Cut Questable POIs to 50% of all POIs

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The over whelming questable prefab issues is something tfp need to address direct
They did; guess what limits the amount of quests / hour the best? Number of players; and they've capped that to 8. That's 3 times less quests started per hour than 24 players would do.

3 times less is more than two times less; for all the hill billy mathematicians in the background, that must mean it do be the correct solution!
 
putting a bandaid on this issue doesn't solve the issue for the game
The over whelming questable prefab issues is something tfp need to address direct

It isn't a bandaid. That's exactly how TFP would make 50% of their POI unquestable. Those are THE settings in each POI responsible for the quests. You can either change the XML for each POI or you can use the Prefab Editor to change that XML for you.

[Self Edit; Snark Removed; Sorry]
 
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dude please tell me they are wrong.. please tell me you did not get your answers from ai like chatgpt or grok. Say it isnt so
if so please what is left stop using ai to come up with your arguments lol..

you ignore everyone that is giving you the correct responses cause you think your response is correct but unfortunately i am gonna say it isnt correct.

- zztong is correct [Knows pois and maps and issues very well]

- Riamus is correct [IDK i think he knows a bot bout maps I could be wrong]

- Roland (hate to say it) is correct [Dont ban me i was kidding Roland]

- Others were funny

- Reducing the questable pois does not reduce the resets you go to a new chunk then come back guess what the area has been reset. Reduce the number of quests a player can do a day [ i think i read that before somewhere dont know where]

- If you have more the 8 players on your server this all is a you issue seeing as how the recommended limit is 8. this isnt a ai figure it is a tested value that works where tfp have tested and stress tested servers to see a workable limit to produce not so much lag etc. have more then 8 on your server this is a you issue no one elses. btw

SERIOUS QUESTION TIME: How many players are on your server since yu say you have the largest server in the world.
Nasa wants to know...

Ai does not count for so many things and most times it looks at not even the game you are talking bout for an answer.
i just asked my 4 yr old niece what 2-1 is and she said it def is not windows. ai agreed with her.. weird

[Disclaimer i did not and could not be bothered reading the whole thread]
 
which means i litterally see and hear from thousands of players each seed that tell me things im trying to pass along to you guys.
@stallionsden "SERIOUS QUESTION TIME"
we have had 4152 players join this current seed
my statement was 100% correct and ill say it again, we hear from thousands of players each seed that tell me things im trying to pass along to you guys.
(2-1=1)
 
anyone with common sense logic would understand if you reduce the amount of questable prefabs than naturally the amount of chunks getting resets is automatic.
Isn't the issue how many chunks are simultaneously reset though? It's not about a total number, at least as far as server performance goes, right? Perhaps you'd have a little more storage space used if there is a larger total number of individual chunks that need to be kept track of, but unless you're reducing the number of chunks that can be simultaneously reset, server performance isn't going to be affected. The limiting factor for simultaneous chunk resets would be how many players are playing simultaneously. Reduce the total number of active players and you'll reduce the maximum number of chunks that can be reset (via activating a quest) simultaneously.
 
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we hear from thousands of players each seed that tell me things im trying to pass along to you guys.
Perhaps, but they don't represent a very large swath of the playerbase. They represent players that seek out large PvP servers (something I would never do, for example).

There's no good evidence to suggest that there is a large (relative to the entire playerbase) 7DTD playerbase that has a significant interest in playing PvP in 7DTD. The feedback you're getting on your server is not going to be representative of the playerbase as a whole, therefore any conclusions drawn from their feedback would have minimal relative value.
 
Im not a IT guy, but what i am...
is an admin who has dealt with chunk resets for many years and yes 1 single chunk reset can have a negative effect on the server.
1 reset on a server that has a max player count of 8 as the game officially supports wouldn't struggle with that, though. Right? :)

In any case, you still haven't responded to all of the information provided to you that shows how your suggestion doesn't in any way reduce the number of quests being done or the number of quest resets. Still waiting on your responses to what was said by theFlu and myself about all of your points that were wrong. You tend to ignore posts that prove you're wrong and just keep going on as if no one responded.
 
Im not a IT guy, but what i am...
is an admin who has dealt with chunk resets for many years and yes 1 single chunk reset can have a negative effect on the server.

But what you keep failing to understand is that a chunk that CAN BE reset and a chunk ACTUALLY BEING reset are two different things.

Your solution only influence the former, not the latter.
 
my proposal of reducing quest prefabs doesnt fix the issue completely for performance but imo it would help more than hurt
(2-1=1)

When 50% reduction might be sufficient:
  • If the remaining 50% falls below a critical threshold where it's no longer problematic
  • If the goal was harm reduction rather than complete elimination
  • If the remaining level is within acceptable limits or industry standards
When 50% reduction wouldn't solve it:
  • If the issue requires near-complete elimination to be considered "solved"
  • If the remaining 50% still causes significant problems or meets the definition of the original issue
  • If there's a binary nature to the problem (something either works or it doesn't)
Examples:
  • Reducing crime by 50% is great progress but crime still exists
  • Reducing a software bug's occurrence by 50% means the bug still affects users
 
my proposal of reducing quest prefabs doesnt fix the issue completely for performance but imo it would help more than hurt
(2-1=1)

When 50% reduction might be sufficient:
  • If the remaining 50% falls below a critical threshold where it's no longer problematic
  • If the goal was harm reduction rather than complete elimination
  • If the remaining level is within acceptable limits or industry standards
When 50% reduction wouldn't solve it:
  • If the issue requires near-complete elimination to be considered "solved"
  • If the remaining 50% still causes significant problems or meets the definition of the original issue
  • If there's a binary nature to the problem (something either works or it doesn't)
Examples:
  • Reducing crime by 50% is great progress but crime still exists
  • Reducing a software bug's occurrence by 50% means the bug still affects users

You asked the wrong thing to your AI.

Once again, what matters here is the actual number of chunk resets, not the number of chunks that can be reset.

If you have 100 players doing a reset, whether you have 100 or 900 potential POI has zero impact. You would need to go under that 100 (which your proposal doesn't do) to lower the impact.
 
If you have 100 players doing a reset, whether you have 100 or 900 potential POI has zero impact. You would need to go under that 100 (which your proposal doesn't do) to lower the impact.
coders will make us a mod to move chunk resets to a different core utilizing multicore processing, its not my server im worried about getting chunk reset issues fixed...
people need to understand there is millions of console accounts who do not have access to mods.
The suggestion i recommended would help the majority of accounts, and tone down all the propaganda streamers, veterans and other players believing a16 and prior was a better state of the game than it is today.
one of the main reasons for that quest did not exist back than.

btw something i haven't even talked about is storms
just another way tfp forcing players to do quests to seek shelter
 
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Structured Progression vs. Open Exploration:
Before Alpha 17, the game was much more open-ended and sandbox-focused.
Players could explore freely, loot what they wanted, and progress at their own pace without any guided objectives.
The quest system introduced a more structured progression path through tier-based advancement where unlocking the next tier of quests requires completing quests in the current tier
quests made the game unbalanced allowing players to abuse prefabs for unlimited loot allowing them to stay in spot power leveling, might as well just have turned god mode on for everyone.
 
coders will make us a mod to move chunk resets to a different core utilizing multicore processing, its not my server im worried about getting chunk reset issues fixed...
people need to understand there is millions of console accounts who do not have access to mods.
The suggestion i recommended would help the majority of accounts, and tone down all the propaganda streamers, veterans and other players believing a16 and prior was a better state of the game than it is today.
one of the main reasons for that quest did not exist back than.

btw something i haven't even talked about is storms
just another way tfp forcing players to do quests to seek shelter

Once again, your solution has no impact on the number of chunk resets.
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Structured Progression vs. Open Exploration:
Before Alpha 17, the game was much more open-ended and sandbox-focused.
Players could explore freely, loot what they wanted, and progress at their own pace without any guided objectives.
The quest system introduced a more structured progression path through tier-based advancement where unlocking the next tier of quests requires completing quests in the current tier
quests made the game unbalanced allowing players to abuse prefabs for unlimited loot allowing them to stay in spot power leveling, might as well just have turned god mode on for everyone.

But your solution doesn't remove questing so this is an irrelevant point as there is no indication disabling quests in 50% of POIs would lead to less questing.
 

POI Reset Issues Break Immersion​

Quest-driven POI resets mean "the world can't be real persistent, that breaks the immersion".....
locations magically restore themselve after being cleared which feels artificial and undermines the survival atmosphere.
 
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