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Posted by: patson
« on: March 19, 2020, 03:23:54 pm »

Im curious, what's the game's target speed supposed to be? Is it just processing as fast as it can right now?

Think target is 30, but now it's trying the best it can
Posted by: Aquantis
« on: March 19, 2020, 02:27:48 am »

Im curious, what's the game's target speed supposed to be? Is it just processing as fast as it can right now?
Posted by: patson
« on: March 14, 2020, 11:28:24 am »

Reset was applied to account inactive for a year
Posted by: Capo
« on: March 10, 2020, 12:07:24 am »

Thanks for all the suggestions!!  ;D what about this:

1. Force rebuild all airlines that are not active for more than a year
2. No emails notifications will be sent

My reasoning is :

1. If someone have not been playing the game for a whole year, he/she would probably be okay if the airline is rebuilt - at least they have the capital to start over again
2. It is the easiest thing for me to implement :P
3. I don't want to send email notifications as I kinda dun want people to just log in and out just to keep the airline. If someone is inactive for such a long time, it's better to silently let that airline go ;)


I will run some tests later on and see how much performance gain does that give - i set it to one whole year now as i feel like it might have already made a good impact already - we can always adjust that later on

Thoughts??? :)

I have no objections to any of this whatsoever.
Posted by: GalacticLine
« on: March 09, 2020, 11:00:16 pm »

Thanks for all the suggestions!!  ;D what about this:

1. Force rebuild all airlines that are not active for more than a year
2. No emails notifications will be sent

My reasoning is :

1. If someone have not been playing the game for a whole year, he/she would probably be okay if the airline is rebuilt - at least they have the capital to start over again
2. It is the easiest thing for me to implement :P
3. I don't want to send email notifications as I kinda dun want people to just log in and out just to keep the airline. If someone is inactive for such a long time, it's better to silently let that airline go ;)


I will run some tests later on and see how much performance gain does that give - i set it to one whole year now as i feel like it might have already made a good impact already - we can always adjust that later on

Thoughts??? :)

Good enough.
Posted by: patson
« on: March 09, 2020, 09:34:22 pm »

Thanks for all the suggestions!!  ;D what about this:

1. Force rebuild all airlines that are not active for more than a year
2. No emails notifications will be sent

My reasoning is :

1. If someone have not been playing the game for a whole year, he/she would probably be okay if the airline is rebuilt - at least they have the capital to start over again
2. It is the easiest thing for me to implement :P
3. I don't want to send email notifications as I kinda dun want people to just log in and out just to keep the airline. If someone is inactive for such a long time, it's better to silently let that airline go ;)


I will run some tests later on and see how much performance gain does that give - i set it to one whole year now as i feel like it might have already made a good impact already - we can always adjust that later on

Thoughts??? :)
Posted by: Capo
« on: March 06, 2020, 02:29:48 pm »

One thing you might be able to do, if you're able to send out mass-emails to the addresses utilized during registration (or can implement the ability to do so), is create an automated process which, after an account has been inactive for a certain period of time, sends out an email warning of possible suspension/bankruptcy/whatever. You could potentially set it up to only affect accounts after x number of days after an email notification or after x number of email notifications sent at certain intervals. Imposing a forced bankruptcy after, say, six months of inactivity is far less unreasonable if every three months of inactivity triggers an email reminder saying "hey your account might get deactivated if you don't log in once." Maybe something to consider as an alternative if you can't get the freeze to work quite right, or as an additional measure to be used at the extremities (maybe to purge accounts that are inactive for like 2+ years or something).


Problem is, people who are on hiatus usually have a reason IRL to go on hiatus. This game could likely be the furthest from their mind at the moment that email was sent to them, so you're going to see a lot of people ignoring these emails. And then we're back to the problem of coming back after X months/years once the reasons for hiatus are gone and finding the airline forcibly purged. Generally, any solution that purges airlines I disagree with.

On the other hand though there are likely just as many, if not more derelict accounts where the user is either not going to return or no longer utilizing that particular account which likely could be purged safely. Finding a way to identify the accounts which can be pruned, while leaving intact those where the player is likely to consider returning, would be useful, even if not necessarily implemented in the short term. If there are significant performance improvements to be had from a solution which affects relatively few potential returners, i.e. through a combination of generous allowances for periods of activity and the use of warnings regarding imminent action, it would be worth considering. Plus, my understanding is that a world reset, though not necessarily impending, is imminent upon the release of V2 anyway, so some small risk of account reset for periods of extended inactivity doesn't strike me as something which really should move the needle for anyone.

It all depends on what the best option is to optimize performance while affecting as few active and future players as possible. If purging or resetting the accounts doesn't create meaningful performance enhancements beyond other alternatives, there is no reason to prefer them, but if they are useful, at least considering developing the infrastructure to implement them (insofar as it may need development), even if it's unused for now, might be worthwhile. 
Posted by: ninestrokes
« on: March 06, 2020, 12:47:36 pm »

One thing you might be able to do, if you're able to send out mass-emails to the addresses utilized during registration (or can implement the ability to do so), is create an automated process which, after an account has been inactive for a certain period of time, sends out an email warning of possible suspension/bankruptcy/whatever. You could potentially set it up to only affect accounts after x number of days after an email notification or after x number of email notifications sent at certain intervals. Imposing a forced bankruptcy after, say, six months of inactivity is far less unreasonable if every three months of inactivity triggers an email reminder saying "hey your account might get deactivated if you don't log in once." Maybe something to consider as an alternative if you can't get the freeze to work quite right, or as an additional measure to be used at the extremities (maybe to purge accounts that are inactive for like 2+ years or something).


Problem is, people who are on hiatus usually have a reason IRL to go on hiatus. This game could likely be the furthest from their mind at the moment that email was sent to them, so you're going to see a lot of people ignoring these emails. And then we're back to the problem of coming back after X months/years once the reasons for hiatus are gone and finding the airline forcibly purged. Generally, any solution that purges airlines I disagree with.
Posted by: Capo
« on: March 06, 2020, 12:35:39 pm »

One thing you might be able to do, if you're able to send out mass-emails to the addresses utilized during registration (or can implement the ability to do so), is create an automated process which, after an account has been inactive for a certain period of time, sends out an email warning of possible suspension/bankruptcy/whatever. You could potentially set it up to only affect accounts after x number of days after an email notification or after x number of email notifications sent at certain intervals. Imposing a forced bankruptcy after, say, six months of inactivity is far less unreasonable if every three months of inactivity triggers an email reminder saying "hey your account might get deactivated if you don't log in once." Maybe something to consider as an alternative if you can't get the freeze to work quite right, or as an additional measure to be used at the extremities (maybe to purge accounts that are inactive for like 2+ years or something).
Posted by: patson
« on: March 06, 2020, 11:46:16 am »

As someone who has come back to the game after a year's hiatus and has since been playing daily, I would not like to come back to see my airline forcibly rebuilt/bankrupted.

Maybe a better way would be to not include their routes in pax sim calculations, pause their airline state, after a certain period of inactivity (e.g. 3 months is fair to me), and unfreeze their routes once they come back. That way, they won't lose their bases, their routes, their money, and it wouldn't cause a strain on the simulator, and virtually frees up routes for newer players.

Ya i agree that addresses my concern that I dun want to wipe out players that are taking breaks.

hrmmm...simulation wise maybe it's  not that bad...i can look at that maybe next week :) I am taking a coding break right now hehe
Posted by: ninestrokes
« on: March 06, 2020, 07:00:32 am »

As someone who has come back to the game after a year's hiatus and has since been playing daily, I would not like to come back to see my airline forcibly rebuilt/bankrupted.

Maybe a better way would be to not include their routes in pax sim calculations, pause their airline state, after a certain period of inactivity (e.g. 3 months is fair to me), and unfreeze their routes once they come back. That way, they won't lose their bases, their routes, their money, and it wouldn't cause a strain on the simulator, and virtually frees up routes for newer players.
Posted by: GalacticLine
« on: March 06, 2020, 01:39:34 am »

It was the increased volume of virtual customers :)

It should be back to a more "normal" 80 minutes now

Hmm dropping inactive players would have huge impact to the game - especially for transits... I will think about that :)

Its not back to 80 minutes. Its 102 minutes now.
Posted by: patson
« on: March 05, 2020, 10:04:19 pm »

It was the increased volume of virtual customers :)

It should be back to a more "normal" 80 minutes now

Hmm dropping inactive players would have huge impact to the game - especially for transits... I will think about that :)
Posted by: Capo
« on: March 05, 2020, 09:18:38 am »

I've been thinking about this too, but I'm curious. What's the main factor driving extended cycle time?
Posted by: GalacticLine
« on: March 04, 2020, 10:43:01 pm »

Patson, the simulation recently reach 92 minutes per cycle (97 minutes now). And when it reach very soon, instead of one minute, it stuck for around 5 minute. Suggestion to improve performance, maybe for player who have been inactive for more than 30 days to be rebuild OR stop the route operation OR just paused/skip their calculation. I think this will not only improve performance but also give chance to newer player to takeover.