Shroom cap

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GreenP
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Postby GreenP » Dec 16, 2016 13:50

Kanij wrote:I'm waiting for Greenpeace to come chime in, randomly spewing bullshit so that animist have a max limit of 4 shrooms per person because Mid doesn't have animists.


Look at my avatar you brat. Its a ****** animist, OHNOES.
Formerly known as
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Jerrian
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Postby Jerrian » Dec 16, 2016 22:50

if the server isn ´t able to handle couple players and shrooms in a zone,- it ´s not ready for relaunch.

If the server crashes cause of too many shrooms and it can ´t be fixed quickly, then there should be a discussion to implement a time limited shroom cap until these problems are solved.
But implementing a shroom cap just without knowing if it ´s needed, is just a custom change/nerf that decreases the utility of one single class without proof. If there are problems in zones caused of shrooms you will have problems with huge player numbers anyway.

-> With that strict no custom policy server setup, it ´s a big custom change that hardly can be accepted, and no , I´m not gonna play animist but with that issue there will be other discussions starting about love/nerf patches for other classes as well, that should have been avoided with the strict setting policy, right?

In the past Uthgard has always been a stable server but many changes have been made.
Maybe it would be a good idea to do a stress test before relaunch with as much players joining the server as possible in one zone trying to cause lags with an army of shrooms?

A staffmemeber could play dragon or behemoth etc. so the animist turrets could cast on him to cause more traffic,- could be fun as well and being an opening event, win win ;-).

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barto22
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Postby barto22 » Dec 16, 2016 22:54

I agree. We should probably be testing this sort of stuff rather than just putting a cap in place willy-nilly. With the server in it's current state of beta this shouldn't be a difficult test with a little coordination from the staff.
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Juri
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Postby Juri » Dec 16, 2016 23:23

Not sure about that, testing a cap of 20 shrooms with a total population of 300 people is different from testing the same cap with 3000 clients connected simultaneously...

(and I don't like having a cap on shrooms, btw)

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GreenP
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Postby GreenP » Dec 16, 2016 23:27

Same cap as on uth1 ? Seperate for each area ?
On uth1 we had 4-5 anis each legionraid and each had their own tinderbox(nice powerreg in combat) and still it was not that easy to get and keep that cap.
Now without tinders it will get harder tho, i think

[x] make another test for shroomcap ... maybe some event with 50 or more anis in 1 area :D
Formerly known as
Touareg- RR10 noobVW on Uth1.
Crossfire- RR7 noobAnimist on Uth1.
Ohnoes- RR9 noobAnimist on Lolgins.

Click this LINK if you want to see the truth about Hibernia

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Juri
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Postby Juri » Dec 16, 2016 23:29

I don't know the current cap, I was just throwing a wild guess.

Falken
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Postby Falken » Dec 17, 2016 00:16

GreenP wrote:Same cap as on uth1 ? Seperate for each area ?
On uth1 we had 4-5 anis each legionraid and each had their own tinderbox(nice powerreg in combat) and still it was not that easy to get and keep that cap.
Now without tinders it will get harder tho, i think

[x] make another test for shroomcap ... maybe some event with 50 or more anis in 1 area :D


We hit shroom cap with 4 annis out in Bog while we were leveling in beta, we were spamming 9s and could basically do this non stop with crack 5 and dropping combat to MCL, however there would be times when we hit shroom cap, if there was a 5th we would have capped easily. Was nuts xp, much faster than fins 45-50. Take into consideration that this was in the first months of beta, and we had no RRs for MCL2/3 or other RAs to help mana regen, and also no templates.
Hib - Falken (BM) / Sneakster (NS) / Kalfen (Enchanter) - Currently Inactive

Alb - Djfalken (Minstrel) - Inactive

Mid - Tooeasynothanks

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Genjiro
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Postby Genjiro » Dec 17, 2016 20:39

As I mentioned before we will monitor this and then decide how to proceed with the cap.
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