Failure to scale down
Note: The content on this page pertains to Clanforge. If you’re using Multiplay Hosting, refer to the Multiplay Hosting documentation.
The following list details common reasons why a fleet region might fail to scale down.
- Because the scaling buffer values are set too high, there are more servers available than necessary.
- The shutdown TTL or delete TTL values are set too high. The higher these values, the longer it takes for machines to scale down. Refer to the machine life cycle.
- Empty game servers (that's, game servers without players) are failing to deallocate when a game session completes and all players leave the match. This prevents the machine life cycle from initiating the TTL timers until all the game servers are deallocated.