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Pindrought

Pathfinder
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Posts posted by Pindrought


  1. 1 minute ago, Taiphoz said:

    You clearly didn't read or understand what I said, in your scenario a raider would simply raid the base while that 1 guy was online or wait 5 minutes after he goes offline to raid, or are you suggesting that he be perma logged in in which case the base does not get the buff at all and then gets raided regardless ?

    Regardless you can easily solve this by making sure that only the company who owns the base flag can build within its range just like normal claim flags.

     

    If you have a specific exploitable method in mind feel free to share it, no first draft of an idea will be perfect it will require iteration, but unless you see something glaring that I missed I think its a good start.

    You must not have understood what I said.

    You have two "companies."

    Company A.

    Company B.

     

    Company A has 1 player in it that builds the base.

    Player in Company A logs in twice a day and logs off immediately at 12 hour intervals. This will leave the base with 10* foritfications for 23hr 40 mins of each day.

     

    Company B has all of the real players.

    Company B is allied with company A and uses their building with pin codes to take advantage of 10* health boost.

     

    Understand now?

    Company B does not have to be able to directly build on Company A's claim. They can have pill boxes on their claim just for respawns and use company A's base for storaging/crafting/storing tames/etc since it has improved fortifications.


  2. 7 hours ago, Bullet Force said:

    When a player that has a giant base loads in on a server, you absolutely notice the lag. Structures do affect lag but it is more of a once off rather then a constant lag unless the base is really large in which case it is both. Having a lot of ships around also add considerable lag.


    Giant bases are not (or rather, should not be) causing server lag. They might cause FPS lag on your specific computer, but that is another issue in itself regarding this game's optimization.

    Rubber banding/server lag are being caused by ai/tames/npcs primarily.

    • Like 1

  3. 4 minutes ago, Vloshko said:

    Large bases aren't the reason for the lag, it's not 100% certainty, but it's highly unlikely. Just as I can't say with 100% certainty people aren't abducted by aliens.

    Basically, when there are pieces being rendered, your computer cares, to a server, that doesn't matter really. The server just tells your PC what is there. The server doesn't care what is there static wise (any not moving building piece). The server does care about moving parts. For instance, ships, tames, & NPCs; especially the scripts that control the latter 2. The server calculating what needs to happen is most likely the problem (what the animals need to do, what the NPCs need to do, what path your ship is going etc). 

    The only possible problem is that there is a database overload, but that wouldn't cause high ping times or rubberbanding directly. It would however put stress on the servers CPU and create CPU cycle issues. Which would cause the server to slow down, which would affect your ping. Ping is an unimportant packet as far as servers are concerned. The only the reason the server would would be taking longer to respond is because it's saying "I'm busy gimme a second to get you a packet" due to CPU cycles and communicating with the database which to the server is more important than your request for the packet. 

    So stop blaming it on peoples hard work and time spent gathering and building. You're spreading the plague of misinformation regarding how databases, servers, and clients legitimately work.

    I tried explaining this to people who think that the buildings are lagging the server, but they don't seem to understand.

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