Server performance and desyncs
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QUOTE originally posted by Niet
What do you think the lock did? Even if we had a feature to lock only interactions, how would that have been any different to what was done?
QUOTE originally posted by Niet
If you don't realise that hammering the server with requests risks increasing server load, that's also not my issue. I'm happy to educate on this, as I am here, but that is again not my responsibility.
QUOTE originally posted by Niet
My UI is not to blame for this, it was caused by CSS codes distributed among the community that caused the game to behave in a way that was not deigned for, and that looked like a deliberate attempt to crash the server.
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Just saying as someone who does work in web development - injected CSS doesn't mean QoL/something available easily onsite? It means custom CSS that someone made externally and is using to play in an unintended way. Looking like a DDOS attack is absolutely absurd, lol. I know it doesn't help without actually understanding how the stuff works but using modifications that trigger that kind of flag would absolutely be considered bannable on most games. I think an appealable lock is honestly pretty generous all things considered.
QUOTE originally posted by Grumpy Kitwurm
...Locking just someone's interactions for some seconds or minutes...
QUOTE originally posted by Grumpy Kitwurm
At the top of your first post you said the code is old and it's the main reason behind the lag at reset. Later you said it's the custom CSS people use. Like I said, I'm not a web developer so I don't know the details. I was just saying users shouldn't be punished when you can't prove they are breaking the rules.
And if QoL was the actual problem, why is it something you can just enable from the settings? If it is an approved site modification, then it's not just some random CSS distributed among the users and people shouldn't be punished for using it.
QUOTE originally posted by Niet
It was entirely based on the fact that normal gameplay follows specific patterns of actions, and the affected users were exhibiting patterns that were completely inconsistent with normal gameplay. This, ultimately, was caused by the injected CSS removing the need to even look at what you were doing to "play" the game, and resulted in excessive calls to certain endpoints that did not make sense.
Hold on, I got lost reading about this. I don't use QOL, but I see multiple people that do..like what was said before me if those are appropriate and welcomed site changes (/modifications) why would users be punished for them? I'm just confused in that regard.
I understand how some behaviors via. clicking habits or site refreshes looks like bots or like an attack, but how would qol be punishable if its welcomed?
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Avatar made by the LOVELY Dachsbuns!QUOTE originally posted by fizzlej
Hold on, I got lost reading about this. I don't use QOL, but I see multiple people that do..like what was said before me if those are appropriate and welcomed site changes (/modifications) why would users be punished for them? I'm just confused in that regard.
I understand how some behaviors via. clicking habits or site refreshes looks like bots or like an attack, but how would qol be punishable if its welcomed?
QUOTE originally posted by Mirzam
QUOTE originally posted by fizzlej
Hold on, I got lost reading about this. I don't use QOL, but I see multiple people that do..like what was said before me if those are appropriate and welcomed site changes (/modifications) why would users be punished for them? I'm just confused in that regard.
I understand how some behaviors via. clicking habits or site refreshes looks like bots or like an attack, but how would qol be punishable if its welcomed?
QUOTE originally posted by fizzlej
I wasn't the only one who believed people got punished for it, but Id word it as having too many clicks in general in a short amount of time due to using the qol. it got brought up and I was wondering why someone would be punished by clicking more, (whilst using it). I believe some of the locked accounts used the click methods instead of the page refreshing examples.
I guess it just confused me if it's something players are allowed to use that would cause them to be locked for it? (if this instance were to ever happen again)
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makes more sense, thank you!! :)
I am working nights twice a week and have a lot of time to click then, usually im out of online users after 2 or 3 hrs. I use 2 fingers on mobile. Is that too fast?
Or when im on the laptop and use the QOL to stack pokemon in the middle and then do two mousebuttons at once, is that too fast?
I dont want to do anything wrong and put strain on the server if i can just... do slower? :)
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One individual's gameplay isn't going to affect the server too much. The biggest thing is "if the server is lagging, let it cook." Give it a moment to catch up, then continue. Continuing to pile more pressure on will only make things worse, just wait a second.
Meanwhile, I've inspected the Shelter performance and I've shifted the "opening time" back to 00:05. It should be fine now.
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