Reduced Logging in favor of 'performance'

Discussion in 'Test Server Forum' started by Mermut, Sep 25, 2020.

  1. Sigrdrifa EQ2 Wiki Author

    It would be better instead of sending multiple lines to the logfile from some attack that does multiple hits to just have the darn attack do ONE hit with the same cumulative damage.
    Uwkete-of-Crushbone likes this.
  2. Feldon Well-Known Member

    If there is a technological limitation to the size of EQ2's numbers, perhaps player power shouldn't have accelerated from only doubling or tripling each year to growing 20-30 times each year.

    Raid forces were putting out 100k DPS in 2008.
    Individual players were putting out 100k DPS in 2010.
    Raid forces were putting out trillions of DPS in 2015.
    Individual players were putting out trillions of DPS in 2017.
    Now we're at numbers that are just ludicrous.


    P.S. EQ2 servers already switched to 64-bit calculations for damage years ago.
  3. Benito Ancient EQ2 Player: Lavastorm Server 2004.


    I don't disagree with you.

    They will need to flatten/streamline the numbers if computational and processing power has reached its technological limits.
  4. Treggar Active Member

    You guys speak as if these things are immutable. As long as they still have the source code to the server software which is extremely likely, it can be optimized for modern hardware and techniques. It's just a matter of effort, expertise, and the bean counters deciding that the ROI would be worth it. The latter is probably the reason it doesn't happen.
  5. Benito Ancient EQ2 Player: Lavastorm Server 2004.


    It's possible but likely very, very difficult. 16 years of spaghetti code won't be kind. If they touch one thing, it'll probably break something else. (This might explain the odd choice in cutting specific log lines). And there's also a lack of know-how (idiosyncrasies) from the original coders.

    I believe Darkpaw coder Niente said he had to lay out EQ1's code on his bed like a mad scientist. He touched one part of the code for development purposes but ended up causing server instability.
  6. dreamweaver Well-Known Member

    Okay so it's a note that should have been on the non player facing side that got copied over. It’s the internal wardlog. Wardlog was put in place when a fraction of hits would hit for over 50% of a players HP so it's collecting data more often than it needs to. It will not effect ACT.
  7. Uwkete-of-Crushbone Well-Known Member

    So, instead of fixing the whole "one shot kills a character, heh heh heh :D" bit, they just removed the information? :-/

    And here I thought that had something to do with accidentally logging a character out when that happened... ;->

    Uwk
    Breanna likes this.
  8. Uwkete-of-Crushbone Well-Known Member

    And it wasn't something the players needed to see? Okay, cool. :)

    Thanks for letting us know! :D

    Uwk
    Breanna likes this.