I would really like either of these options to be considered (which they already are) and definatley put into place. More playes is better for discovery.
' Wrote:The problem might come when 1 character is used on both servers at the same time (shared chars for example) - most probably the latest updated character will be used to be sent to the other server so some changes might be lost.
Could this possibly be solved using flhook? A shared character normally has its own account, the details of which are given to people authorised to use whatever it is (usually a faction's Big Shooty Thing). So perhaps flhook could prevent the same account from being logged in to both servers at the same time, similar to the "60 seconds wait" for F1ing?
No longer active online due to a dwindling amount of non-PvP (trading, pirating, mining, etc.) fun in the new version.
The main issue I see with your suggestion above is the 2 servers running with two separate character databases that merely update one another. Were they running out of a single character database the 1 minute wait would certainly fix this, but having the character stored on both could complicate this a bit requiring them to share one account as I understand it for your idea to function.
I don't think that this is really necessary,server was full only couple weeks after 4.85 camed and since that I didn't have any problem with full server.So if it would be too much of a trouble to make this work I think that is not worth of effort.
True enough, I guess its kind of crossing bridges we have yet to come to working on ways to make 2 servers functional when we currently have zero... But we can still muse over such a titillating prospect as multi server disco universe I suppose ^^ . And yes for sure there are far bigger and more important fish to fry for the time being. I have only seen the server full a couple of times in the last month at very peek hours and not for long even then.
Well, before actually asking "can we have more than 200 users limit" there are few more questions that need to be asked.
1) What is the average player count?
From my experience, 90% of the day is below 180 players online. 2) How many times a week, and how long a day the server is full?
Again, my experience is last month most of the time the server wasn't full. If it was, maybe for two core hours once a week. 3) What is the cost (considering money / programming) of extending the user limit?
As we can see from Admin's replies, it would take a lot of programming to implement new solutions to extend user limit. In current shape, the server does 102% of it's possibilities so it reached it's phisycal possibilities. From that point, we would have to consider either splitting universe to two servers, buying multiprocessor server or any other solutions.
Now the final question: after answering questions 1 and 2 and considering question 3, is it reasonable to extend the user limit?
The answer is: no.
In current shape the user loadout doesn't even fill the server in core hours, yet most of the time during the day the amount of users online is way below it's possibilites.
So, considering how much work it would take to extend the limit it's not reasonable to do it. Simply, the amount of programming and money needed for this project is way too much considering how many players is currently online.
At least that's my point of view.
Some day, when I'll have more money, I'll consider donating to a brand new, multiprocessor server capable of hosting 1000 users online. Why not? Question is - will there ever be that many players? Don't think so...
' Wrote:yeah my spell and such sucks but i what ever
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Quote:Well, before actually asking "can we have more than 200 users limit" there are few more questions that need to be asked.
1) What is the average player count?
From my experience, 90% of the day is below 180 players online.
2) How many times a week, and how long a day the server is full?
Again, my experience is last month most of the time the server wasn't full. If it was, maybe for two core hours once a week.
3) What is the cost (considering money / programming) of extending the user limit?
As we can see from Admin's replies, it would take a lot of programming to implement new solutions to extend user limit. In current shape, the server does 102% of it's possibilities so it reached it's phisycal possibilities. From that point, we would have to consider either splitting universe to two servers, buying multiprocessor server or any other solutions.
Now the final question: after answering questions 1 and 2 and considering question 3, is it reasonable to extend the user limit?
The answer is: no.
In current shape the user loadout doesn't even fill the server in core hours, yet most of the time during the day the amount of users online is way below it's possibilites.
So, considering how much work it would take to extend the limit it's not reasonable to do it. Simply, the amount of programming and money needed for this project is way too much considering how many players is currently online.
At least that's my point of view.
Some day, when I'll have more money, I'll consider donating to a brand new, multiprocessor server capable of hosting 1000 users online. Why not? Question is - will there ever be that many players? Don't think so...
Currently, we don't need to extend it, no. But in the future, as more players join discovery than those leave, the server is bound to be full alot more. We might as well do it now to make room for those other players.