PlaneShift

Gameplay => Wish list => Topic started by: Maxx on April 19, 2004, 12:22:48 am

Title: scalability
Post by: Maxx on April 19, 2004, 12:22:48 am
i think there might be a way to add virtualy limitless
new areas to this game without extra work on the
servers end..

someone once mentioned offering p2p as a download option.

would it be possible to make (for example)
gnutella2 do the work for us?

i think the built in pgp key system would likely be enough to qualm any security issues...

any thoughts?

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Post by: Saphire on April 19, 2004, 01:12:37 am
pay 2 play?
Nevar! X(


unless P2P means something else, i suggest you run, before I - and the quickly forming mob - catch up to you. :D


But i\'m sure that the devs will accept monthly donations. :P

As for the rest, i have no idea what you\'re talking about. But, a good way to generate new areas would be to make a program which has a RNG (random number generator) to form new land from a varriety of choices (city? mountanous? nearby water? etc.) A specialized server does this, and then sends the map to the main server, where it then filters down to everyone\'s computer. If you\'ve played a roguelike you\'d know what i\'d mean.
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Post by: hook on April 19, 2004, 02:12:31 am
erm ...i think he meant Peer-2-Peer ...erm, to make it easy: like Kazaa, eMule, BitTorrent, and all that.

my take on P2P ...a bittorrent link wouldn\'t be bad maybe, but i don\'t see any other reason for it then for downloading the client

IMHO the more interesting part was about leting your PC share some CPU power with the PS server ...but i think the devs said no (for the time) to that one :P
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Post by: MajinBojin on April 19, 2004, 07:29:49 am
io hope i dont sound selfisch, but if someone does this i hope they cap the max i-net speeds. for sharing cpu power is no problem only i would hate to see my 8mbit pipe be stuffed to the max... i do allot of other stuff in the background like updating my site and that kind o stuff.

anywayz the idea is great :)
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Post by: AendarCallenlasse on April 19, 2004, 07:33:20 am
And what about those people who have acess to p2p blocked, such as students living on campus? (A demographic I am a part of)
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Post by: MajinBojin on April 19, 2004, 09:24:26 am
well one could use another port for this feature. This way u could pass the firewall wich has these standard p2p ports blocked..

greetz Majin
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Post by: Xanaroth on April 19, 2004, 09:43:23 am
Quote
Originally posted by hook
IMHO the more interesting part was about leting your PC share some CPU power with the PS server ...but i think the devs said no (for the time) to that one :P


and getting even MORE lag because there is an even greater traffic on the net? NEVER!!
Title: P2P
Post by: Maxx on April 19, 2004, 12:52:51 pm
yes i did mean peer 2 peer
while the system as it is works just fine, in the future adding new cities, lands would definatly add to the client size and with time (and new users) add to any servers workload.

the classic solution would be add another server.
(of course that would cost money)
not everyone owns a dual 3GHz machine with 2gigs of ram, so i understand that not everyone would want to scacrifice runtime/bandwidth for the better good.
(i don\'t really think EVERYONE MUST it would most likely be enough if one in 10 people or so helped pull)

however any donated bandwith or runtime helps
even if it just doing the battle math for the party you happen to be in, multiply that by a hunderd users or a thousand and eventualy you start seeing some impressive numbers.

i really do understand the \"selfish\" user..
you would be asking \"what do i get for it?\"
good question...
possible answer:
a game that even when several thousand or more
people are connected remains stable, because of the players.

as for lag, there are so many diffrent reasons for lag.
i really cant say. i suppose the only way to find out is to try it.
imagine a system whose stability and power increase with every user who logs on....

there are enough sucess stories out there to suggest this would work, the seti@home project computing phenominal mathwork over donated cpu time, and
peercast (believe it or not giles is programming again)
who can stream audio or video out to virtualy unlimited listeners from a single connection.

i think it\'s worth talking about.
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Post by: hook on April 19, 2004, 01:02:11 pm
i\'m pretty pessimistic about this idea actually comming through - if not else, because PS doesn\'t eat much of the internet connection anyway

...but, IF it got implemented, i don\'t think there\'d be need to have separate servers for the \"generous\" and the \"selfish\" ...it could just be an option in the client wether you\'d like to contribute your connection/CPU power or not.