Gwylifar2009-02-20 15:25:16
And that's the story of IRE.
(Actually, in Aetolia, I was witness to quite a few incidents of people using news to get out of combat and not getting punished for it, but that was a long time ago, and there's been several turnovers of staff since then.)
(Actually, in Aetolia, I was witness to quite a few incidents of people using news to get out of combat and not getting punished for it, but that was a long time ago, and there's been several turnovers of staff since then.)
Unknown2009-02-20 15:30:19
Well, the fact that newbie-kick can stop the process helps as well. Easier to run away than to news.
Isuka2009-02-20 15:33:24
QUOTE (Noola @ Feb 20 2009, 05:01 AM) <{POST_SNAPBACK}>
Oh, it's so annoying. Especially when you have defs that you can't get again easily. Like a herofete. What're you supposed to do, make the person do another herofete just for you?
It's annoying enough being disconnected without having to waste enchantment charges and power too. Not to mention how annoying it is to have to think, "I'd really like to go make a snack now, but if I log off, I'm going to have to spend another 20 power and all those charges and how many charges do those rings have left anyway?" when you're only needing to be gone for like 10 minutes to fix something to eat or use the bathroom real quick or let your dog out or something.
I think a 20 minute window where your defenses are 'stored' after you log out would be great and would cut back on folks who idle somewhat. Sure, it'd be possible (though incredibly unlikely) for someone to log in every 20 minutes all day long and keep their defenses, but that person would have to sleep sometime so they couldn't do it forever!
It's annoying enough being disconnected without having to waste enchantment charges and power too. Not to mention how annoying it is to have to think, "I'd really like to go make a snack now, but if I log off, I'm going to have to spend another 20 power and all those charges and how many charges do those rings have left anyway?" when you're only needing to be gone for like 10 minutes to fix something to eat or use the bathroom real quick or let your dog out or something.
I think a 20 minute window where your defenses are 'stored' after you log out would be great and would cut back on folks who idle somewhat. Sure, it'd be possible (though incredibly unlikely) for someone to log in every 20 minutes all day long and keep their defenses, but that person would have to sleep sometime so they couldn't do it forever!
It's true, I go through about 10% reserves deffing up, myself, and hate it when I have to redo that for no good reason.
Daganev2009-02-20 17:22:51
QUOTE (Sadhyra @ Feb 20 2009, 07:30 AM) <{POST_SNAPBACK}>
Well, the fact that newbie-kick can stop the process helps as well. Easier to run away than to news.
It's run then news. Especially after killing guards or when being chased by them.
Unknown2009-02-20 18:51:45
QUOTE (Noola @ Feb 20 2009, 09:06 AM) <{POST_SNAPBACK}>
Yeah, defense dropping on death is fine. No need to change that at all, it makes sense.
Yeah, that needs to happen. It's the Lusternia equivalent of spawn times in an FPS, you can't let people keep rezerging as fast as they die.
It doesn't seem like it would be too hard to make defenses not drop on d/c though. It would take up some database room, though, but being able to clear that data after 20 minutes of the person not coming back would help to keep it from inflating.
Whenever the check happens to see if a person is connected, if it returns false, store the current def list in the db, then reload upon returning if within a certain time.
The time thing actually seems like the hardest part to code, though. Something would have to be ticking in the background for -every- player that logs off. Or, keep things in the db until they return and then check the time difference, but that would mean db inflation.
Daganev2009-02-20 19:06:00
QUOTE (Deschain @ Feb 20 2009, 10:51 AM) <{POST_SNAPBACK}>
It doesn't seem like it would be too hard to make defenses not drop on d/c though. It would take up some database room, though, but being able to clear that data after 20 minutes of the person not coming back would help to keep it from inflating.
An empty database table takes up just as much space as a full database table. (atleast when we are talking about something like defenses) That's part of the problem.
Estarra2009-02-20 19:38:49
This isn't something that is feasible to do for a number of reasons that I don't want to get into. Suffice to say that many defenses are on a node database and not a persona database to prevent bloat.
Noola2009-02-20 19:41:30
I hate bloating.
Unknown2009-02-20 20:54:16
QUOTE (Sadhyra @ Feb 20 2009, 09:56 AM) <{POST_SNAPBACK}>
Would people actually news to avoid combat? In Aetolia, you don't need to use a newsroom; both players and admin would smack down anyone who abused news like that. Plus, taking any damage stops both news and qq process, so...
Defences wise, I believe you stay connected until your timeout kicks in. Tried adjusting the time for that?
Defences wise, I believe you stay connected until your timeout kicks in. Tried adjusting the time for that?
It's not your timeout in most cases, actually. When the server tries to send you something and gets no response, it assumes your connection is dead and you're out. It's a timed out socket, and not your in-game configurable timeout, that determines your status.
And, Lusternia >>> other IRE games. Remember that.
Unknown2009-02-20 22:51:26
Wtf does timeout do, then?
Charune2009-02-20 22:56:39
QUOTE (Sadhyra @ Feb 20 2009, 05:51 PM) <{POST_SNAPBACK}>
Wtf does timeout do, then?
If idle time ticks up to == the minutes you set timeout for, you get ditched.
Daganev2009-02-20 22:57:37
Its the "You will TIMEOUT in 1 minute" timer.
Roark2009-02-21 20:09:18
Per Estarra, it saves space since there are a few hundred node records using RAM vs. thousands of character records. One thing I will note is that it is preserved in one situation. If you login while your character is still on another node and it disconnects that other connection, it will copy all your defs to your new connection. But if your first connection gives us a TCP close signal then it gets released for new players to use, which obviously zaps everything.
Xenthos2009-02-21 20:11:47
QUOTE (roark @ Feb 21 2009, 03:09 PM) <{POST_SNAPBACK}>
Per Estarra, it saves space since there are a few hundred node records using RAM vs. thousands of character records. One thing I will note is that it is preserved in one situation. If you login while your character is still on another node and it disconnects that other connection, it will copy all your defs to your new connection. But if your first connection gives us a TCP close signal then it gets released for new players to use, which obviously zaps everything.
Hmm. Would there be a way of telling the node to not immediately close things out, but hold onto it for ~10 mins, after you quit / are disconnected? Then if you reconnect, it copies everything from the old one to the new one and ditches the settings on the old one. Otherwise, it just zaps the records on the old one after 10 mins.
Unknown2009-02-21 20:44:30
QUOTE (Zarquan @ Feb 20 2009, 12:54 PM) <{POST_SNAPBACK}>
It's not your timeout in most cases, actually. When the server tries to send you something and gets no response, it assumes your connection is dead and you're out. It's a timed out socket, and not your in-game configurable timeout, that determines your status.
QUOTE (Charune @ Feb 20 2009, 02:56 PM) <{POST_SNAPBACK}>
If idle time ticks up to == the minutes you set timeout for, you get ditched.
From what you guys are saying, Lusternia would boot you anyways if it didn't get any input from your side of things, so I'm still confused to what the point of timeout is.
Xenthos2009-02-21 20:50:32
QUOTE (Sadhyra @ Feb 21 2009, 03:44 PM) <{POST_SNAPBACK}>
From what you guys are saying, Lusternia would boot you anyways if it didn't get any input from your side of things, so I'm still confused to what the point of timeout is.
If you're still connected, it does get "responses" from you. Thus, your timeout will tick away until it disconnects you (and then severs your defs). Timeout is just for idle time.
Xavius2009-02-21 22:17:31
Or could the def-clearing be tied to some other generally laggy event, like the day rollover? Say, if you get disconnected, your defs are dumped into a file that is cleared at IC midnight. If you come back, your defs get checked from the file.
Tervic2009-02-23 11:22:24
QUOTE (Sadhyra @ Feb 20 2009, 06:56 AM) <{POST_SNAPBACK}>
Would people actually news to avoid combat? In Aetolia, you don't need to use a newsroom; both players and admin would smack down anyone who abused news like that. Plus, taking any damage stops both news and qq process, so...
Defences wise, I believe you stay connected until your timeout kicks in. Tried adjusting the time for that?
Defences wise, I believe you stay connected until your timeout kicks in. Tried adjusting the time for that?
Timeout only works while you're still connected, so that if, say, you were to slice off your toe and need to be rushed to the hospital, it would auto-qq after x minutes. Timeout is totally unrelated to disconnects due to bad networks.
Daganev2009-02-23 16:21:32
QUOTE (Sadhyra @ Feb 21 2009, 12:44 PM) <{POST_SNAPBACK}>
From what you guys are saying, Lusternia would boot you anyways if it didn't get any input from your side of things, so I'm still confused to what the point of timeout is.
Just to clarify what everyone allready said.
TIMEOUT checks for keyboard input.
getting d/c checks for ping responses.
Unknown2009-02-23 16:35:40
No way. My connection will still boot me if I don't send commands every 3-5 minutes, regardless of what my timeout is set to, so...eh, I'm just confused overall.