What is Mastodon? Mastodon is an open-source microblogging network very similar to Twitter. You can make 500 characters post messages called toot (tweet), share videos or images, and follow other people. But unlike Twitter, Mastodon is decentralized, meaning the entire Mastodon is not run by a single company pulling all strings.

Mastodon can be used directly in your web browser or through a mobile client on a smartphone or tablet. It includes features that seem copied from Twitter-like replies, boosts (retweets), favorites (loves), a timeline view, blocking, and voluntary content warnings that hide sensitive content.
Mastodon also has some great features that Twitter does not have like automated post deletion for the older post of a certain age, requiring approval for follows without restricting your account, and opting out of search engine indexing.
Currently, there are also no ads on Mastodon meaning no ad tracking or ad network surveillance.
How Does Mastodon Work?
Mastodon is a social media network made of nodes called servers or instances each running special software meaning anyone can run their own Mastodon instance (if they have a proper dedicated server). When you have your own instance it can be linked in the federation or remain private, so individuals or companies can have control over individual Mastodon servers.
The software itself is open source based on the social networking protocol ActivityPub which was developed by WWW Consortium.
While using Mastodon, people sign up for accounts with specific instances. Once logged in, you can view a local timeline (of posts from that instance only) or, if the instance is federated with others, see a federated timeline comprised of toots from people in other instances. Mastodon users can send messages to each other using their Mastodon account names that are similar to email addresses in that they feature the server address as well as the user name.


The greatest lag and server crashes are pinpointed to game-creating events. When a player creates a new online game, the server needs to pull a lot of details from the database and make a game, due to some legacy code present this process takes some time and it is demanding a bit on the server-side, and although code was optimized to cater to more modern approach some legacy code still remains.
Another thing that was spotted to affect performance itself is player behavior, to be more specific, modern gamer behavior. Where players find good builds and runs on the internet and then go to farm-specific areas or bosses for loot or experience points, which in return boils down to making plenty and short runs that are made by creating games and after run eliminating them. Now pair that with the previous statement about legacy server and database code and you can add 1 and 1 and see how this might be an issue.
A lot of short games over legacy code are placing games in a state it was not designed for back in 2001 and therefore we have issues. Sadly solutions without completely rewriting the whole code are not very promising and they include rate limiting, which will prevent players to create many games in succession in a short period of time and maybe even login queues to drop a load on servers.
Blizzard reached to people in the whole company, even old diablo 2 developers to ask for advice and they say that they are working on solutions so they could lift limitations and have everything running fine. 
