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Jumping En Masse Issue Resolved

Suzie Ford Posted:
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EVE Online developer "GingerDude" has penned a new article related the on-going series about fixing lag on the official site. Titled "fixing lag: well, this one doesn't really...", the article discusses the massive wait times players were experiencing when jumping en-masse into highly loaded systems. Devs worked through the issue and quietly released the code onto servers and....nothing blew up!

When nothing blew up, we left it enabled on fleet fight nodes, followed by staggered deployment to Jita and mission hubs and finally making it the default way to do things on the 29th of July.

Now, much tighter locks don't lighten the load on the server at all.  The same amount of work still needs to happen for any given jump; we're just mixing the tasks up better so it's fair to those wanting in on it. In effect it means that someone else blocks you a lot shorter when you jump, which means you get added to the fight at the other end sooner allowing you, dear pilot, to activate your modules and drones and whatnot and thus actually adding to the existing load and increasing the existing lag.

Check out the full article on the EVE Dev Blog.


SBFord

Suzie Ford

Suzie is the former Associate Editor and News Manager at MMORPG.com. Follow her on Twitter @MMORPGMom