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?