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AzerothCore: Self-Hosted World of Warcraft 3.3.5a Server

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31–40 of 76 posts

Re: AzerothCore: Self-Hosted World of Warcraft 3.3.5a Server

#32

While the most common uses of cores like this is to spin up “blizzlike” servers or “funservers” that use the original content but with boosted XP, loot, etc multipliers, to me what makes them interesting is when combined with client modding, the possibility of custom content — new zones, quests, loot, races, classes, and with some ingenuity even new systems. They’re good foundations to build on. One would be hard-pre…

There are very vibrant, massive population private servers for-profit out there that have been around forever and seem to be doing just fine - see the Warmane project.

Re: AzerothCore: Self-Hosted World of Warcraft 3.3.5a Server

#33
post #28

is there something of AzerothCore calibre but not C based languages? something like Python or Javascript that can perform like it.

That's literally impossible as they (especially python) is a fundamentally much less performant language. It's like expecting a clapped out rental car to beat an F1 car in a race.

This is a multithreaded server supporting dozens to hundreds of players simultaneously. All the game logic runs server side (else the players cheat).

Re: AzerothCore: Self-Hosted World of Warcraft 3.3.5a Server

#34
post #33
post #28

is there something of AzerothCore calibre but not C based languages? something like Python or Javascript that can perform like it.

That's literally impossible as they (especially python) is a fundamentally much less performant language. It's like expecting a clapped out rental car to beat an F1 car in a race. This is a multithreaded server supporting dozens to hundreds of players simultaneously. All the game logic runs server side (else the players cheat).

But why is this so performance bound, particularly for just a couple of users?

I mean, sure, if you're hosting 1000 of your closest friends, I can see the potential issues. But for you, and a small party, it shouldn't be that awful.

Large groups, close together, are the largest load factor on a server like this because of the explosion of interrelated event broadcasting. "Oops, Lulzmage just cast Blizzard on a pack of 10 toons in the midst of a two 40 man raids attacking Orgrimmar." WoW has never handled them well, and it's fundamentally why they rarely do "world events" anymore, even with the modern sharding tech.

But a hundred folks across Kalimdor killing boars one on one, eh, not that big a deal.

Re: AzerothCore: Self-Hosted World of Warcraft 3.3.5a Server

#35
post #31

These projects are awesome to see, there are similar efforts for everquest. Is anyone aware of anyone trying to create different clients/renderers for these MMOs? A VR client for any of these worlds would instantly be amazing.

For everquest, there's been some projects over the years. I dont know if any is very active at the moment.

One is https://github.com/daeken/OpenEQ

For more info, see the EQEmulator / ProjectEQ discord channel #project-open-eq

Re: AzerothCore: Self-Hosted World of Warcraft 3.3.5a Server

#36
post #33
post #28

is there something of AzerothCore calibre but not C based languages? something like Python or Javascript that can perform like it.

That's literally impossible as they (especially python) is a fundamentally much less performant language. It's like expecting a clapped out rental car to beat an F1 car in a race. This is a multithreaded server supporting dozens to hundreds of players simultaneously. All the game logic runs server side (else the players cheat).

I see theres no way to avoid it then.

is there some sort of performance benchmark showing number of online players per server compared to other similar solutions (paid and unpaid)

Re: AzerothCore: Self-Hosted World of Warcraft 3.3.5a Server

#37

While the most common uses of cores like this is to spin up “blizzlike” servers or “funservers” that use the original content but with boosted XP, loot, etc multipliers, to me what makes them interesting is when combined with client modding, the possibility of custom content — new zones, quests, loot, races, classes, and with some ingenuity even new systems. They’re good foundations to build on. One would be hard-pre…

I learned so much C# eary modding https://github.com/runuo/runuo an open Ultima Online server.

Re: AzerothCore: Self-Hosted World of Warcraft 3.3.5a Server

#39
post #9

I remember those glory days of Nostalrius before Classic was released so fondly. It was the first time I'd gotten that community feeling in a game again since the early 2000s. The state of multiplayer gaming in general is so toxic and horrid today that I don't bother. But they really had something right in that Vanilla WoW/Everquest/FFXI era. No dungeon finders, no flying mounts, no instanced PVP. Just people figurin…

I think that an underrated element in the success of early WoW is how it’s not all that complicated or technical and generally didn’t take itself that seriously (if even if some players did). Modern MMOs are almost the exact opposite, especially in raids where insanely complex encounter design has become the norm. That’s great for the handful of people who enjoy that but not so great for the wider playerbase. Old WoW…

The tradeoff has been in time investment. It takes very little time to get the gear and materials needed to start working on Mythic Dragonflight raids, while Heroic and Normal can get started even faster and are actually quite easy by comparison. Meanwhile in Classic, the skill ceiling is low but the time investment is through the roof. My first time in Classic was SoD and just leveling to 25 was damned exhausting. I can't imagine going to 60, and I can't imagine the materials and money I'd need to seriously consider raiding.

Re: AzerothCore: Self-Hosted World of Warcraft 3.3.5a Server

#40
post #33

Earlier quoted context omitted.

That's literally impossible as they (especially python) is a fundamentally much less performant language. It's like expecting a clapped out rental car to beat an F1 car in a race. This is a multithreaded server supporting dozens to hundreds of players simultaneously. All the game logic runs server side (else the players cheat).

But why is this so performance bound, particularly for just a couple of users? I mean, sure, if you're hosting 1000 of your closest friends, I can see the potential issues. But for you, and a small party, it shouldn't be that awful. Large groups, close together, are the largest load factor on a server like this because of the explosion of interrelated event broadcasting. "Oops, Lulzmage just cast Blizzard on a pack o…

All this is true, but naturally the projects that can scale are going to be getting the majority of dev attention since those can be used for large scale private server projects like Nostralius. There’s not nearly as strong of a “market” for servers intended for small friend groups.
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