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Jacob Mei
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Posted - 2008.04.17 04:24:00 -
[1]
Okay, im not complaining about the current situation but I feel this might help things if implimented.
I have noticed that EvE online does not have a afk logout timer, IE if a keystroke or mouse movement is not registered for say 20 minutes, the client automatticlly logs out.
Now I understand that AFK does have its purpose in that its useful for AFK hauling of low value goods and would even go so far as to say that this should be the acception to the rule, however pretty much everything else, save sitting in station or sitting in a safe spot requires some form of interaction with the client.
Imagine how many people who log into eve and end up sitting there. They may not intend to do it, perhaps they got called away and are just sitting in the station but if they are sitting in the station for an hour or so thats an hour or so the server has to maintain a connection thats not doing anything. Multiply that by a few hundred or a thousand and you could easyly cut a large portion of lag the server experiences in the more conjested areas.
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Jacob Mei
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Posted - 2008.04.17 04:24:00 -
[2]
Okay, im not complaining about the current situation but I feel this might help things if implimented.
I have noticed that EvE online does not have a afk logout timer, IE if a keystroke or mouse movement is not registered for say 20 minutes, the client automatticlly logs out.
Now I understand that AFK does have its purpose in that its useful for AFK hauling of low value goods and would even go so far as to say that this should be the acception to the rule, however pretty much everything else, save sitting in station or sitting in a safe spot requires some form of interaction with the client.
Imagine how many people who log into eve and end up sitting there. They may not intend to do it, perhaps they got called away and are just sitting in the station but if they are sitting in the station for an hour or so thats an hour or so the server has to maintain a connection thats not doing anything. Multiply that by a few hundred or a thousand and you could easyly cut a large portion of lag the server experiences in the more conjested areas. |

Jaketh Ivanes
Amarr Do Or Die And Live Or Try The Kano Organisation
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Posted - 2008.04.17 08:23:00 -
[3]
It's a fair suggestion, but you have to compare the amount of resources requite to maintain a connection and keeping a monitor running for every player. At the end of the day, I think the monitor would require more resources than maintaining a connection, because the monitor has to be run for every player and most are playing. Maintaining a connection also has to be done for every player, but it very few who are waisting resources being afk.
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Eleana Tomelac
Gallente Through the Looking Glass
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Posted - 2008.04.17 09:35:00 -
[4]
I'll let my cat play with the keyboard (or sit on it which happens too) to keep my client connected...
AFK people are most of the time in station, there is not much interraction with the world this way.
AFK autopilot causes grid loadings, but moving goods may be really boring, so it's a good feature. I set autopilot for tons of jumps and watch TW, when the waypoint list is empty, I come back...
So, booting people out of the game for doing nothing isn't helpful... |

Ellaine TashMurkon
CBC Interstellar The Unseen Company
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Posted - 2008.04.17 10:29:00 -
[5]
I would kick active players, they cause much more lag then AFK players :)
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Jacob Mei
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Posted - 2008.04.17 19:20:00 -
[6]
The way I am viewing this is a sort of drop of water in a cup. A single drop doesnt matter but when multiplied by 100 or 1000 it suddenly is starting to fill up the cup. Without knowing everything that the server does send I would guess off hand that:
The server communicates everything said in Local, Corp and any other additional chat streams the user currently has open.
The server has to communicate skill point data from the server to the client.
How much of what is currently on the individuals ship
And so on. Admittedly these are all very small things but if you imagine a system like Jita, where the population of the system can be around 1000 players or more every little bit would help. I mean if Jita has say 900 active pilots in it and 100 afk pilots who havent done anything for 20 or more minutes thats 100 pilots the server could ignore and focus its resources on the active individuals. Even if in a station or safe spot the server still has to communicate information to the client to keep it synced up with the rest of the population.
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grgjegb gergerg
Caldari School of Applied Knowledge
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Posted - 2008.04.17 21:25:00 -
[7]
It probably isn't a whole lot for AFK players in stations.
They have to see what, a chat channel or 10?
No ship info, no statistical info, just a scrolling chat. IRC servers don't seem to have very much trouble with a LOT of text channels.
Now ships in space... I can't think of any really good ways. If it came down to it, it would be simple to use an external program to generate random keystrokes, either in an empty chat, flying slowly in random directions at a deep safespot, cloaked, whatever.
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Vested Interest
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Posted - 2008.04.18 00:32:00 -
[8]
CCP has stated that AFK players are not responsible for the Jita lag. I'd guess that this is true universe-wide. |
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