Server crashes collateral damage

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Server crashes collateral damage

Postby Procne » Wed Aug 17, 2011 7:38 am

I don't really like simplifying the game, but since server crashes make certain aspects of it harder and players are not able to do anything about it...

Me, and the people in my village, work for most of the day and have time to come online only in the morning and evening.

Primary problem for us is steel - over last week it happened twice that server crashed in the morning making us unable to refill crucibles and therefore losing all progress on steel inside it, since fuel was all drained when we came online.

Another problem are silkmoths - I have lost one batch of worms, because server was down when I had the time to feed them. Another batch of cocoons turned into silkmoths as well without letting me unravel some of them.

What I propose is giving some bigger margin for those two mechanics, at least while servers are unstable like they are now. For example extending capacity of crucible to 16-20 hours worth of fuel, and letting silkworms starve 2 items instead of 1.
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Re: Server crashes collateral damage

Postby MagicManICT » Wed Aug 17, 2011 8:21 am

The problem isn't really fixable because either way it requires something not available: man hours.

It'd be nice, though, to just have the steel crucibles be able to run for 18 hours without reloading. It'd make it easier on most small villages and hermits. I'm not sure about the silk worms, though. Timing is a big thing and knowing how the nature slider effects hatching, feeding, etc.

A current solution is to get a few more people in the village that can be on at differing times. Good luck with this. You're not the only ones suffering from it.
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Re: Server crashes collateral damage

Postby Procne » Wed Aug 17, 2011 8:27 am

If it was a problem only in our village I wouldn't post this suggestion.

I don't think that getting more people just for this, and giving them access to steel and silk right away, is a good solution.

I agree that it's hard to fix problem with silkworms, although, seeing that server tends to crash only in the morning, it would be easy to organise everything so that worms only hatch in the evening for example.

Steel is the bigger problem though, you can't organise anything really, it must be working for 56 hours non-stop :/
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Re: Server crashes collateral damage

Postby MagicManICT » Wed Aug 17, 2011 6:14 pm

Procne wrote:If it was a problem only in our village I wouldn't post this suggestion.

I don't think that getting more people just for this, and giving them access to steel and silk right away, is a good solution.


Forethought is always a desired quality in good leaders. The constant attention required by both silk and steel make it a necessity. I'm sure there are other villages around that have this issue. A good application process can make the risk of loss less. Besides, what's wrong with letting them have access to steel and silk right away if it means that the whole village will have a steady supply of both?

Procne wrote:I agree that it's hard to fix problem with silkworms, although, seeing that server tends to crash only in the morning, it would be easy to organise everything so that worms only hatch in the evening for example.

Steel is the bigger problem though, you can't organise anything really, it must be working for 56 hours non-stop :/


A simple fix to silkworms is have them eat just once a game day instead of twice. This doubles the production time,though, and many wouldn't be happy with it.

Steel can be fixed just like you suggested (18 is the number there). Doesn't mean it will be, though. Just be glad it isn't like the old process where the crucibles had to be babysat.

If it wasn't clear enough, to further explain:

MagicManICT wrote:The problem isn't really fixable because either way it requires something not available: man hours.


If Loftar had the time to implement these changes, then there probably wouldn't be the lag and server crashes we have now that brings up your desire to put these changes in place because he likely would have had the lag and crashes under a bit more control.

However, the ideas do have merit and makes the game a bit more casual friendly. (If you can call any of us here casual. :p)
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Re: Server crashes collateral damage

Postby Radenk » Wed Aug 17, 2011 10:07 pm

No.
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Re: Server crashes collateral damage

Postby LordJorge » Thu Aug 18, 2011 1:01 am

Oh god I know what you mean
I'm a silker and I really hate server crashes.

Go check the tables, 20 tables full of worms, server crash. Next morning empty tables.

In the middle of unraveling cocoons, server crashes, lots and lots of moths

It's very infuriating
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Re: Server crashes collateral damage

Postby Procne » Thu Aug 18, 2011 8:45 am

MagicManICT wrote:Steel can be fixed just like you suggested (18 is the number there). Doesn't mean it will be, though. Just be glad it isn't like the old process where the crucibles had to be babysat.

How did the old process work?
If it wasn't clear enough, to further explain:

MagicManICT wrote:The problem isn't really fixable because either way it requires something not available: man hours.

Well, thing is - I imagine that increasing crucibles' capacity is just changing one constant in code or some game files. But yeah, if devs don't look at H&H anymore then probably it won't happen.

Radenk wrote:No.


I gave my reasons, what are yours?
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Re: Server crashes collateral damage

Postby MagicManICT » Thu Aug 18, 2011 2:51 pm

Procne wrote:
MagicManICT wrote:Steel can be fixed just like you suggested (18 is the number there). Doesn't mean it will be, though. Just be glad it isn't like the old process where the crucibles had to be babysat.

How did the old process work?


This is from memory. I'm not sure if the old article is on the wiki anymore. (Not sure there is any methods implemented to archive old articles other than the built-in revision history in every wiki.)

The steel crucible, once lit, had to be maintained at a certain 'temp' to produce the best possible quality steel. This meant having someone around to check it every 20-30 minutes or so (about the length of time for one fuel to burn). If fuel levels went too high or too low, quality decreased. It was found to be too difficult to manage without botting it, so it was changed to the current method.
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