PotBS Dev Tracker

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Rusty
1 in thread Undo The New Contention Patch [General PotBS Discussion]
We're watching to see how it goes.
Danicia
1 in thread Official Antiqua Off-Topic Thread [North America]
Quote:
Originally Posted by bonelizzard
I might swing by and say gday.

Ill ask any of the Sydney guys I know in game if they are keen.
Sweet! I arrive from Perth about noon on Feb 11 and head out just after 4pm.
Danicia
1 in thread Is Rackham for me? [North America]
Quote:
Originally Posted by Ruse
I love our pirates. They are a hoot, and bring excitement to the server.
I first read that as "They toot and bring...uh..you know".
Gray Noten
Quote:
Originally Posted by rodarin
Hindsight maybe in terms of populations, not hindsight in terms of performance issues in regards to servers. That has been an issue forever, and pretty much the only thing they were doing at the end of Open Beta. The stress test end of beta event pretty much showed thatthey wern't even close to being reliable servers since every server but one I think crashed or people got booted and couldn't get back on and missed the event, and there were maybe only 1200 or so people at most in the OS.

As for the guy above me, the Danish dude. That sounds encouraging overall until you factor in what I said above. The servers need an upgrade I am sure, it seems apparant at this point. IF more people are about to enter this game then that basically meansmore servers with more issues, unless they all continue to pile onto Roberts. But I see that some sevrers have been getting locked here and there, so maybe that s a step to help the technical issues. But doesn't help people that want to play.
The performance issues last weekend were related to a misconfiguration that didn't get detected until we had a bunch of servers under decent load.

Once that was fixed, everything has been silky smooth for everyone that doesn't have transit and last mile networking issues of some kind. The server machines themselves are barely breathing, and running on average less than 10% of capacity. They are designed to be able to take FAR more load than we expect to take even on busy servers to prevent serverside lag as much as possible. Think multiples of our target population per server.

When servers are locked, it means we're doing something to them and we don't want people logging into it. A common reason for locking a server is prior to a restart during a rolling restart outage, where we will lock the server, notify everyone who is online that it's restarting in 5 minutes, then restart the server. In this case we lock the server so people don't login after a notice, miss it, and then end up having the cluster reboot without them knowing it's coming.

Another major reason for a server being locked is that it's coming up after a reboot. When that happens, we lock a server while we test it's functionality. We want to make sure it's 100% functional before we open it up.

A locked server is a temporary condition, and just means that only accounts with GM privs can log in. We don't do it as any kind of population control or anything like that.

Hope this helps clarify a bit!
Danicia
1 in thread Since there are a lot of Aussies... [North America]
I arrive in Sydney right before noon from Perth. I'll have to hightail it over to the international terminal and then I leave out of Sydney at 4:15PM
DrewC
1 in thread Collision detection in AvCom? [Discuss: Avatar Combat & Avatar Skills]
Short answer: this is not something we're going to add in the foreseeable future.

Long answer:

We looked very hard at adding avatar space collision to the game, but it was not something we had, or are likely to have, the resources to accomplish. To begin with we would have to entirely rewrite our avatar motion system from the ground up, and then we would have to completely redo avatar combat. So there's no question that it would be a massive investment of resources.

On top of that, avatar to avatar collision is not a well solved problem in a massively multi-player space. That's not to say it's unsolvable, or that it hasn't been done well by someone else, but it's not something we can just add without thinking long and hard about the consequences. What does adding avatar to avatar collision open up in terms of griefing possibilities? Can the AI accidentally trap you in a corner? Can someone with a compromised (hacked) client get around our collision detection? If so how do we prevent that, or detect and ban players who are cheating. And that's just off the top of my head.

Finally there would be infrastructure concerns to worry about. There is no question that adding avatar to avatar collision would significantly increase our bandwidth requirements in avatar space. But exactly how much is 'significantly'? Would it push us beyond what dial-up can handle? What other systems would we have to change to make space for all the collision data on the network? How would that impact our bandwidth costs?

Again none of these issues are unsolvable, but we don't even know what the cost of solving some of them would be. Ultimately, at this time, we don't think that adding avatar to avatar collision is the best use of the resources we know it would cost. When you add the fact that we know it is going to have additional development costs we don't have good estimates for, it moves from a very expensive project, to a very expensive and risky project. And that's not a risk we want to take at this time.
Danicia
1 in thread Justification [Europe]
I saw what you did there.
Danicia
1 in thread Beta Flag Reward? [Flags and Sails]
Quote:
Originally Posted by Danos08
Anybody got pics of these? I'd like to see the actual ingame flags before my DL is done, got 55min wait still.... lol

thanks

D-
Here you go! These are mine!
Rusty
1 in thread New patch cut performance by half [Known Issues / Troubleshooting]
Update: They gave us a status report today, and were thinking it would be done tonight, but I haven't seen mail from them. HOWEVER, they did tell me what they were doing. It's a a driver update that they're pushing which will hopefully be available for download soon. I originally wrote "tomorrow" instead of "soon", but I've never been through this process with them before, so I don't want to overpromise.
Gray Noten
1 in thread ROLLING RESTARTS: 1/31/2008 1:30am - 3:30am [Important Announcements]
I'll be doing rolling restarts of servers, starting with EU servers, to implement the changes discussed in http://www.burningsea.com/page/news/...ticle_id=10594.

I'll log onto each server to give you a five minute warning when it's your turn, so no need to sit around during the whole maintenance window.

No patch will be required and per server downtime will be fairly brief.