Nard wrote:Actually, the guild system does not allow a character or maybe an account to belong to several guilds.
We're well aware of that.
Nard wrote:Then, in the worst case, the max number of chars in a new guild of is the number of registered chars on server minus the number of chars in other guilds (minus the chars which does not have the party or guild skill because there could exist guild skills.) I can't see why this could cause a problem with memory much more than the party system does.
The party system has some issues, as it too stores NoMember entries, but the information needed for a party entry is far smaller than the information needed for a guild entry.
I covered this previously:
Freeyorp101 wrote:I wish it worked so nicely. But it stores everything up to the current maximum number of members, regardless of how many actual members there are. This is one of the reasons that I opposed replacing the system that made it grow as a guild progressed with a system that set a static cap of 100. Funnily enough, despite that it actually stores 120 in memory for whatever reason.
So,
the worst case is not in having fewer large guilds, but in having a large number of small guilds. The worst case is a guild for every character, where the guild database would have entires two orders of magnitude greater than the character database.
Please note that the character database is huge, and we can't afford to have anything else close to that size as it is now. It's already at the point where (as you are all likely painfully aware) if the servers are interrupted, there is a very high chance that they will have been interrupted in the middle of a write. The char-server already takes up a full core on its own during writes, and before it forked to write (which causes issues of its own) it could take a few minutes for actions requiring the char-server (character selection, party chat etc) to complete.
The problem is exactly as MadCamel stated in the post I linked to.
A guild with one character in it does not take up one character's worth. It takes up the current character limit in that guild's worth (ie. 100 ever since it was changed from 16+current guild expansion skill to a static 100.)
Nard wrote:Maybe because there are "hidden bugs" as a friend said to me. I wish I can test so that you are able to solve the issues. We can do it now that we have a test server

.: Just put all testers GMs, and admins in a big guild and watch carefully what happens, then we could have 2.
Again, the issue is not large guilds. A few number of large guilds would be the best case, and would work fine. Presence of hidden bugs are doubtful. I understand the guild system works well on smaller servers where resource consumption isn't a concern.
I outlined possible solutions earlier:
Freeyorp101 wrote:It could be resolved as soon as either guilds are made to store or scale nicely, or a guild creation procedure is made that prohibits an explosion of throwaway guilds.
There are a number of ways this could be done.
Here are a few that have been brought up in the past, listed in ascending order of effort required:
- Having the cost of forming a guild increase exponentially with the number of guilds.
- Having a small base limit again that grows with guild experience via the guild extension skill. iRO has a limit of 16 that expands up to 56.
- A new rewritten guild system.
I'm partial to the former independent of any other solutions that might also be pursued.
---Freeyorp