Hello valued fans and supporters, as promised here is our Development Diary #3.
It will mainly be about some updates with some insight on our server.
Before we get into the diary, we'd like to re-explain our intention of the project:
We, DBOR, are dedicated to creating a great server. We want the server to be stable. We want it balanced.
That means, we want to show the best of DBO. There is no sense in showing the opposite, an unstable, unplayable server.
There were so many games out there, that failed, or got bad feedback, due to bugs.
I know you all want to play DBO again. But let's not fail this awesome game, let's do it right, so everyone can enjoy it again.
Let's now talk about some updates!
We've done a lot in the last couple of weeks, a lot of minor updates, but also some really cool updates.
One of these 'cool updates' mentioned is the mob system we developed.
This includes the mob movement, and the mob aggro.
Now, seeing is Believing, so Enjoy!
We hope you enjoyed this little preview, we believe it makes the server feel more alive.
Now onto the actual Development Diary!
Server performance is one of the things we've been working hard on, to give you, the players, a great DBO experience
We changed a lot of the implementations to increase the performance in every action (Mob-System, User Actions, NPC Actions, general server events, E.T.C.)
In the following picture we'll show you the speed (in milliseconds) of a worst case scenario.
That means when the server has to perform a lot of actions.
This could happen, if all mobs would move + all mob's LP and EP are getting updated:
Time in milliseconds, for XX events.(LP,EP update or movement, etc.)
Of course, this will increase a bit with the amount of Players, who are online.
Though its value, is pretty low. It's this low, because we improved our algorithms, for example for the objects management.
Also our implementation is ready for multi-threading, in the simulation part, aswell as in the session part.
That means we can execute actions with less blocking of the CPU, this reduces server lag, if we were to have calculations that uses a lot of CPU at once.
As you can see, we feel pretty happy with our system base now.
So what is our plan from now?
We are going to improve the server constantly of course.
Rating server contents that we want to have ready, I personally would say, something like this:
- Movement-System(including movement checks, and precise movement calculation)
- Combat-System(including balanced combat)
- Quest-System(This does not include TMQs/UDs)
Once we are feeling happy with these three systems, we would like to start Testing.
If you wonder why we didn't put contents like Merchants/Shops, Teleporters and other features like that into that list, I can ensure you, that these features are easy to implement or are already implemented.
And last, but not least, we will announce the game plays, that we talked about soon too.
I hope you enjoyed this little talk, and stay tuned