I've been doing some reading, talking, and data-staring on the topic of server tick rates. In our player base, more than have of our users get above 60 frames per second. That means they could technically experience a slightly more fluid play experience with tick rates higher than the default 30 per second. Realistically, most people will not notice any difference, especially new users. It's only with high levels of skill and experience that these things will be detectable. And, yes, I know this is great, endless debate fodder ;)
There is a pretty substantial load on servers when running at higher tick rates, so there is a very real additional cost overhead. It's just something to consider. As to going with very high server tick rates, e.g. 128 per second or even more, it's possible, but it would take some dev/hosting investment, since at the moment an entire host machine will run all game servers at the same tick rate. I think I'll just make it an option we'll roll out for the Private Servers at some point. I'm going to leave the game servers as they are for the time being, at least in terms of tick rate configs.
With the Pioneer Private Server event largely rolled out, a side benefit is that we have completed a very good pass on improving the hosting systems. We've worked with nearly all the related code, databases, and deployment infrastructure. We've got all code source-controlled and in a stable state, so most everything is very re-deployable.
Up next is a sprint aimed at tuning some Matchmaker configs. I'll post about that very soon.