SkillfulReptile
Career
- Joined
- Jun 27, 2012
- Messages
- 583
- Reaction score
- 859
I think since we have optifine for 1.7 we should drop 1.6.4 it would reduce the lag.
Our Minecraft servers are offline but we will keep this forum online for any community communication. Site permissions for posting could change at a later date but will remain online.
<geek talk>Our data center we use currently without CubedHost's and our knowledge "made our service worse" by cutting our throughput usage from 1Gbps to 300Mbps.</geek talk>
Not to mention the rules are already updated to be multilingual. c: I really love how were working to be more receptive to the world wide community, and as such, broadening our horizons, and allowing the adaptation of new users that may not have been able to understand in the past.
- International support like more languages:
- We have translated the plugin and our lobby to about 4 different languages so far. We are hopefully releasing this finally in February.
We plan to drop 1.6 support as soon as we can as some stability updates started supporting dual protocol. Plus this gives us options to add KitPVP, Creative, and Survival in our hubs.I think since we have optifine for 1.7 we should drop 1.6.4 it would reduce the lag.
I was trying to be funny?Thats rude...
Excited!!Hello Tributes! As people can see, we recently had a makeover thanks to the amazing builders at Red Forest and Team Elite (and the other helpers not on those build teams on our internal Map Committee). This update was the first of many to help upgrade our core infrastructure due to the massive influx of new players we had in winter break (at this exact time posting this thread, 66,001 new unique player logins since the last 15 days, wow!). Because of this, our system has been operating at capacity (sometimes over capacity at peak) which is the reason why during certain peak times, lag spikes have been becoming more common for both client and server lag. This is also the main reason why Catching Fire (Quarter Quell) game type has been delayed until we get our upgrades done. Because most of this activity has been done behind the scenes, here is the check list we are working on now:
As you can see, we have been busy working behind the scenes and these reasons have delayed things like the release of Catching Fire (Quarter Quell), syncing game types across global networks (MCSG, SG Classic, Quarter Quell, KitPVP and others), and finally completing other long promised game-types of ZedChase, MCTF2 & our version of Walls. We wish our pace is faster than what it is right now, but most of us have jobs and or school. Winter break helped us get a bulk of the work done, but we expect lots of changes coming in the near future addressing these development checklist. Hang tight, we are about to put this community into overdrive!
- Upgrade/Move EU Datacenter:
- <geek talk>Our data center we use currently without CubedHost's and our knowledge "made our service worse" by cutting our throughput usage from 1Gbps to 300Mbps.</geek talk> This means at our current usage, people will be experiencing more lag spikes during Europe peak times because our servers use more than 300Mbps. We are temporally adding more servers this week to handle the load to be a "band-aid" fix until we move data-centers at the end of the month (first week of February maybe if everything goes well).
- Upgrade US Datacenter:
- Because of the recent influx of new players, we have again on this network like EU are maxing our capacity for both our data connection and number of servers processing the connections. We have 2 more servers ordered and should be online next week at the latest. We are also upgrading other core network devices like for example switches and firewalls.
- Improve Hub/Lobby experience:
- We realized our first attempt of our hub is prone to client lag due to how many players are in one area at once. We added the clock button to hide other players to help with this but it seems some new players are not figuring this feature out easily. This last week, we been rebuilding from the ground up the lobby/queue system getting rid of having 1 main hub with 1 overflow. Our system that we are testing in EU right now has approximately 10 lobbies that are load balancing the flood of players to lessen the amount of players you see at once (which has been the major complaint because of the client lag). This will also reducing the server lag for the volume of players that log into our system and exit out of other games.
- Better utilization of hardware and resources:
- MCGamer currently rents about 35 physical dedicated servers to run this entire community. We plan to soon add better ways on utilizing our RAM usage and be able to create new servers instantly on higher peak times.
- International support like more languages:
- We have translated the plugin and our lobby to about 4 different languages so far. We are hopefully releasing this finally in February.
- Plus more stability updates and improvements with 1.7 support!
Edit: I forgot to post to our EU players. We saw some lower player counts today and was curious if you had any issues logging in today? We are thinking this was only an issue of our new lobbies not reporting the players to the server. Has anything changed for you? Are you still able to log into the servers/hub normally?
Nah, Lol. Rude of the datacenter to drop service coverage without telling anyone... Wasnt calling you rude XDI was trying to be funny?
No the real reason was that mooman219 had some personal things come up which led the plugin not finishing.We cancelled like september 2012.. i thought it was because hypixel released theirs..?
oh ok, the section on the forums just sort of disappeared then hypixel came out :3No the real reason was that mooman219 had some personal things come up which led the plugin not finishing.