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  1. #21
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    I doubt reaper adds much at all. All reaper does is change the numbers used in calculations. Except for the addition of Reapers themselves, it does not increase the amount of calculations per player. The thing most likely to consume the lion’s share of cycles is intersection testing. Did my arrow hit the mob or not? Which critters got hit by my energy burst? Did my beautifully detailed spiky dinosaur tail just run your low HP wizard through?

    The more mobs there are, the more players there are, the more detailed your model is, and the more ways they can collide with each other, the hotter the CPU is going to run. The actual numbers that are plugged into formulae make little to no difference. Reaper trees simply are not the problem (unless they are re-summed on every single interaction, which they no longer are -right SSG?). Reaper mobs on the other hand, champs, new spells, and the latest fiddly bits that introduce NEW calculations per player, combined with many new players will soak up cycles.

    The solutions can include making players angry by making the world less detailed to reduce intersection calculations, to the expensive by paying for better hardware. Contrary to popular opinion, better hardware is often a reasonable choice when faced with increased load, but it may be difficult in a fixed data center, or linearly expensive in AWS for example. It is a lot easier than dumbing the game down though.

  2. #22

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    Quote Originally Posted by Valtan View Post
    Orien is toast. Absolute carnage yesterday and Saturday. More than 1000 players entering and exiting reaper mode, game engine constantly calculating which it cannot handle. The design of Reaper trees will go down in history of MMO as a case study for what NOT to do.
    Solution: Calculate the reaper points and enhancements when we log-in and keep it across all modes. And give this task to a competent developer.
    Just make everything a normal / permanent bonus in and out of reaper. Elite is easy enough with or without it, so minimal to no impact.

  3. #23
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    Quote Originally Posted by mpetrarca View Post
    Reaper was not a mistake,
    Reaper was absolutely a mistake. It was allegedly created to give more of a challenge to the peeps who had conquered all elite content and then complained about the lack of challenge.

    No mechanical change was required, no new difficulty settings.

    If those players actually wanted a challenge, they could have handled it themselves by simply stripping gear from their characters. Go do your legendary raid with only the gear you purchased in the little shop in the Harbor by Garrison.

    Reaper was actually added just to add more grind to the game that isn't supposed to have the grind.

  4. #24
    Community Member ahpook's Avatar
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    Quote Originally Posted by OfElectricMen View Post
    Reaper was absolutely a mistake. It was allegedly created to give more of a challenge to the peeps who had conquered all elite content and then complained about the lack of challenge.

    No mechanical change was required, no new difficulty settings.

    If those players actually wanted a challenge, they could have handled it themselves by simply stripping gear from their characters. Go do your legendary raid with only the gear you purchased in the little shop in the Harbor by Garrison.

    Reaper was actually added just to add more grind to the game that isn't supposed to have the grind.
    I don't think telling people to not play with the gear they have worked to get is a reasonable request. It goes against why people play these games. They want to get more powerful and test that power against a greater challenge. The self-nerf directive really wouldn't be effective.

    I don't think Reaper was a mistake but reaper trees definitely were. They self defeat the purpose of reaper. I can see the argument that Reaper was essential to keeping people playing because of that new grind for power but I would have preferred that the Reaper rewards were not in the form of more power but cosmetic and convenience focused.

  5. #25
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    Quote Originally Posted by Valtan View Post
    4000? Try something like 10 million in Diablo 4 beta weekend. Granted, I do not know how many servers were virtualised (as the only option was clicking Beta) but there was absolutely zero lag.

    exactly. And there was really only one time when the queue was long and that was the first night, but technicians know how to tweak and optimize the servers to handle the loads.. After the first night there was no more waiting..
    Even the following weekend when they did the second test, I had no queue.

    Its going to be fun playing it. I been playing Diablo 3 in the mean time. and some Harry Potter.. love that game. And a little bit of new world.. just so many other games out there with no issues. Kind of sucks that a genre you love so much like Dungeons and Dragons and this has to be the only game that offers it.. other than Neverwinter.. ..
    You are welcome to follow me on Twitch https://www.twitch.tv/cmecu_grogerian OR https://www.youtube.com/channel/UCL5...4Db-RhwMsZBedQ
    Also Friday Nights 8pm EST Brock and Friends DDO Stream https://www.twitch.tv/ddostream

  6. #26
    Hero JOTMON's Avatar
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    Quote Originally Posted by Valtan View Post
    Orien is toast. Absolute carnage yesterday and Saturday. More than 1000 players entering and exiting reaper mode, game engine constantly calculating which it cannot handle. The design of Reaper trees will go down in history of MMO as a case study for what NOT to do.
    Solution: Calculate the reaper points and enhancements when we log-in and keep it across all modes. And give this task to a competent developer.
    pft... Lag was an issue before reaper was even a thing.
    Misdirecting hate to reaper is pointless.

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