ID:155190
 
Okay so I was thinking of a game that I want to make but I ran into a problem. Say somehow alot of people start to get on byond and my game has a large amount of players. I think (correct me if I'm wrong) that a large game can only hold around 100 players without being to laggy to be fun. An easy solution would be to just have multiple servers, but that would ruin some of the elements of my game. Instead I thought, would it be possible to have multiple servers but with each server having a different map but the same code also allowing a players data to be transferred between servers. In this way I would be able to hold a larger amount of players while treating each server as a different region of a larger map that would keep the elements of my game without ruining the gameplay.
This is possible, but not suggested. In order to transfer players from one part of the game world to another, their window would end up closing and another one would open up, causing very rough transitions.

I would suggest rather, have multiple servers and disallow more than 50 per server, and then have it so that both servers share savefiles, so that a player cna access their character(s) no matter which server they choose. You can also have cross server chat with the Topic() proc. Look into Topic() for more info. (this is what you'd be using for your proposed idea anyways)
In response to Bravo1
Not to have one server transfer a player to another part of a map on another server but if you get off of one server and onto another, the other server would have a totally different map