ElCadaver
2006-04-03 07:43:09 UTC
#13648
Hi All,
I have heard people complaining about lag and have noticed an area where we can all do something about it.
There seems to be a culture on this server of "if it's not valuable loot, leave it on the ground". Lots of underdark rags and rusty daggers and such left on the ground after quests. If thats not you, ignore the next bit.
The problem with that is the server has to track every thing left on the ground, and eventually this builds up to be a significant amount of processing power if lots of stuff is lying around.
Solution.... pick up everthing... throw the worthless stuff in the nearest bin.
Also, keep your inventories down to a minimum... clean regularly.. same effect as beforehand if you are carrying two kitchen sinks around...
Builders... I think a bin close to the endpoint of each quest is appropriate in town.. In the underdark, you could use holes in the ground as bins (the one that are used in Garls quest would do)
When the server is full.. which it often is...this can reduce the lag.. you might even save yourself from a Lag induced death....
:D
Coldburn
2006-04-03 09:03:56 UTC
#13656
Also, keeping parties below 7 really helps to avoid lag. And in the scenario that 40 people go on a DM-quest, make 10 parties of 4 people, for example.
As well, close maps. Maps cause a lot of lag too.
Kobolde
2006-04-03 10:31:32 UTC
#13668
Yes, good ideas. I have seen this problem on many servers before, and I don't understand why it's so hard for some people to throw their junk into a waste bin. (Actually, the same goes for real world as well, but I won't get into that.)
During the last two days, I've picked up quite a lot of stuff near the bazaar, things like 14 quarrels, a burial shroud and two occations of Trade Goods (the hundred pound variety), and carried them off to nearest bin, even if didn't really go with my character.
I think these common lag reducing policies could be written in the journal, so people would finally get it. EfU is relatively lag-free, compared to some other servers I've played, and I would very much like it to continue to be that way.
Maybe I should roll up a druid/ranger who stalks and murders anyone leaving trash around... :twisted:
Naga
2006-04-03 10:35:01 UTC
#13669
Yes I've found myself a waste disposal agent many times due to this XD
DruQks
2006-04-03 11:23:22 UTC
#13679
I'm officially excused since Delgado won't use the trashbins. . . due to reasons best left from public knowledge.. <_<
Efu_Darkness2
2006-04-03 12:02:33 UTC
#13684
People drop the "trade goods" so much, i see them so often, but you know, there are no trash cans in exile. :twisted:
ExileStrife
2006-04-03 13:54:24 UTC
#13689
DruQks
I'm officially excused since Delgado won't use the trashbins. . . due to reasons best left from public knowledge.. <_<
That's a good point, but most of this "cleaning" that's done is OOC anyway, so I wouldn't think twice about telling someone if it looked like they were going to bring up the fact IC.
Is there any documented information anywhere that talks about party size and minimaps having an effect on server load and bandwidth usage?
Coldburn
2006-04-03 14:49:41 UTC
#13694
Not documented to my knowledge, but the tip has been given to my by various other players, on various occassions. And I have to say, I think it works.
Leurnid
2006-04-04 01:14:14 UTC
#13782
A screenie of somebody 'throwing' garbage into a chasm down onto Lower Sanctuary got me to thinking... is there a way to have the chasm act as a garbage can?
For that matter, holes that were labeled 'garbage chute to Lower Sanctuary' may encourage some RP garbage disposal... under the pretense that it was raining down on the Lowers.
Arkov
2006-04-27 08:27:40 UTC
#16719
Leurnid
A screenie of somebody 'throwing' garbage into a chasm down onto Lower Sanctuary got me to thinking... is there a way to have the chasm act as a garbage can?For that matter, holes that were labeled 'garbage chute to Lower Sanctuary' may encourage some RP garbage disposal... under the pretense that it was raining down on the Lowers.
I wonder if I could use some code from our catapult scripts to make something like this...
Fish
2006-04-27 08:38:21 UTC
#16722
I seem to remember reading something about bieng able to cap party size with a script, so that this prevented "OMG PARTY!!1" as soon as anything happens. I remember on the gate attack day, it wa laggy, i was on my own, and someone invited me to a party containing 15 people!
No bloody wonder it was laggy.
actually, I'd quite like a hard cap on party sizes at something like 9 to prevent this from happening. for invasions it could possibly be dynamically set for that map too so you can only have parties of 4 or 5.
Yeah deffinately.