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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Rehpic wrote:
    We recently increased the number of players per map instance in the social zones, and I think we overshot the mark a bit. We will be reducing them a bit in the near future so they don't feel so crowded.

    Please don't !!!

    75 cap per instance is fine as is.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Rehpic wrote:
    We recently increased the number of players per map instance in the social zones, and I think we overshot the mark a bit. We will be reducing them a bit in the near future so they don't feel so crowded.

    + 1

    1: Beam down to ESD
    2: Find the instance with the fewest number of people in it and switch
    3: Wonder why I even have to bother doing this since the cap was raised
    4: Be glad that Rehpic knows what he's doing :)
    Curii wrote:
    Please. Its causing my PC (not the fastest in the world, I'll admit, in fact a powerful Pocket calculator might give it a run for its money) is beginning to chug a bit when things get busy, like around the featured episode mission hubs.

    Thanks.

    + 1
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Please don't !!!

    75 cap per instance is fine as is.

    I would disagree. I think some of that server instability that they were experiencing recently was the result of these larger caps. I know that the loading times for areas like ESD have increased significantly.

    You have to realize it isnt just 75 players. It is all of them and their pets and their graphical abilities. It is just too much. I am fine with having large caps in sector space but in heavy asset areas like ESD, I would say they should reduce it.

    As far as having tons of ships being at ESD making sense, we never saw that on the show. There were not a ton of vessels at Earth. Giving the war, I do not think it makes too much sense to have all these ships sitting right at Earth.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Ok... they can lower it to 70... that's it. And kill all ability to activate skills apart from pets.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    I was just thinking the other day the game seemed more popular. Maybe it was all the people I was seeing.


    The only problem I noticed is loading between zones it would hang after the first little bit, then it was alright.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    anazonda wrote: »
    Ok... they can lower it to 70... that's it. And kill all ability to activate skills apart from pets.

    50 imo
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    anazonda wrote: »
    Ok... they can lower it to 70... that's it. And kill all ability to activate skills apart from pets.

    Kill pets also and make it 50.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Are you guys serious? This is a mmorpg and people NEED to see other People. I like it and don't want to see a decrease. Lets try to get lower the number of instances all together.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    CapTrott wrote: »
    Kill pets also and make it 50.

    Kill pets, allow fireworks, and 65.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    anazonda wrote: »
    Kill pets, allow fireworks, and 65.

    I'll raise ya One Pet each player, No Battle Skills Use (At All) and put the cap at 69. (my favorite number) ;)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    DaveyNY wrote: »
    I'll raise ya One Pet each player, No Battle Skills Use (At All) and put the cap at 69. (my favorite number) ;)

    Ill take that one...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Perhaps if they added multiple space zone ins to ESD and out of it so we don't have the space pile up. I am sure using the engine they use that selects a zone for you to zone in could add one more line of code to drop you in one of three or more zone in spots or "Traffic lanes" if you will.the same for when you beam out of ESD. This could minimize the stacked and packed look of ships and probably lessen the load on some graphics cards.

    Secondly I agree about the people spamming mines and abilities. Earth is a secure system and all Star Fleet vessels would of course follow regulations to power down weapons systems (abilities and weapon systems) to prevent accidents.

    Third i would like pets, party items, and all the stuff that is currently causing trouble moved to a R&R deck along with the club. I always thought it was silly that in the middle of an operations section of a star base they had a club.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    I'm surprised no one has mentioned this idea, but here is one. Reduce the NPC count.

    75, in my opinion is still to LOW, (personal opine, run of the mill machine, realistic graphical settings and I'm fine) spread out the spawn in points coming into ESD is a must do for certain. I think a good percent of the playerbase would go for that . Do that and reduce the NPC count in space and on ESD and it will be fine.

    The removal of abilities, while it is something i would prefer not to do, understand why some would want it, because the abilities, in large populated areas would affect their game play, so its a feasible idea on how to fix things.

    Just a thought for those who want to reduce the pop count, ESD lore wise, held over 10K people, granted its spread out over the entire thing but still, just a thought.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    So many people spawned outside starbase 39 in sector space I somehow got knocked into the planet and was stuck there. I had to use a transwarp to get out :(
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    For ESD, they need to lower the count to about 60, remove abilities save pets, and disallow uniform change on any area other than a specific area or your captain's qaurters.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Unless there's some actual, serious server load problems on Cryptic's end that they can't fix, personally, I'd prefer to keep the cap where it is...

    Of course, there are some improvements that could be made...

    Extra spawn points in Earth Space zone so players aren't all cluttered in two spots.
    Disable all combat abilities in social zones (no mine laying, photonic shockwaves, forcefield domes, phaser/medical/shield turrets, etc)
    and a few more that others have mentioned.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    So it seems that most agree: Several spawnpoints is the way to go, and disable skills/abilities.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    maybe if they added some of the ESD only NPC's (ability to change ships, etc) to other stations it would spread out the players to other stations?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    maybe if they added some of the ESD only NPC's (ability to change ships, etc) to other stations it would spread out the players to other stations?

    Actually, you can do that at most stations anyway. It's just that ESD is so neatly organised without a extremely large stroll from one side to another. :o

    Mind you, the ship systems and bank/exchange are all one room on SB39, look how crowded that room gets...!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Ok how about fixing the login problems several people have been experiencing? It's probably related anyways...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2011
    Beckygrrl wrote: »
    Is that why it seems like I'm getting booted almost every time I change maps or try to start or reenter a mission? The funny thing is that when "Cutting the Cord" dropped I was able to complete the entire mission without a problem, but trying to do diplomatic missions is often nearly impossible because they take so long to load that by the time I do get in (assuming I'm not booted yet again) the mission has already timed out.

    I've been playing since beta but had to take several months off in the middle and it seems that this problem has actually gotten worse, which I frankly find difficult to understand. Kinda makes me long for the days when we were rubberbanding all over the place and you'd often beam down to a ground map as your ship, but at least you didn't have to keep reentering your password over and over and over...

    Seriously Cryptic, this game has been live for over a year now. I'm having a lot of trouble understanding why you folks haven't gotten a handle on this issue by now.

    And before you ask, I've checked. It's not my connection or my PC, it's on your end.


    I agree completely on everything this person said !!
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