The Quest Maker will be back And they are fixing dc

I think flying carpet magic has a better chance of coming out than VMK fixing the DC 'bug' :rolleyes:
 

laxplaya1346 said:
uh i thought it was not a bug and a crowd control thing

It has to do with server balance and their systems being able to handle the player load at a given point in time. In other words, it's a "system" issue. (If anyone wants to give the more technical explanation - have at it!)
 
Disney Dreams said:
It has to do with server balance and their systems being able to handle the player load at a given point in time. In other words, it's a "system" issue.

ohhh, Thank you
 
Does anyone have any idea how the server balances the load? It's pretty obvious that sitting in a queue increases your chances of a disconnect. This weekend, we spent well over an hour without a dc when we were playing games, going from room to room, and even sitting in trade rooms, but once in a queue, we were lucky if we lasted 20 minutes. Refreshing the window and getting in the queue immediately only seemed to help a little. Are there known activities that make the server less likely to pick you as the next dc?
 
Well, I don't think there is a dc bug. I think it was so crowded during summer everyone disconnected. Now that school starts again, a lot of peeps are not on.
 
DC is not a bug, and is not always happening because so many people are on the game at once. It does though has to do with the server. The server can only hold so many things at once and therefore if too many things are happening it has to "Drop" somethings. (DCing)

Also I have been told that DC has not also been something that just happens for no reason, but it sometimes does it to make room for others to get on. (if game is full)
 
VMK_KrazyLuke said:
DC is not a bug, and is not always happening because so many people are on the game at once. It does though has to do with the server. The server can only hold so many things at once and therefore if too many things are happening it has to "Drop" somethings. (DCing)

Also I have been told that DC has not also been something that just happens for no reason, but it sometimes does it to make room for others to get on. (if game is full)


If the game is "Full" you allow those already in the game to continue and don't add any new people. You don't kick out the old players to let in new players.

Please tell me any other game that kicked out old players to alllow new players?
 
cat_herder said:
If the game is "Full" you allow those already in the game to continue and don't add any new people. You don't kick out the old players to let in new players.

Please tell me any other game that kicked out old players to alllow new players?
That's a good point. Imagine using that same logic with the guest rooms:

"Oh, you're first in the queue, but you've been here for 20 minutes and this other person is trying to get in line, so... SORRY!" DC!

That really doesn't make sense.
 
cat_herder said:
What is "Quest thing"?

I imagine that is referring to the Quest Kiosk (they are wondering if it will ever be for sale again).
 
I really hope they get the dc thing fixed! I don't think it has anything to do with the number of people on. Yesterday I got dc'd on my second game of fireworks and there were only 890 people on. I was really disappointed to since again, I was having one of my highest scoing games and would probably, finally gotten over 240,000.
 
Ahem... semi-technical explanation for disconnects.

Each server has a maximum capacity, within the game code is an algorithm written which determines activity/inactivity. When server reaches critical performance levels, the algorithm attempts to determine which logged on account has been active the least over a specific period and disconnects it. This is not a problem, all games and systems do this. The problem is what the server/algorithm determines as inactivity. Currently, your chances of DC are much greater in queues than in the game while you are chatting etc. This is because the game/algorithm considers your wait time to be "inactive" time, thereby greatly increasing the likelyhood of your disconnect. The problem with fixing an issue like this is that the server load algorithm is built into the base programming and they have to modify the whole game in order to fix it. I am sure, if they are working on it, that they are running a duplicate test server to specifically identify the problem areas, and then they will have to write code to declare those activities to be "active" time. The inherrent problem with this is that you are modifying base code and any code modifications can have unintended consequences such as NOT diconnecting actual inactive accounts or random disconnects., or even such things as, click on Malificent the Dragon and it DCs you. this type of testing can take quite a while and I am sure they have been working on it throughout the summer.

That being said, I know nothing of the type of program they are actually running, or in what language it is in. I work with databases. However, although the coding may be different, the thought processes are the same.
 
mtlhddoc2 said:
Ahem... semi-technical explanation for disconnects.

Each server has a maximum capacity, within the game code is an algorithm written which determines activity/inactivity. When server reaches critical performance levels, the algorithm attempts to determine which logged on account has been active the least over a specific period and disconnects it. This is not a problem, all games and systems do this. The problem is what the server/algorithm determines as inactivity. Currently, your chances of DC are much greater in queues than in the game while you are chatting etc. This is because the game/algorithm considers your wait time to be "inactive" time, thereby greatly increasing the likelyhood of your disconnect. The problem with fixing an issue like this is that the server load algorithm is built into the base programming and they have to modify the whole game in order to fix it. I am sure, if they are working on it, that they are running a duplicate test server to specifically identify the problem areas, and then they will have to write code to declare those activities to be "active" time. The inherrent problem with this is that you are modifying base code and any code modifications can have unintended consequences such as NOT diconnecting actual inactive accounts or random disconnects., or even such things as, click on Malificent the Dragon and it DCs you. this type of testing can take quite a while and I am sure they have been working on it throughout the summer.

That being said, I know nothing of the type of program they are actually running, or in what language it is in. I work with databases. However, although the coding may be different, the thought processes are the same.

wow tyvm for that :woohoo:


The fact that i understood what you said scares me lol
 
UnLess.. They Buy A New Server Thats Bigger! And More People Can Be On VMK At Once Even Though Their Not Moving! :rotfl2: :lmao: :rotfl2: :lmao: :rolleyes:
 





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