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vagantem2nd

Testers
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    28
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About vagantem2nd

  • Rank
    Nestling

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  • Interests
    Reading Sci-Fantasy and Gaming.
  • Gender
    Male
  1. Arkade, My goal is not bad requests, but the following: 1.) Help login server manage load 2.) Reduce errors seen on client side when logging in 3.) Eliminate (or reduce) the need to hitting login over and over So the login server is not getting the same number of hits. The login server actually does not get hit at all. Instead the log in server is reaching out to initiate the connections and not the clients. Does that make more sense? Very Respectfully, Vagantem
  2. So I failed in explaining. So let me try again: 1.) Launcher is launched 2.) Player attempts to log in 3.) Manager receives login request a.) Method here perhaps of IP or some other client login request 4.) Manager drops connection 5.) Login server queries manager for any requests it might have 6.) Manager passes client request to login server 7.) Login server reaches out to client to authenticate 8.) Player is then passed to game server Something along those lines; I am of mind due to my ignorance that some of those steps would have to be refined. Though that is the jist of it. Very Respectfully, Vagantem
  3. Jihan, Did I though? Can the manager servers handle the initial connections better then the login server? Can the load be spread across multiple managers? Very Respectfully, Vagantem
  4. ALCON, It always sucks to receive login errors and it always happens on very popular games usually around release. Now as a disclaimer I don't know about login servers or their back end. So that out of the way; what if the login server came to the user instead of the user to the login server? I am trying to avoid the log in server from being DOS'd. My idea is that the client goes to log in, but instead of going to the log in server they go to a sort of manager or queue server. The log in server then goes to the manager and finds out who is next. Once it knows who is next it then goes to the client and conducts the log in. I'd imagine the overhead for the manager would be lower than that of the log in server so easier to manager a greater number of clients. This could be expanded to include multiple managers that the log in server goes to in sequence for load balancing. This solution doesn't have to be permanent and could only be incorporated during peak stress times; specifically first week of launch. So tell me what you guys think =) I just ask for constructive feedback, but all feedback can be used some how imho. Very Respectfully, Vagantem
  5. Mctan, I did not take into account latency; that is a very good point. Thank you. Very Respectfully, Vagantem
  6. Reference: http://community.crowfall.com/index.php?/topic/10930-passive-skill-gain-is-a-cool-and-all-but/page-3
  7. ALCON, First of all like to say a lot of great ideas and opinions I've seen in thread so far; it got me thinking. That being said this is what I thought would be interesting thus far: 1.) Base archetype skills remain their current number 2.) Single Character Combos: a.) Link new promotion/disc abilities to current base abilities (Similiar to what was mentioned before) b.) Possibly add combo skills that can be trained to flavor combos 3.) Multi-Character Combos (Big Fan of these): a.) Simple combos that can be tied into archetype/disc/promotion abilities of different teammates. b.) Complex combos these would require not just an initial skill, but say openers and chains that are in the middle of other combos. These would require great coordination and team work to pull off, but should also reward such effort. 4.) Vessel limitations: a.) Vessels could be utilized to help balance this. For instance some vessels might not be able to do complex, simple, or single character combos. b.) Vessels could also be used to balance this by what abilities they are able to utilize. Note all vessels would have the base archetype abilities. 5.) Rune stones could have the abilities or combo capabilities in/on them. 6.) Combos can have specific requirements other than just other abilities. For instance need an ability, but also tied to a type of weapon damage or other triggers. (Are archetypes limited to only one type of dmg?) So that's all I have for now, it's more of a rough draft and I'm no expert on the game. Let alone it's mechanics at this time =) Very Respectfully, Vagantem
  8. Leaning towards the popular Duelist at the moment =) With secondary of Forgemaster and tertiary of Ranger. As most have said we'll see as more info comes out and the game progresses. -=- Vagantem -=-
  9. Definitely liked the currency and skill explanation. Was not expecting it to be explained that way. Perspective =) -=- Vagantem -=-
  10. Aye; Batman, Bat, and Cat. It's the simple things in life that I derive pleasure from =) V/R, Vagantem
  11. =0 I'll go with the ranger one. -=- Vagantem -=-
  12. Off Topic: I got a chuckle as I drew a correlation between Handies and freeze's avatars =) On Topic: It will be interesting to see how it pans out. I am hoping myself for a scenario as described above, post by killcrit, where more specialized groups can whomped zerg groups. V/R, Vagantem
  13. Vadember, I imagine the duelist/specialist to do things other then simply damage. That they'd fill a more utility role; such as perhaps working to distract/debuff an enemy. I'm hardly an expert on the duelist so please take this with a grain of salt. Also keep in mind that archetypes can change rather drastically in how they operate. And if you took the effort to find out information to enrich yourself, don't be sorry. Very Respectfully, Vadember
  14. Yeah definitely be nice to craft some muskets and cannons =) Or simply have an increased ability to find gems and minerals via burrowing. V/R, -=- Vagantem -=-
  15. mmm am excited, pondering where munitions and such would fall that are mentioned under the Duelist. Thank you for the information. Also wonder if cooking isn't in yet or if our vessels don't need to consume nutrients. -=- Vagantem -=-
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