Hello everyone,
The total number of creature spawns per room will be capped out until further notice. The total amount capped is subject to change and will be monitored.
Retser, ASGM
The Settlement of Reim - Reduced Creature Spawn on 09/28/2017 05:01 PM CDT
Re: The Settlement of Reim - Reduced Creature Spawn on 09/28/2017 05:19 PM CDT
Re: The Settlement of Reim - Reduced Creature Spawn on 09/28/2017 08:07 PM CDT
Re: The Settlement of Reim - Reduced Creature Spawn on 09/28/2017 08:46 PM CDT
It's acceptable because this cheap quest was never designed or balanced with a mob hunting strategy in mind. Although staff seems to only be reacting to the problem out of necessity to dampen the horrible systemic lag exacerbated by this selfish behavior, it should have been recognized as an undesirable behavior months ago. Mobs fundamentally alter the hunting conditions of the entire quest for everyone in the area, which is completely unfair to anyone wanting to solo it. REIM never should have counted kills or credited script for anyone other than the person with the death blow. If people then wanted to hunt in groups to make life easier or to actually role-play for fun, great, but most would not waste time in a mob of hyper-efficient scripters if there was little in it for the individual.
Tarakan
Tarakan
Re: The Settlement of Reim - Reduced Creature Spawn on 09/28/2017 11:50 PM CDT
This issue is bigger than HoA running a large hunting party inside of Reim. The underlying issue is manifested at other times, mostly due to storyline events and invasions. HoA's nightly hunting has just brought the issue to the front in a more "this needs fixing now" necessity. As the other times it comes up you only deal with it on a rarity. But you still have people that will say they can't come along to storylines or help with invasions the way they wish to because of the lag that is induced by the the excess screen scroll. But their voices are quickly forgotten cause the invasion/whatever is over and the population moved on and forgot about it.
The good/bad news is that because of HoA's nightly hunting of Reim, it has caused the GMs to pause what they were doing (whether that's look at as good or bad is in the eye of the viewer) and try to focus on fixing the core issues that cause the server lag once and for all hopefully.
I'll give props to Retser tonight. He announced a creature spawn cap for Reim until further notice, hopefully meaning they will fix the underlying issues. This current spawn cap initially turned out to be very low considering the size of our group. He showed up at the end of our normal 8:30pm run (around 10:15pm) and asked for us to help test some things. He took the time to address the spawn cap that they implemented. After some testing we are now able to see a more manageable creature spawn rate. We'll have to see how it works out over the coming nightly runs, but it's definitely an improvement over the original rate we saw for tonight.
My one hope is that this isn't left alone and we forget about the underlying core issue that causes this to begin with. Otherwise it's just a matter of time till another MHO, CHE, MA group, or whatever happens and we're trying to bandaid that issue as well. But from everything I've seen from Wyrom and his staff, they appear to be listening a lot more to their playerbase and implementing fixes quicker than we've ever seen come from Simutronics before. Perhaps we'll get to retire the usage of RSN when it comes Simutronics releases.... coming RSN. :D
The good/bad news is that because of HoA's nightly hunting of Reim, it has caused the GMs to pause what they were doing (whether that's look at as good or bad is in the eye of the viewer) and try to focus on fixing the core issues that cause the server lag once and for all hopefully.
I'll give props to Retser tonight. He announced a creature spawn cap for Reim until further notice, hopefully meaning they will fix the underlying issues. This current spawn cap initially turned out to be very low considering the size of our group. He showed up at the end of our normal 8:30pm run (around 10:15pm) and asked for us to help test some things. He took the time to address the spawn cap that they implemented. After some testing we are now able to see a more manageable creature spawn rate. We'll have to see how it works out over the coming nightly runs, but it's definitely an improvement over the original rate we saw for tonight.
My one hope is that this isn't left alone and we forget about the underlying core issue that causes this to begin with. Otherwise it's just a matter of time till another MHO, CHE, MA group, or whatever happens and we're trying to bandaid that issue as well. But from everything I've seen from Wyrom and his staff, they appear to be listening a lot more to their playerbase and implementing fixes quicker than we've ever seen come from Simutronics before. Perhaps we'll get to retire the usage of RSN when it comes Simutronics releases.... coming RSN. :D
Re: The Settlement of Reim - Reduced Creature Spawn on 09/29/2017 01:10 AM CDT
Re: The Settlement of Reim - Reduced Creature Spawn on 09/29/2017 01:38 AM CDT
Re: The Settlement of Reim - Reduced Creature Spawn on 09/29/2017 08:58 AM CDT
I can remember large events where everyone followed one person, and just walking from room to room caused a multi-second delay (for, fundamentally, the whole game) as fifty lines of "Also here:" (and seeing 80 disks, listed above that) got pumped through... to all 200 people in the group.
(People already IN the target room were fine, because they just saw, "Lord LeadGuy's group arrived." God help them if they did a 'look', though.)
It's fundamentally the same issue.
.
It could be (partially) addressed by "Also here: Lord Leadguy's group, Krakii, Celtar (dead)." (And then you have 'group leadguy' to itemize the list of who-all is there.)
Another possibility for reduction is to have disks no longer be an in-room prop (though this has effects for Ambushers' behavior), but rather turned into a transient version of the character-integral "at feet" inventory slot such as DragonRealms has. (Basically, disks would become a location/container of personal inventory instead of a stand-alone item.)
.
I have years ago suggested that, above a certain number (15? 20?) people in the room, the "also here" needed to be turned into, "A big [large, sizable, substantial, huge, enormous, unbelievable (based on headcount)] crowd of people." Simply because above a certain number of people, you just can't make out everyone as an individual. I could see making possible exceptions would be anyone on your 'friend' list.
So instead of what we have now:
[Room Name]
You also see PersonA's disk, PersonC's disk, PersonD's disk, LeadGal's disk, PersonE's disk, annoying noisemaker (spirit, familiar, pet, whatever), PersonH's disk, a lesser orc, PersonJ's disk, PersonL's disk, annoying noisemaker (spirit, familiar, pet, whatever), PersonM's disk, PersonN's disk, PersonO's disk, PersonP's disk, PersonQ's disk, LeadGuy's disk, PersonR's disk, PersonS's disk, PersonT's disk, PersonU's disk, annoying noisemaker (spirit, familiar, pet, whatever), and PersonW's disk.
Also here: PersonA, PersonB, PersonC, PersonD, PersonE, LeadGal, PersonG, PersonH, PersonI, PersonJ, PersonK, PersonL, PersonM, PersonN, PersonO, PersonP, PersonQ, LeadGuy, PersonS, PersonT, PersonU, PersonV, PersonW, and PersonX.
We already see group arrive and group depart; give us group see, also. (Solves the "but PersonT is already part of LeadGuy's group!" issue, too.)
We sould instead get:
[Room Name]
You also see annoying noisemaker (spirit, familiar, pet, whatever), a lesser orc, annoying noisemaker (spirit, familiar, pet, whatever), and annoying noisemaker (spirit, familiar, pet, whatever).
Also here: PersonA, PersonB, PersonC, PersonD, LeadGal's group, PersonM, LeadGuy's group, and PersonX.
.
(Who noticed that there was a monster in the room?)
(People already IN the target room were fine, because they just saw, "Lord LeadGuy's group arrived." God help them if they did a 'look', though.)
It's fundamentally the same issue.
.
It could be (partially) addressed by "Also here: Lord Leadguy's group, Krakii, Celtar (dead)." (And then you have 'group leadguy' to itemize the list of who-all is there.)
Another possibility for reduction is to have disks no longer be an in-room prop (though this has effects for Ambushers' behavior), but rather turned into a transient version of the character-integral "at feet" inventory slot such as DragonRealms has. (Basically, disks would become a location/container of personal inventory instead of a stand-alone item.)
.
I have years ago suggested that, above a certain number (15? 20?) people in the room, the "also here" needed to be turned into, "A big [large, sizable, substantial, huge, enormous, unbelievable (based on headcount)] crowd of people." Simply because above a certain number of people, you just can't make out everyone as an individual. I could see making possible exceptions would be anyone on your 'friend' list.
So instead of what we have now:
[Room Name]
You also see PersonA's disk, PersonC's disk, PersonD's disk, LeadGal's disk, PersonE's disk, annoying noisemaker (spirit, familiar, pet, whatever), PersonH's disk, a lesser orc, PersonJ's disk, PersonL's disk, annoying noisemaker (spirit, familiar, pet, whatever), PersonM's disk, PersonN's disk, PersonO's disk, PersonP's disk, PersonQ's disk, LeadGuy's disk, PersonR's disk, PersonS's disk, PersonT's disk, PersonU's disk, annoying noisemaker (spirit, familiar, pet, whatever), and PersonW's disk.
Also here: PersonA, PersonB, PersonC, PersonD, PersonE, LeadGal, PersonG, PersonH, PersonI, PersonJ, PersonK, PersonL, PersonM, PersonN, PersonO, PersonP, PersonQ, LeadGuy, PersonS, PersonT, PersonU, PersonV, PersonW, and PersonX.
We already see group arrive and group depart; give us group see, also. (Solves the "but PersonT is already part of LeadGuy's group!" issue, too.)
We sould instead get:
[Room Name]
You also see annoying noisemaker (spirit, familiar, pet, whatever), a lesser orc, annoying noisemaker (spirit, familiar, pet, whatever), and annoying noisemaker (spirit, familiar, pet, whatever).
Also here: PersonA, PersonB, PersonC, PersonD, LeadGal's group, PersonM, LeadGuy's group, and PersonX.
.
(Who noticed that there was a monster in the room?)
Re: The Settlement of Reim - Reduced Creature Spawn on 09/29/2017 10:36 AM CDT
(To incorporate other posts made over the last few days...)
And if I were going to get really ambitious, I might even go so far as:
>High Lord Masterguy in LeadGal's group executes a dizzying array of flashy weapon attacks!
A (2nd) lesser orc is stunned.
A (1st) lesser burrow orc is killed.
* A (3rd) lesser burrow orc is knocked to the ground.
(Those were the only status changes resulting from the MStrike. The last creature was your current target [*].)
Whereas everyone in LeadGal's group--with MasterGuy in it--gets the full messaging with all the details (self-determined by whether they have CombatBrief on or not).
A moment later...
>Grand Lady Spellcaster in LeadGuy's group unleashes some mystical whatsis!
A (5th) lesser orc is knocked to the ground.
* A (3rd) lesser burrow orc is killed.
A (2nd) rolton is webbed.
And if I were going to get really ambitious, I might even go so far as:
>High Lord Masterguy in LeadGal's group executes a dizzying array of flashy weapon attacks!
A (2nd) lesser orc is stunned.
A (1st) lesser burrow orc is killed.
* A (3rd) lesser burrow orc is knocked to the ground.
(Those were the only status changes resulting from the MStrike. The last creature was your current target [*].)
Whereas everyone in LeadGal's group--with MasterGuy in it--gets the full messaging with all the details (self-determined by whether they have CombatBrief on or not).
A moment later...
>Grand Lady Spellcaster in LeadGuy's group unleashes some mystical whatsis!
A (5th) lesser orc is knocked to the ground.
* A (3rd) lesser burrow orc is killed.
A (2nd) rolton is webbed.
Re: The Settlement of Reim - Reduced Creature Spawn on 09/29/2017 05:02 PM CDT
We're still monitoring some things. Retser worked through the capped spawn bug that was introduced last night originally (thank you to the group that helped test). We will continue to tweak and and refine the concerns that were causing the slow downs in game without disrupting your enjoyment to the best of our abilities.
Wyrom, PM
Wyrom, PM
Re: The Settlement of Reim - Reduced Creature Spawn on 09/29/2017 08:29 PM CDT
Since the room spawn rate is capped, is that based on person or group or time or something else? When does it reset? In other words, if room A is capped at 5 spawns, and I go in and get those spawns, is that room done for the night or just for me in that run? What if I'm in a group - how is it determined when the room is tapped?
~ The girl behind Debia
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~ The girl behind Debia
Check out my websites!
www.dhenar.com
Coming soon: www.noishorah.com
Find me on Facebook: www.facebook.com/angelofsharath
Re: The Settlement of Reim - Reduced Creature Spawn on 09/29/2017 08:56 PM CDT
>Since the room spawn rate is capped, is that based on person or group or time or something else? When does it reset? In other words, if room A is capped at 5 spawns, and I go in and get those spawns, is that room done for the night or just for me in that run? What if I'm in a group - how is it determined when the room is tapped? ~Debia
Retser explained to us last night as he was tweaking the logic that 1) there is an unstated hard cap on the number of creatures in a room, 2) the spawns are based on the number of players in the room but are random to a degree within that hard cap, and 3) new spawns will occur in a room with current spawns but will not exceed the creature cap. There's nothing about a particular room or running out of spawns to worry about it. The tweaks just keep the number of creatures/room/player within a limit.
~ Nuadjha, the Briar Fox
You inhale deeply upon your pipe, puckering your lips as you send out three rings of smoke before you, then puff out a small vine of smoke that darts right through all three which causes them to disperse in a hazy shroud!
Retser explained to us last night as he was tweaking the logic that 1) there is an unstated hard cap on the number of creatures in a room, 2) the spawns are based on the number of players in the room but are random to a degree within that hard cap, and 3) new spawns will occur in a room with current spawns but will not exceed the creature cap. There's nothing about a particular room or running out of spawns to worry about it. The tweaks just keep the number of creatures/room/player within a limit.
~ Nuadjha, the Briar Fox
You inhale deeply upon your pipe, puckering your lips as you send out three rings of smoke before you, then puff out a small vine of smoke that darts right through all three which causes them to disperse in a hazy shroud!