Server persistence
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2014-03-20, 11:05 AM
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Server persistence
Now, in AC/ACR server are partly persistent.
While there are no player, there is no active map and when the last player disconnect, the match stop and there is no longer active map. In ACR, if there are bots, all bots disconnect and the match stops when the last true player disconnect. What I suggest is make possible a match don't stop when the last player disconnect. It also will prevent online coop edit work from being accidentally lost. They was confident : "Only some thousands of bricks, and it will look like something !"
More a community is little, more the "others will do it" way to think is dangerous for it. |
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2014-03-21, 07:48 AM
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RE: Server persistence
But this would consume more computing power on the sever. I think some servers are hosted on quite weak machines. Maybe optional?
The C Programming Language: combines the flexibility of assembly language with the power of assembly language.
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2014-03-21, 07:52 AM
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RE: Server persistence
Actually, having persistence only consumes more memory (when the server is empty), but it should not require any additional CPU usage.
Best regards,
Victor //victorz.ca Code: Your antithesis compares favorably with any high magnitude of pwnage. (-you > |p|, you < -|p|) |
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