@RAGE PVE
how to reduce the impacts by say 50% then I'd like to reintroduce the buffs given off and then also sort out the fire take over from the Archon perhaps?
1. Reducing the impact of the distortions.
In the same areas where it was suggested to remove the buffs, add them back and edit the intensity="#" value for Lines that govern ModifyScreenEffect for onSelfBuffStart. Where the mantis uses intensity="1" for Distortion, this change be changed to intensity="0.5" for that 50% reduction in impact.
2. The Archon fire buff is a TFP default. As such, it would require making a new buff to replace it as other areas of the game are governed by the same buff.
As with your plan for the Mantis, consider reducing the chance of the Archon causing that damage with every impact for both melee and projectile.
Look in the items.xml and search for meleeHandArchon and ammoProjectileArchon.
Consider changing this effect in both from 90% chance:
<passive_effect name="BuffProcChance" operation="base_set" value="0.90" tags="buffBurningZombie"/>
to 33% chance:
<passive_effect name="BuffProcChance" operation="base_set" value="0.33" tags="buffBurningZombie"/>
This will give players a better chance to retaliate or take cover if the initial hit does not cause them to burn. Making a new buff for the effect of burning but not having the visual impact is governed in the default buffs.xml and begins in 'buffBurningZombie' which in turns connects with 'buffIsOnFire' which adds that burning particle around the entity. A copy/paste without a different particle or removing the particle is possible, but then that should still hook up with buffExtinguishFire to remove the burning feeling. I am not going to give detailed instructions because this was created by Snufkin and I don't want to cause any offense beyond explaining how to reduce the probability of being burned as above.
Lag wise....100% as soon as we hit the max zombies of 80 if those zombies are near the players the fps drops, but if its like 70 odd seems fine, the golden jug seems to just instantly attract loads of zombies which is briliiant, (is that normal?) but I wish we could figure out a higher max before it throttles the server
3. I do not believe this is a hardware issue. I have been this occur on some of the most powerful stand alone dedicated server rigs that had the whole box to themselves. This appears to be a software issue connected to the Unity Game Engine, netcoding, or general processing for 7D2D. Once a data threshold is reached, the bottleneck becomes a block and there is a data traffic jam. Things start to get sluggish until the processes catch up or the load is eased. Finding that max is a complex balancing act depending on number of players/entities at any one time, server configuration and mod configuration files, location of players (all at one base or many smaller base) since this can call processes in multiple regions across the world. The general consensus is to always have that little bit of redundancy to allow for those periodic peaks. From what I've seen, players bail quicker during poor performance than when it's less than chaotic intensity but still steaming smoothly. FPS is linked to server side struggles rather than client side during these moments.
36:40 - do you know what buff this is or have a list of the most disruptive buffs at all, the ones that take over pretty much? When there is lag + that its just abit much to manage sometimes.
4. This appears to be Radiation from the banshee. This is combined with Blur and Drunk. These can all have intensity reduced until you find that sweet spot.