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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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Offline sobuor
02-08-2009, 02:50 AM,
#21
Member
Posts: 222
Threads: 53
Joined: Jun 2008

yeah i mean i'm in freaking canada here buddy s and the lag i get not so bad at all
it happens from time to time but there is no reason to make it less just get better internet people
and i agree with some of the others we should let to get bigger mybe 220 to start just so we can see where the lag issues incress's to at point wheer they are a proablem

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Offline Robert.Fitzgerald
02-08-2009, 02:59 AM,
#22
Member
Posts: 1,727
Threads: 32
Joined: Feb 2008

Well, it's a bit hard for some players to simply get better internet...

I have the best internet plan available where I live, and I still get around 500 ping due to distance from server.

Stupid ISP. At my friends house down the road, I get 400ms instead. Routing issue maybe.

On topic: I want more players, with a manageable amount of lag. Maybe reducing the numbers of npcs could help maintain our 200 limit with less lag in peak hours?

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Offline Primus Avatar
02-08-2009, 05:47 PM,
#23
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Posts: 1,046
Threads: 52
Joined: May 2008

I vote NO on the primary request to drop the cap to 170.

Why fix something that isn't broken? It may not be "optimized" gameplay
at peak hours but it offers you to play the game.


Don't turn this into Silkroad Online,

I loved that game but almost every time i attempted to join all the slots were taken.

If you got in early, it was only a matter of time till some corrupt network packages
disconnected you from the server and then you couldn't join back.


Lack of slots:

1) Being disconnected while a pirate requests your cargo, you cant come back if all slots are taken and you cant explain that you didn't F1 out.

2) More lag will not disrupt PVP. It will only make it less enjoyable until you get used to it.

3) Less slots means less people to interact with, "the more the merrier".

More slots:

1) More lag, but you could use that time to do simple tasks such as rep-fixing, Trading, Diplomacy,
Mining and general conversations.

2) less chance that you will spend Saturday night whining how all those lucky bastards get to fly
around in their nice ships while you stare at the 170/170 notice.

3) Its not broken yet....so why fix it?

wassup
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Offline mjolnir
02-08-2009, 06:14 PM,
#24
Member
Posts: 3,774
Threads: 71
Joined: Sep 2007

' Wrote:3) Its not broken yet....so why fix it?

It IS...

I had some 4 different fights yesterday with 2-3 different people that all had under 60 ping and no packet loss or lag indicated...

yet all of them were pretty much about random beaming around.

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Offline Othman
02-08-2009, 06:26 PM,
#25
Member
Posts: 2,011
Threads: 49
Joined: May 2007

How would making a second official RP server with the same clan and diplomacy rights of the current one and setting the cap to something around 150 on both sound?

An additional server would mean additional hosting service, costs, etc. so it comes to discuss whether discovery is overpopulated enough to have its second RP server or an alternative solution is what we actually need.

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Offline Primus Avatar
02-08-2009, 06:32 PM,
#26
Member
Posts: 1,046
Threads: 52
Joined: May 2008

' Wrote:It IS...

I had some 4 different fights yesterday with 2-3 different people that all had under 60 ping and no packet loss or lag indicated...

yet all of them were pretty much about random beaming around.


well sorry, but ill stick you my vote. In my opinion "random beaming" poses less problems
than not being able to play at all

wassup
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Offline Coin
02-08-2009, 06:35 PM,
#27
Difficult Customer
Posts: 3,329
Threads: 82
Joined: Apr 2008

Alternative solution:

split the server across several machines: one for bret-lib-rhein, and another for kusari, border- and edge-worlds.

Would reduce lag AND be able to up player limit.

No idea how to do this though... prolly requires *sauce* code;)


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Offline swift
02-08-2009, 06:38 PM,
#28
Member
Posts: 2,838
Threads: 61
Joined: Jul 2008

What, and be restricted only to one part of space with certain characters. You think data exchange between multiple servers is easy?
A character would work only in a certain server, not on all of them.

If you mean somehow get more computers to run one server, not possible cause the FLServer does not support more than one processor( and just one core)

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Offline Leadcrows
02-08-2009, 06:44 PM,
#29
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Posts: 98
Threads: 8
Joined: Dec 2008

To be honest, i hate lag, for a player who looks for action and pvp lag is the worst, but i must tell you, when the server hits max 200 online i am really excited and i do not care about some minor or medium lag spikes anymore.
Leave the server as it is, Freelancer is a big universum if you consider it is not MMO after all.
This is the only server after a long time now, that fills the Freelancer universe perfectly.

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Offline Othman
02-08-2009, 06:56 PM,
#30
Member
Posts: 2,011
Threads: 49
Joined: May 2007

Splitting is much more complex. The way I see it could be is to initialize a blank new server with a clean database so that whoever intends to play on it should reincarnate their old characters or go for alternative ones, which would make it a way too hardcore at the beginning. If only transferring or duplicating the data of wished characters from the current server to a new server was possible..

Positive of the idea: Events could be held with less or no lag at all if there was a second RP server. And more people would be able to play at the same time once the player cap is maxed on the main server.

And you should ask yourself this question as well before going on with the discussion.

Would you prefer the server to stay with 200 player slots, a bigger universe, maxed population and better chance of experiencing different roleplaying interactions or divided into two with slightly less of everything previously stated - except the player slots in total - but with also less lag?

On the uncharted lagoons of anguish, I sail with a canoe made of my sins.
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