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Saif_Mahlik
- Posts: 473
- Joined: Mon May 17, 2010 8:52 pm
Re: Animals don't kill, lag does.
The laggs crazy I tell you! CRAZY! Maybe we could have virtual worlds or maps that load once ina while to help reduce the lagg... Or maybe we can buy a new server =)
Dead Beaten Horse.
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gt4329b
- Posts: 64
- Joined: Sun May 30, 2010 4:28 am
- Location: 40.053482, -105.291904
Re: Animals don't kill, lag does.
What about multiple server instances? If there's only a single box/connection to host on, then that's a non-starter - but if there were additional hosting in the mix, then multiple servers seems like an easy (read: zero code mod) way to help address lag due to population load.
Personally, I don't like the idea of splitting the H&H population up, but if the lag issue is due to core architecture (be it hardware, software or some combination thereof) then other than some some low-level and hard-core refactoring I dunno that there's any other way to reasonably address it.
Personally, I don't like the idea of splitting the H&H population up, but if the lag issue is due to core architecture (be it hardware, software or some combination thereof) then other than some some low-level and hard-core refactoring I dunno that there's any other way to reasonably address it.
"Also, the game was never user friendly." - jorb
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gt4329b
- Posts: 64
- Joined: Sun May 30, 2010 4:28 am
- Location: 40.053482, -105.291904
Re: Animals don't kill, lag does.
Authentication - forgot about that. So, forget the "zero code mod" utopia...gt4329b wrote:...multiple servers seems like an easy (read: zero code mod) way to help address lag due to population load.
"Also, the game was never user friendly." - jorb