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Thread Statistics | Show CCP posts - 5 post(s) |
Darth Vapour
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Posted - 2010.06.18 12:01:00 -
[331]
Can't let this slip from the first page. Especially how things are getting more and more ridiculous with ships reappearing after being killed. No matter how much I would like to believe this is all a big troll it's perfectly possible for basically anything to happen in a big fight.
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Ban Doga
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Posted - 2010.06.18 23:53:00 -
[332]
Reading the dev-blog again makes me think you were/are seriously trolling us.
You tell how you gained great understanding and insight and fixes are ready and will be deployed over the next weeks. Only that this was over 4 months ago and that there are still hilarious stories about whole fleets dieing to failed grids and suddenly re-appearing ships.
The situation is basically unchanged and the only thing you achieved with that blog is stretching your credibility (almost) beyond believe.
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Malcanis
Caldari Vanishing Point. The Initiative.
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Posted - 2010.06.20 21:13:00 -
[333]
Originally by: CCP Fallout CCP Atlas' newest dev blog discusses our efforts to combat fleet lag, and shares some of the results of our investigations into the probable causes.
Please note: we are doing another test round on Singularity on Thursday, February 4, 2010 at 16:00 UTC. More information can be found in this thread.
It's been 5 months, and no improvement whatsoever.
We need a little bit more than your "awareness", bro.
Malcanis' Law: Whenever a mechanics change is proposed on behalf of "new players", that change is always to the overwhelming advantage of richer, older players. |
ViolenTUK
Gallente Di-Tron Heavy Industries Atlas Alliance
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Posted - 2010.06.21 22:28:00 -
[334]
Eve online as a whole is extremely slow. Simple things like opening a regional market, undocking, warping to a distant point or jumping from one system to another. Even a small 80 man fleet passing through a system can take a minute to load. This is absolutely ridiculous. An 80 man gang jumping from one system to another should be instantaneous. There should be no delay at all. Hardly worth playing these days. Eve was always slow but today it is surprising that anyone plays at all.
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Cinori Aluben
Minmatar Gladiators of Rage Honourable Templum of Alcedonia
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Posted - 2010.06.22 19:55:00 -
[335]
Not sure if anyone has brought this up before, but I would like to contrast two quotes:
Originally by: "CCP Atlas, 2010.02.09 10:16:00" Eve has never been able to support anywhere close to 1600 person fleet fights and we have never claimed to support those numbers.
vs.
Originally by: "CCP Explorer, 2008.10.01 13:20:48" This Monday, 29 September,[2008] we saw a fleet battle with over 1100 pilots reported in local. Field reports indicate that the fight was quite responsive for the first 10 minutes but then the node "missed its heart beat" as we call it and was removed from the cluster by our cluster integrity watchdog routines. This again is another exciting problem as we can address that as well under our StacklessIO world and that will be the subject of the next blog.
REF: http://www.eveonline.com/devblog.asp?a=blog&bid=588
This is almost 2 years ago folks, and things were better then BY FAR than they are now. Has anyone looked back here perhaps??
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Echo Watts
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Posted - 2010.06.24 20:29:00 -
[336]
Easy
Quote #1: 1600 in fleet Quote #2: 1100 in local
Quote #1: never claimed to support 1600 Quote #2: performance went in the toilet after 10 minutes with 1100
They really aren't conflicting statements. To me it reflects a lack of progress in 2 years, more than anything else. |
Malcanis
Caldari Vanishing Point. The Initiative.
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Posted - 2010.06.24 21:08:00 -
[337]
Originally by: Echo Watts Easy
Quote #1: 1600 in fleet Quote #2: 1100 in local
Quote #1: never claimed to support 1600 Quote #2: performance went in the toilet after 10 minutes with 1100
They really aren't conflicting statements. To me it reflects a lack of progress in 2 years, more than anything else.
No, sorry but that's just not true. I can tell you from personal experience that 250 vs 250 was easily doable in Apocrypha. Every since Dominion, anything more than 25 vs 25 is a crap-shoot. When you have a gang of 20 jumping from one empty system to another, and you routinely get 2-3 minute gate timers and even disconnects then something is badly wrong. It did NOT used to be like that.
And the problems started immediately after Dominion. How is this even in dispute - there are a legion of posts dating in early december attesting to this.
Malcanis' Law: Whenever a mechanics change is proposed on behalf of "new players", that change is always to the overwhelming advantage of richer, older players. |
Cinori Aluben
Minmatar Gladiators of Rage Honourable Templum of Alcedonia
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Posted - 2010.06.24 21:28:00 -
[338]
Originally by: Echo Watts Easy
Quote #1: 1600 in fleet FLEET FIGHT, including both sides Quote #2: 1100 in local 69% is pretty close, esp considering on a Gaussian distribution of fleet fight sizes this would be more than 2 standard deviations from the mean easily... AND this was 2 years ago
Quote #1: never claimed to support 1600 Translation - don't try to start this size battle currently bc it'll never materialize Quote #2: performance went in the toilet after 10 minutes with 1100 But they were able to start the battle, and for 10min is was working! Nowadays it won't even start working, let along stop after it's already begun
They really aren't are significantly enough conflicting statements. To me it reflects a lack of progress in 2 years, more than anything else, and in fact a degradation backwards.
Corrected :)
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Aineko Macx
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Posted - 2010.06.25 18:24:00 -
[339]
Can any dev please give an update on any of the following issues which keep being thrown into the "lag" basket?: - The grid load issue - The excessive amount of traffic control - The client side performance issues associated with fleets - Actual server lag
That would be GREAT.
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Malcanis
Caldari Vanishing Point. The Initiative.
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Posted - 2010.06.27 18:28:00 -
[340]
Originally by: Aineko Macx Can any dev please give an update on any of the following issues which keep being thrown into the "lag" basket?: - The grid load issue - The excessive amount of traffic control - The client side performance issues associated with fleets - Actual server lag
That would be GREAT.
Or, you know, any god damb information at all would be nice.
Because CCP are doing a remarkably good imitation of ignoring the issue.
Malcanis' Law: Whenever a mechanics change is proposed on behalf of "new players", that change is always to the overwhelming advantage of richer, older players. |
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Tester128
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Posted - 2010.07.01 19:47:00 -
[341]
Edited by: Tester128 on 01/07/2010 19:47:09 as of tyrannis 1.0.3 the lag threshold hit the new low - now the first signs of modules stopping responding are visible at about 90-100 ppl in local
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Aineko Macx
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Posted - 2010.07.02 13:11:00 -
[342]
Edited by: Aineko Macx on 02/07/2010 13:15:06 Since I learned that for CCP the existence of stuck guns/modules was little more than a rumor, let's add it to the list of "lag" issues. EDIT: Split into pre and post-Dominion issues.
General "lag" issues: - Stuck guns/modules - Actual server lag
Post-Dominion issues: - The grid load issue - The excessive amount of traffic control - The client side performance issues associated with fleets - Actual server lag (yes, again, as with Dominion it got worse)
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Zoon Muidac
Aliastra
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Posted - 2010.07.05 17:23:00 -
[343]
I dont think ccp get Eve.
Dev team are lucky to still have jobs imo.
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Diomedes Calypso
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Posted - 2010.07.06 18:10:00 -
[344]
Way too few reports outlining incremental improvements that you have made and steps you are cosidering to make sure that server problems when they do happen will be more neutral in their effect of player/sov game posistion
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Darth Vapour
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Posted - 2010.07.13 21:22:00 -
[345]
We are aware of the problem.......
and once we all are finished working on Incarna and DUST we'll get on fixing it. Unless we made Incarna and DUST just as badly, then we'll have to choose what to fix. If there is nothing new after that to focus on.
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Ephemeral Waves
Silver Snake Enterprise
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Posted - 2010.07.13 23:43:00 -
[346]
Originally by: CCP Fallout CCP Atlas' newest dev blog discusses our efforts to combat fleet lag, and shares some of the results of our investigations into the probable causes.
Please note: we are doing another test round on Singularity on Thursday, February 4, 2010 at 16:00 UTC. More information can be found in this thread.
So was this entire devblog just a bad joke? You've basically told the CSM "tough luck, hope you like walking in stations..."
I'd much rather be able to jump into an empty system with 30 of my friends without getting traffic control than having to worry about whatever horrible-game-breaking thing WiS will end up being.
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Bel Arvardan
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Posted - 2010.07.24 21:27:00 -
[347]
Edited by: Bel Arvardan on 24/07/2010 21:32:59 I somehow missed this dev blog when it came out and just read it for the first time, 5 minutes ago. It says: "...and we have some more permanent solutions in the pipes that will be deployed over the next few weeks."
Have they been deployed already?
Is Jon Bjarnason still working for CCP?
Quote: Imagine this: CCP is proud to releases next expansion, named "Stability" or "Refactorion", November 1st 2010. Changelog: - We fixed Fleet lag. - We removed the bounty system and a variety of other broken and obsolete game mechanics. - We introduce a complete rework of the UI, many different game features now share a common UI scheme. - We did nothing else. No new content, nothing. We have some new content in the pipe for 2011 though.
There is a guy named "whatever dude", he posted on KeMusTuGun and nailed it to the point: Lag is fixable at the expense of man hours. CCP will fix it if they are convinced that they will lose a significant amount of subscribers by NOT fixing it or the WIN a significant amount of new subscribers by fixing it. I think we can not convince them.
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Nut Peasent
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Posted - 2010.07.27 02:52:00 -
[348]
Well, I am new to this game (less than 2 weeks) and reading forum and seeing this when I login.
I think CPP made some progress, by manually halting battle and send everybody home ...
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Monkey Saturday
Unknown Soldiers The Spire Collective
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Posted - 2010.07.30 13:14:00 -
[349]
"We are aware of the problem".
Well duh, you have to be aware of something to actively ignore it and pretend it doesn't exist...
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