Server Split reality check
- Ghost
- DM
- Posts: 7258
- Joined: Wed Nov 12, 2014 12:12 pm
Re: Server Split reality check
Figured I might give you all some insight into how it looks for the DMs:
Normally, we move can move around using the DM Chooser, a list of areas that also contain (if expanded) the names of PCs and NPCs in an area, and we can jump either directly to the area or to the characters in it (or indeed actually to certain marked waypoints). Those of us who use the Client Extension also have another tool similar to this one. And lastly, we have the chat commands !goto and !bringtome which can be used in /t to people to either jump to them or drag them to us, respectively. None of the above work across the servers, but they do still work within the server we are currently on. So we aren't able to use our normal tools to jump from one server to the other. We also can't use the transitions in the farmlands and such to move through servers. We have to log out from one and into the other.
This means of course things take a bit more time for us, if we have to move from one server to the other.
I have also tested the >CT and >CTP functions that were added. We can receive them, across the servers, but we can't send them. This is perhaps something easily fixable.
All of the DM areas are currently on server two, as well, which means we will currently have to set up on them there, and if our event is starting on server 1, we can't easily port players to the areas. We have to tell them to log out from server 1 and into server 2, wait in the server 2 nexus and get ported from there. Having two different servers also comes with two different reset timers, so we have to be conscious of that. Not to mention that one server can crash while the other doesn't. And maybe then, while a DM is starting the event on server 1, server 2 crashes and all the setup disappears.
The servers have been crashing more after the split. I have personally not seen many standard resets, in fact, but that may be coinsidental. It does compound the issue of DM event setups being lost, however.
Our NPCs are also tied to the server they are on, and we can't bring them from one server to the other, unless they are premade in the DM Creator (our list of various mobs, items and effects). When we despawn mobs to bring them back in another area, we sometimes use what is called the Limbo. But since each server has its own Limbo, this is also not available to us.
With all of the above in mind, though, I don't want to sound as if it's all bad. I actually rather like the server spilt. I was initially skeptical, but Valefort put many of my concerns to rest. There are many great opportunities the server split brings us, such as the already mentioned return of old, much appreciated maps. This isn't visible for you players, but it even brought back some old DM maps that I had missed a lot. And I already have plans to use several of them in the future, if they stay. So while there are some hurdles for us DMs to currently manage, I hope the split can stay, and that the devs can find ways to mitigate some of the troubles that came with it. I just wanted to let you players know why things may be a bit slower from us DMs while the kinks are being worked out.
Normally, we move can move around using the DM Chooser, a list of areas that also contain (if expanded) the names of PCs and NPCs in an area, and we can jump either directly to the area or to the characters in it (or indeed actually to certain marked waypoints). Those of us who use the Client Extension also have another tool similar to this one. And lastly, we have the chat commands !goto and !bringtome which can be used in /t to people to either jump to them or drag them to us, respectively. None of the above work across the servers, but they do still work within the server we are currently on. So we aren't able to use our normal tools to jump from one server to the other. We also can't use the transitions in the farmlands and such to move through servers. We have to log out from one and into the other.
This means of course things take a bit more time for us, if we have to move from one server to the other.
I have also tested the >CT and >CTP functions that were added. We can receive them, across the servers, but we can't send them. This is perhaps something easily fixable.
All of the DM areas are currently on server two, as well, which means we will currently have to set up on them there, and if our event is starting on server 1, we can't easily port players to the areas. We have to tell them to log out from server 1 and into server 2, wait in the server 2 nexus and get ported from there. Having two different servers also comes with two different reset timers, so we have to be conscious of that. Not to mention that one server can crash while the other doesn't. And maybe then, while a DM is starting the event on server 1, server 2 crashes and all the setup disappears.
The servers have been crashing more after the split. I have personally not seen many standard resets, in fact, but that may be coinsidental. It does compound the issue of DM event setups being lost, however.
Our NPCs are also tied to the server they are on, and we can't bring them from one server to the other, unless they are premade in the DM Creator (our list of various mobs, items and effects). When we despawn mobs to bring them back in another area, we sometimes use what is called the Limbo. But since each server has its own Limbo, this is also not available to us.
With all of the above in mind, though, I don't want to sound as if it's all bad. I actually rather like the server spilt. I was initially skeptical, but Valefort put many of my concerns to rest. There are many great opportunities the server split brings us, such as the already mentioned return of old, much appreciated maps. This isn't visible for you players, but it even brought back some old DM maps that I had missed a lot. And I already have plans to use several of them in the future, if they stay. So while there are some hurdles for us DMs to currently manage, I hope the split can stay, and that the devs can find ways to mitigate some of the troubles that came with it. I just wanted to let you players know why things may be a bit slower from us DMs while the kinks are being worked out.
- Arn
- Posts: 906
- Joined: Sun Aug 19, 2012 7:44 pm
Re: Server Split reality check
On the whole, I like the server split.
I'm fine either way though.
I'm fine either way though.
Mi-Le (彌勒) - "Meditate, monks. Do not be negligent, lest you regret it later." ((-Saṃyutta Nikāya 35.146))
-Monk of the Old Order and the Way. Will not kill.
-[IC Journal]
-[Bio]
((Feel free to reach out to Mi-Le for RP!))
Wendi - The Witch of the Wide. [Bio]
Samuel
Meredith
-Monk of the Old Order and the Way. Will not kill.
-[IC Journal]
-[Bio]
((Feel free to reach out to Mi-Le for RP!))
Wendi - The Witch of the Wide. [Bio]
Samuel
Meredith
- Steve
- Recognized Donor
- Posts: 8127
- Joined: Wed Jul 08, 2015 5:42 am
- Location: Paradise in GMT +1
Re: Server Split reality check
So, this caught my eye. How much space, percentage wise, are DM Areas taking up, of the total space that a) is available with 2 Servers; b) available with 1 Server.
Because from my armchair, it would seem that having DM Areas SOLELY on Server 2, and the rest of the public Areas on Server 1, might reduce a yuuuuge amount of the issues, currently. Not to forget to mention that DMs can then load up on VFX and mobs on one Server and save the rest of the non-event-partaking Players from having a slowed down or crashed-out Server, because of something they are not even part of during their game time.
I know from one angle it could look like or even be so, that it is difficult for DMs to "engage" with the playerbase if they are on one Server and the PCs on another. But I wouldn't fully accept that argument, because having the DM Areas solely on Server 2 wouldn't preclude DMs from "showing up" on Server 1, at all. It would just be that—and how it appears to be in most instances—DM events are held on DM maps/Areas, anyway (yes, there have been a few exceptions lately...but that is just lately!).
Do PCs need their packhorses on DM Area maps? Most likely 95.675% not. Would DM Areas separate from Public Areas help with transitions and buffs, resting—or not if you are on the Rest clock timer? Yes, it would help that lose of buffs, loss of Stealth, loss of summons...for when on EITHER Server, actually.
Lastly, I expect to read a response shortly that says "this was considered, but...", and I'd be glad to know why it was considered, and why it was instead made as it is now. But perhaps, in lieu of the current situation of REALITY, maybe it should be reexamined, how exactly Areas are split between the Split?!?
Cheers.
Talsorian the Conjuransmuter - The (someTIMEs) Traveler
The half-MAN, the MYrchanT(H), the LEGENDermaine ~ Jon Smythe [Bio]
Brinn Essebrenanath — Volamtar, seeking wisdom within the earth dream [Bio]
-
yyj
Re: Server Split reality check
Some of the new areas are a bit meh because they seem empty but surely someone can add monsters to them at some point.
And on the flipside, there are some areas that now I cannot imagine living without, I would say this split has something for everyone and I hope the technical issues aren't big enough to warrant a roll back.
And on the flipside, there are some areas that now I cannot imagine living without, I would say this split has something for everyone and I hope the technical issues aren't big enough to warrant a roll back.
- Rhifox
- Custom Content
- Posts: 3964
- Joined: Wed Jan 13, 2016 2:34 am
Re: Server Split reality check
This was the original plan (well, not *only* DM maps on server 2, but all DM maps on server 2), to provide a less populated server for DM events to take place on.Steve wrote: ↑Tue Jun 08, 2021 10:26 amSo, this caught my eye. How much space, percentage wise, are DM Areas taking up, of the total space that a) is available with 2 Servers; b) available with 1 Server.
Because from my armchair, it would seem that having DM Areas SOLELY on Server 2, and the rest of the public Areas on Server 1, might reduce a yuuuuge amount of the issues, currently. Not to forget to mention that DMs can then load up on VFX and mobs on one Server and save the rest of the non-event-partaking Players from having a slowed down or crashed-out Server, because of something they are not even part of during their game time.
But it sounds like this is causing more troubles for DMs instead. So we might need to rethink that.
Tarina — The Witch of Darkhold, a dealer in spirits and black magic
- Rhifox
- Custom Content
- Posts: 3964
- Joined: Wed Jan 13, 2016 2:34 am
Re: Server Split reality check
They are RP areas. Them lacking monsters is their main benefit, and a reason their being removed in the first place was really unfortunate.
Tarina — The Witch of Darkhold, a dealer in spirits and black magic
-
yyj
Re: Server Split reality check
How about adding random spawns to them? I really hate the idea of empty rp areas.
Maybe spawns that can be activated with a chat command?
Maybe spawns that can be activated with a chat command?
- Hydros
- Posts: 90
- Joined: Mon Jan 07, 2019 12:11 pm
Re: Server Split reality check
This is a horrible idea, you'll get people sitting in stealth on these maps waiting for people to pass through, then ambushing them. You might aswell have permenant spawns. Just leave the RP maps alone. A good few of them that I've seen have passive mob spawns, enough of the server is already completely full of hostile monsters. Let people have non-city spaces to RP
Alarielle Nulei'ren, The Hawk of Evermeet - "Shunti tel'adar's dath nha teague feer, nhel nu nesh ath tel'quiet foqal"
- Snarfy
- Posts: 1430
- Joined: Sun Jun 12, 2011 12:14 pm
Re: Server Split reality check
99.9% of outdoor areas have monsters already, 0.1% of outdoor areas have none, that's disproportionate enough already. Believe it or not, some players like to take their characters outside and type a few sentences without having to fight off the hordes or watch circle grinders. Doubly no thanks to giving people the ability to spawn monsters with a chat command, that's a can of worms in numerous ways.
- Blaze
- Posts: 85
- Joined: Tue Mar 23, 2021 10:57 am
Re: Server Split reality check
I do not mind the server split, it is slightly confusing and if it is not possible to fix the problem with the packhorse, it would be better to remove goblins and bugbears from the thundar's ride area
- zhazz
- Posts: 849
- Joined: Sat Feb 08, 2020 7:12 am
Re: Server Split reality check
So far I haven't noticed too many issues with the split.
Though it is quite frustrating that each server maintains its update data separately. Sitting through 10 to 15 minutes of updates, due to hitting a transition, when you've just spent the same amount updating to just log in . . well . . it's annoying. Even more so when with a group of other players, whom are now waiting on you. Not sure how to fix that, however, since it's my assumption that NWN2 doesn't support an update server separately from the play servers.
That being said, I do like that all the old maps are back, since they add so much flavour to the server. Especially the RP areas devoid of monsters.
However, I'm unsure as to the reason for the split.
I know that it was due to server limitations. But are we talking a physical server limitation, or NWN2 related limitation? If the former, then I question the logic in paying for two separate servers over a single powerful one.
Though it is quite frustrating that each server maintains its update data separately. Sitting through 10 to 15 minutes of updates, due to hitting a transition, when you've just spent the same amount updating to just log in . . well . . it's annoying. Even more so when with a group of other players, whom are now waiting on you. Not sure how to fix that, however, since it's my assumption that NWN2 doesn't support an update server separately from the play servers.
That being said, I do like that all the old maps are back, since they add so much flavour to the server. Especially the RP areas devoid of monsters.
However, I'm unsure as to the reason for the split.
I know that it was due to server limitations. But are we talking a physical server limitation, or NWN2 related limitation? If the former, then I question the logic in paying for two separate servers over a single powerful one.
Just stable your packhorse when you're done with it, rather than leave it out in the open. That too will reduce server lag.
- Planehopper
- Posts: 2298
- Joined: Sun Oct 09, 2011 4:50 pm
Re: Server Split reality check
Two virtual servers on one physical server, due to nwn2 limitations.
-
yyj
Re: Server Split reality check
Right, I see disagreements are had but it would be nice to have them without killing the messenger or putting a label on a group of players.
Going back on topic, there's really not much to complain about this split at least from my part. It seems like only good things and new options are available.
Is even a 3rd server on the realm of possibilities in the far distant future?
Going back on topic, there's really not much to complain about this split at least from my part. It seems like only good things and new options are available.
Is even a 3rd server on the realm of possibilities in the far distant future?
- DM SummerBreeze
- Retired Staff
- Posts: 844
- Joined: Sat Aug 01, 2020 6:47 pm
Re: Server Split reality check
If we can get it stable, and make it somehow so DM's can walk through the transitions between servers, this split will be awesome !
Despite that, I am in awe of our custom content and dev team. It's crazy what they've done here.
Despite that, I am in awe of our custom content and dev team. It's crazy what they've done here.
Discord Contact: @E1imination
I only do player requests if a player requests me specifically for a request. Otherwise I run my own written stories. <3
I only do player requests if a player requests me specifically for a request. Otherwise I run my own written stories. <3
- Ghost
- DM
- Posts: 7258
- Joined: Wed Nov 12, 2014 12:12 pm
Re: Server Split reality check
I have already posted here, but I just want to second what SB says here.DM SummerBreeze wrote: ↑Tue Jun 08, 2021 5:07 pm If we can get it stable, and make it somehow so DM's can walk through the transitions between servers, this split will be awesome !
Despite that, I am in awe of our custom content and dev team. It's crazy what they've done here.