After The Culling

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Roger Wilco Jr
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After The Culling

Postby Roger Wilco Jr » Sat Oct 22, 2016 2:12 am

Care to guess how many commanders will remain after the culling?

If I did my estimates right :ugeek:, we've added about 8000 commanders in the last six months, and we had about 21000 before that. And of course we were adding commanders at a quick rate since the start - 29000 in about 25 months. Phew!

All you have to have done to prevent being culled is to have logged in within the last six months - even by accident.

I'm guessing about 16000, but I expect it will be higher because it's so easy to avoid the cull.
(so less than 20000 at the high end)
It's time to give this another go.

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Re: After The Culling

Postby Orkekum » Sat Oct 22, 2016 3:10 am

gosh :o

that is a lot of people

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Re: After The Culling

Postby Pembroke » Sat Oct 22, 2016 6:49 am

honestly,I think its annoying we even have to do this,I wish they would just set it up so groups have no limit
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Re: After The Culling

Postby TorTorden » Sat Oct 22, 2016 9:53 am

Pembroke wrote:honestly,I think its annoying we even have to do this,I wish they would just set it up so groups have no limit

They would if they knew how.

It's not that they put a 20k limiter, the group just broke when we hit 21k.
Nothing responded, nobody could be added and none could be booted cause it would just freeze up for the admin.
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Re: After The Culling

Postby Xebeth » Sat Oct 22, 2016 12:16 pm

TorTorden wrote:
Pembroke wrote:honestly,I think its annoying we even have to do this,I wish they would just set it up so groups have no limit

They would if they knew how.

It's not that they put a 20k limiter, the group just broke when we hit 21k.
Nothing responded, nobody could be added and none could be booted cause it would just freeze up for the admin.


It's my feeling that they only ever expected groups to consist of a few people (basically friends and family), so they never developed or implemented the architecture to handle large groups, and hence the problems we saw when we reached over 20K.

Fixing it would probably involve the rewriting of the whole architecture, and whilst conceivable, would probably a) be very time consuming, and b) would probably break a shed load of other stuff.
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Re: After The Culling

Postby TorTorden » Sat Oct 22, 2016 12:22 pm

Xebeth wrote:
TorTorden wrote:
Pembroke wrote:honestly,I think its annoying we even have to do this,I wish they would just set it up so groups have no limit

They would if they knew how.

It's not that they put a 20k limiter, the group just broke when we hit 21k.
Nothing responded, nobody could be added and none could be booted cause it would just freeze up for the admin.


It's my feeling that they only ever expected groups to consist of a few people (basically friends and family), so they never developed or implemented the architecture to handle large groups, and hence the problems we saw when we reached over 20K.

Fixing it would probably involve the rewriting of the whole architecture, and whilst conceivable, would probably a) be very time consuming, and b) would probably break a shed load of other stuff.

Probably easier to make an open pve mode.
Where all guns have fof detection, we can leave ramming for the fun of it.

Throw in a "duel" mode and we are sorted ;)
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Rule 2: No such thing as overkill, as long as there are reloads.

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Re: After The Culling

Postby Xebeth » Sat Oct 22, 2016 12:37 pm

TorTorden wrote:
Xebeth wrote:
TorTorden wrote:They would if they knew how.

It's not that they put a 20k limiter, the group just broke when we hit 21k.
Nothing responded, nobody could be added and none could be booted cause it would just freeze up for the admin.


It's my feeling that they only ever expected groups to consist of a few people (basically friends and family), so they never developed or implemented the architecture to handle large groups, and hence the problems we saw when we reached over 20K.

Fixing it would probably involve the rewriting of the whole architecture, and whilst conceivable, would probably a) be very time consuming, and b) would probably break a shed load of other stuff.

Probably easier to make an open pve mode.
Where all guns have fof detection, we can leave ramming for the fun of it.

Throw in a "duel" mode and we are sorted ;)


Agreed, but have it as a switch with a cool down. Want to switch from PVE to PVP then you have to wait for x mins, the same going back.
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Re: After The Culling

Postby TorTorden » Sat Oct 22, 2016 12:48 pm

Xebeth wrote:
TorTorden wrote:
Xebeth wrote:
It's my feeling that they only ever expected groups to consist of a few people (basically friends and family), so they never developed or implemented the architecture to handle large groups, and hence the problems we saw when we reached over 20K.

Fixing it would probably involve the rewriting of the whole architecture, and whilst conceivable, would probably a) be very time consuming, and b) would probably break a shed load of other stuff.

Probably easier to make an open pve mode.
Where all guns have fof detection, we can leave ramming for the fun of it.

Throw in a "duel" mode and we are sorted ;)


Agreed, but have it as a switch with a cool down. Want to switch from PVE to PVP then you have to wait for x mins, the same going back.


No I was thinking more like a challenge request, kind of like a wing request only really not.
You would get a message, same place you handle wing requests etc now, likeep.

"Bob has challenged you to a duel ! Will you accept?"
You can add certain options as well, like to the death, or to 50% hull, or just shield collapse.
Or if both parties has fighters. an "slf challenge".
If you don't touch the gauntlet it will automatically void after 30 seconds or something.
That would certainly be one way to take the boredom out of an A-B-A trade route.

You can even tie it in with passenger missions as a way to hold pvp prize fights to get bonuses for passenger missions.

Hmm, I kind of want this feature regardless of a pve option now.

*I of course meant a pve, not pvp above.
Last edited by TorTorden on Sat Oct 22, 2016 12:56 pm, edited 1 time in total.
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Rule 2: No such thing as overkill, as long as there are reloads.

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Re: After The Culling

Postby Xebeth » Sat Oct 22, 2016 12:52 pm

TorTorden wrote:
Xebeth wrote:
TorTorden wrote:Probably easier to make an open pve mode.
Where all guns have fof detection, we can leave ramming for the fun of it.

Throw in a "duel" mode and we are sorted ;)


Agreed, but have it as a switch with a cool down. Want to switch from PVE to PVP then you have to wait for x mins, the same going back.


No I was thinking more like a challenge request, kind of like a wing request only really not.
You would get a message, same place you handle wing requests etc now, likeep.

"Bob has challenged you to a duel ! Will you accept?"
You can add certain options as well, like to the death, or to 50% hull, or just shield collapse.
Or if both parties has fighters. an "slf challenge".
If you don't touch the gauntlet it will automatically void after 30 seconds or something.
That would certainly be one way to take the boredom out of an A-B-A trade route.

You can even tie it in with passenger missions as a way to hold pvp prize fights to get bonuses for passenger missions.

Hmm, I kind of want this feature regardless of a pvp option now.


Nice, like it.
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Re: After The Culling

Postby Loriath » Sat Oct 22, 2016 1:29 pm

Ummmm Tor? What you have described is already in the game. It is called "The A-Team Greeting" :P
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