max nodes in beta? and other limits!
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scolfax
Gameop
Joined: Wed May 05, 2004 2:00 am Posts: 190 Location: Oklahoma City OK
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 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
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| Sat Jul 31, 2010 4:36 pm |
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Timberwolf
Lieutenant J.G.
Joined: Mon Feb 26, 2001 3:00 am Posts: 441 Location: In your girlfriend's bed
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 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.
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| Sat Jul 31, 2010 4:47 pm |
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scolfax
Gameop
Joined: Wed May 05, 2004 2:00 am Posts: 190 Location: Oklahoma City OK
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 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
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| Sat Jul 31, 2010 5:20 pm |
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Timberwolf
Lieutenant J.G.
Joined: Mon Feb 26, 2001 3:00 am Posts: 441 Location: In your girlfriend's bed
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 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?
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| Sat Jul 31, 2010 5:33 pm |
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Space Ghost
Veteran Op
Joined: Mon Jan 05, 2009 9:24 pm Posts: 544
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 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
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| Sat Jul 31, 2010 5:44 pm |
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Timberwolf
Lieutenant J.G.
Joined: Mon Feb 26, 2001 3:00 am Posts: 441 Location: In your girlfriend's bed
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 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.
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| Sat Jul 31, 2010 5:48 pm |
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Thrawn
Commander
Joined: Fri Aug 20, 2004 2:00 am Posts: 1801 Location: Outer Rims
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 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
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| Sat Jul 31, 2010 7:53 pm |
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Singularity
Veteran Op
Joined: Thu Jun 02, 2005 2:00 am Posts: 5558 Location: USA
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 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
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| Sat Jul 31, 2010 8:31 pm |
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booger
Lieutenant Commander
Joined: Sat Feb 27, 2010 7:59 pm Posts: 782
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 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
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| Sat Jul 31, 2010 8:47 pm |
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scolfax
Gameop
Joined: Wed May 05, 2004 2:00 am Posts: 190 Location: Oklahoma City OK
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 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
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| Sun Aug 01, 2010 2:45 am |
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Singularity
Veteran Op
Joined: Thu Jun 02, 2005 2:00 am Posts: 5558 Location: USA
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 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
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| Sun Aug 01, 2010 3:10 am |
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Cruncher
Ambassador
Joined: Fri Feb 23, 2001 3:00 am Posts: 4016 Location: USA
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 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
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| Sun Aug 01, 2010 7:10 am |
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scolfax
Gameop
Joined: Wed May 05, 2004 2:00 am Posts: 190 Location: Oklahoma City OK
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 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
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| Sun Aug 01, 2010 1:40 pm |
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Singularity
Veteran Op
Joined: Thu Jun 02, 2005 2:00 am Posts: 5558 Location: USA
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 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
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| Sun Aug 01, 2010 1:55 pm |
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Big D
Veteran Op
Joined: Tue Nov 28, 2006 4:04 pm Posts: 5025
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 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.
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| Sun Aug 01, 2010 1:55 pm |
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