EZ Server

General Category => Suggestions => Topic started by: Dinadas on January 04, 2014, 06:51:46 am



Title: Jail Suggestions
Post by: Dinadas on January 04, 2014, 06:51:46 am
I brought it up last night a bit in ooc.

If possible I think it should be changed to a "ticket" system, with larger and larger penalities when you exceed it.

Then with that system, if you train without paying your fine you could go to jail, possibly increased duration.

I suggest this, because sometimes it's just fun to see what you can do.  Like now that I am t6 geared, I'd be curious how much I could pull in HoH, mostly for shits and giggles.  Can't do it anymore, but under this system I could do it once pay a fine and move on.  I don't know, part of the fun of gearing up is seeing what you can get away with in older zones, at least for me.

My 2nd point would be to raise the cap to either 55 or 60.  Right now, with a hardcap of 50, the effective playstyle cap is really around 40,.  It's what people are advising in ooc to pull, because if you accidentally hit 51 you are done for.  If your goal was max trains of 50, a hardcap of 55 or 60 would accomplish that.  Sure some might push it a bit, but I think then you would have an effective cap of 50 in playstyle changes.

Also might want to adjust public ToFS to be 20 or 25, because again a hardcap of 10 really means an effective cap of like 7 and that's hard to do in many parts of ToFS, and new players can't make the 600k for the instance cost all the time.

And if there were chronic offenders, you could hand out penalties.

Just my 2 cents,
Dinadas


Title: Re: Jail Suggestions
Post by: WatchYouDie on January 04, 2014, 05:53:27 pm
How about something like a 1-2 strike per hour rule. Have it reset at some random time instead of the top of the hour so people cant abuse it so much. I'm sure somtimes you like to test and see what your capiable of on occasion. I know when im pulling sometimes i get stunned into a large group of mob that can send me over my limit as well.


Title: Re: Jail Suggestions
Post by: RedDwarf on January 05, 2014, 07:01:16 pm
My 2nd point would be to raise the cap to either 55 or 60.  Right now, with a hardcap of 50, the effective playstyle cap is really around 40,.  It's what people are advising in ooc to pull, because if you accidentally hit 51 you are done for.  If your goal was max trains of 50, a hardcap of 55 or 60 would accomplish that.  Sure some might push it a bit, but I think then you would have an effective cap of 50 in playstyle changes.

Think this is something worth looking at, to help people trying to pull Max mobs without jail.
Maybe a warning at 40 mobs and jail at 51-53
Hopefully when you get a 40 warning,you will probably have close to 50
Still won't catch every pull, but may help.
Only reason is, that as pointed out, it only checks once a minute (correct me if I'm wrong)
To stop lag / DB hits
Very easy to go over without the warning, as I and a few have noticed, you only see the warning when in jail (52) in my case.

Anyway just a thought to consider .


Title: Re: Jail Suggestions
Post by: Hunter on January 05, 2014, 07:03:37 pm
I could give warnings, but that would spam and lag the server.

Although someone could technically make a big train and kill it, nobody knows how much time is left until that next 60 second check, so eventually would get caught and not worth it.

You know what your doing, push the limits and take a risk. Wouldn't have to put this system in if people knew how to follow the rules in the first place.


Title: Re: Jail Suggestions
Post by: RedDwarf on January 05, 2014, 07:40:09 pm
Fair enough =)
Don't want to cause lag issues, just trying to think of way to help

We will all have to gauge carefully  )


Title: Re: Jail Suggestions
Post by: ZerarWarrior on January 06, 2014, 02:54:12 pm
Putting a cap of 10 on public instances is fine, it is a clearly stated rule. I don't see how in private instances you should be capped. If you can handle the mob load then handle it. You're not putting anyone at risk but yourself and your army.

Or if not that,  how about a reward item that agros the 49 mobs closest to you and nothing else. Lol.


Title: Re: Jail Suggestions
Post by: Gannicus on January 06, 2014, 03:06:28 pm
I do agree, with double loot no longer going on I believe jail for instanced zones should be whatever load you can handle ; only reason I say this is because the population during dbl loot is about 500? During regular play times without it you see maybe 250 ~ the server picks up almost zero lag and instance pulling at that point wouldn't cause any lag unless you pull more then your computer can handle for lag , which is personal lag , not server side per say. If it stays understandable but I think with double loot being off you should consider the idea of taking the jail route off for instanced zones


Title: Re: Jail Suggestions
Post by: Chunka on January 06, 2014, 04:44:20 pm
Let me start by saying I absolutely hate the new anti train coding. Hate it.

But....I understand the need. It was put in place to reduce lag, and whether you are in an instance or not, hitting the server/database with 100+ mob deaths in one spot inside of a few seconds will lag the thing to hell. This is part of the reason why LDON used to be so laggy, and why HoH often is.....and, I think, why T6 is often that way.

The big question in my mind is whether or not the added lag caused by the anti train code will be less than the lag from the mass kills. Hopefully. So far I'm seeing mixed results....but I know how Hunter and Hate are able to tweak things so eventually there is improvement.

On a side note.....this is definitely a change in policy. Hunter had stated before that you could pretty much pull what you wanted in your own instance. But things change here with need. We can deal with it.


Title: Re: Jail Suggestions
Post by: balidet on January 06, 2014, 04:52:40 pm
Trains are not allowed over the 10 pub / 50 instance

I think that this is unlikely to change....Hunter has never varied from it..


This is a server that is based around you killing content that can not kill you endlessly ...clearing zones that you can kill all at once...hundred's of times to get the items you need...be them essence, armor, spells, flags or aa.. So people are going to want to pull as many as they can to clear faster .....that is it.... the limit is 10/50

All of this is true....

So.... now what?


This is a dead topic lets just focus on things that can be Fixed and leave this pile of poo alone... I am sure that the people who put all the work in to make this server available to us do not want to repeat themselves for the 100000th time ...

On a side note I don't think that people who occasionally over pull should be fined or punished much beyond the current policy of 5 min time out.... get jailed 5 or 6 times in a couple of days and you might be needing a sterner treatment but..the casual part time over puller is not someone who is looking to cause problems and punishment will not cure them other than adding stress to normal play.



 ;D ;D ;D ;D ;D ;D ;D


Title: Re: Jail Suggestions
Post by: Adidis on January 06, 2014, 04:59:51 pm
Trains are not allowed over the 10 pub / 50 instance

Someone actually mentioned to him to update that rule with the implementation of the jail. It did in fact used to be as long as you were instanced your pull was fine. Not to say I'm arguing against the cap cause I think the cap is fine to reduce lag.


Title: Re: Jail Suggestions
Post by: Hunter on January 06, 2014, 06:08:01 pm
Was actually 10 train limit in all zones, but I sort of over looked instances trains cause it didn't bother other players.


Title: Re: Jail Suggestions
Post by: Dinadas on January 10, 2014, 06:56:27 am
There is already a log of infractions with possible dates I assume.

What about incentivizing good behavior.

For every day or 2 of not going to jail, your train cap goes up 5 mobs
to a new hardcap of 75 after 5 or 10 days of good behavior. Add this to the /stats window.

For every train infraction you lose 5 mobs from your train total until a low of 25 mobs.  Possible jail time out or maybe a succor to zone and your new harsher cap.

For infraction above 75 sends you straight to 50 cap.

Could be excluded or modified for public your call.

Then when people whine about a cap of 50, just say follow the rules for a few days and your cap goes up.


Title: Re: Jail Suggestions
Post by: Expletus on January 10, 2014, 09:27:30 am
The reward for not going to jail is continuing to player. That should be enough.


Title: Re: Jail Suggestions
Post by: Dinadas on January 10, 2014, 11:12:09 am
eh, You can catch more flies with honey than with vinegar.


Title: Re: Jail Suggestions
Post by: Chunka on January 10, 2014, 12:24:32 pm
I believe originally the rule was no more than 10 in custom zones....and Hunter had stated on the forums and in ooc that as long as you were in an instance mass pulling was fine.

But things change. Here they change a ton. If you're gonna play here, need to be flexible, because the rules and the setup of the server can and will do a complete 180 on you without any warning whatsoever. So....dont get married to any one feature of EZ, and read the forums OFTEN to avoid trouble....and hope that either Hate or Hunter have posted the changes before you step into the shit :D


Title: Re: Jail Suggestions
Post by: Nexxel on January 10, 2014, 02:54:43 pm
The Limit on pulls is not a new "punishment", its a means to deal with server lag.

When i first started populations of 120-190 were common for average play times and 300-350 for  peak and we saw 400-450 on dbl loot and at those numbers the game was Unplayable.

I am seeing player numbers in the 400+ quite regulare now it seems and the game is still playable.

Some things change out of need and for good reasons with good results. Sure everyone would like to pull by the hundreds when Back farming for essecenes or kills credits, but its pointless to be able to pull 100 a pop when im desyncing all the time and half my toons are crashing because everyone else in mass pulling too. The New train rules smooth things out..


Title: Re: Jail Suggestions
Post by: Gannicus on January 11, 2014, 06:13:06 am
I am seeing player numbers in the 400+ quite regulare now it seems and the game is still playable.

400+ is not a regular now, it's 250-300 almost always , certain days peak differently but rarely do you see 400 outside of double loot unless something is going on or just a peak hour


Title: Re: Jail Suggestions
Post by: WatchYouDie on January 11, 2014, 10:58:45 am
The Limit on pulls is not a new "punishment", its a means to deal with server lag.

When i first started populations of 120-190 were common for average play times and 300-350 for  peak and we saw 400-450 on dbl loot and at those numbers the game was Unplayable.

I am seeing player numbers in the 400+ quite regulare now it seems and the game is still playable.

Some things change out of need and for good reasons with good results. Sure everyone would like to pull by the hundreds when Back farming for essecenes or kills credits, but its pointless to be able to pull 100 a pop when im desyncing all the time and half my toons are crashing because everyone else in mass pulling too. The New train rules smooth things out..

I havent personally desynyd from non zone server side lag since OOM was fixed in anguish. My guess is you have client side issues loot at the sticky section on how to fix this


Title: Re: Jail Suggestions
Post by: Nexxel on January 11, 2014, 01:35:09 pm
I am seeing player numbers in the 400+ quite regulare now it seems and the game is still playable.

400+ is not a regular now, it's 250-300 almost always , certain days peak differently but rarely do you see 400 outside of double loot unless something is going on or just a peak hour

Hmm, must just be when im loggin in, seem to have seen alot more then 300 or more  latley..


Title: Re: Jail Suggestions
Post by: Nexxel on January 11, 2014, 01:40:07 pm
The Limit on pulls is not a new "punishment", its a means to deal with server lag.

When i first started populations of 120-190 were common for average play times and 300-350 for  peak and we saw 400-450 on dbl loot and at those numbers the game was Unplayable.

I am seeing player numbers in the 400+ quite regulare now it seems and the game is still playable.

Some things change out of need and for good reasons with good results. Sure everyone would like to pull by the hundreds when Back farming for essecenes or kills credits, but its pointless to be able to pull 100 a pop when im desyncing all the time and half my toons are crashing because everyone else in mass pulling too. The New train rules smooth things out..

I havent personally desynyd from non zone server side lag since OOM was fixed in anguish. My guess is you have client side issues loot at the sticky section on how to fix this

Since the train code went in i have had no isues with synce or lag and i have changed nothing on my end. so i guess i attributed my lack of issues to this. If it was not, Guess i was just "lucky" cause this is the first double loot that i had zero issues with lag.


Title: Re: Jail Suggestions
Post by: hateborne on January 11, 2014, 01:43:07 pm
Let me start by saying I absolutely hate the new anti train coding. Hate it.

But....I understand the need. It was put in place to reduce lag, and whether you are in an instance or not, hitting the server/database with 100+ mob deaths in one spot inside of a few seconds will lag the thing to hell. This is part of the reason why LDON used to be so laggy, and why HoH often is.....and, I think, why T6 is often that way.

The big question in my mind is whether or not the added lag caused by the anti train code will be less than the lag from the mass kills. Hopefully. So far I'm seeing mixed results....but I know how Hunter and Hate are able to tweak things so eventually there is improvement.

On a side note.....this is definitely a change in policy. Hunter had stated before that you could pretty much pull what you wanted in your own instance. But things change here with need. We can deal with it.


Minor Note: The anti train code was live for 1 week before Hunter announced it. The anti-bot code was live for 2 weeks before Hunter announced it.

Part of the issue is that we need a slightly stronger base connection. This is something that I've been harassing Hunter about weekly. Once he gets back to the states, the is a possibility that this will be resolved. EZ used to be able to safely host for 600+ daily.


-Hate


Title: Re: Jail Suggestions
Post by: Dimur on January 11, 2014, 02:04:43 pm
I have some major issues with mob hp taking forever to update in certain zones.  I've seen it in T6 solo, T7 with one other guildie's group in zone, T8 I see it consistently when running 6 through and when running 12 through a clear.  I can sit in T9 all day and have zero issues but as soon as I hit T8 the lag gets really bad but not to the point of wiping, but when mob hp takes forever to update it increases clear times considerably.  I only started having these issues after the announcement for the new NSA code was made, but that could easily be attributed to somewhat limited playtime over the given timeframe.




Title: Re: Jail Suggestions
Post by: red2 on January 11, 2014, 11:27:53 pm
we all know he want his NSA crap going. FINE. we know the server is at a friends house, with limited bandwidth. Fine, such is life. here is what i know. before Christmas DBL lootfest started, i could clear t6 in20-30 minutes, without breaking a sweat, and not pulling more than 50 at a time. now, it is soooo laggy, i desync so much, took me almost 2 hours to clear. i have just been avoiding it for now. it was almost faster for me to just solo, and kill 1 mob at a time. this is not an option for people going through it for the first few times. i don't want to hear about it is something on my end. it was fine before Christmas, and nothing on my end has changes, except i have added filters, and reduced graphics quality.

So here is hoping once he gets back to the states, he gets it hooked up to Fios or something so we all have more bandwidth to play with.


Title: Re: Jail Suggestions
Post by: WatchYouDie on January 11, 2014, 11:34:51 pm
I have some major issues with mob hp taking forever to update in certain zones.  I've seen it in T6 solo, T7 with one other guildie's group in zone, T8 I see it consistently when running 6 through and when running 12 through a clear.  I can sit in T9 all day and have zero issues but as soon as I hit T8 the lag gets really bad but not to the point of wiping, but when mob hp takes forever to update it increases clear times considerably.  I only started having these issues after the announcement for the new NSA code was made, but that could easily be attributed to somewhat limited playtime over the given timeframe.




+1 the lag is pretty horrible


Title: Re: Jail Suggestions
Post by: Akkadius on January 12, 2014, 01:49:03 am
I've offered to setup hosting for him so he would not have to worry about bandwidth issues at all.


Title: Re: Jail Suggestions
Post by: Hunter on January 12, 2014, 02:37:46 am
Anti train code checks the size of your train once every 60 seconds via server side value, shouldn't be lagging anything.



Title: Re: Jail Suggestions
Post by: WatchYouDie on January 12, 2014, 07:25:57 am
it is horrible i pull my train get about 45s into killin then its like like i desycn but i dont. I dont have this issue in any other zone really. Maybe a corrupt file on serverside ? its not like 20 people havent complained about this already.