The Quest Maker will be back And they are fixing dc

I probably should have mentioned this, it isnt nessecarily the server capacity either, it could also be a limitation of the program, or processors
 
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.
:offtopic: What's the cost of living up in Rhode Island? I've got a B.S. in Comp Sci and I can't find a decent job around here. If I move up there, could you get me a job? :crazy: :joker:
 
10 years ago, when I moved back here, the CoL was decent, not great, but decent. Now with the fact that RI is quickly becoming a suburb of Boston, the CoL is on the rise. Not as high as Jersey (where I came from), NY, or Boston, but it is rapidly increasing. I bought my house 2 years ago and it has jumped in value by 80,000 since then.

Couple that with the fact taht I am one of the lucky ones, Tech jobs are evaporating quickly here. Best place to go for tech? Houston....
 
Mnementh said:
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.

I just can't resist...

Isn't this exactly what happens already? I think you figured out the algorithm! :rotfl2: It sure would explain the reason why we dc just as we enter a host game!

Ok, now back to our regularly scheduled topic.
 

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......

Um, I agree that servers do this if set up that way, but I have to also disagree. I've played Lineage with 3000 other people for 12 hours and NEVER DC even when afk for an hour. People are getting DC when there are less than 1000 ppl connected and I often get DC faster than it takes for me to log in at times and I can't even try to use VMK. I've logged in with 298 people on and gotten DC 10 minutes later. Don't tell me the servers were maxing out.

We are talking that certain events cause VMK to crash on the client (our) computers, like Dance/Music club with 8 or more people, and getting DC while changing rooms, in a game, chatting and just being active. I've been sitting in my empty room looking at my inventory and gotten DC. The server should deny/delay request for data if critical, not completely dc the user on a secure connection Shockwave program. We are talking BAD CODE and when load is heavy... possibly not enough servers.
 
Mnementh said:
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.

Better yet, imagine if they used that protocol with ride queues in the real Magic Kingdom. You wait in line for 30 minutes, then you get right up to the front, and they tell you,

"Two in row 2; Two in row 3"​

and you walk up, and just as the rollercoaster pulls in and you are ready to get on, they say

"Uh oh, we got more people getting in line back there, we'll need you to go straight to the exit, please. Once you re-enter, feel free to try to get back in line. At the end, of course."​

After one experience like that, most people would leave and never come back. I guess we tolerate it because this game is [ostensibly] free. :badpc: :badpc:
 














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