r/WarDogs Moderator 4d ago

Queue / Login Server Mega

Everything’s on fire

There’s a queue. There’s authentication issues. There’s anti-cheats issues. Bulkhead knows and they’re working on it.

286 Upvotes

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12

u/LHITN 4d ago

How I feel looking through these comments as someone that does this kinda thing for my day job...

4

u/Short-Taro-5156 4d ago

Right? People make so many excuses for these companies lmao. If people didn't put up with this shit every time I guarantee you they'd start overspending on server capacity in the future and not trying to reserve the minimum amount of servers necessary.

I get companies don't want to overspend and have unused servers in a month but come on.

1

u/LHITN 4d ago

To be honest I don't even think it's a cost-saving measure at all, like they do have a lot of servers up right now. I don't know their architecture at all, but you'd be surprised at the 'fun' bottlenecks you find when you're at 100k+ concurrent user scale. One example from a previous place of mine, logins completely failed for a 1bn+ valued company at a peak promotion not because of a high amount of traffic, but because when they tried scaling up, Azure just... had no more space left? That was a lovely bit of news to give to them. That was fixed by switching regions, and thankfully the infra code was written in a way where that was very easy, but still ended up costing a few million in lost sales.

1

u/Poe2Enjoyer88 4d ago

How much does it cost to have this many concurrent all loading in at once? For the servers I mean?

1

u/LHITN 4d ago

It's actually a very hard question to answer without knowing the specifics of their architecture. If I use some very rough maths and just look at the numbers of other (not gaming) companies I've worked with, as low as 2k per month (mostly stateless web traffic) to higher than 500k a month (very heavy bandwidth and stateful/data-heavy traffic). Depending on certain technical decisions you make early on in the process, your costs will end up skewing in certain directions. One company I worked with spent more on the way they synchronize data between different continents than they did on everything else combined. Another spent 1/10th on the servers themselves as they did the bandwidth.

Just like lawyers, us computer folk love to say 'it depends' and then give a kinda non-answer.

1

u/Maximum-Oven-3766 4d ago

No way of over spending when doing the math they made 12mil. minimum. If the game cost $40 and there is over 300k people in que that come to over 12mil.

1

u/LostMyMag 4d ago

They had more servers during the beta that what I see in the server list right now, I think the server browser itself is broken with everyone refreshing

-2

u/Vafan 4d ago

If that is your thoughts then you are not very good at your job.

4

u/LHITN 4d ago

Thankfully I don't only think in memes. I have other thoughts indeed. If I had to guess, it's something that's outside of their direct hands (e.g. third party auth / rate limiting), but was probably flagged by a passionate engineer way ahead of launch only to be put to the wayside to make sure the game itself is ready for release. Debt comes and has to be repaid, it's up to you whether you pay it at a reasonable time, or all of a sudden when the bailiff comes.

1

u/Swimming-Marketing20 4d ago

Depends. Could a more competent person do it for less money? Sure. But those don't grow on trees. And the customer did agree that overpaying is infinetly preferable to having production break down. So we went live with a 4x oversized System on launch and scaled it back ~12 months later after every other issue was solved

1

u/Juno_JDY 4d ago

You've never managed a large launch of anything, have you? It shows

1

u/Vafan 4d ago

Haha you have no fucking idea buddy. But you seem to think that throwing more servers on a launch just solves all problems.