I was not warned.
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I was not warned.
Is there something stopping HoA from implementing their own Reim entry cap?
If Dreaven can do it, so can HoA.
HoA: Hey Simu I got an idea, how about just cap the number of people for Reim entry?
Wyrom: That might help, but you guys could literally do that yourselves too, without requiring a mechanics change to force it.
HoA:
https://media1.tenor.com/images/c64a...temid=13129374
Simu: Hey Dreaven, having 4532780942 people at Dreavenings is fucking shit up.
Dreaven: Okay.
Dreaven: *fixes problem in like a day*
HoA: What about that Reim cap though?
We basically do, actually. If our group gets over 20ish people, we usually divide into two. The lag issue is caused by scaling messaging requirements for larger groups (same reason huge groups get silenced automatically in one room), and this tactic mostly fixes it.
Couldn't Simu *gasp* fix the underlying lag issue... instead of blaming it on too many people enjoying the game? Someone mentioned Stockholm syndrome earlier... this seems like a prime example of that.
The issue is that too many people in the same room getting the same line feeds causes the game to have to send lots of lines all at once. When you have 20 people in a room all spamming multiline combat text at 20 critters every 40 seconds and every line of every action has to go to 20 people at once, the game lags. It's why at big merchants you can't talk and some things get squelched.
The problem is that if you limit the group size to say, 5, it becomes slower for those 20 people to get ghost bucks and max out and fire another $1 into a Reim orb. If they limit group size, they lower interest/ability in people spending $1 every 10 minutes for 2 hours 2-3 nights per week, and they won't do that.
HotA cut the groups into roughly 10-11 people each when lag started becoming a problem because that doesn't really cut into their speed. Most people can't hit 11+ critters in one attack to tag and get credit for everything that spawned anyway. But if you limit it to less, people with the ability to hit 7, 8, 9 things at once lose out. So they won't go lower, and Simu won't fix it because that'd mean fewer dollars.
That's the issue in a nutshell. Theoretically they could make 20 ghosts spawn as one big ghost blob critter and solve part of the issue, but not all of it, and that comes with its own set of hurdles as it is. Truly fixing the underlying issue without limiting group size would require a rewrite of pretty much the whole engine.