Matress_of_evil wrote:
It's just some quirk of the programming. The problem has affected the game at least since I first started playing 7 months ago. Dan knows of the issue but hasn't come up with a workable solution yet. The only way to do it would be to get the servers to check all of the planets in the game on a regular basis, which would be both time- and power-consuming, potentially slowing the game down. And since more planets are added to the game each time a player signs up, the drain on the servers could increase exponentially.
This would only be slowing down the game at first, to fix this would be easy.
He needs to add one more column to the planet databases, just need 1 char space for it there it could contain 0/1 in.
When he selects the planets he can do a query "WHERE planetmax=0" or something similar, this would exclude all planet that already has been maxed out (peaked), he can also do this query once a minute and limit it to 100 planets at the time.
In the beginning of this type of update would be a long time for it, since all planets needs to be checked more or less, but over time, there will be only very few planet updates thru this code and it wont affect the game at all.
He could also already use the current column that shows new, peaked, emerging status and exclude all planet that is peaked.