Hi Guys,Sorry in advance for the wall of text.As you are no doubt aware official server wipes are on the horizon. In preparation for this I thought I would go through some of the changes that have been made and what issues they address as well as giving you details about what servers to expect following the wipe.DDoS ProtectedI have been working these past 2 weeks to get the official servers with providers who are able to mitigate the ongoing DDoS attacks we have been seeing. This process is nearly complete and I expect all servers to be running on DDoS protected hardware by the time the wipes occur which should be the end of the constant downtime servers have been dealing with. There are a few servers still currently on old hardware.
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At present time I have capacity to make sure that of the new servers going live following the wipe only CHINA and SEA servers will be on old hardware. There has been new equipment for these servers ordered and is in the process of of being provisioned. That should be up and running by the time wipes begin, if not these servers will be starting on old hardware and moved to new equipment when it goes live in the following days. I will update this thread when I know for certain whether this hardware will be available or not before the wipes.Server Performance ImprovementsThere will be more detail about this in the patch notes below but the main point is that the issues causing increased CPU usage have been addressed which we believe will end the rubber banding.
As a result of this we are confident to trial an Infini Wipe schedule on certain servers beginning this wipe for those that want to play without the constant feeling of impending progress loss. These servers will still need to be wiped if a patch requires it but we will do our best to only do this out of necessity.Varied Wipe Schedules20 day wipes are gone! At the beginning of the next wipe we will be running servers with the following wipe schedules:.14 Day (Vanilla Loot).21 Day (Full Loot).Infini Wipe (Vanilla Loot)After 7 days have passed, for those that want a quicker wipe schedule, we will be introducing a 7 Day (Vanilla Loot) wipe scheduled server. These servers will stay live for 7 days and then go down for 7 days. The thought is if you want a fresh wipe every Friday at 18:00 you can alternate between the 14 day and 7 day servers depending on the week.Friday Night WipesAs of this wipe we will be scheduling wipes to occur at 18:00 Friday Night regional time.
This means not only will those up at all hours of the night no longer have a fresh wipe advantage, but with the inclusion of 7 day wipe servers, you get a fresh server at the start of every weekend. The one downside to this is that in order to start each server at 18:00 Friday Night the current wipe will be extended briefly (between 18 - 37 hours depending on region). I am aware that some regions have multiple time zones and have done my best to choose the most appropriate one for each region. I have done this using Google so if anyone located in those regions is able to convince me that there is a better suited time zone to use I am open to adjust as needed. The way we anticipate the next wipe to work will be that all servers will go down at approx 16:00 - 17:00 AEDT Friday 5th FEB with new servers coming back online staggered as it gets to 18:00 in each region. Servers will be running the new patch when they come back up.
You can find the exact start times for each of the servers in the list below. To make sure these servers start off without a hitch I will be manually starting and monitoring them after the wipe.Fewer, More defined serversThere will be a reduction in the overall number of servers. To go alongside this change we will no longer be running country specific servers. Server names have been changed to reflect the region they are for and wipe schedule they facilitate.Performance Patch DetailsThis post is already getting a bit long and I don't want to hide the change log in a wall of text so I will post the current change log for the patch in a comment below and sticky it to the top of the thread. Unfortunately Reddit only allows 2 stickied threads at a time so I will sticky this thread and post the change log below as well as create a separate post with the change log. VERSION 0.3.3.3 (5-FEB-2016).
Vehicles use drastically less CPU while not being driven. Added no-building zones to all roads. Added decay to ownership stakes. Stakes will now require Amber or they will deauthorise. More info on this below. Added ownership to vehicles. You can now claim one vehicle.
![Serveur Serveur](https://pp.vk.me/c836528/v836528403/1839d/ZsOfaUG-9JI.jpg)
Added decay to vehicles. Unclaimed vehicles will be destroyed over time.
Added Wrench. This item can be used to disassemble vehicles, which will drop a loot crate. Fixed issue where moving an item into a full inventory from a temporary storage would destroy that item. Added new Goat wheel - the Mangler.
Added new Roach wheel - the Toretto. Adjusted think speeds on most objects, and adjusted how they report costs. This should fix issues in high-pop servers where FPS was high but there were significant delays in things being processed by the load balancer. Changed how AI path around buildings - this should hopefully stop animals running through walls. Made spawning weather perform much better. Added more tools for debugging performance. Fixed jitter on Server Browser scrollbar.
Added server IP binding - use the bindip command. Updated localisation. Added scrollable chatChanges to Ownership StakesYou can place a maximum of 5 amber in a stake, that will be very slowly consumed. The default time per amber is 24 hours, although this is configurable by server owners.
This means that, by default, an unattended ownership stake will deauthorise in 5 days. Slow servers should probably increase this time, and fast servers decrease it.Once the stake is low on amber, it will create a plume of red smoke, visible from far away, and start making a warning noise. Once the stake has run out of amber, it will deauthorise everyone, unclaim the land, do a slow countdown to destruction and eventually destroy itself. While it's destroying, you can place another stake to claim the land or destroy/build freely.This creates player-driven decay, as you can go around clearing old abandoned bases for easy resources. Be wary though - it could be a trap! We think the cost is reasonable enough that even solo players should be able to maintain a few bases fairly easily, if they play every couple of days.
It should hopefully also create some areas of contention around large bases that become abandoned and unclaimed. For Server OwnersIf you're a server owner, and decide NOT to wipe, all old ownership stakes will be maintained and filled with 5 amber when you reload the save. You can set the total time it takes a full ownership stake to deauthorise with the stakedeauthtime command in your autoexec.cfg. Changes to VehiclesEvery player can now own one vehicle. You can do this by opening up it's inventory, and clicking the CLAIM button up the top right. Anyone can drive a claimed car, and modify it's inventory.
Claimed cars won't despawn if left alone.Unclaimed cars WILL destroy themselves if left alone. The default time this takes is 3 hours.You can also manually disassemble unclaimed cars with a new item - the Wrench. Disassembled cars will drop loot!This should mean cars recycle, so one clan doesn't end up with all of the coolest chassis, while everyone else has to coast around with that one Sharkweek bumper. The Wrench provides a new source of farm by allowing players to harvest old chassis that had a bad loot roll or are just unneeded. This will make the best chassis reachable by even a late-entry or solo player. I like the idea of claiming one vehicle and feeling that it’s yours and a personal possession, rather than your clan having every chassis in the game in their garage.
For Server OwnersAgain, if you're a server owner, and decide NOT to wipe, cars will NOT decay until you do, or until you manually set the vehicle decay time with the command vehicledecaytime. Your garages are safe. Any save created before Fri, 05 Feb 2016 06:00:00 GMT will not have vehicle decay enabled.edit: More Changes.Because you guys have been so patient and pleasant about the new wipe schedule I've added a few changes to drills for tonight's patch.
Drill Proximity ChangesDrills now have a reduced yield if placed within 10 meters of another powered drill. The total yield of all drills in range of eachother will be roughly 1 + (count-1).0.3,In other words, 2 drills are only 30% better than one drill if they are in range of eachother.This means you need more space to run drills, with the upkeep changes on stakes, land is a bit more expensive to keep.To make up for some of this drills the base yield is twice as fast (30 seconds).
Drills now have 3 tiers Drill ACost: 50 Titranium, 50 Stone, 10 AmberThe first tier must be placed in the forest, dunes or starting biome.This now yields Rock, Iron, Titranium and Coal. Drill BCost: 50 Mondinium, 50 Stone, 10 AmberThis must be placed in the Red Desert and yields Rock, Iron and Mondinium Drill CCost: 50 Ultranium, 50 Stone, 10 AmberThis must be placed in the arctic biome and yields Rock, Iron and Ultranium. LogicTo me the logic behind these changes seems pretty obvious, for the people who think we just throw changes at a wall and see what happens I will explain it here.Drills used to be a way to avoid progressing through the game.
Combined with dynamite you could completely bypass having to deal with pushing through the tougher biomes and just get everything you need.One of the design principals we are working towards is: Make stuff hard the first time you do it, but give options to invest in making it easier.Drills fill this gap with mining in that they don't give you anything you don't already have (as they mine the resource used to craft them), they just make it so you can opt to remove the grindyness of mining if you want to. Manual mining should be faster unless you invest a shitload in land to automate the mining of large quantities.Having 3 tiers that are locked to biomes stops the drill being a way to bypass parts of the progression, but a way to automate some of the repetitive work once you have passed the gearcheck of the biome and gathered the resources the drill yields manually.