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Ganger NPC combat adjustment
Beat his ass bata! YEAH!

Since we've all felt the earthquake that is ganger NPC brawls, I was thinking of a possible solution. How about if we code in a break on how many NPCs get involved after a given number, maybe 2 per faction, and any other ganger NPCs that enter the room after that max is met they just stand and jeer and talk shit to the combatants? 2 is the limit that a PC can tag along anyway, so it would make sense to cap it there.

My knowledge of how coding works is null, so maybe this isn't possible, but I think it would both be themely, allow big chances for gang activity and vultures, and not shut down the MOO every time a fight pops off.

Kensuke walks in from the east.

Kensuke takes in the area, nodding in approval at the bloodshed being spilled. [this is the NPC running some kind of check on combatants]

Kensuke shouts, "BEAT THAT ASS! SNAKES OUT HERE WITH THAT BITE!"

There used to be a limit like this, gang fights did not always cascade into giant brawls that called every NPC into a fight. I think the ToastStunt migration caused some of the code around ganger backup to break.
I think this might be a good idea, though I also don't know how the code works exactly. There should at least maybe be some kind of failsafe. Rarely do fights happen that become so large that the whole MOO lags, at least not when I've been online. But that one that caused the major lag recently was over the top.
Anything to make ganger brawls with NPCs involved more viable, really, without having to lag or break the whole server. I think it can also definitely bring in more chances for PC vs PC conflict what with 'vultures' and all.
Even without lag being an issue the endless stream of gangers is an issue, so I'm all for this change. Was in a situation this year where things became impossible because ganger mementos would spawn in and immediately rush to an ongoing fight. Woe.
From what I can tell, the issue is that the code for NPCs calling backup is now called even when an NPC is already engaged in a fight.

As far as I can remember, it used to only be called when a fight began, calling at most 2 NPCs into the fight over SIC or by shouting. Once those NPCs entered and engaged on the other gang, they did not trigger the other faction to similarly call for another 2 NPCs into a fight. You may notice a lot of 'I am under attack!' calls on SIC during a gang brawl due to this, which did not happen before. It was one backup call for a whole fight before, unless someone began a new fight in the middle of the existing one by attacking NPCs who had in some way exited the fight.

It also makes it hard for pledges to start fights with rival gangs, though that's maybe a separate issue..

But the immense lag can't make the fights easier themselves, can they? So the issue isn't just with lagging down the server, but making it harder to navigate combat during said lag.

This seems like a bug and not an idea. Can someone please detail out what is happening?

If I understand correctly, what is happening currently is:

1. Ganger A is attacked by a PC or NPC, or a group of PCs or NPCs

2. Ganger A calls for backup

3. Multiple backups show up (Ganger B, Ganger C)

4. Ganger B and Ganger C join the fight

5. Gangers from the group that attacked Ganger A initially call for backup

6. more gangers, more attacks?

Or do I have this wrong?

Yes, using that sort of analogy, it seems like A calls for backup, B and C call for backup after being ordered to attack, and then each time a new NPC joins the fray it seems like at least one NPC call for backup goes out again, if not several.
Reviewing some logs, I'd say the responders (Ganger B and C in this case), are calling for backup upon arrival and combat initiation. This creates a cascade of 2 more gangers being deployed to a fight each time backup arrives, and continues until everyone is down. Obviously, there is a home turf advantage, as those NPCs are closer, so anyone hitting an opposing gang's turf is likely to get overwhelmed very quickly if they can't secure a win before their targets are down.

I haven't seen the code, but based on observations in the past, before things cascaded as they do now, I would assume backups were deployed knowing what target they were going to attack. As long as that target was available when they arrived, they did not treat it as a new engagement (and so did not call for backup). Now, it appears they are deployed to the location only (forgetting the target), and simply assist as normal when they see their chum getting wailed on.