workload simulation (was: Re: [MUD-Dev] MMORPG/MMOG Server design)
Mike Shaver
shaver at off.net
Sat Feb 22 17:23:46 CET 2003
All this (fascinating) talk about server design leads me to ask a
question I never get tired of:
Are large-scale server designers doing anything to simulate
workload, in order to test their algorithmic changes and hardware
capabilities? I know that the Shadowbane server crew have been
hard at work on improvements to their server architecture, with
very impressive reduction in lag (esp. timer-based), so maybe they
have some tips to share. How to make sure that a given change to
the server won't reintroduce those problems, or similar ones? Do
you just try to get a few thousand testers logged in at once and
see how she holds up, or is there some logging+replay system used
to verify new builds?
I suppose, actually, that this question extends to other parts of
game design. Are people running "simulations of their simulations",
to validate play-balance changes? Again to pick on the Shadowbane
guys, a recent build saw one power (a health-draining/transfer
spell) spiral way out of balance when the set of attributes that
affected was changed. Do designers generally have systems set up to
compute such effects before play-test begins ("given these character
stats taken from our player base, what damage/mana
cost/hit-rate/etc. will we have for Power X after these changes?")?
Any best-practices to share?
Mike
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