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October 05, 2024, 04:55:05 pm *

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Question: Should EZ impose an ip limit to help with lag
6 - 1 (3.8%)
7 - 1 (3.8%)
8 - 0 (0%)
9 - 0 (0%)
10 - 0 (0%)
11 - 0 (0%)
12 - 7 (26.9%)
6 2x Loot - 1 (3.8%)
7 2x Loot - 0 (0%)
8 2x Loot - 0 (0%)
9 2x Loot - 0 (0%)
10 2x Loot - 0 (0%)
11 2x Loot - 0 (0%)
12 2x Loot - 1 (3.8%)
No - 15 (57.7%)
Total Voters: 26

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Author Topic: IP Limit  (Read 14671 times)
Xiggie | Stone
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« on: November 22, 2012, 11:18:29 am »

The regular numeric is for all the time, the ones marked 2x Loot is for times with double loot. I started with 6 because the server is built around boxing. I stopped at 12 because it is pointless to restrict ip at anything above that. I am suggesting this because our regular numbers are swelling quite a bit. Anything over 400 and we start noticing some pretty bad lag with toons dropping on zone and death. On double loot it is double bad. Personally my vote is for a 12 box limit all together. It's disheartening to load up a few toons only to have them randomly drop because the population is over 400. I think locking it at 12 per ip would effect very few people, but I know there are some people who box 3 to 5 groups. I think that would make a little bit of the difference that is needed without taking away people being able to function on the server.
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hateborne
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« Reply #1 on: November 22, 2012, 12:17:28 pm »

Keep in mind that IP limit blocks everything from a certain, single IP address.

If my brother and I are playing here, I run 6-12 and he has 6. Guess what happens to my second group?

Now, let's say we get his two dumb friends back on. They were running 3 a piece (pal/nec/bst war/clr/mnk). I have to shave back to 3 characters, brother gets 3 characters, and 3 per dumb friend (x2).

If we can prove without a shadow of a doubt that 95% (or higher) are unique IP addresses, maybe. Otherwise, I see no need to crucify a fair size of players to improve farm times.


Just making note :-)


-Hate
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I'm so sorry Hunter, I tried...
Xiggie | Stone
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« Reply #2 on: November 22, 2012, 12:28:24 pm »

I realize there are people who play and live in the same house, my brother and I live in the same house. Situations like that are not the norm though and there are ways where exceptions can be made, and if violated revoked. Even if exceptions aren't made, we are talking about 12 toons. 2 would still be able to play six each. Anything more than 2 in the same household I would say would be pretty rare. Right now, all of the server is dealing with lag. It's double loot for the holidays and what am I doing? Leveling my ring. I tried playing but the lag is just too much to try to deal with. Limiting just a few people to benefit everyone online I think is a fair trade off.
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hateborne
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« Reply #3 on: November 22, 2012, 01:40:46 pm »

It still would be worth it to check the numbers. When I get back home today, I will build a query to do this. It will give a somewhat accurate idea of how many accounts per IP.

We really need a stronger connection. If it wasn't too many machines (and isn't nearly a full rack), i could even support it freely. :-P

-Hate
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I'm so sorry Hunter, I tried...
marxist
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« Reply #4 on: November 22, 2012, 01:55:40 pm »

This is a bad idea.
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Xiggie | Stone
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« Reply #5 on: November 22, 2012, 01:56:16 pm »

Why?
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Natedog
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« Reply #6 on: November 22, 2012, 01:57:38 pm »

Why?


When you lag and disconnect... good luck trying to get back in quickly.


Takes sometimes up to 20 minutes to log a toon back in on a server that has IP limiting.
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Xiggie | Stone
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« Reply #7 on: November 22, 2012, 02:02:18 pm »

It has never taken me more than 5 minutes to get back in on servers that have that. Plus there is a way to force disconnect the ghost toon in those situations. If I am not mistaken Hidden Forest uses it. In my opinion that is hardly enough reason to stop this idea. As it is right now trying to zone for whatever reason results in toon loss. Some are having toons go link dead just sitting there. Mobs hp are floating from 0% to 80%. Barring another solution I don't see why this should not be done.
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marxist
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« Reply #8 on: November 22, 2012, 02:04:33 pm »

Being that 1/2 the higher end population of the server boxes 12+ already should be enough reason
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Natedog
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« Reply #9 on: November 22, 2012, 02:07:20 pm »

More than 12 players seems overkill for most any content currently.
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Xiggie | Stone
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« Reply #10 on: November 22, 2012, 02:07:54 pm »

Being that 1/2 the higher end population of the server boxes 12+ already should be enough reason

It is things like this that are holding this server back. Do you have a solution to suggest? The server is nearly unplayable right now.
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marxist
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« Reply #11 on: November 22, 2012, 02:09:32 pm »

For now, yes, but that is because t6 has been out forever.  Also, I'm not going to throw an uneducated guess out, but what is the difference to the server between somebody that uses all the proper filtering and somebody that doesnt?
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Ybik
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« Reply #12 on: November 22, 2012, 02:12:00 pm »

If we are going to an IP limit I don't think it should be 6 or 12. IMO it should be 7 or 13. That way if you have an enchanter or other buff type class you can log them in/out for gear/buffs without having to log someone else out.
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Natedog
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« Reply #13 on: November 22, 2012, 02:16:31 pm »

Being that 1/2 the higher end population of the server boxes 12+ already should be enough reason

It is things like this that are holding this server back. Do you have a solution to suggest? The server is nearly unplayable right now.


On my 3rd clear of T6... unplayable... I think not?
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marxist
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« Reply #14 on: November 22, 2012, 02:20:44 pm »

Here is the problem with this, I don't think its reasonable to do with a limit under 12. How many players use over 12 characters? How many newer players don't use proper filtering? Is putting a limit of 12 up really going to reduce the lag?

I'm thinking we might lose what, 30-50 toons from having 500 on? And I would guess that would be a high estimate. A better solution would be to make sure people are filtering and find other ways to reduce lag.  Changing proc augs to white damage and trying to find other ways to reduce the server load is another thing that might work.  These are off the top of my head, but I'm sure more and far better ideas can be thought of
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