I was fighting some monsters today and thought about something that could MAYBE help reduce server lag if this could cause some or if it's not already implemented. My suggestion is to edit XML spawners in such a way where monsters would only spawn when someone is within X tiles of the monsters spawn range. After I thought of it I can half remember maka saying something about doing this back on XUO.
Is this already how it works here? If not would this help reduce some lag?
i dont know how reducing where the monster spawns and walks will reduce lag because the monster will still be there.. not to mention as you said theres a risk to go hunting and if he has a short range of movement then you can get away to easy
The reduced lag could possibly come from that fact that 100s or 1000s of monsters won't be spawned 24/7 since players aren't at every monster spawn all the time, therefore less load on the processor and less data being sent back and forth between the server and all connected clients.
This suggestion won't affect hunting since as soon as you come within say 50-100 tiles of the spawn the monsters appear and everything would be as normal. If you teleport right ontop of the area where the monster spawns you will obviously hit that 50-100 tile proximity limit so the monsters will spawn the second you arrive. And of course the monsters would be able to spawn anywhere in the same area they spawn now, follow you halfway across the dungeon, attack you, etc.
Posts: 182
Threads: 14
Joined: Mar 2009
Well that sounds cool and im no expert, but when you go to a dungeon do you start at the begining and kill EVERYTHING? or run past most things to something that has the potential of good drops? because if you do that which i expect you do along with mostly everyone else then the lag due to 100s or 1000s of monsters would still be there, unless you clear out dungeons
Posts: 1,295
Threads: 76
Joined: Jul 2008
It would be logical if some changes were made to the xmlspawner system. I think it does constant checks if spawners are set to spawn on trigger. This of course would actually be more strain if all 2k of our spawners were doing this. Granted I am not 100% sure on this but I think thats how it works. Also, imagine recalling into the middle of a dungeon and it being empty until you took a step and you are suddenly surrounded by dragons that have nothing but you to focus on...
In any case, about 3 months ago I went through the spawners and cleaned them up quite a bit, eliminating about a thousand of them, by combining some and making them more efficient. They aren't really the cause of any lag anymore, if they were ever.