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Post by hypevosa on Aug 18, 2013 10:58:56 GMT -5
As it stands, due to a combination of finally having around 10 people on at all times and the chaotic exploration that has occurred since the recent update, lag on zooming out and zooming in is very heavy for myself and others. Zetas and convoys are also becoming slowly more hazardous as more players join in. I believe we've reached close to capacity for now regarding the number of people Grid12 can support, and would humbly suggest that we turn off the current system that gives new invite codes every week, and just leave whatever codes remain.
Please discuss as you desire, Regards, ~Hype
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Post by Guest on Aug 18, 2013 13:30:12 GMT -5
Yes please.
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Post by quicklite on Aug 18, 2013 13:57:02 GMT -5
Eh, I guess I know what you mean. It would be a serious downer for newcomers tho.
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Post by Kelsoo on Aug 18, 2013 14:42:48 GMT -5
There are still frequent times when there is no one on. And even the times when many people are on, they just idle at Orgin. Though I agree that soon it may be time to turn off the codes. Just wish we had (more) testers who actually gave back feedback.
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Post by quicklite on Aug 18, 2013 15:34:24 GMT -5
Kelsoo, I think the problem there is that 90% of all people here come here to play than actually test things and give feedback (no offense :/). That problem (that is if we don't want folks to just play the game) could probably be solved with a slightly more reined in and controlled invite system rather than having 5 codes given to everyone vaguely active every build. Though it's partly because of my inability to say 'no' (I've invited almost 100 people at this point )
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Post by israphial on Aug 18, 2013 15:44:44 GMT -5
I agree with the OP. The game seems quite stable as of now.
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Post by Kelsoo on Aug 18, 2013 16:42:53 GMT -5
Kelsoo, I think the problem there is that 90% of all people here come here to play than actually test things and give feedback (no offense :/). That problem (that is if we don't want folks to just play the game) could probably be solved with a slightly more reined in and controlled invite system rather than having 5 codes given to everyone vaguely active every build. Though it's partly because of my inability to say 'no' (I've invited almost 100 people at this point ) With more people who just want to play and not actively get feedback, they just invite more people who most likely will not test and just play. I already tire of teaching a newb literally everything about the game, they don't even bother with the forums or anything and expect you to teach them. I have started being more conservative about who gets codes and who doesn't, I would suggest limiting the codes to only one per build, and hope people are much less lenient on who gets them, rather than if some guy just PM's you saying "Hey I'm new game looks cool totally ignore your sig saying how I choose my name, can I have a code ?"
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Post by gingerbear on Aug 18, 2013 17:53:22 GMT -5
I have a lot better idea.
Let's track of all the named players who are the ones that give feedback regularly.
- Those who don't, but have a lot of in-game activity are only "players", and should be kicked. (Check highscore tables. I'm sure I'm seeing names there I haven't seen on forums or talked to in game since like ever). - Those players who still run by default names should be kicked too.
Problem solved.
Testing Playerbase might dwindle to near 0, though. I wouldn't mind it. A regular kicking every 2 months might be well in order.
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Post by quicklite on Aug 18, 2013 19:11:33 GMT -5
I have a lot better idea. Let's track of all the named players who are the ones that give feedback regularly. - Those who don't, but have a lot of in-game activity are only "players", and should be kicked. (Check highscore tables. I'm sure I'm seeing names there I haven't seen on forums or talked to in game since like ever). - Those players who still run by default names should be kicked too. Problem solved. Testing Playerbase might dwindle to near 0, though. I wouldn't mind it. A regular kicking every 2 months might be well in order. There's a little problem with that. Kicking everybody but the regular forumers would result in only the regular forumers being able to play. Which would be me, you, tarbomb, hypevosa, sirnull, zub, kelsoo, ood, amitp, israphial, the devs, and the 3-5ish people whose names I've forgotten (sorry guys :/). And although we are all active, we aren't together all the time. Meaning that server sizes would be reduced to 1-3 people again. And 1-3 people would find it hard enough to fight convoys, let alone clear a convoy route or fight a zeta. What I'm saying is that we need a decent amount of people, even if not all of them give feedback, to effectively see how the harder content actually works. So although I could (though I still have mixed feelings) support trying to get more valuable testers into the game, I don't like the idea of randomly nuking the current playerbase.
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Post by Ood on Aug 18, 2013 19:49:18 GMT -5
I don't think anyone needs to be removed from the current test pool. That's a bit drastic. Not giving any more invite codes out would be nice in my book though. I haven't given out a code in a while, all the requests for codes I get are something like 'RotMG is boring, I need a new game to play'. Yes we all play the game from time to time (some more than others), but we all need a reminder that we are here as testers first (I know I do sometimes). Limiting accounts to 1 new code per build or a temporary halt of codes would be a nice change in my opinion. Many people who currently have access to the game don't stay that long, and those of us that have been here a while are the ones who are more careful in giving out codes anyway.
(The current map doesn't allow me to play on my home computer, because people have excessively tested scouting rewards 3:< )
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Post by rob on Aug 18, 2013 20:38:45 GMT -5
I figure I ought to chime in here. People who just want to "play" are perfectly welcome in the alpha. The only thing we want to avoid at this point is hackers and cheaters. If having a lot of people is causing performance problems, we should fix them.
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Post by Kelsoo on Aug 18, 2013 20:45:53 GMT -5
I figure I ought to chime in here. People who just want to "play" are perfectly welcome in the alpha. The only thing we want to avoid at this point is hackers and cheaters. If having a lot of people is causing performance problems, we should fix them. I was going to get in here as well more in depth, I am pretty sure having players in here still benefits the games development in some way, though it would be nice for more of them to put their 2 cents in. Though I do not think it's the people that are causing performance issues, I know myself and Tarbomb have been suffering extreme freezes to the point of the game being to frustrating to play because we would have to restart our browsers so often. It seems this was not the case when many people were on before so I would chalk it up to the map being stretched out way to far, and something to do with the way flash or chrome have been acting. I know the map is involved though.
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Post by Guest on Aug 18, 2013 21:16:48 GMT -5
Surprisingly enough, the only way to test what a game is like to actual players is to have people actually play the game. Wow!!
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Post by hypevosa on Aug 19, 2013 1:07:19 GMT -5
I figure I ought to chime in here. People who just want to "play" are perfectly welcome in the alpha. The only thing we want to avoid at this point is hackers and cheaters. If having a lot of people is causing performance problems, we should fix them. We were told that you don't enjoy the server debugging/optimizing game since it delays creation of the actual GAME (I'm paraphrasing amitp). Do as you see fit, if you want to spend a good while on optimizations, and get us doing some heavy stress testing, let us know, but, if not, cutting the influx of people might be in order as suggested. Currently the worst offender is zoom in/zoom out. Suggested fix: Teleporting to another player auto zooms you to see your entire field of view, thus cutting out the whole loading and unloading red shapes and towns and whatnot that's causing a big slowdown. Teleporting to another town does not change your zoom level to maintain fast travel times though.
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Post by Quaddle on Aug 19, 2013 1:21:01 GMT -5
I agree with you all. I think that people must be "classified" some people must have agreement to give invites (op's and "best" testers) and "others" (just ordinary testers) who can not send codes. That is simplier than turning inviting system off/on.
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