Tuesday, September 2, 2025

TMN Launch announcement

 “Once joined… there is no turning back” – that’s the slogan The Mafia Network has used since 2004. And now, little over 21 years later, it turns out to still be accurate! After the system breach, I now have good news: We are in fact returning with a new game round with some nice improvements!

With the help of testers and input from many users on our Discord server, we have made some good improvements to make TMN enjoyable again in 2025. The improvements made include a new list of cars, changes to the killing formula, an updated Organized Crime payout calculation, and the main thing to make it playable in 2025: a mobile-friendly layout to enjoy TMN from your phone!

Doing this in my limited spare time is challenging, but it has been great to talk to the people who were around a long time ago. And although later than I had initially hoped, I intend to launch a new game round on September 12th 2025! Over the next weeks more updates will be shared on the aforementioned Discord server, you are more than welcome to join us there.

Below is an impression of what the mobile version of TMN will look like, although it is still in under active development:


Hope to see you soon!

Marc

Owner of tmn2010.net

Sunday, June 22, 2025

Breach of The Mafia Network 2010 (tmn2010.net) systems

 

Hello,

I regret to inform you that somewhere between April 2025 and June 9th 2025, the tmn2010.net system was breached and data associated with player accounts were stolen. Additionally, the game - which had been operating in a 'nostalgia mode' where certain features would not function, was deleted. 

What was hacked?

In this breach, the hosting environment used to host tmn2010.net was accessed. When access was somehow granted, the attacker was able to copy files, the database and backups stored on the hosting account. Eventually the game files were temporarily deleted, triggering my response.

What was stolen?

Both the game data as well as the entire database were stolen. The database contains the following personal details:

  • Your username and associated e-mail address
  • An encrypted version of your password
  • If applicable: data regarding payments made to purchase credits in the past

What is up with the e-mail(s) I recently received?

It has come to my attention that e-mails were sent to most e-mail addresses that were in the tmn2010.net database, you may have received such e-mails as well. The e-mail was signed as  “DragonCurse” and contained a link to a Discord server where someone pretends to be DragonCurse as well. DragonCurse is the nickname that the initial owner and developer of TMN used. I can however assure you that this person is not DragonCurse, and the game he is setting up is a stolen copy of tmn2010.net rather than an improved version of the game the real DragonCurse developed a long time ago. The domain name that this person uses is the same as the original domain name from 2004-2010 – but was acquired in 2020 by the same person who now got hold of the stolen data.

How can I get answers to any other questions?

A Discord server was set up by Marc, which can be used for general communication with other (former) players of the game. Marc will be online on Discord from time to time to answer some questions and update you on the state of the game as well. The link to the Discord server is: https://discord.gg/hFGdqHSHwM .  

For questions directly to Marc, you can e-mail them to the e-mail address that was used in the past as well: m33.tmn@gmail.com. I will try and answer them as quickly as possible.

What’s next?

It seems obvious that people want to play the old game with the people who played in the past. With the community appearing more alive than we’ve seen in the past 12 years, I will try my best to bring TMN online in a playable state. At first this will be a continued ‘nostalgia version’ of the game, but although I was previously very reluctant, I will try and see if we can have a playable game round (including reset) again in the future.

In the meantime I am working with local police authorities and a lawyer to determine what legal steps need to be taken – because what happened here is a criminal offense. These steps are however slow and time-consuming.

Some final words

It deeply saddens me that this has happened. TMN has been a part of my life for over 21 years, and it feels like going for a cheaper hosting environment now resulted in your personal data as well as my intellectual property (and passion project) being stolen. To make matters worse, someone is discrediting me, and pretending to be a person who I highly respect for what he created in 2004. I hope we can turn this situation around and create a new fun chapter for TMN.

With regards,

Marc

Owner of tmn2010.net

Monday, August 27, 2012

Reset Announcement

We just finished the longest round of TMN since it’s in my hands, and although the end was more boring than any round before, the rest of the round seemed alright. When I got home on August 15th, it took more than “just a few days” to get used to being back in the Netherlands – spending 4 weeks in Africa really changes you! The next week I continued implementing feature improvements that were on my list. I am now confident that TMN can be back after (the semi-announced) 2 weeks, so it is time to make the actual announcement!

Here are the important dates: 
- TMN will go offline on September 7th at 18:00 TMN time (GMT+2*), 17:00 in the UK (GMT+1*)
- The new round will start on September 8th at 18:00 TMN time (GMT+2*), 17:00 in the UK (GMT+1*)
- There will be no pre-registration; when the countdown reaches 00:00 you can create your account
- Properties will be dropped on September 10th or 11th (when the economy reaches 400mil and the game houses 25 hitmen+)
- Property pickup fees will be like last round; 35mil for a BF, 15mil for a BJ, 5mil for other casinos (these may be changed later in the round)
- Minimum and maximum bullet prices will be like last round, and may be changed during the round as well
- A percentage of purchased credits will be returned on September 22nd or 23rd, more info on that will be provided later on

Some changes: 
- Rankup Requirements; no more scripting to legend using crimes or GTAs or jail, but OCs, DTMs, Killing, Traveling are also required!
- A new kind of scripttest; easier to complete than (re)captchas, harder to bypass using a script - wait and see!
- Cheaper credits in the credits store; roughly 35% more credits for the same amount of money!
- No more 10% bullets loss in the Artillery Bunker!

Of course there will be some more changes, but you’ll have to find these yourself during the round. We hope to see you then!

Marc

*: Note that we are currently in Daylight Saving Time.

Monday, July 2, 2012

Looking back at the round...

It's been nearly four months since I last posted a blog post, and although that could be considered a bad thing, I actually believe this game round has been going well! We still have 100'ish players online most of the time, and 200'ish players take the time to login every day! So what's been going on this round? Here's my view on things.

Changes from last round

We made a few changes this round, and I have to say they had a positive influence on the game. Here's a summary of those changes and the effects I noticed:
- Fewer cities decreased the amount of (useless) properties, which worked well.
- Artillery Bunker still lacks documentation but is being used - especially after certain players got banned for duping while holding loads of bullets.
- International Prison with minimum jailimes worked well, and increased traveling.
- Fixed bullet minimum and maximum prices worked well, tuning these allowed us to control the economy somewhat - which is also good.
- Easier killing is mainly noticed by the players, not by me.
- Script tests failed; scripts were tuned to stop or logout whenever one was sent out.
- First-to-post activity in the shoutbox and game forum added some activity, which was nice.
- Adding scums to GMW was fun to watch, and also added some activity.

Problems

Of course this round has seen problems as well, mainly the amount of cheating is a problem. Scripters shared their scripts, some even read the TOS to avoid getting caught, and others just created 50 accounts to rank them all up slowly while avoiding bans. Another related problem is that the auto-logouts became useless to certain scripts, and there was no real way for us to stop it.

We hope to (partially) tackle these problems next round by a set of changes that will not be published before that round. The main goal of these changes is to make the game more fair and make ranking more of an achievement rather than a logical consequence of scripting. Because most of this also depends on the players, I will once more repeat that creating 50 dupes is stupid and doesn't add any fun for anyone playing TMN. It's a game, and should not be played like that.

Long round

Possibly the best thing about this round, is its length; this round has been going for nearly 4 months, and will continue for at least another month and a half. I believe this knowledge causes players to not end the round by killing all players, but also motivates people to stick around - which is good in general. Players seem positive about it as well, and activity is still alright most of the time.

The reason for this round to last until at least mid-August, is the fact that I will be out of the country for a month. For TMN this meant that no round could be started between May and July, because there's always work for me during the first period in a round. Going out of the country "near the end" of a round is less of a problem, and was therefore preferred. 

So, when's the reset? 

I will be away starting July 17th. After my return on August 15th we will decide what happens to the round. Here we have a few possibilities:
1) Throwing TMN offline instantly (not preferred; announced resets are always better);
2) Throwing TMN offline 1-2 weeks later (possibly the best option);
3) Keeping TMN online for another month (if the round is still active);

After TMN goes offline, I need roughly 2 weeks to prepare the new round. After that I am sure we will have another nice round.

Marc

Friday, March 9, 2012

TMN Launch

Some players requested additional information regarding the launch, and although it's not so easy to plan ahead at this moment (I'll be away on Saturday and part of Sunday), I'll do my best to update you guys.

The full launch date and time time will be 11-03-2012 at 18:00 in the GMT+1 timezone (which is 17:00, 5PM in the UK). Before that (a couple of hours earlier) the pages you currently see will be replaced by the 'regular' pages (including login and registration page) displaying a countdown.

There will be no pre-registration, simply because there's too little time for that. From 18:00 on you will be able to register your new account.

As for properties: Properties will be dropped when we believe the economy holds enough money, and enough players meet the requirements. We believe having 25 hitmen in a game economy with close to 400mil, the properties will fall in good hands. Before that, System will hold them with reasonable maxbets, but no bullet production.

Marc

Tuesday, February 28, 2012

Back home, TMN offline

Last Saturday morning I arrived back in the Netherlands after a fun (yet busy) trip to Brazil, where myself and 15 others were doing research in the field of IT. The trip involved many visits to research institutes, companies and university departments, as well as some places important to the local culture and history (and beaches are part of that as well, logically).

After some rest, I pulled the plug on TMN in the evening, and replaced the game by a static page providing everyone with some information. Because of a slight jetlag (and being tired in general) nothing much was done on Saturday or Sunday.

Right now I am preparing a test environment, so we (Devious and myself, for now) can test the updated features, so the next round will have a smooth(er) start (than last round).

Some questions that were sent to my inbox have not yet been answered, so I will address those here:
* The percentage of credits that will be returned has not yet been decided;
* Properties will not be dropped before some players are ranked hitman+ and own more than 10mil;
* Property pickup fees will be there at the start of the round, but may be lowered/raised/removed later on, depending on the state of the game economy;

Marc

Sunday, February 12, 2012

TMN Reset Announcement

Rumors have been around since week 3 of this round, but logically we never took those seriously. Even in early January we didn’t take them seriously, but when the economy dropped from more killings (and more after that), we had to get thinking and planning. As mentioned before; those two activities aren’t easy on me (), and consume most time. My personal planning is not so straightforward either; I have to plan around exams, projects, visits to cool countries and other occasions of extreme workload. For that reason we only had one option for the reset, but as players last year really hated me for announcing the reset early, I decided to wait with the announcement. Now is the time to post it though!

So, what’s the date? Here’s a draft of the planning I have in mind:

  • On February 14th I leave the country for a warmer place
  • On February 25th I return home, and pull the plug on this round of TMN :’(
  • On Saturday, March 10th Sunday, March 11th we launch the next round, with improvements based on suggestions made (more on that later)

Below you’ll find a list of accepted suggestions and our own ideas:

  • Fewer cities and networks
  • Artillery Bunkers: keeping some bullets after you die (credits store option)
  • International Prison (possibly with minimum jail-times before someone can break you out)
  • Losing health on numerous occasions (OC, jailbreak, GTA) to limit scripting a little
  • Easier killing of people wearing protection (this seems to have been a bit extreme this round)
  • A TOS update on “duping”; we’ll be more strict
  • A TOS update on “scripting”; manual script tests may return

Marc

Due to another meeting on March 10th, the launch had to be postponed by one day, and will be on March 11th.

Monday, October 31, 2011

Pre-registration, more updates

Like last year, you will be able to register your account prior to the launch. This time, pre-registration will open on Tuesday, November 1st somewhere in the afternoon (TMN time, GMT+1). From then on, the communication platform will only be accessible from http://platform.tmn2010.net.

And as promised, some more updates:
- If you use a mobile device, or a (relatively) low screen resolution, you will now be able to switch to a more mobile-friendly layout.
- The TOS has been updated: Doing an OC with another player (1!) on your IP is no longer a problem, and interacting with others on your (mobile 3g?) IP is not a problem as long as amounts are reasonable.
- Profiles are a lot more customizable now, you can choose to show or hide avatar and phone, the amount of kills on your name, all kills (including name and rank) and other statistics.
- Bankrupting a casino now makes you the owner of the casino.
- The minimum casino bet has been raised to $1000, to keep casinos at least playable when the owners are away.

Marc

Monday, October 10, 2011

TMN Launch Date!

Ouch, has it been this long?! Yes, it’s been like half a year since TMN was replaced by a boring communication platform. I am however glad I made the decision to create this with top priority, as it’s a lot better than an empty page!

It is time to end the communication platform phase though: as of November 3rd 2011 18:00 (GMT+1 timezone) , the communication platform will be replaced by the good old (yet new) TMN again!

The final weeks before the launch will be spent on the new features as well as testing features we didn’t give testers access to (for security reasons). Like last year, pre-registration will be enabled a couple of days before the launch*, allowing you to reserve your name. From then on, the communication platform will no longer be accessible from the main website, but from another link instead*

*: Information regarding pre-registration and the new link for the communication platform will be provided later.

Marc

ps. If you applied for a staff position and were rejected before, please check your e-mail inbox again. We just invited a few more players to help us during the final phase of testing.

Tuesday, August 30, 2011

Updates and changes

Staff applications have been flowing in, and Devious is already working on the selection. Unfortunately university courses have already started for me, so part of my time will be spent on that (and traveling). I've made quite a bit of progress during the last couple of weeks though, so a launch isn't that far off. Keep watching twitter / facebook / TMN / blog for more info!

In the rest of this blog post I will describe some of the changes made, and some of the features added. Of course a lot more was changed, but to keep it (at least a little) short, here's a summary:

Layout changes
You may have read somewhere that the layout will change a lot since last round, this is correct, but not entirely… Although everything was re-created, the layout appears very similar to what it used to be (check out the screenshots). On a technical level, however, everything changed. The changes made allow for a better experience from any device (cell phones and tablets included), and will also enable us to provide you with a choice of layouts and some additional feedback during the gameplay. Although we will most probably kick off with one or two layouts, we may in the future launch a safe-for-work version, or a version specifically meant for mobile devices.

Page changes
All pages have been re-created, and many pages have also been merged. This allows for quick navigation between the pages, and will also result in a smaller menu. Besides that, instead of the ±110 pages we used to have, we now have roughly 35 doing the exact same thing! To share some details:
  • Everything a player can own (except for casinos and Bullet Factories) can now be managed from one page. This includes money, credits, bullets, businesses, cars, weapons, explosives and protections.
  • Phones and phone plans now break and expire. This way the phone provider owners will earn a little more money. Additionally, you can repair your current phone or extend your current phone plan with a discount.
  • Everything network-related can now be found on one page with 4 sub-pages that can be opened on request. It will be easier to find certain options (“network information” and “network manage” were way to generic!).
  • An addition to ‘regular’ killing has been made: You can now prepare your kills; select whether or not you wish to reset your shooting timer (with credits), select the amount and type of bullets, select your gun, and when ready, all you have to do is pull the trigger!
The feature that will have even more impact on the game, will be the Name Buyback option. This (credits-only) option allows you to keep your old name after getting killed. If you don't care about players knowing who you are, and like your name, this is the option for you! Also the process of registering a new account after your death is a lot faster than before.

Some more features and changes will be revealed during the beta-test, and I am sure you’ll find some more changes after the launch. I hope to see you then!

Marc

Wednesday, August 24, 2011

We need your help!

I’m back from a short vacation and have been hitting the pages hard! Updates and changes have been made to all pages, but I’m still working on a couple of new features and final touches. Altogether we’re getting closer and closer to a launch…

So, what has been done?
I have been spending a lot of time going over the coding (parts had never been touched since 2005!) to eliminate excess coding, fix known bugs and to optimize pages for a better TMN experience.

And what’s next?
The next step is to finish the last new features we want to add before the launch, and (also while doing that) get to testing these pages. Although a lot of testing will be done by myself, I definitely need some help from the players: all features must be tried at least once before the launch. Are you interested in helping me? Please read the instructions at this page.

Marc

Monday, June 6, 2011

Status update

University is really consuming a lot of my time... It's all about logic and mathematics at the moment, and both aren't the easiest subjects around! At least 4 days a week are reserved for uni, and the "couple of hours" left are spent wisely on relaxing and TMN.

Luckily, TMN is taking shape too. Although slower than expected, my print-out with the list of pages that need work is starting to turn orange from marking the jobs that were finished. There's still a lot to do though! Pages already finished (but not thoroughly tested) include crimes, GTA, OC classifieds, messages, profile and notepad, booze cartel, jail, underground stores, OC, DTM and blackjack. That leaves about 30 pages that still need work, and testing.

So, when will TMN be back? Many players have e-mailed me asking this question. Sadly, I can't answer it just yet. The first estimate was "the end of May", but at this moment "the end of June" even seems too optimistic. So, July? August? Maybe. I hope so!

Marc

Tuesday, April 19, 2011

TMN offline, communication online

It was tempting to write a long long story about the subject, but because of exams and other important work, it was delayed - and can now contain some positive news too!

Offline
TMN went offline after some players decided to break it by using an exploit. Sad, but true. After a couple of days -and many supporting e-mails- we decided that TMN will definitely be back, but it will require some more changes than "small tweaks". This would be the time to make the changes we wanted to make a year ago!

Communication platform
For the meantime, we decided it would be nice to open up a communication platform for players to communicate with us as well as the other players. This system was created partially during my exams, and partially in the following days, but now it is ready! You can access it from the TMN home page at http://www.tmn2010.net

Future
As stated, TMN will definitely be back, but it may take quite some time. I personally think the end of May should be possible, but all that depends on how busy I am at uni, and how fast development goes in general. We will make changes that will stimulate game activity, allow faster game rounds (and ranking), and make playing a more fun experience in general. More information on that can be found on the Game Forum that's currently online.

Marc

Monday, January 10, 2011

Killfest, Gambling and Reset

On the game forum as well as the in-game news page you'll find an announcement regarding the killfest, gambling day, and reset. It was quite difficult to schedule it, and I really had only two options; do it in January, or late March. I chose the first option.

The game will go offline on January 21st
There will be a killfest on January 22nd
There will be a gambling day on January 23rd
The next round will start on January 24th at 19:00 (GMT+1)

For more information, read the Game Forum or in-game News Page.

Marc

Update #1: Added launch time, which is 19:00.

Thursday, December 23, 2010

Christmas and Snowballs!

On December 14th we announced our holiday schedule, which included the following items:
- Dec. 14 – All I Want for Christmas Poll
- Dec. 14-25 – Christmas Gift Giveaway
- Dec. 18-19 – Jail Break Parties 2PM, 6PM, Midnight
- Dec. 20 – Drug Transportation Unveiling
- Dec. 22-25 – Snowball Fights
- Christmas Eve (Dec. 24) – Lcuk’s Christmas Riddles
- Christmas Day (Dec. 25) – Peace On Earth, 24 hour ceasefire


The Drugs Transportation Missions launch went quite well, although some players at first didn't realize it's an extra way to rank, and only drugs will be removed from the Drugs & Booze page. Just before the launch the kill records page was renamed to Personal Stats, which includes counters and timers for DTMs, OCs, Crimes, GTA. This page may in the future be used for other statistics as well.

At this moment the Snowball Fights are active, and proved to be quite a lot of fun! Using a special page (link is on the game forum) players can throw virtual snowballs at other players, who will receive a notification, and (in most cases) a small gift (some money, a credit, a car). At the same time, the Shoutbox is updated with a similar notification, visible to all other players.

In addition to the snowball throws in the shoutbox, we figured it would be nice to disable these messages too. Today (24-12-2010) I made the change; two buttons to toggle visibility of jailbreaks or snowball messages were added. While doing this, I also updated the shoutbox in general, allowing possible new features such as network chat and/or personal messages to players. These possible updates haven't been scheduled for creation yet.

Finally, I would like to wish all TMN players (and other readers) a merry Christmas and a great 2011!

Marc

Monday, December 6, 2010

Halloween, Thanksgiving, Activity, Shoutbox

And again it's been way too long since I last wrote something. This time I'll cover the recent activities on TMN, for those who missed it (and those who are just generally interested to see the numbers).

Halloween
Alright, it's been over a month, but it was fun anyway. Devious thought it'd be fun to make collecting a prize somewhat more interactive, so we used a pumpkin to click on in order to claim a prize. I had a friend create an animated 'wheel of fortune' kind of thing, which worked quite well (although there was a bug somewhere...). In the end 28% of the participants got "Scared to death by Marc" and lost 2% health, but the remaining 72% received a better prize. Other prizes included were 5 expensive cars (8%), 5 semi-expensive cars (8%), 5 bombed cars (15%), $1,000,000 (10%), some Experience Points (9%), and 20 credits (11%). The remaining players received bullets, and a few were in the race for a network. In total 546 players participated in the Halloween giveaway.

Thanksgiving
Because Thanksgiving isn't really a weekend, and the day wasn't a very good one for me personally, we spread it over 2 weekends. During the first weekend we did some forum giveaways (first 10 to post, etc), and let players shoot players with the names of former moderators for a GMW reward. Also everyone who did an OC during the weekend was able to collect $1,000,000 from a special page (188 players did this).
During the second weekend we set the OC timer to 6 hours instead of 8, and did some more giveaways. Using another special page where players could claim a prize, we gave 356 players a total of 19 OCs with Devious and Marc, 290 Arnages 1685 Credits, 14000 Bullets, more than $865,000,000 (exact number is unclear because of less structured giveaways), and 500 lottery tickets.

Activity
Shortly after the game economy hit 16bil, partially thanks to our giveaways, it happened... SOA and SI emptied their AWPs and shot hundreds of high ranked players. The economy dropped to below 10bil, and we were unsure on what would happen. Some players had no hope and quit, others stayed and are now quietly ranking. To stimulate the economy, we did some giveaways during Sinterklaas (google it, it's a Dutch national holiday), and increased the money you get from OCs and GTAs. We are now trying to think of and implement ways to keep players interested, and make them realize this was only the first half of the game: the second half is almost starting....

Shoutbox

A new feature was added to the game, even though it isn't finished yet: the shoutbox! There's a preview inside the game forum topic, but you can open the pop-up (looks better and is easier to use than the preview) by clicking a link in the right top of all forum topics. There is also a link on the jail page, because the shoutbox displays all jailbreaks as well! This has been requested ever since we disabled the "jail break messages" a few years ago, and now it's live! Devious lead the first couple of jail break contests, and it's up to the players to continue it now. I will keep improving it, and eventually it will most probably replace the Game Forum topic. Other ideas we have for it include notifications of new messages, kills, OC inviations and status and possibly private chats.

Marc

Monday, October 25, 2010

About me

As many players have asked questions about me, I thought I'd dedicate an entire blog post to it. I hope you'll enjoy reading it!

My name is Marc, and I'm 22 years old (19-05-1988). I live in the Netherlands, and have a Bachelor's degree in Information and Communication Technology (BICT). I'm currently in university (Radboud University Nijmegen) doing a MSc in Information Science, which will probably take another 2 years. It is fair to say that I got my degree partially thanks to TMN and its creator DragonCurse.

How it started
Back in June 2004, DragonCurse asked me if I was interested in testing somehing. I ended up testing and later managing the game we now know as TMN. We grew from 0 players to 2200 players online at the same time within a year, and even though we had our share of corrupt moderators, it was a great time.

Development
With no knowledge of programming, databases or even webdesign, DragonCurse trusted me with administrator access to the server (this was early 2005). He explained the (very) basics of getting data from a database, and soon I was on the way learning T-SQL. About 2 years later (January 2007, I was in the first year of my ICT study), I started programming in ASP.NET. I e-mailed my first code updates to DC on January 12th 2007 (although I may have updated more before that).

Misjudging
Because we were still too young to handle a successful game, TMN kept shrinking... From 2200 players online we shrunk back to less than 500 online, so halfway through 2007 we thought it'd be good to launch a new version of TMN: tmnX. We launched the game in January 2008, but unfortunately we misjudged the TMN players, who really didn't want another game! After 8 months of tmnX we decided to pull the plug and update TMN to a version we could manage: TMN Classic was born. TMN Classic was a 90% recoded version of TMN that performed a lot better and was easier to manage.

More recent
In 2010 the game had shrunk to less than 12 players online at times, and since I was in the middle of graduating (February - June 2010), I didn't have much time on my hands. Eventually TMN went offline. Because I personally wasn't done with TMN (and realized the players weren't either), I stepped forward and started working again. The rest can be read in the previous few blog posts.

Future
We can't predict the future, but we won't expect any luck (like in 2004). For that reason we'll be carefully planning new features, advertising, updates and promotional events such as holiday weekends. From the credit purchases we don't need to worry about server fees, but we do need to make sure the game attracts new players and keeps its current players. We may continue to work with DragonCurse and his new game (TMN4).

Marc

Monday, October 11, 2010

Polls, new possible feature

On October 8th a poll system was introduced to the TMN players. This system allows the TMN staff to attach a poll (with unlimited amount of answers) to a topic, so all players can vote (once). As a first test, we asked players how old they are. The result of this poll (after 3 days) is shown on the image below.

This poll was only the start though! On 11-10-2010 another poll was added to a forum topic. In this topic a new feature is explained, and player opinions are requested through replies and the poll. The idea s the result of a brainstorm session the TMN staff had, and may be a fun addition to the game. I won't explain the feature in this blog post, but it is related to Drugs, and it will function as a middle-type crime that gets more XP than GTAs and Crimes, but less than an OC.

Marc

Friday, October 1, 2010

Upgrade 1, 2, 3!

Moving the database
Yesterday we transfered the database to the VPS, which (long story short) caused a rollback of roughly two hours, and about 4 hours of downtime. Since I was in uni, I couldn't do much to sort it out any faster. When I got TMN back online it lagged a lot, so I was forced to disable jail. We decided to move the files and the domain (tmn2010.net) to the VPS on Friday morning, and hoped that would solve the lag...

From hosting package to VPS
Unfortunately this VPS was not powerful enough, causing even more lag! CPU usage was at 100% constantly, and every single file update by me would cause 5 minutes of even more lag! Even for me it was too slow to handle, so I kept jail closed and ordered another upgrade.

This upgrade really seemed a lot better (doubled the memory, and opened up another CPU core), and it was quite responsive at first. Unfortunately this only lasted until (you guessed it) jail was reopened! This was simply too much, so jail was once again disabled, and the 3rd upgrade was ordered. This upgrade will have again double the memory, and another CPU core opened. We're now waiting for it to become active (the hosting provider needs to read his e-mail first ;))

Marc

Monday, September 27, 2010

Too busy to write a blog post...

Wow, it's been 22 days since I last wrote a blog post, you can guess the reason for that: I've been busy!

On the player side things seem to work out nicely, I've seen players from 2005-2006 return, and the online players list is steady at more or less 300 players (max was 421 players). People are reporting possible improvements on a daily basis, and I've already updated over 25% of all pages since September 1st (and over 50% of all pages since I gained control).

As for my side of things, I've been seeing a lot of good numbers, I'll list a few:
- Direct traffic to TMN has gone up to 81%, where linking websites take roughly 14% of the traffic, and search engines the remaining 5%;
- Google Adsense reports that 15 million ads have been displayed on TMN (an average of 555,000 a day!);
- Most TMN players are from the UK, USA, Iceland, Netherlands, Norway, Canada, Finland;
- We're still consuming roughly 11GB of bandwidth each day;
- We have had roughly 6400 unique visitors since September 1st;

Bullet Factories
Yesterday was the big day for anyone wanting a Bullet Factory; everyone ranked hitman+ had a fair chance at winning one. Although my alarm didn't go off at 10AM, and I wasn't awake yet at noon, I did manage to complete the entire process before 12:40.
The next few hours were very interesting; anyone who held a BF seemed to have a cross-hair on their heads, and most of them died. It was a very interesting day (for anyone who didn't get shot).

Two players haven't claimed their BF yet, they have one more day to collect it (or the 8th and 9th winners of the lottery will get it). The 4th winner violated the TOS (just a small violation, but still) so he didn't get his BF.

Marc