Running NS2 servers way to expensive to run.
cypher100
Join Date: 2008-05-28 Member: 64348Members
To run a 24 slot server you need a min of 4.4GHz per core?! Is it me or does anyone else think that's crazy high requirements for a server? When looking around for a provider, cheapest you can find is around $45 to $50 a month for a 24 slot server, and $30 for a 6 slot! Not only it requires a high amount of CPU power, you'll need a windows server. Which does not work will with virtual private server software (XEN, OpenVZ, etc...) which forces you to get a full dedicated server with a windows licence to run. As a owner of a gaming community, it makes me unable to even afford to get a server for my community or even have room on the server I'm using as NS2 will eat up all the resources from my other game servers.
I'm sorry if I offended any of you developers. The game is amazing, a love what you guys did to it, it's very fun, and enjoy every minute of it. But the server performance, and requirements needs to be looked at.
I'm sorry if I offended any of you developers. The game is amazing, a love what you guys did to it, it's very fun, and enjoy every minute of it. But the server performance, and requirements needs to be looked at.
Comments
Linux is also on it's way too....soon®
When you see that most of the focus is in the new content an balancing, but things like this, in no particular order or importance, are left behind, makes you a little bitter as the time passes since release date:
Server side mods
Implementation of _restart, exit or quit, from lua code.
Better game browser interface, cache servers list, allow to play in a server and wait for a slot simultaneously, etc
Integration with steam server browser and list of servers in master browser search
Proper implementation of mod downloading (error 16 is still present and you are forced to download the mod from outside the game)
Proper binding system (this make me very happy http://steamcommunity.com/sharedfiles/filedetails/?id=160590541&searchtext=)
Fake server slots reporting (just that , let the rest be implemented by the mod community)
Ingame gui api for mods (admin menu, voting system, etc)
real rcon implementation (the webadmin is a nice option, but its not the same as rcon protocol, so you can use hlsw or similar to control your server)
I remember, the previous days before release, when they implemented/reimplemented the snapshot system for controlling the world state in the server. That had a enormous boost in server performance, but as time passed, nothing new had came out as good as that.
LuaJIT made nice improvements, but nothing near what we expect from a game server. We can only hope that the linux server has some nice improvements over its windows part.
Fingers crossed (really really tightly crossed)
PD: I really love NS2, I have played 402 hours in the game since beta, and that was a well spend time. I expect to keep enjoying a lot more of this wonderful game, at least a minimum of 1000 hs more
There's no doubt. Other hosting companies, even ones as big as gameservers.com, can't compete with his hardware. The only downside I've had is being on his chicago based datacenter which is having alot of problems recently with being ddos'ed and causing some network lag.
My reasons might not be everyone's, but for me I like having a server that I can control in terms of the types of people and gameplay allowed on it. Some people that run servers do get some return in terms of selling reserved slots, which is something I'd like to eventually have myself but I absolutely will not do it until there's a system in place that makes sense for that. Mostly tho, I think people do it just to support the community and provide places for people to play.
That's why I do it. I have the hardware and the connection so I donate it in support.