Josy1986 said:
get rid of this @%$# way of looking for a server, why try to fix something that was perfectly fine to begin with!
Full disclosure - I only play on a single server that I host, so this feature isn't even relevant to me.
However, as a network engineer, I'm probably a bit more aware than most that scalability is a huge issue. In most technologies that use a queue of any sort, there comes a point where a tiny bit of extra traffic causes huge latency. Think stuff like cars on the road - Apparently school holidays takes only 5-10% of cars off the road, but can reduce travel times by 30%+. Or your CPU - at 95% utilisation, everything feels normal. At 98% utilisation, it feels like everything is laggy and frozen. Same thing happens in networking where you are so close to capacity, you start wasting time with re-transmits, back offs and retries, etc.
I don't know exactly how the server finder works, but from what I can observe, it seems like the client reaches out to a centralised server for a list of available servers. This part is very scalable. If there are 10 servers online, you get 10 results. If there are 100 servers online, the results returned to you are exactly 10x larger. Even to the tens of thousands, this is scalable.
The next bit is still mostly scalable. It looks like your client then goes through that list and tries to retrieve data about it - latency, number of players, descriptions, etc. You would think if you double the number of servers, refreshing the list simply takes twice as long. Not exactly. Aside from the bandwidth used, any network device can only hold open a certain number of connections. But we still wouldn't be close to that limit.
Where it becomes unscalable, is when you have more users and more servers. Imagine if you had 10 users searching for 10 servers. You'd have a total of 100 queries. Now imagine you have 100 players looking for 100 servers. You have 10,000 queries. If you had 10,000 players looking for 10,000 servers, you have 100 million queries going out, and each player really only cares about 1 server they want to join. It's extremely wasteful and at some point can cause network issues.
So what was "perfectly fine to begin with", might not stay perfectly fine as the game grows in popularity - and perhaps they are expecting a spike in users and servers once the game goes gold and is no longer early release.
I don't even know if Geo IP is how regional selection works. But if it was, it's one of the simpler methods of segmenting a network, and mostly effective, even with inaccurate location. You might have thought "Why try to fix something that was perfectly fine", but in reality, the old server finder might have been heading straight for a cliff you couldn't see.
I know this sounds like a fan-boy defence of TFP, but it's something that can really get the goat of a lot of IT workers who have capacity planning as part of their job descriptions.