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suggestion
Posted: Tue Apr 14, 2015 11:33 am
by Lamer
related to world saves... in my oppinion its saving quite too often, i play here for more than one month now and the server nerver crashed... so whatfor? i would say 1 save every 6 hours would be more than enough, back on osi servers when the (game)server crashed a time warp was quite normal as i remember...
Re: suggestion
Posted: Tue Apr 14, 2015 12:55 pm
by Capitalist
I've been here when staff accidentally shut down the server a few times. If you're playing for an hour and doing something mentally and timely taxing it's quite a burden to lose what you put effort into. Imagine if you were farming for 4 hours and it crashed. That's the type of things that would make a player become non-invested.
Re: suggestion
Posted: Tue Apr 14, 2015 1:08 pm
by Dunder Mifflin Inc
I think once every 2 hours would be good
Re: suggestion
Posted: Tue Apr 14, 2015 10:18 pm
by Lamer
Capitalist wrote:I've been here when staff accidentally shut down the server a few times. If you're playing for an hour and doing something mentally and timely taxing it's quite a burden to lose what you put effort into. Imagine if you were farming for 4 hours and it crashed. That's the type of things that would make a player become non-invested.
annoying no doubt, but happened on osi too, hours of timewarp could happen, as is said if the game server itself crashed, in the particular case you mentioned, it would be no problem to execute a world save within the shutdown sequence...
only reason for so called time warps would be a real crash, and how often does this happen, ok OR if somebody would kill the runuo process on the server, press the reset button, powerloss and so on. and b4 someone argues that not every shard crash did a timewarp on osi... a large network infrastructure like used in such cases contains many parts that can cause disconnect for all players. osi did save a gameserver once a day, at shutdown. and in 99.99% this is enough. there wont be 100% safety anyway... any non fail over clustered system, with clustering over different locations, can crash, loose data and so on, the last 0,01% safety is really really expesive. and btw i think there is not one single online game out there that saves continuously and by far not realtime, and certainly none thats clustered that way to reach 100% availability.
just my 2 cents, i just want to help improve gaming experience, as i read no staff member plays on the shard so where they should know if nobody tells em whats annoying and the rate of world saves atm is not only useless but feels sometimes just like a pain in the...
have a nice day!
Re: suggestion
Posted: Wed Apr 15, 2015 8:26 pm
by Soma
The problem isn't the frequency, its the duration... 30+ seconds for a world save is painful.
There needs to be a character wipe for any account with <2hrs gametime.
Re: suggestion
Posted: Thu Apr 16, 2015 12:21 am
by Lamer
personally im against deleteing anything, item trade ins for gimmicks would be much better (like blackdye and so on) because deletion of accounts wouldn change much its the items lying arround in housings, there was a reason osi did the secure chest thing... to limit that... but i dont like this too... back on osi it would have taken hours to save at some point, today its just 30 secs... i dont know which hardware is being used but lets say its only a hdd raid 5 system, 250mb/s trhoughput is pretty much standard for a price-performance ratio based server... u could use ssds and so on but that wont solve the problem forever, beside that it will get expensive and when i look at the nice "server health" image...
so i stick to it, reduction of frequency is at this point the only option remaining, if the staff should take care of that
Re: suggestion
Posted: Sun Apr 19, 2015 9:23 am
by Boomland Jenkins
Lamer wrote:personally im against deleteing anything, item trade ins for gimmicks would be much better (like blackdye and so on) because deletion of accounts wouldn change much its the items lying arround in housings
Unused Characters and Accounts make up for a large amount of the items in the system. I believe Anarcho did some testing with this but I can't be 100% certain. Archiving accounts with less than 5 hours of play time and whom haven't logged in for over 2 - 3 years would probably put a decent dent in item count. The shard is 7 years old and there are countless unused accounts that have no development work on them but a slew of newbie characters.
Re: suggestion
Posted: Sun Apr 19, 2015 3:13 pm
by Myrnae
Boomland Jenkins wrote:Lamer wrote:personally im against deleteing anything, item trade ins for gimmicks would be much better (like blackdye and so on) because deletion of accounts wouldn change much its the items lying arround in housings
Unused Characters and Accounts make up for a large amount of the items in the system. I believe Anarcho did some testing with this but I can't be 100% certain. Archiving accounts with less than 5 hours of play time and whom haven't logged in for over 2 - 3 years would probably put a decent dent in item count. The shard is 7 years old and there are countless unused accounts that have no development work on them but a slew of newbie characters.
Probably the householder accounts that never got banned during the real estate bubble.
Re: suggestion
Posted: Sun Apr 19, 2015 3:43 pm
by inkognito
Myrnae wrote:Boomland Jenkins wrote:Lamer wrote:personally im against deleteing anything, item trade ins for gimmicks would be much better (like blackdye and so on) because deletion of accounts wouldn change much its the items lying arround in housings
Unused Characters and Accounts make up for a large amount of the items in the system. I believe Anarcho did some testing with this but I can't be 100% certain. Archiving accounts with less than 5 hours of play time and whom haven't logged in for over 2 - 3 years would probably put a decent dent in item count. The shard is 7 years old and there are countless unused accounts that have no development work on them but a slew of newbie characters.
Probably the householder accounts that never got banned during the real estate bubble.
It's quite an old server. I doubt placeholders are even a factor if you account for the years of inactives that come and go.
I know of atleast 3 accounts (3 of my oldest friends back from LS) who probably are a part of the problem. Neither have logged in for 5 years but most likely have a bunch characters and pixels filling up the server.
Re: suggestion
Posted: Sun Apr 19, 2015 8:36 pm
by Boomland Jenkins
inkognito wrote:
It's quite an old server. I doubt placeholders are even a factor if you account for the years of inactives that come and go.
I know of atleast 3 accounts (3 of my oldest friends back from LS) who probably are a part of the problem. Neither have logged in for 5 years but most likely have a bunch characters and pixels filling up the server.
Exactly this.
Re: suggestion
Posted: Tue Apr 21, 2015 4:02 pm
by Faust
Update the world serialization/deserialization process based on inactivity. Save all inactive data in a separate secondary binary file from the primary. When an inactive account attempts to log in, retrieve that data from the inactive secondary file and move it back to the primary file erasing it from the secondary. World saves would be cut drastically.
