Save Times and Unused accounts
Re: Save Times and Unused accounts
The length of the saves isn't the issue IMO, just the frequency of them.
Syntax of the Wolfpack (TW) - PVP Since 97'
Re: Save Times and Unused accounts
On a side note: Frequency of saves always bothered me from an immersion perspective. I always felt like I was "kicked" out of the "story" I was taking part in when they happened. Its like; "me is trying to enjoy game.... BAM, reality: wut? " .
Re: Save Times and Unused accounts
I thought there were about 141k mobiles, each with backpack contents. But still, if they don't represent a large problem, wouldn't many small fixes add up to a noticeable one?Derrick wrote:Smart spawning doesn't help up very much as the NPC's that are in the world represent only a pittance of the item/mobile count. The big trouble with the Smart Spawn though (last i looked at it) is that it doesn't save what a creature may have looted from players, although that could be fixed.
I was also curious, couldn't the ability for spawners to detect the proximity of players enable a grid to be formed so that regions of the map that haven't been used by players between saves be omitted from being resaved again by sending a message to the system?
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Re: Save Times and Unused accounts
I'm no expert, but it would seem to me that if we could do this we could do server lines as well (perhaps first?)Godsend wrote:I thought there were about 141k mobiles, each with backpack contents. But still, if they don't represent a large problem, wouldn't many small fixes add up to a noticeable one?Derrick wrote:Smart spawning doesn't help up very much as the NPC's that are in the world represent only a pittance of the item/mobile count. The big trouble with the Smart Spawn though (last i looked at it) is that it doesn't save what a creature may have looted from players, although that could be fixed.
I was also curious, couldn't the ability for spawners to detect the proximity of players enable a grid to be formed so that regions of the map that haven't been used by players between saves be omitted from being resaved again by sending a message to the system?
Re: Save Times and Unused accounts
Yeah, something like this could probably be done. The biggest gain could probably be obtained from saving by map region, and locking movement between these sections during the save; but that's a big project.
The easiest noticible gain may be from a hardware upgrade, which is still under consideration.
Thanks guys!
The easiest noticible gain may be from a hardware upgrade, which is still under consideration.
Thanks guys!
"The text in this article or section may be incoherent or very hard to understand, and should be reworded if the intended meaning can be determined."
Re: Save Times and Unused accounts
I'd prefer just doubling (or even tripling) the time between saves. Man, even once in 4 hours would be alright.
Today, server hardware is a huge cost center and probably goes in thousands of dollars per month. Is it really worth it?
Today, server hardware is a huge cost center and probably goes in thousands of dollars per month. Is it really worth it?
Chesapeake Nov. 1998 — July 2000
Second Age Feb. 2009 —
Second Age Feb. 2009 —
- archaicsubrosa77
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Re: Save Times and Unused accounts
Someone mentioned a server wipe, and really if the UO community as a whole not the UOSA community alone knew that UOSA was having a server wipe... Everyone would jump on it. They know UOSA rocks. I am not saying do it... I am just imagining it. That would suck unless it was just items and housing. It would be like everyone got automatically stranded on a deserted island and total anarchy would ensue at the get go trying to get up gold and trying to secure spots
Derrick wrote:I wish it were possible that a mount could be whacked while you are riding it, but to the best of my knowedge it is not.
Re: Save Times and Unused accounts
I'm with you on this one. Would be even better if Derrick put era-accurate skill gain system.archaicsubrosa77 wrote:Someone mentioned a server wipe, and really if the UO community as a whole not the UOSA community alone knew that UOSA was having a server wipe... Everyone would jump on it. They know UOSA rocks.
Chesapeake Nov. 1998 — July 2000
Second Age Feb. 2009 —
Second Age Feb. 2009 —
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Re: Save Times and Unused accounts
I'm not sure I understand what you mean by this statement.rouss wrote:Would be even better if Derrick put era-accurate skill gain system.
Re: Save Times and Unused accounts
We don't really have the complete code on this, but we do have a lot of it. [Thanks Batlin]so.you.want.to.be... wrote:I'm not sure I understand what you mean by this statement.rouss wrote:Would be even better if Derrick put era-accurate skill gain system.
Getting way off topic though. Really the topic is closed, we're not going to be delteing anything at this time, but i may have stated this on the last three pages of this thread.
"The text in this article or section may be incoherent or very hard to understand, and should be reworded if the intended meaning can be determined."