Quote:
Originally Posted by Splorf22
(Post 1072680)
Why isn't it a one-liner? Something like
if(patch-day-random-check)
GMCommand(initiate-reboot, 5 minutes)
or something like that? Or does the server not have some kind of watchdog?
|
Not likely. The case for a classic patch day schedule would probably look something like:
1. Define a simulated lifecycle by evaluating the timetable of updates (and associated downtime) that resulted in a server-down scenario in classic EQ. You would want to pay attention to updates that don't follow an update pattern and the frequency of skipped updates and adjust your lifecycle accordingly. Example: updates every three weeks +/- three days, plus six updates a year that fall out of cycle, minus four updates that are in cycle but don't occur. Generate downtime randomly between, say, 30 minutes and 360 minutes. Manually override an undefined number of updates a year to fall outside of the window of downtime.
2. Evaluate the percentage of updates that resulted in a full repop of value targets, and apply that to the defined cycle.
3. Construct a table of value targets that would require attention given a patch day - raid mobs, quest mobs and the like. This would be worth doing anyway (especially for Velious), and could benefit from crowd-sourced input.
4. Develop a method of spawn timer reset for such a table that would result in a majority of user acceptance given the variance inherent to the raid scene on P99. For example, if a mob has a variance of +/- 72 hours for spawn time N, any -N value would result in the spawn being available when the server comes up and any +N value would result in the spawn being delayed according to that value.
5. Identify any exceptions to the above variance; i.e. a high-value target that is always available when server uptime begins. Example: Trakanon is +/-X hours during server uptime, but is always available when the server comes up after a simulated patch day.
6. Identify any exceptions to the high-value target table where a game mechanic is affected by a simulated patch - i.e. mobs that require game input to spawn - and either remove those from the update table or independently develop code that restores continuity to the environment given a simulated patch. Examples: Ragefire, Avatar of War.
Benefits: "classic" patch day environment and scheduled downtime that would allow for actual patches and modifications to be implemented without negative feedback from the player base
Detriments: hard commitment for the administration to manually oversee each simulated patch instance, whether or not an update actually takes place, potential for exploitation of simulated patch days if the root timetable is leaked or otherwise discovered through independent evaluation of update frequency/characteristics