(03-15-2022, 07:26 AM)Deantwo Wrote: Haxus didn't mention that they were generated in error, so I assume they weren't. I will say that the number of generated solar systems is massive, but we already know that common player behavior is the maximize the amount of solar systems they visit per hour. And low-tech travel further increase this.
There are empires that sent out ships with orders to just visit whole sectors while they are AFK/sleeping, just so they can then have a survey ship lazily fly between already explored solar systems and scan them one at a time.
Deadheading, unlike warp, travels through all solar systems in their path. So if empires sent out ships towards the galactic core, assuming dense sectors that could easily be 10 solar systems generated every hour per empire.
I think you're not really grasping just how many systems 150 THOUSAND is. On the very third day, when a lot of empires (by their own admission) didn't even have basic spacecraft, there were this many active. But let's assume all 501 avatars existed on day 3 and all of them had been deadheading 24/7 through unexplored sectors since the universe started. As Quake said, every avatar would need to have been visiting a system every few seconds, which just isn't possible with lightspeed, even with galactic core sector density. Nor would it be possible had we all have been using warp 1 since the start either, since as far as I know that abstracts a bit and doesn't load every system in the path. Regardless, you've ignored the fact that people would've been doing the exact same thing in previous universes, in fact even moreso as you could argue the TL system gave an incentive to colonize more worlds, and yet those weren't even remotely as bad after a week.
(03-15-2022, 07:26 AM)Deantwo Wrote: We don't know what type of bug could possibly be causing it, so trying to guess is kinda pointless. I am sure Haxus will find the cause if they are generated by a bug on his own. Therefore discussing the methods that we do know about makes more sense, hence suggestions that could lower the amount of solar systems generated during surveying for resources.
You're also guessing when you suggest that players are the problem and that fixing the system generation from this angle has any relevance to the issue at hand. This also seems pointless by your logic, no? This angle also contradicts previous universes, so it doesn't make much sense either.
(03-15-2022, 07:26 AM)Deantwo Wrote: As for why solar systems aren't "unloaded" a few hours after they are empty? How would anyone know why Haxus hasn't done that already? I only have a wiki edit Haxus made explaining when solar systems decay. So maybe the thought of "unloading a solar system" never occurred to him or maybe it wasn't a viable solution in the long run, none of us here will know unless Haxus decides to tell us. However arguing that a suggestion is stupid/unnecessary because of a solution that might not be viable/possible could potentially exist seems counter productive.
We don't know why or even if they unload. What we do know is that previous universes with the same bugs and players didn't have this issue, and using everything Haxus and other players said in this thread, alongside numbers given in the standings, we're able to make an educated guess that players are most likely not the cause of this one. We have no evidence showing as such, and even if the cause *was* somebody finding a way to maliciously generate thousands of solar systems instantly, we currently have no reason to believe as such. That's why your suggestions aren't really super relevant here, they're more guesses than anything else. Haxus wouldn't have mentioned there being 270k systems "fast" if it was unrelated, and given that players are unable to have explored this quickly, server-side bugs are the obvious culprit. Blindly blaming the playerbase for this seems counter-productive.
PS: I didn't say your suggestion was unnecessary, just that it doesn't seem relevant to these specific issues and that we should focus on the more likely glaring causes. Regardless, if unloading unused assets is "not viable", then it needs to be made viable immediately since almost no games keep everything permanently loaded, as it's a huge waste of hardware resources as we can see here
What even