Pages: 1 2 3 [4] 5 6 7 8 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Cramps
Fungal Infection
|
Posted - 2007.06.27 10:48:00 -
[91]
Dynamic load balancing + a battery of "spare" nodes running empty until something "special" (like any sort of fleet battle, even a rather small one) comes up. I am firmly convinced that that's the solution as far as server-side lag is concerned. Regardless of that, there is still a lot of client-side lag and sluggishness because it seems the engine brings even today's best PCs to their knees.
|
James Duar
Merch Industrial We Are Nice Guys
|
Posted - 2007.06.27 10:50:00 -
[92]
Originally by: Vyyrus I was in the fleet battle at YA0 yesterday. The lag was awful. I could not move my ship anywhere even just in a little taranis trying to control fighters. It kept on skipping everywhere. My ship eventually got blown up by pos towers trying to warp out 5 times. This was one of my real experiences with a giant fleet battle and it was not good almost made me cancel my accounts still thinking about it.
This doesn't sound like a desync though I have experienced this - your frame rate died didn't it?
We've had a number of experiences where we get on grid despite sound off/effects off/ramdrive the client gets a .1 FPS or so and you just physically can't click to warp out.
As far as I can tell that's the render path being ******** and putting a blocking call somewhere, because the server lag is bearable but the client stutter makes it unplayable.
And we have noticed it seems to disfavor the side warping in (this is also not grid loading lag - I load grid, then the FPS dies. It's also not my system - larger numbers of ships run smooth.)
|
Vyyrus
Sparta Alliance
|
Posted - 2007.06.27 10:51:00 -
[93]
All I know is ccp better quit fixing things for the noobs and start fixing real issues.
|
mr bighelmet
EnTech Pax Familia
|
Posted - 2007.06.27 11:09:00 -
[94]
Edited by: mr bighelmet on 27/06/2007 11:09:31
Originally by: Jim McGregor
Originally by: DubanFP
it's all becomes exponential when it's all on the same grid. HUGE difference then when they're all at seperate locations. The computer would have to transfer all this information and bring EVERYONE up to date at the same time.
Yes, but this is true for every mmorpg. How come a WoW server can handle 100 people shooting at eachother (remember Tarren Mill?) without severe lag? Thats just one server, not a supercluster like Eve has.
Im not really understanding why the amount of data sent should be any different. Locations, damage, server doing calculations for hits and misses etc. The Eve cluster is hell of a lot stronger than one of those WoW servers ever was.
I think its basically just old code laying around. The new network layer might make things a lot better.
You seem to fail to understand what the diffrance between eve and the rest of the MMO is. Take Everquest (everyone is using the same idea like them except Eve), They devide there customers between worlds, Each world is running on sevrel computers (It's close to cluster but not exactly), Each computer host one or more Zones, the busy zones get a computer for themselve the less busy share the computer with one or more Zones. At no time can a player be using the resource of more then one computer and the processing/io power of that computer will limit the amount of player/activity that can happen in the zone(s) before lag start to hit you. Eve is running a single world, this world is running on a "SuperComputer" That is build up from a lot of nodes each node can host one or more systems, the busy systems get a node for themselve the less busy share the node with other systems. At no time can a player be using the resource of more then one Node and the processing/io power of that Node will limit the amount of player/activity that can happen in the zone(s) before lag start to hit you.
So the the limit in Everquest (And wow) is the single computer power the limit in Eve is the single node power.
The main difrance between eve and the rest of the MMO is that Eve have bundle of there Nodes into one supercomputer while the rest of the MMO world arange there computers into lots of clusters, so no matter how big is the Everquest server farm is and how big Eve super computer is it wont really affect the limit where lag start to hit becuse at any single moment a player (and the local he is in) is only using one Computer or one node.
That is why WoW will lag out if u bring 200 people to fight in the same local everquest will lag even more (since the code is even older) and Eve will start lag at a little bit more. If i post something smart it represent my corp and alliance all other posts are my feeling/ideas only and do not represnt the rest |
Ztrain
Evolution Band of Brothers
|
Posted - 2007.06.27 11:22:00 -
[95]
First of all it was laggy for both sides. We all thought we were gonna get out of there in medical clones before jumping in. We can complain and ***** about how the game is or isn't in it's current state all we want but it is what it is so until it gets fixed you ether evolve and adapt or you leave. Survial of the fittest in a way.
Suggestion to the Coalition, you know lag exists, if you don't want it don't bring so many people in to defend. Does it really take 270 people to take down a POS and lock down a system? Kinda sad if the answer to that is yes. Do more with less is always more efficient.
As far as the game lag. Having played most other MMOs and knowing a lot more about them then I should they have the same sort of lag as EVE does. The difference is ether their developers are are lot more experienced. CCP through lack of experience have not figgured out how to manage this problem. If it wasn't for the fear that they'd destroy everything that makes this game unique and fun I'd recommend that SoE buy out CCP because then at least the dev's would get replaced and game would function after 6 months.
The solution is what is commonly refered to as the Hop effect. I'll try to explain. In EVE watch when your in warp to gate with large number of friendly forces. Not in combat just say a roaving gang. You client right before loading the grid will freeze as it gets the update. EVE is coded so that if it doesn't have all the information is locks until it believes it has all the information. That is what prevents in large fleet engagements things from happening. For example in a laggy situation when you initiate a warp and get "desynced." When you log back in you find that you log back in where you warped too. Why because your client sent the warp command to the server and it was processed. So server side you had warped period. Same for locking activating guns everything that happens.
The problem is you don't see this happening. Why? Because your client isn't told the information from the server? No. The reason why is because the EVE client is designed to not display anything until it has what it percieves as, "the whole picture." And as that picture changes the client realizes ops there a new person on grid I can't do anything until I know where exactly their state is. The problem is with hundres of people all on grid it is nearly impossible for the entire picture to be known by any client at any given point in time. So everyone sits and sits while their clients wait to get all the updates.
I know of no other MMO that does does this. The problem is the same lag and massive numbers in the same vicinity but what other more experienced development teams have discovered is the hop effect. Never ever under any circumstances lock the gameplay for the player (like EVE does). Take two clients in EverQuest and put on on /follow of the other. Run in a direction and turn the character in the front a couple degress to the left or right. On the client in front your see the change imeaditly. On the character in back you will continue to run until it gets the update then the person in front will hop to where it is at the time of the update. The client will not freeze.
Same can be seen in WoW. Log in to Iron Forge. Hundres of people around kinda like jumping in to a grid fill with hostile forces. WoW like most other games does not lock the client it allows you to run around an move check mail and interact with the world. As the grid updates people pop up. It's not that they weren't there before you saw them it's that your client just hadn't gotten an update for them yet.
But the big difference that most more experienced developers have found out is never lock the client. There is nothing more irritating players then not being able to do anything. If when loading a grid players can still move and lock and start to "play" with what they can see their a lot happies and have more enjoyable experience. Z *snip* Don't use your signature to troll. -Rauth Kivaro ([email protected]) |
Tobias Sjodin
Ore Mongers R0ADKILL
|
Posted - 2007.06.27 11:23:00 -
[96]
It's sickening that they can get away with promoting fleet battles of 1000 participants. Anyone tried Jita on a crowdy day? Imagine if everyone in local was at the same spot?...
The pain.
- Recruitment open again-
|
FarScape III
|
Posted - 2007.06.27 11:24:00 -
[97]
Originally by: Dark Shikari
Originally by: Chelone CCP, are you reading these threads?
Fix the fleet battle problem. Make this your priority. Not station-walking, not Eve-TV. It's a space combat game. The space combat is broken.
I agree, but fixing lag doesn't get more players to sign up innocently for your trial; station-walking and flashy outfits do.
When are they even going to be ABLE to fix 200+ fleet lag? Forget it, people want to walk in stations because they will finally be able to do something that is not like looking at a still photo, can you blame them?
And CCP did do stuff to stop laggy battles, they are trying to make people fly in smaller groups but if you all do not want to do that then go have a lag fest for all I care.
Heck coop missions lag too much even.
People have to LISTEN to CCOP for once and understand either you learn to fight in smaller fleet or you suffer in lag. So hopefully CCP will get people to start doing that with these new pos features.
A Minmater City... Cool! My Skills |
Filatov Teg
Rebirth Inc. Tau Ceti Federation
|
Posted - 2007.06.27 11:32:00 -
[98]
That must be true Ztrain I agree with your advices to limit the number of participant of a blockade or POS killing
but...
I'm experiencing this issue often in light gang (~15 teammate)
Must relog to get a functioning UI.
-------------------------------------- Ride on Shooting staaaaaaaarrrrrrrr!!!
|
d026
THE LEGION OF STEEL WARRIORS.... R0ADKILL
|
Posted - 2007.06.27 11:34:00 -
[99]
Originally by: Drykor We had simular problems in S-E in the North a few days ago, client froze for me, after a while it worked again but I couldn't lock anything, same for half of the people on teamspeak. This was about a 100-150 vs 100-150 man battle, I'm not entirely sure 'cause of the lag/desync/whatever.
Personally I don't enjoy fights over 50 vs 50 'cause you already start noticing the delays, even before rev II. Eve's endgame is entirely broken and I already changed my subscription interval from 3 months to 1 month, it just takes slightly more frustration to actually quit I guess.
"nice" that also your side had lagg:) allready started to believe that maybe the bob pets (not you but t i t s) got the new tactical nodecrash device:)
|
Tobias Sjodin
Ore Mongers R0ADKILL
|
Posted - 2007.06.27 11:34:00 -
[100]
Originally by: FarScape III
Originally by: Dark Shikari
Originally by: Chelone CCP, are you reading these threads?
Fix the fleet battle problem. Make this your priority. Not station-walking, not Eve-TV. It's a space combat game. The space combat is broken.
I agree, but fixing lag doesn't get more players to sign up innocently for your trial; station-walking and flashy outfits do.
When are they even going to be ABLE to fix 200+ fleet lag? Forget it, people want to walk in stations because they will finally be able to do something that is not like looking at a still photo, can you blame them?
And CCP did do stuff to stop laggy battles, they are trying to make people fly in smaller groups but if you all do not want to do that then go have a lag fest for all I care.
Heck coop missions lag too much even.
People have to LISTEN to CCOP for once and understand either you learn to fight in smaller fleet or you suffer in lag. So hopefully CCP will get people to start doing that with these new pos features.
So it's not a sandbox then?
If the cluster can't handle fleet fights, CCP, just say so. Tell us: "We're sorry guys, we can't figure out a way to make EVE work with big fleets".
The very game design promotes it, even with these changes, "Oh, we can't jump in dreads to take this and that out, bring on more BS... " guess what the enemies are gonna do... that's right, bring more BS, because working for a piece of territory isn't something you'll just throw away because the game can't handle it.
I dunno dude. I can accept that if you have a ****ty system, and the game lags... that's fine and dandy. And they may say that all of this is fixed whenever, with whatever patch. That's been going on for ages.
Truth is this is an awesome game, what kills it is the lag. Clean and simple.
- Recruitment open again-
|
|
Draath
|
Posted - 2007.06.27 11:38:00 -
[101]
I know that I'm a noob, but haven't these problems existed for a while? CCP put mechanics in to decrease the numbers game (bombs, etc.), so shouldn't it have been anticipated that bringing the bulk of the fleet could have disasterous consequences. Aren't many of the changes in Rev. 2 an admission that lag is here to stay, at least temporarially?
|
d026
THE LEGION OF STEEL WARRIORS.... R0ADKILL
|
Posted - 2007.06.27 11:43:00 -
[102]
Quote: so shouldn't it have been anticipated that bringing the bulk of the fleet could have disasterous consequences.
Dude the game is like that. If your opponent fields 50 bs you dont go with 5 because you get wtfbbqd. So either way is disasterous so whats you solution? if you go outgunned you die, if you field even numbers you die to lagg, if you outblobb the enemy you die to lagg..
|
Ztrain
Evolution Band of Brothers
|
Posted - 2007.06.27 11:44:00 -
[103]
Originally by: Filatov Teg That must be true Ztrain I agree with your advices to limit the number of participant of a blockade or POS killing
but...
I'm experiencing this issue often in light gang (~15 teammate)
Must relog to get a functioning UI.
It can and will happen at any time. It will happen any time your client thinks it doesn't have the whole picture. If there's a server hickup or if there is a hickup in the internet that delay's a packet by a second you see it. That's why I said observe when your in a friendly gang. It's still there it's just less likely your going to notice while there's no imediate danger. But when in a major fleet battle with hundres of people this effect is garonteed.
They should stop the client from locking until update. Allow you to move activate mods etc. Just like in Iron Forge in WoW. Then as your client gets more ships updated the appear. But at least while you might not be able to see the entire fleet all at once at least you'd be able to start playing and fighting in the mean time.
It is one of these two options, fortunatly for most other sucessful MMOs they've chosen the more enjoyable to the player method.
Z *snip* Don't use your signature to troll. -Rauth Kivaro ([email protected]) |
Haks'he Lirky
8th
|
Posted - 2007.06.27 11:48:00 -
[104]
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?
What I dont understand and have never understood in this whole discussion is where do players get the idea that 200 people fighting in one place in a computer game will not be laggy?
Is there a game out there that accomodates such fighting without lag?
|
Pelf Matagraph
|
Posted - 2007.06.27 11:51:00 -
[105]
Some technical stuff. But what follows might all be garbage because I've never had my hands on CCP's cluster.
As a reference, I have a fractional ds3 and a cluster in my *home*. So I'm commenting from a professional standpoint.
While I've not participated in fleet battles, I know quite a bit about clustering, and can extrapolate a number of issues regarding fleet battle lag. Given the experimental nature of the CCP cluster (It's never been done before!!), there are a couple of technical issues that come to mind which may or may not be escapable depending on how vigorous the veracity of the kill conditions have to be adhered to.
My suspicion is that CCP, on the server side, has a lot of code designed to make sure that battles fought are not won/lost based on network latency. Network latency is essentially the measure of how long it takes a packet to make a round trip from a one place to another, in this case from the EVE client to the EVE server.
The largest issue I see in large fleet battles is that of synchronization. When a battle starts, all clients have to be synchronized (and they are 100% synchronized during normal non-battle game play). However in a fleet battle, there is a new variable:
"The Other Guys Lag"
The problem is this:
Let's say that for 25% of the players in the battle it takes 25 milliseconds for a packet to round trip between client and server, for 50% it's 125 milliseconds, and for 25% it's 200 milliseconds.
Now the EVE server has to maintain synchronization for the battle to actually work. And since there are varying response rates from the clients, it must conduct the battle in a manner where the processing is throttled (a timing change) to suit the slowest clients.
The above scenario can be illustrated if you've ever played something like Command and Conquer and you hosted a game where one of your players comes in at 500ms latency, and the game becomes a slide show.
The second issue on the client end is hardware. In a 200 ship battle, the client machines are rendering and insane amount of graphics, processing data that goes into the scanner, and exchanging information about the state of your ship, and all the other ships in range.
Here's where the kicker comes in: Some people playing the game have slow hardware and that RAISES the latency up higher for their connection. At that point latency skyrockets, the servers are waiting for data from these clients, and everyone in the battle gets a slide show.
Given the fact that on CCPs hardware Jita essentially dies when more than 700 players are in the system, a 200 ship fleet battle should be a piece of cake for their cluster.
I think the problem is combined latency, and it's a tricky problem. If you allow clients to lag while others keep up, then the laggers get killed. If you cater to the slowest clients then everyone gets a slide show. This choice of how to handle this situation goes back to "how vigorous the veracity of the kill conditions have to be adhered to".
As an example:
Quake III, which did not synch all clients has a low kill veracity. If you have high latency you automatically lose.
Alternatively:
Command and Conquer has a high kill veracity because all clients are 100% synced at all times.
(As a note there was a cvar in the Quake III server setup that would force full sync. It resulted in a slideshow as soon as a high latency client connected)
CCP probably wants the kill veracity to be high, thus they do not desynch slower players in battles and a slideshow ensues.
Regarding cluster issues
The fact of the matter is this: You can throw faster hardware at any problem and never solve the problem. There are so many intervening factors in what CCP is doing with their cluster that more hardware, while perhaps needed, will not make the problem go away. High latency and packet loss are probably the real demons. |
d026
THE LEGION OF STEEL WARRIORS.... R0ADKILL
|
Posted - 2007.06.27 11:51:00 -
[106]
Originally by: Haks'he Lirky
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?
What I dont understand and have never understood in this whole discussion is where do players get the idea that 200 people fighting in one place in a computer game will not be laggy?
Is there a game out there that accomodates such fighting without lag?
If its not possible for teh servers to handle such huge ammounts of people fighting, ccp has to implement game mechanics to inhibit forming such huge fleets and limit gang size and how many people each system can support..
|
Pan Crastus
|
Posted - 2007.06.27 11:51:00 -
[107]
Originally by: Haks'he Lirky
What I dont understand and have never understood in this whole discussion is where do players get the idea that 200 people fighting in one place in a computer game will not be laggy?
There are games that advertise battles of such size and games that don't. Most of the former and some of the latter handle it well, EVE doesn't.
this is a free post provided to you by a member of the EVE community.
|
amarrly
|
Posted - 2007.06.27 12:03:00 -
[108]
Had the same problem last night our gang engaged a similar sized gang on a gate, a little lag as i warped in, screen freezed for about 3 seconds,then the grid loaded, roughly 30 ships on the grid ours and theirs, battle was going fine, targets being called, they called back up, 70 bob jumped the gate,franticly trying to hit warp, everything froze....and froze.....and froze......did'nt even see the 7 bs's that were on my killmail load into the grid, on my overview, anywere.
moral of the story, petion sent, waiting for automated reply, "we did not experience any server problems petion denied"
|
SFShootme
The Carebear Stare
|
Posted - 2007.06.27 12:04:00 -
[109]
Originally by: Pelf Matagraph
As an example:
Quake III, which did not synch all clients has a low kill veracity. If you have high latency you automatically lose.
Alternatively:
Command and Conquer has a high kill veracity because all clients are 100% synced at all times.
(As a note there was a cvar in the Quake III server setup that would force full sync. It resulted in a slideshow as soon as a high latency client connected)
CCP probably wants the kill veracity to be high, thus they do not desynch slower players in battles and a slideshow ensues.
Regarding cluster issues
The fact of the matter is this: You can throw faster hardware at any problem and never solve the problem. There are so many intervening factors in what CCP is doing with their cluster that more hardware, while perhaps needed, will not make the problem go away. High latency and packet loss are probably the real demons.
This is wrong, eve does not wait for clients to sync, it just sends data packets to all clients and does not wait for a response, if the client can not keep up with the data send by the server it is their loss.
Jita, is running on a seperate server (one of the fastest in the world) and is a case on it's own, and should not be used as a reference.
- Tho shall give Life, for Life. |
Ztrain
Evolution Band of Brothers
|
Posted - 2007.06.27 12:08:00 -
[110]
Originally by: Pelf Matagraph CCP probably wants the kill veracity to be high, thus they do not desynch slower players in battles and a slideshow ensues.
Bingo. The client then locks the action till all what I called the updates you refer to as synchs. All the same thing, are all on the same page. Personally when I was in the gaming industry I was of the opinion and still am that you do everything as fast as possible. If people are suffering due to bad performance of their connection or hardware it's time to upgrade. For all the ones that say well this is the best I can do.... Insert EMO Star Trek Quote, "The needs of the many out way the needs of the few or the one."
But it all comes down to CCP dev's made design can code decessions that directly create the current situation. They could if they chose to change it the methods used by most other MMO developers as they have pretty much proven that while not sync'd the playering being able to still interact with a partial world is less irritating and more enjoyable to the player. I can generally only target a couple of targets and jam or shoot at them anyways I don't NEED to know what EVERY other player on grid is doing at that EXACT moment.
Z *snip* Don't use your signature to troll. -Rauth Kivaro ([email protected]) |
|
Pelf Matagraph
|
Posted - 2007.06.27 12:09:00 -
[111]
Originally by: SFShootme
Originally by: Pelf Matagraph
As an example:
Quake III, which did not synch all clients has a low kill veracity. If you have high latency you automatically lose.
Alternatively:
Command and Conquer has a high kill veracity because all clients are 100% synced at all times.
(As a note there was a cvar in the Quake III server setup that would force full sync. It resulted in a slideshow as soon as a high latency client connected)
CCP probably wants the kill veracity to be high, thus they do not desynch slower players in battles and a slideshow ensues.
Regarding cluster issues
The fact of the matter is this: You can throw faster hardware at any problem and never solve the problem. There are so many intervening factors in what CCP is doing with their cluster that more hardware, while perhaps needed, will not make the problem go away. High latency and packet loss are probably the real demons.
This is wrong, eve does not wait for clients to sync, it just sends data packets to all clients and does not wait for a response, if the client can not keep up with the data send by the server it is their loss.
Jita, is running on a seperate server (one of the fastest in the world) and is a case on it's own, and should not be used as a reference.
-
Well if I am wrong, then EVE has a low kill veracity and fleet battles are a trip to Vegas.
Good luck. |
joshua cane
Section XIII Tau Ceti Federation
|
Posted - 2007.06.27 12:11:00 -
[112]
Edited by: joshua cane on 27/06/2007 12:16:59 and it's difficult for ccp to investigate because log don't show anything because is screen desync on client side but not in server side it seem
yesterday in 46dp with my cover i see a friendly bs shooted by 10 inty for 5 min ( wtf i tank very well ) and i lunch my scanner ( abaddon wreck on scan 150 km away )
ok another desync ( locaml was only 40-50)
a video soon will confirm this
CCP NEED to investigate this issue rapidly
|
Martin Mckenna
D00M. Triumvirate.
|
Posted - 2007.06.27 12:12:00 -
[113]
Originally by: Patch86
Originally by: Dark Shikari The solution is to not see a force of 100 enemies and think "HAY IF WE BRING 300 WE CAN BEAT THEM!"
True that, but I gather it was the other way round. That is, that TCF + friends had 300 in system doing POS warfare stuffs, and BoB cyno'd a 100 strong fleet in to fight them.
Which begs the question- if there are 300 people destroying your POS's, and you DON'T bring in the blob, what DO you do? Leave them to much on your towers?
reduce the blob and reduce lag. tcf killed themself in a way....still not acceptable
Its about to begin.... |
fuze
|
Posted - 2007.06.27 12:13:00 -
[114]
Originally by: Pelf Matagraph Now the EVE server has to maintain synchronization for the battle to actually work. And since there are varying response rates from the clients, it must conduct the battle in a manner where the processing is throttled (a timing change) to suit the slowest clients.
So to fix it you would have to make EVE turn based?
A while ago I suggested that CCP should think about slowing down time in a system with that many people in local. Probably a bit hard to implement but its worth while to look into it IMHO.
As to the jumpbridge advantage. It still isn't fixed and is giving an unfair advantage. |
Dano Katiria
adeptus gattacus Praesidium Libertatis
|
Posted - 2007.06.27 12:16:00 -
[115]
little question, nodes handle groups of systems right?
could nodes handle groups of players, so if there were say 20,000 people in jita, nearly all of the nodes would be handling jita?
or is this so wrong i should leave and never come back ever again?
Being nice is for ugly people - Falazi |
Ztrain
Evolution Band of Brothers
|
Posted - 2007.06.27 12:17:00 -
[116]
Originally by: fuze So to fix it you would have to make EVE turn based?
Nope not at all. WoW has the solution I mentioned and it's not turn based. It works quite well mechanically in that game and would work wonders here.
Z *snip* Don't use your signature to troll. -Rauth Kivaro ([email protected]) |
B orange
|
Posted - 2007.06.27 12:20:00 -
[117]
Main concern here is not about lag and desync (whatever that is) but from the fact that you get shot at and see nothing... most whinning come from here.
So, how about (after a warp or jump) making ships invulnerable unless 100% synchronized? After that it's up to you and your connection but at least that will solve "you load it first and i died blindly" issue.
Ofcourse, if you're first to load from your side and face 5 enemies it's still $hitty but at least you can react in a way or another.
I don't know how much code change will involve or other implications but invulnerability state is already implemented.. any other major changes are almost imposible to implement, i hope you know that slightest change in how it works right now requires imense manhours. a new, better engine may solve *some* problems but that's the future...
|
Pelf Matagraph
|
Posted - 2007.06.27 12:22:00 -
[118]
Originally by: fuze
Originally by: Pelf Matagraph Now the EVE server has to maintain synchronization for the battle to actually work. And since there are varying response rates from the clients, it must conduct the battle in a manner where the processing is throttled (a timing change) to suit the slowest clients.
So to fix it you would have to make EVE turn based?
A while ago I suggested that CCP should think about slowing down time in a system with that many people in local. Probably a bit hard to implement but its worth while to look into it IMHO.
As to the jumpbridge advantage. It still isn't fixed and is giving an unfair advantage.
As long as you understand my comments are *theoretical* based on the fact CCP doesnt let me play with their code and cluster:
When the latency rises due to any factor, and the 200 ship fleet battle grinds to a slideshow, the slideshow is essentially turn based.
If you see what I'm getting at. |
Pelf Matagraph
|
Posted - 2007.06.27 12:31:00 -
[119]
Originally by: Ztrain
Originally by: fuze So to fix it you would have to make EVE turn based?
Nope not at all. WoW has the solution I mentioned and it's not turn based. It works quite well mechanically in that game and would work wonders here.
Z
Yes the WoW solution is this:
1. No more than 3000 on a shard.
2. Cruddy physics (Um no physics?).
3. Low kill veracity.
4. Less data (in the extreme) when comparing a sword strike to 5 medium turrets firing, 5 drones in flight and fighting, modules glowing, sensors data, and a partridge in a pear tree.
All those differences, and *yet* Ironforge can still be a slideshow. And NO ONE usually has a fleet battle there!
|
N'olive
Altera Odyssea Tau Ceti Federation
|
Posted - 2007.06.27 12:36:00 -
[120]
Edited by: N''olive on 27/06/2007 12:36:40 Edited by: N''olive on 27/06/2007 12:36:04
Quote: The lag got a little better as TCF forces were decimated.
We lost only 17 ships over 95, not that much a "decimation" :] After 15 minutes of freeze, orders were given to relog, hoping to...
Quote: This de-sync problem is something new, it appears to be mainly a problem with the client (since not everyone on grid gets affected), although I expect server conditions do play their part, and can only be fixed with a relog.
I was in 6T3, I warped to the cyno at 100KM in my covops and immediately locked up. My overview loaded a dozen BS before freezing, nothing changed on my screen for 20-30 minutes (could still see the cyno and first bubble) before I logged out. I did try warping out to a belt, but nothing appeared to have happened, when I logged back in later I was at the belt so obviously my command made it to the server but my client never acknowledged any more data.
I have heard of similar things happening before RevII, but since the 'upgrade' things have been 10x worse. I cannot help but be reminded of the Dragon release where the node would crash if more than 20 people attempted to fight on-grid.
It's EXACTLY how it happened for all the people that were already in the system when the other fleet jumped in.
Quote: how many people were in system? just your gangs or were u in a busy area there is a huge difference
We were doing nothing, just hanging around of course.... oh wait no, we were shooting a POS (ironical), if that's not some activity...
And we're trying to seriously discuss technical matters here, please all trols stay away (Yes, BoB trolls too).
|
|
|
|
|
Pages: 1 2 3 [4] 5 6 7 8 :: one page |
First page | Previous page | Next page | Last page |