ArteGordon
Wanderer
Thraxus said:How many different factions could this system conceivably support? Could adding too many factions slow down a shard much?
The concept is wonderful, but I'd be the type to get incredibly in-depth with this type of thing. I'd probably want different factions for the NPCs of each town for example.. allied but separate, so that you can have different reputations with the NPCs in different towns.. maybe be a wanted man in one town and a respected individual in another.
Or friendly with one orc tribe and hostile with another.. etc..
I had mentioned earlier that I was going to do some stress testing to see what kind of loads you might expect with different faction numbers and I ran through a number of different scenarios.
With version 1.01, a 100 player load and roughly 10 mobs killed per second serverwide with 10 abyss-sized factions resulted in under 1% overall increase in server load on my 1.7G pent-M.
As this scaled to 100 players and 100 factions it went up to about 3%. At 100 players, 1000 factions it went to 30% with most of that due to the increased load on the ai due to the faction-dependent target acquisition mod.
After optimizing some of the faction lookup code in version 1.02, the numbers got much better.
With 1.02, a 100 player, 10,000 faction (or 1000 player, 1000 faction) scenario results in less than 1% loading similar to the 100 player 10 faction in 1.01. So there is a roughly 3 order of magnitude performance improvement in the new version when you go to high player or faction loads. At smaller player or faction loads it is virtually undetectable, falling below 0.1%.
It is the difference between doing linear searches and using hash tables to get faction groups.