Granger wrote:The server should apply the decay hits the map should have taken over time when the map loads.
jorb wrote:Granger wrote:The server should apply the decay hits the map should have taken over time when the map loads.
Loftar insists that this is not feasible.
Why a secondary system in case the original works nicely?Sevenless wrote:Is it potentially feasible to have a secondary system in place if the map has not been loaded in X days? As in, if a map isn't loaded for 30 days, all structures automatically take a decay hit? It's much more feasible than doing 20 bajillion RNG hits on the area that would have accumulated in that time.
So you're not logged in long enough to keep the area active...One that note: Decay hits for berry bushes is a really painful system right now. It's so rare you can't make a feasible orchard that will ever regenerate berries.
That would be an option, then decay will most likely only work on unclaimed stuff in loaded areas. If that is so then it could be abolished completely since it has no real use anymore.Unless planted bushes don't use the same system for that.
Why a secondary system in case the original works nicely
So you're not logged in long enough to keep the area active...
Sevenless wrote:Because it's completely impossible to use the decay system retroactively on unloaded areas like you want it to be? Decay hits being random is the problem. Because you need to apply thousands and thousands of decay hits to a region when it's first loading, anyone entering areas that hadn't been loaded in a while would cause massive server load.
Apillion wrote:Would this not make for longer map loading when entering a area that was not visited in a long time?
Granger wrote:With this you would not accumulate thousands and thousands of decay hits on an area, but only a low number of ingame days worth (my estimate) so on-demand load when you enter the area shouldn't have that much of a penalty.
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