I must be misreading the stats you posted a few pages ago, then
It mentioned how our server had 22% CPU usage. Doesn't this mean that our server was using 22% of all available power, and that there was ~%78 left over for other people?
HOST | PLAYER COUNT | CPU AVERAGE | SERVER TYPE | RATE |
Jorgur | 43 | 8.38% | Slopes TDM | 0.19%/player |
Psp | 28 | 13.75% | CityRP/G | 0.49%/player |
Cciamlazy | 26 | 17% | CityRP/G | 0.65%/player |
Hankyje | 11 | 18.5% | CityRP/G | 1.54%/player |
Hankyje's server was targeted the most because it had the fewest players (by far) and yet the highest CPU usage. There would be something seriously inefficient with the coding for that much CPU to be used.
Look at the total usage across those 4 popular servers. The 4 add up to 57.63%, this obviously leaves 43.37% for other servers, which wasn't enough for the 26 servers I was hosting at the time.
Jorgur had about 43 players, and used less than half CPU of the other servers. Jorgur's server, being a TDM, has projectiles moving everywhere, vehicles moving and crashing, and things exploding. In the average CityRPG, There are plenty of moments when vehicles aren't moving and no projectiles are flying, pretty much people are only moving around. Now that I think about it, I bet that CityRPG's heavy CPU usage is partially caused by constant polling of who is on what lot. Just a guess.
Blockland is also the only game where you can gamble resource usage because of the player distribution which is unlike other multiplayer games. It is virtually impossible for 10 players to be in every server at the same time. You guys are the beneficiaries of this, because I can offer the same price to popular servers and unpopular ones. The game is way too small for many servers I host to be popular all at the same time.