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Tiger's Spirit
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Posted - 2009.07.08 09:27:00 -
[1]
Many systems store data for which there would not be need. So for example it when players after missioning dont pick up the loots and wrecks, which use server capacity and make lag in system. (reason: too little components falls from the wrecks already and loots nerfed to meta 1 crap, 800 cap booster and smallbombs reprocess nerfed too)
One big system where 30+ players did missions and dont got the wrecks, create approximately within 1 hours approximately 6000 wrecks in system. And this is just one system. Think his intestine is needed in more hundred systems so unnecessary to store these wrecks. The server store this data through 1.5-2 hours.
My idea: When the players who got a mission, the server could be store the mission spot (grid) , and a script would clear this area.
Just need a script to server which clear the grid from wrecks and new answers for agents when completed the mission.
Like this:
1. I competed your mission, but i did there a little mess. You may send over the cleaning units there.
2. 1. I competed your mission, share bounty for my fleet and you may send over the cleaning units there.
3. I completed your mission, i want the bountyand i want to investigate personally those wrecks.
4. I completed your mission, i want share the bounty and i want to investigate personally those wrecks.
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Abrazzar
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Posted - 2009.07.08 11:12:00 -
[2]
Those wrecks only last for two hours, then they disappear. So you only end up with a two hour pile, then they disappear as fast as they are made. Not too many resources get used up by that.
Only method for speeding up cleaning of wrecks I would approve would be a dropping of a Magnetometric signature on the spot for an hour after the mission got cashed in to have 'natural phenomena' clean up the wreckage, namely player salvagers. The code associated with scan signatures and sites would also allow NPC scavengers like pirates and rogue drones to spawn that can keep the salvagers entertained. -------- Ideas for: Mining
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Tiger's Spirit
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Posted - 2009.07.08 11:28:00 -
[3]
Edited by: Tiger''s Spirit on 08/07/2009 11:36:29
Originally by: Abrazzar Those wrecks only last for two hours, then they disappear. So you only end up with a two hour pile, then they disappear as fast as they are made. Not too many resources get used up by that.
Only method for speeding up cleaning of wrecks I would approve would be a dropping of a Magnetometric signature on the spot for an hour after the mission got cashed in to have 'natural phenomena' clean up the wreckage, namely player salvagers. The code associated with scan signatures and sites would also allow NPC scavengers like pirates and rogue drones to spawn that can keep the salvagers entertained.
I wrote "The server store this data through 1.5-2 hours." So read again my topic.
Server cleared , but trough 2 hours those wrecks just hold server resources.
I wrote, in one system where use agent 30+ player make +6000 wreck within one hour. This is just one system, if we reckon with 100 systems like this we will got 6.000.000 wreck within one hour, 12.000.000 within two hour. And your logic wrong, because this data always is in a circulation, their clearance would need his opportunity because of this since they produce the wrecks continuously but need 2 hours for clearing.
Another thing. You wrote: " Not too many resources get used up by that."
Just a simple question, which one need bigger resources:
Write to database a simple system X-Y grid coordinate for cleaning, or one automated script who check all wreck in all system storage time continuously.
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Abrazzar
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Posted - 2009.07.08 12:21:00 -
[4]
TBH, any script will use up more resources than just database information as a script needs to be processed repeatedly and thus uses up CPU cycles, which are more precious than hard drive space for database entries. -------- Ideas for: Mining
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Karentaki
Gallente Oberon Incorporated Morsus Mihi
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Posted - 2009.07.08 12:38:00 -
[5]
Originally by: Abrazzar TBH, any script will use up more resources than just database information as a script needs to be processed repeatedly and thus uses up CPU cycles, which are more precious than hard drive space for database entries.
The script is already running every 5 minutes or so to clear any wrecks which are more than 1-2 hours old. However, we don't need anything complicated like this to deal with the wrecks. We just need a system whereby once you 'turn in' a mission each grid related to that mission which contains wrecks becomes flagged with a 'salvage beacon'. This beacon can be scanned down in the same way you currently scan exploration sites (once the filters get fixed some time in 2017). This would help lag AND it would help reduce the number of ninja salvagers entering active missions.
Quote:
EVE is like a sandbox with landmines. Deal with it.
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Nika Dekaia
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Posted - 2009.07.08 12:45:00 -
[6]
I'm pretty sure if wrecks would cause real problems, CCP would have altered it in some way.
Furthermore, a whole profession (salvaging) is centered about floating wrecks in space.
Your idea sounds more like a carebear trying to get an option to wipe those wrecks in case a ninja salvager is doing his job.
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Tiger's Spirit
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Posted - 2009.07.08 13:18:00 -
[7]
Edited by: Tiger''s Spirit on 08/07/2009 13:19:52
Originally by: Nika Dekaia I'm pretty sure if wrecks would cause real problems, CCP would have altered it in some way.
Furthermore, a whole profession (salvaging) is centered about floating wrecks in space.
Your idea sounds more like a carebear trying to get an option to wipe those wrecks in case a ninja salvager is doing his job.
I dont care stupid players of stupid answers. Come and try to ninja salvaging my wrecks if you can. But i think you will die fast, because just you thinking about all players who try to fight against the lag, that is a carebear. My characters is pure pvp characters. I killed 300 ship in low sec within 1 week, so stfu. I known how ruined those wrecks in low and high sec, hours to hours where the players dont wanna using salvage and loot and the wrecks are left there. So i dont care ninja looters like you, but the lag yes. Every little changes which reduces lags it a little bit leads near towards the improvement of the game.
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Nika Dekaia
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Posted - 2009.07.08 13:41:00 -
[8]
Originally by: Tiger's Spirit Edited by: Tiger''s Spirit on 08/07/2009 13:19:52
Originally by: Nika Dekaia I'm pretty sure if wrecks would cause real problems, CCP would have altered it in some way.
Furthermore, a whole profession (salvaging) is centered about floating wrecks in space.
Your idea sounds more like a carebear trying to get an option to wipe those wrecks in case a ninja salvager is doing his job.
I dont care stupid players of stupid answers. Come and try to ninja salvaging my wrecks if you can. But i think you will die fast, because just you thinking about all players who try to fight against the lag, that is a carebear. My characters is pure pvp characters. I killed 300 ship in low sec within 1 week, so stfu. I known how ruined those wrecks in low and high sec, hours to hours where the players dont wanna using salvage and loot and the wrecks are left there. So i dont care ninja looters like you, but the lag yes. Every little changes which reduces lags it a little bit leads near towards the improvement of the game.
u mad?
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BenjaminBarker
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Posted - 2009.07.08 14:40:00 -
[9]
Wow. Someone does not take criticism well.
I have to agree with Nika - CCP knows where the lag is, if wrecks were a problem there are lots of tweaks to reduce that impact (set the timer to 1.5 hrs instead of 2 and you eliminate 25% of your problem).
But I really like the idea of mag signatures on abandoned mission sites.
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Hun Jakuza
24th Imperial Guard
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Posted - 2009.07.08 15:29:00 -
[10]
Originally by: Nika Dekaia u mad?
She not mad, but your answer is a bosh and whine sh*t.
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Hun Jakuza
24th Imperial Guard
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Posted - 2009.07.08 15:40:00 -
[11]
Originally by: BenjaminBarker Wow. Someone does not take criticism well.
I have to agree with Nika - CCP knows where the lag is, if wrecks were a problem there are lots of tweaks to reduce that impact (set the timer to 1.5 hrs instead of 2 and you eliminate 25% of your problem).
But I really like the idea of mag signatures on abandoned mission sites.
Read , read and read . CCP know the wrecks is problem and too many object on system make lag. They are not accidentally useing on wrecks cleaner script. You played Eve in old times? I remember it when a spacehip freight of shuttle through 8 clocks paralysed all of the server. The Yugoslavian corp after it banned.
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BenjaminBarker
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Posted - 2009.07.08 16:14:00 -
[12]
Trying to come up with a technical solution to a possible problem is a waste of everyone's time, and insulting to the developers. You don't think they've considered eliminating wrecks when you turn in a mission? Suggesting a 'script' to solve this problem is just silly. We have no idea how this is handled, how the systems interact, and if it would be of any benefit at all.
On the other hand, a new game mechanic that encourages the removal of those excess wrecks (and cans) is something altogether different. That's something we can suggest and help to brainstorm that we do really well.
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Tiger's Spirit
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Posted - 2009.07.08 16:22:00 -
[13]
Originally by: BenjaminBarker Trying to come up with a technical solution to a possible problem is a waste of everyone's time, and insulting to the developers. You don't think they've considered eliminating wrecks when you turn in a mission? Suggesting a 'script' to solve this problem is just silly. We have no idea how this is handled, how the systems interact, and if it would be of any benefit at all.
On the other hand, a new game mechanic that encourages the removal of those excess wrecks (and cans) is something altogether different. That's something we can suggest and help to brainstorm that we do really well.
Man go away with your whine. This is just a suggestion, nothing insult the developers, but you insult other players who try to find one idea which make the game with less lag.
And another thing maybe you are a ninja looter too, who affraid for changes, but less lag better than few thieves.
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Hun Jakuza
24th Imperial Guard
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Posted - 2009.07.08 16:25:00 -
[14]
Originally by: BenjaminBarker Trying to come up with a technical solution to a possible problem is a waste of everyone's time, and insulting to the developers. You don't think they've considered eliminating wrecks when you turn in a mission? Suggesting a 'script' to solve this problem is just silly. We have no idea how this is handled, how the systems interact, and if it would be of any benefit at all.
On the other hand, a new game mechanic that encourages the removal of those excess wrecks (and cans) is something altogether different. That's something we can suggest and help to brainstorm that we do really well.
Did you want to say some reasonable thing?
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BenjaminBarker
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Posted - 2009.07.08 16:40:00 -
[15]
Okay, fine. I'll bite. Outline the systems that handle the creation and destruction of wrecks, the systems that handle spawning and despawning missions, and explain how these can be tied together to reduce lag and I'll be happy to contribute to a technical discussion of that nature as best as I am able.
Or you could insult me and tell me to go away because none of us know enough about those systems to have any meaningful discussion and I had the audacity to point it out. Your choice.
As I said before, I'd rather discuss an idea that we actually could have some intelligent discussion on: Adding mag sites to despawned missions. I have no idea how the mechanics of that would work either, but it's not a technical discussion of how the systems interact to reduce lag, it's a game design idea that could potentially reduce lag by encouraging pilots to clean up after each other.
And as much as I hate responding to personal attacks, I don't fly in empire, so I don't give a damn about ninja salvaging whines.
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jagoff
Cosmic Cakes
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Posted - 2009.07.08 17:54:00 -
[16]
is there any proof that just having a wreck sitting on a grid somewhere actually creates lag?
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Hun Jakuza
24th Imperial Guard
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Posted - 2009.07.08 18:02:00 -
[17]
Originally by: BenjaminBarker Okay, fine. I'll bite. Outline the systems that handle the creation and destruction of wrecks, the systems that handle spawning and despawning missions, and explain how these can be tied together to reduce lag and I'll be happy to contribute to a technical discussion of that nature as best as I am able.
Or you could insult me and tell me to go away because none of us know enough about those systems to have any meaningful discussion and I had the audacity to point it out. Your choice.
As I said before, I'd rather discuss an idea that we actually could have some intelligent discussion on: Adding mag sites to despawned missions. I have no idea how the mechanics of that would work either, but it's not a technical discussion of how the systems interact to reduce lag, it's a game design idea that could potentially reduce lag by encouraging pilots to clean up after each other.
And as much as I hate responding to personal attacks, I don't fly in empire, so I don't give a damn about ninja salvaging whines.
You dont know anything and speak ideas. LOL "I have no idea how the mechanics of that would work"
If you are not known the system how to work, why could tried to tell for anyone " your idea is wrong ?
If you don't fly in empire, how to known empire lag problems ? And other thing, if resources freed in empires. Nods and other hardware could be go to 0.0 But your logic dont understand the essence.
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Hun Jakuza
24th Imperial Guard
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Posted - 2009.07.08 18:13:00 -
[18]
Edited by: Hun Jakuza on 08/07/2009 18:16:58
Originally by: jagoff is there any proof that just having a wreck sitting on a grid somewhere actually creates lag?
All wrecks need check. Server do it that.
Like this : Wreck go to database and server give to him an identifier, which included time, where is it or their database numbers,what modules contains, etc.
Server check this articular time, in each single system separately time to time. When the data reach 2 hours, server deleting data of wreck. This continuous cheque consumes many resources, which it would be possible to utilize somewhere else.
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BenjaminBarker
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Posted - 2009.07.08 18:59:00 -
[19]
Some how I knew what your choice would be.
I'm done with illiterate trolls. Since no one seems to want to actually discuss anything useful, I'm moving on.
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Hun Jakuza
24th Imperial Guard
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Posted - 2009.07.09 02:19:00 -
[20]
Originally by: BenjaminBarker
Some how I knew what your choice would be.
I'm done with illiterate trolls. Since no one seems to want to actually discuss anything useful, I'm moving on.
Finally you realised what you are. Bye-bye little troll.
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