Consider the MP implications

Grandpa Minion

Scavenger
Ultimately, it boils down to common sense, irrespective of whether it is a single-player or multiplayer scenario.
A pertinent example of this is when solo players persuaded tfp to destroy loot containers containing valuable items after looting it.
The reality is that was a detrimental decision for multiplayer gameplay, as the next player who arrives may wish to access that container but can't since it has been destroyed.
What I am emphasizing is that all the requests I frequently observe from single players should consider the implications for the multiplayer aspect of the game.
 
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A pertinent example of this is when solo players persuaded tfp to destroy loot containers containing valuable items of looting it.
You got proof of that? Because from what I remember they did that to help performance, as each empty loot container is a Tile Entity the game has to keep track of. That's a lot of bird nests and garbage piles to track for no real reason.
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What I am emphasizing is that all the requests I frequently observe from single players should consider the implications for the multiplayer aspect of the game.
You can't really comment on this either, since your perception of MP is 50 player PVP servers, when the official support is currently for 8 player PVE.
 
I notice that you post daily on this forum regarding various topics and concerns, which raises the question of how frequently you engage in multiplayer?
In the majority of the threads I have read from you, your responses suggest a lack of understanding of how the game operates in a multiplayer setting.
In fact, I would wager that many individuals participating in this thread do not play multiplayer on a daily basis.
This is part of the issue; many aspects relevant to single-player experiences do not apply in multiplayer, and vice versa.
I rarely play solo. But I consider both SP and MP when I talk about things (when relevant). In the case of the post you quoted, SP or MP has no impact on whether or not a storm breaking a quest is bad. Try staying on topic for a change. And, btw, the only reason containers disappearing impacts MP is if you are respawning loot (which also impacts SP). If someone looted a container before they started removing the containers, it would still be empty for the MP player, so has not impact on them if the container is there or not. It only impacts loot respawn and does so in both SP and MP. MP has the option to do chunk resets regularly so that you have those containers back. And, for you with your PVP interest, that should be done all the time anyhow.
 
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MP has the option to do chunk resets regularly so that you have those containers back. And, for you with your PVP interest, that should be done all the time anyhow.
I must express my disagreement with you regarding this one.
It is generally unwise to ramdomly reset chunks or regions in multiplayer environments.
The main reason for this is that not all players make use of a (LCB), and resetting an area could inadvertently reset a base.
 
I must express my disagreement with you regarding this one.
It is generally unwise to ramdomly reset chunks or regions in multiplayer environments.
The main reason for this is that not all players make use of a (LCB), and resetting an area could inadvertently reset a base.
That is on them. If the server states that chunks will be reset, then the players need to plan for it. Automatic chunk resets are there almost exclusively for MP. There's almost no reason to use them in SP. You obviously do things differently because you're in PVP. Which, you can use your own words against you with that... you see things through a PVP lens without considering non-PVP. In PVP, sure... you might not want to place LCB or leave a vehicle or a bedroll to protect your base from a chunk reset. But in regular co-op MP (which is the intended MP playstyle), there's little reason not to. Besides, automatic chunk resets do NOT happen in chunks that have been visited recently. So unless a player doesn't play for long enough or doesn't ever go to their base, the chunk at their base isn't going to reset anyhow.
 
That is on them. If the server states that chunks will be reset, then the players need to plan for it. Automatic chunk resets are there almost exclusively for MP. There's almost no reason to use them in SP. You obviously do things differently because you're in PVP. Which, you can use your own words against you with that... you see things through a PVP lens without considering non-PVP. In PVP, sure... you might not want to place LCB or leave a vehicle or a bedroll to protect your base from a chunk reset. But in regular co-op MP (which is the intended MP playstyle), there's little reason not to. Besides, automatic chunk resets do NOT happen in chunks that have been visited recently. So unless a player doesn't play for long enough or doesn't ever go to their base, the chunk at their base isn't going to reset anyhow.
The majority of PvE and PvP server owners I am acquainted with have disabled this feature for valid reasons, reasons that you are unwilling to acknowledge.

<property name="MaxChunkAge" value="-1"/> <!-- The number of in-game days which must pass since visiting a chunk before it will reset to its original state if not revisited or protected (e.g. by a land claim or bedroll being in close proximity). -->
<property name="SaveDataLimit" value="-1"/> <!-- The maximum disk space allowance for each saved game in megabytes (MB). Saved chunks may be forceably reset to their original states to free up space when this limit is reached. Negative values disable the limit. -->
 
The majority of PvE and PvP server owners I am acquainted with have disabled this feature for valid reasons, reasons that you are unwilling to acknowledge.

<property name="MaxChunkAge" value="-1"/> <!-- The number of in-game days which must pass since visiting a chunk before it will reset to its original state if not revisited or protected (e.g. by a land claim or bedroll being in close proximity). -->
<property name="SaveDataLimit" value="-1"/> <!-- The maximum disk space allowance for each saved game in megabytes (MB). Saved chunks may be forceably reset to their original states to free up space when this limit is reached. Negative values disable the limit. -->
As you quoted there, it will not reset if you are visiting it regularly, which should be normal for a base unless someone plays infrequently. If set to 7-14 days, it should have little impact on most players' bases. But it is entirely up to the server what they want to do, and it's up to the players if they want to play on such a server.

Besides, many servers just start a new map after a relatively short amount of real time (one week to one month), which means there's little reason to reset chunks. It is most beneficial to servers that intend to run for long periods of time.
 
In fact, I would wager that many individuals participating in this thread do not play multiplayer on a daily basis.
This is part of the issue; many aspects relevant to single-player experiences do not apply in multiplayer, and vice versa.

I would agree to some extent. Among the permanent servers I find folks like to extensively apply mods that do weird things like add their own money system and server store, allow teleportation, and other things I don't like.

But when it came to a small server among friends, Vanilla or near-Vanilla, things were pretty cool.

To me, those are both multiplayer but worlds apart.
 
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