09/02/11
You asked a question then locked the thread.
I was not referring to auto-petters.
My issue is with the unreliable communications protocol used between in-world objects and the central database.
Occasionally, for any of a number of reasons, information generated in-world fails to make it to the central database.
You've already recognized some of this by highlighting Meeroos which have not been heard from in a few hours. They could be lost, yes, but most likely it's just a communication failure and will correct itself in a few more hours.
But the problem is deeper. Sometimes, during nest creation and coaxing, information goes missing on the central database. Most often this is seen as an unknown status, or a missing birth date.
These failures indicate that your protocol is prone to error resulting in incorrect and/or inconsistent data being recorded in the central database.
Most such information is 'memo data' recorded on the central database but having no effect upon game play.
A central, critical piece of information is that the sequence number be properly .. and reliably .. transmitted.
Not only must it be uniquely assigned on the database, but it must be uniquely assigned in-world.
Given there are known errors with the communication protocol, and assuming, probably correctly, the sequence number is transmitted using that same protocol, we must allow the possibility that duplicate nests result from the unreliable communication protocol, which is implemented in Malevay code and transmitted using the HTTP (which is well know to be unreliable for this sort of work).
Therefore, why do your representatives claim the only possible causes are illegal activity on the part of the players, or the fault in Linden Labs, without also admitting the problem could also result from MS errors as well?