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Rroff

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  1. This is the impression I got from a casual conversation with someone who worked for NCSoft Brighton who IIRC pointed the fingers at Wildstar - but no idea how much they actually knew.
  2. I used to play from the UK in the original beta that was hosted in the US and latency was almost never a problem - unlike twitch FPS games the servers run at a fairly low "tick rate" and mask latency into a couple of hundred ms or so no problem.
  3. Just want to say thanks for everything you are doing - never thought I'd be able to play this game again.
  4. This seems to be misread; as the messages condoned to this matter are explicitly clear. Let me clarify; The data we own today for CoH to run as it has is licensed under an Attribution-NonCommercial-ShareAlike 3.0 Unported (CC BY-NC-SA 3.0) Source: https://creativecommons.org/licenses/by-nc-sa/3.0/ specifically referring to commercial purposes; this would allow donations to be accepted to individuals towards their values and cause, not to the product itself. The moment they start soliciting for donations, do anything for profit or launch funding campaigns, etc. it treads a very fine line on what is already a sticky legal situation - if people want to approach them voluntarily to donate that is another thing entirely. Regardless of anything like above the moment there is any potential profit making involved it significantly changes the scope and chances of legal action being taken.
  5. There is a flow chart doing the rounds somewhere but the game uses a MS SQL server and a dbserver daemon/helper process that interfaces with various other processes - auth, account and the map servers which can spawn multiple instances. Short of significant rewrites I'm not sure much can be done past a certain point to manage performance other than split up the community into multiple discrete servers.
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