As you have probably noticed, Everskies has been struggling over the past few weeks during peak activity hours, and I sincerely apologize for that.
We've reached what our current code is capable of, and whilst I've been semi-successful in adding patches and hot-fixes here and there, we came to a point where the only option is to re-do certain aspects of our website to ensure we can keep up with our latest users.
The issue stems from the increased amount of users browsing everskies, making purchases, trading, completing achievements, .. Some code in the background hasn't changed from when Everskies Beta had 500 users online at once, not 15000.
We're currently working on a proper solution, which will require us to re-make the way some things work from scratch.
For a technical explanation, when a user attempts to buy or trade an item, move currency, gain experience, that user becomes "locked" until the transaction complete. This is done to prevent duplication glitches and ensure that you never lose your money or items.
The same goes for designers which get a % of a sale each time a user purchases one of their items.
You can imagine that when we release a new popular item, a lot of users will have to wait in a "queue" until the designer user becomes "unlocked", overloading our servers at times when there are hundreds of items being purchased at once.
I estimate that the re-write will be done before the end of this week, the biggest challenge we're facing right now is how to move 800 million (130 gigabyte) items to the new server with as little down time as possible and most importantly, without losing any data.
Our estimate is that it will take around 7 hours to move all your items, sets, trade offers and orbital outlet listings to the new server, so we're currently planning ahead on how to reduce that 7 hours to at most an hour, or perhaps disable trading and purchasing whilst we're performing the migration.
TLDR: Fixes are coming to squash the unknown errors!
Thank you for your understanding, Parrot