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An Elitist's View on Crashing


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#961
stonewall337
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It was mentioned quite a few posts back that adding more servers would be an easy solution to this, but that profitability would prevent that. Really there isn't any way we're going to see additional servers anytime soon based on the low rates of players, where I almost never see more than 3 or 4 servers at maxed player count and even world 2 dips below 1500 overnight. I really don't think it would be enough to solve crowding to add more servers unless we had at least three times as many servers as now. With current technology though, for example a hexcore processor with hyperthreading (12 logical cores, all of which could easily clock to over 3ghz on a reasonable budget for an online gaming company,) if you dump enough upper-end tech into every server, we could easily run multiple game servers out of each physical machine, assuming their bandwidth would allow for it. Even just having two persistent game worlds running on each server box would give us all less headache when dealing with game resources such as slayer monsters, mining rocks, and easily farmed bosses. If there turns out to be some difficulty with having so many players handled by a single machine with multiple game worlds, or if respawn rates are set too low due to population spread (average worlds going to 400 instead of 800 then) the servers could just be adjusted to a lower player limit (fewer players = less system stress, and respawn rates are based on ratio of current:maximum player count.)

I know I'm getting a little in depth here, but after lurking a lot I thought I might contribute to both sides a little, with my anti-crash contribution being that suggestion on how to alleviate crowding.

As far as crashing goes, I just accept it as part of the game. RS started as a giant PvP death orgy and this brought a large competitive spirit to the game, which it still has. People are going to fight over the resources they need to make their account "better" than everybody else's. Also something that a lot of people fail to account for, as far as when they argue for the rules or "spirit" of the game, is that the way multi-target zones are coded is that anything there is able to attack anything else: if you don't want other people to take things from you, you need to adapt by either out-performing them or leaving and doing something else or finding a different server. I say that anybody making demands of other players not to utilize core game mechanics such as multi-target combat zones is being against the spirit of the game; much as the new admins will promote player safety and sharing is caring crap, we all know this is a very competitive game outside our own circles of friends with whom we (usually) cooperate.


I disagree. More severs, unless its something like double, would be far less practical. More people spread out=slower spawns=bad. As well, more people will be bossing, so prices drop. As well, people can last longer, and more people boss, as some either hate crashing, or can't crash. All in all, its not practical.

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#962
Bartuccio3
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It was mentioned quite a few posts back that adding more servers would be an easy solution to this, but that profitability would prevent that. Really there isn't any way we're going to see additional servers anytime soon based on the low rates of players, where I almost never see more than 3 or 4 servers at maxed player count and even world 2 dips below 1500 overnight. I really don't think it would be enough to solve crowding to add more servers unless we had at least three times as many servers as now. With current technology though, for example a hexcore processor with hyperthreading (12 logical cores, all of which could easily clock to over 3ghz on a reasonable budget for an online gaming company,) if you dump enough upper-end tech into every server, we could easily run multiple game servers out of each physical machine, assuming their bandwidth would allow for it. Even just having two persistent game worlds running on each server box would give us all less headache when dealing with game resources such as slayer monsters, mining rocks, and easily farmed bosses. If there turns out to be some difficulty with having so many players handled by a single machine with multiple game worlds, or if respawn rates are set too low due to population spread (average worlds going to 400 instead of 800 then) the servers could just be adjusted to a lower player limit (fewer players = less system stress, and respawn rates are based on ratio of current:maximum player count.)

I know I'm getting a little in depth here, but after lurking a lot I thought I might contribute to both sides a little, with my anti-crash contribution being that suggestion on how to alleviate crowding.

As far as crashing goes, I just accept it as part of the game. RS started as a giant PvP death orgy and this brought a large competitive spirit to the game, which it still has. People are going to fight over the resources they need to make their account "better" than everybody else's. Also something that a lot of people fail to account for, as far as when they argue for the rules or "spirit" of the game, is that the way multi-target zones are coded is that anything there is able to attack anything else: if you don't want other people to take things from you, you need to adapt by either out-performing them or leaving and doing something else or finding a different server. I say that anybody making demands of other players not to utilize core game mechanics such as multi-target combat zones is being against the spirit of the game; much as the new admins will promote player safety and sharing is caring crap, we all know this is a very competitive game outside our own circles of friends with whom we (usually) cooperate.


I disagree. More severs, unless its something like double, would be far less practical. More people spread out=slower spawns=bad. As well, more people will be bossing, so prices drop. As well, people can last longer, and more people boss, as some either hate crashing, or can't crash. All in all, its not practical.


I fail to see what you disagree with. The economic repercussions of having twice as many spawns should be obvious, so I didn't bother to mention it; aside from that, everything you mentioned with increasing servers was stated in my paragraph on the subject. Tl;dr?

#963
Assume Nothing
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Hmm, 3 day bump.

I kind of agree with the long ass post Bart made, nice contribution to the thread. Heh, so detailed I can't even think of anything to add >.<

#964
Youmu
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I disagree. More severs, unless its something like double, would be far less practical. More people spread out=slower spawns=bad. As well, more people will be bossing, so prices drop. As well, people can last longer, and more people boss, as some either hate crashing, or can't crash. All in all, its not practical.

Perhaps make the spawn time the same everywhere, regardless of how many people there are in the world?

This is assuming everything spawns at the rate if 2k people are in the world (max efficiency of spawns).

Should help crashing a bit, along with extra servers.

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#965
stonewall337
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I disagree. More severs, unless its something like double, would be far less practical. More people spread out=slower spawns=bad. As well, more people will be bossing, so prices drop. As well, people can last longer, and more people boss, as some either hate crashing, or can't crash. All in all, its not practical.

Perhaps make the spawn time the same everywhere, regardless of how many people there are in the world?

This is assuming everything spawns at the rate if 2k people are in the world (max efficiency of spawns).

Should help crashing a bit, along with extra servers.

My point is you don't always want 2k pop. I need around a 1.3-1.5k pop world for maximum effectiveness when 2.5brid, etc.

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#966
Youmu
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My point is you don't always want 2k pop. I need around a 1.3-1.5k pop world for maximum effectiveness when 2.5brid, etc.

But wouldn't it be better if your 1.3-1.5k world (as well as any population) has the same spawn times as a 2k world? You get more kills in a set amount of time.

That's what I'm implying.

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#967
Assume Nothing
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My point is you don't always want 2k pop. I need around a 1.3-1.5k pop world for maximum effectiveness when 2.5brid, etc.

But wouldn't it be better if your 1.3-1.5k world (as well as any population) has the same spawn times as a 2k world? You get more kills in a set amount of time.

That's what I'm implying.


Do you know what 2.5 bridding is, and why they need 1.3-1.5k pop worlds?

#968
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My point is you don't always want 2k pop. I need around a 1.3-1.5k pop world for maximum effectiveness when 2.5brid, etc.

But wouldn't it be better if your 1.3-1.5k world (as well as any population) has the same spawn times as a 2k world? You get more kills in a set amount of time.

That's what I'm implying.


Do you know what 2.5 bridding is, and why they need 1.3-1.5k pop worlds?


Is it if you're on a 2k world, the DKs would spawn too fast and you'll die? lol.

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#969
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My point is you don't always want 2k pop. I need around a 1.3-1.5k pop world for maximum effectiveness when 2.5brid, etc.

But wouldn't it be better if your 1.3-1.5k world (as well as any population) has the same spawn times as a 2k world? You get more kills in a set amount of time.

That's what I'm implying.


Do you know what 2.5 bridding is, and why they need 1.3-1.5k pop worlds?


Is it if you're on a 2k world, the DKs would spawn too fast and you'll die? lol.


Not only that, but the kill order and kill rate are very strongly determined by who you get to kill and when.
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#970
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My point is you don't always want 2k pop. I need around a 1.3-1.5k pop world for maximum effectiveness when 2.5brid, etc.

But wouldn't it be better if your 1.3-1.5k world (as well as any population) has the same spawn times as a 2k world? You get more kills in a set amount of time.

That's what I'm implying.

But you are f2p, so you could be horribly wrong and just blowing smoke. And in this case, you are. Talking about what you know- that's the key.

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#971
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OHHH I see why. I was talking about the "in theory" sense.

In that case I'm wrong, sorry :P didn't know they spawned so fast lol.

In that case, for DKS make it so the respawn timer only starts when all 3 are killed. Same applies for all "multi-NPC" bosses. This keeps the 2k pop spawn time.

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#972
BeNiceOk
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OHHH I see why. I was talking about the "in theory" sense.

In that case I'm wrong, sorry :P didn't know they spawned so fast lol.

In that case, for DKS make it so they spawn at the rate of 1.3k-1.5k population. Make everything else 2k (max effectiveness).


That wouldn't be good either.

See in members, especially with DK's, there is not one method to doing things. In the example for DK's 2.5'ing is a different method of killing them per hour that allows low level teams or solo players to get more kills per hour. However large teams need the 2k spawn rate to get more kills per hour. So making the world 1 population would change alot of things and destory current methods of killing bosses for some players, especially solo'ers.

Another example would be players only getting 1-2 mini kills instead of 3 at solo bandos at world 2 pop. It's not alot but it really adds up, so not the best idea to make world's static.

#973
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Ahh, I see. Forget all my previous posts above then.

But for skilling, all tree/ore/etc respawn rates should be the same as a 2k pop world. Makes things so much better.

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#974
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Ahh, I see. Forget all my previous posts above then.

But for skilling, all tree/ore/etc respawn rates should be the same as a 2k pop world. Makes things so much better.

Or increase the speed by a factor for all worlds. Something like, what is now ~1000 pop remains the same, 1500 pop goes up, 2k pop goes up a lot, 500 and 0 pop go down (or stay the same). Just saying that making it static is not neccesary for some things, like three iron rocks. You just want more high respawn spots, not neccesarily 2k pop spawns.
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