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nextghost

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Posts posted by nextghost

  1. right this is all guesswork because i dont know how it worked but i think that gla you have hit upon it.

    the server will sync when you load the page. after that it is the browsers job to change the seconds. if you were using a lot of cpu power it will change the one second slower. so the gap between the change will be one second but the change will take 0.05 seconds to complete. so this will mean every one second change there will actually be 1.05 seconds on the md server.

    and depending on the cpu usage the lag will be less/more

    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.

  2. One word: Spoilers :P

    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: hackers

    once 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.

  3. 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?

  4. 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).

  5. 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.

  6. 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?! :P

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