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 can't even place bed rolls in places.
How does a single bit, sitting in an array safely tucked away at the server's memory, cause any lag anywhere?we need less questable pois. likely why crazy lag happening.
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?
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 ..These are either sock puppet accounts belonging to Crazy Grandpa, or they're players on his server that he's cajoled into posting here.
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.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.
And how does reducing the number of POIs reduce the number of reseted POIs? It doesn't.when a quest prefab gets reset, the chunk its in, from bedrock to sky gets reset.
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.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
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.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.
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.My comment wasn't about removing POIs.
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.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.
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.You've completely misunderstood everything...
there are two types of smarts: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)?
Since you're relying on "his" opinion, let's ask him (don't forget to reply from the correct account).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
1. I've already stated by position.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?