No one in the world ever gets what they want
And that is beautiful
Everybody dies frustrated and sad
And that is beautiful
I am a DeVry student currently attending to education majoring in Web Game Design. While I learn much more than just writing code I think mostly of those aspects including system analysis and design and object oriented construction and destruction during yet more Turbine downtime for maintenance.
Availability refers to how consistently and reliably a system may be accessed. Following data shows what 99% reliability is compared to how much downtime a system has (Dean, T., 2013):
99% availability is related to these downtimes:
Downtime per day: 14 min. 23 sec.
Downtime per month: 7 hr. 18. min. 17 sec.
Downtime per year: 87 hr. 39 min. 29 sec.
Remembering downtime for an entire year, of course, is not considered by end users that just want to play a game. Thinking of this month's Turbine downtime.. so far.. is an easy comparison to reliability. Today's original downtime was scheduled from 0600 to 1000 EST then extended to noon: 6 hours. On December 9th scheduled downtime was another 3 hours. Not including the all to often additional server crashes that is 9 hours total.. so far in December. A little ratio and proportion algebra returns Turbine reliability:
99% is to 7 hours as X% is to 9 hours.
7X = 99*9
7X = 891
X = 891/7 = 127.286
127% reliability but more hours of downtime indicates less availability: 27% less than 99%: 72%. That percentage is even less for rounding down hours from 7 hours 18 minutes 17 seconds to just 7 hours and not including other downtime problems than scheduled maintenance. .. And the month isn't over yet.
Other problems abound. DDO is entertaining when the mechanics work. For a long time now systems, including games, have been designed using object oriented concepts of programming. Everything with which interaction may occur is an object having attributes and actions that must be constructed. When the object no longer exists for a user computer memory should be freed by properly destructing the object from the memory of an individual computer. A destructor should be customized if the code creating an object, the class, contains a pointer that points to dynamically created memory. Otherwise the program may have a memory leak (Liang, Y., 2010). A lot, perhaps near everything, happening in an online game is dynamic. Objects may be created without customizing destructors. Default destructors are automatically created by utilities in which programmers write code. The defaults, however, do not always clean up memory correctly. Relying on default destructors is the case with Turbine games an amateur programmer may see.
Users that have several characters between which they log in and out fill up RAM and virtual memory, drive space used to simulate RAM, with memory leaks. Eventually the game crashes for having no place to store new data from that final loaded character. What of playing a single character for one session? Objects are still being constructed and inefficiently destructed as a character travels from zone to zone. Remember to close the client every 3 to 4 hours and clean up RAM on an individual basis.
Closer observation of objects themselves reveals inconsistency. A character may have a Flaming sword enhanced by Venomed Blades. During attacks against an opponent the poison damage is not always applied to the same target that just received poison damage a second before. The objects are occasionally missing implementation of methods not only with the example discussed here.
The time now is almost noon EST. Play time is hopefully almost at hand. After so many years of downtime maintenance Turbine should have a grasp on accurate estimates of return to access. Almost always, however, downtimes are extended. Turbine programmers work hard to entertain a world; to always bring their clients something new each several months. Still.. when something is done right no one will notice anything was done at all. So much of DDO is noticeable.
Dean, T., (2013). Network + guide to networks. Sixth edition, p. 645.
Liang, Y., (2010). Introduction to programming with C++. Second edition, p. 372.
Last edited by lokomski; 12-16-2013 at 12:16 PM.
Your math seems a bit wacky here. I don't think it's measuring what you think it is.
Availability is really easy to measure there are about 8760 hours in a year (365*24) 1% percent of 8760 is 87.6 this is how they get the 87 hr. 39 min. 29 sec. of downtime per year for 99% availability. (they actually used about 365.25, likely to account for leap years)
There are 730 hours on average in a month (8760/12) so 9 hours of downtime a month translates to 9/730 or 1.23% downtime which mean they have 98.7% availability quite a bit better than 72%.
I've just cancelled my subscription. I am voting with my cash. This is *****.
Engineer: The glass is the wrong size.
Maybe you should perform those maintenances more often.. they give me some time to sleep =)
And this time, with the extended downtime, i even found the time to take a bath! Felt great after all this time 8-)
So thank you, Turbine! :-D
If every online service in the world had a 99% uptime and one service remained at 98% uptime the reliability of the one lower service would be far less than 99% compared to everyone else.
My apologies, I should have described at least that briefly the difference in meaning of availability and reliability.
Years ago I let my subscriptions expire and remained premium ever since; related to the downtime and quick fixes that produce additional problems themselves. I understand if a company makes no profit eventually no product will be offered. When that time arrives for Turbine I'll just entertain myself with any of a thousand other choices of games. I have interests in DDO. The many different ways to build each class.. the newest enhancement system choices are great. I do not, however, have the emotional attachment an industry would wish from a client. When the game is gone I'll find my +5 sword somewhere else.
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