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Sararainmaker

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Everything posted by Sararainmaker

  1. I was under the impression that all outputs from the recycler are inconstant?
  2. You should SEE some of the names we have gotten on (US) Scourge, SniffMommysFingers comes to mind. @DragonCoffee is correct though, the only thing the admins can do is Kick or ban them until they get a better name, since the names are controlled by Steam.
  3. This would also eliminate any backup during wipe. The transaction caps were put there for vanilla servers that had a limited amount that they bought and sold, to have one there here is just a pointless time sink. If at all possible this would be a welcomed change.
  4. Selling mats and explosives to the black market generally gives more credits than people could spend, I think we would need more ways to spend them before thinking about more ways to get them.
  5. On paper this sounds neat, but in reality there are just WAY too many ways this can be abused and would be more than annoying, the most pressing of which is no one would want to spend time in someones pocket, not be able to play and would just log off. and of course the abuses abound would be more than annoying for the admins.
  6. I had this issues with pumpkins, and have seen it on a non-EZ server as well. This MIGHT be a FP thing, or an issue with a common or similar mod.
  7. A majority of weak spots in mining are floating in midair and can not be hit. Multiple people are seeing them, so they are not client side graphical errors. Floating weak spot.mp4
  8. Thank you for the explanation. I waited a little bit to see what others had to say, since it was something you had in the past, but it does sound like an interesting idea, and I would like to at least try it out I have to say, I appreciate you putting this up for a vote, it really shows a respect for the player's wants. I wish more game server owners would do this.
  9. If you don't have a super-expensive monitor, it can't actually display anything over 60 FPS anyway... ...also an interesting article on framerates and the human eyes. The benefits of having the FPS so high is not as much as people might think, and in reality is more for bragging rights than anything else.
  10. Could you explain this to those of us who may not have been around for this the first time?
  11. You are awesome! I am amazed at everything you are able to do. Being married to a (very vocal and currently working from home) programmer gives me an interesting perspective on the crap I am sure you have to deal with all the time, especially working with other people's coding. We all appreciate everything you do, and your obvious attentiveness to our wants and needs. ♥
  12. The only problem I have with this is it's making everyone suffer for the actions of a few, and possibly with less reward for it that people imagine. I know people like to complain about huge bases being lag monsters, but I really think the size of the base is not as laggy as what is inside/outside of it. in almost any online 'sandbox' game, the most common source of lag is entity loading, though with this game there does seem to be issues with some bases causing more lag than others due to some sort of surface rendering/polygonal issue. The game also has issues with lighting causing lag, especially consistent lighting, and since their lighting options are limited, and VERY confined, it almost forces people to start causing lag (simple lights, ceiling lights, tuna can lights, christmas lights and skull fireplaces are all known offenders). perhaps the electrification of the spotlight will be a game changer in this area, or perhaps it will be the source of all lag, for that one we have to just wait and see. Sadly, there isn't MUCH that can be done about this that I can think of, short of death creating the ultimate lighting source of awesomeness (I wouldn't put it past him) , or forcing people to live in darkness. The thing that sucks about this most, is that a lack of planning on the part of facepunch has become an 'emergency' for Death, and in some part, the admins. I adore all of them, I think they are wonderful, and it kills me to see them having to deal with all of this, when absolutely NONE of it is their fault.
  13. The admins, and death all know these (apparently) age-old arguments, and are equipped to deal with them, though. I guess my point in making this post was to get new ideas to help with the lag issues that are happening, and perhaps find some balance between allowing the creativity to flourish and having a lag bog. As facepunch continues to add new features without adding any extra optimization, the lag is only going to get worse on servers like ours, and we need to equip ourselves now for the eventuality that these PvE servers might become unplayable if left alone. PvE is not a priority for Facepunch, and on the PvP servers these kinds of issues resolve themselves as bases are destroyed frequently, and people build for protection, not creative fun and community. They have very little incentive to optimize, so we have to find a way to do it here, somehow.
  14. True. it sounds like they have it rough over there. I'd offer to help, but I promised myself no more being an admin not to mention most of the server plays when I am asleep...
  15. And there is the balance thing again. You have to balance the benefits of quarries for those who can't play frequently, to the detriment of making it too easy for other players to make massive bases. Also you have to consider that quarries take away a lot of the (sometimes toxic) competition for the limited materials out in the field. forests would never grow, rocks would be impossible to find, and you'd probably STILL have people who'd build massive bases, and without PvP you are basically limited to getting your resources the difficult way... I am betting taking quarries and pumpjacks off of the EZ servers would cause a noticeable exodus, and the benefits would not be as great as people think it would be. The massive bases are only a part of the problem, and I don't even think they are even the biggest part. Player concentration, certain entities (Wind-Turbines and frames) and entity concentration have quite a bit to do with lag. I mean look at Hentai Tower a few wipes back. It was tall, but it wasn't massive by any standards, the major problem that base had was the sheer concentration of different images and entities being generated upon loading. I could see that being an issue, but if the rules are clearly displayed and defined, for example: "No more than 2 frames or signs per wall with a limit of 30 per base", or "no more than 5 wind turbines per base" that takes away the cries of favoritism, as long as they are applied to everyone. I am not saying give them carte blanche, as that would, in fact, cause issues... just give them SOME way of being able to deal with the issues at hand.
  16. We are having a discussion about it here, if you want to include yourself in the conversation. Also inactive players are purged every 10 days. Any lower and I think people might revolt.
  17. @RepeatPete I am one of those creative builders. I have loved being able to build the massive town that I made this wipe, HOWEVER, the lag that it, and the surrounding builds, have caused, at one time, caused people to crash upon loading it, including myself who has a decent gaming rig. Me and a fellow neighbor reduced entities until that stopped, but the power to do that is still there... and IMO it wasn't even an obnoxious amount of entities that were causing the issue. Rust is not a very finely-tuned game as far as efficiency is concerned. It's not meant for what we are using it for. It's sad, because it's actually AMAZINGLY FUN to build in it like that. 3TC's per person was, frankly, a dumb idea on the part of that server owner. Instead of trying to slowly cap things and find a balance, he chose a tiny number and went with it. In fact, just limiting TC's would not have even solved the issue of lag at all (our massive town is on 4 TC's, and only because we chose to have it that way, to try and reduce lag a little bit). The key here is to find a balance and to find what items in the game cause the most lag and limit them. Wind-turbines seem to be a major source of lag when a lot of them are placed in a small area, limiting them to, perhaps 5 or 6 per TC isn't likely to cause an outrage among players, as it is uncommon to see more than 5 of them per base. Also increasing the range of TC's will help to spread the usage of them out more, so that 17 of them aren't spawning it at one time and crashing mini's or games. Frames seem to also be one of the largest sources of lag, as they are all spawning in as entities as well as loading whatever picture or image is in them. Limiting the amount of frames a person can place, would very likely cause an outrage, however limiting the amount of frames placeable on a singular wall probably wouldn't, especially if that number is 2 or 3 instead of 1. As for admins, They are already fielding complaints about builds, and having been an admin on other games, the worst feeling is being powerless to help. Asking them to go around policing every build would probably drive off every admin on the EZ servers, but I think giving them the authority to do something about builds that have created a lot of complaints is reasonable. Again the key is to find balance, Admins do NOT have easy jobs, and the hope is to make their job a little bit easier, not more difficult. They already have the power to remove bases that block caves, and because there are rules for players to follow, it happens only very rarely and usually the player complies... however not having any rules or standards on lag causing bases leaves them powerless to do anything about obnoxious builds, so they are getting all these complaints and unable to do anything about it... if it were me, that would cause quite a bit of frustration, especially when you see players leaving because the server is too laggy for them. I could be wrong, but I was under the impression that there were certain settings in map generation that could control the type of map that comes out? Maybe not. Still when selecting maps for the next wipes, things like access to water close to roads, desired biomes, roads and the spread of monuments are definitely things that need to be considered. Spreading out where people want to build will help with issues like we have on (US)Scourge this wipe where there are essentially only two areas where the majority of the players built on.
  18. Some (possibly) prgrammable ideas on restrictions that could help in the reduction of lag on the servers: • As @alexanightfire mentioned above: limiting foundations placed could be a good place to start, also lowering the height cap on building if there is such a thing. • With the limiting of foundations add an increase of the range of the TC (while removing any overlap if possible) to decrease the crowding of buildings. • Place a cap on how many wind turbines can be placed on a single TC while increasing the power cost of ceiling lights will encourage players to find more creative and less laggy ways to power their base, while also removing any issues with turbine lag. 5 turbines should be more than enough to power any base and solar power is always a less laggy alternative. • Limit the amount of frames and signs to one per wall (while I don't like this one, I understand the necessity for it). • Adding entity limits per player or TC as seen here, and here. While I would prefer the limits be TC based instead of player based, this is an alternative to it. TC based restrictions would allow players who want to build more to spread out their large builds, reducing lag without reducing the creativity aspect of the game too much. • While I know that this is one of the money-makers of the server, limiting the number of pumpjacks placeable to 1 or 2 per person. Some ideas for enforceable rules and guidelines that admins can have: • if some of the above programmable ideas are not possible, clear, defined rules on entity limits and build limits that can be enforced by the admins. • If a base is found to cause significant lag, even if they are somehow within entity limits either programmed or set by rules, admins can request the players reduce the amount of entities or the size of their build. Non-compliance to the request means the admin can take the matter into their own hands and remove offending entities or reduce the base size as required. Constantly rebuilding or replacing of the items would be a banable offense. Some ideas for map generation that could impact lag and player crowding: • Increasing the amount of rivers and lakes on a map, perhaps more, smaller rivers and lakes. • Reducing the size of snowy areas while increasing the size of forested and desert areas. • Spreading out monuments more evenly on the map, so there isn't a cluster of bases where the most monuments can be found. • Adding more road areas/side roads, some that may go nowhere, to give more desirable locations to build.
  19. @aNoNiM while that may be the case for players who have a lot of time to play, it is not the case for casual players and players who do not have the time to spend collecting oil barrels at 19 a pop. If I only had a few hours to play, which is likely a majority of players on the servers, I wouldn't want to spend it running around fighting for barrels or monuments. Since there is no PvP, and no way to raid bases, barrels and monuments would be the only way to get oil and fuel, which would increase player destruction/usage of them. Pumpjacks equalize the playing field for casual players, and very likely remove a WHOLE bunch of drama from monument hogging and "barrel stealing." Other ways can be implemented to limit build size without creating a huge gap for casual players. You can always choose not to have a pumpjack to make the game more difficult.
  20. IIRC, though, it does mean that you can use that feature to fine-tune your daylight sensors so that your lights come on earlier and go off later.
  21. I have been having a similar issue since last wipe. It only seems to be an issue in rivers, as lakes and oceans are fine. Rivers are possible, but I have to face parallel to the shore.
  22. So @Aurora and I were chatting, and I think she came up with an awesome idea. Using the bucket as a deployable container that you can plant one seed for decorative purposes. The plant wouldn't yield fruit, just be decorative and either not wither, or would wither at a significantly lower rate. Another idea I have heard - Plantable trees - perhaps purchased with server points, trees for decorative purposes could look really neat. Also possibly increasing the regrowth rate of trees on the server, since the growth rate of wood doesn't seem to have a great impact on the server economy (most people get wood from stone at outpost after the first couple of days anyway) and we love the look of our forests Another, kinda out there idea, and probably more work than you want to put in... Bats. you could have a bat habitat that collects poop that can be used as or turned into fertalizer as well as having the bats near crops help them grow faster I love bees, but everyone uses bees. bats need love too! XD
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