Well, we don't play on any servers the same way we do in like WoW. My understanding is that we only submit data to either the BGS or the matchmaker; all instance connections are handled client-side; thus the hybrid client/server/p2p setup we have. The matchmaker likely couldn't keep up and thus went wonky; I doubt (though I'm no server admin) upgrading it would make our connections fair better.
This game is needing dedicated servers more and more; but Frontier went cheap with this horrid p2p rubbish.![]()
IT HAS dedicated Server's. And they scale on the hour average load.
What FDev was unprepared for was teh scale of players jumping at once. Its the Transaction/Adjucation servers that are handling it. each jump makes a few ajax calls to a php backend which in turn handles the db requests which decide if players get grouped together in instances and try to balance them. You can think of it as matchmaking in a way but also more. Once players are grouped p2p comes in place for all "realtime" stuff in an instance. The problem with alot of players in an instance jumping together to a known location the Adjucation servers attempting to group the people togetehr based off wing/friends/fleet criteria against eachother player that was in the instace. This creates an ENORMOUS queryload and each request takes longer per server. If then some time out and get set back to their last savestate ( mysql-db ) and try to log in again the adjucation servers again try to group them with their friends while alot of people are still jumping or in the area. So it again may lead to a timeout -theres a point where you cant throw much more cpu's at it in time without hitting some sort of a bottleneck. The Architecture scales but it cannot handle 10% load -> 10000% load within 10 minutes. Server scale was usually over a 4hr average now its like 1hr. Its a balance act.
Developer & Serveradmin - NOT employed by Fdev btw.
Cheers!