Re: The "Health," of Muds
I thought you were referring to a game design issue. In fact you can easily handle several thousand mud players on one server. You may have to change a couple of OS parameters to allow over 1024, and it's cheaper to scale with UDP rather than TCP, but you can certainly run thousands of connections on one box. CPU, memory, and bandwidth resources aren't an issue - muds use barely anything in this regard.
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