Originally posted by aivatron O.k. without easy and manageable tools on client side, all that is left is play, play, play and notice differences, some times subtile ones. For example, I try to focus on PU fly, trade, delivery missions, so in order to bug report in reasonable, I do restrict variance on client side […]
Archives for April 2019
Smooth Solid 3.5 PU : But :: gross Server-instability > how to report?
Originally posted by Knix There’s one major problem with averages over time. After a few attempts to find workarounds, players tend to stay away from gameplay loops that they are unlikely to be able to complete. But you’ve probably already thought of that. Yup, this is definitely one of the problems with using averages over […]
Smooth Solid 3.5 PU : But :: gross Server-instability > how to report?
Originally posted by aivatron Hi! There are gross variabilities in server-stability and consitences. How can we help to fix it? In order to be able to answer this, we’d need to know what you’re noticing that gives the feeling of bad stability since what we consider stability and what you’re seeing might not be the […]
How is server-meshing possible?
Originally posted by minesthelth Clive, my biggest concern is about really big battles and if they will ever gonna to be possible… Like 10k players with a battle to take lets say an entire moon… how its gonna work? And what if at the beginning the ships were only 2 bengals (rarest ship case to […]
How is server-meshing possible?
Originally posted by Dovakhan Hi Clive! Speaking of latency, I’ve always wondered how things would work on that regard if, for example, a player from Spain and another one from New Zealand (I’ve chosen two countries in the antipodes of each other as the worst-case scenario) encounters each other. As you certainly know, a noticeable […]
How is server-meshing possible?
Originally posted by sovapid What instance type of EC2 servers to you use for the game servers? A1, T3, M5 etc? C5 for PU. I think we’re using C4 for AC and SM. We stack a couple of server instances on the same VM while we’re still changing our code to better utilize the available […]