Forum Discussion
- NarraMine88
"I personally don't bother with feeder towns as it just doesn't seem worth the effort. It's also basically cheating."
Everybody has a different way of playing the game and I can't see how "feeder towns" would be cheating. Just because you have a different style? Zozobras wrote:
NarraMine88
"I personally don't bother with feeder towns as it just doesn't seem worth the effort. It's also basically cheating."
Everybody has a different way of playing the game and I can't see how "feeder towns" would be cheating. Just because you have a different style?
Mild cheating, but cheating nonetheless. Using 10 feeder towns to bump up event currency is cheating in my book.- The game has been running perfectly fine before this. There were occasional bugs that caused outages, but it had nothing to do with their server congestion. This particular issue arose because EA was recently hacked by a DDoS attack.
For those of you that don't know what that is:
A DDoS attack is when one server is bombarded by a huge load of requests all at one moment. This overwhelms the server being attacked, and it goes into safe mode and shuts down to avoid any further damage. This can be avoided if servers are set up for tremendous amounts of bandwidth, but if hackers have a big enough Botnet, they can fully saturate the bandwidth and bring down the network.
In theory if all existing accounts decided to log on at the same exact moment, I'm almost certain that the same thing would happen. It would be unintentional of course, but the chances of that happening is almost 0% since probably over 40% of the accounts are dead, and the other half isn't hardcore players. There's only probably 15% or so of players who actually play this game everyday multiple times a day. That would be very unlikely to bring down their network. NarraMine88 wrote:
imdreaming691 wrote:
Dead towns take up disk space, the cheapest part of computing infrastructure. It would be my guess that a town's layout only takes up 1 Mb at absolute max.
But when you multiply that by.. 70 million?
That's seventy terabytes. My home computer's got two.
EA currently boasts thatTSTO has been downloaded 10 million times. Lots of those are the same person installing it on multiple devices. Wonder how many of those were reinstallz after uninstalls to try to fix it when it crashes for good. Wouldnt it be a hoot if they also reported how many uninstalls there were.
It IS frustrating that we can never actually delete a town. I'd think EA would be happy to take them off their servers. Those are just dead weight.
:)AJtheboss1 wrote:
In theory if all existing accounts decided to log on at the same exact moment, I'm almost certain that the same thing would happen. It would be unintentional of course, but the chances of that happening is almost 0% since probably over 40% of the accounts are dead, and the other half isn't hardcore players. There's only probably 15% or so of players who actually play this game everyday multiple times a day. That would be very unlikely to bring down their network.
Exactly. As well, even when multiple feeder accounts are being used at the same time, they aren't continuously connecting to the server. The game make only periodic connections to the server, maybe every 10-20 seconds. That's why you can lose a just-purchased premium item by closing the game immediately after purchasing (I learned this the hard way).AJtheboss1 wrote:
The game has been running perfectly fine before this.
As Mrs. Krabappel would say...
Ha!annettemarc wrote:
NarraMine88 wrote:
imdreaming691 wrote:
Dead towns take up disk space, the cheapest part of computing infrastructure. It would be my guess that a town's layout only takes up 1 Mb at absolute max.
But when you multiply that by.. 70 million?
That's seventy terabytes. My home computer's got two.
EA currently boasts thatTSTO has been downloaded 10 million times. Lots of those are the same person installing it on multiple devices. Wonder how many of those were reinstallz after uninstalls to try to fix it when it crashes for good. Wouldnt it be a hoot if they also reported how many uninstalls there were.
It IS frustrating that we can never actually delete a town. I'd think EA would be happy to take them off their servers. Those are just dead weight.
:)
I really don't think that towns take up that much space once everything is coded. Think about it. The game is only about a 1gb. If one server has 100TB, all it needs is one copy of everything which is 1gb. and everything else is just placement information just telling where each thing goes in a grid. That shouldn't take more then a few megabytes at most.HisWrath wrote:
AJtheboss1 wrote:
In theory if all existing accounts decided to log on at the same exact moment, I'm almost certain that the same thing would happen. It would be unintentional of course, but the chances of that happening is almost 0% since probably over 40% of the accounts are dead, and the other half isn't hardcore players. There's only probably 15% or so of players who actually play this game everyday multiple times a day. That would be very unlikely to bring down their network.
Exactly. As well, even when multiple feeder accounts are being used at the same time, they aren't continuously connecting to the server. The game make only periodic connections to the server, maybe every 10-20 seconds. That's why you can lose a just-purchased premium item by closing the game immediately after purchasing (I learned this the hard way).
Exactly! I shoulda went into that too! The whole connecting to the servers before playing is just a DRM system. They just want to make sure no ones stealing donuts through hacks and whatnot, and not messing with the game.madfish86 wrote:
We're all logging into TSTO via Origin and so are a bunch of other EA games so it isn't just us. This could just be a case where a lot of people are off for the holidays and are logging in more frequently. I know I am but that will change after this weekend when many of us have to go back to work or school.
Eventhough you're right, they most likely have more then enough bandwidth to accommodate this. Companies would never intentionally leave themselves vulnerable to not having enough bandwidth to cover their playing base especially during the holiday season. This can cost them millions and actually already has just this past New Years.AJtheboss1 wrote:
annettemarc wrote:
NarraMine88 wrote:
imdreaming691 wrote:
Dead towns take up disk space, the cheapest part of computing infrastructure. It would be my guess that a town's layout only takes up 1 Mb at absolute max.
But when you multiply that by.. 70 million?
That's seventy terabytes. My home computer's got two.
EA currently boasts thatTSTO has been downloaded 10 million times. Lots of those are the same person installing it on multiple devices. Wonder how many of those were reinstallz after uninstalls to try to fix it when it crashes for good. Wouldnt it be a hoot if they also reported how many uninstalls there were.
It IS frustrating that we can never actually delete a town. I'd think EA would be happy to take them off their servers. Those are just dead weight.
:)
I really don't think that towns take up that much space once everything is coded. Think about it. The game is only about a 1gb. If one server has 100TB, all it needs is one copy of everything which is 1gb. and everything else is just placement information just telling where each thing goes in a grid. That shouldn't take more then a few megabytes at most.
You're probably right... It's just there's no way to know how many millions of dead towns there are... It probably doesn't really make a dent. Bhjt someone mentioned land... Would deleting dead towns make more "room" for land? Or does it just not work that way?
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