PC Are devs aware of multiplayer discussion, moderators?

What this says to me is that they will be improving the netcode for sure to benefit their supported mp count and hopefully the improvements will be robust enough that it also benefits the larger server guys.




Yeah, I agree. What I meant is that, while it's not a promise, it doesn't mean that the TFP is "shouldering" for it.

 
Forgive me because I don’t share the optimism you find between the lines, I am still processing the barrage of “this is unsupported” literal statements 


Optimism? I thought my main message was that whatever happens will take a lot of time. And I also hinted that it wasn't sure at all that there would come anything off it.

Naturally if you think Madmole was just lying/placating when he said they hired new programmer that will look into this issue, then yes, you are more pessimistic than I am.

You can set max players >8 without mods.  It's just that you need to use mods typically if you want to see that last at all...

I would much rather be discussing Howlune and giKoN's feedback than my own snark, but at least my snark revived this thread.


With us? We have nearly zero knowledge about the netcode. What is there to discuss and what would it achieve? I mean, sure, knowledge is always a good thing, but this is off broadway here. I doubt those new engineers tasked with looking at the net code will frequent the forum and start discussing the code (but I could be wrong here, for example Faatal is very forthcoming with internals, usually new hires at some place are shy though and don't know how much info they can give out)

 
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Naturally if you think Madmole was just lying/placating when he said they hired new programmer that will look into this issue, then yes, you are more pessimistic than I am.
He didn't say they would look into anything specific.  "optimizations" could mean anything.  In the next sentence he's talking about FPS drops.

 
He didn't say they would look into anything specific.  "optimizations" could mean anything.  In the next sentence he's talking about FPS drops.


Well the context was definitely the netcode. And part of your problem is FPS because of unoptimized network traffic if I understand correctly. For example gikon was talking about unneccessary world update packages that could be optimized away. This looks to me a quite promising avenue for optimizations.

There was no word on whether they will also work on PvP and exploit security and to me those problems look to be massively more problematic and to hope for a complete solution there is utopic in my view. 

Am I wrong in thinking that just one working exploit would make fixes for all the other exploits nearly useless? And seeing what problems other much larger companies have with exploit-prevention I don't see 7D2D ever get really exploit-free, especially since too much processing seems to happen on the client and I doubt this can easily all be moved back to the server.

But on the other hand the stuff I don't know about the game's code could fill libraries 😁

 
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I don't see 7D2D ever get really exploit-free
The room for improvement could also fill libraries, and since this is a popular way people use the game I think it's worthwhile to improve.  The game code itself doesn't need to be perfect, it just needs to be good enough to allow admins to do their job moderating their servers.  The efficient way to get there is to to leverage the experience and suggestions from admins like giKoN and others.  Start a dialog, respond to their feedback in detail, prioritize action items & bug reports.

 
I thought its pretty clear.  The servers aren't meant for more then 8 atm.  That doesn't mean it won't work, but its not going to be supported.  As the game is optimized and improved upon hopefully it will be able to support more but its never going to be guaranteed even if its a goal they'd like to hit.  I'm sure TFP want them to be able to support as much as possible, plus i'm sure with what they know now they'd do a lot of things in a different manner.  

I'm sure some of their decisions aren't the most optimal performance wise and could have been done better knowing what they do now.  That is the nature of programming sadly.  

 
We have some new engineers coming on board in January hopefully optimizations will be robust enough for you guys to enjoy larger servers again.

In the meantime, have you tried disabling the new dynamic meshes? I imagine 50 castles being erected at the same time and viewable from miles away could cause a hit in performance.

 

Can you guys describe how you play the game with 50 players? Is it pvp... or coop? Is it a large building community? What is the typical use case for servers this large? How many total players and how many are online when you start seeing FPS drops?


New engineers coming, that's sounds great.

I'm happy to describe 50 players online.   First I play on SDGamers and their servers are set on 64, although usually 24 - 32 or so play concurrently.  And it's vanilla with only an automated server reboot every 6 hours.  Why the reboot is mainly the Client to server Desyncing gets bad, and guessing memory leaking (almost like the old ARMA 2 Dayz MOD days kinda desyncs).   The servers are Co-OP and players usually set up vending spots and trade openly as well helping out new players.  The Admins jump on and play and often build a free-for-all Horde night base out of DEV blocks I assume.

If you guys were able to just get 7 days to die running 24 player stable, it would be a huge boon.  You be surprised how many players love playing together.

 
New engineers coming, that's sounds great.

I'm happy to describe 50 players online.   First I play on SDGamers and their servers are set on 64, although usually 24 - 32 or so play concurrently.  And it's vanilla with only an automated server reboot every 6 hours.  Why the reboot is mainly the Client to server Desyncing gets bad, and guessing memory leaking (almost like the old ARMA 2 Dayz MOD days kinda desyncs).   The servers are Co-OP and players usually set up vending spots and trade openly as well helping out new players.  The Admins jump on and play and often build a free-for-all Horde night base out of DEV blocks I assume.

If you guys were able to just get 7 days to die running 24 player stable, it would be a huge boon.  You be surprised how many players love playing together.


This is exactly what its like on the server I have been playing on.. on & off for a couple of years. They've switched providers and everything so its clear game limitations. During the day there is around 10 players peaking around 30 max and even with low player numbers the servers soon start crash. They have gone from 4hr auto restarts to restarts every 2hrs with a 20 min daily downtime for full server back ups and it still crashes. I can be merrily playing along and then I start a large POI and the zombies spawn in very late and server starts to struggle. Zombies will start to run on the spot and you the server is going to crash.

This has led to many wipes on this server but also roll backs. They just had to do another 2 day rollback tonight so people loose loot and large portions of the bases. Personally along with some more optimisation to support 8+ player multiplayer they should hard code none poi building height limits so players cannot build these stupid sky high sniper towers.

 
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