(05-21-2015, 04:52 PM)Nyx Wrote: I'm genuinely impressed. Multiuniverses actually work? Also Omicorn Lost for Lost sector
the multiverse plugin is fairly old itself. It was written by an old modder in (believe it or not) delphi language but was kinda thought to be unstable as nobody tested it in a live environment. Considering Disco is still heavily populated we couldn't really afford to to include something so experimental, release it in the wild and see everything explode.
Crossfire decided to use it and considering they didn't seem to have any trouble with it I decided to finally take some time to look at it a bit more. We had to do some tuning to prevent DSAce from being unhappy, but it all works well. It does open possibilities to clean up the map in general which is more than needed.
Is it possible to increase the maximum allowed players on this server from 120 to a higher number? Just curious. I see a lot of potential in the recently discovered galaxy map. Perhaps expanding the borders of exploration?
Yes and no.
There are some hardware limitations. I don't really see any reason in which we'd have to increase the playercap anyways, we rarely hit max. If we were hitting that 'limit' more often, we'd discuss it. Right now, there isn't much point.
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(05-21-2015, 05:16 PM)Commander Crucible Wrote: Is it possible to increase the maximum allowed players on this server from 120 to a higher number? Just curious. I see a lot of potential in the recently discovered galaxy map. Perhaps expanding the borders of exploration?
The latest mod releases have been focused on condensing the mod and pushing players into activity hubs. I don't think there's going to be much support for adding whole new sectors to explore.
(05-21-2015, 05:16 PM)Commander Crucible Wrote: Is it possible to increase the maximum allowed players on this server from 120 to a higher number? Just curious. I see a lot of potential in the recently discovered galaxy map. Perhaps expanding the borders of exploration?
The latest mod releases have been focused on condensing the mod and pushing players into activity hubs. I don't think there's going to be much support for adding whole new sectors to explore.
That's the main problem. I've posted somewhere an idea to cut out like 40 systems from existence. About half of them are just fillers to be honest, which role is just to lenghten routes in my opinion. The other half is not used at all!
(05-22-2015, 11:33 AM)Fluffyball Wrote: That's the main problem. I've posted somewhere an idea to cut out like 40 systems from existence. About half of them are just fillers to be honest, which role is just to lenghten routes in my opinion.
Good to know that mod changes usually don't follow your opinion.
(05-22-2015, 11:33 AM)Fluffyball Wrote: That's the main problem. I've posted somewhere an idea to cut out like 40 systems from existence. About half of them are just fillers to be honest, which role is just to lenghten routes in my opinion.
Good to know that mod changes usually don't follow your opinion.
If you have problems with me, take it into PM, mate. Otherwise, just shut it or give REASONABLE criticism, not "Tori is bad, go away." I'm displeased with such behaviour - or perhaps you are unable to counter my argument, no?
Cutting off a whole amount of 40 systems from the mod entirely while aiming for the least possible damage in Lore and ongoing RolePlay and the least possible amount of loss of players leaving the community because of it must be done perfectly well and requires a huge amount of time, effort, dedication, attention, there are a lot of things, little details I'd expect a whole Dev Team to think through thoroughly and carry out precisely, but not a single person, such as yourself. If it is possible at all...
Tl;dr - Your idea sounds near impossible to be done without a lot of damage, but if it is possible, you aren't one of those who I'd trust to plan it out and implement it.