PC 7 Days to die random gen.. what happened and will they fix it?

Seed "Astora" has 8 trader(the blue marker)

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Might be RNG doing exactly what RNG does, but if those clusterings happen often (I've seen those with my own two eyes) then RNG should get a nudge in the right direction with some limiting factors of how many traders can actually be in the same radius of each other. Works with trees. That last sentence was a joke.

 
The sort of testing I'm talking about isn't really "playing the game" as such. It's getting everyone coordinated a certain way to test a certain thing and then poof we delete that and go on to the next unit test or case test. Over and over and over as a full time job by people who are trained to do such. It's about as far from playing the game as you can get. And it's really hard to set up unless you want to pay people full time money because it's a full time job. So they support 8 players and we can have more than 8 at our own risk.
That's what automation is for. There are tools out there that can do all of this, right down to sending packets that simulate specific activities (though writing this stuff can take time and does require precise knowledge of both the automation tools and the game's communications methods). So you could easily set up a test server that is automatically spun up through other tools using build-of-choice, then fire off the automation framework to use <pick a number> of clients doing <pick specific routines, random things, stand around do nothing> on that server, and determine how things went through specific test criteria. Doesn't need humans at all.

As for why the cap is around 8, I'm going to guess based on watching linux servers that the reason is more due to how the game threads various tasks and less with "a server can't do it". It seems that no matter how much we've thrown at a server, it never seems to use more than ~2.5 cores worth of available CPU. I admit I haven't split out to see how many threads are doing this, but it seems to cap at under 250%CPU for the one "main" dedi server process. Now, this might be intentional and it might be pinning internally in the code to keep things from spanning all of the available CPUs (there are reasons to do that) but I doubt it. At some point in the future they are going to spend more effort on the MP server side of things and I'm guessing that's when we can probably see that 8 go higher without issues. Also, keep in mind that you can have the fastest CPU on the planet, but if the disk drives aren't also really fast it's not going to matter. I've seen at times when we're all going in opposite directions into new territory that the I/O wait times can start climbing and become a factor, and we're running on an SSD. I can't imagine how it would be on a single spinning disk.

 
7 traders should be more than enough for 8 people on a server. That's almost one trader per player.
As for the rest, we're in Experimental still. Be patient.

Personally though, I like the new layout a lot better than the previous one where you travel 800 meters and are in a completely different biome.
editing for future reference

 
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