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

Astabon
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Posted - 2005.12.05 00:48:00 -
[91]
I'd like to thank Star Wars Galaxies for all the fun new players. Welcom Galaxy Refugees!
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Partisan Ograe
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Posted - 2005.12.05 02:53:00 -
[92]
Originally by: Astabon I'd like to thank Star Wars Galaxies for all the fun new players. Welcom Galaxy Refugees!
Yeah got some in my corp too bad they brought the major farming operations with them.
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Garik Daemon

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Posted - 2005.12.05 02:58:00 -
[93]
Please keep on topic and do not discuss macros, there are plenty other threads for that.
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Partisan Ograe
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Posted - 2005.12.05 02:59:00 -
[94]
Originally by: Garik Daemon Please keep on topic and do not discuss macros, there are plenty other threads for that.
There was a topic for this thread? And besides there are never to many threads bashing macros till they are ruined forever.
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Ante
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Posted - 2005.12.05 05:14:00 -
[95]
When I started playing January this year, 10k players was the magical number. To think that the active population of the game has almost doubled in one year is astounding! Grats CCP!
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TheNecromancer
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Posted - 2005.12.05 06:02:00 -
[96]
Gratz ccp
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MarkX
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Posted - 2005.12.05 06:26:00 -
[97]
Grats all!
PS - Thomus smells.   
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Thomus
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Posted - 2005.12.05 09:17:00 -
[98]
Originally by: MarkX Grats all!
PS - Thomus smells.   
funny you should say that, cuz im reading the forums just b4 i get in the shower...
---------------- Tom |

Thomus
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Posted - 2005.12.05 09:18:00 -
[99]
Originally by: Claude Leon
Originally by: Kuddel
Originally by: Garik Daemon 18,148
at least 8000 macro mining isk farming cheating gamedestroying ashoolmofo alts
Agreed and multiple accounts should not be counted.
I agree too. So without alt-accounts, macroers, EVEbay ISK farmers, the total is still probably about 10k. lol.
---------------- Tom |

Matthew
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Posted - 2005.12.05 09:56:00 -
[100]
Originally by: Rod Blaine I'd say CCP needs to cap concurrent online players at 15K untill they finally get some better performance going.
What about that ?
I can see the whining already, especially when one alliance blob invades anothers space and they can't do anything about it cause the server hit 15k and they can't get their reinforcements logged on 
Besides, the server can quite happily handle this number of players, what it can't handle is them all blobbing up. The dominant factor in the server load problems is not total player count, but player clustering.
Originally by: Rod Blaine PLayer count rising steadily, new expansion in a few weeks, holiday season with many new players = 17K will be not so special a month from now.
That would be the expansion with significant optimizations in it. The new manufacturing and drone systems alone have the potential clear out a lot of unnecessary server load (I seem to recall a figure of 10-15% being mentioned, but can't find the reference now).
Originally by: Rod Blaine I mean, ive seen promises and promises, imporvement after improvement announced, yet lag and playability have done nothing but detiriorate in the last year and a half.
That's funny, I remember periods in the last year and a half when things were much worse than this. In particular I remember the period when it was more likely for the server to go down during weekend peaks than to stay up, and when it wouldn't be unusual to get stuck warnings for a dozen important empire systems simultaneously. Things may not be ideal right now, but they are a lot better than the last time we had a rapid influx of players.
Originally by: 000Hunter000 ok, so i know it apparently is hard for ccp to do anything about this, but isn't there some other way, restricting the number of players in a system? perhaps making a twin system that got the same gates as ours and devide the agents and stuff over these 2 systems?
The devs have already mentioned a plan to redistribute the agents out of the hubs shortly after RMR release.
As for capping the number of players in a system, there's a nunber of problems with that, not least the potential for gridlock around busy hubs. Hubs are where they are for a reason. If people can't get into the hub itself, the systems next to it are the next best thing, and will likely hold queues of people trying to get into the hub itself. If these adjacent systems also hit their player limits, we get gridlock. No-one could leave the hub, as all the systems they could go to are player-capped. Meanwhile, the players in the adjacent systems are all hammering to get in, but won't be able to as the hub is full and no-one can leave. A similar thing could happen with fleet battles. Often they end up with opposing fleets on either side of the same gate, with the possibility that they couldn't jump even if they wanted to due to the capping. There's also questions around how you handle someone wanting to log in if their char is in a capped system. It's certainly not as simple as it first sounds.
------- There is no magic Wand of Fixing, and it is not powered by forum whines. |

sonofollo
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Posted - 2005.12.05 10:52:00 -
[101]
ok stripping out ahem non human players from the game how many real players are playing (i sitll agree that its setting records all the ex SGW and WOW players that are getting better value for money here) are catching on
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Dahin
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Posted - 2005.12.05 10:53:00 -
[102]
oh SH*T  I remember the days wen having 6k players was a BBQ-fest
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Rells
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Posted - 2005.12.05 11:35:00 -
[103]
Originally by: Garik Daemon 18,148
and only 8000 macrominers!
◄ I must not fear. ◄ Fear is the mind-killer. ◄ Fear is the little death that brings total obliteration. ◄ -- Paul Atreides
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sonofollo
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Posted - 2005.12.05 11:46:00 -
[104]
well how manu unique logins at once (ie take out ppl running 2 or 3 seperate character log ins) these are the real players.
I wonder what the figures look like then
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