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Thread Statistics | Show CCP posts - 6 post(s) |

Molinator Agnon
Garoun Investment Bank Gallente Federation
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Posted - 2012.07.02 08:52:00 -
[1] - Quote
I gave feedback about this issue in the last EVE survey I responded to - it annoys the hell out of me as well.
Lag frustrates me, but it gets exponentially frustrating when you're doing something that requires quick reactions - be that pointing a fast frigate, attempting to deactivate modules for ammo switches or the like.
This is my #1 gripe with EVE Online at the moment, and I think it would make EVE a lot more "playable" and appealing if server response times were reduced. |

Molinator Agnon
Garoun Investment Bank Gallente Federation
1
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Posted - 2012.07.02 09:05:00 -
[2] - Quote
DelBoy Trades wrote:This is the reason people call "point" and then the prey warps off half a second later. And also the reason why this issue should be one of the biggest priorities for the Devs - decrease the server "tic" and increase the level of competition in this game.
When server tics are much longer than human reaction time (~200ms), the playing field gives huge handicaps to players that might be able to react more quickly and combat becomes much less exciting. |

Molinator Agnon
Garoun Investment Bank Gallente Federation
1
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Posted - 2012.07.02 10:33:00 -
[3] - Quote
Pipa Porto wrote:Molinator Agnon wrote:DelBoy Trades wrote:This is the reason people call "point" and then the prey warps off half a second later. And also the reason why this issue should be one of the biggest priorities for the Devs - decrease the server "tic" and increase the level of competition in this game. When server tics are much longer than human reaction time (~200ms), the playing field gives huge handicaps to players that might be able to react more quickly and combat becomes much less exciting. I'm Ok with (in fact, I prefer) EvE not being a twitch fighter game. Your reflexes and the length of your OODA loop still have an enormous effect on your combat abilities. Especially in smaller hulls. Quicker reactions should always be a valid way to defeat an enemy in a game that supposes to be played in real time - but as it stands currently, EVE is not real time but more of a second by second turn-based game.
I don't think EVE will ever be a twitch fighter where reaction time is the biggest factor in victory - but I think it's wrong to handicap players who are entirely capable of reacting more quickly the ability to do so because of the server tick.
Combat in general would be vastly improved if server performance improved to the same level as a MOBA (or FPS) match, and I would hope that this would be a goal of CCP's. I know this is made difficult or nearly impossible by the fact that it is a single shard, but I can honestly say (without a shred malice - this universe is amazing) that I will lose interest in EVE if server performance is not addressed in the future. So it's reassuring to already see two CCP posts here.
I'm very passionate about this issue because I think EVE has vast amounts of potential for improvement of small scale player vs player combat if there was a lot less of "Please wait..." and second-long delays on module activation. |

Molinator Agnon
Garoun Investment Bank Gallente Federation
3
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Posted - 2012.07.02 13:53:00 -
[4] - Quote
Pipa Porto wrote:Right now, in big fleet fights, the server takes 10-20s to complete the calculations it needs to for each tick (this is what TiDi does). Speeding up the ticks to a FPS-like ~30HZ would mean that, for each second of IF elapsed time, the server would spend 300-600s to complete the calculations.
Increasing the server granularity would TiDi all of the hamsters until they died. Right, but as was mentioned before, there might be a way to do some reverse tidi to decrease latency during times of low-load, when grids are small and objects few.
Anyways, I'd be very very interested in a dev blog on this to at least get some better info, and also to hopefully ease my mind that the future EVE might be a bit more snappy.
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