I'm in the middle of nowhere. I seriously doubt there is more than five people within 1000LY of my position.Lots of carriers in the same area trying to jump at the same time. Longer times reduce server load.
Ah, ok. So player position in game doesn't play a (big) role in this.I'm in the middle of nowhere. I seriously doubt there is more than five people within 1000LY of my position.
Ah, ok. So player position in game doesn't play a (big) role in this.
Anyway, they've said the longer FC jump times are there to ease server load, when many carriers jumping at once.
I'm in the middle of nowhere. I seriously doubt there is more than five people within 1000LY of my position.
Thank you
This sounds exactly like something Frontier might say, but honestly it smacks of either 1) poor / non optimisation, or 2) maybe they have a yellow i386 in a leaky shed out back doing the calculations and server updates.
They already had fifteen minutes to do the relevant changes to digital assets in digital locations for each fleet carrier...
Many people tried to jump at the same time when they introduced the fleet carrier interiors. I was few minutes late and my jump time was 1.5 hours.Before they brought this in, what would happen if too many people tried to jump at once was that the servers would fall over, inconveniencing everyone. Having only the people actually jumping be inconvenienced with a slightly longer timer is a big improvement on that.
Yeah, this is a big pile of proverbial.Because it's actually what happens? They don't have 15 minutes for each carrier, they have 15 minutes for all the carriers that move at the same time, if they needed 15 minutes for each carrier then each person would get 15 minutes added to their jump.