population-limits

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  • Guild Wars 2 increasing population limits for the beta weekend

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.08.2012

    The Guild Wars 2 beta is getting hammered. No, it's not slipping off to the bar to order shots until it can't drive home, but it is getting filled with people eager to try out the game. To compensate, ArenaNet has just announced that world population limits are being increased for the beta event, meaning that several worlds previously listed as being full are now open to more characters. This may not fix the issue, but it should help alleviate some of the stress from the rush. Of course, the game is still in beta, and that means that not everything in the game is fully polished. Want to make sure that there's actually a problem and not just an issue with your computer? Check the updated known issues thread, which has an extensive set of understood issues. Perhaps most globally relevant is the fact that the game is apparently very heavily bottlenecked by the CPU; if you're having performance issues, lowering the video settings may not help you for this round of testing.

  • Changes and new features in EVE's latest Empyrean Age patch

    by 
    James Egan
    James Egan
    09.29.2008

    The next EVE Online update is the Empyrean Age 1.1.1 patch, which deploys on September 30th. It brings with it a number of fixes and a few new features as well. These features are centered around the Jita problems, with three new jumps being added to help players avoid the laggy system: Muvolailen-Maurasi, Maurasi-Perimeter, and Veisto-Sarekuwa. An 'avoid system' option has been added to the autopilot, with a default setting to avoid Jita. Taking the population cap issue a step further, CCP Games is also rolling out an Auto-Move feature to the login process. In the event a player attempts to log in to a system which has already hit its population cap, the player will have the option of moving themself to a neighboring system. The rest of Empyrean Age 1.1.1 is comprised of smaller fixes and improvements, namely to the user interface and EVE's communication channels -- Voice, Mail, and Chat. In addition, they've fixed a problem where Stabber Fleet Issue ships wouldn't display (or cloak) properly due to an issue with the ship's model in the Trinity graphics engine. These are the changes announced at this time, but see the full patch notes for additional revisions made by CCP as the deployment approaches. Until then, the devs are discussing the changes -- both announced and unannounced -- with players on the official forums.

  • CCP dev blog addresses lag issues, new features

    by 
    James Egan
    James Egan
    09.25.2008

    The latest EVE Online dev blog comes to use from CCP Atlas, and deals with some sweeping changes to that most problematic of systems in the game: Jita. In "A Tale of Two Cities," CCP Atlas makes an analogy between the conveniences of city life and the similar situation of pilots seeking convenience in EVE, often needing to cross through the busy system to reach a destination. CCP's solution is to decentralize Jita from routes between solar systems. In effect, limiting the non-commerce presence in the Jita system, so it can -- hopefully -- continue in its established role as a market hub in New Eden without being a detriment to the players in terms of lag. Once the changes go into effect, players will no longer need to navigate through Jita to reach their destination (namely the Ruomo constellation), nor run agent missions in Jita. That is to say, Jita, as previously announced, will be a dead zone for mission agents; mission runners given missions from agents outside of Jita will not be sent into or through Jita as part of their mission completion.

  • EVE Online implements temporary population control measures

    by 
    James Egan
    James Egan
    09.22.2008

    We mentioned that CCP Games is working on thinning out Local in EVE Online's highsec trade hubs like Jita, but they're also looking into other ways of keeping lag at manageable levels, even if it requires taking temporary (and unpopular) measures. CCP Wrangler announced today that the latest downtime brought with it a new feature to Tranquility: EVE's stargates will check how many players there are in a given solar system and deny access if the system has hit its population limit. The temporary measures are presently being discussed on the EVE Online forums, with a few clarifications and amendments made by the devs. There is some debate as to whether the pop limit affects Jita alone or if it affects all systems in New Eden, but regardless, the devs have stated multiple times that they're working to resolve the population issue. However, if the system population issue expands to other high traffic solar systems in EVE, this could stand to be a serious problem for the larger 0.0 alliances who rely upon their numbers to hold territory. The latest word from the devs states that only Jita is affected by population limits, and that a node crash is responsible for most of the 'traffic advisory' warnings players are receiving about multiple systems being inaccessible. These are some of the issues that can arise in an unsharded MMO, but hopefully the changes to stargates will remain as CCP states: temporary.Update: A hotfix deployed during Monday's downtime removed the system cap from all solar systems except Jita, which now has a player capacity of 1024. CCP Explorer stated that the capacity will be raised over time as they make server adjustments. Ultimately they hope to remove the population limit altogether.