| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

sonofollo
|
Posted - 2005.11.01 10:45:00 -
[1]
no need for a new server just put extra nodes or system resources into jita once the local count passes 300 in local.
|

sonofollo
|
Posted - 2005.11.01 11:01:00 -
[2]
move the agents out of the core systems (30% would do) move some of the market goods from NPC sources and seed them a bit more widley across the high sec regions (there are some high sec systems with perhaps 3 players per hour) heck even some with just asteroid belts and no staions surley some of the stations can be single seeded in each system.
This will reduce the amount of 300+ systems during peak periods ie mission runners - i thought mission runner changes meant that agents that were overused would have more jumps to mission objectives and those that were underused would have shorter jumps and quicker missions (encouragign players to disperse a bit) obviously that wasnt implemented
|

sonofollo
|
Posted - 2005.11.01 11:04:00 -
[3]
and the fact that the hub systems havent had their agents moved havent had their overused agents sending their mission runners more jumps than those underused agents
The NPC trade goods and BPCs and modules have all been lumped in one system isntead of spread over 10 nearby high sec systems.
A few other things that could be done are to raise the cost of factory slots in this system if players complain tell em to migrate out to where they are more plentiful (though the factory slots changes will mean that u can hire only when u have a job to go and after its finish the slot is lost)
So if all the slots are filled up they will have to move systems.
Drone nerf well lets knock it back by 20% and not 80% to start with just to see how it affects lag.
But mostly its to many players to close together (spread the starting locals and level 1 agents out a bit more) make players make a few jumps even for basic missions.
|

sonofollo
|
Posted - 2005.11.01 11:20:00 -
[4]
they need to anayise their data on the agents in those systems the top 5 agents to start with could simply be shifted up to 5 jumps (other option is the top 10 most used agents could require players to make more jumps to complete their missions) this would have the effect of pushing the mission runners through high sec but to quieter systems. And would reduce he pressure on those systems
Oh and those systems with the schools - a lot of newbs tend to stay close to home my idea is once they have moved onto the lv 1 -19Q agents - move those starting agents at least 5-10 jumps from the learning systems and in a even distribution without bunching to move the newbies around as well. give the newer players the idea they need to move around eve a bit for the game.
Lots of quality suggestions on how to fix this problem lets see if CCP listens or presses ahead with the drone nerf instead
|

sonofollo
|
Posted - 2005.11.01 11:25:00 -
[5]
well CCP needs to take the bull by the horns and say right u lot of bunching up we are going to prod u away from hub systems we are raising the broker tax take in high sec systems by 5% or perhaps a weekly automatic raise in the top 5 systems with the most transactions.
Shift the 5 most used agents in each region to nearby systems
Shift some of the low end NPC modules - ship sales etc a couple of jumps around.
Heck go as far as to reduce the amount of roids in some overused systems (give miners a bit of a nudge)
|

sonofollo
|
Posted - 2005.11.01 11:35:00 -
[6]
evil redeye ive been saying this for a few months and CCP have refused to move those agents into a more even distribution pattern. Instead focusing on nerfing gameplay mechanics when its all theese players in key systems that are causign more % of the lag than drones in fleet battles.
|

sonofollo
|
Posted - 2005.11.01 11:37:00 -
[7]
dark shikari - CCP seem to favour bunching key groupings of agents in the same systems - which in turn turn out to be market hubs as well. I guess it promotes lots of interactions = lots of lag a more even distribution pattern would make more sense instead of such an aggressive drone nerf (ok nerf drones but an upper limit of 5 is bad - 10-15 for the dominix - ishtar and thorax is a better idea) or place limits on the special drones deployed at ocne but allow more scouts and med scounts to be used as well.
What about these new drone carriers are they going to be nerfed to a maximum of 5 drones out at once - will defeat the purpose really
|

sonofollo
|
Posted - 2005.11.01 11:52:00 -
[8]
well 5 have stated they intend to wage war in high sec empire - CCP need to make sure they do certain things to reduce lag (make sure the systems dotn bunch up with newbies and then war battles on top) spread the agetns around - allocate 2 nodes to a single system (surley software can be programmed this way) once a node passes 350 players kick in the 2nd node from a reserve amount.
This in theory should allow up to 800 players in a single system without crashing the node - the good thing is the other nodes were able to balance out and keep the game going despite a slow cascade - so i guess some of CCPs node balancing implementations are already working
|

sonofollo
|
Posted - 2005.11.01 12:08:00 -
[9]
well a lot of the alliances are fighting in empire - and yes it is affecting node survivability - how about seperating the emipre high sec high use nodes from the rest of the system at least if a system goes down then a) it can recieve more support b) reboot of its own accord.
But the other focus is all the abandoned drones that cause server pressure (all unclaimed drones automatically die after 7 days - would remove those that are just left after battles that no one picks up anyway) similar to the 2 hour jetcan rule
Goto jita and scan for drones u will hundreds of em at least. If all those vanished then there would be less lag overall from drones (KISS principle applies before totally enrfing drones)
|

sonofollo
|
Posted - 2005.11.01 12:52:00 -
[10]
then allow us bounty hunters to pick active players in empire let us pay 10 mil a day for the privalege of following em around and attempting to blow em up (perhaps only NPC corps players as they seem untouchable in high sec space atm) whereas corp players can be hit
Bit unfair being allowed to stay in NPC corp in high sec space and be spared PVP or other options lets bring them into the fold :)
|
| |
|