remove time-based deterioration from most objects

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SCUBA
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Location: Västerlösa, Sweden

remove time-based deterioration from most objects

Postby SCUBA » Wed Nov 21, 2007 10:13 pm

SekoETC wrote:It could be deterioration. I wouldn't be surprised if there were more deteriorating objects than animals in the game. Even if deterioration is counted only once a day, it could cause a lag. And since the condition of an item is only cosmetic until it crumbles, time-based deterioration should be removed altogether from objects that wouldn't be destroyed in say 100 years irl if left standing around (this would go for everything that doesn't have organic-based parts). That would remove some meaningless calculations.

Who knows if Cantr is even going to survive another 100 years? And what does it matter then if items have deteriorated realistically, if the animals have found some sort of internal balance when there are no more players left to observe these things. Someone ought to check average population per location on Cantr island, it might give a good example of the current status of the English language group. Or other language groups for that matter.


Do so!
/SCUBA

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tiddy ogg
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Postby tiddy ogg » Fri Nov 23, 2007 7:46 am

*If* this is a cause of lag, then I agree. Increase the deterioration due to useage of items to compensate... and this will satisfy those original oonents of any deterioration who wanted to leave caches of valuables stored away.
Talapus
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Postby Talapus » Fri Nov 23, 2007 8:09 am

Everything is a cause of lag, because everything takes processor time. That includes deterioration, eating, talking, moving, starting projects, working on projects, animal attacks, attacks on animals, attacking people, sailing, entering buildings, dropping things, and so forth. I am not in the ProgD, but it would appear to me that processing deterioration would be a fairly straight forward script, and would take relatively few cycles.

What I think will eventually remove the lag is optimizing one of the clunky processes, not removing simple ones, assuming of course that the lag is a result of the game processes and not some outside force (hackers, virus, and so on). Identifying a clunky process and designing a elegant replacement is what needs to be done, and I am sure that the programmers are devoting all the time they can spare to improving the lag situation.

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