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Warmal Thunker
No.Mercy Gentlemen's Club
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Posted - 2010.06.17 15:21:00 -
[1]
An important part of EVE is that the party that brings the larger numbers and better ships should be able to hold the field in a system.
Currently once the server gets overloaded this does not happen and the first party that loads grid gets to play the game while the other party dies to a black screen. This is terrible.
CCP can improve the code/hardware to reduce lag but there is a limit to the improvements that can be expected. Large alliances will just bring more ships until the lag limit is reached again.
So instead I propose the following solution: The server monitors the system for signs of lag and when it detects lag it starts to limit the number of active players in a system in the following manner:
Say there are 800 pilots in the system and lag start to happen. At this point the server is going to select players in the system randomly and e-warps them to a special CCP pos.
While in the CCP pos the server stops sending updates to those clients until lag resides.
If you are in the CCP pos you can log off there or wait for your status to go back to active. The CCP pos can not be bubbled.
As pilots that are still active fight and die their numbers will go down to a level where more players can be returned to an active status.
The server will again do a random selection from players in the CCP pos and activate them. If you are reactivated you can warp back to your gang and join the fight.
People can still keep jumping more ships into an overloaded system. This will cause random ships in the system to be sidelined to the CCP pos for the duration of the fight.
Can anyone spot some obvious abuses of a system like this?
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darius mclever
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Posted - 2010.06.17 15:32:00 -
[2]
imagine you loose all your logistic pilots that way.
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Warmal Thunker
No.Mercy Gentlemen's Club
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Posted - 2010.06.17 15:42:00 -
[3]
Originally by: darius mclever imagine you loose all your logistic pilots that way.
In war **** happens. It is a random process so not very likely if you have multiple logis.
In large fleets the role of logistics is not that great anyway.
You could have bad luck and have you single titan or FC get deactivated because of lag. But that would still be better than randomly losing it because of a lag like happens in the current system.
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darius mclever
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Posted - 2010.06.17 16:08:00 -
[4]
Originally by: Warmal Thunker
Originally by: darius mclever imagine you loose all your logistic pilots that way.
In war **** happens. It is a random process so not very likely if you have multiple logis.
In large fleets the role of logistics is not that great anyway.
You could have bad luck and have you single titan or FC get deactivated because of lag. But that would still be better than randomly losing it because of a lag like happens in the current system.
A better solution would be to promote smaller fights. something that doesnt favor blobs so much. but all the sov stuff (be it ihubs/sbu/tcu) have way too much HP for that. something more along the lines of FW capturing systems might be better.
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Warmal Thunker
No.Mercy Gentlemen's Club
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Posted - 2010.06.17 17:00:00 -
[5]
Originally by: darius mclever
Originally by: Warmal Thunker
Originally by: darius mclever imagine you loose all your logistic pilots that way.
In war **** happens. It is a random process so not very likely if you have multiple logis.
In large fleets the role of logistics is not that great anyway.
You could have bad luck and have you single titan or FC get deactivated because of lag. But that would still be better than randomly losing it because of a lag like happens in the current system.
A better solution would be to promote smaller fights. something that doesnt favor blobs so much. but all the sov stuff (be it ihubs/sbu/tcu) have way too much HP for that. something more along the lines of FW capturing systems might be better.
I agree that it would be nice to have more gameplay around smaller gangs where possible and I am all for it.
The problem is that if a small gang could do damage to fixed infrastructure in a 23 hour game the problem with time zone combat becomes problematic.
The CCP solution to the time zone problem is reinforce timers etc. Given that we have scheduled fights around timers you can not expect anything else than large fleet fights to be required.
While more strategic purpose to small gang roaming is desired I do not see a solution that avoids the need for blobs when the major power blocks go head to head.
This is a solution that should allow those fights to scale.
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