All of those were in managed memory? Does that mean we could have players in thousands of different regions with the current memory allotment?
Sorry, I meant the regions, not with any chunks loaded (well, 1 or 2 for wherever the singleplayer entity was).
I definitely understand that. I'm definitely not planning on trying to get everyone to play on the same world, but the idea that you could have a second box in your house (or a high-end computer) and be able to run a server with hundreds of people on at any one time is... tempting, to say the least.
Yea, that idea has really appealed to me too. Kind of going the "modestly multiplayer online game" route
But in practice I don't think it's going to get all that high. And the game design really can't accomodate the kind of singleplayer and tight-knit-group co-op gameplay that we're aiming at and also deliver a compelling experience to 100 people all doing their own thing on the same server at once. That doesn't mean they couldn't have fun, but the game's not designed for that kind of usage.
In the future, could it be possible to remove the need to have the server have a key, and/or have it implemented such that a specific MAC address (or some other identifiable info) could have authority to connect despite having the same key as the server? It would simplify life for anyone wanting to run a server on a separate machine (or in a data center for the crazies).
You're quite welcome to run the server with the same key as you run one of your clients at the same time, and have that client connect to the server (or another server, or run singleplayer), it should work just fine
I was just doing that a minute ago, actually, with a normal copy of the game.
But yea, perhaps later we'll remove the need for the server to have a key at all, I don't think we really thought about it.