Re: The only world reset/wipe requests/discussion topic

Postby VDZ » Mon May 02, 2022 4:17 am

SnuggleSnail wrote:Mostly natural decay / bad development decisions caused by devs not rly understanding the player-base or the game, I'd say

While I agree that the devs are rather disconnected from the game/playerbase in that they don't really seem to get what the experience is like for players, I'm fairly sure you are even more disconnected from the average player. The average player is hyper-casual compared to what you are used to, and your list of things wrong with the game that you claim makes it bleed players is an obvious example of that.

SnuggleSnail wrote:(realms, whales, satiations, knarrs, snekkjas, seasons, skiis, sleds, boulders, mine support decay, million% ARP swords, old bows, new bows, invisible crop growth speed fields, etc, etc)

I'm sure I've posted this historical anecdote before somewhere on this forum, but I'll post it again because it's relevant:
"During World War II, the statistician Abraham Wald took survivorship bias into his calculations when considering how to minimize bomber losses to enemy fire. The Statistical Research Group (SRG) at Columbia University, which Wald was a part of, examined the damage done to aircraft that had returned from missions and recommended adding armor to the areas that showed the least damage. The bullet holes in the returning aircraft represented areas where a bomber could take damage and still fly well enough to return safely to base. Therefore, Wald proposed that the Navy reinforce areas where the returning aircraft were unscathed, inferring that planes hit in those areas were the ones most likely to be lost. His work is considered seminal in the then-nascent discipline of operational research."
The only people who complain about realms, whales, satiations, knarrs, snekkjas, skiis, sleds, boulders, mine support decay, swords, bows and crop growth speed fields are the hardcore players who stick around. Most of those problems are hardly relevant or even completely irrelevant to casual players, who drop out far more often and far more quickly than the hardcore players who complain about these problems (and may well continue playing despite complaining). So if the intent is to minimize the number of players who quit, those issues are relatively unimportant. (Seasons, on the other hand, is genuinely something that a larger portion of the playerbase complains about and is a likely cause for players quitting.)

SnuggleSnail wrote:The harvest moon-esque early game being so disjointed from the PVP orientated portion of the game that PVPers don't get enough action, and harvest moon bois never learn the basics fucking both groups over

This is absolutely a thing. It's pretty much impossible to learn how to PvP without joining a faction, and unless you plan on simply running without fighting back it's nothing like PvE.

Uephorias wrote:I'm going to refrain from flaming the shit out of you and instead ask what, in your opinion, has caused the playercount problem for all these years, both the low player count in general, and the parabolic dropoff shortly after resets.

For the low player count in general, that's at least in part because the devs don't want too many players as the infrastructure is not ready for it:
loftar wrote:There are mainly two things I worry about, though; partly, as mentioned, the risk of getting our mail-servers and/or domain blacklisted; but I'm also a bit worried about having a too successful world launch. The last two resets were teetering right on the edge of server overload, and so if we can't handle more players than that for now, it may be actively harmful to bring in even more until that has been fixed.

The overall player count depends on the player count at world start, and that number is bottlenecked by technical aspects.

As for the player dropoff, there recently was a good thread about it ("Are devs happy/okay/satisfied with the player numbers?") that got bumped again a few days ago. I recommend you read that thread and that if you feel there remains something unsaid you add your post there, rather than doing the whole discussion over again in here.

Uephorias wrote:even when anyone could roll up and 2 shot me because I started playing on this world 3 weeks ago

That hasn't been the case since we got the openings-focused combat system. Enemies need to build openings first before they can do any significant damage, and that will take several hits, especially if you use restoration moves while running to reduce your openings. It's more of a battle of attrition nowadays; one you'll definitely lose if you're nowhere near your base, but at least they have to work for it. (Unless they mug you 3v1 or something, in that case you're just screwed generally.)
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Re: The only world reset/wipe requests/discussion topic

Postby CorwinOfAmber » Mon May 02, 2022 3:31 pm

SnuggleSnail wrote:
  • Natural decay every MMO faces after launch/major content patches
  • The fact you need a graduate+ programmer to spend hundreds of hours to make and maintain an in-house client to be at all relevant, and as of late an opengl specialist too
  • The developers consistently changing things for the worse in a way that generally isn't fixed for months/years/ever, in spite of the issue being plainly obvious within minutes or even before implementation to the majority of the player-base and the fix being trivial (realms, whales, satiations, knarrs, snekkjas, seasons, skiis, sleds, boulders, mine support decay, million% ARP swords, old bows, new bows, invisible crop growth speed fields, etc, etc)
  • The game being needlessly unintuitive, with pretty bad punishments for doing adventure game logic tier shit wrong
  • The harvest moon-esque early game being so disjointed from the PVP orientated portion of the game that PVPers don't get enough action, and harvest moon bois never learn the basics fucking both groups over
  • People thinking they want a hardcore PVP experience when they absolutely do not

Mostly natural decay / bad development decisions caused by devs not rly understanding the player-base or the game, I'd say


i just wanted to repost this list with the addition of the forum going to complete hell and people like VDZ

VDZ wrote: but I'll post it again
Loftar wrote:
Right, I realized that the other day but apparently forgot it as quickly again. Thanks!

Uephorias wrote:
And the game isn't dead, just on life support indefinitely
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Re: The only world reset/wipe requests/discussion topic

Postby fallout » Mon May 02, 2022 5:20 pm

would resetting the world without any changes aid development of an alpha game?

sure maybe it'd bring in 10x the people

but it won't help to have 10x the demands for new implements that aren't what they're currently writing code and drawing phallic-ized art for
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Re: The only world reset/wipe requests/discussion topic

Postby dageir » Mon May 02, 2022 7:15 pm

Ok. Let us say this game went "live" on Steam with some advertisement somewhere. As I understand it the server(s?) has a limited capacity which partly explains why we have few players.
What would it take financially and in terms of manpower to have a server capapble of hosting 10 000-20 000 players in one persistent world? And how big of a map would be needed?
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Re: The only world reset/wipe requests/discussion topic

Postby jock » Mon May 02, 2022 7:24 pm

dageir wrote:Ok. Let us say this game went "live" on Steam with some advertisement somewhere. As I understand it the server(s?) has a limited capacity which partly explains why we have few players.
What would it take financially and in terms of manpower to have a server capapble of hosting 10 000-20 000 players in one persistent world? And how big of a map would be needed?


A better way about it would be to have continents split into their own servers, made larger and then have border sailing. then the world could have 10-20k people without the need to rebuild the whole system. It be a much cheaper approach and wouldn't need a large amount of manpower.
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Re: The only world reset/wipe requests/discussion topic

Postby VDZ » Mon May 02, 2022 7:52 pm

dageir wrote:What would it take financially

Not much, I imagine.

dageir wrote:and in terms of manpower

As I understand it, it would essentially be a complete rewrite of large portions of the server code. (It may possibly be more efficient to rewrite it entirely due to the immense risk involved (you could get a bazillion bugs from the unchanged parts that were also written without parallelization in mind).) Frankly, I don't see it happening ever as long as the team has only one tech guy. (Unless they stop updating entirely for who knows how long, like with the Legacy -> Hafen transition.)
Last edited by VDZ on Mon May 02, 2022 7:54 pm, edited 1 time in total.
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Re: The only world reset/wipe requests/discussion topic

Postby sky_puh » Mon May 02, 2022 7:53 pm

yes, there are not so many players in the game, configure the anti-bot and the problems disappear
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Re: The only world reset/wipe requests/discussion topic

Postby VDZ » Mon May 02, 2022 7:56 pm

sky_puh wrote:configure the anti-bot and the problems disappear

If we're going for magical solutions, why not run the parallelizer instead? Just multi-thread, bro.
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Re: The only world reset/wipe requests/discussion topic

Postby dageir » Mon May 02, 2022 8:03 pm

jock wrote:
dageir wrote:Ok. Let us say this game went "live" on Steam with some advertisement somewhere. As I understand it the server(s?) has a limited capacity which partly explains why we have few players.
What would it take financially and in terms of manpower to have a server capapble of hosting 10 000-20 000 players in one persistent world? And how big of a map would be needed?


A better way about it would be to have continents split into their own servers, made larger and then have border sailing. then the world could have 10-20k people without the need to rebuild the whole system. It be a much cheaper approach and wouldn't need a large amount of manpower.


So an EVE-like solution with multiple instances/solar systems, but instead continents/islands on separate "shards"/servers/partitions?
Is this doable with this game? And if so, would it be financially and practically feasible?
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Re: The only world reset/wipe requests/discussion topic

Postby Ysh » Mon May 02, 2022 8:34 pm

dageir wrote:
jock wrote:
dageir wrote:Ok. Let us say this game went "live" on Steam with some advertisement somewhere. As I understand it the server(s?) has a limited capacity which partly explains why we have few players.
What would it take financially and in terms of manpower to have a server capapble of hosting 10 000-20 000 players in one persistent world? And how big of a map would be needed?


A better way about it would be to have continents split into their own servers, made larger and then have border sailing. then the world could have 10-20k people without the need to rebuild the whole system. It be a much cheaper approach and wouldn't need a large amount of manpower.


So an EVE-like solution with multiple instances/solar systems, but instead continents/islands on separate "shards"/servers/partitions?
Is this doable with this game? And if so, would it be financially and practically feasible?

If you ask a man if to make this game as it does exist now is financially and practically feasible as team of two men, he will likely tell you no.
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