How long we had 128 players at the maximum only? And Michal has said by himself, that increasing the player numbers can bring up problems.
Also, if i want to connect to the server and it is full i'll have to wait too.
Instead of dropping the cap, try moving the event schedule a bit, to times when the server is less populated...would solve both problems, while maintaining the equity.
We have solved the main >128 playes crashing problem. It was caused by ingame banners done by IFSO, because IFSO messaging always stopped working when the player amount reached 128. We now use new FLHook for that and it much better. Nothing can 100% prevent crashes, but we can minimize them...
We also need another inactive player wipe like hell now, almost 11000 characters...
Eeesh. That's a load. I only have five...I use them all, too.
Zealot Wrote:Just go play the game and have fun dammit.
Treewyrm Wrote:all in all the conclusion is that disco doesn't need antagonist factions, it doesn't need phantoms, it doesn't need nomads, it doesn't need coalition and it doesn't need many other things, no AIs, the game is hijacked by morons to confuse the game with their dickwaving generic competition games mixed up with troll-of-the-day.
Thanks for the answers. Of course i don't meant the OC vs Co only. Just forgotten to spell "for example".
If the cause is something else i will not demand to drop the player numbers.