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 max nodes in beta? and other limits! 
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Gameop
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Unread post max nodes in beta? and other limits!
I certainly hope the maximum nodes of 100 will be increased with this upcoming release of the new TWGS software....


modern systems certainly have the capability of exceeding the 100-node mark. I would like to see a minimum of 500 simultaneous nodes.

:)

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Last edited by scolfax on Sat Jul 31, 2010 3:15 pm, edited 1 time in total.



Sat Jul 31, 2010 11:32 am
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Unread post Re: max nodes in beta???
thats not enough if you want to hit a wide audience and have a long term game. an eve game apparently has like 30k simultaneous users, and i know for a fact that travian and imperion allow thousands as well... a lot depends on if you want it on facebook or not, because it would have to be huge to exist on FB...

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Sat Jul 31, 2010 11:37 am
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Gameop
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Unread post Re: max nodes in beta???
yes 500 max nodes is a bit on the low side, compared to other mmorpg's out there like GuildWars or World of Somethingcraft.... personally i'm not a fan of that WoW game because I dont believe people should have to pay monthly fees to play a game... thats why GuildWars is much better. Buy it once and its yours.

I'm merely suggesting 500 nodes as a start... but Yes you are right we need the ability to have massive amounts of people on at once.

What if a single game had 2500 players? with a maximum of what 19 games? 2500 x 19 = 47,500.

I also think it would a good idea if we could use the 'Configure' button while the game is running instead of having to stop the server.

Servers should never have to be 'stopped'.

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Sat Jul 31, 2010 11:45 am
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Unread post Re: max nodes in beta???
The problem is, the node issues we've had in the past and the fact that 100 plus users online at the same time happens very seldom. (Only once or twice that I can remember). We used to run a server that had 30 to 50 online at the same time on a constant basis, and we had a lot of node issues. Each time a node locks up, it uses a lot of cpu, and that happened quite often with that many players online at the same time. A lot of changes have been made with TWGS since then, and I do believe that JP is working on those issues at the current time, but like I said it's hard to test with the player base we have today because there just aren't that many players total, let alone on one server. It would be nice if we could have a server that had 100 plus players logged on at the same time for testing, but I don't see that happening in the near future.


Sat Jul 31, 2010 12:15 pm
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Gameop
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Unread post Re: max nodes in beta???
I have an application that can test the ports.

After running it for about a minute i logged over 14,000 connections to the twgs. Its a simple port open utility. I had it set to close connection once a connection was made

The other way to use it, is it will stay connected until twgs timeout on login.

Heh, what you're saying is "I'm gonna bake a small cake for a gathering of 600 people".

Build a new cafeteria :)

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Sat Jul 31, 2010 12:56 pm
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Unread post Re: max nodes in beta???
scolfax wrote:
I have an application that can test the ports.

After running it for about a minute i logged over 14,000 connections to the twgs. Its a simple port open utility. I had it set to close connection once a connection was made

The other way to use it, is it will stay connected until twgs timeout on login.

Heh, what you're saying is "I'm gonna bake a small cake for a gathering of 600 people".

Build a new cafeteria :)


Actually no. I'm saying that until JP comes up with a version that is a public TWGS release that will handle 100 plus nodes and allow it, the point is mute. I doubt he's going to include your application as another application in the TWGS installation. Also I'm pretty sure he is going to charge more for any release that allows more than 100 nodes. The problem still remains that there aren't that many TW players at the current time to fill 100 nodes on one server, let alone multiple servers.


Sat Jul 31, 2010 1:10 pm
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Unread post Re: max nodes in beta???
this idea would be applicable to a FB app, which is apparently on the horizon. there are many people who would play a fb app just to look at it... but not at a max of 100 people...

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Sat Jul 31, 2010 1:24 pm
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Unread post Re: max nodes in beta???
booger wrote:
this idea would be applicable to a FB app, which is apparently on the horizon. there are many people who would play a fb app just to look at it... but not at a max of 100 people...


Yes, and that would probably would be a seperate TW version specifically made for FB. I'd think there would have to be a lot of changes from the current TWGS release to be an application that could be ran from FB. But yes I agree a FB application would have to have allow a lot more than 100 connections at one time.


Sat Jul 31, 2010 1:30 pm
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Unread post Re: max nodes in beta???
That many connections would also mean having to have a large Map, 20K sectors with 500+ people on at any given time is just not gonna cut it.

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Sat Jul 31, 2010 2:56 pm
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Unread post Re: max nodes in beta???
i'm not saying include the application... i was only saying i did some testing with the port app.

Yes I also think some of the limits should be raised. Like:

1) Increased Node Capacity (500,000 max would be awesome)
2) Ability to bang a 1 million sector game (or more, why not)
3) max credits in galactic bank (5 million should do it)
4) max credits a player can hold (99 trillion sounds ok)
6) max number of planets in a game (i think 500,000 is ok)
7) max number of ships in a game (should be able to have a million ships)
8.) JumpGate should be in working condition

For massively multiplayable gaming, these limits are currently at unacceptable limits.

I'm opposed to a special 'facebook' version to handle such capacity. I think it should be available to ALL sysops to use such a version. That special 'facebook' version would seriously limit all other sysops audience and ability to compete.

PLEASE dont do that...

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Sat Jul 31, 2010 3:11 pm
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Unread post Re: max nodes in beta? and other limits!
if one could bang that big of a game FB could have a link to it. but a helper front end like what ghost likes for the java client would be a must also...

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Sat Jul 31, 2010 3:23 pm
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Unread post Re: max nodes in beta???
scolfax wrote:
i'm not saying include the application... i was only saying i did some testing with the port app.

Yes I also think some of the limits should be raised. Like:

1) Increased Node Capacity (500,000 max would be awesome)
2) Ability to bang a 1 million sector game (or more, why not)
3) max credits in galactic bank (5 million should do it)
4) max credits a player can hold (99 trillion sounds ok)
6) max number of planets in a game (i think 500,000 is ok)
7) max number of ships in a game (should be able to have a million ships)
8.) JumpGate should be in working condition

For massively multiplayable gaming, these limits are currently at unacceptable limits.

I'm opposed to a special 'facebook' version to handle such capacity. I think it should be available to ALL sysops to use such a version. That special 'facebook' version would seriously limit all other sysops audience and ability to compete.

PLEASE dont do that...


I don't think you comprehend what I'm saying. An application on FB probably wouldn't be a telnet type application. Currently that's the only way I can see needing more than nodes is if it were associated with something that has global popularity like FB because of the size of the current player base. As far as the rest of your suggestions, those would probably be pretty simple changes for JP to make with the exception of 20k plus sector universe, because that would require changing the code in the big bang process. Howevever, I'm sure even that could be done with a little coding.


Sat Jul 31, 2010 3:24 pm
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Unread post Re: max nodes in beta? and other limits!
booger wrote:
if one could bang that big of a game FB could have a link to it. but a helper front end like what ghost likes for the java client would be a must also...


Exactly... I guessing if it is done, a helper/front end would actually be included in the code of the application in place of the TWGS front end with basic scripts included.


Sat Jul 31, 2010 3:24 pm
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Unread post Re: max nodes in beta? and other limits!
i think sing knows a way to set it so you cant really link on from telnet, so you could effectively limit it to the 'javaswath' scripts, making a level playing field. this is how one could make money from it, but the programming involved is enormous. i dont think one guy could do this without help... its just too much.

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Sat Jul 31, 2010 3:37 pm
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Unread post Re: max nodes in beta? and other limits!
booger wrote:
i think sing knows a way to set it so you cant really link on from telnet, so you could effectively limit it to the 'javaswath' scripts, making a level playing field. this is how one could make money from it, but the programming involved is enormous. i dont think one guy could do this without help... its just too much.


Yes I agree. Just the creation and debugging of the basic scripts would be quite a load and that's not including the coding of the application itself.


Sat Jul 31, 2010 4:15 pm
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