Here's the explanation for long loading times on full servers: HIVE (the connecting application between the server and the master system) currently runs asynchronously, but on one thread. It has to do ALL updates sequentially and each update can take about one second. With fifty players, moving constantly, currently this means that the thread spends nearly all its time processing player updates. The whole system was working "okay" until I split login into two parts, which means two transactions for the server. I had to do this, because ArmA2 has a limitation on string size and loading in data for inventory for heavily laden characters was breaking this. It also meant I could add no more data. A new transaction means at least twice the length of login, as they aren't timed together and are in competition for a chance on HIVE's thread. The system prioritizes those already in game to provide the best playing experience. The best advice I can offer is to either wait, or visit a server that is not overloaded. Disconnecting and reconnecting will do nothing except place you lower in the que and also increase the loading by adding another transaction. Anyone who has seen HIVE's output window will know, that the poor application is pushing well beyond its limits. It needs multiple threads. I will be splitting this out into two parts, one thread will be dedicated to logins and deaths, one will be dedicated to player and object updates. This will double the capacity and the speed.