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Tarminic
Dreddit
Test Alliance Please Ignore
Posted - 2008.02.04 16:32:00 - [91]
 

Originally by: Jin Entres
In my opinion the best solution suggested so far -- to reduce the number of people visiting Jita -- is the introduction of an InterBus system that would allow for transportation of assets by NPC's within a region or at least a limited amount of jumps (you could even have a skill to dictate the range).

It could well have a cargo space restriction to prevent transportation of ships for example, and a transportation duration dependent on amount of jumps aswell as the volume. Say something like 1 minute and 20,000 ISK per 100m3 per jump. And for the sake of risk vs reward, restrict it to highsec.

People don't use player courier contracts because they are impatient and not prepared to wait or resent the uncertainty of schedule. I would argue that a substantial portion of Jita visitors only go there to get stuff from the market or contracts, and most often the volumes are relatively small. Many would be prepared to pay some ISK to avoid the hassle, which would also function as an ISK sink.

Balance can be tuned with transportation distance, volume restrictions and costs to suit devs' vision of balance of course.

There are some issues with this:

Security
How could we keep players from using this system to move goods through areas that they normally could not due to war declarations? There would have to be some possible way for a warring corporation to intercept these deliveries, which would mandate the introduction of either new mechanics or some kind of corporation-affiliated NPC that could be shot down my the warring groups.

Economics
How could this combat market hubs, which exist primarily because a large amount of products are being sold in a single location? Yes, people wouldn't need to physically be there to pick up said goods, but this wouldn't affect those who advertise contracts in Jita, of which there are a great many.

Cost
How much should this service cost? Should it be extremely cheap and accessible to everyone? Should it be moderately expensive or very expensive, and would that be unfair to newer players who have less ISK and as such would be incapable of using it?

What effect will this have on inflation? On the surface it's an ISK sink but this could affect the market in unseen ways.

How should this service compete with Courier Contracts? There are players who provide this service and Interbus shouldn't be significantly better (overall) because they want player hauling services to be a valid means of making money. Should it cost much more than player contracts (and how do we maintain this ratio?)? Should it take longer? Be less secure?

There are a lot of questions that need to be addressed before Interbus services can be added, perhaps too many to make this a high priority.

Ulstan
Posted - 2008.02.04 16:38:00 - [92]
 

Quote:
People don't use player courier contracts because they are impatient and not prepared to wait or resent the uncertainty of schedule. I would argue that a substantial portion of Jita visitors only go there to get stuff from the market or contracts, and most often the volumes are relatively small. Many would be prepared to pay some ISK to avoid the hassle, which would also function as an ISK sink.



If you give enough of a reward for the courier mission, it will be snapped up in no time.

I'd love to see a more robust hauling industry develop, where players could conceivably make all the money they needed off of accepting player courier missions. (Since hauling NPC trade goods back and forth is mostly a good way to lose money now)

But there are so many terrible courier missions out there - 7 jumps and a 70,000 reward. You can do better than that sitting in a belt in hi sec and shooting the rats that spawn.

Agent Li
Caldari
CCCP INC
Posted - 2008.02.04 16:48:00 - [93]
 

Originally by: Roy Gordon
To be honest, this is a problem of OUR creating and not of CCP's for a change.
In real life people in the business world graviate towards trade hubs, thats why you have the major trade centers of the world centers on places like London, New York, Toyko etc. Have you ever been to those cities? How many of the countries population are based in them? Take London for example, 10% of the population of the entire United Kingdom lives or works there.



This.

Even if you removed all the agents from Jita and the surrounding area, the market would still exist. It might not even move at all, because everyone who does trading has already set up shop there, and everyone who wants to buy and sell will go there to hook up with the best traders and trades.

Jin Entres
Malevolent Intervention
Posted - 2008.02.04 16:49:00 - [94]
 

Originally by: Tarminic

There are some issues with this:

Security
How could we keep players from using this system to move goods through areas that they normally could not due to war declarations? There would have to be some possible way for a warring corporation to intercept these deliveries, which would mandate the introduction of either new mechanics or some kind of corporation-affiliated NPC that could be shot down my the warring groups.



I think this can be balanced with limitations in volume and possibly increases in cost if the service user is involved in wars. Another limitation to consider is faction, deadspace and officer modules aswell as blueprint originals. You could just disallow transporting them via InterBus completely so that players would always have to take the risk and move them manually.

Originally by: Tarminic

Economics
How could this combat market hubs, which exist primarily because a large amount of products are being sold in a single location? Yes, people wouldn't need to physically be there to pick up said goods, but this wouldn't affect those who advertise contracts in Jita, of which there are a great many.



This is true for resellers mostly, and I think the consequence would be that the advertising would move primarily to the appropriate trade channels. Of course there would still be a lot of people in Jita looking out for good bargains etc. but the goal is not to empty the place but to reduce the traffic.

Originally by: Tarminic

Cost
How much should this service cost? Should it be extremely cheap and accessible to everyone? Should it be moderately expensive or very expensive, and would that be unfair to newer players who have less ISK and as such would be incapable of using it?

What effect will this have on inflation? On the surface it's an ISK sink but this could affect the market in unseen ways.



This is an optional service. New players who can not afford it can simply go get the stuff themselves like everyone has to now. Of course it can't be too expensive or no one will use it. A balance can be sought through manipulating the cost based on distance, volume and possibly item base price.

I am not a market analyst and as such someone else would have to evaluate how this could affect the market, but I think it's an idea worth pursuing.
Originally by: Tarminic

How should this service compete with Courier Contracts? There are players who provide this service and Interbus shouldn't be significantly better (overall) because they want player hauling services to be a valid means of making money. Should it cost much more than player contracts (and how do we maintain this ratio?)? Should it take longer? Be less secure?



I think the InterBus should be faster while player couriers should be cheaper and focus on longer distance and higher volume. The main function of the InterBus should be to allow for quick transportation of volumes under 500m3 which make up the frequent but random module and ammo needs that a large portion of Jita visitors are there for. If you limit it to say 5 or 10 jumps (depending on skill?), it does not obsolete the player courier system since most of them extend beyond that. Similarly you could limit the volume (sorry if I'm repeating myself Razz)

Angel DeMorphis
Gallente
Posted - 2008.02.04 16:56:00 - [95]
 

Originally by: Agent Li
Originally by: Roy Gordon
To be honest, this is a problem of OUR creating and not of CCP's for a change.
In real life people in the business world graviate towards trade hubs, thats why you have the major trade centers of the world centers on places like London, New York, Toyko etc. Have you ever been to those cities? How many of the countries population are based in them? Take London for example, 10% of the population of the entire United Kingdom lives or works there.



This.

Even if you removed all the agents from Jita and the surrounding area, the market would still exist. It might not even move at all, because everyone who does trading has already set up shop there, and everyone who wants to buy and sell will go there to hook up with the best traders and trades.


Read the thread again and realize that the suggestion to change agents in and around Jita is not for the effect of destroying it as a trade hub, but for the purpose of (a) reducing lag in Jita, and (b) not forcing mission runners around Jita to have to face the lag bomb that is Jita.

Angel DeMorphis
Gallente
Posted - 2008.02.04 16:58:00 - [96]
 

Originally by: Jin Entres
I think this can be balanced with limitations in volume and possibly increases in cost if the service user is involved in wars. Another limitation to consider is faction, deadspace and officer modules aswell as blueprint originals. You could just disallow transporting them via InterBus completely so that players would always have to take the risk and move them manually.


Besides the reasons that Tarminic mentioned, the developers don't want to give players even more reason to not play the game.

Akita T
Caldari Navy Volunteer Task Force
Posted - 2008.02.04 17:11:00 - [97]
 

The last word I heard about InterBus was that it would have to be limited to "constellation only", as for the other limitations (time delays, cost, method of shipment), everything was still up in the air.
While the implementation of (even this heavily pre-nerfed form of) Interbus would bring lag in Jita (and other hubs) down substantially if attractive enough to use (and you can't have it TOO attractive either, sadly), the balance that needs to be stricken between convenience, cost and associated risk (if any) apparently proved more work as initially expected.
Not only the matter of balancing it properly, but we're also talking a whole separate set of services from what we have right now, so I'm not putting my hopes up of seing it "come alive" in any near future I can envision.

On the flip side, simply moving or altering agents is a relatively easy task (once you decide which ones you want changed), and implementation of a "do not send people to this list of systems" feature in mission destination selection algorythms seems quite straightforward in comparison to a full-blown InterBus system too.

Tarminic
Dreddit
Test Alliance Please Ignore
Posted - 2008.02.04 17:45:00 - [98]
 

Edited by: Tarminic on 04/02/2008 17:50:39
Originally by: Akita T
The last word I heard about InterBus was that it would have to be limited to "constellation only", as for the other limitations (time delays, cost, method of shipment), everything was still up in the air.

I'm kind of interested in the effect that might have - distributing markets through constellations instead of systems...

Frug
Omega Wing
Snatch Victory
Posted - 2008.02.04 17:50:00 - [99]
 

Akita mentions it in passing in the OP.

DYNAMIC Agent Quality.

This is possible long term solution to players clumping around high quality agents and should be seriously considered.

ElweSingollo
The Higher Standard
Posted - 2008.02.04 18:03:00 - [100]
 

Originally by: Akita T
Also, I heard a troubling piece of news recently.
Allegedly, there is no more "node reinforcing" being done for 0.0 "scheduled" combat, on account of doing that creating a mess in the "auto-balance" algorythm for sysyem-on-node relocation.
Shame... shame !



Hmm well that goes against what I understood to be the situation that happened in pf- yesterday when there was 150 odd local defending and we expected approx 150-200+ incoming from what I understood we had petitioned for node to be re-inforced and that was being done....

Akita T
Caldari Navy Volunteer Task Force
Posted - 2008.02.04 18:19:00 - [101]
 

That's why I said "allegedly" Wink

Jin Entres
Malevolent Intervention
Posted - 2008.02.04 18:28:00 - [102]
 

Originally by: Angel DeMorphis
Originally by: Jin Entres
I think this can be balanced with limitations in volume and possibly increases in cost if the service user is involved in wars. Another limitation to consider is faction, deadspace and officer modules aswell as blueprint originals. You could just disallow transporting them via InterBus completely so that players would always have to take the risk and move them manually.


Besides the reasons that Tarminic mentioned, the developers don't want to give players even more reason to not play the game.


I have three rebuttals to your point:

1. A courier system already exists which removes the need from a player to transport his or her own stuff. Granted it shifts the work to another player, but it still effectively encourages players not to "play the game", by your definition.

2. Lag is one of the biggest if not the single greatest reason players do not play the game. Reducing it, if anything, encourages players to play the game more.

3. Players are motivated by meaningful gameplay. Fetching a few modules does not constitute that, and in fact this kind of convenience may on the contrary encourage players to engage in activities that they enjoy more in the game because there is less of a mandatory and rather meaningless timesink involved.

Pan Crastus
Anti-Metagaming League
Posted - 2008.02.04 18:48:00 - [103]
 

Originally by: Roy Gordon
To be honest, this is a problem of OUR creating and not of CCP's for a change.



It's not and people should stop repeating this nonsense.

The fact that such huge trade hubs exist in EVE is mostly due to the sharding of the market into regions. If people oculd see the cheapest offer universe-wide from anywhere, they would go there and many smaller trade hubs would be established. Right now they just go to Jita/Rens/Oursulaert because they cannot see the prices outside their current region but *assume* that those places have good prices. Thus it becomes more important for sellers to concentrate on those known hubs and so on.


Angel DeMorphis
Gallente
Posted - 2008.02.04 19:29:00 - [104]
 

Originally by: Jin Entres

I have three rebuttals to your point:

1. A courier system already exists which removes the need from a player to transport his or her own stuff. Granted it shifts the work to another player, but it still effectively encourages players not to "play the game", by your definition.



I didn't define "not play the game" to any extent, so "by my definition" is kind of funny, actually. Laughing As you said, it shifts the work to another player, so someone is still playing the game to move that around.

Anyways, here's a quote from a previous dev post on the subject that shows what I was really trying to say as to why it will not happen (not until someone can fix the problems with it):

Originally by: CCP Lingorm
We have also considered 'enabling' Interbus inside a region so that you can have you modules delivered anywhere in the region, for a price and a short delay, but this kills courier contracts and logistics, as you get everything delivered with no risk .... again not a solution.

If you have any suggestions to overcome these problems then we are more than willing to listen as we are trying to solve the problem, but when you look at the suggested solutions closely you see they have side-effects that we do not want even more than the current problem.

I did suggest that we put in code that anyone that logs off in Jita is randomly moved to a 0.0 station, but this, while funny, also does not really solve the problem.

Yes there is a problem with Jita, not with how it works, there is nothing wrong with market hubs, but that we need to be able to scale it more.

Hope this lets you see that we ARE looking into the problem, but we want to Solve it in such a way that does not create more problems.

Kroma BaSyl
Amarr
Snickers Inc
Posted - 2008.02.04 19:42:00 - [105]
 

Edited by: Kroma BaSyl on 04/02/2008 19:42:51

Originally by: CCP Prism X
Amazingly your sub doesn't cover it Very Happy



Does it cover an expectation that your product function as advertised? "Massively multiplayer".

The lag in mid to large scale combat (let's not even talk about Jita) would seem to suggest otherwise.

I agree that throwing hardware at the problem won't solve it ultimately. Better code and loadbalancing schemes will though, and that's what we are paying our subs for.

Angel DeMorphis
Gallente
Posted - 2008.02.04 19:46:00 - [106]
 

Originally by: Kroma BaSyl
Does it cover an expectation that your product function as advertised? "Massively multiplayer".


Name another "Massively Multiplayer" game that can get the same amount of people in space with less lag. They can't, hence they shard their servers, which we all don't want, and will never see, with Eve.

Swedish Bob
GoonFleet
GoonSwarm
Posted - 2008.02.04 19:52:00 - [107]
 

Originally by: CCP Prism X
Originally by: Szprinkoth Sponsz
Give us a dedicated node for QY6-RK please.

Thanks in advance, Eurosquad poster extraordinare Szprinkoth Sponsz.


Fork out the cash for:
1) The hardware
2) My travel to London along with keep.
3) Bribe the administration to give me the days off which will probably include paying my salary + the salary of whoever has to replace me so it will be business as usual.

And we can talk shop. Amazingly your sub doesn't cover it Very Happy

Nah but considering the load difference of empire/losec to nullsec that isn't happening, ever.


Ok CCP doesn't want to fork out for more hardware. Which is reasonable since I have a feeling a good chunk of it is under utilized as it is. How about instead you start moving cluster balancing to a more predictive stance and rebalance more often for areas that have a significant predicted deficit? 0.0 high combat areas are not always full they usually get high for a few hours then calm down again. I don't think people would mind if that particular system went down and then back up if it meant things wouldn't be constantly lagged out. Hell just have the predictor look at various things like auto-pilot destinations, previous history, present alliances in there, ramp up.

Even taking down unneeded systems might be nice. How long does it take a system to start up cold? Develop a fixup script that brings the system and its db entries up to current with the cluster. Looking at the 30 minute map, 0.0 has a ton of dark systems. Empire, not nearly as much.

As far as Jita goes, just raise significantly the sales tax there. Arbitrage will work against using that system. Also dumping people int a mandatory 15 minute queue will discourage them from going there or logging there unless they really need to.

Lysander Memnos
The Graduates
Brutally Clever Empire
Posted - 2008.02.04 19:52:00 - [108]
 

Originally by: Frug
DYNAMIC Agent Quality.

This is possible long term solution to players clumping around high quality agents and should be seriously considered.


A good idea but there is the potential for griefing behavior - overload system with trial accounts to drop Agent Quality, for example.

Easiest quick-fix solution is to move agents out of Jita and prevent agent missions sending players to Jita. Observe and review for 2-3 months; surely CCP can do some analysis on player count before/after, node load, etc. If (big if) it ends up not making any quantifiable difference, put the agents back. Say it was Caldari New Year or something, everyone took a vacation at the same time.

Kroma BaSyl
Amarr
Snickers Inc
Posted - 2008.02.04 19:53:00 - [109]
 

Edited by: Kroma BaSyl on 04/02/2008 20:08:45
Originally by: Angel DeMorphis
Originally by: Kroma BaSyl
Does it cover an expectation that your product function as advertised? "Massively multiplayer".


Name another "Massively Multiplayer" game that can get the same amount of people in space with less lag. They can't, hence they shard their servers, which we all don't want, and will never see, with Eve.


200 people in space (on grid) ain't that many, and it causes the game to be unplayable due to lag loading grid and such.

While technically we aren't sharding in the sense that there is 1 central DB for the universe, the whole system of solar systems and grids has a similar effect of isolating players to nods. (or it should have if implemented properly). In any case, your just making an excuse for a poor imlementation, as it should be more than technically possible to handle the loads on the current hardware.

Jin Entres
Malevolent Intervention
Posted - 2008.02.04 19:53:00 - [110]
 

Originally by: Angel DeMorphis

I didn't define "not play the game" to any extent, so "by my definition" is kind of funny, actually. Laughing As you said, it shifts the work to another player, so someone is still playing the game to move that around.


Poor choice of words, I admit. But your meaning was implicit, and my points stand.

Originally by: Angel DeMorphis

Anyways, here's a quote from a previous dev post on the subject that shows what I was really trying to say as to why it will not happen (not until someone can fix the problems with it)


I don't see why tampering with restrictions couldn't address the issues of A. killing courier contracts and B. logistics and C. the risk aspect, so I think CCP should give this option more consideration. I've addressed my views on how in the preceding posts.

Wet Ferret
Posted - 2008.02.05 00:46:00 - [111]
 

Originally by: Lysander Memnos
Originally by: Frug
DYNAMIC Agent Quality.

This is possible long term solution to players clumping around high quality agents and should be seriously considered.


A good idea but there is the potential for griefing behavior - overload system with trial accounts to drop Agent Quality, for example.

Easiest quick-fix solution is to move agents out of Jita and prevent agent missions sending players to Jita. Observe and review for 2-3 months; surely CCP can do some analysis on player count before/after, node load, etc. If (big if) it ends up not making any quantifiable difference, put the agents back. Say it was Caldari New Year or something, everyone took a vacation at the same time.


Why should they bother to do anything with agents if they aren't going to do the same for all crowded mission systems? Jita is not the only place in the game that lags. And besides for Jita, the laggiest empire systems are all mission hubs.

Dynamic agent quality is the perfect solution to crowded agent systems everywhere. The answer to your abuse is simple, only completed missions would affect the potential quality adjustment of an agent. So if people wanted to "abuse" anything, they would have to do the missions like anybody else which IMO would be no problem. If the process was slow that would hinder them even further.

They should NOT move agents, because that actually forces players to move which is a bad thing. And agent effective quality should still work like it does... so working for the same agent over time will yield greater pay. That part makes sense and is fine.

Skraeling Shortbus
Caldari
Final Agony
Posted - 2008.02.05 03:42:00 - [112]
 

All i have to say.... dodixe.

Also. Why can't we get more decent quality level 4 agents in other places in empire. If we want the best agents where both our connections books are put to use we are forced to use fed navy in dodixie... more options please.

Chainsaw Plankton
IDLE GUNS
IDLE EMPIRE
Posted - 2008.02.05 03:53:00 - [113]
 

Originally by: Angel DeMorphis
Originally by: Jin Entres

I have three rebuttals to your point:

1. A courier system already exists which removes the need from a player to transport his or her own stuff. Granted it shifts the work to another player, but it still effectively encourages players not to "play the game", by your definition.



I didn't define "not play the game" to any extent, so "by my definition" is kind of funny, actually. Laughing As you said, it shifts the work to another player, so someone is still playing the game to move that around.

Anyways, here's a quote from a previous dev post on the subject that shows what I was really trying to say as to why it will not happen (not until someone can fix the problems with it):

Originally by: CCP Lingorm
We have also considered 'enabling' Interbus inside a region so that you can have you modules delivered anywhere in the region, for a price and a short delay, but this kills courier contracts and logistics, as you get everything delivered with no risk .... again not a solution.

If you have any suggestions to overcome these problems then we are more than willing to listen as we are trying to solve the problem, but when you look at the suggested solutions closely you see they have side-effects that we do not want even more than the current problem.

I did suggest that we put in code that anyone that logs off in Jita is randomly moved to a 0.0 station, but this, while funny, also does not really solve the problem.

Yes there is a problem with Jita, not with how it works, there is nothing wrong with market hubs, but that we need to be able to scale it more.

Hope this lets you see that we ARE looking into the problem, but we want to Solve it in such a way that does not create more problems.



/me wants to appear in random 0.0 station!!!!!! Laughing

as for overcoming the problems, very limited delivery range would be quite acceptable, to me, flying to perimeter to pick up some mods at jita prices is a far better alternative to actually going into jita and a 1 jump difference.

Chainsaw Plankton
IDLE GUNS
IDLE EMPIRE
Posted - 2008.02.05 04:08:00 - [114]
 

Originally by: CCP Prism X


Personally, I'm hoping we don't have to resort to blacklisting Jita and other systems but can have some way of generally reducing load on loaded systems by never referring people there, period. And wouldn't it be fun if we'd have agents dynamically move about? (No, I guess I'm the only one on that opinion, at least I reckon I will be once people have had to relocate twice).

Fly safe.


if moving rigged ships wasn't such a pain in the ass

makes me think what do i need for successful mission running. 2x each hardener, and a crap ton of ammo, mission bs + salvage destroyer + badger for loots pickup/transport.

also why does say amarr navy have 4 q20 agents, same division, in the same station, happens to be lowsec.

and sorry, really haven't a clue, but how does agent quality, and sec status effect mission rewards? I know higher quality lower sec higher rewards. although someone was complaining that they barely got any better lp running missions in lowsec as compared to a .5

know for me at least that the effective quality of the guy in irjunen is 34 or something. thats with like social/connections 3 and a 10.00 standing Laughing

Skraeling Shortbus
Caldari
Final Agony
Posted - 2008.02.05 04:13:00 - [115]
 

Who actually does courier contracts anyway? most of them suck for the ammount of isk paid and the m3 of stuff you have to haul, not to mention the insane deposit some people ask.

TypoNinja
Caldari
Void Angels
The Church.
Posted - 2008.02.05 07:26:00 - [116]
 

Lag is a serous issue, its easily the biggest issue in the game at the moment, I don't think theres any game mechanic or even bug that attracts as much pure hatred as the lag monster.

I personally would feel i got every pennys worth out of my subscription fee if the next major game update didn't include even a single new ship, module, mission, or anything else. No bug fixes, no content upgrades nothing.

If the entire patch notes read simply "Sorry no new stuff but we spent 10,000 man hours optimizing the code and databases"

I'd be freaking thrilled.

Easy solution in the mean time, find every trail account that hasn't been played in two week and click delete.

Sit back and watch the database shrink :D

Akita T
Caldari Navy Volunteer Task Force
Posted - 2008.02.05 11:23:00 - [117]
 

Edited by: Akita T on 05/02/2008 11:30:45

Originally by: TypoNinja
Easy solution in the mean time, find every trail account that hasn't been played in two week and click delete.
Sit back and watch the database shrink :D

You do realize that characters/account that don't actively login to play have practically no impact whatsoever on performance, do you ?
Originally by: Skraeling Shortbus
Who actually does courier contracts anyway? most of them suck for the ammount of isk paid and the m3 of stuff you have to haul, not to mention the insane deposit some people ask.

What you see left in contracts is usually those couriers nobody wants to take (unaffordable collateral, too little pay, etc).
Too bad a lot of people say to themselves "well, this must be a fair price, let's put one up like the others here" if they want something moved.

I can assure you, people do pick up proper-reward courier contracts quite fast, even if the collateral is relatively high (but still "affordable").

Originally by: Chainsaw Plankton
if moving rigged ships wasn't such a pain in the ass
makes me think what do i need for successful mission running. 2x each hardener, and a crap ton of ammo, mission bs + salvage destroyer + badger for loots pickup/transport.


Well, the ammo and modules wouldn't be such a big deal, but the fact you have to manually fly each of the rigged ships to your new location is indeed a pain in the ass.
Hell, if you could load them all up in a freighter and move them, it would be much easier.
But nooo... you can't Evil or Very Mad

Herbaliser
Posted - 2008.02.05 13:45:00 - [118]
 

This might be a completely stupid idea for any number of reasons I haven't thought of yet... but why not introduce this:

CONGESTION CHARGE

It seems that the amount of ISK charged for renting offices in popular systems is proportional to the popularity of the system. So why not charge a proportional amount of ISK for people to enter systems that are heavily populated.

This charge should rise exponentially according to how many people are in the system.

Dunno what you guys think but having to pay, for example, 10m to enter a system with 100 people in it would certainly act as a mild deterrant, and having to pay 100m to enter a system with 300 people in it would certainly help reduce fleet-based lag fests and deliberate node pops. The cost would be astronomical.

And it would need a pop-up warning you of the charge with an option to turn it off and enter regardless, as long as you can afford to. :)

Herb

Killer Dragon
Runners of Noodledoom
Posted - 2008.02.05 16:16:00 - [119]
 

Originally by: Herbaliser
This might be a completely stupid idea for any number of reasons I haven't thought of yet... but why not introduce this:

CONGESTION CHARGE




The problem with this, is that it would act as a warning system for people jumping into a gate camp or were there is heavy activity in 0.0. Option 2 would be to apply this system only to empire, then it would work. But as a side effect every time you wanted to go to jita(or any other hub system) you would have to pay a premium just to get in.

In theory if applied only in empire this would make it so that the market is more well stocked in different areas rather then being all piled up in one place.

Kroma BaSyl
Amarr
Snickers Inc
Posted - 2008.02.05 17:41:00 - [120]
 

Edited by: Kroma BaSyl on 05/02/2008 17:53:57
Originally by: TypoNinja
Lag is a serous issue, its easily the biggest issue in the game at the moment, I don't think theres any game mechanic or even bug that attracts as much pure hatred as the lag monster.

I personally would feel i got every pennys worth out of my subscription fee if the next major game update didn't include even a single new ship, module, mission, or anything else. No bug fixes, no content upgrades nothing.

If the entire patch notes read simply "Sorry no new stuff but we spent 10,000 man hours optimizing the code and databases"

I'd be freaking thrilled.

Easy solution in the mean time, find every trail account that hasn't been played in two week and click delete.

Sit back and watch the database shrink :D


You Sir are my hero.


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