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My $0.02 on Improving Event Quality - Printable Version

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RE: My $0.02 on Improving Event Quality - eigos - 12-03-2018

About clock speeds, very quick basic explanation for the guys who want to know:
- ANY new generation of CPUs have more power clock-for-clock than compared to old generations;
- One 2Ghz core from 8th gen Core i7 is more powerful than a 3Ghz core from a Core 2 Quad;
- We have various optimizations on FLhook code, compared to the 4.85 days;

Lags can happen with large battles, especially considering missiles weren't as much of a thing back in 4.85 as they are now.
FUN FACT - battleships currently have 50% more turrets than they have had in 4.85! Refire rate on them is also higher across the board (used to be 2.00 for all secondaries and prims).


RE: My $0.02 on Improving Event Quality - Unseelie - 12-03-2018

As a very old player, I'll drop my two cents in here. We used to get game-breaking lag, whenever we had big fights. It was a staple of big fights. Anytime more than 30 people start shooting, the server had trouble. It became a staple of those events to learn to deal with, and otherwise exploit to your team's advantage, random spikes in lag.


RE: My $0.02 on Improving Event Quality - SnakeLancerHaven - 12-03-2018

(12-03-2018, 11:27 PM)eigos Wrote: FUN FACT - battleships currently have 50% more turrets than they have had in 4.85! Refire rate on them is also higher across the board (used to be 2.00 for all secondaries and prims).

I see. I wonder how that would've looked like. Caps with only 15 Turrets max. Could've solved lag?


RE: My $0.02 on Improving Event Quality - TLI-Inferno - 12-04-2018

(12-03-2018, 10:44 PM)Kazinsal Wrote: I reaaaaally don't have the time to explain why clock speed is a worthless metric when comparing between processor generations.

The lag we experienced during that event was simply because there were that many people in one system all firing missiles, CDs, mines, CMs, thousands of gunshots per second, et cetera. If we had had 110 or more people on the server but not in that condition you wouldn't have seen any lag.

And FLHook be damned, it was that bad when we had battles of that size in 4.85 and 4.86. It was honestly worse, because we had lag that bad and FLHook wasn't doing nearly as much work ensuring various things happen in the combat pipeline as it does now.

You're right. Even though the servers were fine with 250 players online back then, they did always lag when there were 60+ people fighting in the same system during events.

That is why I suggested that we split events that many players will be attending. Instead of having all players attend one cruiser, three times, we could have players have to split between three different cruisers, with each player only being able to attend one cruiser at a time.

You could estimate how many players will attend using polls. While many players may attend without using the polls, it can still give you an idea of how many players will show up. For example, in our last poll, roughly 40 people voted before the event, and 60-70 people participated in the event.

Once you determined that more than 30 players have already voted to participate, or posted that they will, you could estimate that 40 or more players will already be showing up. At this point, you could decide to post that players will choose one of the three cruisers that are launched, at different times, to defend, thus reducing lag.

You could either leave this up to honor, or you could enforce this somehow. Either way, at least you could expect less people to be at each individual battle, resulting in less load for the server.

I'm not blaming you for not doing this, but it's just an example to show you how planning an event to reduce lag is possible. Of course you can come up with your own way of setting up your events to spread out the players; but that is what you will need to do in order to reduce lag without preventing some players from being able to participate in the event, or having players lag too badly to actually enjoy it.

Again, I'm not complaining; I'm just trying to help you make future events more fun. I was really looking forward to that last event, because I liked the concept, and without the lag, that event could have been really fun. I want to get to see something like that work out as well as you planned for it to.