Server issues: New server

Announcements about major changes in Haven & Hearth.

Re: Server issues: New server

Postby jordancoles » Mon Jan 16, 2012 1:34 am

One thing I would say about signs though, they should be made to be destroyed if you try to CR on top of them/come out of a minehole into one or if not that, have them share a collision box so that you can share the space
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Re: Server issues: New server

Postby danvath » Mon Jan 16, 2012 1:36 am

I counted around where I am at, and there is over 1000 signs, and that is not in the entire grid, thats just inside of a maybe 400x400 area. Now just for sacks, we say the map is what 1,000,000x1,000,000 tiles in size... Thats a lot of signs if you compare the numbers, which means more and more lag. Now usually it will not effect it that much because as signs go up trees are getting cut down, but in theory this should make it equal out. The only problem is that if 10 people build 10 signs you now have 100 signs just sitting around, but now those same people cut down say 5 trees. You did lose 50 trees, but you gained double that in signs.

Well trees are bigger and contain more items within them!

This is true, but the items contained inside of a tree or sign only matter when someone goes to access that feature. The size of the tree does matter because a tree could probably be equivelent to 10 worth of date on the buffer, but the problem that is run into is when those 10 people no longer need to cut down trees. Now you have 10 people building 10 signs say 3-4 times a day, but not cutting down a tree. Ut-oh now all that extra space we had is getting filled up with signs until BAM we have to much data on the buffers because not enough trees were cut down to make up for the now extra signs taking up that data.

Thus, we have now just made the game lagger because now we bunchs of other data sitting around. This is the main reason why you can't "drop" something in most 3d games because first it costs extra to make artwork for those items, but also every item that you drop adds to the data that needs to be processed to show those items.


This would also cover the 0 item glitch because if nothing gets added to the sign in the week then it will still automatically destroy the sign. we could all go around destroying signs, but I wanta play the game not do garbage collection.
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Re: Server issues: New server

Postby jordancoles » Mon Jan 16, 2012 1:39 am

danvath wrote:I counted around where I am at, and there is over 1000 signs, and that is not in the entire grid, thats just inside of a maybe 400x400 area. Now just for sacks, we say the map is what 1,000,000x1,000,000 tiles in size... Thats a lot of signs if you compare the numbers, which means more and more lag. Now usually it will not effect it that much because as signs go up trees are getting cut down, but in theory this should make it equal out. The only problem is that if 10 people build 10 signs you now have 100 signs just sitting around, but now those same people cut down say 5 trees. You did lose 50 trees, but you gained double that in signs.

Well trees are bigger and contain more items within them!

This is true, but the items contained inside of a tree or sign only matter when someone goes to access that feature. The size of the tree does matter because a tree could probably be equivelent to 10 worth of date on the buffer, but the problem that is run into is when those 10 people no longer need to cut down trees. Now you have 10 people building 10 signs say 3-4 times a day, but not cutting down a tree. Ut-oh now all that extra space we had is getting filled up with signs until BAM we have to much data on the buffers because not enough trees were cut down to make up for the now extra signs taking up that data.

Thus, we have now just made the game lagger because now we bunchs of other data sitting around. This is the main reason why you can't "drop" something in most 3d games because first it costs extra to make artwork for those items, but also every item that you drop adds to the data that needs to be processed to show those items.


This would also cover the 0 item glitch because if nothing gets added to the sign in the week then it will still automatically destroy the sign. we could all go around destroying signs, but I wanta play the game not do garbage collection.

tl;dr
My basic response to whatever I assume that was ^ is that if people don't like sign clutter, then it's a community effort that is needed to clean up after themselves. Anything that the devs do would only fuck up some other mechanic that we all know and love as broken as it is
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 danvath » Mon Jan 16, 2012 1:46 am

In a perfect world people would clean up after themselves. I can not think of a way to stop using them for hunting without making animals become rather impossible to kill until ridiculusly high levels.

Trying to explain a way that would help with lag, and why it would make the devs lifes easier then restarting server twice a week.
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Re: Server issues: New server

Postby Highista » Mon Jan 16, 2012 1:47 am

loftar, can we please get a update on the transfer :)

Thanking you!
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Re: Server issues: New server

Postby loftar » Mon Jan 16, 2012 1:49 am

It's at 64% by now.
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Re: Server issues: New server

Postby jordancoles » Mon Jan 16, 2012 1:49 am

danvath wrote:In a perfect world people would clean up after themselves. I can not think of a way to stop using them for hunting without making animals become rather impossible to kill until ridiculusly high levels.

Trying to explain a way that would help with lag, and why it would make the devs lifes easier then restarting server twice a week.

The only animals you use signs for atm are herd animals and you can simply shoot from from a boat, no signs needed. They won't run.
The taming mechanic would need to be changed though or else you'd need to get a little more clever with the trapping
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Re: Server issues: New server

Postby Mastershake » Mon Jan 16, 2012 1:59 am

64% Comon, I wanna finish my new village.
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Re: Server issues: New server

Postby danvath » Mon Jan 16, 2012 2:04 am

People still do a lot of fencing with boat hunting because say you are a hermit and want to hunt a fox. It may keep running away and you never kill it, which means you wasted your time, but if you fence it in you can kill it without a problem. Now there is say 4+ signs just sitting there because that person is not worried about destroying those fences because now they are worth nothing to them. You wouldn't have to change all this extra stuff you talk about, just let the sign class inherit decay from whatever the main class is that defines decay like other items, and then use a if statement to check for if the item is being used or not, and if it is not being used then it gets decay added each tick of decay checking. Now no more signs hogging up data, and if it works properly just a few lines added maybe a hours worth of work, unless there is some other variable/class that confuses the system into thinking its a sign as well.
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Re: Server issues: New server

Postby kaczkazdw » Mon Jan 16, 2012 2:04 am

maybe there will be some new objects like animals traps in W7 (for ex. leave somewhere rabbit trap, return after hour and then you'll see a rabbit in the trap)
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