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Combat Grid Subdivision

Gummi Richthofen
Fetish's Frasier Crane!
Join date: 3 Oct 2006
Posts: 605
03-19-2007 06:42
So many of the complaints here seem to focus on two factors which are actually facets of the same decision: weaponry, combat, and adulthood. I suggest the Grid is massively sub-divided, into more categories than we presently see. This would then reduce load on each grid, and more to the point, separate different types of user from one another and cut down methods of griefing at a stroke.

My suggested sub-divisions are:

- Combat vs non-combat. On the non-combat grid, weapons just don't work.

- Building vs non-building. No editing at all on the non-building grid; no sandboxes. The non-build grid lags behind the build grid by 24 hours with a stiff "rez application" to move an allegedly-finished item to the main grid. No edit overhead to main grid, and no lag for hardcore builders. The building grid wouldn't have any payment capabilities, either.

- Sound vs no sound (or more accurately, MP3 upload, vs none). I have a sneaky suspicion this can be what kills the grid the worst, though I can't think of a way to show this.

To move between grids would be a matter of changing a flag on your av, or of simply having alts: inventory content inappropriate to the grid you are trying to move to just wouldn't show up, so you couldn't use it.

Cutting up the environment like this should give a bit of breathing space to the developers, so that they spend less time guffing around with patching up bodges in a general-purpose framework which is evidently, busting at the seams.
Banking Laws
Realty Serious
Join date: 14 Jun 2006
Posts: 602
03-19-2007 10:10
Multi-use gadgets... scripts that don't say they are weapons..

wouldn't work
_____________________
"I sincerely believe that banking establishments are more dangerous than standing armies, and that the principle of spending money to be paid in posterity, under the name of funding, is but swindling futurity on a large scale."

- Thomas Jefferson, 3rd U.S. President
Gummi Richthofen
Fetish's Frasier Crane!
Join date: 3 Oct 2006
Posts: 605
03-20-2007 03:45
If you are being as pedantic as a lawyer and banker, then no, it wouldn't (and my banking chops go back a looooong way so I know of what I speak). But even if it was no more leaky than the teen vs adult grid, the split in processing load would be worth having, and a certain critical mass applies - unless you are very highly motivated to shoot defenceless people, you'd want to be in the combat grid; and the "multi-use/mislabelling" issue would apply solely to the split between combat & non-combat. The build/non-build split would give builders the thing they desperately need, which is PEACE AND QUIET to do their thing.

In fact, the existing beta grid could take up this role; all that is required is a way of tagging inventory packages for "shipment to live". Hey presto, builders can go and use the low-load world while the trailer trash meaninglessly burble "yeeeeeaaahhhh" and "whoooo" every time they hear that good old minor/major keychange in "gotta be startin somethin" for the nine millionth bloody time.
Banking Laws
Realty Serious
Join date: 14 Jun 2006
Posts: 602
03-20-2007 04:54
Beta grid crashes rather often on me..so I couldn't get any decent building done.

This is a problem many have, and seperating the grids destroys what makes SL.

The point of it is it is all here..not logging/relogging just to build a house, or to go from a combat system using RP to a club event.

In short, you would seperate people even more..and create new 'classes' of people. While I don't condone greifers, we don't need to penalize people actually looking for combat with other likeminded, or even rp where violence can break out.

On top of that the processing load would INCREASE with login/outs increasing and multiple grids.
_____________________
"I sincerely believe that banking establishments are more dangerous than standing armies, and that the principle of spending money to be paid in posterity, under the name of funding, is but swindling futurity on a large scale."

- Thomas Jefferson, 3rd U.S. President
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
03-20-2007 14:35
I can see some potential advantages to splitting the grid up, if done carefully, but I agree with Mr Laws that trying to split it up functionally based on what you're allowed to do on one grid or another, so you had to shuttle back and forth between them, would be futile and divisive and probably increase the load. We don't need that kind of thing.
Gummi Richthofen
Fetish's Frasier Crane!
Join date: 3 Oct 2006
Posts: 605
03-22-2007 09:21
From: Argent Stonecutter
I can see some potential advantages to splitting the grid up, if done carefully, but I agree with Mr Laws that trying to split it up functionally based on what you're allowed to do on one grid or another, so you had to shuttle back and forth between them, would be futile and divisive and probably increase the load. We don't need that kind of thing.

Who said anything about "shuttling"? if you need to do that, run multiple clients and some alts. I've been trying to game out how this would add up to INCREASED load and I'm afraid I don't get it.
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
03-22-2007 15:34
From: Gummi Richthofen
Who said anything about "shuttling"?
If you want to both build and socialize, you need to spend time in both grids.

From: someone
if you need to do that, run multiple clients and some alts.
Oh, increase the load on Linden's network?

From: someone
I've been trying to game out how this would add up to INCREASED load and I'm afraid I don't get it.
See above.