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Thread Statistics | Show CCP posts - 11 post(s) |

qrac
Caldari Shiva Morsus Mihi
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Posted - 2007.04.07 18:17:00 -
[1]
Edited by: qrac on 07/04/2007 18:13:50
Originally by: CCP Sharkbait
the main reason i would like to see it happen is because i think the current system can't handle the amount of people doing missions (over 110k per day are completed and rising) and with the amount of new people starting and the PCU always on the rise, i think we need to get a new agent system in that will work better with a large online count. now we have the warp to 0 feature ingame, i can't see that this would be a problem tbh.
this is just my view and not an offical "this is whats happening n00bs" statement 
Most missions nowadays are deadspace missions. Why not move the deadspace area to a separate node? The only reason against this would be that the session changes cost is greater than the cost saved by relocating the mission to another node. This should be pretty easy to implement since you can't warp straight to the mission but need to use a gate. -------------------------------------------
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qrac
Caldari Shiva Morsus Mihi
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Posted - 2007.04.07 19:10:00 -
[2]
Edited by: qrac on 07/04/2007 19:11:26
Originally by: CCP Sharkbait
this is a good idea and has been talked about before now and is still an option. at the moment we can only have a system loaded on 1 node, but this is being looked into and if we can get around that then we maybe move the missions to another node within the same system. maybe even have slave nodes for nodes. it's another thing that is being looked into.
What kind of complications are we looking at?
Can two nodes share the same market or is the market tied to a node?
The "local" chat should be shareable between nodes.
Scanning could be solved by making the outside world invisible from inside the deadspace pocket and vice versa (except for the gate into it).
I'm guessing that some (probably a lot) of code which depends on the node (maybe like "Assets in current system") needs changing and is only a shortterm solution. Slavenodes and several nodes within a system would be preferable. Btw is this something you have started working on or is it still in planning?
It's kind of hard to make any suggestions without knowing the architecture of the nodes and systems. -------------------------------------------
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qrac
Caldari Shiva Morsus Mihi
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Posted - 2007.04.07 19:57:00 -
[3]
Originally by: CCP Sharkbait
in testing, when we have the same system loaded on 2 nodes it goes completely bonkers. causes massive lag as people are trying to do things on 2 nodes, causes massive serverside memory leaks and causes clients to disconnect alot.
So no cloning the system and running it on 2 nodes, synching them and then making a handover 
I was thinking more of treating a deadspace pocket like a new system on another node but with market access etc to the "real" system. In worst case you could probably implement it fairly quickly by treating it as an entire different system by removing the system dependant services. All you would have then is "empty" (except for the deadspace pocket) cloned systems running on dedicated mission nodes. -------------------------------------------
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qrac
Caldari Shiva Morsus Mihi
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Posted - 2007.04.07 19:59:00 -
[4]
Originally by: Frug
I always liked the idea of dynamic agent quality. Agents who get used too much start paying less, and the agents in the middle of nowhere are desperate to have their missions done and offer better rewards.
It used to be like that, in the sense that agents only handed out a certain number of missions between downtimes. -------------------------------------------
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