We'll take another look into it, but we're really not sure what would cause it.
The physical server itself is fine (way stronger than it needs to be), the server code isn't throwing any errors or time issues (it tracks if it gets behind, or hiccups for more than 20 miliseconds), and we haven't changed any of the code since the end July... Not sure if its just an issue with more players being on at a time, that we need to look into, or if theres something else there... We'll keep looking, but a bit stumped at this point
