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Server Reboots and Retaining Status

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Draugris
Posts: 321

Re: Server Reboots and Retaining Status

Post#11 » Sun Dec 10, 2017 7:37 am

Question is also if it is technically possible at this time to keep track of zone states in case of a crash. My guess is if it would be with a reasonable effort they would have done it already.
Live: Carroburg -> Santorro (WH), The first Guard (TfG)

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Hargrim
Developer
Posts: 2465

Re: Server Reboots and Retaining Status

Post#12 » Sun Dec 10, 2017 7:46 am

Draugris wrote:Question is also if it is technically possible at this time to keep track of zone states in case of a crash. My guess is if it would be with a reasonable effort they would have done it already.
Possible if someone will get around to it, but it's also problematic - the current system we have include draw timers and scaling number of zones to the number of players currently logged in and participating in RvR on server and if population won't recover to desired level before potential lock the campaign will be deranked to next open zone, in this case usually something lower than T4. This also might be somehow resource intensive to keep track of everything, so there is another potential issue.

We will probably implement something like each zone that was active before crash will be open after the boot, but without keeping track of timers and realm rank. At some point. In future.
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Draugris
Posts: 321

Re: Server Reboots and Retaining Status

Post#13 » Sun Dec 10, 2017 7:54 am

Interesting, thanks for the explanation
Live: Carroburg -> Santorro (WH), The first Guard (TfG)

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Haojin
Posts: 1062

Re: Server Reboots and Retaining Status

Post#14 » Sun Dec 10, 2017 3:22 pm

Torquemadra wrote:sure.... right when the war actually starts to push to something like a fort, otherwise no, not happening.
actually there is no point to make premade warbands or even guilds for that reason too.
zones locking theirselves -draw timer- and there is no real goal for pushing zones. not mentioning keep lords are super easymode right now, no challange at all. pugs can execute whole campaign with 0 problem if they have normal size of homo sapiens brain.

it's only big fat kill farming which is ok for most of players in the server.
Guildmaster of Phalanx

K8P - Karak Norn

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Renork
Posts: 1208

Re: Server Reboots and Retaining Status

Post#15 » Sun Dec 10, 2017 3:48 pm

Haojin wrote:
Torquemadra wrote:sure.... right when the war actually starts to push to something like a fort, otherwise no, not happening.
actually there is no point to make premade warbands or even guilds for that reason too.
zones locking theirselves -draw timer- and there is no real goal for pushing zones. not mentioning keep lords are super easymode right now, no challange at all. pugs can execute whole campaign with 0 problem if they have normal size of homo sapiens brain.

it's only big fat kill farming which is ok for most of players in the server.
Everything takes time :^) just look how long camelot unchained has been in development.

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Hargrim
Developer
Posts: 2465

Re: Server Reboots and Retaining Status

Post#16 » Sun Dec 10, 2017 4:10 pm

Even if there is draw in this iteration it doesn't mean it will stay like that forever.
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Haojin
Posts: 1062

Re: Server Reboots and Retaining Status

Post#17 » Sun Dec 10, 2017 4:16 pm

Of course, just stating a fact. Current RvR system much much better than live version, big thumbs up anyways.
Guildmaster of Phalanx

K8P - Karak Norn

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