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TGA
Sergeant


Reged: 01/17/05
Posts: 149
Loc: Michigan, USA
Code Fest
      #163266 - 01/10/12 09:46 AM (72.53.194.237)

I'm guessing that this includes the terrain reset. I'm curious, what exactly is the terrain reset going to be. Is the entire thing going to be reset, with zone we can choose to be excluded, or all undefended zones? Personally, I'm all for the entire thing, but I'm probably the only one. :P Just curious as to what exactly will be happening.

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  • Lois: "Peter, how can you tell me to calm down, there are people trying to kill me."
  • Stewie: "Really, oh I have so many people to thank. First I would like to thank God, then ummm.... oh yes, SATAN"


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ghostrider
Lieutenant


Reged: 03/26/10
Posts: 522
Re: Code Fest [Re: TGA]
      #163267 - 01/10/12 09:57 AM (70.173.25.223)

I believe sm said cities wont be touched, even the ones you want reset. Zones with units in it were supposed to be left as well. Unclaimed zones would be reset.
I asked about getting some of my cities reset and was told no.


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KJI_3x6
Lieutenant


Reged: 09/11/06
Posts: 650
Loc: Minnesota, North Korea
Re: Code Fest [Re: ghostrider]
      #163270 - 01/10/12 04:03 PM (199.17.228.252)

i'm not doing anything to prepare for terrain reset, i'm hoping he goes through and just resets empty zones, i'd even be fine with him resetting vehicle only zones, but zones with any sort of towers need to be left alone.

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My d*** rumble in the jungle; your d*** got touched by your uncle.
My d*** double feature screen; your d*** went straight to dvd.


ME > you


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Tigre
Lieutenant Colonel


Reged: 02/10/03
Posts: 1833
Loc: Atlanta, GA
Re: Code Fest [Re: KJI_3x6]
      #163274 - 01/11/12 05:11 AM (216.130.147.106)

all defended zones are being left alone at this point from his last comments. Which is good. Even KJI's comment about vech zones is bad, I'd hate for my nice LRM and Hover flat treeless zones to become treacherous zones. . .

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- Tigre

Ipsa Scientia Potestas Est
- Francis Bacon


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Malachi
Sergeant Major


Reged: 04/19/04
Posts: 369
Re: Code Fest [Re: Tigre]
      #163295 - 01/11/12 05:57 PM (109.246.129.160)

Shhh Tigre, you wouldn't want incredibly imaginative players to just throw hunter battalions at your decent idea of a defence until its overwhelmed would you? This new strategy may just catch on and wouldn't that be boring as hell?

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TGA
Sergeant


Reged: 01/17/05
Posts: 149
Loc: Michigan, USA
Re: Code Fest [Re: Malachi]
      #163336 - 01/14/12 10:30 PM (72.53.194.237)

Do we know if this code fest is going to include the removal of inactive empires? That would be a good thing to be taken care of, should free up a fair amount of server space too.

Also, in one of the last update, when the login registration was mentioned. The five empires per player rule was mentioned, but more than one level seven or higher was mentioned aswell. Is that actually a rule? I went through the rules link in game, I didn't see it anywhere.

--------------------
  • Lois: "Peter, how can you tell me to calm down, there are people trying to kill me."
  • Stewie: "Really, oh I have so many people to thank. First I would like to thank God, then ummm.... oh yes, SATAN"


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ghostrider
Lieutenant


Reged: 03/26/10
Posts: 522
Re: Code Fest [Re: TGA]
      #163337 - 01/14/12 11:25 PM (70.173.25.223)

Interestingly enough, its not in the rules section. Not sure if it was there or in the updates, but guess sm needs to put it (back) in there.

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Toten
Sergeant


Reged: 03/18/08
Posts: 147
Loc: Australia
Re: Code Fest [Re: ghostrider]
      #163340 - 01/15/12 03:33 AM (118.208.33.26)

Commence reading updates from January 2006.

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To secure peace is to prepare for war.


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ShadowMasterCMModerator
Captain


Reged: 12/07/05
Posts: 916
Loc: New York
Re: Code Fest [Re: TGA]
      #163347 - 01/15/12 07:20 AM (24.103.210.226)

First of all, apparently many people are missing the 'link' built into the login page timer. If you click the words 'Code Fest', it will take you directly to a forum post, filled with information about exactly what Code Fest is, and what is on the agenda during Code Fest.

Quote:

Do we know if this code fest is going to include the removal of inactive empires? That would be a good thing to be taken care of, should free up a fair amount of server space too.




I have also mentioned this in several other conversations on the forums and in chat, but its worth repeating here again

Most inactive empires are 'low level' empires. A single L12 empire uses as much space, on average, as 1,000 L3 empires. I do not have an exact count of the number of inactive empires, or empires that could be deleted, but they are not casuing that large of an issue

Most of the problems with the DB is not the lack of HD 'space', its more that the overall DB is becoming to large to be effectivly used and allow the Neveron code to manipulate it as needed. The actual 'bandwidth' between the HDs and the of server interfaces are more of a problem, than 'space' is.

The overall 'speed' of the HD is also a major issue. The HDs currently running the terrain DB are 7,200 rpm/ SCSI. The new servers, which will be installed during Code Fest, will have 15,000 rpm/ SAS HDs. They will also be configured using RAID6, which is supposed to offer 4X faster read and write speeds, than the same SAS HD used in a non RAID configuration.

THOSE factors will hopefully help improve overall performance. However the catch here could be that there are additional 'bottlenecks' in the commercial software and/ or the custom Neveron code, which will negate any hardware improvments we might initially have seen.

Many players 'quit' during 2009-2010 when there was no active Admins addressing day to day issues of Neveron. Most are aware the game is under new control, but they are 'waiting to see' if things get better, and I understand their caution and concerns.

For that reason I will NOT start running the auto deletion program until Neveron has been running, in a 'stabile' state, for at least a 30 day period. We have not yet been able to do that. That is one of the key reasons we are having Code Fest. To get all these stability issues sorted once and for all.

Empires not reclaimed by their 'owners' after 30 days of stability will simply get deleted.

Quote:

Also, in one of the last update, when the login registration was mentioned. The five empires per player rule was mentioned, but more than one level seven or higher was mentioned aswell. Is that actually a rule? I went through the rules link in game, I didn't see it anywhere.




I have copied the most relevant updates pertaining to this matter below:

Quote:

31JAN2006
...<snip>...
the single most detrimental aspect of the game. Its effects, while subtle, touch virtually every aspect of game balance and by rectifying this one problem, we realized that virtually every issue we had discussed over the course of the day would in some manner be improved. The issue: too many large empires in the hands of too few players.

Long have we stated that large empires (level 10+) were virtually impossible to run effectively by one player alone. Some have taken heed and recruited other trusted players to aid them. Others have avoided becoming that large to stay a size they are able to effectively manage. Many have ignored us and even gone the other direction, accumulating multiple double-digit empires which continue to grow and grow. This is never how we intended the game to be played. Empires, particularly large ones, should be looked after by players who care aout them, who put time and energy into them and who are invested in their success, not simply using them to fund a sister faction, as a 'utility empire' ready to fight when the need arises, or any secondary purpose. These 'extra' empires contribute nothing to the community of the game, and make it harder, not easier, for players to focus on the factions and empires that matter most to them. The end result is players juggling multiple large empires in multiple factions that dilute player activity while greatly increasing the growth of infrastructure within the game, skewing markets, and creating hollow factions. This has to change.
...<snip>...
The 5 empire rule will stay in effect, but there are limitations on empires level 7+. Each player will be allowed one empire that is level 7 or bigger. This rule will be phased in over the next 5+ months so that everyone has time to adjust.

All players with a level 7+ empire will be required to register their computer(s) to a specific empire. Each computer will only be allowed to log in to ONE level 7+ empire with a primary login.

Each of these registered computers will also be allowed ONE pilot login which is all anyone needs with new updates listed a couple weeks ago. Pilot logins can easily move from empire to empire.

Registering your computers will require that you download a simple Active X control that allows us to identify your computer. This will require a temporary change in security settings that can be changed back once the control is installed. This does not pose a security threat to your computer.

Computers that are NOT registered will still allow you to log in, but your options will be strongly limited. You will be able to check most pages, but you will not be able to do anything. No buying, no selling, no betting, no fighting, no moving units or anything of the sort. This will allow people to check in on their empires from computers registered to other empires, or for players who have workplaces that prohibit downloading Active X controls.





Quote:

16FEB2006
Registration Update The registration tool has been completed, tested, and digitally signed with a VeriSign Code Signing Digital ID. VeriSign uses 256-bit SSL encryption (the best available) to ensure that once signed, our control cannot be tampered with. VeriSign is the leading name in internet security, and as a Microsoft certified Certificate Authority, Active X controls signed by their digital IDs are implicitly trusted by Internet Explorer. This means that there is no need to change any Internet Explorer settings, and no need to set Neveron as a trusted site.

In the past in order to run Neveron Active X controls we had required that people alter browser settings and set Neveron as a trusted site. However this opened the door for malicious scripts that spiteful players were inserting into unit names, faction descriptions, or other links that players would click on routinely. While we were able to stop that practice with improved server security some time ago, there was still admittedly some small risk becuase Neveron needed to be a trusted site and if someone came up with a new hack, you could potentially be vulnerable through us. But with a digitally signed control there is no need to trust Neveron, so you retain the inherent Internet Explorer security that protects you from any other site.

To prevent a lot of inquiring tickets: when you check the box on the control installation asking if you wish to trust "all content from Neveron" it means all content digitally signed by the ID assigned to Neveron, Inc. by VeriSign. It is recommended that you check this box so that you will not need to click "yes" each time you log in.





Quote:

19FEB2006
Registration: The registration process is automatic for all level 1+ empires. Please stop opening tickets regarding registration. Any time you log in it does a check. This is intentional.





Quote:

22FEB2006
Login Problems: From what we have heard there are still a couple people having login issues. If you leave the registration page alone for 20 seconds, it should auto-redirect to your empire.





Quote:

28FEB2006
The registration page is back, for good. If you can't get in for some reason you must click the Chat link from the main page and someone in chat will help you set it up. Typing /join #Neveron_login in chat will bring you to a room dedicated to ensuring everyone can log in. We don't believe there are any remaining problems on any systems, but will stay vigilant and responsive to any problems that may arise.





So as for the 'rules', they are there, mixed through out the updates at the very least. The 'registration process' that you see at login, was SPECIFICALLY designed to help regulate the number of empires controlled by one player, based on current 'rules'

  • No player may own/ control more than 5 empires. Having the 'PRIMARY' login for an empire is considered controlling, or 'owning' it
  • No player shall have more than one [1] empire larger than level 7


When you attempt to login, if you are in violation of these rules, there are a few different 'errors' that you will encounter when trying to 'log in' to Neveron

  • ...6th empire... simply tells you that the empire you just logged into is officially over your allowed 5 empires max. This control considers the total numbers of empires that your computer has PRIMARY access to in Neveron. This is NOT based on 5 empires per login!
  • ...more than one level 7+... again simply tells you that it has registered more than one empire, larger than L7, being used on your computer
  • ...inactive emperor... this error will appear when players with 'SECONDARY' logins to an empire, are actually loggin in more than the PRIMARY login has been in recent days. Until the PRIMARY login is used more often, then the empire will lock out to all SECONDAY logins. The idea here is to prevent a player from making 'illegal' empires, then adding their own 'secondary' logins to them, so that they can access them as well as any primary logins/empires
  • ...restricted access... If you bypass the actual registration process, you can STILL login to Neveron, but you do so in a very limited fashion. Many functions that normally work, will no longer work. You need to properly configure the registration process to work with your computer and its various settings


For those of you that use any variation of a 'work around' to bypass the registration process, you are 'abusing a loophole'. The logic that these rules have never been 'enforced', and are there for 'not a rule', is utter nonsense! The automated 'registration' process, specifically designed to track these rules and players/ empires in use, is in fact 'enforcement'.

I have been warning players for years to NOT carry to many empires. There are dozens of reasons and excuses, why any particular player has more than 5 empires, or more than one L7+ empire.

None of those reasons matter

What does matter is that each player take action to get back into compliance with these rules. Burn them, Trade them, Sell them, Merge them, GIVE THEM AWAY...dont care, just get it done!

For those players that would like to consider a merger, please submit a help ticket from your 'main' empire about special merger pricing to 'fix' issues related to this matter.

--------------------
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Edited by ShadowMasterCM (01/15/12 08:06 AM)


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NeverSayNever
Lieutenant Colonel


Reged: 11/18/02
Posts: 1655
Re: Code Fest - questions regarding the planned server hard drive upgrade [Re: ShadowMasterCM]
      #163348 - 01/15/12 10:02 AM (92.226.143.135)

Quote:

Most of the problems with the DB is not the lack of HD 'space', its more that the overall DB is becoming to large to be effectivly used and allow the Neveron code to manipulate it as needed. The actual 'bandwidth' between the HDs and the of server interfaces are more of a problem, than 'space' is.

The overall 'speed' of the HD is also a major issue. The HDs currently running the terrain DB are 7,200 rpm/ SCSI. The new servers, which will be installed during Code Fest, will have 15,000 rpm/ SAS HDs. They will also be configured using RAID6, which is supposed to offer 4X faster read and write speeds, than the same SAS HD used in a non RAID configuration.

THOSE factors will hopefully help improve overall performance. However the catch here could be that there are additional 'bottlenecks' in the commercial software and/ or the custom Neveron code, which will negate any hardware improvments we might initially have seen.






If hard drive 'speed' is the most important issue then SAS (Serial Attached SCSI) hard drives, even with the hard drive platters spinning at 15000 rpm, might still not be fast enough for a maximum HD-'speed'- related performance boost, simply because high quality, professional SSDs (Solid State Drives) in a RAID array configuration might offer an even better / higher 'speed' performance boost, while consuming less power and creating much less heat.


ShadowMaster, if you want to keep running Neveron's new servers from your home (garage, basement) while using the new high speed (15000 rpm) SAS hard drives you mentioned then you might encounter heat / cooling related issues soon ...


If you add the costs for professional cooling equipment for your SAS hard drive solution then using SSDs instead of SAS hard drives might turn out to be equally expensive, or maybe even cheaper, particularly in the long run (electric bills), plus you could get even better performance ('speed') with SSDs ...

Another additional benefit of SSDs: no mechanical wear and tear (no movable parts inside, no headcrash possible) ...


Yet another additional benefit of SSDs: silence.

Today's hard drives spinning at 5400 rpm are not an issue, many / most models running at 7200 rpm are not an issue, but at 10000 rpm, or at 15000 rpm, well, there might be an issue (noise), but of course this won't be much of an issue if you've got a seperate server room for all your hardware.


more side notes / add-ons:

Depending on the OS Neveron uses at the moment, and or any planned OS upgrades, there might be issues which could prevent the proper use of SSDs (no or only very limited driver support available).

There might be SSDs available with SAS interface connector out there (asking the guys who sold your new equipment to you might help), so if you already bought the new servers with old-school SAS hard drives (the 15000 rpm ones) you might be able to upgrade / replace / add some SSDs with SAS connector later.


Just some more food for thought ...

Have a nice day / night.

Edited by NeverSayNever (01/15/12 02:24 PM)


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