' Wrote:Isn't a discussion meant to represent the thoughts of a single person as the opening post? I cannot really speak for the whole community now can I, otherwise your reply would point that out.
You really should get some information and not base your "opinions" it on your own observations alone.
Pretty much every base siege i saw was opened with or ended up in a big battle somehow, and some - say, that very o3 - had multiple big battles around them. They're the activity hubs, create epics battles you crave for so much, and basically are not a problem but a huge help for disco not to die.
But you share your "thoughts" on how and why player bases should be removed and only at 7th page admit you only saw one battle around them. Maybe you fly in liberty too much.
I suggest you re read that post again. Keyword is ''actual''
I will let you figure it our on yourself, you are a big boy.
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PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
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' Wrote:There are no epic battles in the proximity of a base. There are just 10 caps shooting a stationary object. The only actual battles I have seen were the O3 ones. That one was a good and large battle.
But as for the others, it is just one side shooting a base. Nothing else.
From what I've been told - the server usually goes on it's knees when a capheavy counterattack engages the base siegers. Ergo, one of those "epic battles" you're mentioning. I've participated in a few base sieges, both on offense and defense. On the Sair side, in wasting a base in Omega 49, we had no issues whatsoever with lag until a group of Mollies decided to come and play, even though we had at least a dozen heavies shooting the base.
On the IMG side, during Falster's establishment a group of Sairs tried to dislodge us while setting up. This ended up in a clusterpew with a lot of Sairs, some Hessians, some Armed Forces and of course IMG ships - but again, the server did not seem to have a lot of issues.
It would be a good idea to note which fleets cause lag. IE which types of ships are involved in the heavy lag generating events. This can then be used to identify the specific ships that have a tendency to create high lag. I got a fair idea which ones are the most problematic (the Legate and the Zoner jug topping the list) but it would help to note which are the worst.
Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.
Mostly retired Discovery member. May still visit from time to time.
' Wrote:The issue is not playerbases, but the HUGE excess of capital ships in the game. If we're going to snip something, let's start there:
- All pirate factions restricted to cruisers and below. Poorly supplied pirate factions not even a cruiser.
- All house corporate factions, civvy stuff only.
- All unaffiliated factions (Zoner, BHG, IMG, GMG and other non-house lawful factions) limited to cruiser and below.
Just stop, we both know a ships size has nothing to do with this. Instead, let's reduce the shots per second battleships can put out (without reducing damage). Slow down heavy mortars to 15% muzzle velocity to make them nearly useless in combat, reduce energy use to 1 million per shot, reduce fire rate to 10 second intervals, and multiply damage by 2.5x. The end result is a weapon useless in normal combat that does slightly better damage than a cerb (52kdps vs 45kdps) while taking slightly less energy (100k vs 110k - heavy BS can permafire 3).
EDIT: This goes from 3 projectiles per ship per second to 0.3, I'd say that would help quite a bit wouldn't you?
' Wrote:It would be a good idea to note which fleets cause lag. IE which types of ships are involved in the heavy lag generating events. This can then be used to identify the specific ships that have a tendency to create high lag. I got a fair idea which ones are the most problematic (the Legate and the Zoner jug topping the list) but it would help to note which are the worst.
what kind of reporting tools are available? can you automate so load > N causes shiplist to get dumped, for example
When you in a battle that has horrid lag, take a mental note of what cap ships are in the area. Create a thread (or AD needs to make one, it was his idea) and post them there.
' Wrote:It would be a good idea to note which fleets cause lag. IE which types of ships are involved in the heavy lag generating events. This can then be used to identify the specific ships that have a tendency to create high lag. I got a fair idea which ones are the most problematic (the Legate and the Zoner jug topping the list) but it would help to note which are the worst.
Corsair and Hessian battleships create a lot of lag.
Especially when jumping is involved.
' Wrote:what kind of reporting tools are available? can you automate so load > N causes shiplist to get dumped, for example
On the FLServer process? None. The only way I know of to figure out what's creating the load is process profiling, which I don't have the skills for.
Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.
Mostly retired Discovery member. May still visit from time to time.
what about external tools? something is grabbing the list of online players. maybe a shareware prog to monitor the process and have it dump the ships when load is high. you'd want to cross-ref ship loadout asap to eliminate changes.
I dunno, seems like we dont know which resource is being starved. I think its the weapons trajectory math that's killing it but who knows.
That could also be tested with a test server and a bunch of logins, have them all fire and monitor the process load