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Unify Haven

19 replies [Last post]
Tue, 11/20/2012 - 19:44
Klipik's picture
Klipik

Haven is split up into the Bazzar, Garrison, Arcade, and Town Square. Now, I know the arcade is through tunnels, which might cause some problems with what i'm about to suggest, so we can leave it out for now. But besides the arcade, why not combine the Bazzar, Town Square, and Garrison into one? there aren't enough people in each at once to create enough lag to be a problem, and size isn't a problem either (it can't be more than 1/4 the size of a clockworks level). Plus, it gets rid of those pesky loading screens when going from the Bazzar all the way over to the Garrison. Maybe they'll need to add more Haven servers overall, but that shouldn't be that hard.

<(^_^)>

Tue, 11/20/2012 - 19:57
#1
Dukeplatypus's picture
Dukeplatypus
Because most people's

Because most people's computers and SK's servers wont be able to handle quadruple the amount of pre-rendered land and real-time updates of all the players.

Tue, 11/20/2012 - 20:03
#2
Chaosengineer's picture
Chaosengineer
"it can't be more than 1/4

"it can't be more than 1/4 the size of a clockworks level"

Clockwork levels and haven areas are populated differently, though, so i don't think you can make that comparison.

Haven's split up into different areas for a reason, and undoing that would probably cause a lot of problems. I do agree that it'd be nice to have a way to get from the garrison to the bazaar a bit more easily, though.

Tue, 11/20/2012 - 20:09
#3
Severage's picture
Severage
...

"it can't be more than 1/4 the size of a clockworks level"

Except you don't have 50 player-to-player connections in the Clockworks. The max is 4.

~Sev

Tue, 11/20/2012 - 20:12
#4
Thimol's picture
Thimol
-----

I thought this was going to be something socio-economic.

Tue, 11/20/2012 - 20:24
#5
Klipik's picture
Klipik
-

When you think about it, how many people actually walk around in the Bazzar or Garrison? Virtually none(0-10). If too many player connections is still the problem, you could decrease the amount of people allowed into Haven 1 before it starts putting people into Haven 2, and so on.

"you don't have 50 player-to-player connections in the Clockworks"
But you can have alot of monsters. If you open both sides of Garden of Goo, or all the rooms in Charred Court (which is about the same size as all the havens)(I think), you can have upwards of 30 mobs. Add in the animations of attacking and whatnot (that aren't present in haven), and I would think that that would be about the same load?

"Clockwork levels and haven areas are populated differently, though, so i don't think you can make that comparison."
-see above

"Because most people's computers and SK's servers wont be able to handle quadruple the amount of pre-rendered land and real-time updates of all the players."
-*triple
-As previously stated, it's not really triple or quadruple because there aren't that many people in the other two sections. Remember, we're leaving out the arcade, even though there aren't really that many people there anyway.

Also, lol@Thim.

<(^_^)>

Tue, 11/20/2012 - 21:09
#6
Chaosengineer's picture
Chaosengineer
You're assuming a lot of

You're assuming a lot of things about performance issues and lag issues that you really have no way of knowing. If three rings could have made haven one big area without making the game laggy to the point of unplayability, they probably would've done it a while ago.

Players connecting to the server are going to generate more lag issues than monsters, as monsters are actually contained within the server. Comparing monsters on the server to players on the server is ridiculous, as any lag generated by monsters is likely purely performance issues, while lag generated by players is more likely to be actual server connection lag.

In clockwork levels, there are only 1-4 clients and only 1 server, while in havens i don't believe there's a limit on the number of client connections. Sure, clockwork levels can have a lot of monsters, but don't havens have a lot of snipes and moving NPC knights going around, too?

"As previously stated, it's not really triple or quadruple because there aren't that many people in the other two sections. Remember, we're leaving out the arcade, even though there aren't really that many people there anyway."

If you'd actually read what he said, you might have noticed he said quadruple the amount of pre-rendered land, saying nothing about the amount of people in those sections.

Basically, it seems you don't understand the difference between lag created by strain on the server and lag created by strain on your computer.

Tue, 11/20/2012 - 21:08
#7
Klipik's picture
Klipik
...it's still only triple.

...it's still only triple. Unless the Garrison is twice as big as Town Square and the Bazzar, which I doubt.

Tue, 11/20/2012 - 21:11
#8
Chaosengineer's picture
Chaosengineer
It doesn't matter if it's

It doesn't matter if it's triple or quadruple, it's still a lot more than we have to render right now, and we can't really assume that that wouldn't cause issues.

Tue, 11/20/2012 - 21:12
#9
Klipik's picture
Klipik
I guess

It might.

Tue, 11/20/2012 - 21:54
#10
Hexzyle's picture
Hexzyle
Do you really want to load

Do you really want to load both the bazaar AND the garrison when all you want to do is check the Auction house? haven's loading time will be increased by 150% every single time you come back from a dungeon.

This thread also looks very familiar.

Tue, 11/20/2012 - 22:27
#11
Persef's picture
Persef
One word.

Lag.

Having all those players in one place makes lag, lots of lag.

And all the other buildings and components will make the loading, slower, as slow as a snail.

Wed, 11/21/2012 - 00:49
#12
Severage's picture
Severage
...

"But you can have alot of monsters. If you open both sides of Garden of Goo, or all the rooms in Charred Court (which is about the same size as all the havens)(I think), you can have upwards of 30 mobs. Add in the animations of attacking and whatnot (that aren't present in haven), and I would think that that would be about the same load?"

You missed the point. Each mob doesn't have its individual internet from a connection that must connect to a server potentially from across the world.

In fact, if you connected all the Havens, you'd have probably about 30 mobs (NPCs) plus all the players. So, not only would you have more animations and sprites, you would have player-to-player/player-to-server connections that cause a problem.

Player-to-server connections generate more server load than mobs that require no additional communication/internet connection with another PC.

~Sev

Wed, 11/21/2012 - 01:50
#13
Evilnut's picture
Evilnut
And don't forget about group

And don't forget about group buttons... the area behind an activated group button can be unloaded to free up memory.

There are levels without group buttons (e.g. lichen lair, deconstruction); but those levels are smaller and simpler, with no branching.

Wed, 11/21/2012 - 02:17
#14
Forum-Brady's picture
Forum-Brady
I'd just like to point out to

I'd just like to point out to the OP that you're assuming that you run around in an empty Haven and at least once said "how many people? probably 0-10"

That works fine if you're on Haven 35 at US midnight when there aren't many people.

Ever been at the AH in Haven 1 at US peak time during a promo?

It's not about "how many people are in Haven" it's about "how many people could be in Haven".

@Thimol:
I thought this was going to be something socio-economic.

As did I. Just from the word choice, I guess, I was expecting something more political or "for the masses" rather than quite literally combining Haven.

Wed, 11/21/2012 - 04:06
#15
Dukeplatypus's picture
Dukeplatypus
If you want an idea of how

If you want an idea of how much an SK server can handle, go back to EoS' hall on the Guild Update launch day. There was so much lag that it made Gyre-Of-Guile, SK software engineer, say "omg, I'm lagging so hard", or something close to that.
There have been times in Haven when we have had crowds like that, but since they were off in a sectioned off area of the map, the servers could just about handle that.

Wed, 11/21/2012 - 04:41
#16
Forum-Brady's picture
Forum-Brady
EoS' hall on the Guild Update

EoS' hall on the Guild Update launch day

God, don't remind me...just makes me glad that they thought to include multiple instances for GHs, too~

Wed, 11/21/2012 - 04:56
#17
Hexzyle's picture
Hexzyle
What about the farewell Boost

What about the farewell Boost party? That would have been lag-hell (it was already lag-purgatory) if haven was any larger.

Wed, 11/21/2012 - 05:00
#18
Xxpapaya's picture
Xxpapaya
The papaya disagrees

Not much to say since everyone stole what I was originally gonna post myself :P But anyways, yeah, if we combined all of the places you mentioned then Haven would be a whole lot more laggy than usual..............My connection is already a red dot and I don't really want it to go any lower than that (even if it's not possible)........

Wed, 11/21/2012 - 06:58
#19
Little-Juances's picture
Little-Juances

"when going from the Bazzar all the way over to the Garrison"

It would have been valid if you said the oppsoite, but you can go to your guild hall from the menu or Hall of heoes from mission screen. :P
Unless you wanted to peek around someone else's GH. then you can teleport to your own and do only 2 steps back to the exit and Voila!
You dont have to manually guide the knight ALL the way.

Just saying...

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