The ideal/max usercount for room/zone for unity mmorpg...?

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Robbilie
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The ideal/max usercount for room/zone for unity mmorpg...?

Postby Robbilie » 04 Oct 2011, 18:07

hey guys

My game system is based like this:

Zone is like a server in common games, seperated from other zones (also because there is no way to interact between...)

This zone handles the rooms which are like channels in common games, all rooms contain thr same things, build this way to have a nice balanced usercount in the world and leveling places are not full of people...

The thing now is, thag the things every room contains is a really huge world, 100x100 km terrain (not exactly because the world is a plate...)

The rooms handle the pathfinding, transform synchronization and stuff like inventory, quests etc....

My questions:

How many playerd should each zone (server) contains? Ideal/max?
How many players should each room(channel) contain? Ideal/maximum?

should i move things like pathfinding data, quests and npcs and available mobs to the zone level and let the rooms just handle transfer and placement for example fo mobs?
Just for performance reasons...


Hope you can help me :)

Greetz
/Robert ;)

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