by
Molsenff
» 06 Feb 2018, 10:26
Well yeah, the servers aren't the greatest. However, optimizations can be made over time to help handle this issue. It's a dual pronged problem of both hardware and software. Currently the game is in beta, so the devs need the software to record basically everything. This slows the game down considerably because each line is calling a function to write its output to a log file, which is why server lag happens during heavy PvP. There are so many calculations happening that all need to be logged for debugging, that the hardware can't handle it. That brings us to the hardware. For a game like this, they need several dedicated, massively scaleable server hubs. Something akin to the Windows Azure system from 10 years ago. That could be some time down the road if they can get the funding, and I hope they do.
Now, for the forced war system. I've handled this with the penalty system for not declaring war or submitting to the aggressor. If one side does not want to fight, they are given two options: Submit to the agressor's demands, or become "Sieged" for a period of RL time. Wherein they have a massive penalty to food quality and skill gain. This timer doesn't continue when a character is logged out (to prevent them from just not playing for a day or two).
In this way, war can be forced on someone without them wanting it. You're beseiging them and getting the benefit from game mechanics to back it up. However they aren't being punished horribly for being a peaceful guild with no desire for war/PvP. A JH would honestly punish non-PvP guilds for being non-PvP because during the JH they'd be destroyed over and over again. So this avoids that by just using in-game penalties on timers.
What cost of upkeep are you talking about? I mentioned upkeep when referring to the guild monument because of the normal upkeep required to maintain a guild claim. If you hit 0, you lose tiles. An IB wouldn't affect the max claim size, just the current claim size, so IBs could still work with my system. However, I feel they're unnecessary in my system because they become redundant with the concept of having both sides allowed to fight each other on each other's claim as if they were in a JH. (So each side can go whack down walls, torch buildings, and generally destroy themselves, but they can't attack a guild that isn't part of their war because the mechanics wouldn't allow it.) Otherwise, there's no cost of upkeep for the war itself. It would be simple: Declare war on enemy guild. Enemy guild declares war on you. The two of you march to each other's castles, fight a bunch, attempt to capture the other's monument for 30 RL minutes without dying, and claim victory. No financial upkeep needed. Eventually someone will win and someone will lose, it's more about being smart, organized, strategic, and skillful than anything else.