owenshooter wrote:yeah... this is all great, except you are missing out on some of the important aspects... CC now has 1/2 the membership it had a few years ago when lag was not an issue...
Membership in and of itself is not an issue. You need to look at the majority of the games and you need to see the number of people actively playing the games that determine the stress on the servers. I would suspect that the majority of players played regular games and probably checked on the status of the game once or twice a day and probably only took a turn every other day or so depending on the number of players and their locations around the globe.
Today you have a lot of players probably playing bot games, and the same number of players playing speed games at any one time. This is the stress that hits the servers.
owenshooter wrote:freestyle is dead... we used to have an insane amount of freestyle speed games on this site and that has all but vanished... back then, with 22K members, there was no lag on speed freestyle games.
Please define "insane." Also please define "no lag." Perhaps my mind is playing tricks, but I recall a lot of "lag" threads in the old days.
BigBallinStalin wrote:But somehow "equipment" has advanced since the 1990s. It seems that your 'fact' doesn't hold in reality. Regarding the bottlenecks of internet systems, I'd hold the municipally granted and federally enforced monopoly privileges for ISPs and the price controls through regulation largely responsible.
Of course equipment has advanced, and so has everything else. the quality of the games we offered then, the amount of network traffic required back then, are all minuscule compared to the amount of data that even a simple game session here sends out. But you are missing the point. My argument is that increasing the number of people on the system doesn't automatically give the financial benefits to increase the amount of equipment to handle the additional load. This is especially true when not everyone is even paying the flat rate in the first place.