DragonStar wrote:
Unless they were coding with their feet when they made this game, there should be no relationship between alchemy and server capacity whatsoever. Its incredibly simple to code the alchemy system in this game. The player's client tells the server its doing alchemy, the server checks what the item's level and stats are (SoX and +) from the database, therefore working out the percentages of success and failure then it returns result (either you gain a +1 or it fails and you go back to 0). The only possible thing that could make you fail alchemy when the servers are at high capacity is packets being lost on the way back from the server and due to poor coding that somehow gives a fail result to the client, but that is highly unlikely as this would more likely result in a disconnection or nothing happening at all.
Considering this is joymax we're dealing with, I'd say this is extremely likely to be the case...