(Jun 16, 2020, 09:50 PM)Faustin Wrote: [ -> ] (Jun 16, 2020, 11:18 AM)Daley Wrote: [ -> ]Most servers get around this by hosting daily events,
Imo remove the event server and have events hosted on the main.
I think the event server is fine, and can be used for events that deviate a lot from the gamemode, but I would love to see an event chain on main. A storyline that would progress, we had several concept of these, even some adding mechanics into it. (I don't know if these are still confidential, but they were concepted very early in LL's span.)
It is a shame that they never came to fruition, but then many of these type of events don't work too well with the current stance on presistance between play sessions.
(Jun 16, 2020, 04:27 PM)goigle Wrote: [ -> ] (Jun 16, 2020, 11:18 AM)Daley Wrote: [ -> ]The issue is, is that LimeLight is very much content focused, and many players have reached that content cap. Clans provide RP incentives, but they don't have any gamemode benefits of joining besides having a group op like-minded players, and they don't interact with any of the gameplay mechanics.
The rule change is largely being handled by the administrative side. The development side is also working on new content and revamping existing systems to be more polished and interact with the world. There's obviously overlap between the two sides but the rule change isn't the only thing being done
I am glad to see both sides are working on something. The only issue is that development has been very slow. I understand why, but it has gotten to a point where I do not have too much faith in it. It has been a while since significant additions have been done, and there were a fair few things that we were working on, some that were close to completion and could have added some nice features to the gamemode.
And if we do add content, even an update on a larger scale like Chaos and Controle, or even more interactive and fun skills, the server won't keep up. Last time we had a significant content drop, and player count increase the server was an unplayable laggy mess. It gained us an increased player count which dropped off after two days because of the performance.
It doesn't help that the roadmap doesn't state the things you mentioned in your post, that their are no progress reports, that some of these items have not been updated on there in ages, perhaps not being worked on neither.
(Jun 17, 2020, 02:07 PM)Daley Wrote: [ -> ] (Jun 16, 2020, 04:27 PM)goigle Wrote: [ -> ] (Jun 16, 2020, 11:18 AM)Daley Wrote: [ -> ]The issue is, is that LimeLight is very much content focused, and many players have reached that content cap. Clans provide RP incentives, but they don't have any gamemode benefits of joining besides having a group op like-minded players, and they don't interact with any of the gameplay mechanics.
The rule change is largely being handled by the administrative side. The development side is also working on new content and revamping existing systems to be more polished and interact with the world. There's obviously overlap between the two sides but the rule change isn't the only thing being done
I am glad to see both sides are working on something. The only issue is that development has been very slow. I understand why, but it has gotten to a point where I do not have too much faith in it. It has been a while since significant additions have been done, and there were a fair few things that we were working on, some that were close to completion and could have added some nice features to the gamemode.
And if we do add content, even an update on a larger scale like Chaos and Controle, or even more interactive and fun skills, the server won't keep up. Last time we had a significant content drop, and player count increase the server was an unplayable laggy mess. It gained us an increased player count which dropped off after two days because of the performance.
It doesn't help that the roadmap doesn't state the things you mentioned in your post, that their are no progress reports, that some of these items have not been updated on there in ages, perhaps not being worked on neither.
There's a few key reasons why development is slow right now, and imo in order of least- to most-time consuming:
- We're a small team and all part-time. At a certain point this really can't be helped much, but we've tried to mitigate it by reducing technical debt and adding systems that make it easier for devs to rapidly get on-board work and for contributors to work alongside us;
- Fixing technical debt and improving overall infrastructure. This was the most time-consuming point for most of the past year, if not longer, but now that we've seen massive improvements here it's being given a lower priority in favour of content updates which most of our devs are pivoting to working on. This hopefully directly addresses your point about the server not keeping up with bigger content updates; it *should* hopefully now keep up much better, but I hope this helps to explain why we can't just have all our resources dedicated to content when there were serious optimisation issues to resolve;
- Transparency. I know this is a big point, but to be honest several of us have spent more time recently in updating - or figured out how best to update - the community on what's happening in the dev team as there seems to be a lot of confusion regarding it, as your post would indicate. The roadmap isn't working as intended and needs improvement, and the changelog is effectively ignored, and we still see a lot of posts demanding more transparency so we're working on this, but it does subtract from dev time;
- Finally, the most time-consuming thing by far recently has been subject access requests. It's of course within anyone's rights to do this, but if someone with a lot of data makes very wide-reaching request it can effectively put a halt on development as people with the right access need to pull through and filter all of this data. The few people who have placed requests recently have effectively frozen some dev projects.
The server is the most popular it's been all week, a whopping 12 players.
(Jul 7, 2020, 05:29 AM)Gungranny Wrote: [ -> ]Could be 0
Usually it is. Yesterday when there were that many players though no one was roleplaying.
Some were just growing weed in their houses, there were 2 police officers, and a fair few were just afk.
(Jul 7, 2020, 09:25 AM)Rydolph Wrote: [ -> ] (Jul 7, 2020, 05:29 AM)Gungranny Wrote: [ -> ]Could be 0
Usually it is. Yesterday when there were that many players though no one was roleplaying.
Some were just growing weed in their houses, there were 2 police officers, and a fair few were just afk.
And again, it could be 0. Some people being on shows there is still some interest, even if it isn’t RP (except for the AFK players). Doesn’t hurt to think positively and realistically, hopefully leading to valid criticism instead of half-assed sarcasm that some people are known for (Ex. Faustin). This is a discussion thread after all, not an audition for world’s biggest soy boy
Yesterday were 28 players on as the highest number, was there alot of RP? No, a bit but not alot. Was that a problem? No, not really, everyone seemed to have fun doing a bit of RP or just chilling.
(Jun 17, 2020, 06:09 PM)Faustie Wrote: [ -> ]- Finally, the most time-consuming thing by far recently has been subject access requests. It's of course within anyone's rights to do this, but if someone with a lot of data makes very wide-reaching request it can effectively put a halt on development as people with the right access need to pull through and filter all of this data. The few people who have placed requests recently have effectively frozen some dev projects.
Probably isn't the best idea to have one of the developers as the Data Protection Officer? Just an idea
(Jul 16, 2020, 07:40 PM)Faustin Wrote: [ -> ] (Jun 17, 2020, 06:09 PM)Faustie Wrote: [ -> ]- Finally, the most time-consuming thing by far recently has been subject access requests. It's of course within anyone's rights to do this, but if someone with a lot of data makes very wide-reaching request it can effectively put a halt on development as people with the right access need to pull through and filter all of this data. The few people who have placed requests recently have effectively frozen some dev projects.
Probably isn't the best idea to have one of the developers as the Data Protection Officer? Just an idea
One of the only people on staff who's actually studied the GDPR? Sure.
How are you guys even affording to keep everything running at this point? Looks like time is running out to be honest.
It's sad that red tape and stubborn staff has meant too few changes, too late. Maybe we need a survivors group.