View unanswered posts | View active topics It is currently Fri May 08, 2026 1:44 pm



Reply to topic  [ 61 posts ]  Go to page Previous  1, 2, 3, 4, 5  Next
 max nodes in beta? and other limits! 
Author Message
Gameop
User avatar

Joined: Wed May 05, 2004 2:00 am
Posts: 190
Location: Oklahoma City OK
Unread post Re: max nodes in beta? and other limits!
regardless, the limits still need to be raised, in my opinion

_________________
Scolfax's TradeWars
telnet://twgs.mustangpc.net
ICQ: 5342886


Sat Jul 31, 2010 4:36 pm
Profile ICQ WWW
Lieutenant J.G.

Joined: Mon Feb 26, 2001 3:00 am
Posts: 441
Location: In your girlfriend's bed
Unread post Re: max nodes in beta? and other limits!
Why?

Most servers are lucky to get 10 players at a time..20 if it's a popular one. Good luck attracting those 20 and most will be dupes anyways.


Sat Jul 31, 2010 4:47 pm
Profile
Gameop
User avatar

Joined: Wed May 05, 2004 2:00 am
Posts: 190
Location: Oklahoma City OK
Unread post Re: max nodes in beta? and other limits!
For those admins who think the current limits are fine, they can simply bang whatever game they want to and use standard limits etc. But some of us might enjoy larger games, and the only way we can get to that is by removing some of the boundaries currently imposed on the game both by max nodes and max sectors etc...

_________________
Scolfax's TradeWars
telnet://twgs.mustangpc.net
ICQ: 5342886


Sat Jul 31, 2010 5:20 pm
Profile ICQ WWW
Lieutenant J.G.

Joined: Mon Feb 26, 2001 3:00 am
Posts: 441
Location: In your girlfriend's bed
Unread post Re: max nodes in beta? and other limits!
Like I said, dude, no matter how hard a server tries these days, they are lucky to attract 20-30 players at any given time.

Then again, you seem to have a good following judging by how many players are online right now as follows:

Node 1 Game H : d_vil
Node 2 Game B : scin
Node 3 Menu : .

Selection (? for menu):

Node 3 is me checking the menu.

I'm sorry, but I just don't see a server using all 100 nodes at all. It will never happen. So why ask for 500?


Sat Jul 31, 2010 5:33 pm
Profile
Veteran Op
User avatar

Joined: Mon Jan 05, 2009 9:24 pm
Posts: 544
Unread post Re: max nodes in beta? and other limits!
scolfax wrote:
For those admins who think the current limits are fine, they can simply bang whatever game they want to and use standard limits etc. But some of us might enjoy larger games, and the only way we can get to that is by removing some of the boundaries currently imposed on the game both by max nodes and max sectors etc...


I think you would have a great point IF you can get a game constinetly hitting 80 or 85 people online at once....short of that i think the JP would be wasting his time that is better spent on other things.

_________________
The Ghost you LOVE to HATE!!! The J.R. Ewing of TradeWars..
Time Tells All Tales.

Jesus woundn't SubSpace Crawl
Image


Sat Jul 31, 2010 5:44 pm
Profile WWW
Lieutenant J.G.

Joined: Mon Feb 26, 2001 3:00 am
Posts: 441
Location: In your girlfriend's bed
Unread post Re: max nodes in beta? and other limits!
Space Ghost wrote:
scolfax wrote:
For those admins who think the current limits are fine, they can simply bang whatever game they want to and use standard limits etc. But some of us might enjoy larger games, and the only way we can get to that is by removing some of the boundaries currently imposed on the game both by max nodes and max sectors etc...


I think you would have a great point IF you can get a game constinetly hitting 80 or 85 people online at once....short of that i think the JP would be wasting his time that is better spent on other things.


Thank you. That's the point I'm trying to make.


Sat Jul 31, 2010 5:48 pm
Profile
Commander
User avatar

Joined: Fri Aug 20, 2004 2:00 am
Posts: 1801
Location: Outer Rims
Unread post Re: max nodes in beta? and other limits!
scolfax wrote:
For those admins who think the current limits are fine, they can simply bang whatever game they want to and use standard limits etc. But some of us might enjoy larger games, and the only way we can get to that is by removing some of the boundaries currently imposed on the game both by max nodes and max sectors etc...


I would agree with the larger universes over 20K. We've often wondered and hoped one day it might get increased. Or perhaps an option to create two "bubble" universes where one is 5k-20k and the second is 5k-20k; with a sector to bridge the two.

I don't think we will ever see the node limit over 100. TradeWars just does not have that consistent player base. Not only that, but add in the variable of the various servers that currently host TradeWars. Until we ever "reached" that stage, I doubt we will ever see node limits increase.

_________________
-Thrawn

But risk has always been an inescapable part of warfare.

--

Knight to Queen's Bishop 3


Sat Jul 31, 2010 7:53 pm
Profile
Veteran Op
User avatar

Joined: Thu Jun 02, 2005 2:00 am
Posts: 5558
Location: USA
Unread post Re: max nodes in beta? and other limits!
Yeh, there's no sense in going over 100. But a lot of times less nodes are active than that.

The 20k limit would be an interesting change. Would be fun to get that up to 65k for
slow builder games.

_________________
May the unholy fires of corbomite ignite deep within the depths of your soul...

1. TWGS server @ twgs.navhaz.com
2. The NavHaz Junction - Tradewars 2002 Scripts, Resources and Downloads
3. Open IRC chat @ irc.freenode.net:6667 #twchan
4. Parrothead wrote: Jesus wouldn't Subspace Crawl.

*** SG memorial donations via paypal to: dpocky68@booinc.com
Image


Sat Jul 31, 2010 8:31 pm
Profile ICQ WWW
Lieutenant Commander
User avatar

Joined: Sat Feb 27, 2010 7:59 pm
Posts: 782
Unread post Re: max nodes in beta? and other limits!
the bigger you can make it the better, because if it goes onto a social network or like newgrounds or something 100 is a drop in the bucket... if it doesnt get used so what? from what people have said some features are seldom used now. better to have the option

_________________
I was immortal, for a little while...
http://www.youtube.com/watch?v=5ZY2mRG5mzg


Sat Jul 31, 2010 8:47 pm
Profile
Gameop
User avatar

Joined: Wed May 05, 2004 2:00 am
Posts: 190
Location: Oklahoma City OK
Unread post Re: max nodes in beta? and other limits!
some of us do want it made bigger

both in concurrent client count and sector size....

its probably a lot to hope for

what your sysop does with their own server, its up to them.

personally I would indeed like to run a 5-mil sector game.

it requires a lot of changes though, because you'd need even more planets, ports, colos, etc etc

but why be against these ideas? You can just play on games you like etc etc and that's all up to the sysops like me who decide what they're going to be running. I would bang a 5-mil sector game tomorrow if i could.

_________________
Scolfax's TradeWars
telnet://twgs.mustangpc.net
ICQ: 5342886


Sun Aug 01, 2010 2:45 am
Profile ICQ WWW
Veteran Op
User avatar

Joined: Thu Jun 02, 2005 2:00 am
Posts: 5558
Location: USA
Unread post Re: max nodes in beta? and other limits!
TW would be entirely unstable with 5m sectors. The memory required for
that might simply be unmanageable. 500 megs per node or something
massive. I could see maybe keeping under an unsigned word for sectors,
65000, but that would also require some massive changes. I'm sure JP has
probably thought about it, but I can't imagine it'd be easy.

As for "why argue against an option" well there's actually sound logic for it.
The more options there are, the less players there will be per each option.
One of the reasons why there were so many players in turn games in 2000
was because there weren't many unlim games in 2000. The player base is
still around, but it's split across dozens of game styles.

_________________
May the unholy fires of corbomite ignite deep within the depths of your soul...

1. TWGS server @ twgs.navhaz.com
2. The NavHaz Junction - Tradewars 2002 Scripts, Resources and Downloads
3. Open IRC chat @ irc.freenode.net:6667 #twchan
4. Parrothead wrote: Jesus wouldn't Subspace Crawl.

*** SG memorial donations via paypal to: dpocky68@booinc.com
Image


Sun Aug 01, 2010 3:10 am
Profile ICQ WWW
Ambassador
User avatar

Joined: Fri Feb 23, 2001 3:00 am
Posts: 4016
Location: USA
Unread post Re: max nodes in beta? and other limits!
Singularity wrote:
As for "why argue against an option" well there's actually sound logic for it.
The more options there are, the less players there will be per each option.
One of the reasons why there were so many players in turn games in 2000
was because there weren't many unlim games in 2000. The player base is
still around, but it's split across dozens of game styles.


I think the whole point of this thread is build it and they will come.

At one point I thought there was discussion years ago about linking the universes/servers via portals. This would share the processing burdon accross the network. The larger the network the larger the mega universe.

The more I think about how JP has now made it possible to take one game down at a time the closer we may be to that possibiity.

I'm not a geek like you all, but there is power in ideas. The more passion you put behind an idea the more likely it is to manifest. Just 30 short years ago we didn't have PC's in most every home like we do now.

_________________

BOTE 1998 Champs: Team Fament
HHT 2015 Champs: Cloud09
Big Game 2016 Champs: Draft team
HHT 2018 Champs: Rock Stars
Big Game 2019 Champs: Draft Team


Classic Style Games Here:
telnet://crunchers-twgs.com:2002

Web page from 1990's: https://web.archive.org/web/20170103155645/http://tradewars.fament.com/Cruncher/tradewar.htm
Blog with current server info: http://cruncherstw.blogspot.com
Discord: https://discord.gg/4dja5Z8
E-mail: Cruncherstw@gmail.com
FaceBook: http://www.facebook.com/CrunchersTW


Sun Aug 01, 2010 7:10 am
Profile ICQ WWW
Gameop
User avatar

Joined: Wed May 05, 2004 2:00 am
Posts: 190
Location: Oklahoma City OK
Unread post Re: max nodes in beta? and other limits!
Cruncher, exactly why I'm glad the 'opposing view' people don't run my server!

They only know what THEY want and don't speak for my server at all.

They want to limit stuff based on the premise that all their so called wonderful scripts will continue to work.

Boo hoo to you people. Cry me a river, waah your scripts wont work anymore. Well that's still no reason to be against such changes as it will only make the game better than you and i can even imagine.

Limits simply hold back possibilities.

_________________
Scolfax's TradeWars
telnet://twgs.mustangpc.net
ICQ: 5342886


Sun Aug 01, 2010 1:40 pm
Profile ICQ WWW
Veteran Op
User avatar

Joined: Thu Jun 02, 2005 2:00 am
Posts: 5558
Location: USA
Unread post Re: max nodes in beta? and other limits!
scolfax wrote:
They want to limit stuff based on the premise that all their so called wonderful scripts will continue to work.


It's more about keeping the game stable.

Think about it. You've got a record for each sector, that's references to any
number of traders, planets, ships, a port, and up to 6 warps out, maybe more
if the idea of 5m sectors goes forward. You're probably looking at 2 bytes per
record, maybe up to a 100 bytes. 5 million sectors then means managing 500
megs of data, at least.

Now imagine if you had 100 people in that universe. What if you had more?

The current TW code is just not capable of handling that load. I'm not sure any
single computer would be, you might need an entire cloud of systems, something
closer the WoW server farm maybe. Needless to say, it wouldn't be an easy
thing to do, would take a lot of time, and would cost a lot to run.

Expecting your little home-based or co-loc server to handle that kind of load
is simply unreasonable.

This will not make the game better, it would make the game much much worse.
A game that crashes every single time it runs is not conducive to game play.

Limits do not hold back play, a lack of imagination holds back play. Limits are
simply the byproduct of living in a finite world where resources cost money.

_________________
May the unholy fires of corbomite ignite deep within the depths of your soul...

1. TWGS server @ twgs.navhaz.com
2. The NavHaz Junction - Tradewars 2002 Scripts, Resources and Downloads
3. Open IRC chat @ irc.freenode.net:6667 #twchan
4. Parrothead wrote: Jesus wouldn't Subspace Crawl.

*** SG memorial donations via paypal to: dpocky68@booinc.com
Image


Sun Aug 01, 2010 1:55 pm
Profile ICQ WWW
Veteran Op

Joined: Tue Nov 28, 2006 4:04 pm
Posts: 5025
Unread post Re: max nodes in beta? and other limits!
scolfax wrote:
Cruncher, exactly why I'm glad the 'opposing view' people don't run my server!

They only know what THEY want and don't speak for my server at all.

They want to limit stuff based on the premise that all their so called wonderful scripts will continue to work.

Boo hoo to you people. Cry me a river, waah your scripts wont work anymore. Well that's still no reason to be against such changes as it will only make the game better than you and i can even imagine.

Limits simply hold back possibilities.


There's quite a bit of difference between a debate/constructive discussion and personal attacks/smack talk. Just keep in mind that this thread is in the beta section and not smack talk. BTW, I wasn't saying I disagree with all of your requests and neither did anyone else. Some of those were good ideas but some weren't feasible.


Sun Aug 01, 2010 1:55 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 61 posts ]  Go to page Previous  1, 2, 3, 4, 5  Next

Who is online

Users browsing this forum: No registered users and 441 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by wSTSoftware.