I try to make it short: the current season attracted over 3000 players, 10000+ structures and even more game hours from you guys.
The consequence: the game just can’t handle that “success”!
Some playfields are overcrowded in such a way, that it not only crashes from time to time but also affect other playfields even, because the server CPU can’t keep up with the overload.
And realistically there are 2,5 solutions:
- We reduce the server slot amount from 170-177 down to 50-70 (no real solution nevertheless)
- We introduce limits to stop having structures parked all over the place and motivate only to have structures you actively use right now
- (0,5) => we add more HWS servers (no real solution because we are overloaded with 2 servers already)
You see where we we are going.
New limits | New gameplay philosophy | Part 1 (of 2)
The plan is to activate the following changes at the 14th November, 5PM!
Because we are very careful with changes (maybe not justified in an Alpha game), we nevertheless do this big change in two steps. The first step only covers the important global limit changes — this is a big change still.
The second step will be 7 days later coming — on the 21th November.
Second change spoiler
The part 2 will address local playfield limits. Example: every orbit won’t have unlimited limits anymore!
What will change dude?
The Global Limits!
Before (at the moment)
After (on 14th November)
Are you serious?
Yes and let me explain:
In almost 3 years we have still a very buggy, glitchy and non-performant game at all available! This won’t change any time soon either.
The HWS Community though is awesome and big. We really want to provide you the best Multiplayer place for Empyrion! For all of you.
However, after long thought, I come to the conclusion that we will change our gameplay philosophy (Feedback appreciated!)
No parking anymore
The idea is that we remove the “park / backup” gameplay many of you have and turn it to a “Shipyard” gameplay (well, at the moment the name "Blueprint Factory is better I guess)
Like “let’s park my 10 SVs in Binomi System, because I can grab one, as soon as I need it”.
Instead the future and for the sake of performance will be:
You can only have as many structures as you actually use (and need).
So instead of parking structures somewhere and abuse the buggy DSL mechanic, you rather have many “ready to spawn” blueprints in your factory and spawn them only if you use them — otherwise the limit system take the “inactive” ones.
This is the intention behind all of that. The number scheme 2-1-2 is taken for easy remembering and consistency.
(Note: Supporter Planets are untouched from this as you know)
Example for new guys:
- You have a 10 member faction means you can have in the whole universe 2 + 10 = 12 Faction Bases / Ships and 2 private Bases / ships (so in total 20 private bases / ships spread out). I think this is more than enough.
Last but not least, together with the “Fast” blueprint time we have set in the config and the cheap “egs:reducebptime:xx” command, this is a more interesting and dynamic gameplay overall, in my opinion.
That’s basically it for now. You wonder how these little numbers require such a big announcement, but trust me, these numbers will hurt some factions.
And to make it clear: you have NOW the chance for feedback. If the limit will be active we will NOT RESTORE any structure you lost because of it. This 7 day warning is more than polite from us, considering the current critical situation!
Last hint for feedback: be constructive and check the current situation carefully before you post. I have to ignore any generic “you kill creativity”… “you killed my ship showroom collection”… comment.
This is a preparation for Alpha 9 / HWS 9 where a lot of new features are coming. And they will be buggy. And the most important thing for us is performance and stability again now!
Thanks for reading, your understanding and patience in that matter.