Combat Round Timer

Started by DeathCow, June 02, 2006, 09:50:29 AM

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June 02, 2006, 09:50:29 AM Last Edit: March 21, 2007, 02:17:21 AM by The Crazy Animal
Combat rounds are 5 seconds.  Whoever told you differently.....kill them.

And this, this is just f'd up.  I must picked the right set of random numbers cause lucky me, I get combat rounds about every 2 seconds.  Its very nice.

http://www.greatermud.com/developers/greatpud.swf

^^^^This should not happen.^^^                                        ^^^^This Should^^^^


and its 5 seconds.

hoe, So is this like anything related to the combat timing thing i posted earlier?

Quote from: scratacorn on June 02, 2006, 11:23:41 AMhoe, So is this like anything related to the combat timing thing i posted earlier?

Probably yes. In MajorMUD round timers and movement are pretty closely tied together IIRC.

actually, I was walkin in on DC then he would port before i would see him and the combat timer was already started, therefore i got hit as soon as i walked into the room

To make my point more clear, I am making;

Exp:   1,306,082,122 k/hr

The theoretical max for dinos in majormud would be 467,953,200 k/hr

I'm making roughly 3 times what i should be.



IIRC most players in mmud don't round them either...

Quote from: The Crazy Animal on June 03, 2006, 03:27:28 PM
IIRC most players in mmud don't round them either...

I meant should be in the sense of "if it was coded right". :P

Ok, hear me out on this one before falling back on the "but that's not like Major MUD" argument.

As I stated earlier, I can (and will) easily change it so it doesn't alternate combat ticks for consecutive rooms.? Instead it will just alternate every map or even divide the total # of rooms up into 4 or, as you say it should be, 5 groups of rooms that tick at different times.? This would eliminate the scenario above, since there would only be a few rooms (out of the thousands that make up the realm) where that combat tick would vary from an adjacent room.

There are many benefits to this approach, and IMO the benefits far outweigh the drawbacks.? For one thing, when GreaterMUD really gets going with 100+ players in the realm, it will divide the large bursts of text that need to be sent from the GMUD server every 5 seconds into smaller bursts every second.? It also paves the way for mobs fighting each other even when no players are in the room (think mobs of different alignments/factions or sending hired henchmen into a packed room to thin it out before going in yourself).? Rather than the server having to loop through all 28k+ rooms (or after more content has been added, possibly 100k+) once every 5 seconds, it makes sense to split them into groups with different combat ticks to more evenly spread the load on the CPU and to ensure all the timed events are firing more consistently when they should be.

The fact that people with sys powers can abuse this "feature" via teleport is outside the scope of this discussion.? Teleportation powers aren't going to be given to people just so they can implement it in their script.? Eventually, when basic testing is over, sys powers will be audited and some accountability will be enforced.? If we are really worried about people abusing those very few rooms of varying combat timers that are bordering each other, we can explicitly assign rooms to a specific combat tick.? If you feel compelled to assign them all to one tick, that's your perrogative, but I think it's in the best interest of the realm to spread the load.

If anyone can give solid reasons for why we should make every room's combat tick fire at the exact same time, other than "because that's how Major MUD does it", I'm interested in hearing them.? Nothing is set in stone yet, and I'm open minded, so if it boils down to it I'll change it.


TGS v1.0 (coming soon)

June 05, 2006, 12:05:32 PM #8 Last Edit: June 05, 2006, 12:07:46 PM by DeathCow
So..you want to divide the combat timers by map? 

Does that mean I should put things on more than 1 map?  Right now i got everything on 1.   Well thats not true exactly.  I've put some towns on map 3, but I was always planning to move them to map 1 once they were finished.

I can do the division manually instead.  So if there were 28k rooms, it wouldn't change timers until after it had gone through 7k rooms.  When the rooms are retrieved it sorts them by Map Number and by Room Number.  When the rooms are actually being created a la NMR I assume (for the most part, there's probably some exceptions) they're usually created in batches in the same basic area.  If this isn't the case I'm sure we can implement some sophisticated algorithm to ensure as few of these combat tick boundaries exist as possible.


TGS v1.0 (coming soon)

Quote from: Vitoc on June 05, 2006, 12:14:23 PM
I can do the division manually instead. So if there were 28k rooms, it wouldn't change timers until after it had gone through 7k rooms. When the rooms are retrieved it sorts them by Map Number and by Room Number. When the rooms are actually being created a la NMR I assume (for the most part, there's probably some exceptions) they're usually created in batches in the same basic area. If this isn't the case I'm sure we can implement some sophisticated algorithm to ensure as few of these combat tick boundaries exist as possible.

It really all depends on how organized I'm being.  However when I make large areas I tend to make the area's outline first, then I fill things in.  Like right now I have a 2000 room outline of what is an over huge area, then I'm going back and adding in a few saller aeras in it, then when I'm one doing that I might want to connect the areas some how. 

But before I go on and on about this, I think it would be best if we looked into how movement was handled and figured out exactly how thats done before we attempt to make any choices here. 

I'm kinda thinking there are some movement delays that would be difficult to mimic using your style.  But then again we havent come to a conclusion as to how these delays function.