The only damage done in that case would be to RPs people have most likely forgotten about and would bring up just because they can whine about something they never paid attention to being taken away from them or something.
If it will make the game more interesting, cut them out.
--------------
PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
----------
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.
(05-22-2015, 12:20 PM)sindroms Wrote: The only damage done in that case would be to RPs people have most likely forgotten about and would bring up just because they can whine about something they never paid attention to being taken away from them or something.
If it will make the game more interesting, cut them out.
As Sindroms said, a lot of these systems (I say about 40, can't recall how many of them were removed) are not used nowadays for any RP. As for removing, I also thought about merging some systems as well or moving stuff from one system into other, more active one. As for now, Fukuoka or Corse do not pose any value to the roleplay. As for Ellesmere, I'd merge that system with Alaska and put a nice big Big Badlands on the "western" side of the system. There are also many empty systems and I'm too lazy on time to list them out, but I believe you'd like to check this.
Red dots are places of system, which could be removed and had their content moved into other place, as there's no real activity in there.
The result would be something like this. (Rho was removed by accident by the way.)
A good few of those systems are already scheduled for deletion (half of Guards) or restructuring (like merge; other half of Guards), some are part of unfinished string(s) of Lore and there are those (e.g. O74, O49, O99) you won't ever get to remove either because of community qq or because Devs have different plans for them. Or just because they are good where they are.
Thought I'd show some stuff about our progress on the new activity tracker.
How exactly will it work you ask? Not all of it is set in stone, but a chunk is so I'll talk about that one.
On character selection, the plugin will check if the character contains one of the tags we track. In my current configuration the only tag being tracked is [Dev]. If that's correct, that player is added to a list and a connect timestamp is taken.
Once that player disconnect, a disconnect timestamp is taken. The data is then moved to another list called Scheduler which is going to slowly process all the activity updates, one per tick. This will prevent lagspikes / potential lockups of the entire plugin. From that point on, once the data has been processed, it's erased from FLHook which allows us to keep sane memory values.
so once both timestamps are taken, it's moved to the scheduler and the time value between the timestamps is recorded as activity? (or something to that nature?)
In theory, this should also allow non-tagged characters to add to a faction's online time? I am sure LH would be all over you if you did that, their old tagged-recruit system and untagged-main was awesomesauce.
Well, if the tags are still the element that's being tracked, then those untagged characters would still fall out of the radar in terms of faction activity.
(05-27-2015, 03:43 PM)Alley Wrote: Cloak Disruptors are finished and just require a patch to be deployed for the effect to be displayed. They've been tested earlier in Conn.
Why you do this to us Alley?
*attempts to cloak away*