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How many concurrent players that are close to each other can a very well written MMO handle? Let's assume basic actions such as:

  • Point and click movement
  • Casting only targetable spells (no aoe spells on the ground)
  • Any other basic point and click interactions

Can it easily propagate such simple interactions to 1000? 10000? or perhaps more concurrent players?

Where is the bottleneck that comes in? I used to play a game Lineage 2 back in 20xx, and often it's the client that was using a single CPU that was the problem. Are there more significant issues at the server level, or with today's technology, for simple interactions it is possible to build a single instanced game, on a single machine for 10000 players? What are the other possible bottlenecks?

ZeroCool
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  • I'm voting to close this question as off-topic because this question belongs to gamedev.stackexchange.com – Umair M Dec 12 '17 at 10:46
  • @UmairM Not sure this belongs on Game Dev either. It feels very...subjective. Always check the site's [how to ask](https://gamedev.stackexchange.com/help/on-topic) before suggesting a migration. – Draco18s no longer trusts SE Dec 12 '17 at 19:24

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