From the comments:
"Problem of MMOs is the server having to handle all the clients and keeping them in sync to each other.
While a massive amount of NPC can of course also create some stress (though likely more for the client to render it, the server itself will just give you the position of them and what they do, not caring at all about the graphical elements), it's still just the server having to communicate this with a single client.
Meanwhile when you have just 20 players for example, all those player clients will communicate with the server and the server has to handle all this information not just for itself, but also to the other clients and this fast and of course constantly enough that everything runs in sync.
Depending on your combat system, this can get ugly very quickly.
In case of a game like WoW and alike, it's not of THAT much importance to do this 100 times per second, while on the other side a shooter for example has to be borderline perfect, when precision comes into play and even a 0,05s delay already ruins that - what of course causes a lot more stress."
All of which sounds strangely familiar from 'some other game' and 'some other forum'...... now, if I could just remember where...
That's true and WoW for example can handle 1000 vs 1000 player battles. I think more than 3000 players per instance gets laggy. For example:
AoC has server meshing and they will implement dynamic server gridding / meshing. So AoC could handle thousands of players in the same instance too. That's impossible with SC. SC's "server meshing" is broken, the NPCs are bugged. I doubt whether CIG can fix it.
ED, due to Server + P2P, gets laggy, but playable around 150 players per instance. I don't know what the current record is. Maybe this is also due to so many ships in 1 place. 150 people with their ships + SRVs is a lot though. Another benefit is that ED doesn't have a monthly subscription.
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