![]() Within 8 hours he'd gotten agreements and connectivity from 3 major ISPs, rented facilities at a coloc on the far side from Dallas and conducted a covert-op truly befitting of an online wargame to quietly "recover" their hardware from the original ISP and redeploy it across town. ![]() When WWIIOL's developers declined to pay the 100Mb rate for this connection, the ISP promptly issued a legal filing against the game company and, without notice, turned off the connectivity.Īpparently "Killer" is no slacker. As a show of good faith, they upgraded the 1.5Mb-connection-being-charged-at-100Mb rates to a 10Mb connection. Perhaps hoping the WWIIOL money would allow them to buy peering, the ISP followed up with a quick invoice for a year's connectivity and hosting in advance. Massive initial interest in the game choked that lil' T1 stony cold dead.Īfter a showdown between WWIIOL's VP, John "Killer" MacQueen and the ISPs chief tech guy, it was divulged by a concerned employee of the ISP that the gaff wasn't entirely unintentional, not least because the ISP was in a position of not actually have 100Mb transit at the time. ![]() The trial lasted until November 2001.īehind the scenes, the games' primary ISP and facilities host had botched the transition from the beta-testing T1 to release 100Mb pipes. The publisher extended the 30-day trial period (as included in the retail box) until the reliability issues were solved. The servers were either unreachable or unbearably laggy. The June 2001 launch had many woes, but for some the worst part was that 'online' part.
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