Closed Create certain limits for certain islands.

Discussion in 'Server Gameplay Suggestions Archive' started by Bard, Aug 3, 2019.

  1. Bard
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    Bard Active Member

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    [MAFRO TEMPLATE]
    Currently: We have /limits that are in place for all players due to a handful of players abusing certain redstone-related items, entities, etc. Many players believe this isn't fair because a few players got certain aspects of the game changed for everyone else.

    /lagg is a command used by the staff to display the upmost laggiest islands and how many entities there are. With that in mind, a lot of the times, the top five islands can be the primary source lag spikes occurring randomly.


    Suggestion: [1] With the ability to obtain a short index of chunks with the most entities, we could do the same with creating a list that shows islands instead of chunks (for reference) for all islands (for staff). [2] Players whose entity count reaches 50* (default island), 65* (mid expansion), or 75* (max expansion) will have their islands force-locked by the server creating an incentive for, an example, shop island owners to rid/reduce their entity count to have their island unlocked.

    *These are only example numbers and the devs would have a much better idea on what sort of limit to determine.

    Impact: An "individuality limit" will only affect certain players that are going reasonably overboard with their entity count. An average player would not really need to worry about ending up on the list as it's intended for much more problematic islands. The server is doing good without this in-place at the moment, but putting in place would not affect most players anyways, and players who do not want their islands unlocked anyways can just live with it. With even more lag being reduced, we could begin to ease up on other /limits as well such as hoppers and whatnot.

    Effort: I'm not a developer but it'd probably take some time to perfect and balance a sort of limit like this.

    Final note: Before rating this, please consider that you should rate this suggestion based off of the concept of what is being presented. Numbers and other minor details can always be adjusted.

    I'd love to hear what you all think, and any improvements to this suggestion are definitely appreciated. Thank you for reading :)
     
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  2. iako
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    iako Well-Known Member Premium Premium Premium Premium

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    We already know the server is lagging hard, we know it so well enough to the point that they disabled /lag and /gc for everyone denying the access to see the server's active TPS rate. I think if we can fix the true forms of lag listed below we would be a whole lot better off than entities produced from cactus farms or simple mob farms being tracked by /lagg.

    The current forms of lag on the server that do most damage but aren't limited to are: Mass block updates, plugins using max resources with no limit, database querying without multi-threading processes, and too many players loading too many chunks for the server to keep up.
    Block updates refer to many redstone contraptions that aren't efficient and generate a decent output, liquid updates and logical liquid pathing, along with many other variants of on and off states in redstone.
    Plugins like the chest shop plugin or other plugins that store a lot of information aren't efficient enough when requested and cause a lot of lag. It's nice having like 5 - 6 armor stands to give you options of how you would like to display an item above a shop but when you have over 65045 shops tested by /shop list, it's a lot for a server to keep track of whenever someone loads and unloads the chunks that those shops reside in.
    Database querying that isn't being done more efficiently could be examples of sending a command to request bulk information and instead of using a separate resource to pull this information the server itself is being used to generate this information causing quick lag spikes for commonly used commands.
    Too many players being on at one time does not help all of the other issues causing consistent lag, so when the server tries to multi-task by loading chunks for other players it can't keep up on all of the event changes and sits at a half the speed it should.

    An easy way to fix the lag would be to separate the main Skyblock server into 3 or 4 sub-servers and divide all of the players but on the same machine specs then this one machine wouldn't have to work so hard to do all of these different tasks for a 90-125 daily player count; but of course no one would like this and would say Skyblock is dying or something. An easy example is to look at large game servers that use many many small sub servers to run all of the games and events. These sub servers are ran off of machines with basic components and don't need to run a lot because their code is optimized and uses many external resources for grabbing information.
     
  3. iako
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    iako Well-Known Member Premium Premium Premium Premium

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    A good fix for database querying would be to use a separate server to prepare, sort, and send this information. There are pros and cons to this. The best way I see would be to display statistic information on a page of the skyblock website. This information can be gathered off the player base, sent to another server whenever the server restarts or does a backup, and then is sorted on a timed rate and is displayed on a webpage.
    This would help fix some plugins that try to use the host's resources to gather all of this information and display it causing a grinding halt. This method can apply to any other form of the server doing database queries and would free up resource space so the Minecraft instance can work stronger without competing.
     
  4. Krissy
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    Krissy Stray Kids everywhere all around the world Administrator Discord Administrator Premium Premium

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    I think the most important thing now isn't to keep limiting players but really dive into what can be done to really solve the issue.
    Since people don't farm on their main island usually, locking that island would be pointless and they won't learn. What might make them learn is when the community is against them because they are causing certain commands to be taken or restricted or are causing lag for everyone else.

    But for now, if things are stable enough, more effort I feel should be directed at permanently fixing the lag. Once this happens we can add big changes to the server to make it more enjoyable, and a server that encourages being active, not afk.
     

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