(04-01-2023, 12:18 AM)Darius Wrote: It isn't causing burn out, it's just removing the absolute insanity that is maintaining 5+ bases solo. Out of all the PoBs on the server, there's more than a third which all belong to a select 5-6 individuals. This just shouldn't happen and, as Haste put it, was an oversight.
Also, consider that PoBs aren't the end goal nor should they ever be the "final" task a player has to get to. If you can't reliably supply one... maybe that's just not for you? What if we applied the same standard elsewhere? "Please make snubs slower, I can't spend so much time learning". I think I got the point across clear enough.
What are the "final" tasks ?
In my eyes there are many such things, but a well running base and I don't mean building the 8th random base in orbit of planet New London, but one with RP before and after construction and a suitable model is one of them.
I mean you could also make sure that everyone who has a base must have a valid reason and e.g. introduce that to build a base you also need a blueprint like with the upgrades.
"I want base to build cloak" is not valid....
But also the government of the houses could be pulled more into the responsibility, after all it is their decision whether a Pob may be built or not.
I know there will be a lot of problems but there arent many options to remove already build bases or am i wrong?
Quote:The 6x more requirements to keep them alive sucks balls to the tenth degree- why not just leave the consumption rates as they are. Double if really necessary. But 6x? That’s ridiculous. Double or similar would also compensate for the bases not eating the 2nd or 3rd repair commodities under wear and tear.
If you look at it closely, you will see that Core 1 and Core 2 Bases will be affected the most ie 6 times more RA needed to account for W&T. But the bonus side of it is that they will repair 3 times faster. So those 15 days of hauling 8640 RA, 8640 RH and 8640 HS per day, to achieve a fully healed Core 1, has been reduced to 5 days + the W&T materials.
Core 3 & 4 will effectively will only need 3 times more commodities per day ie instead of 1440 RA + 1440 RH per day (total 2880) they will need 8640 RA instead.
Quote:Let me Give you a Example. We Have 2 Tier 2 PoBs in OS&C Property. We supply them ususaly once or twice a Month with 20k of FOW and Hull Plates Each. With a Increase In FOW and HP consumptions like this we would now be Forced to Supply the Base every 2 Days. I understand that you want to Get Rid of Old Not Supplyed PoBs and thats Fine, but a Increase in Upkeep will only Make POBs more Unatractive for Pepole. We Usualy need 3 to 4 Hours to stock our POBs, and it works fine if we do it once or two times a Month. But i dont think that Orbitals Members have Time to Refill the POBs every 2 days.
Not actually correct, as your Bases FOW requirements haven't changed.
Now I don't recollect where your other Base is, but I know quite well that your Base in IDF is almost on top the Planet, so as it consumes 800 each of FOW per day, it would literally take you, at the most, about 2 minutes to supply. That you decide to supply it with HS and not RA takes a bit of time as HS takes twice the space.
'I would like to be half as clever as some people like to believe they are' Life is full of disappointments, it is how we handle them that helps to define us, as a person
Another back and forth change that will do little to nothing to fix the real problems around pobs.
For the people saying pobs negatively affect server load or performance:
I have played disco for 15 years and the only times I noticed pobs affecting server performance negatively was during pob sieges. And that was because of collision checks for the shots fired during pvp battles and at the pob, not because of the pob itself.
And I have never noticed any bad server performance in the last 5 years at all, except the attack on planet London event, no pobs involved. The people I saw complaining about "bad server performance" allegedly coming from pobs are either from the USA or russia, and I saw them get told that their problems come from bad connection routing to their countries, not pobs. "Largest flhook drain on server resources" coming from pobs may be true, but it still doesnt mean their effect on the server is actually a problem, compared to other things like shitty connections of individual players.
(03-30-2023, 07:50 PM)Aingar Wrote:
(03-30-2023, 04:25 PM)Fab Wrote: wouldn't increasing the frequency of damage ticks increase the strain on the server? It would be better to simply multiply how many materials a base consumes per tick by 6.
Biggest drain on the server resources is opening and saving to files, which happens during repair cycles and selling/buying commodities. Wear and Tear now happen just before during every repair cycle instead of every 6th, so the change in load is not significant in any way.
I'm guessing the repair cycles for individual pobs are already spread out over time so they dont stress the hard disk all at once? Like... if there is a repair cycle every 30 seconds, 1/3 of pobs are repaired in the first 10 seconds, another 1/3 after 20 seconds, etc?
(03-31-2023, 10:43 PM)LuckyOne Wrote: To the people above: There are currently 31 active Barges (+ 8 event ones if I remember correctly) on the server. Why not use their services if you hate supplying stuff so much?
I supply an unlawful IFFed RP PoB
There are also Barges that have Unlawful factions rephacked Neutral i.e. Bristol, and you could also always "hijack" one i.e. threaten to destroy it if doesn't fly to your Unlawful POB location. Be creative, work around the limits!
the increase to repair rate is such a bad move it was actually blanked out in my brain as i actively repressed it
I LOVE CORE 1S BEING DUMPED RANDOMLY AND BEING REPAIRED TO 30% HP WITH A SHIELD IN THE TIME IT TAKES TO DECLARE ON IT
I LOVE CORE 1S BEING DUMPED RANDOMLY AND BEING REPAIRED TO 30% HP WITH A SHIELD IN THE TIME IT TAKES TO DECLARE ON IT
I LOVE CORE 1S BEING DUMPED RANDOMLY AND BEING REPAIRED TO 30% HP WITH A SHIELD IN THE TIME IT TAKES TO DECLARE ON IT
god fucking forbid you dont catch it within an hour of it being plonked down and now you have another nuisance that took someone two hours to repair that will take you ten hours to shoot away
the increase to repair rate is such a bad move it was actually blanked out in my brain as i actively repressed it
I LOVE CORE 1S BEING DUMPED RANDOMLY AND BEING REPAIRED TO 30% HP WITH A SHIELD IN THE TIME IT TAKES TO DECLARE ON IT
I LOVE CORE 1S BEING DUMPED RANDOMLY AND BEING REPAIRED TO 30% HP WITH A SHIELD IN THE TIME IT TAKES TO DECLARE ON IT
I LOVE CORE 1S BEING DUMPED RANDOMLY AND BEING REPAIRED TO 30% HP WITH A SHIELD IN THE TIME IT TAKES TO DECLARE ON IT
god fucking forbid you dont catch it within an hour of it being plonked down and now you have another nuisance that took someone two hours to repair that will take you ten hours to shoot away
No it wont.
This is what everyone is missing or failing to understand.
You’re able to dump Six 5k trains worth of goods from obscure locations for a shield, 1 train of shield fuel, Fifty 5k trains worth to repair to 30%?
Let’s say you can, the supplies will be eaten SO fast that the second they run out, your base is gone.
A core 4 base with:
- 50k Hull Panels(100k space required)
- 50k Reinforced Alloy
- 50k Robotic Hardware
- 15k Shield fuel
A siege the size of the CR and indies completed against the core 2 base- This core 4 base will die faster due to lack of repair supplies.
This example is also assuming you have factory modules /weapon platforms and have about 2 hours a day to keep these supplies in place.(of course depending on your base location).
(03-31-2023, 10:43 PM)LuckyOne Wrote: To the people above: There are currently 31 active Barges (+ 8 event ones if I remember correctly) on the server. Why not use their services if you hate supplying stuff so much?
I supply an unlawful IFFed RP PoB
There are also Barges that have Unlawful factions rephacked Neutral i.e. Bristol, and you could also always "hijack" one i.e. threaten to destroy it if doesn't fly to your Unlawful POB location. Be creative, work around the limits!
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(04-01-2023, 11:43 AM)Karlotta Wrote: Another back and forth change that will do little to nothing to fix the real problems around pobs.
For the people saying pobs negatively affect server load or performance:
I have played disco for 15 years and the only times I noticed pobs affecting server performance negatively was during pob sieges. And that was because of collision checks for the shots fired during pvp battles and at the pob, not because of the pob itself.
And I have never noticed any bad server performance in the last 5 years at all, except the attack on planet London event, no pobs involved. The people I saw complaining about "bad server performance" allegedly coming from pobs are either from the USA or russia, and I saw them get told that their problems come from bad connection routing to their countries, not pobs. "Largest flhook drain on server resources" coming from pobs may be true, but it still doesnt mean their effect on the server is actually a problem, compared to other things like ***** connections of individual players.
(03-30-2023, 07:50 PM)Aingar Wrote:
(03-30-2023, 04:25 PM)Fab Wrote: wouldn't increasing the frequency of damage ticks increase the strain on the server? It would be better to simply multiply how many materials a base consumes per tick by 6.
Biggest drain on the server resources is opening and saving to files, which happens during repair cycles and selling/buying commodities. Wear and Tear now happen just before during every repair cycle instead of every 6th, so the change in load is not significant in any way.
I'm guessing the repair cycles for individual pobs are already spread out over time so they dont stress the hard disk all at once? Like... if there is a repair cycle every 30 seconds, 1/3 of pobs are repaired in the first 10 seconds, another 1/3 after 20 seconds, etc?
No, they're all done at once every minute.
Spreading it out would probably smooth out the problem, but not necessarily 'resolve' it.