mexus said: Pongie said: Do you realise how much load this will add to the server? For every retal node, the game must now track the team in order to enforce a limit. A pvp event has 3 nodes that could go ten deep. Then there is shield sim with another 5 nodes. Add to that when there are overlapping pvp events in the week. This is just for a single player. Multiply that by the number of pvp players and the server will crash! I don't realize that. I'm not a system architect or developer, just a player with a suggestion for those with more knowledge to evaluate. I don't even understand why there are nodes in Vesus mode.Why not just choose a team, click some "find opponent" button and have the game find a proper enemy calculated from the strength of the team you chose. Doesn't actually sound too demanding, but then again, what do I actually know about servers?
Pongie said: Do you realise how much load this will add to the server? For every retal node, the game must now track the team in order to enforce a limit. A pvp event has 3 nodes that could go ten deep. Then there is shield sim with another 5 nodes. Add to that when there are overlapping pvp events in the week. This is just for a single player. Multiply that by the number of pvp players and the server will crash!
mexus said: 1. Pick your team.2. MMR calculates proper enemies from the average level of the team you chose.This would lead to being able to have fun with those 140 characters you never or rarely use because current MMR is practically forcing you to use only your top-level characters.Claim: "But people would expolit this by using their easy teams, get hit then seek revenge with their stronger teams!"Response:"No. You shouldn't be able to use a different team for revenge than the team that got beat."