I call that thing bullshit.
"Our analysis indicates that TCP is unwieldy and inappropriate for MMORPGs" yet World of Warcraft, Lineage I/II, Guild Wars, Ragnarok Online, Anarchy Online, Mabinogi all use TCP. Extremly successful. I using UDP would have help making World of Warcraft better they would have done it years ago. But they all probably have no idea right?
That TCP is ill-suited for this does not mean it cannot be used. It also does not mean that it is World of Warcraft's particular bottleneck and that it would be a good investment of development time to change it once it is in production.
You should probably resist the urge to call bullshit on something when your best examples rely on legacy concerns.
Yes, they all manage it--but this is why "MMORPG network middleware engineer" has always been an extremely well-paid senior-level position. If it was as easy as "SCTP.connect(host: 'example.com', port: 3044)" to get something sensible going, I think a lot more games would do the kind of smooth network-latency-compensation-via-action-prediction that you only tend to see right now from the big players.
TCP only really breaks down when there's a nontrivial rate of packet loss. Otherwise, excepting very fast-paced action games where you don't want a single noticeable hiccup, the concerns about TCP are largely outdated.
I mean, I was reading this kind of material back when FPSes and even MMOs were played over dialup connections. The world has changed.
Very commonly TCP was used for messages that had to be reliable, and UDP for the other stuff. A lot, and I mean a lot, of work was put in by devs in the early 00s trying to figure out how to do as well with TCP as they could with UDP.
Also, RO server code was and is a steaming pile of sadness and bugs.
Backup the data and configuration information to an object store (AWS S3), use configuration management tools so you can programmatically provision a new server (dedicated or virtual, doesn't matter) in the event of failure. Provisioning should include functionality to deploy your application, and to restore your data to whatever data storage application (SQL, NoSQL, etc) you're using.
If you have questions, more than happy you provide free advice.
You should have added some text point to your website in that hot linked image. If they are hotlinking your stuff its ok to put some advertisment in it. Probably would not have saved the business. Thanks for your honest story
I actually did just that. Gave it a custom discount code for 20% off and got zero orders. The kind of people who get their fun from making fun of other people's pictures on a gaming forum aren't the kind of people with $25-40 to spend on a gift basket for a friend or family member.
In fact, I think that was the biggest flaw in the business. "Goths" in general had no problem spending $200 on a new black dress from the vendor next to us, but balked at a $45 gift arrangement with etched goblets and candle holders. Expensive gifts are their own niche, and really need to be more general-purpose. $10-15 really was the sweet spot for a gift, but the quality would have suffered.
Another issue was payment processing. Our margins were thinner than we were comfortable with, so we didn't want the added expense of a proper merchant account & something like authorize.net. There wasn't anything like Square yet, so we used Paypal Checkout. Our analytics showed something like a quarter of checkouts were abandoned at the point where we redirected to Paypal.
My goal was to grow this into the "CafePress of gifting" where people could build their own gift arrangements from a selection of general & niche items: balloons, teddy bears, whips & chains...a bunch of things to choose from. And then they could sell their creations in their own branded store for a percentage of the price. I should have accelerated that plan, but it might have required outside funding which I wasn't ready for.