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Thread Statistics | Show CCP posts - 2 post(s) |
Zenst
Gallente Reikoku Band of Brothers
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Posted - 2007.06.30 08:24:00 -
[211]
Edited by: Zenst on 30/06/2007 08:24:09 Opps missed the easiest fix to the equation:
remove local peeps from 0.0 -= if they talk - they show, else they dont show.
This would add alot more fun to 0.0 and will help avoid blobs and yeild top a more tactical game and force more combat se of scanning to not only track people but also find out how many hostiles are there. True scouting then beyond - glance at local.
Also when your lagging - typing in corp of gang - OMG LAG realy dosn;t help you. Actualy if you think about it it hinders you and the rest of your gang as thats more server/client communications into the equation.
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Gabriel Karade
Celtic Anarchy Anarchy Empire
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Posted - 2007.06.30 09:05:00 -
[212]
Originally by: Zenst Edited by: Zenst on 30/06/2007 08:24:09 Opps missed the easiest fix to the equation:
remove local peeps from 0.0 -= if they talk - they show, else they dont show.
This would add alot more fun to 0.0 and will help avoid blobs and yeild top a more tactical game and force more combat se of scanning to not only track people but also find out how many hostiles are there. True scouting then beyond - glance at local.
I agree, personally I don't see the fun in blobbing up to the point were you have two, 200 man ępowerballsĘ nuking one target at a time, just because 'scouting' involved counting the number portraits in local then calling in more pilots...
(Though the 'powerball' itself is more an issue of the ease at which you can group ships together on a grid courtesy of the gang warp function... perhaps CCP will realise that one day and do something about it)
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Video - 'War-Machine' |
Depp Knight
Evolution Band of Brothers
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Posted - 2007.07.02 14:26:00 -
[213]
You know I have been in big big battles before and yeah it was laggy and yeah sometimes I died because of it. I also have been in big big battles where it was laggy and I could cope with it. However this desynch **** is terrible. I have desynch twice in a 30 on 30ish battle. Desynch is so bad because you dont know you are desynching at the start and you have no idea what to do. Do I hit my armor rep? do I hit warp? I have no idea whats happening around me. Its beyond terrible, its shocking to the max.
CCP should put all future contents on hold and fix this. Make it playable again. Get the server right and everything else will fall into place.
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Felysta Sandorn
Caldari System-Lords
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Posted - 2007.07.02 14:34:00 -
[214]
Thing is, people just need to realise they don't need massive numbers to win battles... Just a carefully planned tactical advantage.
Take yesterday's battle for example, the battle started with 15 friendlies and 44 hostiles. Final count (KM wise) was 21 friendlies and 44 hostiles. The friendly fleet was split in to two gangs, each having their own set of primaries, and through advanced scouting and advanced fleet command by the two FCs, the friendly fleet only lost 8 ships total, while the hostile fleet lost 35 or so.
Yes, there was lag, but at least we didn't turn round and say 'they have 44, we need 50'... We carefully planned what we were going to do, scouted the hostile fleet, got positions and pilots names for targets, and coordinated a victory.
So next time your enemy has 150 ships, don't say 'we need 200', say 'we need 100 and good intel'. Makes it less laggy and way more fun!
Props to everyone that was involved in that battle last night anyway, it was a great fight!
Latest Video, Click Here!
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Xplained
Caldari Ticon Enterprises
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Posted - 2007.07.03 11:14:00 -
[215]
So many Expansions have passed and CCP still cant fix the fragging lag
Lag will kill this game, c'mon CCP get your finger out!
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kbullet
0utbreak
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Posted - 2007.07.03 11:37:00 -
[216]
I can understand the lag issue isnt a simple problem to have a quick and painless solution. If it was such threads as this wouldnt exist. Though CCP did try to add more optimization on the REV 2.0 patch, there was a few fixes and improvement but i havent seen any better perfromance, if not it is getting worse, just recently, we tried to have a 140man fight, and the lag was unplayble! Nothing was happening for 10min, and alot of had to relog to get back client response.
I don't want to whine, ccp are good at what they do but cm'on you can do better! Aja Aja Fighting!
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Davos Breemer
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Posted - 2007.07.03 14:20:00 -
[217]
Originally by: Andrachim Tar'nar Edited by: Andrachim Tar''nar on 27/06/2007 17:12:46 Edited by: Andrachim Tar''nar on 27/06/2007 16:51:56 Hmm, so you were all shooting stuff (pos?) for quite a bit of time before the engagement too place right ? If not disregard what I am saying next.
When I am shooting stuff for extended periods of time, like a pos, station etc after like... 30 minutes my client really gets problems with his caching / memory stuff. When I try to load the market then or do some other non-cached thing, it takes up to a few minutes and I am frozen.
Now it could be that this is only because my pc sucks or that this was a memory problem with the client that might be fixed by now, but I know this was effecting quite a few m8's of mine, some even crashing because of it. And thinking I'd have to warp into a fight, after shooting at a pos for say one hour, would most likely result in the same thing you have described. Helpless frozeness and desyncness, which might also explain why the enemy had lag ( server ) but you had those frozen / desync problems ( client ).
Edit: Just was told that this is mainly a issue with pc's that have not enough memory, so it's not really applicable to 270 people *g* But prolly for a few of them besides the strange desynching ;)
(Reply to edit: It's got nothing to do with not having enough memory but having less will bring about the effect sooner)
This is basically what I've been thinking about why the de-synch that is happening. Both from what I've read on the boards here and my own experience in game. Basically the client has a memory leak somewhere. From the sounds of it the leak is in the communications subroutines.
It's not effecting normal single player much because, as in any memory/data leak, it builds up over time and solo play just doesn't generate enough data. If you're only playing for a few hours (2 to 4) you won't notice it much. If you do you'll probably associate it with a latency spike and ignore it. I've been on holiday for the last couple of weeks and have been playing way too much EVE - sometimes up to 15 hours a day and I have noticed it. Solo play that is unplayable for all the same reasons stated as to why fleet battles are unplayable. Restarting the client always fixes it.
With the exponential increase in data during group play the data loss is also exponentially increased. With the client waiting for data it's not going to get before it updates the screen then all you will get is a frozen scene but, as some have noticed, your commands will still go through - they just won't be rendered.
If you go into a fleet battle and your client locks up - shut down your client immediately and re-log. You'll probably find that you have a battle on your hands.
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SasRipper
DIE WITH HONOUR
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Posted - 2007.07.03 14:32:00 -
[218]
Originally by: Davos Breemer shut down your client immediately and re-log.
ohh great he who gets lucky / spams login wins the fight that makes sense
*snip* Sas has spoken this tread shall be locked. |
Tamoko
Damage Unlimited Inc
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Posted - 2007.07.03 14:47:00 -
[219]
Originally by: SFShootme stuff
No, what i'm saying is that it is actually a server sided problem, cpu overload if you wish to call it that. The servers can simpely not keep up with the tremendoes amount of data that is has to generate, i think there has been a dev blog about this somewhere. The only logical reason for ccp is to upgrade their coding or trow more hardware at the problem.
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If Tranquility is so overloaded, why do the fifteen-hundred poor sods in X-ABC experience crippling performance issues while I get absolutely no frame rate loss, network latency, or other negative impacts in the system next door? Get a clue.
The staggering performance problems that stem from too many people in one spot will remain as long as players and developers view them as acceptable. When I was new to EVE, I asked the same questions as the OP (all be it not as diplomatically?), and was answered by an army of angry EVE Vets, whom stated I know nothing about server architecture, and whatever else. In a short, they made a long list of excuses for CCP why it's OK or understandable for EVE to be unplayable in said conditions.
Stop making excuses for EVE and CCP, and start demanding that CCP show us they haven't forgotten the fans in favor of capitalist nonsense.
Say NO to walking in stations. Say NO to heat. Say NO to tech 3.
Go back to basics. Gut EVE and bring it back to life.
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solbright altaltalt
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Posted - 2007.07.03 23:19:00 -
[220]
Edited by: solbright altaltalt on 03/07/2007 23:19:39
Originally by: Davos Breemer If you go into a fleet battle and your client locks up - shut down your client immediately and re-log. You'll probably find that you have a battle on your hands.
If that's where the concern is then it's not a lag problem at all.
That problem is purely the client bogging down on itself. The cause of this stutter is quite fixable. It could be classed as a type of bug that doesn't crash but instead fails to do the job required. Which is to provide a consistent framerate for playability.
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Rhaegor Stormborn
Sturmgrenadier Inc R i s e
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Posted - 2007.07.03 23:37:00 -
[221]
Did TCF ever get reimbursed for this fight or did the OP quit? RISE Recruitment Thread
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