Maso Shan.
Maso Shan.
Houses....
*Mess up the respawn rate (of course, spawning is certainly not a
problem since the new patch :)
*Inhibit and make difficult travel in areas that are already difficult
to pass (along mountainsides, open areas near barely passable
forrest, etc)
*Unsafe and barely worthwhile to their owners
*clutter the pretty natural scenery :)
No joke. Maybe dupers had something to do with a good bit of it, so maybe
some percentage of houses will go away soon, but there are places where it
really sucks. I generally wonder if they couldn't have given us more land
mass and less water on this map, but oh well.
(Maybe all those houses have something to do with the INCREDIBLE amout of
lag on Catskills in the evenings. I just made the mistake of recalling
into the Vesper bank at about 11pm Friday night. It takes at least 5
minutes for it to respond to one command. Funny thing is, it was fine when
I was in the dungeon, now it's just plain hosed. Thought I'd make a quick
stop by the bank for some more ginseng.... So much for that idea.)
Also, anyone else noticed that NPC's are spastic since the patch? I end
up having to chase shopkeepers down until I can trap them in a corner,
because they keep running around their shops! Is this some kind of new
exercise program initiated by the king?
Maso <bn...@hotmail.com> wrote in article <OWvUyoFK9GA.197@upnetnews04>...
> Ultime Online is looking more and more like New York City every day due
to
> the jam packed amount of houses and tents.. They need to do something
about
> the insane amount of the homes cluttering the game.
>
> Maso Shan.
>
>
>
In addition to those problems, I'm conviced that a lot of the Server
Side Lag we are seeing is related to the servers transmitting Player
Houses to the clients.
Have you ever bumped into a castle before the server got around to
transmitting the info about the castle to your client. It's actually
very revealing. The UO server does NOT send a single command <Castle_1
@ x, y, z>. Note x,y,z designate coordinates. It's more like this:
<Castle_1_Tile_01 @ x, y, z>
<Castle_1_Tile_02 @ x, y, z>
<Castle_1_Tile_03 @ x, y, z>
<Castle_1_Tile_04 @ x, y, z>
<Castle_1_Tile_05 @ x, y, z>
<Castle_1_Tile_06 @ x, y, z>
<Castle_1_Tile_07 @ x, y, z>
<Castle_1_Tile_08 @ x, y, z>
so forth and so on...
I've seen entire castles appear before me brick by brick as it were.
It looks like the player castles are built up from about 200 to 500
tiles. (Just a guess it happens quite quickly, 1 to 2 seconds) Each of
which are separated objects, and the servers have to tell the clients
about each and everyone of them separably. This creates quite a load
on the servers, that scales up with the number of users in the game
walking by user houses.
Matt
1) create 'no-build' zones inside cities...cities are congested enough
without tents and houses popping up everywhere.
2)create large tent thingys inside cities that have stalls inside (much like
a stable) people who use vendors to sell their wares, could rent these
stalls to place their vendors in...kinda make it feel and look like those
farmers markets that we have in real life. Maybe have each tent have a
theme to it (ie magic, armor, etc) so that vendor shopping is easier :)
3)have a standard house size and price be that of a large blacksmith shop.
This will cut down on how quickly people can buy houses, it could also help
curb the number of houses. Let people expand these bigger houses by adding
a level or two. instead of having to buy a separate house for training hut,
blacksmith shop, more room, etc., you just buy one house and add on. maybe
have each thing that would be a separate house now, become an extra room you
can add upstairs.
just some ideas...please dont take away my house or i will die even more
often from those pesky gazers.
killglance, GM Ranger...catskills
parad...@earthlink.net wrote in message
<34c96e03...@news.earthlink.net>...
>> Ultime Online is looking more and more like New York City every day due
>to
>> the jam packed amount of houses and tents.. They need to do something
>about
>> the insane amount of the homes cluttering the game.
>
> No joke. Maybe dupers had something to do with a good bit of it, so maybe
>some percentage of houses will go away soon, but there are places where it
>really sucks. I generally wonder if they couldn't have given us more land
>mass and less water on this map, but oh well.
>
> (Maybe all those houses have something to do with the INCREDIBLE amout of
>lag on Catskills in the evenings. I just made the mistake of recalling
>into the Vesper bank at about 11pm Friday night. It takes at least 5
>minutes for it to respond to one command. Funny thing is, it was fine when
>I was in the dungeon, now it's just plain hosed. Thought I'd make a quick
>stop by the bank for some more ginseng.... So much for that idea.)
>
> Also, anyone else noticed that NPC's are spastic since the patch? I end
>up having to chase shopkeepers down until I can trap them in a corner,
>because they keep running around their shops! Is this some kind of new
>exercise program initiated by the king?
>
And what's up with those inconsiderate idiots placing castles so that they
totally
obscure the farmland? I called a GM and (of course) he gave me the classic
SBICDA. They don't seem to be decaying, so, as a part-time baker, I can't
harvest my needed wheat most of the time because it's trapped inside that
stupid castle. I thought on UO's webpage it stated that you couldn't block
"the
king's right-of-way" or something. Don't the farmlands count?
peeg wrote in message ...
>1) create 'no-build' zones inside cities...cities are congested enough
>without tents and houses popping up everywhere.
>
Good idea. I once saw a house on the wall in Trinsic.
>2)create large tent thingys inside cities that have stalls inside (much
like
>a stable) people who use vendors to sell their wares, could rent these
>stalls to place their vendors in...kinda make it feel and look like those
>farmers markets that we have in real life. Maybe have each tent have a
>theme to it (ie magic, armor, etc) so that vendor shopping is easier :)
>
Very good, especially for those of use that can't afford a house yet. Our
own
merchant would make it easier, to rent a booth would be cool.
>3)have a standard house size and price be that of a large blacksmith shop.
>This will cut down on how quickly people can buy houses, it could also help
>curb the number of houses. Let people expand these bigger houses by adding
>a level or two. instead of having to buy a separate house for training
hut,
>blacksmith shop, more room, etc., you just buy one house and add on. maybe
>have each thing that would be a separate house now, become an extra room
you
>can add upstairs.
>
I saw someones idea that people could build onto their homes, maybe build
up.
Shop downstairs, home upstairs.
>
>> Increase bank space dramaticaly, introduce player "lockers" that are
>>secure... something. The house situation is at the 11th hour.
>>
I heard they plan to make the bank boxes small, limited by weight (1000
stones already) and then also by number of items (supposedly already in test
center).
Killian, future Master Chef at the Catskills.
>>>>> Jorge DeLaCruz writes:
JD> I heard they plan to make the bank boxes small, limited by weight
JD> (1000 stones already) and then also by number of items (supposedly
JD> already in test center).
Which, frankly, I think tells us how much UO developers think
of us. First they tell us that the houses shouldn't be secure, and to
keep things in the bank, then they shrink the bank, so you can't keep
things there. The PKillers, on the other hand, with plenty of cash
from heists, will be able to have all the vendor-banks they need.
Boomer or Ed, would you please explain to us why this shouldn't be
seen as screwing the typical, non-PKilling player?
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In article <OWvUyoFK9GA.197@upnetnews04> Maso wrote:
>
>Ultime Online is looking more and more like New York City every day due to
>the jam packed amount of houses and tents.. They need to do something
> about
>the insane amount of the homes cluttering the game.
>
>Maso Shan.
>
>