May 2014 FMR review - combining servers
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May 2014 FMR review - combining servers
In the third instalment of FMR reviews, we will be discussing combining servers.
I have always been intrigued by the idea and have seen ideas on how it could be done. Let's make a good effort and put together the most comprehensive thread on combining servers to date.
As before:
A few simple rules:
1). Any derailment of a thread will be considered spam and treated as such.
2). Don't debate someone's ability to add input, debate the topics. If this happens I will consider it spam and treat it as such.
3). Don't just link an old thread; if you link a thread, be sure to give a description of the arguments, both pro and con. The more thorough the better.
I have always been intrigued by the idea and have seen ideas on how it could be done. Let's make a good effort and put together the most comprehensive thread on combining servers to date.
As before:
A few simple rules:
1). Any derailment of a thread will be considered spam and treated as such.
2). Don't debate someone's ability to add input, debate the topics. If this happens I will consider it spam and treat it as such.
3). Don't just link an old thread; if you link a thread, be sure to give a description of the arguments, both pro and con. The more thorough the better.
- Ferdoc
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Re: May 2014 FMR review - combining servers
First and foremost this is a physical impossibility as stated by Wizard in the past. So unless Wizard or Mike comes forward to state there is a possibility of it occurring this idea is dead in the water.
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Re: May 2014 FMR review - combining servers
It's never impossible, Ferdoc. Anything (requiring code) can be done, just a question of whether it's worth the effort (there may be quite a bit of effort required).
Code issues aside I really don't see why anyone would want this. Well, aside from Arnie Rimmer & co. wanting to challenge the Royals with fleet from 8 servers ago.
Code issues aside I really don't see why anyone would want this. Well, aside from Arnie Rimmer & co. wanting to challenge the Royals with fleet from 8 servers ago.
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Re: May 2014 FMR review - combining servers
I got an account in server A, and an account in server B. Suddenly they merge. I'm now multi-man! Able to leap through servers in a single ISP!
In case some don't get it, that was sarcasm.
In case some don't get it, that was sarcasm.
Re: May 2014 FMR review - combining servers
I think that server merges are going to become mandatory at some point. Some of the less populated servers will either need an infusion of players or be retired as they decline in popularity.
The easiest solution is to allow people to transfer account Tech & Fleet between servers. These are two things that are player specific and have relatively little impact on other players. Since tech is soft capped and fleet is about to be the impact on new servers will be relatively minor. If you were over the fleet cap then you couldn't bring over more than the cap.
Another option is to allow your account Tech only to be shared across all servers.
You could offer a paid service where everything you own is transferred, astro's and all. When the exact same planet in the same system isn't available you are given a comparable one. ie. Crater/Planet X12:34:76:20 is what you currently own. The closest matching Crater/Planet is X12:34:44:20. You would search the region your currently in for the exact same match. If nothing was available in the destination region you could go clockwise starting at 12:00 until you found the exact match. This would be in concentric rings. Obviously this would pose a problem for hidden astros but that might be the price you pay for moving. This would be tedium on the dev's part(Matching everything up), which i why it would be a paid service, but it could be done.
I had more here but when you start getting into the complexities it really becomes tough.
The easiest solution is to allow people to transfer account Tech & Fleet between servers. These are two things that are player specific and have relatively little impact on other players. Since tech is soft capped and fleet is about to be the impact on new servers will be relatively minor. If you were over the fleet cap then you couldn't bring over more than the cap.
Another option is to allow your account Tech only to be shared across all servers.
You could offer a paid service where everything you own is transferred, astro's and all. When the exact same planet in the same system isn't available you are given a comparable one. ie. Crater/Planet X12:34:76:20 is what you currently own. The closest matching Crater/Planet is X12:34:44:20. You would search the region your currently in for the exact same match. If nothing was available in the destination region you could go clockwise starting at 12:00 until you found the exact match. This would be in concentric rings. Obviously this would pose a problem for hidden astros but that might be the price you pay for moving. This would be tedium on the dev's part(Matching everything up), which i why it would be a paid service, but it could be done.
I had more here but when you start getting into the complexities it really becomes tough.
The Gene Pool Could Use Some Chlorine!
Re: May 2014 FMR review - combining servers
Keeping in mind that the astro distribution is completely different between servers. Where one has a rocky planet another will have a tundra & another nothing at all. That leaves four palatable options for map layout;
1. Add all of server Y's clusters onto the end server X's clusters, in the same manner that new clusters are added to an existing server. Leaving the new server with the same layout as a normal server but twice the number of clusters.
Pro's;
-Comparitavly simple
-Hidden JGs remain hidden
-Astros retain the same cords
-Would be difficult to bottle neck traffic between the two servers.
Con's;
-Leave's a sever astro density problem
2. Connect server X's uppers to server Y's lowers & Y's uppers to X's lowers. Forming a figure-8 pattern.
Pro's;
-Hidden JGs remain hidden
-Astros retain the same cords
Con's;
-Leave's a sever astro density problem
-Allow's for rather OP trade routes
-Traffic between the servers could easily be bottlenecked
3. Add another layer to the map system. With the servers being related & traveled between in same manner as clusters are currently.
Pro's;
-Hidden JGs remain hidden
-Astros retain the same cords
-Strongholds remain strongholds
Con's;
-Complicated
-Leave's a sever astro density problem
-Allow's for rather OP trade routes
-Requires at least 3 servers to work
4. All of Y's occupied astros are put in their corresponding systems on X. If the system doesn't exist it is created. If the slot is already occupied on X then the Y astro is placed directly under it's X counterpart in the same system. All Y astro retain their Y headed cords.
Pro's;
-Mostly fixes the astro density problem
-Cords remain the same
Con's;
-Horrendously complicated to code I'm sure
-What's a stronghold?
-Hidden JG's may no longer be hidden
-Results in multiple planets occupying the same slot in a given system.
1. Add all of server Y's clusters onto the end server X's clusters, in the same manner that new clusters are added to an existing server. Leaving the new server with the same layout as a normal server but twice the number of clusters.
Pro's;
-Comparitavly simple
-Hidden JGs remain hidden
-Astros retain the same cords
-Would be difficult to bottle neck traffic between the two servers.
Con's;
-Leave's a sever astro density problem
2. Connect server X's uppers to server Y's lowers & Y's uppers to X's lowers. Forming a figure-8 pattern.
Pro's;
-Hidden JGs remain hidden
-Astros retain the same cords
Con's;
-Leave's a sever astro density problem
-Allow's for rather OP trade routes
-Traffic between the servers could easily be bottlenecked
3. Add another layer to the map system. With the servers being related & traveled between in same manner as clusters are currently.
Pro's;
-Hidden JGs remain hidden
-Astros retain the same cords
-Strongholds remain strongholds
Con's;
-Complicated
-Leave's a sever astro density problem
-Allow's for rather OP trade routes
-Requires at least 3 servers to work
4. All of Y's occupied astros are put in their corresponding systems on X. If the system doesn't exist it is created. If the slot is already occupied on X then the Y astro is placed directly under it's X counterpart in the same system. All Y astro retain their Y headed cords.
Pro's;
-Mostly fixes the astro density problem
-Cords remain the same
Con's;
-Horrendously complicated to code I'm sure
-What's a stronghold?
-Hidden JG's may no longer be hidden
-Results in multiple planets occupying the same slot in a given system.
Yes, I'm a *beep* get over it.
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Re: May 2014 FMR review - combining servers
You know, after reading your post wouldn't it be easiest to just take server A and add it to the last opened cluster of server B? You could foreseeably link every server in the game this way. You would have galaxy X400:12:34:56 but......
The biggest inconvenience would be that the people placed wherever the upper galaxy was wouldn't be at the end of the line any more but that would limit the inconvenience to the smallest number of people.
The biggest inconvenience would be that the people placed wherever the upper galaxy was wouldn't be at the end of the line any more but that would limit the inconvenience to the smallest number of people.
The Gene Pool Could Use Some Chlorine!
Re: May 2014 FMR review - combining servers
That would be what I listed as option 1. Though my preference is for option 3.
Yes, I'm a *beep* get over it.
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Re: May 2014 FMR review - combining servers
Oh, sorry, didn't read it that way but your right.
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- Ron Burgandy
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Re: May 2014 FMR review - combining servers
Straight from this thread:
viewtopic.php?f=7&t=109308" onclick="window.open(this.href);return false;
My idea in the thread:
viewtopic.php?f=7&t=109308&start=15" onclick="window.open(this.href);return false;
viewtopic.php?f=7&t=109308" onclick="window.open(this.href);return false;
So yes, a developer has thought about the concept being implemented.Mike wrote:Because this is a very popular request and someday something must be done to avoid <100 players on a server, this is what we possible can do:
Exodus Escape Option:
Through a global ID the player would initiate an escape to another universe. during the travel he will have limit space for the voyage so its impossible to move all bases/fleets to another universe but it will be possible to safe a big part of the player empire.
Players who activate this options will have their empire on the old universe terminated.
The old universe would then collapse once the players were moved voluntarily.
PS: this is just a personal opinion and there are currently no plans to do this.
My idea in the thread:
viewtopic.php?f=7&t=109308&start=15" onclick="window.open(this.href);return false;
Lots of good discussion in that threadRon Burgandy wrote:While reading Mike's idea and the responses following, I got an idea that may be workable:
Each server with 500 members or less, or as soon as a server reaches 500 members, a server is effectively shut down. The players in the server continue to be able to go on as normal hitting each other and NPC's; however, a mass email goes out to all accts and they are given the choice to move to a new server.
Once the old server reaches 100 members, all existing accts are relocated to the lowers X00 to X09. This would put 10 players per galaxy; with an average of 20 bases each, that would be 200 bases per galaxy. All bases keep their structures and are relocated to Astros with the same metal and crystal stats. (these are stats not currently changeable with techs) Energy stats are not necessarily kept during the switch. To offset this, a three month lift of the limitations of terraforms and multilevel platforms will allow a player to add the extra space for the needed energy structures. (if a base ends up with negative energy, the base is treated as having no available energy until a positive number is true) For trades, the distances are multiplied by 2.5 (trades within the same galaxy are distance of 500, three galaxies away are 1500 and nine galaxies away are 4500. Travel distance is not changed. Once a player deletes or becomes inactive, his bases turn UC as normal, but one base at random becomes Drekon (will help provide a decent target for remaining players.)
Two options for a player to move:
1) Maximum of 100million fleet, quarter of credits in the bank, 2/3 of bases relocated in the manner described above for players staying in their old server(bases chosen by player, round up to nearest whole number), all research/construction credits banked, half of credits of prod from bases not relocated, all tech, all queues relocated with bases that are relocated (research currently going on base with links is completed as it would with all links, rest of the queues are completed as it should based on the new research cap.)
2) Maximum of 150 million fleet, half of credits in bank, all bases relocated in the manner described above for players staying in their old server, all queues moved with bases.
Option 1 is free, option 2 is the cost of a six month upgrade (idea thanks to DS)
People with accounts in multiple servers only get to move one acct to new server, other accts can continue on in old server.
New server, for the purpose of the example, will be referred to as server X.
Server X is opened like a new server, old accts are moved to the new server sequentially until a galaxy is "full" then another galaxy opens. 500 people should easily fit in two clusters, max of 5 bases per region?(mental math)
When a new server is moved, two more galaxy clusters are opened up, but travel into the new clusters isn't possible for 30 days (or whatever the time limit is for new servers, cannot remember off the top of my head)
To help prevent the same ending that the old servers will inevitably suffer, a few changes need made:
Max blob sizes (would need help with finalizing an idea)
Max guild sizes lowered (50)
Wormholes need damage reapplied
I may not be active, but I am watching ... Always watching...lol plus why should i tell you?? your the one who wants to jump in and bite the lion on the nuts
Re: May 2014 FMR review - combining servers
I like this one. I can't weigh in on the complications as I don't understand how the game is coded and hosted. Conceptually it's easy. The distance between clusters is always 2K, and it's the same here. No bases are moved, and the max trade distance is still 5,600 - so no fundamental changes to econ. I'm not sure Dr Rush and I see this the same way, so I'll elaborate.Dr Rush wrote:3. Add another layer to the map system. With the servers being related & traveled between in same manner as clusters are currently.
Pro's;
-Hidden JGs remain hidden
-Astros retain the same cords
-Strongholds remain strongholds
Con's;
-Complicated
-Leave's a sever astro density problem
-Allow's for rather OP trade routes
-Requires at least 3 servers to work
Currently the galaxy changes shape depending on what cluster you're currently in. For example if you're in the 40's it looks like this:
Code: Select all
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A09 A19 A29 A39
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A50 A60 A70 A80 A90
A51 A61 A71 A81 A91
A52 A62 A72 A82 A92
A53 A63 A73 A83 A93
A54 A64 A74 A84 A94
A55 A65 A75 A85 A95
A56 A66 A76 A86 A96
A57 A67 A77 A87 A97
A58 A68 A78 A88 A98
A59 A69 A79 A89 A99
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A11 A21 A31 A41 A51 A61 A71 A81 A91
A12 A22 A32 A42 A52 A62 A72 A82 A92
A13 A23 A33 A43 A53 A63 A73 A83 A93
A14 A24 A34 A44 A54 A64 A74 A84 A94
A15 A25 A35 A45 A55 A65 A75 A85 A95
A16 A26 A36 A46 A56 A66 A76 A86 A96
A17 A27 A37 A47 A57 A67 A77 A87 A97
A18 A28 A38 A48 A58 A68 A78 A88 A98
A19 A29 A39 A49 A59 A69 A79 A89 A99
Code: Select all
A00 A10 A20 A30 B00 B10 B20 B30
A01 A11 A21 A31 B01 B11 B21 B31
A02 A12 A22 A32 B02 B12 B22 B32
A03 A13 A23 A33 B03 B13 B23 B33
A04 A14 A24 A34 B04 B14 B24 B34
A05 A15 A25 A35 B05 B15 B25 B35
A06 A16 A26 A36 B06 B16 B26 B36
A07 A17 A27 A37 B07 B17 B27 B37
A08 A18 A28 A38 B08 B18 B28 B38
A09 A19 A29 A39 B09 B19 B29 B39
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A50 A60 A70 A80 A90 B40 B50 B60 B70
A51 A61 A71 A81 A91 B41 B51 B61 B71
A52 A62 A72 A82 A92 B42 B52 B62 B72
A53 A63 A73 A83 A93 B43 B53 B63 B73
A54 A64 A74 A84 A94 B44 B54 B64 B74
A55 A65 A75 A85 A95 B45 B55 B65 B75
A56 A66 A76 A86 A96 B46 B56 B66 B76
A57 A67 A77 A87 A97 B47 B57 B67 B77
A58 A68 A78 A88 A98 B48 B58 B68 B78
A59 A69 A79 A89 A99 B49 B59 B69 B79
A really good option is just to leave it how it is. If a server dies, then it does. It becomes a new playground for anybody who wants it.
Another option is to put end dates on servers. The drawback for this is a server like Alpha that's still vibrant after all this time could be cut short when there is still a good story left to unfold.
A good option is to make victory conditions for a server. If 66% of the fleet in a server can be assembled into one guild (minimum 1 Billion fleet so you can't win with a single CV), the server is won. The winners get a badge on their account when the server restarts. I really like this one.
The point I'm making here is not to start a new, off-topic discussion. It's that the topic of "how to merge servers" might have the answer of "you don't" because there may be better solutions to the perceived problem of low activity on old servers.
- SilverKnight
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Re: May 2014 FMR review - combining servers
I think we should consider this question : how low of server population is required to trigger the need to merge it? I would contend fewer than 500 active players. That way 2 full sized guilds ... less than that, merge it with another server with similar, to get the threshold of at least 500 active players.Rajam wrote:I think that server merges are going to become mandatory at some point. Some of the less populated servers will either need an infusion of players or be retired as they decline in popularity.
The easiest solution is to allow people to transfer account Tech & Fleet between servers. These are two things that are player specific and have relatively little impact on other players. Since tech is soft capped and fleet is about to be the impact on new servers will be relatively minor. If you were over the fleet cap then you couldn't bring over more than the cap.
Another option is to allow your account Tech only to be shared across all servers.
You could offer a paid service where everything you own is transferred, astro's and all. When the exact same planet in the same system isn't available you are given a comparable one. ie. Crater/Planet X12:34:76:20 is what you currently own. The closest matching Crater/Planet is X12:34:44:20. You would search the region your currently in for the exact same match. If nothing was available in the destination region you could go clockwise starting at 12:00 until you found the exact match. This would be in concentric rings. Obviously this would pose a problem for hidden astros but that might be the price you pay for moving. This would be tedium on the dev's part(Matching everything up), which i why it would be a paid service, but it could be done.
I had more here but when you start getting into the complexities it really becomes tough.
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- Ferdoc
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Re: May 2014 FMR review - combining servers
And if a person has an account on both servers what do you do then? The obvious answer is force them to select between the two. But then you have just negated possibly years of work of a player. If we do the 250 on each server and there is a 40% population overlap then you're not going to hit 500 active players. You're going to end up 100 players shy of being at 500.
The standard checks won't work either. IP address checks? Could have 2 people at the same IP play 2 different servers to not be forced to pay for the game. Now one gets to keep playing while the other has to quit or they are now forced to pay up. Even working in a way to allow players under such a situation to continue playing without paying comes into a problem, do you do that with E-mail address checks? Not bloody likely to work. I use a different e-mail for each of the servers I play. Should those 3 servers somehow combine I would have 3 accounts I could potentially run should we allow those who live with players who play different servers.
The standard checks won't work either. IP address checks? Could have 2 people at the same IP play 2 different servers to not be forced to pay for the game. Now one gets to keep playing while the other has to quit or they are now forced to pay up. Even working in a way to allow players under such a situation to continue playing without paying comes into a problem, do you do that with E-mail address checks? Not bloody likely to work. I use a different e-mail for each of the servers I play. Should those 3 servers somehow combine I would have 3 accounts I could potentially run should we allow those who live with players who play different servers.
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Re: May 2014 FMR review - combining servers
No, the obvious answer is to relax the rules against multi-accounting on merged servers.
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Re: May 2014 FMR review - combining servers
You could have a battle royale server.
Call it server X
Place it equidistant from all servers past a certain age( like 2-3 years. Up for debate) or use a special wormhole
Units from other servers can jump to this new server. They can only travel back to their server of origin
For example a guild from alpha could launch to X and fight a guild from beta or whatever.
Make it sufficiently large so there are tactics involved.
Make a rule that players cannot bring multiple accounts to this new server at the same time( if you have an account on alpha and beta. You can't bring both to X)
Have some objectives/bonuses that incentivize people to come to X (drekon homeworlds? Drekon fleets? High Eco United colonies?)
Call it server X
Place it equidistant from all servers past a certain age( like 2-3 years. Up for debate) or use a special wormhole
Units from other servers can jump to this new server. They can only travel back to their server of origin
For example a guild from alpha could launch to X and fight a guild from beta or whatever.
Make it sufficiently large so there are tactics involved.
Make a rule that players cannot bring multiple accounts to this new server at the same time( if you have an account on alpha and beta. You can't bring both to X)
Have some objectives/bonuses that incentivize people to come to X (drekon homeworlds? Drekon fleets? High Eco United colonies?)
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