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Your View: War And Lag

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Dizzy771

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Wait, Dizzy, you're saying that Mojang made it impossible for there to be large scale battles without their being lag?  :huh22:

 

Pretty much

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The issue is not the server, actually, its the way Minecraft handles its packets. Moving our battles to a new world or even a new server would not fix the issue. You would still have to split the fighting one way or another.

 

If you reduce the size of the battleground? Copy pasting the battle-region only. That might improve things. Changing the style of wars isn't going to be intelligent as they involve excluding players from participating. It will be hard to manage and maneuver around. I think if the server received an upgrade, by whatever means. If that involved monthly-payment donation packages or whatever. It's fine. I think a consistent and regular source of income would resolve a lot of the problems by upgrading onto a more powerful host that can sustain such numbers. 

 

If the issue is simply with 1.8, then we can wait till 1.9 (It's going to be released soonish now) and see if it improves. 

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If the issue is simply with 1.8, then we can wait till 1.9 (It's going to be released soonish now) and see if it improves. 

 

From what I understand, this is the key here. Its not our server. Its not our provider. Its Minecraft itself and the way the game handles packets. We can't do anything to change it. Things like having a dedicated server or world for it would improve it, but only slightly. We are looking at ways to make combat as seamless as we can.

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All three could be used in different circumstances, no?

 

I like all the ideas presented here.

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Option 1 would add a hell of a lot more realism into the fray, and Option 3 sounds like the best compromise to me. I couldn't see Option 2 working out greatly, and it'd require a lot more player cooperation that I can see number 1 needing.

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New edit made about another possible solution. Also, to answer Charoodler and Nordic, it is possible yes. It might take additional work in order to maintain numerous rule formats, but it is technically possible.

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I think a separate server or world or something would be better because one thing that is great about this server are that massive wars with massive amounts of people, why split it?

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Option #2 is best. Everyone still gets to fight, the battles are just more like the skirmishes we have instead of the laggy warclaims.

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The issue isn't the server, its how minecraft handles its packets after 1.8. No matter what world or server we are on we will run into this issue due to how minecraft works, unfortunately.

Then why don't servers like oc.tc lag like hell?

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Then why don't servers like oc.tc lag like hell?

 

OC.TC's limit is around 75vs75 at the most, I believe. Add to the fact that in situations where it does reach those numbers, the combat is spread out across a large amount of land. Ours happens within a few chunks.

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Then why don't servers like oc.tc lag like hell?

 

Most maps on the Alpha server on Overcast are 40vs40 typically or 50vs50. They aren't 100+ people vs 100+ people.

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EDIT #2: 

There is also the option of simply just putting up with the lag and carrying on as we have been in the past. Let us know what you think of this option as well, as it has been suggested by a few GM's.

 

Completely bad idea and should not even be considered at this point. The lag is unplayable and really not enjoyable at all. 

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Don't alter the style of war, it's not war that's the issue. It's the server.

 

Make an alternate server used for Warclaims and PvP. A portal linking to it 10 minutes prior to the start. Once everyone is geared and prepared they can go in, be warped to the secondary world and begin fighting. 

 

Did you not read it the post. It isn't the server its Minecraft itself. Not like that surprises me as Minecraft was never built around MASSIVE amounts of players. Even the huge servers with thousands of players divvy up people through shards simply because Minecraft can't handle huge amounts of players in one space. 20 to 30 is ok. 50 to 60 is gonna be a tad messy. 100? Forget about it.

 

I'm very much for #3, it would work the best.

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Another option is instead of ~100vs100 blobs in one small combat area we can have a sequence of combat areas in a line where equally (or tactically) established fractions of a force fight. I've noticed that during things like sieges there is not as much lag. I can only guess this is because the players are more spread out on or around the fortifications. If we think back to the Dreadfort vs Greywynn fight that everyone quotes I remember the forces being spread out with a bunch of people running in front of the fort, a bunch of people in the fort, other people around the fort, and some other guys manning the trebs inside Greywynn. So maybe the answer is to just make the battlefields larger and have many organized small forces rather than one gigantic one. (Which is how actual medieval fighting worked.)

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Another option is instead of ~100vs100 blobs in one small combat area we can have a sequence of combat areas in a line where equally (or tactically) established fractions of a force fight. I've noticed that during things like sieges there is not as much lag. I can only guess this is because the players are more spread out on or around the fortifications. If we think back to the Dreadfort vs Greywynn fight that everyone quotes I remember the forces being spread out with a bunch of people running in front of the fort, a bunch of people in the fort, other people around the fort, and some other guys manning the trebs inside Greywynn. So maybe the answer is to just make the battlefields larger and have many organized small forces rather than one gigantic one. (Which is how actual medieval fighting worked.)

This would be the case. The less people everyone can see the better.

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