Unfounded? How is the server code responsible for his death in this situation? He did not experience server lag. I cannot say the server code is perfect, nor can OP say the server code is bad due to the inaccessibility of access to the code, but we can make observances of it’s performance based on it’s effects. The situation described by this player does not merit the basis for server lag,
The testing servers crash because of new code on both the server and client side. It is the primary purpose of those servers, so that prod isn’t affected.
When such instances of code that is responsible for problems are unforeseen or occur within special circumstances, are when things go sideways. Such as excessive memory leaks within the client during the Wild Shadow era, or say much more recently with the aforementioned ice tomb debacle, the latter being server side. There are many instances of these events, although they’ve been tackled over the years. It may be inevitable to attempt to prevent, but it is precisely why the testing servers exist. Of course, when the Unity/C# port comes, much of the action script issues such as the still existent memory leak will be solved, but we will still be left with the server code.
That is to say, while it is not bad, nor perfect, some issues will remain. I don’t actually know if they fixed the issue with the ice tomb and large amount of players, but I would be foolish to call any set of programming infallible to any bugs, at any time, moving forward.
My rebuttal was against OP’s misplaced resolution, that his situation was result of bad server code.