Umm... wtf?
Who was talking about Eve, because I wasn't. I was talking about Star Citizen, which is very different than Eve. Eve bottlenecks on the server because it is an entirely different kind of game where player input, and therefore network traffic, is minimal. In Eve the server has to calculate all sorts of things most MMO servers don't, like player movement, which is normally distributed to the brains of the participating players. Distributing the calculations eases pressure on the server at the cost of increased network traffic. I thought this was obvious, but maybe I didn't explain it very well.
Eve still has to deal with network traffic, but due to the way the game works it isn'ttheirmain bottleneck. It also happens that some of their methods with dealing with server calculation problems, such as time dilation, also alleviate help network traffic issues.
I'm not sure what Furry's problem is, or who he is trying to argue with, because it doesn't have anything to do with what I was talking about.