But tons of mini fighters around you and your enemy in a fight, it's kinda annoying. Not for me, but my enemies, try hitting my Liberator in a swarm of LN and LPI NPCs, it's painful.
' Wrote:But tons of mini fighters around you and your enemy in a fight, it's kinda annoying. Not for me, but my enemies, try hitting my Liberator in a swarm of LN and LPI NPCs, it's painful.
Yeah. I personally love NPC swarm's. If they are hostile to u? to bad. I am tired of all the pirate's claiming NPC's bug them when they are pirating. Guess what? they should be shooting you,and calling in even more for back up. I wish the admin team would make said NPC's alot more nasty,and dangerous. Hell give them non dropable CODE's so they really hurt. Yhis would also make certain trader's less likely to travel in hostile space too.
Come on people. NPC's are part of the game.Get used to them.
' Wrote:Alright. I'm not into computer stuff... But I'll ask simply.
The server became more stable right? so we can afford whose parasites called NPC now at 200 player rate while earlier they were gone at 150.
Em simply question: Why we can afford npc's and make additional server load, but can't afford more player slots at the price of npc? Ahh?
NPC spawns at the locations and numbers that is set in the mod.
The level of NPC spawn depends on the CPU load on FL_Server.
On the old installation, which ran on 32 bit Windows XP, the load on FL_server was above this limit, at around 130-140 players.
On the new installation, which runs on Windows Server 2008 R2, the load on FL_server goes above this limit at around 180-190 players.
The load fluctuates depending on what happens in the Sirius universe, which is why on the old installation, you could see intermittent NPC spawn even when there was more than 140 players on.
The same holds true on the new installation, which is why you can see NPC spawn even with a full player load.
Add to that, a lot of bugs in FL_server has been circumvented with the latest incarnations of FL_Hook, that Cannon has been making. So all in all, the game server runs much more smoothly, and therefor less loaded, which then lets the NPC spawn for higher playerloads.
Player slots is depending on another thing alltogether. Its a hack that has been enabled, to change a fixed arbitrary number for 128 in the code. I.E. Akin to hexediting the FL_server executable.
One thing is to change that variable in the code, another thing is to ensure that the networking code in the FL_server can manage that many simultaneous connections.
AFAIK and logically can deduce, the hack allows up to 255 players. (FF in hexadecimal). Reading back through the old OLD threads, there were tests done, and as soon as more than 200 slots was enabled weird stuff happened, introducing massive amounts of lag, probably caused by the networking code in FL_server getting confused.
As far as I understand, that is the main reason why player slots hasn't been increased.
I say; I play Multiplayer to be able to Interact with Players, not with some brainless bots. If I want to Go fight NPC Swarm in my Bomber and have "Fun", I'll go play Singleplayer! But when I join the server and get on one of my Chars, It kinda ruins it when I can have a nice and enjoyable Roleplay and Fight with a Player, but it won't happen thanks to NPCs.
Seriously, the "+150 Players, No NPCs" worked just fine. Look at how many people are complaining about NPCs. Because They ruin the Fun! Some like NPCs, Some don't. With having NPCs at low player count, then turning them off at high player count, we were keeping both groups happy. What now? Those who are obsessed with NPCs are all <3 and those who want Player Interaction are all D;<...
Others say; Oh but aerelm, Space would look so empty without them! Q_Q
' Wrote:I say; I play Multiplayer to be able to Interact with Players, not some brainless bots. If I want to Go fight NPC Swarm in my Bomber and have "Fun", I'll go play SP! But when I join the server and get on one of my Chars, It kinda ruins it when I can have a nice and enjoyable Roleplay and Fight with a Player, but it won't happen thanks to NPCs.
Seriously, the "+150 Players, No NPCs" worked just fine. Look at how many people are complaining about NPCs. Because They ruin the Fun!
/signed... It's just impossible to have a nice little RP chit chat going if 50+ brainless ships bug you.. Also, it's just ANNOYING if you want to cruise somewhere but those guys disrupt you every 30 seconds. Lets discriminate NPC's !
' Wrote:I say; I play Multiplayer to be able to Interact with Players, not with some brainless bots. If I want to Go fight NPC Swarm in my Bomber and have "Fun", I'll go play Singleplayer! But when I join the server and get on one of my Chars, It kinda ruins it when I can have a nice and enjoyable Roleplay and Fight with a Player, but it won't happen thanks to NPCs.
Seriously, the "+150 Players, No NPCs" worked just fine. Look at how many people are complaining about NPCs. Because They ruin the Fun! Some like NPCs, Some don't. With having NPCs at low player count, then turning them off at high player count, we were keeping both groups happy. What now? Those who are obsessed with NPCs are all <3 and those who want Player Interaction are all D;<...
Others say; Oh but aerelm, Space would look so empty without them! Q_Q
Absolutely... They do indeed ruin the fun sometimes when you have to dodge like crazy just so you won't be shot down by NPCs. Gallic NPCs are particularly annoying. They're not hard to down when directly targeting them, since then NPCs tend to just dodge, but when doing anything else, they can hurt quite a bit.
So what you guys are saying, is that you want to be able to cruise up to for instance manhattan, to RP with people there, and not being hassled by NPC's....
Well, thats easy, don't go to Manhattan in a ship that carried an ID that is hostile to the factions there.
I mean, you just want to RP with the players there, so you don't need to do it in a ship that risk having to fire shots at anybody there, do you ??
Oh wait, you want the RP to end up with some PvP as well ? Well, then you run the risk of having NPC's coming to the aid of your target. Thats just the way it is supposed to be.
And the argument of having the NPC's switch off at 150 players like before, isn't really relevant if you claim that you log on to interact with players...
Because if that claim is true, you would want to interact with players even when there is less than 150 players on, so the NPC swarms then, would equally well have prevented it on the old installation...
In effect, there is no change from before - The NPCs aren't stronger, the npc's just are present even when there are more players on.
IMHO, the Q_Q'ing about the NPC's is a typical human reaction : We don't want changes, even perceived ones, from what we were accustomed to. But if you look at the facts, nothing really has changed. The NPC's was present before when the server was 75 % full. Now they are present when the server is 90 % full. I hope they will be present when the server is 100% full as well, since it makes it a far more interesting place to interact. Now you need to THINK about your relations and pick the spots where you interact with other players. Just as you would have on the old setup, when server loads were low.