i doubt, the server has problems handling 20 people at a time
my computer can probly handle 20 people.. its just a UO client.....
and i doubt it's connection issues also, due to it only happening in certain situations, unless the amount of data it spews out in those situation is higher or something.
it's probably a scripting issue, I know now, (dunno about before)
walls work as they create the number of wall peices it takes to create full wall minus peices that have players/objects blocking the location they will be placed and it places each peice individually from above the head of the player in the proper position. with a position w/ a vertical shift of +1 to the lowest object in its path, I think this is where the cast and shoot under walls bug came from, it probably went +2, or something, and um maybe seeing as people still find a way to get around the timer and spam these walls it creates lag cuz that seems like alot to code or w.e
but this is just a guess, I UNNO tbh.. it can be anything in the script
question for bob. is the hard code in base 10 or binary.. or what? not like it matters but I was wondering if you got to look at the code what you would see....
matrix or a smaller more complex code