell there was over 2000 just on the forums. then consider early beta were the whole world was on 1 cluster with no node lines. And again seems very likely.

there are 2 types of mmo, imitators and innovaters.

  Biskop

Advanced Member

Joined: 10/06/11
Posts: 207

2/01/12 1:42:21 AM#6

{mod edit}

But yeah, perhaps there was 1001 players online at one time in MO's history. Right by launch the interest peaked and you could actually see crowded cities and some action in the wilds.

Then everyone left and most of them never looked back. Good luck finding any area with 1000 players in it nowadays. Even 50 would be stretching it.

  Toferio

Elite Member

Joined: 11/26/09
Posts: 1085

2/01/12 2:18:58 AM#7

What he forgot to mention is that it was on the launch day and that the node went down straight after. I do agree that it is highly possible, I however see no reason for posting it, because it is obvious this was quite some time ago. It is no suprise to anyone that the interest for the game was rather high at it's launch, allowing them to achieve said 1k. Or as deathshroud said, during closed beta.

  Lustien

Novice Member

Joined: 1/29/12
Posts: 33

2/01/12 3:49:23 AM#8

The other day I saw around 80 people in fab. It was so crowded inside, i could not get to the bank, meduli is usually nicely populated aswell. Also when fear/koto/aq/prae fight, their battles consist of 100+ and they clash on a regular basis around hte meduli region.

  Betel

Advanced Member

Joined: 11/08/10
Posts: 392

2/01/12 5:08:19 AM#9
Originally posted by deathshroud

 the day MO released, 1000 simultanious players in 1 cluster? wouldnt suprise me tbh, Hell there was over 2000 just on the forums. then consider early beta were the whole world was on 1 cluster with no node lines. And again seems very likely.

 

Flat out lie. Mo's server has always had node lines, it's a fundamental part of the games design. Unless you mean very early beta where there was no "world" at all and very few players, not the 1000's you claim.

 

  Betel

Advanced Member

Joined: 11/08/10
Posts: 392

2/01/12 5:13:50 AM#10
Originally posted by Lustien

The other day I saw around 80 people in fab. It was so crowded inside, i could not get to the bank, meduli is usually nicely populated aswell. Also when fear/koto/aq/prae fight, their battles consist of 100+ and they clash on a regular basis around hte meduli region.

Welcome to the forums!

We get many new posters stating how the population is exploding in MO, but none of them hang around long enough to present their evidence. I do hope you will stick around and reconcile your statement with the facts contained in SV's financial reports which prove that every time a new account has made the same claims as you they were flat out wrong. You could also try and reconcile your "80 people in Fab!" claim with official forum posts stating that the game is empty.

 

Look forward to engaging in debate with you and perusing your evidence. Good luck with that though, the track record is not great as every other new account claiming the same has been so very wrong.

 

  Slapshot1188

Advanced Member

Joined: 5/06/07
Posts: 3297

2/01/12 5:28:37 AM#11

Not sure how Henrik could possibly make that claim when this was the feedback from even one of the most ardent supporters after the recent Sword of Tears event that looked to have a few dozen players:

 

 

Unread Today, 00:10   #13 (permalink)
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MO just isnt ready for events of this magnitude, server pretty much shit itself and my pc was working overtime to get me those 10fps 

  

So once again, we might want to be caseful when using words like CONFIRMED.  I try to limit it to factual information as proven in financial reports.  If there is some FRAPS showing 1000 (or anything remotely close) players I would love to see it!  

"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator

Starvault's reponse to criticism related to having a handful of players as the official "test" team for a supposed MMO: "We've just have another 10ish folk kind enough to voulenteer added tot the test team" (SIC) This explains much about the state of the game :-)

  SHOE788

Advanced Member

Joined: 9/02/10
Posts: 661

2/01/12 1:08:52 PM#12
Originally posted by Slapshot1188

Not sure how Henrik could possibly make that claim when this was the feedback from even one of the most ardent supporters after the recent Sword of Tears event that looked to have a few dozen players:

 

 

Unread Today, 00:10   #13 (permalink)
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MO just isnt ready for events of this magnitude, server pretty much shit itself and my pc was working overtime to get me those 10fps 

  

So once again, we might want to be caseful when using words like CONFIRMED.  I try to limit it to factual information as proven in financial reports.  If there is some FRAPS showing 1000 (or anything remotely close) players I would love to see it!  

It's a(nother) lie. Even a few skeptical posts quoted heinrick and voiced that, which are now deleted. One of them was just a picture of Pinocchio's long nose lol.

  psykobilly

Advanced Member

Joined: 11/19/10
Posts: 168

2/02/12 6:35:37 AM#13
Originally posted by Slapshot1188

Not sure how Henrik could possibly make that claim when this was the feedback from even one of the most ardent supporters after the recent Sword of Tears event that looked to have a few dozen players:

 

So once again, we might want to be caseful when using words like CONFIRMED.  I try to limit it to factual information as proven in financial reports.  If there is some FRAPS showing 1000 (or anything remotely close) players I would love to see it!  

 

First of all.... its obvious to any vet this is a troll thread.   But we are talking client vs. server.

Mortal did have 1000 people on at the same time at release.  However, the server crashed every 5-10 minutes.  

Henrik is claiming that now the main issues are client side...  both high end and low end users suffer in areas with lots of players present.  I don't doubt the server could support 1000 people.   The problem is when you get a lot of people the server generates so much cpu intensive traffic that the client turns into a slideshow or crashes. 

Mortal grades in:

Server gets a B-

Client gets a D

 

  RainBringer

Hard Core Member

Joined: 4/04/11
Posts: 149

Airstrikes - verb: to campaign against hikes in rocket and/or missile fuel prices.

2/03/12 8:13:43 AM#14
Originally posted by psykobilly
 

 I don't doubt the server could support 1000 people.   The problem is when you get a lot of people the server generates so much cpu intensive traffic that the client turns into a slideshow or crashes. 

Mortal grades in:

Server gets a B-

Client gets a D

 

Firstly lemme say that Im not the best guy to answer questions related to networking solutions but IMHO its not only the usual suspects :server and client at fault here; but the very game itself (regarding the way it is coded in order to handle data transfer).

 

The way I see it is that MO is made up of not only players consisting of multiple hitboxes, but weapons as well (having individual Game OBjects for the blade, hilt, etc as per the MO trademark million-combinations-of-weapons) which need to interact alongside player movement, materials, mounts, terrain...and whatnot...realtime calculations.

So there is a shit load of algorithms that needs to be resolved and this needs to be done instantaneously since this game after all is a FPS twitch game. Handling all this data might be do-able as long as a few players are screwing around but once the number of players present in a single area (or node?) becomes more than their servers can handle, the information starts to burst forth in uncontrolled intervals. This is why instead of the usual "lagging" i.e. delay, players used to experience a lot of rubber banding since by the time the server has resolved the previous packet of information and sent it back to the client, the player has already changed positions and the game client doesnt know whether to put the player on the position sent back by the server or to put it him in the place he is actually standing on his client. Thats why players seemed to be moving around on their game client but were frozen / stuck in transition on other people's client.

 

And probably the only reason this rubberbanding was fixed was since Mr CEO finally invested in better server infrastructure and a better hardlined connection. So as long as he skimped from paying for better servers, the players took the brunt of his mismanagement. Not like you guys (MO hardcores) dont suffer still due to his (in)actions. The client is far from capable to handle the packet exchange and good chance it never will be capable unless they rework the game from scratch with added management components or cut down on the quantity of game mechanics to make it more bearable on both server and client.

 

Technically what SV needed to have done is not used the UE3 engine package in its base format but recoded the date management component in it and/or added their own middleware to it which would make it capable of handling more than 50 players on a single given area. The vanilla UE3 would work without hiccups for your average 20 vs 20 FPS shooter games but to handle something as complex and information intensive as an MMO you need a solid networking middleware(s). 

 

But yea, we know that these people got as much talent as wisdom in their heads so they use an unmodified engine that in its base format doesnt cater to developing MMOs and then cry bout being a "small indie team" when their house of cards starts to fall apart at the edges. And that is why folks, we had Henrick always putting the blame on Epic China for not "providing" patches or miracle fixes when in reality it was his inept ass that was to blame for trying to force a "O" shaped peg into a "M" shaped hole. 

Even though I dont want to constantly bad mouth them, I just have to say that these people are a diaper stain on the game development industry. If they had no clue about how to make a game, why then hell did they try creating one without getting any real experience in the field, is something I will never understand. Nor do they have any business sense, pretty sure Henrick & Co. threw away the profits from the initial box sales on strippers and hookers and now are forced to use the "small poor indie team" excuse whenever and wherever situation prevails.

 

I dont buy the 1000 player *confirmed* bullshit this OP or Henrick are spewing. In order to buy this Pikkotech package he will need more money, what we got to see is if daddy can sponsor another wish for his not too bright little tiger. And like said before in this thread by others, this could have very well been during a time period years ago. As for the thread, I would give the OP a 10 for effort but since he copied his homework off a liar he gets no shinny star this day. 

Gullible are the fanboys; How blind is their sight!

  drbaltazar

Novice Member

Joined: 3/28/07
Posts: 7366

2/03/12 8:44:26 AM#15

but it can trully be called a mmo wich very few can without looking ridiculous in front of player!

  drbaltazar

Novice Member

Joined: 3/28/07
Posts: 7366

2/03/12 8:46:11 AM#16

they should give a call to ms cause donnybrook aleviate lot of their performance issue if not all of it!

  Jakdstripper

Hard Core Member

Joined: 2/14/10
Posts: 1487

2/03/12 10:58:23 AM#17

yes, perhaps a month or so after launch the server had at peak times over a 1000 players but not right now.

these days at peak times there are probably arround 200 at most, and that's being very generous.

 

as for the preformance of this game with large ammounts of people in a cluster.....it's still coplete shit.

we just had a big fight yesterday outside ES keep with roughly 50+ people and it was a complete lag/bug fest. people going invicible, damage not registering, players not loading, players floating all over, players getting killed wile "stuck" in nodelines, 20 second lag spikes, slide show FPS, etc, etc.

the only thing Henrik is good at is running his mouth.

 

 

  drbaltazar

Novice Member

Joined: 3/28/07
Posts: 7366

2/03/12 11:07:46 AM#18

stuff happen to the best ,check wow .some smart paladin this week were doing 900k dps!deathwing?a breeze lol!blizzard did a temporary fix till they find a permanenent solution .so it happen to all at some point!

  Jakdstripper

Hard Core Member

Joined: 2/14/10
Posts: 1487

2/03/12 11:33:32 AM#19
Originally posted by drbaltazar

stuff happen to the best ,check wow .some smart paladin this week were doing 900k dps!deathwing?a breeze lol!blizzard did a temporary fix till they find a permanenent solution .so it happen to all at some point!

 does a year and half qualify as "at some point"?

this stuff didnt just "happen" last week, this has been happening ever since launch with no fix in sight. sorry if i dont share your pink glasses....

 

  deathshroud

Elite Member

Joined: 11/06/10
Posts: 910

2/04/12 12:44:55 AM#20
Originally posted by Betel
Originally posted by deathshroud

 the day MO released, 1000 simultanious players in 1 cluster? wouldnt suprise me tbh, Hell there was over 2000 just on the forums. then consider early beta were the whole world was on 1 cluster with no node lines. And again seems very likely.

 

Flat out lie. Mo's server has always had node lines, it's a fundamental part of the games design. Unless you mean very early beta where there was no "world" at all and very few players, not the 1000's you claim.

 

 it isnt a lie, beofre gk morin khur and the jungle were added to the gameworld, the rest of the map was all on one node. I know this for a fact i even remember the day nodes were introduced so dont talk if you dont know jack about it.

there are 2 types of mmo, imitators and innovaters.

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