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Re: Save Times and Unused accounts

Posted: Mon May 14, 2012 11:14 am
by Mirage
The length of the saves isn't the issue IMO, just the frequency of them.

Re: Save Times and Unused accounts

Posted: Mon May 14, 2012 11:58 am
by rwuser
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

Posted: Mon May 14, 2012 8:55 pm
by Godsend
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 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?

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

Posted: Mon May 14, 2012 9:05 pm
by McSchnurke
Godsend wrote:
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 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?

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?
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?)

Re: Save Times and Unused accounts

Posted: Mon May 14, 2012 9:13 pm
by Derrick
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!

Re: Save Times and Unused accounts

Posted: Tue May 15, 2012 4:01 am
by rouss
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?

Re: Save Times and Unused accounts

Posted: Tue May 15, 2012 6:14 am
by archaicsubrosa77
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 :lol:

Re: Save Times and Unused accounts

Posted: Tue May 15, 2012 7:18 am
by rouss
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.
I'm with you on this one. Would be even better if Derrick put era-accurate skill gain system.

Re: Save Times and Unused accounts

Posted: Tue May 15, 2012 10:03 pm
by so.you.want.to.be...
rouss wrote:Would be even better if Derrick put era-accurate skill gain system.
I'm not sure I understand what you mean by this statement.

Re: Save Times and Unused accounts

Posted: Tue May 15, 2012 11:26 pm
by Derrick
so.you.want.to.be... wrote:
rouss wrote:Would be even better if Derrick put era-accurate skill gain system.
I'm not sure I understand what you mean by this statement.
We don't really have the complete code on this, but we do have a lot of it. [Thanks Batlin]

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.