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KjartanBlog 2006-6-28两周过去了,现在回顾一下我们所了解到有关公开测试的情况非常有必要。Now, in the 2nd week of open beta, it is good to look back and see what we have learnt so far.首先必须承认的是,很明显新玩家在初始星系附近的扩散速度没有我们希望的那么快。我们料到这些星系会存在一些拥挤现象,以为玩家们会很快分散到更有趣的其他星系去,然而新手任务在这些地区的集中使得玩家仅仅扩散到了几次跳跃之外的星系中,这种拥挤使得某些节点过载导致了服务器几次非正常的维护。对此,我们调整了一些任务代理人的分布,以期能尽快优化玩家在整个宇宙中的分布。The first obvious thing is to admit that the spreading of players from the initial newbie systems has not gone as fast as we hoped. We had anticipated some overcrowding in those systems, but we thought that players would quickly head for more interesting places. But as many of the initial missions were still centered around the newbie stations, the overcrowding simply moved a few jumps, but was still present. This leads to overloading of nodes with associated unscheduled downtimes of the cluster. We have changed the distribution of agents and missions a little bit to further facilitate the migration of players from the busy centers, and this should lead to a better situation there in the near future.同时,我们的同事在冰岛总部也在紧张的工作,全力优化中文版服务器,目的是提升单个星系的玩家容量进而提升整个服务器的最高玩家容量。在未来几周这些努力的结果会逐渐显现,服务器的整体稳定性也会逐渐提升。At the same time, we are working restlessly back in Iceland on a few optimizations, that should increase the pcu limit per solarsystem as well as globally for the whole cluster. These might come in the next couple of weeks. This should increase the overall stability of the cluster.正如大家所能理解的,有限的单一世界服务器群硬件配置不可能容纳无限制数量的同时在线玩家。我们当前欧洲服务器硬件架构设计目标是20万付费用户,这对我们目前的付费玩家数量级是合适的。只要全球计算机CPU(以及相应所有的硬件)技术水平的发展速度能和付费玩家数量的增长速度同步提高,我们坚信我们总能设计出高于当前玩家数量负载要求的服务器系统。As you can imagine, a single world cluster doesn't have an infinite limit of how many simultaneous players it can sustain. Our cluster in Europe for example is designed for about 200,000 subscribers, which is enough for the current level of subscribers we have there. As long as the growth of subscribers is in synch with the evolution CPU power, we are confident that we can grow that cluster far above that, following the growth of subscribers.实际上,中文版服务器的配置要比欧洲英文版服务器高得多,因此能承载的同时在线人数也一定高得多,但其精确最高承载人数需要在一个玩家分布相对合理的实际情况下才能显现出来。公测期间的玩家分布就不太正常。等中文服务器上的玩家分布更广博、平均之后,我们或许能预测一个更准确的极限数字。即便如此,像EVE这样的单一服务器世界游戏也不是为了同时承载数百万玩家同时在一个世界游戏而设计的——据我们所知,全世界还没有任何游戏能做到这一点。The Chinese cluster is designed for a higher number of subscribers, though the exact number it can sustain can only be measured by actually reaching that limit for a relatively 'normal' distribution of players, i.e. where players are not all newbies, like at the start of the open beta. As the distribution of players on the Chinese cluster becomes broader, we should have a final estimate on the exact number of subscriber that the current cluster can hold. Take note though that you will never see millions of players on the same cluster, as EVE, being a single shard world, is simply not designed for that kind of scale (nor is any other game that we know of).
2006年07月02日 16点07分
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