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Thread Statistics | Show CCP posts - 12 post(s) |

Zeba
Minmatar Pator Tech School
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Posted - 2008.09.22 18:11:00 -
[31]
Originally by: Mankirks Wife *watches in amusement as thousands of disappointed shuttle-flying alts slowly make their way to the nearest biomass recycling facility*
Honestly, the way people act on these forums (or General at least), I'm surprised CCP tells us anything. 
Yeah, I'm wondering if Avon will dare stick his head in this thread after all the emo gloom 'n doom he spouted yesterday. 
inappropriate signature. ~WeatherMan |

Towelieban
Minmatar Rionnag Alba
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Posted - 2008.09.22 18:13:00 -
[32]
just buy your stuff before you actually enter jita so you can be out of there asap.
in my view the shorter your in jita the better
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CCP Explorer

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Posted - 2008.09.22 18:32:00 -
[33]
Edited by: CCP Explorer on 22/09/2008 18:33:58
Originally by: Moon Kitten
Originally by: CCP Explorer We recently deployed new server-side infrastructure, which allowed Jita to reach 1,400 pilots last Saturday, up from the approx. 900-1000 it supported at maximum before (40-55% improvement).
Is this part of the infiniband/supercomputer project or something else?
This is something else, but under the same umbrella of re-factoring and making EVE more scalable.
This new server-side infrastructure is called StacklessIO and is a new network layer in EVE. We deployed this to Tranquility a week ago, on 16 September. We are going to publish more details about StacklessIO soon, I'm currently drafting a two-part blog with architecture information and measurement results.
This new network layer reduces network latency and improves performance in high-volume situations, e.g., in fleet-fights and in Jita. Normally Jita reaches a maximum of about 800-900 pilots on Sundays. Last Friday there were close to 1,000 pilots in Jita and on Saturday the number reached 1,400. We then encountered a problem that we had not even been able to encounter before, the Jita node ran out of memory. So this week we are working on memory improvements to overcome this new and exciting challenge.
Erlendur S. Thorsteinsson Software Director EVE Online, CCP Games |
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Henki
Section XIII Tau Ceti Federation
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Posted - 2008.09.22 19:08:00 -
[34]
what many peoples don"t understand is why CCP still want to see Jita like the only trade point ??
Simply cut off some systems and change some systems with low sec (instead of high), and you can be sure that many people will use "amarr" "rens" "oursu" "yulai" instead of jita.
If people must do 110 jump to join jita, they will change their trade point.
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Zeba
Minmatar Pator Tech School
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Posted - 2008.09.22 19:12:00 -
[35]
Originally by: Henki what many peoples don"t understand is why CCP still want to see Jita like the only trade point ??
Simply cut off some systems and change some systems with low sec (instead of high), and you can be sure that many people will use "amarr" "rens" "oursu" "yulai" instead of jita.
If people must do 110 jump to join jita, they will change their trade point.
And within a week or two after much wailing and freighter runs a New Jita will have sprung up in whatever system is the new central easy to reach point of Caldari Online. 
inappropriate signature. ~WeatherMan |

Myra2007
24th Imperial Crusade
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Posted - 2008.09.22 19:13:00 -
[36]
Originally by: Jana Clant
Originally by: Myra2007 So, eve is single sharded but (essentially) not in jita? And "temporary" solution can mean up to a few months if i am not misinterpreting that remark about midas. Not one of your brightest hours ccp.
You seem to not understand what server shards mean.
If too many players are in jita i cannot log into the game/system. Thus *essentially* the single sharded nature of eve is broken. Because its not everyone on the same shard but everyone on the same shard as long as player numbers don't rise too much. Oh and the fact there isn't a second shard but the people who don't fit into number 1 don't get to play at all. Thats it in a nutshell.
If you do not see how this might interfere with the idea of a single sharded persistent world like eve then i think it may be you who does not understand the very nature of this once so great game.
Whats the difference to other games where a sever has a limit of say 5000 players? Once the limit is reached i cannot meet/interact/play with the players on that server. Now in eve that "server" is jita and once its filled up i cannot meet/interact/play with the players in jita cept maybe for chatting.
How is that in any shape or form a single shard environment? Its just there isn't a second shard and the players who can't log in don't get to play *at all*.
Now people will rise some points like "but 1000 players in a system always meant some cannot login etc.". The key difference is if the number of players exceeds a certain limit then the game becomes unplayable and unpedictable for everyone. Thus its either everyone can game or no one can (really). Now its who comes first can play and everyone else can ask himself for what exactly he is paying the same fees as everyone who is just now logged in and playing.
Others will argue how there are other trade hubs to use like amarr/rens etc. Again they will not be able to explain how its ok to *force* some players to use other hubs while they remain in jita running missions in their glorious fanboi hypocrisy.
Personally i will keep my trade alts logged into jita 23/7 now especially on the weekend to ensure i get to play when everyone else does too.
And if at any time you find yourself in a hurry to buy some fancy items for pew pew with your friends and find you can't log in: don't complain here on the forums. You just made clear its ok to cut your gametime for the "greater good" (i.e. other players who have more right to play then you).
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F90OEX
F9X
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Posted - 2008.09.22 19:16:00 -
[37]
Originally by: CCP Explorer So this week we are working on memory improvements to overcome this new and exciting challenge.
Way I see it there is nothing new about the current problem, Be it in some 0.0 fleet battle or jumping into Jita on the weekend. Its like CCP are always behind the curve, I'm sure they knew at some point Jita would reach 1000 in local, but yet they wait until c-rap hits the fan for them to do something about it, rather then taking preventive measures from it happening.
Players have asked and asked and asked thread after thread, for a bypass system that allows you not having to go though Jita, but yet it still remains.
After 2 or so years players asking you to move agents from Jita .. 2 years for it to happen lol
Its like again you would rather take the forced route then using the preventive measures route.
What a mess 
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Zeba
Minmatar Pator Tech School
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Posted - 2008.09.22 19:19:00 -
[38]
Originally by: Myra2007 ..DramaBomb..
Your acting like this is going to be a permanent feature for Jita and not a temporary solution until that offending bit of new network layer code designed to make Jita hold even MOAR lemmings is debugged. 
inappropriate signature. ~WeatherMan |

Zeba
Minmatar Pator Tech School
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Posted - 2008.09.22 19:23:00 -
[39]
Originally by: F90OEX
Originally by: CCP Explorer So this week we are working on memory improvements to overcome this new and exciting challenge.
Way I see it there is nothing new about the current problem, Be it in some 0.0 fleet battle or jumping into Jita on the weekend. Its like CCP are always behind the curve, I'm sure they knew at some point Jita would reach 1000 in local, but yet they wait until c-rap hits the fan for them to do something about it, rather then taking preventive measures from it happening.
Players have asked and asked and asked thread after thread, for a bypass system that allows you not having to go though Jita, but yet it still remains.
After 2 or so years players asking you to move agents from Jita .. 2 years for it to happen lol
Its like again you would rather take the forced route then using the preventive measures route.
What a mess 
WTB server code that is pre-bugged and 100% stable only using best guesses and empirical data without any data from actual ingame level stress. Test server is not Tq and is insufficient to fully stress out new code to find that tiny little bug that only shows itself in a live enviroment.
inappropriate signature. ~WeatherMan |

Judge Ment
Aeon Interstellar Conglomerate Vanguard.
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Posted - 2008.09.22 19:24:00 -
[40]
Originally by: Zeba
Originally by: Myra2007 ..DramaBomb..
Your acting like this is going to be a permanent feature for Jita and not a temporary solution until that offending bit of new network layer code designed to make Jita hold even MOAR lemmings is debugged. 
Lets just say
Wheels turn very slow!
------------------------------------- We judge others by actions We judge ourselves by intentions. |

Zeba
Minmatar Pator Tech School
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Posted - 2008.09.22 19:28:00 -
[41]
Originally by: Judge Ment
Originally by: Zeba
Originally by: Myra2007 ..DramaBomb..
Your acting like this is going to be a permanent feature for Jita and not a temporary solution until that offending bit of new network layer code designed to make Jita hold even MOAR lemmings is debugged. 
Lets just say
Wheels turn very slow!
And water takes forever to boil for the ADD amongst us too. 
inappropriate signature. ~WeatherMan |

Myra2007
24th Imperial Crusade
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Posted - 2008.09.22 19:30:00 -
[42]
Edited by: Myra2007 on 22/09/2008 19:32:02 Edited by: Myra2007 on 22/09/2008 19:31:33
Originally by: Zeba
Originally by: Myra2007 ..DramaBomb..
Your acting like this is going to be a permanent feature for Jita and not a temporary solution until that offending bit of new network layer code designed to make Jita hold even MOAR lemmings is debugged. 
Well temporary may mean until december expansion or even longer according to dev posts in this thread. In that case i think its long enough to be called a problem. Maybe they can do it faster but who knows.
As for the "offending bit of network layer code": Jita has been a mess for years now so what exactly changed that this code is suddenly borked and a player limit *has to be deployed*?
At least you are not telling me its perfectly fine to lock some players out of the game while other can play just fine like many other people here seem to think.
edit: and no it wasn't a dramabomb see my first post which was pretty short. I just tried to clarify (after being asked) why this does indeed mess with the "single-shard" idea and i still stand behind that point.
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CCP Explorer

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Posted - 2008.09.22 19:37:00 -
[43]
Originally by: Myra2007 As for the "offending bit of network layer code": Jita has been a mess for years now so what exactly changed that this code is suddenly borked and a player limit *has to be deployed*?
It didn't become "borked" and isn't "borked".
We deployed a new network layer to Tranquility last week that reduces network latency and improves performance. As a result 1,400 pilots were able to log into Jita last Saturday. This is more than have ever been in Jita at the same time.
We found our next challenge, the memory required to hold 1,400 pilots in Jita at the same time. We're now working on that next challenge.
Erlendur S. Thorsteinsson Software Director EVE Online, CCP Games |
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Zeba
Minmatar Pator Tech School
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Posted - 2008.09.22 19:37:00 -
[44]
Originally by: Myra2007
Originally by: Zeba
Originally by: Myra2007 ..DramaBomb..
Your acting like this is going to be a permanent feature for Jita and not a temporary solution until that offending bit of new network layer code designed to make Jita hold even MOAR lemmings is debugged. 
Well temporary may mean until december expansion or even longer according to dev posts in this thread. In that case i think its long enough to be called a problem. Maybe they can do it faster but who knows.
As for the "offending bit of network layer code": Jita has been a mess for years now so what exactly changed that this code is suddenly borked and a player limit *has to be deployed*?
At least you are not telling me its perfectly fine to lock some players out of the game while other can play just fine like many other people here seem to think.
Well if you had kept track of the various dev posts over the last few days then you would know that moving agents out of Jita is the thing they are putting off till the winter expansion. As per the new network layer code they installed in the Emp 1.1 patch its designed to boost Jita to the 1500ish player mark but had a nastly little memory bug that didn't show itself until stressed under the massive Jita player overload on Saturday. Bug has been identified and will probably be squashed imho in days or less. But hey hey hey its the forums so poast away. We can always point and laugh at you later like people are doing to Avon with his G A M E O V E R comments that blew up in his face. 
inappropriate signature. ~WeatherMan |
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CCP Explorer

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Posted - 2008.09.22 19:43:00 -
[45]
Edited by: CCP Explorer on 22/09/2008 19:43:02
Originally by: Zeba As per the new network layer code (...) had a nastly little memory bug that didn't show itself until stressed under the massive Jita player overload on Saturday.
There is no memory bug in the new network layer as far as we know, in fact the memory usage on the proxy servers in the cluster has been cut by 50%.
But the memory required for more than 1,400 pilots in the same solarsystem is our next optimisation task.
Erlendur S. Thorsteinsson Software Director EVE Online, CCP Games |
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Zeba
Minmatar Pator Tech School
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Posted - 2008.09.22 19:46:00 -
[46]
Edited by: Zeba on 22/09/2008 19:50:17
Originally by: CCP Explorer Edited by: CCP Explorer on 22/09/2008 19:43:02
Originally by: Zeba As per the new network layer code (...) had a nastly little memory bug that didn't show itself until stressed under the massive Jita player overload on Saturday.
There is no memory bug in the new network layer as far as we know, in fact the memory usage on the proxy servers in the cluster has been cut by 50%.
But the memory required for more than 1,400 pilots in the same solarsystem is our next optimisation task.
Ahh. kk.. Misread this part of your earlier statement as some sort of a memory allocation code mixup and not as running out of physical memory. 
Originally by: CCP Explorer Last Friday there were close to 1,000 pilots in Jita and on Saturday the number reached 1,400. We then encountered a problem that we had not even been able to encounter before, the Jita node ran out of memory. So this week we are working on memory improvements to overcome this new and exciting challenge.
So there you have it kids. Plug in some moar memory sticks for the Jita node and it will be ready again for the unlimited hoards to trade away. (unless I misunderstood you again. :P)
inappropriate signature. ~WeatherMan |

Doc Fury
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Posted - 2008.09.22 19:47:00 -
[47]
Originally by: CCP Explorer the Jita node ran out of memory. So this week we are working on memory improvements to overcome this new and exciting challenge.
Is this challenge somehow related to you only being able to address/use less than 4GB of RAM, i.e. 32-bit code?
The accumulated filth of all their sex and murder will foam up about their waists and all the ho's and politicians will look up and shout 'Save us!' and I'll look down, and whisper 'no.' |

Judge Ment
Aeon Interstellar Conglomerate Vanguard.
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Posted - 2008.09.22 19:53:00 -
[48]
Correct me if im wrong what is CCP going to if they do hit their dream goal of 200,000 people on Tranquilty!
Money must be good Im seeing more TV and internet adds
I hope they are putting some into labor cost 
------------------------------------- We judge others by actions We judge ourselves by intentions. |

Avon
Caldari Black Nova Corp Band of Brothers
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Posted - 2008.09.22 20:16:00 -
[49]
'sup?
Nothing blew up in my face at all.
Just because currently the cap only currenty applies to Jita it doen't mean the game is suddenly unbroken. We now know that a dedicated node runs out of memory at 1400 players, and whilst this is being addressed it is still an issue, especially as some node hold many 10's of systems. The situation now exists where when the cap is in place it is impossible for someone to enter Jita and interact directly with characters there, which is very un-eve. Also, whilst CCP should be congratulated on their super spanky 1400 people in a system before breaking it, it doesn't help people who are fighting in rather more modest numbers having to suffer ghost ships and all sorts of other funky stuff.
The important factor, however, is CCP's reaction to the problem - not just short term, but their lack of planning and developing game mechanics and design which discourage such huge concentrations of numbers, far in excess of that which their game can currently handle. Capping systems is a worrying reaction, because once it has been tried for the first time it isn't a great stretch of the imagination to think it would be used again.
I know CCP have fought a great battle with code and hardware to try and keep up with the lag curve, I've been here all the way through. It is amazing to think that once CCP were telling us how if Eve ever hit 20k players it would be able to cope, and now we can run at double that at peak times!
But, and it is a big but (one "t", no smutty humour please), the game design unfortunately has not been so good at coping with increasing numbers.
When the superhighways were introduced (ironically as a reaction to low player numbers leading to little interaction), Yulai became Eve's central hub. It was a needed thing at the time, although it did drastically reduce the size of Eve. When Yulai started to get crowded, extra jumps were added to the highways in an attempt to create four hubs, rather than one. Jita was one of those hubs, but because of the way the space-routes fell, it also happened to be a major crossing point if you were travelling from one side of Eve to the other. That, along with instajumps, and then warp to zero, made Jita the ideal central hub. When travel was slower it was a harder call as to which was "best", I remember Rens had a pretty good run at it, but Jita was in a prime position both because of its "crossroads" location, and being the closest for Caldari space, the most populated part of Eve. This was the crucial time. Already people were forcasting Jita would be Yulai II, and discussing how to avoid it. How to encourage people to adopt a more regional focus to their gameplay by alterations in game mechanics to reward "factional" play. I was one of those people.
However, CCP focused on easier and faster travel to somehow make the game more fun, or more popular, or somesuch. They introduced combat mechanics which encouraged and in some cases even required increased player numbers and concentrations.
Eve still needs very fundamental changes to the way space, location, and travel are viewed, otherwise the Jita problem will only ever get worse .. and as the server population increases the problem will spread.
The solution is not with more spanky hardware (although it would help), or superdooperIO layers, but with game design.
People are generally social creatures, and it is in their nature to come together in one place. Game design has to acknowledge that, and then try like hell to discourage it in a way players feel is rewarding.
The problem is people, the solution is design.
Caps and kneejerks are bad, not because of what they are, but because of what they represent - a lack of understanding of the real problem.
C O N T I N U E ? I N S E R T C O I N
Eve-Online: The Text Adventure |

Gnulpie
Minmatar Miner Tech
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Posted - 2008.09.22 20:26:00 -
[50]
Originally by: CCP Explorer
This new server-side infrastructure is called StacklessIO and is a new network layer in EVE ... We are going to publish more details about StacklessIO soon, I'm currently drafting a two-part blog with architecture information and measurement results.
This new network layer reduces network latency and improves performance in high-volume situations, e.g., in fleet-fights ... this week we are working on memory improvements ...
Woah!
That are exciting news! StacklessIO Can you tell us more about that? Haven't heard about it so far *awaits eagerly the devblog* That sounds certainly like really interesting times for the devs 
And those f****ng sh**eads who cannot do anything but yell around and be destructive: if you don't like this game, then go away - the sooner, the better!
Really, no wonder that the devs aren't showing up more on the forums with such idiots around who don't understand anything and do not care to inform themselves about even the most basic things. |

NightmareX
MAFIA Pirate Coalition
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Posted - 2008.09.22 20:35:00 -
[51]
Edited by: NightmareX on 22/09/2008 20:40:26
Originally by: Gnulpie
Originally by: CCP Explorer
This new server-side infrastructure is called StacklessIO and is a new network layer in EVE ... We are going to publish more details about StacklessIO soon, I'm currently drafting a two-part blog with architecture information and measurement results.
This new network layer reduces network latency and improves performance in high-volume situations, e.g., in fleet-fights ... this week we are working on memory improvements ...
Woah!
That are exciting news! StacklessIO Can you tell us more about that? Haven't heard about it so far *awaits eagerly the devblog* That sounds certainly like really interesting times for the devs 
And those f****ng sh**eads who cannot do anything but yell around and be destructive: if you don't like this game, then go away - the sooner, the better!
Really, no wonder that the devs aren't showing up more on the forums with such idiots around who don't understand anything and do not care to inform themselves about even the most basic things.
I can't do more than just completely agree to what you did say here .
Check out my new flash web page 'Quantum Singularity' |

MotherMoon
Huang Yinglong
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Posted - 2008.09.22 21:09:00 -
[52]
Originally by: NightmareX Edited by: NightmareX on 22/09/2008 20:40:26
Originally by: Gnulpie
Originally by: CCP Explorer
This new server-side infrastructure is called StacklessIO and is a new network layer in EVE ... We are going to publish more details about StacklessIO soon, I'm currently drafting a two-part blog with architecture information and measurement results.
This new network layer reduces network latency and improves performance in high-volume situations, e.g., in fleet-fights ... this week we are working on memory improvements ...
Woah!
That are exciting news! StacklessIO Can you tell us more about that? Haven't heard about it so far *awaits eagerly the devblog* That sounds certainly like really interesting times for the devs 
And those f****ng sh**eads who cannot do anything but yell around and be destructive: if you don't like this game, then go away - the sooner, the better!
Really, no wonder that the devs aren't showing up more on the forums with such idiots around who don't understand anything and do not care to inform themselves about even the most basic things.
I can't do more than just completely agree to what you did say here .
by the time you get back nightmareX eve will be pretty spiffy :)
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Judge Ment
Aeon Interstellar Conglomerate Vanguard.
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Posted - 2008.09.22 21:15:00 -
[53]
Originally by: Avon
People are generally social creatures, and it is in their nature to come together in one place. Game design has to acknowledge that, and then try like hell to discourage it in a way players feel is rewarding.
The problem is people, the solution is design.
For once I'm going to agree with BOB 
------------------------------------- We judge others by actions We judge ourselves by intentions. |

Catharacta
Caldari Carebear Cavalry
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Posted - 2008.09.22 21:38:00 -
[54]
Originally by: Myra2007
Originally by: Jana Clant
Originally by: Myra2007 So, eve is single sharded but (essentially) not in jita? And "temporary" solution can mean up to a few months if i am not misinterpreting that remark about midas. Not one of your brightest hours ccp.
You seem to not understand what server shards mean.
If too many players are in jita i cannot log into the game/system. Thus *essentially* the single sharded nature of eve is broken. Because its not everyone on the same shard but everyone on the same shard as long as player numbers don't rise too much. Oh and the fact there isn't a second shard but the people who don't fit into number 1 don't get to play at all. Thats it in a nutshell.
If you do not see how this might interfere with the idea of a single sharded persistent world like eve then i think it may be you who does not understand the very nature of this once so great game.
Whats the difference to other games where a sever has a limit of say 5000 players? Once the limit is reached i cannot meet/interact/play with the players on that server. Now in eve that "server" is jita and once its filled up i cannot meet/interact/play with the players in jita cept maybe for chatting.
How is that in any shape or form a single shard environment? Its just there isn't a second shard and the players who can't log in don't get to play *at all*.
Now people will rise some points like "but 1000 players in a system always meant some cannot login etc.". The key difference is if the number of players exceeds a certain limit then the game becomes unplayable and unpedictable for everyone. Thus its either everyone can game or no one can (really). Now its who comes first can play and everyone else can ask himself for what exactly he is paying the same fees as everyone who is just now logged in and playing.
Others will argue how there are other trade hubs to use like amarr/rens etc. Again they will not be able to explain how its ok to *force* some players to use other hubs while they remain in jita running missions in their glorious fanboi hypocrisy.
Personally i will keep my trade alts logged into jita 23/7 now especially on the weekend to ensure i get to play when everyone else does too.
And if at any time you find yourself in a hurry to buy some fancy items for pew pew with your friends and find you can't log in: don't complain here on the forums. You just made clear its ok to cut your gametime for the "greater good" (i.e. other players who have more right to play then you).
6/10.
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Monkey Saturday
Knights of Chaos Chaos Incarnate.
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Posted - 2008.09.22 21:39:00 -
[55]
I have to say I'm impressed with the amount of communication and info from the Dev team on this issue. It almost feels like the days of yore.
Just a word of warning though, but I'm sure you've already thought of this : If you build it they will come. If Jita caps at 1024 you'll see that number more and more often. The amount of memory you're thinking of adding to the Jita node? Double it 
Thanks for the Maulus BPO nerf! :D |
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CCP Explorer

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Posted - 2008.09.22 22:04:00 -
[56]
Originally by: Doc Fury
Originally by: CCP Explorer the Jita node ran out of memory. So this week we are working on memory improvements to overcome this new and exciting challenge.
Is this challenge somehow related to you only being able to address/use less than 4GB of RAM, i.e. 32-bit code?
There would be a correlation. The old network layer prevented us from moving to 64-bit code and that's what we are working on today.
Erlendur S. Thorsteinsson Software Director EVE Online, CCP Games |
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Jimer Lins
Gallente Noir. Trinity Nova Alliance
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Posted - 2008.09.22 22:09:00 -
[57]
Originally by: CCP Explorer Edited by: CCP Explorer on 22/09/2008 18:33:58
Originally by: Moon Kitten
Originally by: CCP Explorer We recently deployed new server-side infrastructure, which allowed Jita to reach 1,400 pilots last Saturday, up from the approx. 900-1000 it supported at maximum before (40-55% improvement).
Is this part of the infiniband/supercomputer project or something else?
This is something else, but under the same umbrella of re-factoring and making EVE more scalable.
This new server-side infrastructure is called StacklessIO and is a new network layer in EVE. We deployed this to Tranquility a week ago, on 16 September. We are going to publish more details about StacklessIO soon, I'm currently drafting a two-part blog with architecture information and measurement results.
This new network layer reduces network latency and improves performance in high-volume situations, e.g., in fleet-fights and in Jita. Normally Jita reaches a maximum of about 800-900 pilots on Sundays. Last Friday there were close to 1,000 pilots in Jita and on Saturday the number reached 1,400. We then encountered a problem that we had not even been able to encounter before, the Jita node ran out of memory. So this week we are working on memory improvements to overcome this new and exciting challenge.
Several people I know noticed a lot less lag in Jita- including me. So good on you. I'm very curious to hear about what's next and how it will improve latency elsewhere.
Thanks for keeping us in the loop.
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CCP Explorer

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Posted - 2008.09.22 22:10:00 -
[58]
Originally by: Monkey Saturday I have to say I'm impressed with the amount of communication and info from the Dev team on this issue. It almost feels like the days of yore.
Just a word of warning though, but I'm sure you've already thought of this : If you build it they will come. If Jita caps at 1024 you'll see that number more and more often. The amount of memory you're thinking of adding to the Jita node? Double it 
I'm not sure that tripling it will be enough. Technical and hardware solutions won't suffice in the long run, which is why EVE Game Design is working on how the "Jita service" can be provided while avoiding "secure transport all through EVE". But that's not an easy task. If it was then those ideas would have been applied to reduce congestion on Times Square, Oxford Street, Avenue des Champs-+lysTes and Laugarvegur.
Erlendur S. Thorsteinsson Software Director EVE Online, CCP Games |
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Patrice Macmahon
Gallente
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Posted - 2008.09.22 22:23:00 -
[59]
Have you guys considered softening the competitiveness of Jita (or high sec) in a suble fasion?
I understand the geekdom and challenge of getting 1,400+ players into a single system, but how about giving an incentive for some (not all) of those traders to move out of jita and expanding markets elsewhere?
A proposal: An Economic approach to moving people away from high Sec Space
This would only require modification to the tax code.
The Intakis have an obligatin to defend the Federation, but not to assult others on its behalf. |

Wilde One
Gallente The Photon Raiders
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Posted - 2008.09.22 22:38:00 -
[60]
OK this is only an idea and may be completly stupid or have been mentioned before. If so forgive me.
Instead of a play cap how about an order cap. If there can only be so many orders in a single system or station then it would force players to put orders up in other systems and hopefuly spread it round the constilation. It would only really affect the newer players and the traders by the fact they would have to travel more to collect and place orders. Any seriouse trader would be able to remotely adjust there orders anyway. But like I said just an idea.
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