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Author |
Thread Statistics | Show CCP posts - 27 post(s) |
iskflakes
510
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Posted - 2013.06.12 15:32:00 -
[241] - Quote
There are two classes of pilots, contributing and non-contributing. Could the population cap distinguish between them? Allow people to log in and trade on the market, but give them traffic control when undocking. It should be simple enough to check whether a pilot is in space or docked when they log in, though this would not help if it turns out logging in causes lag.
There are also game design options that could be pursued. You could for example add cloning facilities to the 4,4 station (which would reduce the number of people who have to undock, fly to the cloning station, then fly back to 4,4 again). That means less pilots in space. You could disable kill-rights on grid with 4,4 due to overpopulation, which will encourage the highsec PVPers to move to somewhere else (maybe Perimeter?).
I appreciate all the dev replies to this thread btw. - |
Radelix Cisko
Rayn Enterprises Test Alliance Please Ignore
107
|
Posted - 2013.06.12 15:33:00 -
[242] - Quote
Rammix wrote:CCP Explorer wrote:Robus Muvila wrote:Seriously if I was a game dev it's the threads like this that would make me want to shave my head and take to the rooftops. Here are the cliffnotes for the traders that have worked themselves into a frenzy
- Jita is a near permanently reinforced that is already stretched to capacity.
- Spambots are not contributing to the problem
- Spambots are not interfering with the population cap
- The only things doing this is the intensely heavy traffic of ships in flight in space
Is it really so bad to finally admit that the heart of the economy of a whole galaxy has outgrown one starsystem? Surely that is a positive reflection on the sheer juggernaut capitalism that you traders and industrialists drive. Indeed, no one thing is going to "fix" Jita, multiple things will be needed. We are not going to throw hardware at the problem since there really isn't any better / more suitable hardware on the market and as Tippia has repeatedly explained in this thread then it's not a sustainable solution. That being said, if and when there is better hardware available we will probably buy it, because who doesn't like shiny new hardware... In the meantime we are working on "Brain in a Box" (details explained by Tippia in this thread) that is primarily meant for coordinated fleet fight jump-ins but will greatly benefit Jita, and you can grow Amarr as an alternative to Jita. I tweeted recently about Amarr's new hardware https://twitter.com/erlendur/status/340791130104942593 and about how the population of Amarr has grown in recent months https://twitter.com/erlendur/status/343517649927536643 . It had been 500-600 for a long while but is now peaking around 1000. Chribba replied https://twitter.com/Chribba/status/343637496351035392 reminiscing how it used to be only 40-50 (he probably walked a mile in the snow to his Veldnaught at the time). Amarr is still far behind Jita in terms of market volume but it's also significantly ahead of all others. Maybe there is some way to change eve universe from a pile of solar systems into something less "sharded" - to be more correct, I mean breaking the universe into pieces smaller than solar systems. Like several sectors per system. Above load distribution it could also allow interstellar warp-like travel without usage of gates - for some distant future. Talking about Jita, such sector-based division of the system would put different gates in different sectors thus distributing some load. It would also mean that people can enter the system; and if the jita 4-4 station's sector is overloaded they can't warp to it but they still can hide on a spot or use another station. And it means division of overall trading traffic between 2 or more stations within the same system.
Jita is full, CCP isnt going to rewrite the game just yet. Go to other hubs. I hear its a big game
So get out
|
Rammix
TheMurk
73
|
Posted - 2013.06.12 15:43:00 -
[243] - Quote
Radelix Cisko wrote:Rammix wrote:CCP Explorer wrote:Robus Muvila wrote:Seriously if I was a game dev it's the threads like this that would make me want to shave my head and take to the rooftops. Here are the cliffnotes for the traders that have worked themselves into a frenzy
- Jita is a near permanently reinforced that is already stretched to capacity.
- Spambots are not contributing to the problem
- Spambots are not interfering with the population cap
- The only things doing this is the intensely heavy traffic of ships in flight in space
Is it really so bad to finally admit that the heart of the economy of a whole galaxy has outgrown one starsystem? Surely that is a positive reflection on the sheer juggernaut capitalism that you traders and industrialists drive. Indeed, no one thing is going to "fix" Jita, multiple things will be needed. We are not going to throw hardware at the problem since there really isn't any better / more suitable hardware on the market and as Tippia has repeatedly explained in this thread then it's not a sustainable solution. That being said, if and when there is better hardware available we will probably buy it, because who doesn't like shiny new hardware... In the meantime we are working on "Brain in a Box" (details explained by Tippia in this thread) that is primarily meant for coordinated fleet fight jump-ins but will greatly benefit Jita, and you can grow Amarr as an alternative to Jita. I tweeted recently about Amarr's new hardware https://twitter.com/erlendur/status/340791130104942593 and about how the population of Amarr has grown in recent months https://twitter.com/erlendur/status/343517649927536643 . It had been 500-600 for a long while but is now peaking around 1000. Chribba replied https://twitter.com/Chribba/status/343637496351035392 reminiscing how it used to be only 40-50 (he probably walked a mile in the snow to his Veldnaught at the time). Amarr is still far behind Jita in terms of market volume but it's also significantly ahead of all others. Maybe there is some way to change eve universe from a pile of solar systems into something less "sharded" - to be more correct, I mean breaking the universe into pieces smaller than solar systems. Like several sectors per system. Above load distribution it could also allow interstellar warp-like travel without usage of gates - for some distant future. Talking about Jita, such sector-based division of the system would put different gates in different sectors thus distributing some load. It would also mean that people can enter the system; and if the jita 4-4 station's sector is overloaded they can't warp to it but they still can hide on a spot or use another station. And it means division of overall trading traffic between 2 or more stations within the same system. Jita is full, CCP isnt going to rewrite the game just yet. Go to other hubs. I hear its a big game So get out I don't care about Jita myself, I'm just interested in seeing epic battles with 3k+ people in systems. BTW, I never liked Jita and for all trading I fly to Amarr, with very rare exceptions. OpenSUSE 12.2, wine 1.5 |
Radelix Cisko
Rayn Enterprises Test Alliance Please Ignore
107
|
Posted - 2013.06.12 15:48:00 -
[244] - Quote
Fair enough. Nothing against you, these fix the server threads are tiresome |
Karsa Egivand
Sebiestor Tribe Minmatar Republic
221
|
Posted - 2013.06.12 16:48:00 -
[245] - Quote
I sort of side with CCP Explorer regarding the priority of banning spam bots vs. other type of bots.
BUT, getting back to the central issue of the population limit.
What is the big deal about having Jita on TiDi (sth. like 30-70%) for most of the time? Why not?
That should allow CCP to roughly double the cap. The higher the cap, the better (even if it is necessary), artificial limits aren't very sandboxy... |
Radelix Cisko
Rayn Enterprises Test Alliance Please Ignore
107
|
Posted - 2013.06.12 17:15:00 -
[246] - Quote
Karsa Egivand wrote:I sort of side with CCP Explorer regarding the priority of banning spam bots vs. other type of bots.
BUT, getting back to the central issue of the population limit.
What is the big deal about having Jita on TiDi (sth. like 30-70%) for most of the time? Why not?
That should allow CCP to roughly double the cap. The higher the cap, the better (even if it is necessary), artificial limits aren't very sandboxy...
Limits are, however, a reality. Considering some RL examples: The average freeway(highway, expressway, motorway) have a soft limit of ~2000 cars/hr/lane. considering the average freeway in Los Angeles (where I live) has at any given point a max capacity of about 8000 cars past any given point. Once that limit is crossed the road begins to have diminishing returns. How does this apply to a server that built for HFT. The server will have its own overhead which I am sure they offload to one of the other cores not running the solar system. You whack 3000 people into it and the server has so much to queue up that travel and activity in the SS is far more time consuming than it is worth. Freighters already warp slow and if you have been in a 10% TiDi fight you know fast warping ships still take a long time to land.
What do we get from this. a server at 10% TiDi will have the same complaints about it not being reinforced, better hardware, blah blah. IMO its better to just traffic control it and let the performance stay up allowing reasonably quick movements. |
Brujo Loco
Brujeria Teologica
935
|
Posted - 2013.06.12 17:30:00 -
[247] - Quote
I live in Panama, why don-¦t they make Gates into Jita work like the Panama Canal? or Gates leading to it?
CHARGE.
CHARGE PEOPLE FOR GOING THERE during peak hours
The Higher Tonnage ships pay more, like freighters and battleships, frigates pay less, you get the idea .
ISK sink, less traffic at peak hours, people using alternate hubs.
Toll free during low pop, then it would flood, then tolls go up, less people go in , the system will sort itself eventually reaching equilibrium.
Just an idea , since I really enjoy seeing the queues in the canal from yachts and cruise ships, such beautiful patterns, love it when all the little ships begin gathering in a small group to pass all at once, or when the blaring horns of the super freighters roar for a bit.
Wonderful place the Panama Canal, marvel of engineering.
Anyway love this thread, interesting data from devs, I really miss the days devs talked more to people in here ... Inner Sayings of BrujoLoco: http://eve-files.com/sig/brujoloco |
Mycool Jahksn
Viziam Amarr Empire
3
|
Posted - 2013.06.12 18:09:00 -
[248] - Quote
Radelix Cisko wrote:Karsa Egivand wrote:I sort of side with CCP Explorer regarding the priority of banning spam bots vs. other type of bots.
BUT, getting back to the central issue of the population limit.
What is the big deal about having Jita on TiDi (sth. like 30-70%) for most of the time? Why not?
That should allow CCP to roughly double the cap. The higher the cap, the better (even if it is necessary), artificial limits aren't very sandboxy... Limits are, however, a reality. Considering some RL examples: The average freeway(highway, expressway, motorway) have a soft limit of ~2000 cars/hr/lane. considering the average freeway in Los Angeles (where I live) has at any given point a max capacity of about 8000 cars past any given point. Once that limit is crossed the road begins to have diminishing returns. How does this apply to a server that built for HFT. The server will have its own overhead which I am sure they offload to one of the other cores not running the solar system. You whack 3000 people into it and the server has so much to queue up that travel and activity in the SS is far more time consuming than it is worth. Freighters already warp slow and if you have been in a 10% TiDi fight you know fast warping ships still take a long time to land. What do we get from this. a server at 10% TiDi will have the same complaints about it not being reinforced, better hardware, blah blah. IMO its better to just traffic control it and let the performance stay up allowing reasonably quick movements.
I dont care much about real life comparisons tbh. Jita is still the main trade hub so to hinder traders from getting into Jita is unacceptable.
Also, lots of traders get stuck on the gates.. I've scanned freighters with 10b+ cargo sitting on the gates just waiting to be popped by a highly organized ganksquad.
This makes it even more dangerous to even get near Jita because you have NO idea if you'll get in or not.
The ability to get into Jita and do business should come first, be it at the cost of a 3 second action delay. I dont care really. Just friggin do it.
Teonosude. |
Radelix Cisko
Rayn Enterprises Test Alliance Please Ignore
107
|
Posted - 2013.06.12 18:47:00 -
[249] - Quote
Mycool Jahksn wrote:Radelix Cisko wrote:Karsa Egivand wrote: other words my words Your words
The problem being is that CCP is already treating Jita as a special snowflake with enhanced hardware and you not caring about real life examples is a problem since our virtual world has very real limitations based in the real world. You also say "I've scanned freighters with 10b+ cargo sitting on the gates just waiting to be popped by a highly organized ganksquad." That should be reason enough to seek alternative markets. I'd rather get my shinies on sale rather than wait at a gate for a suicide squad to pop me. Another option is of course, sell in perimeter. Most traffic is headed that way |
Mycool Jahksn
Viziam Amarr Empire
3
|
Posted - 2013.06.12 22:00:00 -
[250] - Quote
Radelix Cisko wrote:Mycool Jahksn wrote:Radelix Cisko wrote:Karsa Egivand wrote: other words my words Your words The problem being is that CCP is already treating Jita as a special snowflake with enhanced hardware and you not caring about real life examples is a problem since our virtual world has very real limitations based in the real world. You also say "I've scanned freighters with 10b+ cargo sitting on the gates just waiting to be popped by a highly organized ganksquad." That should be reason enough to seek alternative markets. I'd rather get my shinies on sale rather than wait at a gate for a suicide squad to pop me. Another option is of course, sell in perimeter. Most traffic is headed that way
A sandbox game where you must adjust your actions and do things you dont want to do is no sandbox at all.
Also, try to explain "traffic jam" in SPACE to someone who likes to roleplay in EVE.
He will laugh in your face. Teonosude. |
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Super spikinator
Hegemonous Conscripts Hegemonous Pandorum
178
|
Posted - 2013.06.12 22:08:00 -
[251] - Quote
Mycool Jahksn wrote:Matryoshka quotes
A sandbox game where you must adjust your actions and do things you dont want to do is no sandbox at all.
Also, try to explain "traffic jam" in SPACE to someone who likes to roleplay in EVE.
He will laugh in your face.[/quote]
Even a sandbox has a border on it to delineate it from its surroundings. Even a sandbox can hold so many children before it becomes too full. As I stated in this thread previously (I think it was this one, these types of threads tend to blend) the fact that Jita can take as many pilots in space as it does is a technological achievement. Most super computers couldn't handle the load that jita does. The amount of people at peak would cause most MMO shards to collapse.
|
Radelix Cisko
Rayn Enterprises Test Alliance Please Ignore
108
|
Posted - 2013.06.12 22:12:00 -
[252] - Quote
Mycool Jahksn wrote:Radelix Cisko wrote:Mycool Jahksn wrote:Radelix Cisko wrote:Karsa Egivand wrote: other words my words Your words The problem being is that CCP is already treating Jita as a special snowflake with enhanced hardware and you not caring about real life examples is a problem since our virtual world has very real limitations based in the real world. You also say "I've scanned freighters with 10b+ cargo sitting on the gates just waiting to be popped by a highly organized ganksquad." That should be reason enough to seek alternative markets. I'd rather get my shinies on sale rather than wait at a gate for a suicide squad to pop me. Another option is of course, sell in perimeter. Most traffic is headed that way A sandbox game where you must adjust your actions and do things you dont want to do is no sandbox at all. Also, try to explain "traffic jam" in SPACE to someone who likes to roleplay in EVE. He will laugh in your face.
I don't disagree with traffic jam in space which is a silly notion. BUT we are not in actual space and we have real limitations to deal with. in response to the RP'ers perspective, a space station such as Jita 4-4 would be operated a lot like a harbor Therefore you would not be able to undock and pop out right on top of a another freighter. So yes maybe we don't traffic control the gates but the station undock, why not. I'm sure everyone will agree that waiting 20 minutes in queue to undock would be a fabulous idea. |
Danny Centauri
Silver Octopus Infernal Octopus
80
|
Posted - 2013.06.13 18:00:00 -
[253] - Quote
How about we stop going round in circles discussing hardware and load and come up with an actually innovative solution GÇô here are just a few ideas.
1) Make tax and broker fees apply on a system by system basis, with the top market hubs having the highest rates of tax. This encourages players to establish secondary market hubs, most likely in the systems adjacent to market hubs in the same region which can then be reinforced on their own nodes.
2) Create a tax to enter market hubs, and where necessary create bypasses so you can go around the system GÇô IGÇÖm not 100% sure but I think this may be a problem in Amarr some destinations you have to travel through.
3) Create actual queue system for jumping into hubs and inform players of their position in the queue to manage their expectations, this can include estimated time to enter the system and the ability to cancel and remove themselves from the queue.
4) Add shipping functionality from NPC corporations at trade hubs, this would allow goods purchased in Jita to be moved 1 jump in any direction outside of Jita at a set fee per cubic meter. This reduces the need to enter the system and therefore the jump load.
These features can tie in nicely with the EVE storyline, with the universe on the brink of war creating new war machines they need funding. The best way to do this is through taxation and where better to tax than your primary economic hot spots for the biggest gains. Also tax relief in low trade volume areas can be explained through government tax breaks to encourage growth and later fund war. All of these additional ISK sinks also help the EVE economy as weGÇÖve heard plenty about there being too many ISK faucets and not enough sinks.
EVE Manufacturing Guide - Simple guides to manufacturing in EVE for both beginners and more experienced players. |
Karsa Egivand
Sebiestor Tribe Minmatar Republic
222
|
Posted - 2013.06.13 18:30:00 -
[254] - Quote
Danny Centauri wrote:How about we stop going round in circles discussing hardware and load and come up with an actually innovative solution GÇô here are just a few ideas.
1) Make tax and broker fees apply on a system by system basis, with the top market hubs having the highest rates of tax. This encourages players to establish secondary market hubs, most likely in the systems adjacent to market hubs in the same region which can then be reinforced on their own nodes.
2) Create a tax to enter market hubs, and where necessary create bypasses so you can go around the system GÇô IGÇÖm not 100% sure but I think this may be a problem in Amarr some destinations you have to travel through.
3) Create actual queue system for jumping into hubs and inform players of their position in the queue to manage their expectations, this can include estimated time to enter the system and the ability to cancel and remove themselves from the queue.
4) Add shipping functionality from NPC corporations at trade hubs, this would allow goods purchased in Jita to be moved 1 jump in any direction outside of Jita at a set fee per cubic meter. This reduces the need to enter the system and therefore the jump load.
These features can tie in nicely with the EVE storyline, with the universe on the brink of war creating new war machines they need funding. The best way to do this is through taxation and where better to tax than your primary economic hot spots for the biggest gains. Also tax relief in low trade volume areas can be explained through government tax breaks to encourage growth and later fund war. All of these additional ISK sinks also help the EVE economy as weGÇÖve heard plenty about there being too many ISK faucets and not enough sinks.
I agree with the sentiment.
I heartily endorse 1).
No. 2) is problematic, but I'd be okay with it.
No. 3) I think it too difficult for not enough gain.
No. 4) I am dead set against. NO. NEVER.
But adjusting taxes UP depending on how much is traded in any given station is a very good idea. It also makes perfect sense. |
Danny Centauri
Silver Octopus Infernal Octopus
81
|
Posted - 2013.06.13 18:52:00 -
[255] - Quote
Karsa Egivand wrote:Danny Centauri wrote:How about we stop going round in circles discussing hardware and load and come up with an actually innovative solution GÇô here are just a few ideas.
1) Make tax and broker fees apply on a system by system basis, with the top market hubs having the highest rates of tax. This encourages players to establish secondary market hubs, most likely in the systems adjacent to market hubs in the same region which can then be reinforced on their own nodes.
2) Create a tax to enter market hubs, and where necessary create bypasses so you can go around the system GÇô IGÇÖm not 100% sure but I think this may be a problem in Amarr some destinations you have to travel through.
3) Create actual queue system for jumping into hubs and inform players of their position in the queue to manage their expectations, this can include estimated time to enter the system and the ability to cancel and remove themselves from the queue.
4) Add shipping functionality from NPC corporations at trade hubs, this would allow goods purchased in Jita to be moved 1 jump in any direction outside of Jita at a set fee per cubic meter. This reduces the need to enter the system and therefore the jump load.
These features can tie in nicely with the EVE storyline, with the universe on the brink of war creating new war machines they need funding. The best way to do this is through taxation and where better to tax than your primary economic hot spots for the biggest gains. Also tax relief in low trade volume areas can be explained through government tax breaks to encourage growth and later fund war. All of these additional ISK sinks also help the EVE economy as weGÇÖve heard plenty about there being too many ISK faucets and not enough sinks.
I agree with the sentiment. I heartily endorse 1). No. 2) is problematic, but I'd be okay with it. No. 3) I think is too difficult for not enough gain. No. 4) I am dead set against. NO. NEVER. But adjusting taxes UP depending on how much is traded in any given station is a very good idea. It also makes perfect sense. And it should encourage much more spread out trading, with proper traders having to do a bit more than just 0.01 isking in one station all the time if they want good profits.
Yeah I agree doesn't have to be all 4 just a combination of factors to create an incentive for people not to go to Jita, would make small start for a very next industry and commerce themed expansion. EVE Manufacturing Guide - Simple guides to manufacturing in EVE for both beginners and more experienced players. |
Shizuken
Venerated Stars
140
|
Posted - 2013.06.13 19:05:00 -
[256] - Quote
Rammix wrote: BTW, I never liked Jita and for all trading I fly to Amarr, with very rare exceptions.
Then you are missing out on some good trading profit. While jita tends to be robust in volume and competitiveness other regions are not. These differences can be exploited for significant profits. One can buy low in Jita and sell high somewhere else. This is my chief gripe, although not a large one, with Jita being tapped out all the time. |
Shizuken
Venerated Stars
140
|
Posted - 2013.06.13 19:13:00 -
[257] - Quote
Danny Centauri wrote:... would make small start for a very next industry and commerce themed expansion.
I can just hear the goons and James315 screaming into their monitors as they read this. Dear god, an industry and commerce themed expansion? Why not just call it "EvE Online: Care-a-lot" |
Arthur Aihaken
Nil.
3
|
Posted - 2013.06.13 19:25:00 -
[258] - Quote
Eliminate local chat. Rids the entire system of spambots, and now there's no way to track players other than scanning for them or hunting them down. Thus encouraging more travel and exploration into low/null-sec. |
Susurrus Synaesthesia
Empyrean Guard Tactical Narcotics Team
1
|
Posted - 2013.06.13 20:58:00 -
[259] - Quote
Gankorama |
Lfod Shi
Lfod's Ratting and Salvage
104
|
Posted - 2013.06.13 22:02:00 -
[260] - Quote
"Jita" needs to grow beyond Jita. Open or closed, peeps need their ammo. GÖ¬ They'll always be bloodclaws to me GÖ½ ...end transmission... |
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Rammix
TheMurk
73
|
Posted - 2013.06.13 23:29:00 -
[261] - Quote
Shizuken wrote:Rammix wrote: BTW, I never liked Jita and for all trading I fly to Amarr, with very rare exceptions.
Then you are missing out on some good trading profit. Oh, that's ok. I gladly lose some small part of profit in exchange for more comfortable movement and, often, time economy. OpenSUSE 12.2, wine 1.5 |
Lors Dornick
Kallisti Industries Solar Assault Fleet
553
|
Posted - 2013.06.14 00:16:00 -
[262] - Quote
Radelix Cisko wrote:
Jita is full, CCP isnt going to rewrite the game just yet. Go to other hubs. I hear its a big game
So get out
Last time I heard there was a bunch of people actually rewriting the game.
However they (and we) hope that noone will actually notice what they do, except in performance and some random dev blog.
But no matter how successful they are with software and/or hardware, the reality is that there will always be a cap limit in Jita.
If the pain of getting to Jita is high enough, the market will spread.
CCP Eterne: Silly player, ALL devs are evil. CCP Fozzie: When Veritas describes a programming challenge as "very hard" I tend to believe him.
|
Rammix
TheMurk
73
|
Posted - 2013.06.15 13:07:00 -
[263] - Quote
Lors Dornick wrote: If the pain of getting to Jita is high enough, the market will spread.
Exactly. It's like how water "chooses" easier ways. When some part of this "river" of traffic will be unable to fit into the Jita's "river-bed" - it will fork. Actually there is a strong start of it already (go visit Amarr).
But nevertheless, performance must be increased for all solar systems - to allow more epic fights and events. Above, I've suggested to reduce minimum piece of eve from a system to a "cluster" (not as a computer term, but kind of 'slice') of solar system. OpenSUSE 12.2, wine 1.5 |
Tippia
Sunshine and Lollipops
14842
|
Posted - 2013.06.15 13:25:00 -
[264] - Quote
Mycool Jahksn wrote:A sandbox game where you must adjust your actions and do things you dont want to do is no sandbox at all. Yes it is. In fact that is exactly what a multiplayer sandbox is.
Multiplayer sandbox does not mean you can do what you want. It means everyone can do what they want, which will include lots of things that you don't want them to do (to you). It also doesn't mean that you will succeed at everything you attempt, but rather means that you can attempt anything you wish to succeed at. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |
Lors Dornick
Kallisti Industries Solar Assault Fleet
554
|
Posted - 2013.06.15 13:47:00 -
[265] - Quote
Rammix wrote:
But nevertheless, performance must be increased for all solar systems - to allow more epic fights and events. Above, I've suggested to reduce minimum piece of eve from a system to a "cluster" (not as a computer term, but kind of 'slice') of solar system.
There is a group of devs, including some seriously clever ones, who have been working on this for several years now.
The problem remains that EvE was originally written as a quite nasty hack, on a shoestring budget by an indie garage developer (they're still kind of indie but have moved from Helmar's garage).
Rewriting core functionality in a 10 year old game, without breaking too much stuff that currently seems to work (even if few or any knows how or why) is not an easy task.
Doing it behind the scenes with no obvious new features to show the paying audience (and share holders) isn't making it easier ;)
I know, I've been in similar situations, and it's not just an issue of throwing more hardware at it. CCP Eterne: Silly player, ALL devs are evil. CCP Fozzie: When Veritas describes a programming challenge as "very hard" I tend to believe him.
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Robus Muvila
GoonWaffe Goonswarm Federation
450
|
Posted - 2013.06.15 13:50:00 -
[266] - Quote
Lors Dornick wrote:Rammix wrote:
But nevertheless, performance must be increased for all solar systems - to allow more epic fights and events. Above, I've suggested to reduce minimum piece of eve from a system to a "cluster" (not as a computer term, but kind of 'slice') of solar system.
There is a group of devs, including some seriously clever ones, who have been working on this for several years now. The problem remains that EvE was originally written as a quite nasty hack, on a shoestring budget by an indie garage developer (they're still kind of indie but have moved from Helmar's garage). Rewriting core functionality in a 10 year old game, without breaking too much stuff that currently seems to work (even if few or any knows how or why) is not an easy task. Doing it behind the scenes with no obvious new features to show the paying audience (and share holders) isn't making it easier ;) I know, I've been in similar situations, and it's not just an issue of throwing more hardware at it.
This guy gets it. What people are saying is literally
"the only thing you need to do to make a car go faster is put a stronger engine in it".
It doesn't work like that. TMC Senior Developer http://themittani.com - Because EvE has needed a proper news site for ages |
Rammix
TheMurk
73
|
Posted - 2013.06.16 01:11:00 -
[267] - Quote
Robus Muvila wrote:Lors Dornick wrote:Rammix wrote:
But nevertheless, performance must be increased for all solar systems - to allow more epic fights and events. Above, I've suggested to reduce minimum piece of eve from a system to a "cluster" (not as a computer term, but kind of 'slice') of solar system.
There is a group of devs, including some seriously clever ones, who have been working on this for several years now. The problem remains that EvE was originally written as a quite nasty hack, on a shoestring budget by an indie garage developer (they're still kind of indie but have moved from Helmar's garage). Rewriting core functionality in a 10 year old game, without breaking too much stuff that currently seems to work (even if few or any knows how or why) is not an easy task. Doing it behind the scenes with no obvious new features to show the paying audience (and share holders) isn't making it easier ;) I know, I've been in similar situations, and it's not just an issue of throwing more hardware at it. This guy gets it. What people are saying is literally "the only thing you need to do to make a car go faster is put a stronger engine in it". It doesn't work like that. Seems you misunderstand me. I don't mean "stronger engine", I mean fragmentize the universe to smaller parts. No need to give more computer clusters (there are enough, eve-wiki says eve server can handle 2k people in every of 5k systems), but it could be effective to break solar systems into clusters --- "clusters" in astronomycal meaning of the word, like 'cluster of a galaxy' etc. I.e. slice a system like an apple and attach each slice to a different node. Different stations and/or gates often will be in different slices (more correct word - "cluster", I repeat, not a computer term) thus letting people into the solar system but arranging their access to inner parts of the system accordingly to the load of a particular cluster they want to warp to. For illustration: you jump into Jita, try warping to CN 4-4, but its part of the system is overloaded; so you can use another station in Jita -- instead of waiting in a line at a gate outside. Illustration for epic battles in 0.0: 1-2 thousand people fight in one part of the system, experiencing TiDi, but other parts of the same system are not highly loaded; or again one part is overloaded but a cyno gets lit near another pos or whatever in the same system and we get 2 fighting locations with 2 heavily loaded nodes, but still we have some more free nodes available in another part of the same system.
But I agree with Lors Dornick that doing this can't be very easy. OpenSUSE 12.2, wine 1.5 |
Macaya
Left Ahead Li3 Federation
25
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Posted - 2013.06.16 02:00:00 -
[268] - Quote
if only the OP played a few years ago before traffic control...
Roll the dice and see if you get black screen of death or find yourself in a pod on the other side while your loot is being scooped off....
New method is better but the new jump portal is borked and causes more issues...
New patch is rubbish IMO & jita is the most stable I have ever seen it for years... |
Obunagawe
138
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Posted - 2013.06.16 09:33:00 -
[269] - Quote
This issue is now self-perpetuating. More and more people are logging into Jita as soon as they can after downtime to "get a spot". Meaning that Jita becomes more congested, causing MORE people to log in after downtime. So things are only going to get much, much worse. |
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CCP Explorer
C C P C C P Alliance
1579
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Posted - 2013.06.16 16:08:00 -
[270] - Quote
Obunagawe wrote:This issue is now self-perpetuating. More and more people are logging into Jita as soon as they can after downtime to "get a spot". Meaning that Jita becomes more congested, causing MORE people to log in after downtime. So things are only going to get much, much worse. Or other market hubs start to gain, Amarr has been growing significantly since Dec 2012. Erlendur S. Thorsteinsson | Software Director | EVE Universe, EVE Online // CCP Games | @erlendur |
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