I am trying to remember which game it was, but I remember it worked like this:
if a zone / node become too overcrowded, PLAYERS IN GAME would get stuck "in between" the zone/node line and be "waiting in queue" to enter the zone/node. This all happened IN GAME.
For them to fix logins, they need to implement similar system IN GAME. If a zone/node becomes too zergy / overcrowded then they need to stop new players from coming in and queue them up.
They should also double the amount of node/zones currently in game so let more players out more eventually.
DOUBLE THESE LINES/ ALLOW INGAME NODE QUEUE
if a zone / node become too overcrowded, PLAYERS IN GAME would get stuck "in between" the zone/node line and be "waiting in queue" to enter the zone/node. This all happened IN GAME.
For them to fix logins, they need to implement similar system IN GAME. If a zone/node becomes too zergy / overcrowded then they need to stop new players from coming in and queue them up.
They should also double the amount of node/zones currently in game so let more players out more eventually.
DOUBLE THESE LINES/ ALLOW INGAME NODE QUEUE