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nextghost
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Posts posted by nextghost
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probably unrelated but, 40 tabs? seriously why do you need so many open at one time?
Work stuff (30 tabs), news and a bunch of useful pages.
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hmm. thats intresting. it has always been a latency issue before
what browser are you running?
Mozilla Firefox 3 with about 40 tabs open all of the time.
How often does the counter sync with the server?
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One word: Spoilers
You can release game system code without releasing any puzzle/story/whatever data. Unless it's all in the code in which case the creator should feel ashamed.
another word: hackersonce you have the code its a million times easier to gain access to the database the md is hooked up to
If there's a security hole in the game or in the database, it's just a matter of time before somebody finds it and abuses it. Security by obscurity doesn't work. There's a really big chance that the guy who finds the hole first will send a patch instead of abusing it if he can get his hands on the code.
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Because the person who does this has no time.
There's very simple solution to this problem: go open source.
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the timer is actually based on the server timer uuntil it tells your browser when it is. then the deviation is based on your internet connection. it it synced with your browser when you first load up the page. and then depending on how long it took to load that page and how long it takes to tell your browser the time it will effect how much it is off by.
I have 3M/768k ADSL line with stable 140ms ping to MD servers. The deviation increases with time so it has nothing to do with my connection. How often does the counter sync with server?
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The regeneration timer seems to get out of sync with the server a lot very quickly. The deviation can be up to 5 minutes between two regenerations (10 minute period) on my system and varies with CPU load. I assume you use some internal tick timer. You should use some absolute time source like system time or sync with the game server.
Gentoo Linux, Adobe flash player 9.0.124, Intel Core Duo T2600 (1.66GHz).
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Think so? Maybe the system was intended this way. To make the life of new players harder. To teach them to survive and not to let them advance to higher levels that easy and with only few knowledge about game mechanics. Think about this.
Game design rule #1: Features causing only pointless frustration with no beneficial effect on the whole system are the worst idea ever. Give them a real purpose or get rid of them.
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I take it back, but being able to leave a short message to potential attackers which shows up before they can select ritual would be nice.
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I know that you were just making a suggestion but for the moment we have no solution other then this. In time you'll learn how things work. Nobody was born with all the knowledge.
Oh come on, it's not that hard to add one button to the interface and one more ritual management dialog.
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There should be protection from attack in quest battle locations for players who have not defeated the quest monster(s) yet. Take Willow's shop as example. There's a pretty hard quest battle there (the shop guardians) and about 30 active players almost all the time. I've tried to attack the guardians about 5 times so far and every single time my creatures were severely weakened by other player's attacks before I could even enter the battle with shop guardians.
How am I supposed to complete the quest when an hour of preparations for battle is lost in mere seconds after entering the quest location?!
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I second the idea.
Very inaccurate regeneration timer
in Resolved Bugs
Posted
Could you get some hard facts about the counter instead of repeating what I've guessed in the first post of this topic?
If the counter uses internal tick timer and doesn't sync with the server, it would take like 5 minutes to switch it to system time based counter and thus fix the problem.