Cut Questable POIs to 50% of all POIs

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I agree with Grandpa Minion, would be nice if 98% of places weren't all POI's. That would improve many features in the game tremendously. With all of the valid points he listed it would be nice to see some change to improve game performance. Who doesn't want that you know?
 
changes need to be made for sure.
we need to be able to take over pois again. it's a part of the game but it seems like we can't
we can't even place bed rolls in places.
we need less questable pois. likely why crazy lag happening.
I agree with Grandpa.
 
we can't even place bed rolls in places.
What now? The only places you're not supposed to be able to put bedrolls in are the trader compounds, and inside quest POIs that someone has an active quest in. If that's not the case, you've found a bug, or a "managed" server.

we need less questable pois. likely why crazy lag happening.
How does a single bit, sitting in an array safely tucked away at the server's memory, cause any lag anywhere?
 
What now? The only places you're not supposed to be able to put bedrolls in are the trader compounds, and inside quest POIs that someone has an active quest in. If that's not the case, you've found a bug, or a "managed" server.


How does a single bit, sitting in an array safely tucked away at the server's memory, cause any lag anywhere?

These are either sock puppet accounts belonging to Crazy Grandpa, or they're players on his server that he's cajoled into posting here.

Either way it's pretty pathetic.
 
These are either sock puppet accounts belonging to Crazy Grandpa, or they're players on his server that he's cajoled into posting here.
Ye, I know. Doesn't stop me from pointing out his mistakes as long as it doesn't get too repetitive for me. What I've learned is that PvP players love being wrong about things, it never gets under their skin getting corrected. Repeatedly. ... (this might need an /s here .. :) )
 
How does a single bit, sitting in an array safely tucked away at the server's memory, cause any lag anywhere?
when a quest prefab gets reset, the chunk its in, from bedrock to sky gets reset. Thats alot more cpu processing than a single bit. That can be litterally thousands of blocks getting intstantly reset.
 
when a quest prefab gets reset, the chunk its in, from bedrock to sky gets reset. Thats alot more cpu processing than a single bit. That can be litterally thousands of blocks getting intstantly reset.

If you were truly hardcore, you'd be running mods that prevent quests from ever being offered to anyone in a POI more than once, and chunk resets would be completely disabled. Repeatable quests and regenerating chunks are for carebears masquerading as PVPers.
 
when a quest prefab gets reset, the chunk its in, from bedrock to sky gets reset.
And how does reducing the number of POIs reduce the number of reseted POIs? It doesn't.
The single bit would be the bit that tells the engine not to use this place for a quest.
The player would get Another POI to reset and would reset one just the same.

Plus you accidentally swapped accounts for this one.
 
changes need to be made for sure.
we need to be able to take over pois again. it's a part of the game but it seems like we can't
most servers pve or pvp will not let players build in prefabs because trader quests resets them leaving players at risk to losing their base.
 
A lot of folks ... have no idea that network bandwidth is not the same as internet bandwidth and server bandwidth. When too much is going on for data processing within a server, and it overloads the network capabilities, then the server sits there just fine, while the network is forcefully denying people entry due to network bandwidth constraints, while getting an authentication error instead. Such as the EAC heartbeat error that I keep getting.
 
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If a server is overloaded by data processing, it won't an sich overload the network; and it doesn't just "sit there just fine", since it's too busy with the ■■■■ data processing ...? :D
 
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Ok, dear network engineer, tell me this:
How do you reduce high load events (quest starts) by randomly reducing the selection of specific workloads (reducing the number of possible quest POIs, but not removing any POI type), but not the number/frequency of invoked workloads (people wanting to quest and thus starting quests)?

If you're a friend of granny's, he's fed you bad starting info. If you're granny, well, try again.
 
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Ok, dear network engineer, tell me this:
How do you reduce high load events (quest starts) by randomly reducing the selection of specific workloads (reducing the number of possible quest POIs, but not removing any POI type), but not the number/frequency of invoked workloads (people wanting to quest and thus starting quests)?

If you're a friend of granny's, he's fed you bad starting info. If you're granny, well, try again.
Your strawman is duly noted. My comment wasn't about removing POIs. I personally don't want that to change. The issue is that TFP focused so heavily on increasing the amount of load the servers could handle (very good!), that they appear to have overlooked network capabilities, or were unaware of how this would overload network bandwidth giving it congestion. This is a common problem with cyber and systems folks, as they normally don't keep this in mind when upgrading or doing change management.
 
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That's the only thing in this thread that has been proposed as lessening the server load; and it wouldn't do that. Your comment is completely misplaced if you're not discussing that - and given the two other obvious socks on this page; pardon me if I remain skeptical.
You're talking about degrading performance of one area, in order to make up for the lacking in another. What I'm stating is, that instead of degrading something that is pretty incredible to have for the size of loads it can handle, that instead TFP should focus on upgrading their network capabilities so that they, and their base, can enjoy what they're creating.

In a company trying to make and perfect a game, or a business in general trying to move up, you don't downscale in order to compensate for some areas that are lacking. You improve in order to grow and get better results. Gramp's statement was about performance issues that primarily affects people's ability to connect or function. It has been talked about quite a bit around Reddit and other areas, that the more recent stable updates have been having these problems.

You've completely misunderstood everything...
 
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You've completely misunderstood everything...
Have you read what _this_ thread has been about? Tell me how any of the suggestions here actually align with what you're proposing? If you come in hot with completely vague suggestions, like "improve networking", you shouldn't expect to be taken at face value.

Taking you at face value, you do realize that TFP doesn't even run servers? They're public, rented from public clusters or ran privately; TFP can, probably, improve their network code, but they have no control of the hardware the game is being ran on. Given the standard server farm will do .. well, as poorly as they can afford...
 
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How do you reduce high load events (quest starts) by randomly reducing the selection of specific workloads (reducing the number of possible quest POIs, but not removing any POI type), but not the number/frequency of invoked workloads (people wanting to quest and thus starting quests)?
there are two types of smarts:
A) common sense
B) book smart
The common sense answer is if there are two prefabs causing an issue removing 1 (2-1=1) would effectively remove 50% of the issue.
the book smart answer.. well sounds like @HyperionSF already answered that
 
The common sense answer is if there are two prefabs causing an issue removing 1 (2-1=1) would effectively remove 50% of the issue.
the book smart anwer.. well sounds like @HyperionSF already answered that
Since you're relying on "his" opinion, let's ask him (don't forget to reply from the correct account).
@HyperionSF , what do you think of this idea here by Grandpa; would removing 50% of questable locations from being questable reduce load in some significant fashion? And if so, how?
 
Since you're relying on "his" opinion, let's ask him (don't forget to reply from the correct account).
@HyperionSF , what do you think of this idea here by Grandpa; would removing 50% of questable locations from being questable reduce load in some significant fashion? And if so, how?
1. I've already stated by position.

2. Have you not heard of an SLA before? Do you know what an SLA is? It's a Service-Level Agreement. One of the basics is team A stating what team B is responsible for, and how they need to perform it, in order to utilize their services properly.

Dude just... Maybe a book or something? Yeah?
 
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