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Thread Statistics | Show CCP posts - 4 post(s) |

Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2010.04.17 00:23:00 -
[1]
Originally by: Guillame Herschel
Originally by: Sub Trader what is the need for removing long distance bookmnarks anyway? bored programmers?
0.0 peeps were anchoring sovereignty structures at deep safes, making the system sovereignty very difficult to challenge.
The nerf has nothing to do with grid lag or large fleets. The new sov features suddenly made deep safes a game-breaking issue. That's why it is so urgent to nerf DSS as soon as possible.
Why they don't just confine sov structures to the 20AU limit is a question I'd like to know the answer to. My guess is it just isn't possible with the current server code to tag an item with a maximum-distance-anchorable-from-the-sun parameter and have it actually work.
See Greyscale.. AGAIN a player has to tell us WHAT the possible reason for this is. That is embarrassing.
Cause, 2,300 objects with 1,700 of them ships can't be THAT problem. I bet there are more objects within EACH solar systems new 20AU boundary than that which can't even be probed down. Conclusion: this has nothing to do with freeing up resources.
So any possibilities we could hear a "We do this because OF <xyz>" from you guys?
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2010.04.17 02:23:00 -
[2]
Originally by: CCP Greyscale In brief: the defect was fixed, a tidy-up was suggested, and we agreed that it was a good idea, mostly in order to level the playingfield going forward.
Ok, thanks for the reply - highly appreciated.
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2010.04.17 04:20:00 -
[3]
Originally by: Ranka Mei post about already implemented stuff..
New Eden is ONE PERSISTENT WORLD, period. The problem we face here has nothing to do with 10,000s of players crammed into this one world. The problem we got here surfaces when (at the moment) more than 600 peeps decide they want to hammer each other at just a handfull of grids. There is no need to split the persistent world. It already runs as decentralized as CCPs code & gamemechanic-design-decisions allow it.
Would be nice to get an update on that parallel-computing/infiniband/split-up of sol system processes thing CCP where talking about nearly 2 years ago.
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