Mortal Online 3 Will Be The Biggest Game since PUBG Or Why We Need 2 Servers

Psyop

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Jan 29, 2022
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The way it's going to go with Mortal 2 is that after some more attempts, the devs will split the servers just so that people can play. At this point not splitting into 2 is suicidal. But splitting the servers will not fulfill Henrik's and some of our's dream that everyone plays on one persistent server.

Splitting the server into 2 but not more is a win win because players can get to play instead of being frustrated in queue and frustrated players are bad publicity. Everyone knows the game is great, everyone is addicted or excited to try it and everyone can be appeased just by being able to log in consistently.

Yes it sucks splitting the servers and I am totally against it, I hope the Mesiah Henrik can lead us to the promised land. But ignoring the pressure from the frustrated community is also not a winning move. People would be much happier running around the empty wastelands any time they please instead of biting their nails while praying to the queue Gods.

So Mortal 3 will use the latest and greatest engine and by then, having had enough experience with 2 titles, SV will go full berserk and revolutionize MMOs by bringing them back to their roots.

P.S. UO had the most advanced server for it's time, it was enormous in size and complexity and was not an off the shelf solution. A large scale MMO on UE4 faces the same constraints and needs wheel reinvention.
 
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Emdash

Well-known member
Sep 22, 2021
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Hard cap server. Loosen pvp restrictions. Delete haven. Let in more people as others are griefed out of the game. It'll end up around what server pop can hold, I'd say!
 
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Jan 28, 2022
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Hard cap server. Loosen pvp restrictions. Delete haven. Let in more people as others are griefed out of the game. It'll end up around what server pop can hold, I'd say!

And then you'd have a dying game and player base at your hands again. You need a certain amount of people to sustain any Online game properly. And it's not just a few thousand. If their goal is to just have a private server for a small community, sure go for it. Keep in mind, that selling to 100k and providing service for 2k, is infact illegal in most countries and a scam.

But if they actually want the game to develop, their company to grow and to have a steady cash flow they actually need to be able to provide the game service to as many people as possible.

Why would it be bad to have a 5 year plan for example ? Put your dream of 1 World on hold, improve your game, let your company grow and after 5 years revisit your 1 World dream with a bigger budget and a lot more experience under your belt.
 

Cyrotek

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Feb 1, 2022
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What I would like to see are two instances of the world that you can switch to (for a price, of course, if you didn't join in directly from Haven) and that can be merged if necessary.

But the node system probably won't make that easily possible.

Hard cap server. Loosen pvp restrictions. Delete haven. Let in more people as others are griefed out of the game. It'll end up around what server pop can hold, I'd say!

Why are some people so weirdly obsessed with ganking others that they don't want downsides to it? All it would do is kill the game.
 

Psyop

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Jan 29, 2022
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3 to 5k hard limit for server pop, 5k would be a decent number. Splitting in 2 would reduce the queue sizes, load and frustration accordingly. There is really nothing to lose by splitting. The longer this decision is put off, the worse it will be for the population of the game, as some people seem to have no patience at all.

I firmly believe that this game can have a steady population of 20k, I believe Rust has a steady pop of about 50k. A pop of 20k would need about 4 or 5 servers.

The other thing is that the world map may need to reduced somehow, as it would be too big if the cap was around 3k, it would feel empty. I think around 5k is a good number to aim at.
 

Psyop

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Jan 29, 2022
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Actually come to think of it, if we assume that the Lumberyard engine and/or Amazon Games netcode is somehow better than MO2 and/or UE4, they had a cap of 2,250 players per server. And I can tell you that NW was pretty laggy and sucky at 2,250 players, although not on the current MO2 level in Myr.

And we are talking about a subsidiary of a company that provides server hosting. So either Amazon Games was really conservative in setting their max player cap, or Lumberyard engine is not much better than UE4 for MMOs, or either Amazon Games or SV have not optimized the netcode to their fullest potential, or neither Lumberyard or UE4 can host MMOs with 3,000+ concurrent players.
 
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Cyrotek

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Feb 1, 2022
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And we are talking about a subsidiary of a company that provides server hosting. So either Amazon Games was really conservative in setting their max player cap, or Lumberyard engine is not much better than UE4 for MMOs, or either Amazon Games or SV have not optimized the netcode to their fullest potential, or neither Lumberyard or UE4 can host MMOs with 3,000+ concurrent players.

I think UE4 was meant to be for multiplayer games with a maximum of like 50 players. Doesn't mean it can't run with more but you'd probably have to use custom net code and I doubt you can run big battles with reasonable FPS.
 

Psyop

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Jan 29, 2022
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I think UE4 was meant to be for multiplayer games with a maximum of like 50 players. Doesn't mean it can't run with more but you'd probably have to use custom net code and I doubt you can run big battles with reasonable FPS.

This is the thing that nobody really understands. The entire concept of running a huge single world MMO on UE4 is a bold experiment. If it succeeds in hosting over 5k players per world, the rewards for the devs can be immense. But even if it does, they will still need to split to many worlds. I would think somewhere around 5k would be a hard technological cap for UE4 (pulling it out of my ass). This would also appease the US crowd as they can get their own server across the pond.
 
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Exiledkhallisi

Active member
Jan 27, 2022
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The way it's going to go with Mortal 2 is that after some more attempts, the devs will split the servers just so that people can play. At this point not splitting into 2 is suicidal. But splitting the servers will not fulfill Henrik's and some of our's dream that everyone plays on one persistent server.

Splitting the server into 2 but not more is a win win because players can get to play instead of being frustrated in queue and frustrated players are bad publicity. Everyone knows the game is great, everyone is addicted or excited to try it and everyone can be appeased just by being able to log in consistently.

Yes it sucks splitting the servers and I am totally against it, I hope the Mesiah Henrik can lead us to the promised land. But ignoring the pressure from the frustrated community is also not a winning move. People would be much happier running around the empty wastelands any time they please instead of biting their nails while praying to the queue Gods.

So Mortal 3 will use the latest and greatest engine and by then, having had enough experience with 2 titles, SV will go full berserk and revolutionize MMOs by bringing them back to their roots.

P.S. UO had the most advanced server for it's time, it was enormous in size and complexity and was not an off the shelf solution. A large scale MMO on UE4 faces the same constraints and needs wheel reinvention.

That isnt how this works.

Its one server..with a bunch of nodes.

They split the nodes to create Haven. Haven took a majority of the nodes. They can slowly increase the nodes on myrland
..but that will compromise haven. They are more than likely re writing code for the login server while trying to maximize potential of the current nodes.

The problem is the login server. They will fix it. Its just wonky af.

Splitting the server would create a barren wastland workd thst felt like a dead mmo.
 
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Psyop

Member
Jan 29, 2022
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That isnt how this works.

Its one server..with a bunch of nodes.

They split the nodes to create Haven. Haven took a majority of the nodes. They can slowly increase the nodes on myrland
..but that will compromise haven. They are more than likely re writing code for the login server while trying to maximize potential of the current nodes.

The problem is the login server. They will fix it. Its just wonky af.

Splitting the server would create a barren wastland workd thst felt like a dead mmo.

I'm fervently advocating for splitting the worlds friend, the server/node architecture would be unchanged, only the load per node would be decreased. Currently it appears that the nodes can't handle the load assigned to them. The simplest way to solve this is to reduce the load on the nodes by splitting into EU/US/SEA etc.