Lag / spawn rate / boss adjustments?

ForeverFunForeverFun Posts: 900
edited November 21 in General Discussions
The possibility of lag originating from corpse generation was speculated about here, back in 2022:

There may well be a better change than simply not generating corpses.  Choice of data structures, lock scope, etc all may contribute.  I have to wonder if the UO server process(es) have been rebuilt as 64bit?

I hope @Kyronix et al have considered possibility of same issues when artifacts are generated, and monsters teleport.  I see the same sort of server hesitation then.  When the manifestation dies, you see this at that point too, and it gets worse with more attackers/etc.

At least on shards beyond atlantic, the amount of spawn needs to be cranked way up.  Somehow, the original town invasions (and the followup during covid) had far more spawn, and little to no lag.  Running around to find 1 skeleton to 1-shot isn't fun.

If the UO team can describe the "scaling" of spawn rate, perhaps the community will have feedback.  It feels like each player added to a spawn area may contribute just a few monsters.

The mini boss dies very quickly, and there doesn't seem to be a notification of it spawning.  I think the old town invasions, with the titans - there was some sort of notification, and those were tougher.  Maybe drop 10-20 mini bosses, and provide a notification (or details of the notification cliloc/text string).  Better yet, sprinkle mini bosses around throughout a city invasion.

Thanks.

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