(03-30-2023, 07:50 PM)Aingar Wrote: Biggest drain on the server resources is opening and saving to files, which happens during repair cycles and selling/buying commodities. Wear and Tear now happen just before during every repair cycle instead of every 6th, so the change in load is not significant in any way.
still waiting for a day where everyone is forced to pvp in conn while the pob plugin is disabled so we can see if its truly not the pobs, since im still thoroughly convinced the couple times it failed to load in the past and a fight went on it was the smoothest experience in years
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I'm also fairly confident POBs are the single greatest drain on the resources of the server, I merely stated that this change to wear and tear frequency would cause an insignificant impact, as the 'problem' lies elsewhere, which is file handling.
if file handling is a problem wouldn't it be possible to change the plugin to keep the state in memory and only save on server restarts or, like, every hour or something?
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(03-31-2023, 03:18 PM)Corile Wrote: if file handling is a problem wouldn't it be possible to change the plugin to keep the state in memory and only save on server restarts or, like, every hour or something?
From my understanding, base states are saved to files once every minute to ensure that there aren't any 'rollbacks' in case of a crash.
The files themselves are only ever read on server bootup, but are written to once a minute, plus every time a player deposits cash or buys/sells cargo.
I might consider taking a pass at trying to lower the load once I'm done with my current project, but I will make no promises that anything substantial will come out of it as a result even if I do.
I'm sorry to say that I don't like these changes at all.
Point 2 is okay, but not necessarily needed now.
Point 3 is also good in my opinion.
But point 1 is a total disaster. Increasing the wear by 3x or even 4x would have been okay, but 6x???? I would love to understand how they came up with that. At least 2 times a day with a 5k or 3/4 times a day if you use a smaller transporter. It just sucks, but then I have to spend 10 minutes on it every day. I do not care anymore.
I think it is worse for people who have a small base somewhere at the end of the world and have to supply it.
I also do not understand why other things are not addressed with the POB. As far as I know, they are still immune to radiation? And correct me if I am wrong, but as an OF (with enough people), you can get a Core 5 base in which W&T is disabled? Why don't they have to do the transportation and logistics to keep the base up?
Also, I don't understand why they don't set it up so that W&T is dependent on the station? Why does a Core 1 go down as fast as a Core 4? Why isnt the W&T stronger on bigger stations than on the small ones?
In my opinion, it would have been much better to raise the cost of building one. People say it should be a job for a group of people, so why is it so easy to build one?? Like a core upgrade needed 380,000 items or 76 trips with a 5k. Even the price for a core upgrade is only about 418,000,000 credits + maybe a fee.
I get that most people don't like POBs because they are everywhere now. I don't like those bases that are Core 3/4 and too cheap to get a model change, or all those random Core 1 bases. I totally understand this, but for me, who spent a lot of time building one (mostly alone), it's like a big "F*** you and your base" in my face.
This should not be taken as an attack on anyone in any way, but I am just a bit fed up.
(03-31-2023, 06:52 PM)Lachtraube Wrote: Also, I don't understand why they don't set it up so that W&T is dependent on the station? Why does a Core 1 go down as fast as a Core 4? Why isnt the W&T stronger on bigger stations than on the small ones?
If you notice, from a previous post of mine, that all the Core levels have a different amount of W&T damage.
Quote:At present a fully healed POB will take:
Core 1 to full decay from full health (400 million hps) = 463 days.
Core 2 to full decay from full health (600 million hps) = 457 days.
Core 3 to full decay from full health (800 million hps) = 457 days.
Core 4 to full decay from full health (1,200 million hps) = 554 days.
to decay to 0 hps.
With the W&T damage happening now 6 times faster, it will mean:
Core 1 to full decay from full health (400 million hps) = 77 days.
Core 2 to full decay from full health (600 million hps) = 76 days.
Core 3 to full decay from full health (800 million hps) = 76 days.
Core 4 to full decay from full health (1,200 million hps) = 92 days.
to decay to 0 hps.
Seeing as there isn't much difference in the time it takes for a Base to totally degrade, it can be seen the the higher Core Bases take more damage than those below them.
Quote:And correct me if I am wrong, but as an OF (with enough people), you can get a Core 5 base in which W&T is disabled? Why don't they have to do the transportation and logistics to keep the base up?
Because it was decided, a very long time ago, that Core 5 Bases would be an OF Perk and that they would have their W&T waivered.
Quote:Core Five
- Official factions that have proven responsible and productive role playing members of the community for at least three months as Core 4, may request to have their bases upgraded to Core 5. If factions wish to upgrade to Core 5, they must file for a request in this subforum.
- Once approved, base owner will receive, from the Server Administrators, another set of 'blueprints' to upgrade their base. Again, these blueprints are non transferable and any abuse will result in loss of base.
- With the upgrade to Core 5, wear & tear damage on the base will be disabled, and owners can further request the removal of FOW consumptions through a special roleplay request.
- Only one Core 5 base per official faction is permitted. If officialdom is lost, the Core 5 upgrade will be downgraded to Core 4.
Quote:In my opinion, it would have been much better to raise the cost of building one. People say it should be a job for a group of people, so why is it so easy to build one?? Like a core upgrade needed 380,000 items or 76 trips with a 5k. Even the price for a core upgrade is only about 418,000,000 credits + maybe a fee.
This has been discussed on many occasions, but nothing has ever come of it.
'I would like to be half as clever as some people like to believe they are' Life is full of disappointments, it is how we handle them that helps to define us, as a person
From reading this thread a few points are very clear:
People like the fact unmaintained bases will die quickly- let’s up this to a base without supplies will pop within a week. Not the 70ish day mark. (My suggestion based on clearing the server of unmaintained bases).
The next point is also very clear; people like that a base with all three repair components will only use one to maintain- that’s fantastic(Reinforced Alloy). The other two (Robotic Hardware & Hull panels which also take up x2 a unit) will only be eaten to repair faster if damage is taken, in example a siege.
The final point is also shared universally;
The 6x more requirements to keep them alive sucks balls to the tenth degree- why not just leave the consumption rates as they are. Double if really necessary. But 6x? That’s ridiculous. Double or similar would also compensate for the bases not eating the 2nd or 3rd repair commodities under wear and tear.
The final point here would mean players would start stocking their bases solely with repair items and not the ores for most of the bases intended use- the ones which see the most activity for players- also, bases with factories would be significantly slowed as 95% of any base would end up as wear and tear items.