Server issues: New server

Announcements about major changes in Haven & Hearth.

Re: Server issues: New server

Postby krikke93 » Mon Jan 16, 2012 12:57 am

True, but it would also prevend people using it for item storage
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Re: Server issues: New server

Postby jordancoles » Mon Jan 16, 2012 1:07 am

krikke93 wrote:True, but it would also prevend people using it for item storage

Which is also shitty
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Re: Server issues: New server

Postby Lusewing » Mon Jan 16, 2012 1:14 am

I cant remember which world it was but I remember they removed all signs that held sticks at one point - sorted out quite a bit of lag but 100's of baby animals were created because of it. Fun times.
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Re: Server issues: New server

Postby danvath » Mon Jan 16, 2012 1:20 am

I am not meaning to make them decay in a hour or anything, but say have a decay rate of a week or so. Seeing as signs right now do not have a decay at all. Even if you use it for storage, most people will put things in there as time goes on so you could use that in the following manner:

if(added item)
set decay = 0;
else
decay = decay + 10

or whatever the calculations and such they use for decaying items.

This way if you have people that are using it for storage, anytime you add a item into the sign it would refresh it and you could still use for storage. This just means that say you have a newb that logs on one day builds a bunch of random stuff then stops playing their signs will go away unless some one takes over adding stuff to them and building them. This also means that even if someone builds a bunch of fence posts and actually builds a stick in it will decay if no one adds another branch within a week.

One could think that they don't effect lag, but every item you add to the buffer increase the draw time of the screen. Thats why the more stuff you have on screen the lagger it gets. Playing a single player game, such as skyrim, it doesn't matter as much because it is entirely based off of your own system. With a MMO like this can have a huge impact on lag. This is because the server has to add those signs to the buffer which causes it to run slower and slower.
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Re: Server issues: New server

Postby bmjclark » Mon Jan 16, 2012 1:21 am

Psh, who puts sticks in signs
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Re: Server issues: New server

Postby hazzor » Mon Jan 16, 2012 1:25 am

bmjclark wrote:Psh, who puts sticks in signs


according to half of the world's meadows, lots of people, and lots of sticks
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Re: Server issues: New server

Postby jordancoles » Mon Jan 16, 2012 1:27 am

hazzor wrote:
bmjclark wrote:Psh, who puts sticks in signs


according to half of the world's meadows, lots of people, and lots of sticks

The 0 item glitch is waaay more efficient and doesn't waste resources, also is decent in combat
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

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Re: Server issues: New server

Postby Redlaw » Mon Jan 16, 2012 1:28 am

left over hunting signs. They slowly invade an area.
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Re: Server issues: New server

Postby hazzor » Mon Jan 16, 2012 1:29 am

jordancoles wrote:
hazzor wrote:
bmjclark wrote:Psh, who puts sticks in signs


according to half of the world's meadows, lots of people, and lots of sticks

The 0 item glitch is waaay more efficient and doesn't waste resources, also is decent in combat


i suppose, but i don't actually know how to do that, i can only assume a lot of people don't either, something like moving away very quickly but i never need to place mass amounts of build signs...
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Re: Server issues: New server

Postby jordancoles » Mon Jan 16, 2012 1:30 am

Redlaw wrote:left over hunting signs. They slowly invade an area.

So break them :p
The real issue in that is that signs CAN be used for hunting, not the signs themselves
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

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