Web MMORPG MODAK Online experienced lag and overcrowded hunting areas when concurrent users rose from the usual 20–30 to 239. The developer used event batching, field removal, and WebSocket compression to reduce transmission in a reproduction test from 29.80 MB/s to 2.69 MB/s, and also batched chat translation requests. Lag remaining after capacity expansion disappeared after moving away from a physical host with CPU steal of 30–66%. This individually operated game’s response included adjusting monster placement and rewards, and showed that simple bot behavior differed from real user load.
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MODAK traffic surge reveals host bottleneck after transmission optimizations
Bot loads cannot fully predict real usage; examine both code efficiency and contention for virtual-machine resources.