Besh, on 02 December 2023 - 01:50 PM, said:
Well, forgive me for thinking to be able to understand stuff . I realize its not everyone's cup of tea, but I kindof like doing it .
Here is a question : How is it anyhow feasable for the "the Server" to need to load "the entire item database" for every match to be able to "crossreference Items" ?
Matt hit it on the head, mostly

Even Everquest for a number of years had a cap/max numbers, items.. hmm, I believe it was characters, that could be added to a database, going over would exceed server ability to render the game, making the servers unstable.
I am sure someone will correct me, but each drop is an server instance, a VM?, it has to load that database for each game, the pulls/unpacks said data for the game itself, overwhelming the resources of that server instance. If the issue was simply loading that large database which was then being searched/info pulled/unpacked that was causing the instability, most games would not launch successfully.
Most assumed that the no server box was due to trying to drop on the EU server they have not said what else was causing the the instability with EU is yet, But people were still getting the no server (instance) with EU unchecked. Remember, when we drop into a game, we are constantly connected to the authentication server, then said details for the drop are sent to the appropriate game server. So the no server found may have been those instances where the database was having to pull the most info, cockpit items, bolt-on, colors, etc. And I wonder if that also includes patterns and a few other items.
I am sure someone will come along and make corrections to my post. Most of it is from paying attention (and reading way too much) when devs in other games make posts of why something happened or why they cannot do something due to there being a limitation.
Besh, on 02 December 2023 - 11:15 PM, said:
But why does it load the entire Database at match/lobbycreation ? Why does it not just pull whats needed for the specific 24 'Mechs/loadouts/BoltOns etc. neeed for that specific Match ?
It has to pull/load that info for each instance, else the main servers would choke. And based on the information provided, the primary issue is the a combination of the database size + unpacking that data when called, the resources of that instance are exceeded. Else all drops would be kicking everyone back to the mechbay.
Edited by Tarl Cabot, 02 December 2023 - 11:51 PM.