No. I'm not going to dumb down my posts for the 1 person who doesn't get it. Multiple people got it the first time, only you had the confused reply.
That's a nice excuse. "Dumb down" is not the same as being specific so you are not misunderstood, particularly when you chime in about something new when people were already discussing something else. Really, "multiple people"? That's a laugh. You said, "shards populations merged." Even MalagAste thought you were saying what I thought you were saying, replying that we've been told the Devs will "NEVER merge them."
Maybe this will teach you to be more clear next time. Maybe not.
A single shard consists of multiple subservers. Your character is destroyed and recreated every time it is handed off from one subserver to another.
Uh,
wrong. The character's data is not "destroyed and recreated," but rather that a server deals with the central data (otherwise a guildmaster wouldn't be able to promote or kick a member, for one thing). You need to stop talking about programming concepts you have no knowledge of.
It's the reason why when you have +stam or +hp items its missing when you get on the new subserver. This has been stated by Developers previously. It's also the reason why many previous dupes have happened in UO's past and why we now have Gate Cohesion. 13 years or so ago people were jumping from one subserver to another while simultaneously killing themselves. They left a corpse behind with loot on it on 1 subserver and were alive on the other one the gate went to with the same loot. So, yes I have some idea of what I'm talking about.
No, it's not "destroyed and recreated," but a sort of reset of the character, like on login. You're erroneously recalling Wilki's explanations. When the character reappears on a subserver, it has to quickly re-equip all its gear. Why this is done predates him. The reason characters are temporarily stripped down is to reset their stats and skills, to fight off old exploits that built huge amounts of mana and skills, especially when "accurate" weapons added tactics and could get someone to 1000 skill.
And you further have absolutely no idea what you're talking about. Gate cohesion was never because of subservers specifically, otherwise it would never need to be applied to gates on the same subserver. What you're describing is not because a character is "destroyed and recreated," but because the central data of a character was temporarily on two subservers. And so that's how you were duping then, hmm? You were doing it the hard way.
lol... Yes, yes I do. As for the last sentence you do realize you can just say you don't like the idea? I'll accept that.
Since you don't understand the mechanics behind character transfer, your claim you do any transfers is highly suspect.
And I never once said I was against the idea. For the same reason I'd like every child in the world to have food and shoes but know it's not going to happen, I'm merely telling you why shared subservers won't work. So you can stop putting words in my mouth, thanks.
Why would they have to rewrite code they already have that is used every single time someone transfers? That doesn't require any programming let alone a lot of it.
Even if the same code could be used, that still takes programming work. But do you even realize how long it takes to copy? Do you really
ever do character transfers?
Pretty sure most of my posts have talked about subservers, since you know the whole concept revolves them and all so you're coming out of left field on this one. They just aren't the rigid 1980's version you're thinking of.
Left field? We have to deal with how the ground level of the game has been programmed, which is not the 1980s but still, you know,
1997. There's no manpower or money to reconstruct subservers, let alone have shards easily share character and item IDs. We're lucky to have so much as character transfers.
I just copied a char to test. They didn't seem to have much of an issue generating a new char or item IDs very very quickly. It's almost like my character didn't REALLY have to travel very far to get from one server to another. Perhaps character transfers take so long is because it's been the #1 source of duping, and the system was designed for separate servers/shards before the move to Amazon. I'm sure shard hopping doesn't have to be slow anymore, they just want it to.
That's because Test Center needs far less sophisticated things to happen. The receiving shard is far less busy (whereas a transfer to Atlantic will need to take extra care as lots of new items are always created, to prevent ID collisions). And TC only receives a copy, rather than the originals being deleted. But if you know so much about how it can be done easily and quickly, then go tell the Devs. Do you think they've put in an intentional delay that doesn't need to be there?
And if you didn't notice, even with the move to the so-called "cloud" (a nonsensical claim considering the game had
already been based in "the cloud"), the game still operates on subservers. It's very hard to get around that ingrained mechanic.
You sure are arguing pretty hard against something I stated in the very first post wasn't going to happen. Anyway I've had enough fun trying to enlighten you, but I can only take so much so I'm done. I'm off to do a dungeon with people from 4 different servers that were formerly on separate blades but are owned by a company that when faced with this very question didn't say no we can't do it, or no it'll cost too much, they just did it instead.
Really. You're the one "arguing pretty hard" for something that we've been told time and time again is not going to happen. I'm only telling you why it's not going to happen.
Whatever game you're playing, UO is a lot different than different servers to be copied to a single one. EA is not going to let the money be spent on something that's in its twilight.[/quote]