starkerealm wrote: »No. Having actually used a C64, they wouldn't.
starkerealm wrote: »No. Having actually used a C64, they wouldn't.
starkerealm wrote: »No. Having actually used a C64, they wouldn't.
Indeed, it wasn't called the snail-drive for nothing!
I also wonder how many 5.25" floppy disks they'd need to fit the server code on for the initial installation!
It's really quite sobering when you check out some of the old games (I've been playing them since 1983) and realise how few bytes they took up. Those guys back then were geniuses to produce so much with so little. We never spent the whole time moaning about it either, because we realised how exciting it all was as everything advanced so quickly.
QahnaarinDynar wrote: »
QahnaarinDynar wrote: »
would like to see a chart like this
because I don't trust ZOS's word on "issues"
@ZOS_RichLambert
Lieblingsjunge wrote: »I don't get all the trashtalking though. Yes, servers got issues. Happens to a lot of games/platforms.
Making forum-threads like this have absolutely no real value & does not contribute to any constructive discussion.
starkerealm wrote: »No. Having actually used a C64, they wouldn't.
Indeed, it wasn't called the snail-drive for nothing!
I also wonder how many 5.25" floppy disks they'd need to fit the server code on for the initial installation!
It's really quite sobering when you check out some of the old games (I've been playing them since 1983) and realise how few bytes they took up. Those guys back then were geniuses to produce so much with so little. We never spent the whole time moaning about it either, because we realised how exciting it all was as everything advanced so quickly.
starkerealm wrote: »No. Having actually used a C64, they wouldn't.
starkerealm wrote: »No. Having actually used a C64, they wouldn't.
ishilb14_ESO wrote: »The real problem is the game code literally looks like
...
It would probably takes 3 to 6 months of absolutely no new content development for the devs to spend an adequate amount of time to sort out the game code and correct inefficiencies.
I don't fault the devs, I fault the people making the business decisions.
starkerealm wrote: »No. Having actually used a C64, they wouldn't.
Indeed, it wasn't called the snail-drive for nothing!
I also wonder how many 5.25" floppy disks they'd need to fit the server code on for the initial installation!
It's really quite sobering when you check out some of the old games (I've been playing them since 1983) and realise how few bytes they took up. Those guys back then were geniuses to produce so much with so little. We never spent the whole time moaning about it either, because we realised how exciting it all was as everything advanced so quickly.
CapnPhoton wrote: »starkerealm wrote: »No. Having actually used a C64, they wouldn't.
Indeed, it wasn't called the snail-drive for nothing!
I also wonder how many 5.25" floppy disks they'd need to fit the server code on for the initial installation!
It's really quite sobering when you check out some of the old games (I've been playing them since 1983) and realise how few bytes they took up. Those guys back then were geniuses to produce so much with so little. We never spent the whole time moaning about it either, because we realised how exciting it all was as everything advanced so quickly.
48 GB game (PC) is 50331648 kilobytes. Commodore 64 disks were 174 kb, so you would need 289262.34 disks to install it.
This is my nerd moment for today.
RinaldoGandolphi wrote: »ZOS got hit with a double whammy this weekend.
1st their were being DDOS attacked
2nd Level 3 Communications had a Fiber Line severed in Houston Texas (ZOS servers are in Texas)
If you don't know, Level 3 Networks is one of the primary Internet Backbones in North America. 99% of all internet traffic goes through their network, and they own one of the root DNS zones for the entire Internet. They also host a giant CDN.
This explains why VPN were allowing people to login while getting Error 200 messages without it(shows the issue being regional)
AFAIK it seems finally Level 3 has everything resolved now. All our Level 3 Services at work are all working fine. ESO worked fine for me as well.
ZOS was really in a no-win case, even if they did resolve the DDOS, the Level 3 Fiber cut was going to effect some of their players no matter what, and getting it fixed on a Sunday simply wasn't going to happen, Level 3 would just re-route traffic till then, the majority of internet services would work just fine until then(a small % of services, such as ESO not working is not high on Level 3 list of priorities) As long as web browsing, mail, business applications, streaming, etc function, games can wait.
Level 3 had to hire contractors to dig, work with PUC in their state, coordinate with other utility companies, etc...the fact its fixed as of today is nothing short of remarkable considering everything that had to be done. The DDOS attacks, well thats a whole different matter...as far as i know the Level 3 cut is stated as being fully fixed.
ZOS doesn't go into great detail because you never want to give the folks attacking you any information....anything, even if you think its insignificant, can be used by an attacker....they are better off just being vague, and not release any info that an attacker could use against them. This time they got it right.