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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
DubanFP
Caldari Four Rings D-L
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Posted - 2007.06.27 00:33:00 -
[1]
Edited by: DubanFP on 27/06/2007 00:33:16
Originally by: Kunelk I'm new to eve online and I just read that huge fleet battle with over 200 ships, lags a crapload lot and everything. How can those be even fun or entertaining? How could this be even remotly fine?
I can understand we are all on on single server and its complicated... But serioulsy? How can this be acceptable?
200 ships are survivable "but bearly", though i've seen with one with 400 ships that time the lag was seriously killer. "Battle for I-N". Not to mention all the fighters.
EVE handles things pretty well all things considered. In the end huge battles happen. Best you can do is work with it. ____________
Dark Shikari> If at first you don't succeed, whine about t20. |
DubanFP
Caldari Four Rings D-L
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Posted - 2007.06.27 01:33:00 -
[2]
Edited by: DubanFP on 27/06/2007 01:33:10
Originally by: Nadjer Forgive me if this has been said before as i'm fairly new but, wouldn't it alliate the problem if when you got say more than 200-300 people in a system you got transferred to a dedicated server to handle the load. This would involve pause in play for anyone in the system and people comming in would get a slight delay maybe but i'd rather suffer a 30 second wait that have to play through a slideshow.
If there's a 2 minute wait just just to take care of player actions in a 400 man situation with a RAMdrive can you imagine trying to send EVERYTHING across a network line that's signficantly slower and into another server? THAT would be rediculous.
Not to mention other difficulties "many many MANY disconnects" that would arise. ____________
Dark Shikari> If at first you don't succeed, whine about t20. |
DubanFP
Caldari Four Rings D-L
|
Posted - 2007.06.27 01:52:00 -
[3]
Edited by: DubanFP on 27/06/2007 01:52:52
Originally by: James Duar
Originally by: DubanFP Edited by: DubanFP on 27/06/2007 01:35:47 If there's a 2 minute wait just just to take care of player actions in a 400-500 player situation with a RAMdrive can you imagine trying to send EVERYTHING across a network line that's signficantly slower and into another server? THAT would be rediculous.
Not to mention other difficulties "many many MANY disconnects like when everyone used to log in at once after a major patch" that would arise. And creating that can handle an immense undertaking like transfering all this info and getting everything started again in a new server. Even then it would go from a 2 minute lag time to maybe 45 seconds.
The server does hand offs all the time when people jump through gates, the issue is that when 300 people fight on one grid there's a good chance there's a lot more then 300 people being managed by the node on other grids.
There's no reason though that it couldn't stop the simulation for those 300 clients and then carefully move the connections to a new server. The RAMdrive has nothing to do with player actions, it's purely a CPU issue AFAIK.
you've never seen 300+ people jump into a system at the same time have you? Also note that there's a huge difference between 300 people on a node and 300 people on the grid.
See 2 people on grid player 1 gets info on player 2 Player 2 gets info on player 1
3 people on grid Player 1 gets info on player 2 Player 1 gets info on player 3 Player 2 gets info on player 2 Player 2 gets info on player 3 Player 3 gets info on player 1 Player 3 gets info on player 2
4 people on grid Player 1 gets info on player 2 Player 1 gets info on player 3 player 1 gets info on player 4 Player 2 gets info on player 1 Player 2 gets info on player 3 Player 2 gets info on player 4 Player 3 gets info on player 1 Player 3 gets info on player 2 player 3 gets info on player 4 Player 4 gets info on player 1 Player 4 gets info on player 2 player 4 gets info on player 3
5 players on grid ....
it's all becomes exponential when it's all on the same grid. HUGE difference then when they're all at seperate locations. ____________
Dark Shikari> If at first you don't succeed, whine about t20. |
DubanFP
Caldari Four Rings D-L
|
Posted - 2007.06.27 02:01:00 -
[4]
Edited by: DubanFP on 27/06/2007 02:00:39
Originally by: Lady Natacha
When CCP rewrites large sections of its code you will notice an improvement. When they just patch things, not so much..
Yup then instead of performance everyone will be whining about paying for an beta test version of EVE, all bugs included! ____________
Dark Shikari> If at first you don't succeed, whine about t20. |
DubanFP
Caldari Four Rings D-L
|
Posted - 2007.06.27 12:51:00 -
[5]
Originally by: Scavok Edited by: Scavok on 27/06/2007 12:48:02 Edited by: Scavok on 27/06/2007 12:47:31 Battles in wwiiol are similar in complexity and scale. Their solution was the "64 limit" where people only received updates for 64 other players. Players were never invisible to each other, if you had someone loaded, they had you loaded. As CRS (devs of wwiiol) improved their hardware and code, they increased the player limit. There is obviously a downside to this, but I think it would be a better solution than hardcoding a player limit into the game.
That would NEVER work in eve. In fleets people are called primaries, now if you didn't know who had which people loaded then you would NEVER be able to keep the battle organized. ____________
Dark Shikari> If at first you don't succeed, whine about t20. |
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