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View Full Version : The Winds of Change (we cant fix performance)


PariaH
Monday, 27th April 2009, 22:54
Taken Directly from mythics site , these are some proposed chnages that will be put onto Dark Crag,

Winds of Change

In our efforts to improve server stability and performance in Open Realm vs. Realm combat, the players of Dark Crag will have the opportunity to participate in a live test of a new system called "Winds of Change."

The goal of this system is to ensure the best Open Realm vs. Realm experience for as many people as possible and to prevent server crashes. Overall, this system will only take effect in the most extreme server load situations, and will only happen as a last measure before the zone would actually crash.

In order to accomplish this goal "The Winds of Change" will now teleport a small number of players in Realm vs. Realm lakes to the closest "safe point" when crowds are large enough to threaten the stability of the server. This will generally be the nearest Warcamp, however, it may also be a Chapter Hub within the zone depending on where performance is being impacted the most.

The system will first warn players that the Winds of Change are coming. If performance in the impacted area does not improve the system will select first those who are currently dead on the ground to be moved followed by those who are severely wounded. Those selected will receive a message explaining that they have been moved. We realize this change is inconveniencing to those impacted, and anticipate that this system is temporary while we continue to improve overall stability.

Please note that if you are ported but eligible for contribution rewards such as loot bags or medallions, you will still have an opportunity to win and retrieve them if you were ported during the assault on a Keep or Fortress.

Khammar
Tuesday, 28th April 2009, 09:53
Telestorming . . . we're back in the 90's! Long live UO! :)

MiMaRz
Tuesday, 28th April 2009, 10:41
:mad:

Crackshot
Tuesday, 28th April 2009, 11:10
well the most server crashes i've seen is when Unusualy large numbers storm an almost empty keep, and the server crashes... so in thos situations this would be a good way to save it from crashing

though I would like to see how they will still give people the crest of renown if the fort/keep gets taken

adee
Tuesday, 28th April 2009, 12:31
wha a load of bollox

on warhammer forums it says that a defending sides tank wall disapeared just because they were the only 1nes that had takin a bit of dmg lol, do mythic have a clue what they are doing

Daymare
Tuesday, 28th April 2009, 14:40
hahahahahahah.
waaait
HAHAHAHAHAHAA, that's what you get for having collision detection in an mmo :P

Veth
Tuesday, 28th April 2009, 15:32
now this is where their crappy designed keeps and forts take revenge. and we are the fucked ones. this is just plain retarded idea. there are already ideas on how to exploit this weak system to increase stability. i really doubt that it is going to increase any stability because once a pairing get filled with people, the WHOLE pairing starts to lag regardless if you are in reikland and order are in the maw. if they want to balance fights, at least put a pairing limit. it would suck but not as much as this.

so i am a tank, i want to get damaged. that's what i am there for in the first place. then the server decides to brainfart and i get ported out for doing what i am supposed to do?

Fishcakes
Tuesday, 28th April 2009, 16:38
So we get a warning first. Why? So all the 'community minded' players remove themselves so their fellow gamers can play on? I doubt that will happen.

Then the dead are removed followed by the severely wounded. Does this mean that we lose renown as the wounded don't actually die?

If you've ever been teleported away from a fortress to the farthest side of a zone you'll know how fucking annoying this is to spend 5 minutes or more to drag your arse back to the fortress just in case there is room now.

The comment on this being temporary may be right. People will quit if this happens too often therefore removing an high population as cause of a server crash!


Still, my rant may be over nothing...

PariaH
Tuesday, 28th April 2009, 17:15
we dont get anything right now, the server is Dark Crag a totally overpopulated US server, whether they introduce it further is another matter.

Ardesco de la Furia
Wednesday, 29th April 2009, 03:09
we dont get anything right now, the server is Dark Crag a totally overpopulated US server, whether they introduce it further is another matter.
/shudders

That server (yes I played on it) was a nightmare. Especially after going through a guild that was too big for its breeches and another that decided to go "fuck war lets fap over Darkfail!" :mad:

Achillion
Wednesday, 29th April 2009, 15:42
the only way for them to fix the lag is pull out some heavy duty things completely redesign the coding, and also pull out the annoying collision detection cause it is crap and will prolly help the stability.

Felstar
Wednesday, 29th April 2009, 15:52
It makes tanks mostly redundant in a lot of pvp situations though if they drop the collision detection. Probably would have to whip out a 2h and start playing golf with healers again.

To be honest I have no idea how they are going to proceed with this. All the solutions I can think of suck if they can't make their current code work smoothly (I'm guessing it is about as good as they can get it with collision detection in). Pairing number coupled with server population limits is about the best of them.

adee
Wednesday, 29th April 2009, 17:13
collision detection imo is a good thing makes for a much better battle instead of everyone running straight threw your tanks and killing your healers.the only collision that should be canned is the friendly collision as it serves no real purpose
anyways looks like the winds of changed has been scraped thank god.

After reviewing the metrics and community feedback Mythic have removed the Winds of Change feature from Dark Crag.

nilax goa