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  #1  
Old 09-18-2009, 04:28 PM
KroniK KroniK is offline
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When the server goes live the cap will not be at 600.
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  #2  
Old 09-18-2009, 04:30 PM
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Vlada Vlada is offline
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I think disabling multiple instances would make room for everyone to log on. But i guess that's not that easy to do at this point.
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  #3  
Old 09-18-2009, 04:39 PM
vformrh vformrh is offline
 
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Quote:
Originally Posted by Vlada View Post
I think disabling multiple instances would make room for everyone to log on. But i guess that's not that easy to do at this point.
That doesn't sound bad..
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  #4  
Old 09-18-2009, 07:23 PM
Spectre33 Spectre33 is offline
 
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Quote:
Originally Posted by Vlada View Post
I think disabling multiple instances would make room for everyone to log on. But i guess that's not that easy to do at this point.
As a crafter and one who would be more likely to use multiple instances, I have to agree putting a cap on how many instances each player can have running would be ideal right now. It is better to have 600 live, active players testing content than 200 active players with their 400 bots afk farming.
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  #5  
Old 09-18-2009, 04:31 PM
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learningdisease learningdisease is offline
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The implementation of the 600 user cap has nothing to do with our codebase's capabilities.
The lag (and thus the cap) is due to it being peak bandwidth usage hours (US-wide) at the moment, and we use shared bandwidth (as dedicated costs tens of thousands of dollars). When the internet is not so busy with end of day/end of week banking and market transactions, the amount of users able to play on our Test Center without lag increases dramatically.
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  #6  
Old 09-18-2009, 04:36 PM
lunatec lunatec is offline
 
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  #7  
Old 09-18-2009, 04:42 PM
shokurai shokurai is offline
 
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all part of the process , better than a lag fest where we cant get anything done and work out the bugs
  #8  
Old 09-18-2009, 04:43 PM
carpathian carpathian is offline
 
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Woot!! I got the white boxes on the right front side to load! I changed the protocol to t6 in my settings and it bumped my connect rate up just enough where now it loads.
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  #9  
Old 09-18-2009, 04:46 PM
krachera krachera is offline
 
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what are the shared bandwith of nova atm?
  #10  
Old 09-18-2009, 04:49 PM
Omegataco Omegataco is offline
 
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Yeah I think maybe restricting multiple instancing for 2 players may be a good thing to do. This way we have room for more testers, and not just people who have 6 afk surveyers forcing the ground to cough up metal. Of course I'm not sure how much work this would require to be able to do.
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  #11  
Old 09-18-2009, 04:52 PM
Lobreeze Lobreeze is offline
 
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Well we need personal extractors then or you won't see squat from crafters for a LONG time. Do you have any idea how many resources are needed for something like WS?
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  #12  
Old 09-18-2009, 05:55 PM
kaelvin kaelvin is offline
 
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600 is a plenty, because i have a first hand experience of this lag caused by server over pop. and all i could do was stand around and look at the cool scenery.
  #13  
Old 09-18-2009, 05:56 PM
Lobreeze Lobreeze is offline
 
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Quote:
Originally Posted by kaelvin View Post
600 is a plenty, because i have a first hand experience of this lag caused by server over pop. and all i could do was stand around and look at the cool scenery.
You sure that wasn't the debugger?
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  #14  
Old 09-19-2009, 02:13 AM
kaelvin kaelvin is offline
 
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very sure, i have witnessed debugger, and it was only for about fifteen minutes and then it cleared up.
Quote:
Originally Posted by Lobreeze View Post
You sure that wasn't the debugger?
  #15  
Old 09-18-2009, 05:58 PM
RagnarokStrike RagnarokStrike is offline
 
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There is only 465 right now, and I still can't connect....
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