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Old 03-29-2008, 02:53 AM
TheLieka
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Join Date: Oct 2004
Location: THE ATL (wut wut)
Posts: 325
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Thanks for the catch Aramid, and yes, you're right, the second one was supposed to be MQGhost rather than MQGate.

Angelox:

I agree completely with your post, and I actually saw it first-hand from our server. When we first put in the limit on concurrent connections per IP address (we limit everyone to 2 sessions), our server population cut in half (from about 60 to 30), but within two months from that, we were up to 90 players. I honestly think this rule is a relief to the players. I don't think anyone enjoys playing 6 characters, but they feel like they must in order to compete. When you can put a ceiling on it (at 2 - 3 characters), then you relax the environment, FORCE people to be social (omg, imagine that) and build a community. It worked out very well for our server, and I wouldn't revert back for anything.

As far as the MQ code, we used to have issues with the MQWarp code generating false positives quite frequently, until (my own personal Jesus) Null came on-board. One of the major improvements that he added to the code was the warp_threshold and warp_threshold_timer. In essence, it allow a player to perform several small warps within a certain period of time without tripping the warp detector (the idea here is to account for reasonable amounts of lag); however, any large warps will automatically set off the detector.

I really hope that these last few submissions help to stimulate the development community. I know that I'm fired up about this project, and I'd love to see a new fire lit under some asses.

Dax
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Former ServerOp - Vallon Zek / Tallon Zek Emu Server - Legit / Guild PvP - (2007 - 2011 RIP)
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