Has the zone player cap been lowered...


Aggelakis

 

Posted

...to artificially make the game seem busier than it is?


 

Posted

Really? Since when and what's the cap now?


Teams are the number one killer of soloists.

 

Posted

It's like he's just looking for something new to complain about.


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Posted

Quote:
Originally Posted by Golden Girl View Post
The zone cap has been lowered to reduce lag.
Serious?


 

Posted

It doesn't look like the zone cap was lowered. In /search, AP is listed as having between 80 and 95 players (zoning fluctuations), with only a handful of those in AP2. IIRC the zone cap is 100, and a second instance opens up when it's 3/4 full and stays open until the last person leaves it... so that looks about normal.


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Posted

Quote:
Originally Posted by Freitag View Post
Anti-Lag Measures
  • In order to reduce the amount of lag in popular zones, the threshold at which new instances of zones will spawn has been lowered. Additionally, the maximum number of characters allowed in a zone has been reduced for most zones in Paragon City, the Rogue Isles, and Praetoria.
This was done on the beta server, so I don't know if they also did that for the live hardware. There are two different things going on:

1. New instances spawn even if the zone isn't full; the lower threshold is probably something more like "66% full instead of 80% full".
2. "Most zones" suggests they can set up each zone for a different cap.

The reason this is important for Atlas Park is the new phasing missions keep more players in the zone and doing more than just running around.


 

Posted

Quote:
Originally Posted by Xanatos View Post
Serious?
Yes, and it was much needed. I remember when Atlas on the Virtue server was laggy as heck. Powers showing as recharged, but really weren't due to the server lagging behind. The same thing happened during I21 beta, even after they put in the performance improvements; I created a new Street Justice toon (before access to Street Justice was blocked) to play on beta, got into Atlas, and the server was so laggy it was almost unplayable, all due to how many players were in Atlas. Lowering the population cap and threshold helped a -TON-.


 

Posted

Oh yeah Atlas is completely understandable. But I think they need to increase the caps on Pocket D and the RWZ.


 

Posted

Doesn't matter the size or function of the zone, the problem is the same: More people = more CPU needs = More Lag.

So I'm thinkin' that they need to leave PD and RWZ alone, likely, with whatever's working in AP.


August 31, 2012. A Day that will Live in Infamy. Or Information. Possibly Influence. Well, Inf, anyway. Thank you, Paragon Studios, for what you did, and the enjoyment and camaraderie you brought.
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Posted

Yeah, while it's a PITA if you're trying to join a RWZ raid and get locked out, the limit exists to keep the zone from croaking under the strain of letting too many people in.

What most of us really want is for them to find ways for the zones to allow more people in without crippling lag. But as long as they can't do that, lower limits are going to be appropriate.

All that said, I was absolutely blown away at how many entities were being spawned in Atlas for the "invasion" on Justice yesterday. There were whole parking lots crammed as full as they could be with Seedlings, and that was in a near continuous loop all around city hall, as well as extending down side streets. Not only have I never seen so many entities in a zone that wasn't brought down to a slideshow, I have also surely never looked at so many rendered entities at a time in this game. Normally, even if they're there, they won't all render. I was duly impressed.


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