Duffy wrote:
One of the EVE dev blogs has an amazing write up about the problem and how they came up with and adjusted their time dilation issue to solve it. Pretty interesting, they also had a blog about their database server architecture that I thought was really neat. I mostly work with business applications that are pretty localized (geographically) so reading about how they use the same technology but in a drastically different configuration is pretty cool.
Anyways I agree in principle, smaller sizes in the 20-30 range are more interesting that giant blobs. Just take a look at a modern round based shooters, 36 players is about the current max for smooth gameplay and tends to avoid too much blob play. Unfortunately in an open world MMO you need to either artificially limit things or come up with a architecture that makes players want to split up, but even then someone will always try to play a numbers advantage if they can.
As to tech getting better yea it does but it's a huge complex problem for multiplayer stuff, it's not really about your computer (which progresses the fastest) or the server, it's about the network infrastructure between you, the server, and everyone else involved in that particular game. The numbers have surprisingly not changed as much as I would have expected over time. They will change, I just don't expect 1000 person shooters to just start happening it will probably be pretty gradual. Someone figures out some tricks once in awhile but it's usually via sacrificing something else (see typical MMO combat).
EVE have a serious technical issue with old code that is essentially single core. Aside from Tidi, they used to do some funky stuff like shut down extra cores on the Xeons to allow more overclocking for single core performance and have dedicated servers that step in and run a single system when one of the crazy big battles takes place. They also have system quota's, you cannot get into Jita (which has a dedicated server core of its own) once player numbers exceeds a set limit (around 2000 players in system I think) and you can get caught on the in-gate unable to jump.
Tidi is not an ideal solution, in EVE I have had to log out after multiple hours online simply because the battle was taking forever and I had real life commitments.
PFO cannot currently handle even medium sized battles. Even observing in tower battles with 20 or 30 players will kick me to the desktop though that may be partly a client side issue or due to be located in Australia.