2010-07-08, 09:01 AM
There's always been hope they'd fix it server side, it's one of the simplest things imaginable.
Everything you do in MS goes through the server, because when you type a command the server has to interpret it and decide what to do with it.
For example when you /whisper Bob Hey Bob!
The server has to determine if whisper is a valid command, pass to that handler, that handler has to determine if Bob is a valid target for it (including whether or not Bob is even around) then relay the message to Bob.
Putting a throttle there, or even a simple check to see if Bob should actually be elligible for the relaying based on Bob's settings (which should be recorded on the server, not Bob's PC) would prevent the whole issue. Detecting a player as having sent an insanely large volume of data in too short of a period and kicking them and purging everything they sent rather than interpreting it should be drop dead simple.
This game was programmed by tard-monkeys.
Everything you do in MS goes through the server, because when you type a command the server has to interpret it and decide what to do with it.
For example when you /whisper Bob Hey Bob!
The server has to determine if whisper is a valid command, pass to that handler, that handler has to determine if Bob is a valid target for it (including whether or not Bob is even around) then relay the message to Bob.
Putting a throttle there, or even a simple check to see if Bob should actually be elligible for the relaying based on Bob's settings (which should be recorded on the server, not Bob's PC) would prevent the whole issue. Detecting a player as having sent an insanely large volume of data in too short of a period and kicking them and purging everything they sent rather than interpreting it should be drop dead simple.
This game was programmed by tard-monkeys.


