the ridiculous carrier jump time process whenever more than 10 players are active in the game is getting rather old.
Hrm...choice, i can stop playing for an hour or come back the next day and minimize this space trucker grind or I can suffer 2-3 times as much space trucker grind while fdev's hamster is spinning away to power the vm handling carrier jumps. It's not a good look for the game and knee caps a 4-5 billion credit investment. Fix this. It's broken.
edit: and if it's the market that is the problem, let us uninstall that module. If it is that our carriers are visible to everyone and not just the owner's instance, let us decide to "de-list" our carrier with the pilots fed/stellar cartographies etc. Give that a 1 weekly tick timeout. I'd uninstall the market or de-list in a heartbeat to get the same jump wait (3 min) as the colonization carrier. All i need is a carrier with a big cargo hold for me to dump items into. Players who want to farm that out to others can remain with the status quo and the downsides associated.
Hrm...choice, i can stop playing for an hour or come back the next day and minimize this space trucker grind or I can suffer 2-3 times as much space trucker grind while fdev's hamster is spinning away to power the vm handling carrier jumps. It's not a good look for the game and knee caps a 4-5 billion credit investment. Fix this. It's broken.
edit: and if it's the market that is the problem, let us uninstall that module. If it is that our carriers are visible to everyone and not just the owner's instance, let us decide to "de-list" our carrier with the pilots fed/stellar cartographies etc. Give that a 1 weekly tick timeout. I'd uninstall the market or de-list in a heartbeat to get the same jump wait (3 min) as the colonization carrier. All i need is a carrier with a big cargo hold for me to dump items into. Players who want to farm that out to others can remain with the status quo and the downsides associated.
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