Although Java is known for its lag in relation to on line games. This game, though wonderful in nature is truly struggling with regards to the lag itself. The thing I find interesting is that you have players that claim there is zero lag while many others receive unplayable lag at the same time. Although these inconveniences bother me I feel perhaps being constructive would offer a better solution to everyone: (Please keep in mind that I have not throughly investigated how many if any of these are valid to this situation. They are simply Ideas to offer up resolutions to the developers.)
Some things to take under consideration.
1:)OPENDNS might be an option to bypass any restrictions the local cable company may be applying to you, its worth researching at the very least.
2:) Having the games website and game server located in the same spot makes ALL searches and reference to the website lower game performance. Regardless of how well programmed the game is, if there's data coming out of two applications from the same location it will split the bandwidth.
3:) A log in server that would filter requests from the game itself, this would allow you to filter players using more than one client at a time. Thus lowering lag. Multi-clienting should not be something supported in a free game, not only does it slow down the rest of the ACTIVE players but it limits the progression chain of the game world by players exploiting their desire for higher productions. (To clarify, mac addresses can be recorded via log in server and if duplicates are found a error of "game already started" could be applied.)
Edit: As of today 03/03/10 The lag seems to have reduced drastically. The play is much smoother overall for about 2 to 3 hours. I am unsure if any changes were made or if i happened to be one of the lucky ones to hit a fast node. Regardless the game is playable

4:) Data filtration, place the load on the players not yourselves. Supply more data in the original download and reduce the amount of data being sent from your servers at any one time. A method of implementation would be to supply all images, sounds, basic lists of items/objects in your launcher. This would host the files on the players pc and they would only need to contact the site to retrieve WHERE to put those files, or when to play them.
5:) Maximum ping latency disconnections. If players are running low bandwidth connections they are slowing down how fast the data can be transfered out. They create a bottleneck while the server is attempting to "hold packages" for them. Players with high ping (as with any other game) should be last priority. They should also have a timeout happen if the extension of said ping continues for a specific time. (this may curtail multi-client players also. As they open more clients it would increase the ping per account eventually timing all of them out at once.)
((Final note: I realize none of these sound like good ideas to players who are currently abusing a free game, but keep in mind that these methods would ensure a player could play...and thats the point of the game..to play!)
Last edited by Blackash on Thu Mar 04, 2010 5:27 am, edited 1 time in total.