Xorv wrote: Ribikoka wrote:
Man, the dscan was instantly before patch which is changed to 2 sec. The CCP said same things what Travelbuoy linked:
"CCP Atlas: "There is a new 2 second delay in using the directional scanner. This has been done for server performance reasons."
Everyone can understand this who want. You just trying to evade.
"An automated system doesn't mean it has to update constantly" That's mean update to everyone and send automatically all data from server to all client which connected the server.
Sometimes this means 40-50k players. This is at least 10x times more data queries. So, you wrong again.
I'm not sure what it is you think I'm trying to evade? I should clarify that automatic doesn't mean that every player in the game has it running, as it's still something that ought to be initiated. However, what if every player did have it it running, the server has to register all kinds of things with every player/client in the game, why should the information provided by DScan be any different? Your grasping at straws to defend keeping Local Intel, nothing more.
There's a difference between giving people a tool for something that they need occasionally and enforcing a tool that they will need to run continuously (whether they choose to or not). Unlike other MMOs, Eve runs in a single shard environment, which means, every single bit of globally frequent server queries will have be reduced to their minimum.
Simplified, the way it works now, for the dscan+local perspective, for every player in each system the client queried people available in that system, that's it, only when they pressed dscan, the client pulls out a request for space objects within that dscan scope on demand, even offgrid objects, which is not something that's queried automatically on every session changes. During a certain timespan, only a handful of clients would put such a request. Even with this kind of mechanics, CCP decided to put a 2s delay on every dscan requests.
With an automated dscan and delayed local, people will be forced to use this just to gather information which should be there in the first place, even with 5 or 10 seconds delay, imagine the increase of strain to the server would be, and remember, since (in a sense) local info is not there, people would be more likely to turn this 'feature' on.
This is also not a matter of "CCP should code it better", no. This is how client-server communication works on MMOs, it's not the issue of how big the packet size is for each instance, it's a matter of how frequent those requests are. Let's say, 40k people are online at one time, say 1/8 of them are in space, so that's 5000, imagine a quarter of them plays in nullsec and ratting, or doing missions of something, so thats 1250, imagine almost half of them are using the automated dscan, so that 620 people. For a 2s delay, you're talking about adding 310 number of pings active, each second, continously, and that's even the best scenario possible, and judging by your idea of a (sort-of) removal of local, it should be at least twice or three times that number. So yes, the server-strain argument is indeed, valid.