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dafluf

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  1. Over the last 2 patches, I couldn't help but notice that there is some trouble managing the large load on your server, as soon as the patch is released. That's why I've got a few ideas, which might be able to help you keep the servers up 1. Peer 2 peer It might, or might not be feasible for you to implement peer 2 peer technologies in your patcher. If you do, make sure it's transparent (as in, you clearly let people know you're using their network connection for this purpose), and provide the option to turn it off. Why should you let people turn it off? Because, there are some countries (like mine), where a lot of ISP's put a limit on how much data you may upload each month. It's not fun to find out you have been kicked to small band because a certain game decided to drain your upload while patching. 2. A queue system A queue system definitely seems like a good idea. This way, when your server has reached capacity, you at least give feedback to the users about what is going on. It also allows the user to keep the patcher running while they do something else, instead of having to try and connect every now and again. It also allows you to keep some system resources at hand to keep your forum and website going. It certainly would mean the situation is handled gracefully. 3. A server upgrade The most obvious solution is of course a server upgrade. It is certainly a viable solution. The only constraint on it, is how much money you can/want to spend on an upgrade, which will only be used on patch days. 4. Steam It's also possible to use steam. This way, you let an external company worry about deploying the game. I'm not sure what the conditions are for that service though. And some users might not like using steam. Those are the ideas I could come up with. The download doesn't need to be super smooth, or super fast (Everything is still in alpha after all). But overloading the server, which also needs to handle your website and forum, doesn't seem like a very good idea.
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