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Three times this month someone has turned round to me and said "I thought you were a girl". I don't know what to make of this!

Scrims, a word fashioned by someone on the scripters mailing list could very well be something you need to pay attention to as Linden Lab address the issue of how resources are shared on a sim. The basic concept = The more you pay, the more you get.

The plan, which is very much in its infancy so there's no need to go running to the hills, is to limit the script resources available on a parcel basis in a similar fashion to how objects are restricted by prim limits.

Well if you pay more tier, you get more resources, it sounds fair enough in theory, but there are some big but's on this. The stable door has been open for quite a while on this issue and the horse has very much bolted, so this issue needs to be handled very very carefully.

What worries me about the scripters list is that scripters talk like, well, scripters. However sometimes you need to think like your average resident, the person who buys the scripted object, takes it home and finds it won't rez because it takes them over their resource limit. How do you explain to them that they can't use that object? With prims it's easy, clearly labelled, people can work that out, but with scripts, it's not quite that straight forward.

The issues are of course well documented, that 16M parcel using a shed load of resources on a sim leaving the vast majority of the rest of the sim struggling for fair usage. It's not as if this issue doesn't need to be addressed, but it needs to be addressed with residents, not just scripters, in mind.

In terms of scripters, education, education, education. Coerce, encourage and advertise less intensive scripts. Make it good practice in every single tutorial to try and use scripts that are less resource hungry.

There are scripts around that are resource hungry for a few seconds and then go pretty idle, how are these going to be handled in the brave new world? Will they work at all if the land owner doesn't own enough land?

Malls and clubs could feel the effects from this more than most places. I know clubs in particular are seen as public enemy number one by some residents but that doesn't mean that we should ride roughshod over their concerns.

Residents themselves are going to need to be able to identify which scripted objects will work on their land and how many resources said object will use. That's going to be no easy feat because residents want shiny objects that function. They don't want to have to consider too many options but it looks as if they're going to have to.

The issue isn't just about parcel size either, avatars themselves will have limits. Following on from the "The more you pay, the more you get" philosophy behind this project, would this mean premium accounts get more resources for their avatars?

There was something else in the survey that to me, will be a more popular move for Linden Lab to make. That was regarding building a system whereby transactions and delivery of items are verified. I think this will make users happier than restricting resources by parcel size and introducing C#. This is something that all residents will understand.

The issue of script resources needs to be handled delicately, and it needs to be handled with the bigger picture of the world as we know it now being taken into account. That means taking onboard not just the views of scripters, but of people from all walks of Second Life, because otherwise there's going to be whole lot of complaining going on when this policy is implemented.

Kill the scripted attachments

Generally in my experience throughout SL, while there are a small percentage of sims that run overly high on script time (when empty) it is when you get a group of avs, all wearing multiple scripted attachments, many of which are poorly written, or just by nature use a lot of script time, that you see the script time for the sim go through the roof. Limiting script time per parcel will do little unless it also limits the scripted attachments that are on the avs on that parcel - the worst offenders are the clubs and such that bring in huge traffic on a relatively small parcel, effectively freezing out all the rest of the sim's residents. Even worse are the campers that go camping with all their scripted attachments on. Then of course the next step in this will be to limit the number of prim attachments an av can have, as there are some av's I've seen that have well over 1000 prims that make up their attached parts - in reality there is no way to enforce such a thing without being unfair - if it's a matter of tier, well then go for it. I pay a ton of tier so I can pretty much do whatever I want then and screw the basic account holders and those with little resources. What it comes down to it personal responsibility. There will always be irresponible people, but enacting totalitarian rules will result in not a second life, but in a second servitude

"Scrims" was a word made up

"Scrims" was a word made up by a reader of the scripters list who didn't quite seem to understand the underlying concept of the proposal. (but who, nevertheless, seems to have a pretty good knack for creating attractive memes!)

The way I read the technical explanation, it seemed that there would be no discrete resource limit as such. Rather, the idea is that you get a slice of CPU time in proportion to parcel size ... so, if you rez a boatload of laggy, crappy scripts on your 256m plot, then the resulting lag-storm will affect YOU and the other folks in your 256m, but none of the other land owners on the same sim.

It's not a case that your new purchase would fail to rez because you'd run out of magical "script points". Rather, it would rez just fine... but if it was a lag monster, then it would lag your little kingdom, and not your neighbours.

That seems eminently sensible to me.

Yup

There were comments that objects might not rez and comparisons to prim limits in the replies, this was with regards to memory resources.

There were also comments in the mould you point out, that smaller parcels might see scripts being granted less time. Bigger parcels get more time, so the smaller parcel will see a performance implication, if they're running scripts in a relative proportion that is deemed too high for that sized parcel.

The hard part is how do you tell an end user why their experience of your creation isn't the same as their friend with the bigger parcel, that's going to be a really difficult message to convey.

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