1. Just kick after staying in character selection for more than let say 2 mins ? = problem solved. That 11k is strictly virtual, with a lot of ppl loged in before school/work just to pass quee peaks in afternoon.

  2. This is awesome, queue cut by half (from 1300 to 600ish at peaks) and i dont see any lag/latency problem.
    1k more and there wont be any queue. Lets hope server can handle it in the future. THANKS!
    More like from 1700 to 760 as it was today...also the pop seems to be increasing all the time and there will come a point when it's not possible to increase the pop without sacrificing performance and then it will either be "good performance with massive queue" or "poor performance with no queue" OR both.

  3. How do you guys do such magic? I mean? This player cap is controlled by a vector right? Since we're talking about the C++, do you guys convert all possible variables to bitwise? I guess that's an effective way to reduce the recourses needed, because you are taking alot of bytes I guess and in that way the server won't require too much ram from their hosted pcs? Or you guys just buy more host machines and spread the core to all of that machines to handle this heavy load in just one realm?

  4. The delay is absolutely horrible as of right now. Is this all according to plan? First fixing the delay, which I`m amazed about you did it with 10 k players, after which you completely destroy that achievement again by increasing the cap to 11 k, therefore starting all over again with the delay... Dunno about the dragonslayers in pve, but the delay is literally making it impossible to properly pvp, as far as pvp still exists
    Edited: February 16, 2016

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