We've had this method running in ALFA, and ran into the same issue described. The server would max out due to a lot of players eventing in an area, and cause other players that are for any particular reason tethered to the area to not be able to log in because of it. In the case of BGTSCC, teleportation, HOrc/Drow restriction on movement, guild halls, or even simple desirable loot runs by players breaks the moment they can't access that area on either server.dedude wrote:So as an example, BG is on server1 and Roaringshore on server2. You take a ship from BG, select Roaringshore as destination, your saved location is set to Roaringshore and you are then prompted to log on to server2. When you do, you start in Roaringshore.
It may not be the direction you wish to take bgtscc, but I'm arguing for it because I have seen it work very well, and it would allow a greater number of areas for the server, as well as more players online.
Shrinking the module - removing areas
Moderators: Moderator, Quality Control, Developer, DM
- Aspect of Sorrow
- Custom Content
- Posts: 2636
- Joined: Fri Mar 28, 2014 7:11 pm
- Location: Reliquary
Re: Shrinking the module - removing areas
- dedude
- Retired Staff
- Posts: 1550
- Joined: Wed Nov 02, 2016 11:21 am
Re: Shrinking the module - removing areas
Ah sorry, I misunderstood then. I thought you had two hosted game-servers that were already being paid for. Then it might be too much to expand to a two-server setup.Blackman D wrote:well the second server is offline the vast majority of the time, when a lot of things are finished but need to be tested, if a lot of things need to be tested, the server is brought up for a few days to do it
but it has to be patched same as the main server which takes a while because it goes longer without updates so its not as if its constantly used as well, there is still the cost issue of running two servers
- Aspect of Sorrow
- Custom Content
- Posts: 2636
- Joined: Fri Mar 28, 2014 7:11 pm
- Location: Reliquary
Re: Shrinking the module - removing areas
We have the resources currently to run two game servers on a single physical host.
			
			
									
						
										
						- dedude
- Retired Staff
- Posts: 1550
- Joined: Wed Nov 02, 2016 11:21 am
Re: Shrinking the module - removing areas
So a module split wouldn't help with the problem of the server running out of memory.
			
			
									
						
										
						- Aspect of Sorrow
- Custom Content
- Posts: 2636
- Joined: Fri Mar 28, 2014 7:11 pm
- Location: Reliquary
Re: Shrinking the module - removing areas
It would help mitigate, actually, but no, it doesn't solve it. A system can have a 64bit OS, 2 Petabytes of ram, and still have a maxed out nwserver process due to it's 32bit compilation limits.
			
			
									
						
										
						- dedude
- Retired Staff
- Posts: 1550
- Joined: Wed Nov 02, 2016 11:21 am
Re: Shrinking the module - removing areas
Ah hadn't considered nwserver obviously is 32bit, then I still believe splitting is the best solution   Module size (as in number of areas for the entire world) more or less scales with nwserver instances. This is achieved by splitting the module.
  Module size (as in number of areas for the entire world) more or less scales with nwserver instances. This is achieved by splitting the module. 
Player count per nwserver (and per area) doesn't scale by anything but hardware performance. Only way I see to mitigate that is to try and spread players out across multiple servers. Which I think players will regulate themselves somewhat. If the server is getting laggy they are more inclined to find adventure in areas that are on the other server(s).
			
			
									
						
										
						 Module size (as in number of areas for the entire world) more or less scales with nwserver instances. This is achieved by splitting the module.
  Module size (as in number of areas for the entire world) more or less scales with nwserver instances. This is achieved by splitting the module. Player count per nwserver (and per area) doesn't scale by anything but hardware performance. Only way I see to mitigate that is to try and spread players out across multiple servers. Which I think players will regulate themselves somewhat. If the server is getting laggy they are more inclined to find adventure in areas that are on the other server(s).
- V'rass
- Posts: 1251
- Joined: Wed Aug 12, 2015 1:48 pm
- Location: Concord, N.H., USSA
Re: Shrinking the module - removing areas
Adding more servers is a good idea... means new areas to explore and an increase in the number of players that can be on at any given time.
			
			
									
						
							"To understand magic one must first understand magic."
Agathion Benedictus: Holy Priest. Retired for now.
Tiax Rules-All: Gnomish madman. Retired permanently.
Exordius Vrass: Cleric/Mage. Currently active.
- Aspect of Sorrow
- Custom Content
- Posts: 2636
- Joined: Fri Mar 28, 2014 7:11 pm
- Location: Reliquary
Re: Shrinking the module - removing areas
We'll continue to work where we can on profiling and refactoring to fix underlying issues where possible before drastic measures that is only a band-aid on a symptom.
			
			
									
						
										
						- 
				chad878262
- QC Coordinator
- Posts: 9333
- Joined: Thu Sep 18, 2014 6:55 pm
Re: Shrinking the module - removing areas
What if the second server was patched and utilized for any big/major events, either DM events or scheduled Player events?  That way if there is a huge event with 40 players they are on their own special server that can (theoretically) have areas turned off as needed while the other server is open for normal/non-event related play...  Would this work to reduce lag/resources and improve stability?
			
			
									
						
							Chord Silverstrings - Bard and OSR Squire / Tarent Nefzen - Arcane Wand Merchant and Master Alchemist  / Irrace Arkentlar - Drow Adventurer / Finneaus Du'Veil - Gem Merchant and Executive Officer of SCCE
Tarent's Wands and Elixirs
A Wand Crafter's guide to using wands
			
						Tarent's Wands and Elixirs
A Wand Crafter's guide to using wands
- Convolutedline
- Recognized Donor
- Posts: 172
- Joined: Mon Apr 25, 2011 6:53 pm
- Location: California, Long Beach
- Contact:
Re: Shrinking the module - removing areas
This looks super imporant x.x7threalm wrote:The problem is the trees, they cost so many resources, yes the areas look nice but they hog up memory. That was always the problem before i left the dev team.
Luna use to complain if there were more then 2 tree types, so if you have area with 30 its really bad
Before I left there was a reason why many of the exteriors lack trees or one or two of the same repeating trees,. Now there are a zillion of them, and each one pulls resources and memory.
gnoll area, the forest area.
I'm talking about the dynamic trees, not the static placeables which are fine to use.
Also no Idea if the devs are taking the time to painstaking cutting walkmeshes around areas and making them non enviromental and converting them over.
or no one got the memo.....
I blame the druids.....
Is the orc woods connected to High Moor similarly tough?
Seems maybe the server world is too large
 I just went looking for the sunset mountains then found this thread x.x
 I just went looking for the sunset mountains then found this thread x.x- Akroma666
- Posts: 1888
- Joined: Mon Jan 16, 2012 2:24 pm
- Location: California
Re: Shrinking the module - removing areas
Not sure if anyone brought it up.. but what about the whole split server for interiors? Or cut the map for northern and southern?
			
			
									
						
							Storm - The Blade Flurry
Druegar Grizzleclaw - The Mountain Ruin Tsar
Akroma Thuul - The Creepy Enchanter
Liliana Duskblade - The B*tch of Bane
Jamie Dawnbringer - The Light in the Darkness
			
						Druegar Grizzleclaw - The Mountain Ruin Tsar
Akroma Thuul - The Creepy Enchanter
Liliana Duskblade - The B*tch of Bane
Jamie Dawnbringer - The Light in the Darkness
- Aspect of Sorrow
- Custom Content
- Posts: 2636
- Joined: Fri Mar 28, 2014 7:11 pm
- Location: Reliquary
Re: Shrinking the module - removing areas
The split transition requires the player to select a character before continuing which would diminish the quality of life in terms of gameplay if that's constantly occurring.
			
			
									
						
										
						- Maecius
- Retired Admin
- Posts: 11640
- Joined: Sat May 16, 2009 4:24 pm
Re: Shrinking the module - removing areas
A split server would also require more effort from the admin and dev team to keep everything in order.
I'd only really seriously consider it if our population demanded it (if we were capping out our population at 75, or 96, all day every day).
Otherwise, it's not enough bang for the buck.
It's also worth noting that simply having a ton of maps isn't by itself a "good thing." You have to worry about thinning out the server population too much. At some point, if you build it out too large and get too far away from a hub-and-spokes system (or a town-and-surrounding-dungeons system), you risk making it hard for people to find spontaneous RP partners.
It's one of the reasons I personally like DM areas. They allow the DMs to take players to exotic locales or "off-map" locations for events without having an every-day impact on population density.
			
			
									
						
							I'd only really seriously consider it if our population demanded it (if we were capping out our population at 75, or 96, all day every day).
Otherwise, it's not enough bang for the buck.
It's also worth noting that simply having a ton of maps isn't by itself a "good thing." You have to worry about thinning out the server population too much. At some point, if you build it out too large and get too far away from a hub-and-spokes system (or a town-and-surrounding-dungeons system), you risk making it hard for people to find spontaneous RP partners.
It's one of the reasons I personally like DM areas. They allow the DMs to take players to exotic locales or "off-map" locations for events without having an every-day impact on population density.
r e s o u r c e s :
 - BG:TSCC Wiki
 - Community News
 - Server Rules and Information
 - Supporting BG:TSCC- Lockonnow
- Posts: 3105
- Joined: Fri Oct 15, 2010 12:10 pm
Re: Shrinking the module - removing areas
but i have met lag after the server was trim
			
			
									
						
										
						- Convolutedline
- Recognized Donor
- Posts: 172
- Joined: Mon Apr 25, 2011 6:53 pm
- Location: California, Long Beach
- Contact:
Re: Shrinking the module - removing areas
is time to start condensing towns an such then?
It does at times feel too spaced out.. I mean I teleport just from soubar to high moor near yuan ti area..
Depending peoples processors an such loading times can be sorta lengthy x.x I know mine wasn't all that great relative to now since I started playing here
I feel like maybe zoned out areas could be better served as dm areas x.x maybe consolidating shop keeps?
I dunno if that is rude x.x or maybe repurpose areas x.x like make towns more spread out?
like the amn transition area not been implemented since I been here..
I read a person was like talking about guilds an such.. Maybe towns could be more designed towards guild purposes?? Like this town is more about this an this? I dunnoooooooooooooooo
I know very little about this so my thoughts are/is sorta just x.x blargh
I think I've only gone to corm op like.. twice an I really forget it exists..
I like the towns an such but, if its hurting the game x.x I dunno 
  
  
  
  
  maybe make towns more integrated than isolated? Like gullykin could be outside of durlags an the guards could protect against the basilisks?
 maybe make towns more integrated than isolated? Like gullykin could be outside of durlags an the guards could protect against the basilisks?
rather than a seperate zone?
and
Corn Orp & Darkhold could be part of Sunset Mountains area? [which I tried to explore for the first time today in six years feeling high enough level for once an it was gone hehe :3]
like I dunno.. I always feel like the guards are very silly since there is never an opposing force for them.. hehehe
maybe ruins of triel could be part of the Reaching Woods
 
unfortunately I don't think that stuff works as easily as copy an paste like I'd like to believe but, 
  if people had a tough time letting go of that stuff an it could copy paste... that would be my thought. x.x
 if people had a tough time letting go of that stuff an it could copy paste... that would be my thought. x.x  
  I'm sorry I don't know better *nub*
 I'm sorry I don't know better *nub*
This is all sort of the case with the dwarf area in troll claws - the dwarf town.. That is not so .. uhm... integrated because they live underground but! YOU KNOW! Maybe it could be meshed with the troll cave - I dunno... like... Sorta - work to get in HRRRRNGH
 HRRRRNGH  
  <3
 <3
Thats how I feel it is when I go to the underdark.. I gotta like.. fightfightfight and
I don't see why visiting a town with super gear or what not should be different
AND THE PLUS SIDE
it would be like... integrated reducing server problems..
But, I believe it would require a lot of time to map is the downside an I've tried making maps - I wanna make a spider map for the server but, it gets kinda confusing an I dunno..
 an I've tried making maps - I wanna make a spider map for the server but, it gets kinda confusing an I dunno..
Maybe it'll make more sense or be easier when I get better from learning how to be a web developer.
The wyrmwoods is really really tough I always like adventuring an I've only been able to get a group out there twice an its - not easy.. Generally the tougher areas don't see as much traffic because it requires more organization an hubs are kinda far.. to meet up with people x.x hehe yuan ti ends up being a safe bet for meeting people.. I think this because I usually am meeting a lot of new people for first time or like.. A lot of people use HiPs or I don't know but, can be sorta strange to test new ground with new people all the time especially if its sorta like far to travel to - hehe I guess that is when more rp is useful but, even then can still be like hmmm... Will we die horribly and then must travel back to destination..? x.x eep!
 yuan ti ends up being a safe bet for meeting people.. I think this because I usually am meeting a lot of new people for first time or like.. A lot of people use HiPs or I don't know but, can be sorta strange to test new ground with new people all the time especially if its sorta like far to travel to - hehe I guess that is when more rp is useful but, even then can still be like hmmm... Will we die horribly and then must travel back to destination..? x.x eep!
I believe there is a hub problem for arranging groups for the tougher niche content!
[I've seen dracolich twice and white dragon three times x.x]
I feel like the fairgrounds of bg east an such would be better served as dm area because most people don't setup large events for things like that without a dm from my experience here. I think they are super cute though.. An I know that there are plenty of people who like attending those events.. Even though I am usually more here for AcTiOn an casual rp x.x or INTEGRATED RPPPPP!
 or INTEGRATED RPPPPP!  <3
 <3 
I know this because... Trying to pull people from dm social events with pm is like pulling teeth.. You RP LOVERS YOU! :C :3 hahah
 hahah  <3
 <3 
an it can be fun but, I dunno I have to be in the mood an not feel like time squished x.x
I am not really ever involved with guild infrastructure but, my general sense is that those are semi the same as bg farmlands fairgrounds without a dm present. [Though I do see people just meeting with guild members on scry at guild halls often enough to believe I should speak lightly about this :S an I use scry ALL THE TIME because I am ALWAYS LOOKING FOR ADVENTURE! ]
I think once in my life I saw people go to the fairgrounds for an arena match en mass in the six years I've been here an... I didn't really have the patience for it... But, that was without a dm!
So I guess
if possible
as painlessly as possible
INTEGRATE AND CONSOLIDATE! YEEEES!
[and I really only found this thread because I tried going to the Sunset Mountains for first time in six years... Just to take a peek I didn't even have a group a group :c ]
 I didn't even have a group a group :c ] 
			
			
									
						
										
						It does at times feel too spaced out.. I mean I teleport just from soubar to high moor near yuan ti area..
Depending peoples processors an such loading times can be sorta lengthy x.x I know mine wasn't all that great relative to now since I started playing here

I feel like maybe zoned out areas could be better served as dm areas x.x maybe consolidating shop keeps?
I dunno if that is rude x.x or maybe repurpose areas x.x like make towns more spread out?
like the amn transition area not been implemented since I been here..
I read a person was like talking about guilds an such.. Maybe towns could be more designed towards guild purposes?? Like this town is more about this an this? I dunnoooooooooooooooo
I know very little about this so my thoughts are/is sorta just x.x blargh

I think I've only gone to corm op like.. twice an I really forget it exists..
I like the towns an such but, if its hurting the game x.x I dunno
 
  
  
  
  
  maybe make towns more integrated than isolated? Like gullykin could be outside of durlags an the guards could protect against the basilisks?
 maybe make towns more integrated than isolated? Like gullykin could be outside of durlags an the guards could protect against the basilisks?rather than a seperate zone?
and
Corn Orp & Darkhold could be part of Sunset Mountains area? [which I tried to explore for the first time today in six years feeling high enough level for once an it was gone hehe :3]
like I dunno.. I always feel like the guards are very silly since there is never an opposing force for them.. hehehe

maybe ruins of triel could be part of the Reaching Woods
unfortunately I don't think that stuff works as easily as copy an paste like I'd like to believe but,
 
  if people had a tough time letting go of that stuff an it could copy paste... that would be my thought. x.x
 if people had a tough time letting go of that stuff an it could copy paste... that would be my thought. x.x  
  I'm sorry I don't know better *nub*
 I'm sorry I don't know better *nub*This is all sort of the case with the dwarf area in troll claws - the dwarf town.. That is not so .. uhm... integrated because they live underground but! YOU KNOW! Maybe it could be meshed with the troll cave - I dunno... like... Sorta - work to get in
 HRRRRNGH
 HRRRRNGH  
  <3
 <3Thats how I feel it is when I go to the underdark.. I gotta like.. fightfightfight and
I don't see why visiting a town with super gear or what not should be different
AND THE PLUS SIDE
it would be like... integrated reducing server problems..
But, I believe it would require a lot of time to map is the downside
 an I've tried making maps - I wanna make a spider map for the server but, it gets kinda confusing an I dunno..
 an I've tried making maps - I wanna make a spider map for the server but, it gets kinda confusing an I dunno..Maybe it'll make more sense or be easier when I get better from learning how to be a web developer.
The wyrmwoods is really really tough I always like adventuring an I've only been able to get a group out there twice an its - not easy.. Generally the tougher areas don't see as much traffic because it requires more organization an hubs are kinda far.. to meet up with people x.x hehe
 yuan ti ends up being a safe bet for meeting people.. I think this because I usually am meeting a lot of new people for first time or like.. A lot of people use HiPs or I don't know but, can be sorta strange to test new ground with new people all the time especially if its sorta like far to travel to - hehe I guess that is when more rp is useful but, even then can still be like hmmm... Will we die horribly and then must travel back to destination..? x.x eep!
 yuan ti ends up being a safe bet for meeting people.. I think this because I usually am meeting a lot of new people for first time or like.. A lot of people use HiPs or I don't know but, can be sorta strange to test new ground with new people all the time especially if its sorta like far to travel to - hehe I guess that is when more rp is useful but, even then can still be like hmmm... Will we die horribly and then must travel back to destination..? x.x eep!I believe there is a hub problem for arranging groups for the tougher niche content!
[I've seen dracolich twice and white dragon three times x.x]
I feel like the fairgrounds of bg east an such would be better served as dm area because most people don't setup large events for things like that without a dm from my experience here. I think they are super cute though.. An I know that there are plenty of people who like attending those events.. Even though I am usually more here for AcTiOn an casual rp x.x
 or INTEGRATED RPPPPP!
 or INTEGRATED RPPPPP!  <3
 <3 
I know this because... Trying to pull people from dm social events with pm is like pulling teeth.. You RP LOVERS YOU! :C :3
 hahah
 hahah  <3
 <3 
an it can be fun but, I dunno I have to be in the mood an not feel like time squished x.x
I am not really ever involved with guild infrastructure but, my general sense is that those are semi the same as bg farmlands fairgrounds without a dm present. [Though I do see people just meeting with guild members on scry at guild halls often enough to believe I should speak lightly about this :S an I use scry ALL THE TIME because I am ALWAYS LOOKING FOR ADVENTURE! ]
I think once in my life I saw people go to the fairgrounds for an arena match en mass in the six years I've been here an... I didn't really have the patience for it... But, that was without a dm!

So I guess
if possible
as painlessly as possible
INTEGRATE AND CONSOLIDATE! YEEEES!

[and I really only found this thread because I tried going to the Sunset Mountains for first time in six years... Just to take a peek
 I didn't even have a group a group :c ]
 I didn't even have a group a group :c ] 





