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Posts posted by glenser
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Welcome Uban.
For my 2 cents, I would like to see the various commands (/played, etc) that are in the command list actually do something, or be changed/deleted. How about a "Not ready yet" rather than "Illegal slash command '/played' "?
And for the other penny, are we ever going to see the tutorial work like in live? An intro to flying, targeting, shooting and really basic stuff?
Thanks.
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Greetings.
45 voters is NOT the majority of users in the game!
Get this total above 500, then I might consider it near a majority.
ALL the folks having lag issues need to do a trace of their Internet path to the servers.
I know I have using WinMTR_0.8 from SourceForge, and my path is 12 "hops",
with 6 averaging above 80ms each. Maybe even incorporate such in the net7proxy
and have the devs get a hi/low/avg report.
There may be issues anywhere along that path, and until tests of TCP and UDP
packets show minimal lag, blaming the server hardware is meaningless.
Be sensible users - contribute information to help solve these issues.
Kelly's Heroes(1970), Sgt. Oddball - "Negative waves, man. Don't hit me with them negative waves..."
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Trade goods with issues:
1) Purple Haze - 2 Sell points, NO BUY POINTS!
Per the description, Xipe Totec should be the buyback point.
Also, database say "storable" but really is not.
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Epic Gamers -- Damuras, 2nd - Muurrdaa
9 alts of HavilandTufXX
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Has anyone on the DEV Team researched DNAT firewall usage?
As a research project many years ago, I set up a Firewall with one external IP address and 6 internal IP addresses on 6 interfaces.
Each internal address card talked directly to a single internal server's Primary port, and each internal server's Secondary port
went to a switch with a seventh server. This server was the MySQL query server and the main controller for the other 6.
By having certain ports(sockets) on the firewall routed to the six different servers, then by changing which port communication
with an external client was handled, load balancing allowed a MASSIVE number of clients to be added. The main controller
monitored overall loads between servers, re-allocating traffic to less-busy servers to keep response times quick.
It would seem that this layout might allow upwards of 1000 (or more) clients without causing lag. As different sectors
get more populated, a particular server's other sectors could be re-distributed among the other servers.
The research was designed to use older, slower servers to "imitate" a single faster server.
No reason it could not be recreated with more modern hardware.
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Greetings!
I had this problem a few months back. Moved toon, didn't show up in destination slot.
So...I created a new toon using "Char & Starship Creator" in the correct destination slot,
and added it to the same destination account/slot as the lost toon.
BAM!
Got the vault back intact, got the ship slots populated with most recent stuff,
got the credits back! Everything else was as for the new starting character.
...Go figure. Did a vault transfer, okay. Traded creds, okay.
Too bad the new toon was a different race/class, might have gotten more back. -
Could this be a planned attack? Ping is okay, but very slow, with a long trace path. Hmm......
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I nominate myself. (Havilandtuf / Havilandtuff )
I played live almost from the initial release until Sunset, hated to see it go.
Even went to the gathering in San Jose and met the then-devs along with other
dedicated players. I was in the same small guild ( Defenders of Freedom ) on all
the live servers, but currently I am guild-less.
My TT and PS are regularly in-game, and I look forward to trying the 3 new classes
soon.
I am willing to commit the time, as my current job is as a website consultant/
tech support/ web host. My spouse plays too, and joins me in my love of the game.
I would appreciate a little more information on the time needed and responsibilities
expected, but I see no problems fulfilling any demands.
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I found this site during a Google search for "Mordanite", appears to have quite a few NPC conversations from LIVE. Have the Devs checked this out?
in Player Advocate Forum
Posted
Greetings!
How often do the jobs spawn gas fields? I ask because the client highlights all
OTHER types of fields with that blue rotating ribbon making them easy to spot,
BUT NOT gas fields. Can we eliminate gas fields from the job queue?
Does the job terminal check whether a player has actually explored a particular
sector to even know where the job is located? :panic:
What is the lower limit for allowing a player to take a certain level of job?
5 levels? 10 levels? Or is it proportional? 2%? 5%?
:cluebat: Does the system monitor what areas already have someone mining there
and avoid giving a new job near that same area to avoid conflicts?
Is there the same sort of respawn timer for a job field as a normal field, where if
you don't harvest fast enough, more resources will appear? It seems to have
happened on some of my jobs and it is not clear (no ribbon) which resources
need to be harvested in order to finish the contract. Very frustrating behavior.
:excl: Space is BIG, how about giving a unique temporary marker to any job that
shows up like a distress beacon (in a different color?) when they enter the
specific sector? Could be useful for "Special Missions" from a NPC. :yes:
Any other comments? Thanks.