WoW is down again -- what a coincidence, I cancelled my su..

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On Mon, 31 Jan 2005 20:52:56 GMT, shadows <shadows@whitefang.com>
wrote:

>> Let me assure you, I'm not a WoW fanboy. I don't like the game. Its
>> nothing but a shallow whack-a-mole game that doesn't even try to hide
>> that its a shallow whack-a-mole game. The original poster, though,
>> said that he believed WoW's downtime was excessive compared to other
>> MMORPGs, and that's simply untrue. WoW's downtime is, in fact, well
>> below the industry average.
>
>You are smoking crack.

About which part, exactly?
 
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On Mon, 31 Jan 2005 20:50:38 GMT, shadows <shadows@whitefang.com>
wrote:

>> Yep, and its still a better launch than most MMORPGs. Call me when
>> they start giving out free months.
>
>You are delusional. There's no other way to explain it. EVEN THEY
>ADMIT THEY SCREWED UP.

Yes, they screwed up. They still haven't screwed up as badly as most
games, though. Not that that's an excuse for them screwing up, but
the original poster made the claim that WoW had more downtime than
other MMORPGs, which is quite untrue.
 
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On 2005-01-31, drocket <drocket@hotmail.com> wrote:
> On Mon, 31 Jan 2005 20:52:56 GMT, shadows <shadows@whitefang.com>
> wrote:
>
>>> Let me assure you, I'm not a WoW fanboy. I don't like the game. Its
>>> nothing but a shallow whack-a-mole game that doesn't even try to hide
>>> that its a shallow whack-a-mole game. The original poster, though,
>>> said that he believed WoW's downtime was excessive compared to other
>>> MMORPGs, and that's simply untrue. WoW's downtime is, in fact, well
>>> below the industry average.
>>
>>You are smoking crack.
>
> About which part, exactly?

The part about BELOW THE INDUSTRY AVERAGE. Goodness.
 
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On 2005-01-31, Miss Elaine Eos <Misc@*your-shoes*PlayNaked.com> wrote:
> In article <slrncvt6hf.30s7.shadows@helena.whitefang.com>,
> shadows <shadows@whitefang.com> wrote:
>
>> > Yep, and its still a better launch than most MMORPGs.
>
>> You are delusional. There's no other way to explain it. EVEN THEY
>> ADMIT THEY SCREWED UP.
>
> ...Which is the 1st indication that it was a better launch than most.
> The TYPICAL mmorpg launch has mondo screw ups *AND* the company has the
> gall to tell us that everything's going according to plan!

You weren't playing the OB were you? In countless posts Blizzard
assured everyone that the lag and issues in OB would not happen
at launch. In fact they use the very words "according to plan."
 
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In article <slrncvtcu7.317d.shadows@helena.whitefang.com>,
shadows <shadows@whitefang.com> wrote:

> On 2005-01-31, Miss Elaine Eos <Misc@*your-shoes*PlayNaked.com> wrote:
> > In article <slrncvt6hf.30s7.shadows@helena.whitefang.com>,
> > shadows <shadows@whitefang.com> wrote:
> >
> >> > Yep, and its still a better launch than most MMORPGs.
> >
> >> You are delusional. There's no other way to explain it. EVEN THEY
> >> ADMIT THEY SCREWED UP.
> >
> > ...Which is the 1st indication that it was a better launch than most.
> > The TYPICAL mmorpg launch has mondo screw ups *AND* the company has the
> > gall to tell us that everything's going according to plan!
>
> You weren't playing the OB were you? In countless posts Blizzard
> assured everyone that the lag and issues in OB would not happen
> at launch. In fact they use the very words "according to plan."

Ooo, in that case, I join anyone who wants to say "shame, shame on
Blizzard -- naughty Blizzard!"

....But it's still a pretty damned cool game. At least from my
perspective. YMMV :)

--
Please take off your shoes before arriving at my in-box.
I will not, no matter how "good" the deal, patronise any business which sends
unsolicited commercial e-mail or that advertises in discussion newsgroups.
 
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On 2005-01-31, drocket <drocket@hotmail.com> wrote:
> On Mon, 31 Jan 2005 20:50:38 GMT, shadows <shadows@whitefang.com>
> wrote:
>
>>> Yep, and its still a better launch than most MMORPGs. Call me when
>>> they start giving out free months.
>>
>>You are delusional. There's no other way to explain it. EVEN THEY
>>ADMIT THEY SCREWED UP.
>
> Yes, they screwed up. They still haven't screwed up as badly as most
> games, though. Not that that's an excuse for them screwing up, but
> the original poster made the claim that WoW had more downtime than
> other MMORPGs, which is quite untrue.

You must be a complete idiot or trolling, or both.

Fact: WoW has more downtime than any other MMO at launch.
 
Archived from groups: comp.sys.ibm.pc.games.rpg (More info?)

On Mon, 31 Jan 2005 22:42:25 GMT, shadows <shadows@whitefang.com>
wrote:

>Fact: WoW has more downtime than any other MMO at launch.

I'm sorry, but you're just being outright delusional. The first year
or so of Ultima Online featured about 6 hours of downtime EVERY SINGLE
NIGHT. Together, that's about 8 days of downtime per month, and
that's just the scheduled downtime, not counting the constant crashes
that would take out a server for days on end and corrupt data that
more than a few times required a revert of a week or more. Even when
the game was actually up, the lag and bugs were so bad it was
essentially unplayable.

Horizons - I'm not sure if they even BOUGHT any servers for their
launch. The entire first month of gameplay consisted of entering your
credit card number so they could afford to buy some Dells.

Anarchy Online's launch was a bit better: I think they found an old
486DX with a power supply that overheated every 30 minutes in a
dumpster and used that for their server the first month.

If you want to step outside of just RPG-based MMO games, there's WW2O
which crashed about an hour after launch (literally) and was down for
the next week (again, literally.) I don't think they managed more
than 48 hours of total uptime in the first month. They gave everyone
a free month, in which they did slightly better - they probably had
nearly 72 hours of uptime the second month. They wound up giving
everyone ANOTHER free month in which they managed about 50% uptime,
which they considered good enough to start charging a monthly fee for.

I'm sorry, but WoW's downtime isn't even in the same league.
 
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On Mon, 31 Jan 2005 22:39:50 GMT, shadows <shadows@whitefang.com>
wrote:

>You weren't playing the OB were you? In countless posts Blizzard
>assured everyone that the lag and issues in OB would not happen
>at launch. In fact they use the very words "according to plan."

Every single MMORPG I've played has done the exact same thing.
Shadowbane launched with a client that crashed every 15 minutes, they
they absolutely promised, cross-their-heart-and-hope-to-die, that it
was because they had debug features turned on and would be removed
when they went live. It took them about 2 months to figure that bug
out...
 
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In article <hpftv0hcsivai9bg5ufmmsdoc3b2rrsfna
@4ax.com>, drocket <drocket@hotmail.com> wrote:

>>Fact: WoW has more downtime than any other MMO at launch.
>
>I'm sorry, but you're just being outright delusional. The first year
>or so of Ultima Online featured about 6 hours of downtime EVERY SINGLE
>NIGHT. Together, that's about 8 days of downtime per month, and
>that's just the scheduled downtime, not counting the constant crashes
>that would take out a server for days on end and corrupt data that
>more than a few times required a revert of a week or more. Even when
>the game was actually up, the lag and bugs were so bad it was
>essentially unplayable.

I'm sorry, but this is so overblown I'm surprised you'd post it, knowing
there'd be many such as myself who played on Day1 in Sept / 97.
UO was nothing like you suggest. There were many problems, the UO
two-step, and claims from Origin that any problems were the fault of our
machines or ISP's., but I experienced little downtime whatsoever. It
might have been specific to your server, but not mine. You also have to
cut UO some slack, as it broke the ice and had no predecessor to learn
from or get a good idea what to expect.

>Anarchy Online's launch was a bit better: I think they found an old
>486DX with a power supply that overheated every 30 minutes in a
>dumpster and used that for their server the first month.

AO was the worst launch of all up until that point. Beginning with
the end of beta party when 99% of the players were stuck in their
backyards and couldn't attend through to the mother of all memory
leaks crashing everyone for months after as they continued to deny
any memory leak.

>If you want to step outside of just RPG-based MMO games, there's WW2O
>which crashed about an hour after launch (literally) and was down for
>the next week (again, literally.)

Heh, that was so bad I considered a frontal lobotomy in hope of erasing
the experience from my memory.

Jim
 
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In article <roALd.237484$6l.116404@pd7tw2no>, bombelly@wahs.ac says...
> In article <hpftv0hcsivai9bg5ufmmsdoc3b2rrsfna
> @4ax.com>, drocket <drocket@hotmail.com> wrote:
>
> >>Fact: WoW has more downtime than any other MMO at launch.
> >
> >I'm sorry, but you're just being outright delusional. The first year
> >or so of Ultima Online featured about 6 hours of downtime EVERY SINGLE
> >NIGHT. Together, that's about 8 days of downtime per month, and
> >that's just the scheduled downtime, not counting the constant crashes
> >that would take out a server for days on end and corrupt data that
> >more than a few times required a revert of a week or more. Even when
> >the game was actually up, the lag and bugs were so bad it was
> >essentially unplayable.
>
> I'm sorry, but this is so overblown I'm surprised you'd post it, knowing
> there'd be many such as myself who played on Day1 in Sept / 97.
> UO was nothing like you suggest. There were many problems, the UO
> two-step, and claims from Origin that any problems were the fault of our
> machines or ISP's., but I experienced little downtime whatsoever. It
> might have been specific to your server, but not mine. You also have to
> cut UO some slack, as it broke the ice and had no predecessor to learn
> from or get a good idea what to expect.

You are either purposefully lying, weren't really there, or just have
nastalgic memory. I played UO from Phase 2 Beta on and launch was
absolutely HORRIBLE with constant server crashes, lag so horrible it
would take over an hour just to leave the city where you initially
spawned, etc. It was just plain horrid. No where CLOSE to how stable and
seamless WoW has been.

--
Rob Berryhill
 
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chainbreaker <noone@nowhere.com> wrote:
>
> Even though it's ultimately Blizzard's fault, I still can't help but feel
> that some people have sort of been cutting off their noses to spite their
> faces over the issue.

that's a bit much. as you know, it's relatively easy to level in this
game. a lot of people had characters in the 20s within the first few
days. what would you have them do, start server hopping until they find
a server that doesn't "seem" to be overpopulated? or do they carry on
thinking that blizzard will solve these problems, considering the game
had just come out?

i've been playing since a week after launch on one of the, now,
troublesome servers. it's only gotten particularly bad in the past
month or so. it had problems at the start, but nothing that didn't
simply seem like teething problems. it took a month for the queues to
show up and the multiple times a day crashes.

and a lot of people like to pvp on high pop servers, for obvious
reasons. why risk moving to a dead server?
 
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In article <MPG.1c68a9226f18816c989686@news.
central.cox.net>, Rob Berryhill <rob_berryhill@hotmail.com> wrote:

>You are either purposefully lying, weren't really there, or just have
>nastalgic memory. I played UO from Phase 2 Beta on and launch was
>absolutely HORRIBLE with constant server crashes, lag so horrible it
>would take over an hour just to leave the city where you initially
>spawned, etc. It was just plain horrid. No where CLOSE to how stable and
>seamless WoW has been.


Who was comparing it to WOW ? here's a hint...not me.

You no doubt were on an East coast server and hanging around Britain.

I was on Napa [ actually I think Baja first then they added Napa ], started and
hung out around Yew, and experienced 1/100th of the problems others did.
There was lag yes, and the old rubberbanding and the UO 2-step on occasions,
like when regs spawned or a lot of animals around, and occasional link deads,
but not nearly as bad as other servers or areas in the game.

My biggest beef at the time, and a simple google search will demonstrate it, was
Origin lying and denying for months after launch, the lag was server-side.

Before you accuse someone of lying, I suggest you have a little more to go on,
like knowledge or fact.

Jim
 
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On Tue, 01 Feb 2005 00:51:35 GMT, bombelly@wahs.ac (foamy) wrote:

>In article <hpftv0hcsivai9bg5ufmmsdoc3b2rrsfna
>@4ax.com>, drocket <drocket@hotmail.com> wrote:

>I'm sorry, but this is so overblown I'm surprised you'd post it, knowing
>there'd be many such as myself who played on Day1 in Sept / 97.
>UO was nothing like you suggest. There were many problems, the UO
>two-step, and claims from Origin that any problems were the fault of our
>machines or ISP's., but I experienced little downtime whatsoever. It
>might have been specific to your server, but not mine. You also have to
>cut UO some slack, as it broke the ice and had no predecessor to learn
>from or get a good idea what to expect.

I'm probably exaggerating a bit, but not by all that much. You don't
remember the world saves that required all the servers to be offline
for 2 hours every night and wiped out the 2-3 hours worth of playtime
before the downtime began because they couldn't figure out how to
write a system that could save in real-time? The timewarp would begin
at about 2AM (after that, the servers were up, but nothing was saved),
then go down at round 4AM, and if God was merciful, they'd come back
up at 6AM. Sometimes. Actually, this really wasn't a problem _right_
at launch, but quickly became one after the first month or so, once
the itemcount built up as people played and collected junk.

Some of the problems were server-specific, such as the corrupted data
that would force them to revert the shard to an earlier backup, though
I would bet that that problem happened to every shard at one point or
another. I believe the worst revert was about 10 days, though reverts
of 1 or 2 days were pretty common.

I really have to disagree with your assessment of it having no
predicessor's to learn from. UO (and EQ, and most other MMORPGs) was
really little more than a MUD with a graphical interface. The vast
majority of problems were well-known issues that had been handled in
hundreds of games that had come before. There were a lot of design
issues with UO, but its problems at launch can be laid right at the
feed of EA, who forced the designers to put far more players on each
shard than they had been designed for, then launched the game several
months before it should have been. If more attention would have been
paid to what the designers knew about game design instead of the
bean-counter's budget report, UO's launch would have been a whole lot
smoother. Actually, that's probably true of most MMORPGs.
 
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In article <mm6uv01piijfvhheb2ep0g157h5a984u4c@4ax.com
>, drocket <drocket@hotmail.com> wrote:

>I'm probably exaggerating a bit, but not by all that much. You don't
>remember the world saves that required all the servers to be offline
>for 2 hours every night and wiped out the 2-3 hours worth of playtime
>before the downtime began because they couldn't figure out how to
>write a system that could save in real-time?

I really don't remember that. Maybe it was a time zone thing [ I'm in Pacific
Time ], or was it local time for each server ? Of course maybe senility kicked
in and that's why I can't remember. I do remember messages to the effect the
servers will come down in x minutes..was that UO make those announcements,
or am I thinking of other MMO's ?

>I really have to disagree with your assessment of it having no
>predicessor's to learn from. UO (and EQ, and most other MMORPGs) was
>really little more than a MUD with a graphical interface. The vast
>majority of problems were well-known issues that had been handled in
>hundreds of games that had come before.

Nothing before had the shear numbers of players logged in simultaneously,
did they ? I recall playing The Realm in it's heyday before UO, and the Legends
of Kismai ?..and 5000 total subscribers was a big deal, and they were lucky if
half that number was logged in at any time.

There were a lot of design
>issues with UO, but its problems at launch can be laid right at the
>feed of EA, who forced the designers to put far more players on each
>shard than they had been designed for, then launched the game several
>months before it should have been.

I agree completely with this.

If more attention would have been
>paid to what the designers knew about game design instead of the
>bean-counter's budget report, UO's launch would have been a whole lot
>smoother. Actually, that's probably true of most MMORPGs.

From my experience I think you're right. I played 'em all which were released
after UO, [ beta tested quite a few ] up until EQ2 and WOW [ haven't played those ]
and they all seemed to be rushed out the door despite it being well-known there
are problems, many of them serious problems. Release 'em at the peak of hype
when the public's mouths are watering for 'em, and then try and fix them later.
The added bonus of being able to use the subscription fees to finance the fixes.

Jim
 
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Bob Perez wrote:
> Easy for you to say. I chose the server I did because my son plays
> there and the primary reason my wife and I play WoW is to be able to
> play online with him. He chose the server because ALL of his friends
> played there, and have since day one, when no one knew which servers
> were going to be the most crowded. All in all, we're willing to put
> up with the significant ongoing technical problems and the nightly
> waits in the queue for 30-40 minutes just to log in, because we still
> think it's a net positive experience. Your flippant attitude about
> our choice of where to play, as if it were my fault and I am the one
> creating my problems, is making you sound pretty fanboyish. Have you
> lost your sense of objectivity here?


I don't think so.

It just boils down to if I really want to play, I'll try to convince a few
friends to go with me somewhere where we *can* play. If they don't want to
go, and I *really, really* want to play, I'll go anyway, and make some new
friends while I'm there.

If you can't get on your server, you're not playing with your friends
anyway, are you?

Alternatively, since WoW allows you to have characters on multiple servers,
simply play alts on a server that's not having problems until you can get
back to your main. I had accounts on just about every D2 realm where I did
exactly that, and made lots of nice acquaintances all over, too.

Either way beats rolling around on the floor pitching a tantrum.

And it's just a game. <shrug>

--
chainbreaker

If you need to email, then chainbreaker (naturally) at comcast dot
net--that's "net" not "com"--should do it.
 
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i own a yacht wrote:
> chainbreaker <noone@nowhere.com> wrote:
>>
>> Even though it's ultimately Blizzard's fault, I still can't help but
>> feel that some people have sort of been cutting off their noses to
>> spite their faces over the issue.
>
> that's a bit much. as you know, it's relatively easy to level in this
> game. a lot of people had characters in the 20s within the first few
> days. what would you have them do, start server hopping until they
> find
> a server that doesn't "seem" to be overpopulated? or do they carry on
> thinking that blizzard will solve these problems, considering the game
> had just come out?
>
> i've been playing since a week after launch on one of the, now,
> troublesome servers. it's only gotten particularly bad in the past
> month or so. it had problems at the start, but nothing that didn't
> simply seem like teething problems. it took a month for the queues to
> show up and the multiple times a day crashes.
>
> and a lot of people like to pvp on high pop servers, for obvious
> reasons. why risk moving to a dead server?


Well, like I suggested to Bob, what's the problem creating an alt to play
somewhere else until you can get back to your main? Seems to me that that
would be a lot more productive than doing a slow burn sitting at a kb
watching your place in a queue move.

I suppose my years of playing hardcore D2 has colored my perception to the
point where I have a hard time understanding the attachment to all this
virtual "stuff".

Thank god.

--
chainbreaker

If you need to email, then chainbreaker (naturally) at comcast dot
net--that's "net" not "com"--should do it.
 
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On Mon, 31 Jan 2005 13:49:11 -0800, Miss Elaine Eos wrote:

> In article <1bt63clsao808.dlg@robartle.nospam.hotmail.com>,
> RJB <robartle@NOSPAM.hotmail.com> wrote:
>
>> Uh huh. *Where* do I write that I'm pissed off? <g> But then I'm sure the
>> folks at Blizzard had that on their agenda when they held back copies of
>> the game so I couldn't let the world know the truth.
>
> <G> Things just keep getting conspiricier and conspiricier!
>
> (I know you didn't say you were pissed off -- I was using you as an
> iconic placeholder. "No offense", and all that. It was the general
> form "if you <blah> then you damned well better <blah>" to which I was
> replying...)

LOL (in the kid from "Sixth Sense" tone)... I see black helicopters.....
--
RJB
2/1/2005 7:57:57 AM

"Kids, you tried your best and you failed miserably. The lesson is, never
try."
- Homer Simpson
 
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On Mon, 31 Jan 2005 23:41:00 GMT, drocket wrote:

> On Mon, 31 Jan 2005 22:42:25 GMT, shadows <shadows@whitefang.com>
> wrote:
>
>>Fact: WoW has more downtime than any other MMO at launch.
<snip>
> I'm sorry, but WoW's downtime isn't even in the same league.

Fact: They don't matter cause shadows hasn't played them.
--
RJB
2/1/2005 8:16:34 AM

"I believe everyody in the world should have guns. Citizens should have
bazookas and rocket launchers too. I believe that all citizens should have
their weapons of choice. However, I also believe that only I should have
the ammunition. Because frankly, I wouldn't trust the rest of the goobers
with anything more dangerous than string."
-Scott Adams
 
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RJB <robartle@NOSPAM.hotmail.com> writes:

> On Mon, 31 Jan 2005 17:30:13 +0100, Meldur wrote:
> > Being an European,all these patches start around 1p.m. for me,I would
> > like to see the outcry from the americans,if all the server downs
> > would happen at 1 p.m. US time. :)
> Oh they have screamed. And cried. And demanded their 42 cents back for the
> day. On the other hand, complaining of patching interrupting your schedule
> when there is a European server available doesn't get any sympathy for me.
> I'm sure your character was created before the Euro server opened but you
> still have to grant that they will do things on North American time for a
> NA server.

You're assuming they patch the European servers on different times.
That's true for the French and German servers, I think, but not for
the english ones - they are all patched at the same time as the
American ones, even the UBI Soft-run Venril Sathir.


> > Besides other issues the game has,this will really make me buy another
> > Sony game,aka EQ2.
> They're completely different games. If EQ1 will make you buy EQ2 you may be
> disappointed.

He's trying to say he won't buy another SOE game, actually, he just
lost a "not" or "never" somewhere in there. 🙂
 
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On 01 Feb 2005 14:15:38 +0100, patrik@nordebo.com wrote:

> RJB <robartle@NOSPAM.hotmail.com> writes:
>
>> On Mon, 31 Jan 2005 17:30:13 +0100, Meldur wrote:
>>> Being an European,all these patches start around 1p.m. for me,I would
>>> like to see the outcry from the americans,if all the server downs
>>> would happen at 1 p.m. US time. :)
>> Oh they have screamed. And cried. And demanded their 42 cents back for the
>> day. On the other hand, complaining of patching interrupting your schedule
>> when there is a European server available doesn't get any sympathy for me.
>> I'm sure your character was created before the Euro server opened but you
>> still have to grant that they will do things on North American time for a
>> NA server.
>
> You're assuming they patch the European servers on different times.
> That's true for the French and German servers, I think, but not for
> the english ones - they are all patched at the same time as the
> American ones, even the UBI Soft-run Venril Sathir.
>
Heh, I try to never assume (ass and u and me and all that) but leave it to
SOE screw it up somehow. Then, yes, I feel for those who get the shaft this
way. It would make sense to patch at the same local time. Sony patches the
west coast servers at 3am for the most part... you'd think it would be a no
brainer to do the same for the Europeans (all of them).

>
>>> Besides other issues the game has,this will really make me buy another
>>> Sony game,aka EQ2.
>> They're completely different games. If EQ1 will make you buy EQ2 you may be
>> disappointed.
>
> He's trying to say he won't buy another SOE game, actually, he just
> lost a "not" or "never" somewhere in there. 🙂
I thought so as well, but as I wrote above about assuming and all.... 😉

--
RJB
2/1/2005 8:31:06 AM

"Lisa, if you don't like your job you don't strike. You just go in every
day and do it really half-assed. That's the American way."
-Homer Simpson
 
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On 2005-02-01, RJB <robartle@NOSPAM.hotmail.com> wrote:
> On Mon, 31 Jan 2005 23:41:00 GMT, drocket wrote:
>
>> On Mon, 31 Jan 2005 22:42:25 GMT, shadows <shadows@whitefang.com>
>> wrote:
>>
>>>Fact: WoW has more downtime than any other MMO at launch.
><snip>
>> I'm sorry, but WoW's downtime isn't even in the same league.
>
> Fact: They don't matter cause shadows hasn't played them.

I played everything except EQ1 and the asian MMOs.

Well played is stretching it. Games like Shadowbane had me log
out after 20 minutes.

I played many at launch. Some issues during the first week but
nothing like WoW.
 
Archived from groups: comp.sys.ibm.pc.games.rpg (More info?)

On Tue, 01 Feb 2005 06:56:31 GMT, bombelly@wahs.ac (foamy) wrote:

>I really don't remember that. Maybe it was a time zone thing [ I'm in Pacific
>Time ], or was it local time for each server ? Of course maybe senility kicked
>in and that's why I can't remember. I do remember messages to the effect the
>servers will come down in x minutes..was that UO make those announcements,
>or am I thinking of other MMO's ?
I really don't know if they used the local timezones or if they reset
all the servers at once. There were messages about the servers coming
down, but pretty much all games do that when they need to reboot, so
that's nothing unique there to UO.

>Nothing before had the shear numbers of players logged in simultaneously,
>did they ? I recall playing The Realm in it's heyday before UO, and the Legends
>of Kismai ?..and 5000 total subscribers was a big deal, and they were lucky if
>half that number was logged in at any time.
The way UO was designed, though, it shouldn't have mattered. The
entire shard system was designed so that each server only had a
smaller number of people logged into it. The game would run as lots
of small games instead of being one large game. Each individual shard
was in fact designed to be quite a bit smaller than most of the
larger MUDs, only holding 300-400 players at a time during peak (the
designers believed it was important to have each shard be a small
community in which players would be able to get to know each other.)
The entire game was designed and balanced for that, and the size of
the gameworld chosen with that number of players in mind. A few
months before launch, though, EA decided that it would be a lot more
profitable to cram 1500-2000 players on each server. Most of the lag
and stability problems were a direct result of that decision: the
servers simply hadn't been designed to cope with that high of load.

That's a bit off-subject, but my point is that each individual shard
shouldn't have even come close to breaking any records for number of
players. It really wasn't a matter of not having anyone else to learn
from - the people making the decisions simply didn't care about any
problems that the designers knew would happen.
 
Archived from groups: comp.sys.ibm.pc.games.rpg (More info?)

In article <MPG.1c670d952efc94cd989683@news.central.cox.net>, Rob Berryhill wrote:
> WoW doesn't even have CLOSE to the problems and downtime of EVERY other
> MMORPG on the market. They have less problems, with twice the
> subscribers (would be more but they quit selling new copies) of any
> other one out there.

Wrong. Both DAoC and CoH have less problems than WoW.

--
--Tim Smith
 
Archived from groups: comp.sys.ibm.pc.games.rpg (More info?)

In article <3656grF4toa0rU1@individual.net>, Chuck wrote:
> And btw , I cant remember seing a single server down in DAOC except for
> scheduled patchs.

They've had a few, but always short (except one when weather problems led to
a long power outage in the data center).

--
--Tim Smith
 
Archived from groups: comp.sys.ibm.pc.games.rpg (More info?)

In article <MPG.1c683ee6927c92bd989684@news.central.cox.net>, Rob Berryhill
wrote:
> I love the game, but I am far from a fanboy. The facts are, that every
> game of this type has problems. The difference is that Blizzard (so far)
> has had to deal with unprecedented (it's broken PC game sales records -
> http://www.blizzard.com/press/041201.shtml ) success, and yet has still
> had relatively few problems. Not only that, but when they do have a

Sure, they have a large number of subscribers, but they also have a large
number of servers, so the load per server shouldn't be much higher than that
of other games:

WoW 88 servers
EQ1 48
EQ2 26
SWG 22
DAoC 18
CoH 11

I don't think WoW has more than 4.89 times as many subscribers as DAoC, or
8 times as many as CoH.

I'd expect from their large numbers to see them have problems with the
accounting system (e.g., billing, login), but I'd not expect their high
sales to be a good reason for world server problems.

--
--Tim Smith