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View Poll Results: Bigger Lockers?
No. 16 22.86%
Yes. 19 27.14%
Make them get bigger with BR. 35 50.00%
Voters: 70. You may not vote on this poll

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Old 2004-02-20, 07:32 PM   [Ignore Me] #61
Kyraal
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Originally Posted by Fenrys
Every time you open a locker, data about the items in that locker is sent from a database to your computer. This consumes bandwith.

Larger lockers would mean more data would have to be sent, consuming more bandwith.
[...]
More data to store + more data to send = more lag.
But then again, how often do people access their lockers? I doubt it's often enough to make any difference.

Unless someone tries to bring the server down by organizing a mass-opening-and-closing of people's lockers
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Old 2004-02-20, 07:38 PM   [Ignore Me] #62
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Originally Posted by Fenrys
Every time you open a locker, data about the items in that locker is sent from a database to your computer. This consumes bandwith.

Larger lockers would mean more data would have to be sent, consuming more bandwith.

Larger lockers would also mean a larger database about what is in players' lockers. Meaning it will take longer for the server to dig through said database to find the enteries for an individual player whenever they open their locker.

More data to store + more data to send = more lag.
Oh give me a BREAK. You could say the exact same thing about using an equipment terminal. After all, you open the equipment menu, and it has to send you information about what weapons you can aquire. So more weapon certs = more lag? The same goes for vehicle terminals. You access the terminal, and it has to send your computer data on what vehicles you can get.

Which leaves me with the question: how much of a lag spike did you see when they merged the vehicle certs?
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Old 2004-02-20, 07:50 PM   [Ignore Me] #63
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lol Kay
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Old 2004-02-20, 08:04 PM   [Ignore Me] #64
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Equipmet from terminals is stored differently than equiptment in lockers.

Each item in a locker is unique and requires its own database entry(s) (with the possible exception of the REK) to keep track of its status (ie how much ammo is in it).

Items from terminals are all essentialy the same object.


Of course this is all speculation based on what programming experience I have.
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Old 2004-02-20, 08:10 PM   [Ignore Me] #65
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Originally Posted by Fenrys
Equipmet from terminals is stored differently than equiptment in lockers.

Each item in a locker is unique and requires its own database entry(s) (with the possible exception of the REK) to keep track of its status (ie how much ammo is in it).

yes, but that database entry is as simple as


JACKHAMMER
GAUSS
PULSAR
LASHER
ENERGYAMMO
SHOTGUNAMMO



Theyre simply names stored on a database, that, when you put into your inventory, are recognized as model x, y, or z, and then treated as it would be in the game.


No different than seeing a name above a person.
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Old 2004-02-20, 08:42 PM   [Ignore Me] #66
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Originally Posted by Fenrys
Equipmet from terminals is stored differently than equiptment in lockers.

Each item in a locker is unique and requires its own database entry(s) (with the possible exception of the REK) to keep track of its status (ie how much ammo is in it).

Items from terminals are all essentialy the same object.


Of course this is all speculation based on what programming experience I have.
um.... It's all the exact same thing. And the ammo diffrences you're yammering about... Like I said, that's not code. Diffrences in code is what causes lag.

If you have a locker full of Cyclers, it's the exact same piece of data sent to your computer telling you what it is that a TR gets when he hits an EQ terminal - only with the diffrent number for ammo. (Try to remember, they just changed the ammo box sizes for a lot of weapons and they did it very quickly. It's a passive variable, it doesn't matter)

Your health changes. Your inventory changes. Your armor changes. The ammo in your gun changes (quite rapidly, I might add) If numbers like that caused lag, then the TR would be lag-machines when using the MCG. (OR god forbid, the DC max)
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Old 2004-02-20, 08:57 PM   [Ignore Me] #67
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Originally Posted by Kaymon
um.... It's all the exact same thing. And the ammo diffrences you're yammering about... Like I said, that's not code. Diffrences in code is what causes lag.
If differences in code caused lag, there would be no way to reduce lag - each change you made to try and get rid of it would only add more. Obviously this is not the case.



Originally Posted by Kaymon
If you have a locker full of Cyclers, it's the exact same piece of data sent to your computer telling you what it is that a TR gets when he hits an EQ terminal - only with the diffrent number for ammo. (Try to remember, they just changed the ammo box sizes for a lot of weapons and they did it very quickly. It's a passive variable, it doesn't matter)
That different number for ammo is the kicker. Keeping track of 1,000's of said number will put more stress on the server. How much? Only a SOE-type has that kind of info.



Originally Posted by Kaymon
Your health changes. Your inventory changes. Your armor changes. The ammo in your gun changes (quite rapidly, I might add) If numbers like that caused lag, then the TR would be lag-machines when using the MCG. (OR god forbid, the DC max)

A players health/armor/ammo may change, but each number is still going to be just a number. The crux is the number of numbers to keep track of. More players logging in creates more numbers to keep track of, thus more non-internet/fps lag. Allowing each player to add multiple items to their locker would add exponentialy to the amount of data the server needs to keep track of.

Exponentialy increasing algorithims are the bane of smooth performance.

Larger lockers WILL have an influence of server performance, but without an inside-SOE perspective it is impossible to know how hard performance will be hit.

It is entierly possible that the impact would be so small as to not be noticable . . . however an opportunity cost would still be absorbed. That processor power could have been put to use in other new content.
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Old 2004-02-20, 09:03 PM   [Ignore Me] #68
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Originally Posted by Fenrys
If differences in code caused lag, there would be no way to reduce lag - each change you made to try and get rid of it would only add more. Obviously this is not the case.
pfft... ha ha... HA HA HA!! BWA HA HA HA HA HA!!! Are you playing the same Planetside we are? The lag's gotten worse with each patch, you can't deny that. My god, the fact that you can say something so blatantly backwards and still claim to know anything about this game is mind boggling.

So all these people on the OF that complain about how much more lag they have, you know, the ones that make those posts right after every patch is released, they're full of shit, right?

My god, you just lost every ounce of credibility you had.
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Old 2004-02-20, 09:21 PM   [Ignore Me] #69
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Kaymon, what programming languages do you know.

How many games have you made?

I've made 2 (one in C++, one in Java). They were simple, but thats not the point.

The point is you don't know shite about how computers actually work. I've no doubt that you know how to use them well, but knowing how electricity is manipulated inside them is altogether different.
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Old 2004-02-20, 09:25 PM   [Ignore Me] #70
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Fenrys is retarded. Just stop talking, you're making yourself sound even stupider.
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Old 2004-02-20, 09:35 PM   [Ignore Me] #71
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Insults are the last resort of those that can't come up with a good comeback.

Same goes for spouting off "facts" about how much you know. (How do I know you're not making any of that up? Backup your statements, junior) Please, don't wave around your ePenis, it just makes you look like an ass.

Fact is, you don't know shit about what I know, so don't try even try to stand on that pedestal. Smokejumper even said that Planetside may have its similarities to other games, but for the most part, it's vastly diffrent, so anything you might know about programming, or making games, is moot.

Originally Posted by Fenrys
Larger lockers WILL have an influence of server performance, but without an inside-SOE perspective it is impossible to know how hard performance will be hit.
So really then, you have no clue. The sky is not falling chicken little.
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Old 2004-02-20, 10:30 PM   [Ignore Me] #72
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Fen, STFU. You lose, and also fail at life.


No one loves you.
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Old 2004-02-20, 10:58 PM   [Ignore Me] #73
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lol give the kid a break guys
he dont noe how this all works and really none of us really have 100% true arguments
so lets stop the bitching and try to convince the Planetside staff to come here and make another Player Response Patch
and any way the ammount of lag that will increase for u is so god dam minimal...its not like ur in any big fight and have no time to wait 2 seconds for ur locker to open
come on...
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Old 2004-02-20, 11:10 PM   [Ignore Me] #74
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Originally Posted by Sploogey
its not like ur in any big fight and have no time to wait 2 seconds for ur locker to open
come on...
Hey, I like this guy. Someone get him a hooker. That's the most clear-cut thing I've heard on this lag bitchfest. That data only gets sent to you... when you're at your fucking locker!

"OMGWTF NERF TEH LOCKERLAG!!!"

"Sporkfire, this lag is intolerable. I go to my locker and have to WAIT for it to open!"

"OMG These idiots keep going to their locker and it keeps LAGGING ME! Fix this NOW!"

Really, how many people use their locker that regularly that it would cause lag in the first place?
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Old 2004-02-20, 11:46 PM   [Ignore Me] #75
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What do you guys STORE in there that takes up that much space? Weed?
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