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The addition of a player queue in D2R will aid Blizzard in the improvement of overall performance

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 If you attempted to play Diablo II: Resurrected, you may have encountered a technical problem that prevented you from doing so. Many issues have been reported with the game's servers, which have prevented players from doing a variety of things in the game, including creating and joining games, among other things. The rubberbanding in Act II, which my friend and I both agreed was a sign of difficulty for us as we walked through it with our eyes closed, was particularly pronounced. It is well known that Blizzard is aware of the current situation. They have narrowed down the possible root causes to a small number of scenarios that will be investigated further. There are a variety of factors that contribute to the sluggishness and chugging of the vehicle, and there is no doubt that these factors are interconnected. The company has implemented a number of measures to mitigate the ongoing server issues in Diablo II: Resurrection, including rate limiting and the creation of player queues to keep players from being stuck in long queues.

Adam Fletcher, a representative from Diablo's online community, was on hand to provide an explanation for what had transpired over the course of the previous weekend. According to the game's servers, the number of players on the servers increased significantly over the course of Saturday and Sunday, far outstripping the number of players who had joined the game the day before. The number of players on the servers increased significantly over the course of Saturday and Sunday. According to Fletcher, the situation had been exacerbated by a software update that had been implemented the day before. The update was created with the goal of improving the overall performance of the game development process. In Fletcher's account, the problem occurred on Saturday afternoon at some point. After the game's latest update was rolled back on Friday, the Blizzard team immediately went to work trying to figure out what the hell was wrong with it. They were successful in achieving their objectives at some point.

 

Because they are all in the same location, it is possible to find Diablo II, old code, and a server queue in this instance.

 

  1. Honestly, one of the most significant flaws in the design and implementation of the remaster is that it was built on a foundation of mostly old code, which is one of the game's biggest weaknesses

  2. Author Fletcher asserts that a specific service is to blame for some of the server issues that have been reported over the last few days, and he backs up his claim with empirical evidence

  3. A number of critical game functions must be completed, according to the website, and the service in question is in charge of ensuring that these functions are carried out

  4. Game creation and joining, as well as updating, reading, and filtering game lists, as well as checking the health of game servers, are all possible

  5. Additionally, reading characters from the database to ensure that your character can participate in whatever it is that you are filtering for is also possible

  6. In order to monitor player behavior, it was established more than two decades ago, but things have changed dramatically in that time

  7. The modern player, according to Fletcher, differs from previous generations in that they interact with the game in a different way than players from previous generations

  8. He provides specific examples to support his claims



A major point of emphasis for Fletcher is the fact that there was not nearly as much information available on the internet in 2001 about how to 'correctly' play Diablo II (such as Baal runs for experience, Pindleskin or ancient sewers for magic find, and so on) as there is today. To their benefit, a large number of incredible content creators are now available to new players, who can teach them how to play in a variety of ways that necessitate a significant amount of database load, such as creating, loading, and destroying games in rapid succession (which is not uncommon). Players were creating new characters on new servers and putting forth significant effort to obtain their magic-finding items, which we anticipated. However, we were surprised by the amount of information gleaned from beta testing, which far exceeded our expectations.

According to Fletcher, the high frequency with which the game attempted to save data to the global database only served to exacerbate the problems even further. It would be more accurate to say that it was an instance of going too far in one's quest for knowledge. For Fletcher's part, as a developer, he believes that the information about your character should be automatically saved to the regional database on a regular basis, and that this should happen on an ongoing basis as well. Because of the limited storage capacity of the global database, it should only occur when the game requires you to be unlocked, which should be a relatively infrequent event given the game's requirements. In order to achieve even greater savings, current efforts are concentrated on increasing the efficiency with which savings are achieved.
 

 

It is possible to find significant differences in the positions of the first, second, and third positions.

 

1. The Diablo team has devised a three-pronged strategy in order to reduce the number of server issues that occur in the game

2.  A rate-limiting feature will be the first feature to be implemented, which means that the number of times you can create and join games will be limited by the game's own internal clock

3.  This will result in the computer's display screen flashing a standard error message whenever this occurs

4.  The addition of server queues to Diablo II will mark the franchise's second time as the first game to do so, tying it with Diablo III for the distinction of being the first game in its genre

5.  Keep checking back for updates because you'll be able to see it as soon as it becomes available if you do so frequently

6.  Additionally, in addition to tasks that can be completed in less than a day (some of which have already been completed this week), it is planned for larger projects, such as the development of new microservices (for example, a GameList service that is solely responsible for providing players with a list of currently available games

7. )It's possible that we'll have to scale up our game management services if a critical function is compromised, which will reduce the amount of load placed on the system and allow it be restored to its pre-compromise state


To be completely honest, I've been a little disappointed with the way things have turned out so far this year. According to my observations, the random error messages that will appear when joining games, even after being forced to sit on your bum for an extended period of time in order to be able to join, will result in a great deal of frustration throughout the game experience. The fact that we are currently dealing with demons gives us reason to be optimistic about the future.

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