I don't understand how this will lift the cap that has been reached on my server. Care to elaborate on the internal mechanics that is supposed to allow this to work? If the server is full then isn't it, you know, full?
I don't understand how this will lift the cap that has been reached on my server. Care to elaborate on the internal mechanics that is supposed to allow this to work? If the server is full then isn't it, you know, full?
It doesn't. Not only are the issues with servers in different subnets, for NA/EU, they are in different countries as well. Initial authentication and such is queued in a separate process in the launcher before you go to game launch. If the issue were an authentication with SE AM prior to going to the lobby, this could be a valid thing to try to get higher priority in THAT queue. Unfortunately, we are talking a different server and queue problem.
Some implementation of LDAP services force a immediate propagation when something in the account changes. Usually the default propagation frequency is fast enough for normal small business network. For large enterprises that has many geographical locations, multiple network segments, along with replicating directory services (Active Directory from Microsoft is one example), propagation can take longer. When communication problem occurs, local reference controllers can go out of sync. Changing a password is a quick (and dirty) way to force a re-sync.
Mechanically, it should *NOT* enable you to login all of a sudden. Unless something was wrong with the local reference to begin with. If this is indeed the problem, they have bigger issues than 1017.
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