On day one the game might have 4x as many players as it will on every subsequent day. It's cheaper to have a rough launch day than it is to maintain more servers than you actually need. (Also this shit is really hard)https://twitter.com/PsycheDiver/status/1179168393053782016 …
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how large scale online games launch could make a great feature though - I'd recommend talking to Respawn and Multiplay (Unity) about Apex Legends. They've had an incredibly successful run and are launching Season 3 of the game. Talented people on both teams!
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I was super impressed with the Apex launch. I was playing from Day 3. In the hundreds of games I've played I've been dropped only dozens of times. And usually the drops occur prematch, not during. YMMV but I've been impressed
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That sounds more like bandwidth and system problem rather than netcode (whatever that umbrella term encompasses).
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these terms are all nebulous and defined differently in different places so yeah, it may be a 'systems' problem, or a 'matchmaking' problem. but at the core of it, it's often network-related code failing rather than lack of infrastructure, especially with infinite cloud scaling
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