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dan drorgar
Minmatar Warped Mining Strip Mining Club
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Posted - 2009.03.16 12:25:00 -
[1]
No, it's not.
Kudos to CCP for making yesterday's epic battle in 49- possible (1409 in local). We had "bearable" module lag and actual engagements were possible, but there are 2 major issues that need to be fixed:
- the well-known "guns are stuck" problem - it's tolerable to shoot only every 30s or so if it affects everyone under such conditions, but please make it so that we do not have to use manual mode and deactivate using the icon next to the target (but not within the first RoF interval because then guns get stuck anyway). The client should handle this transparently and I'm sure that it's a network+client side issue (client does not get "guns deactivated successfully" packet probably). There should be some interval (e.g. 30s) after which the client can assume that modules have been deactivated successfully and can activate again, whether the server has replied or not (the server needs to confirm the activation anyway, so the worst thing that could happen is that the client generates some redundant network traffic every 30s in the rare case a packet got lost).
- the "warping off 5-10 times" graphics glitch - this is probably the updated version of the "I am sitting safely back at the POS, why are people telling me I'm still on grid?" desync issue. Probably not easy to fix either, but something easier on the eyes would be much appreciated (yes, I have camera shake off already).
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Armoured C
Gallente Federation of Freedom Fighters Aggression.
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Posted - 2009.03.16 12:29:00 -
[2]
you either put you gung to manual or you dont fire, server having problems keeping track of what is on the filled and if the client assumes the and deactivates the gun and you trie to fire the gun nothing will happen as on the server side it is still shooting the same target it was previously.
until infinniband comes along that all you have
that the only problem if that there are so many data calls to the server teh hamsters get confused
to be not flamed by me read this instructional video
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Droog 1
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Posted - 2009.03.16 12:31:00 -
[3]
Originally by: dan drorgar No, it's not.
Kudos to CCP for making yesterday's epic battle in 49- possible (1409 in local). We had "bearable" module lag and actual engagements were possible,
But 20 people can't have a fight in other areas of Eve.
Originally by: dan drorgar
but there are 2 major issues that need to be fixed:
- the well-known "guns are stuck" problem - it's tolerable to shoot only every 30s or so if it affects everyone under such conditions, but please make it so that we do not have to use manual mode and deactivate using the icon next to the target (but not within the first RoF interval because then guns get stuck anyway). The client should handle this transparently and I'm sure that it's a network+client side issue (client does not get "guns deactivated successfully" packet probably). There should be some interval (e.g. 30s) after which the client can assume that modules have been deactivated successfully and can activate again, whether the server has replied or not (the server needs to confirm the activation anyway, so the worst thing that could happen is that the client generates some redundant network traffic every 30s in the rare case a packet got lost).
- the "warping off 5-10 times" graphics glitch - this is probably the updated version of the "I am sitting safely back at the POS, why are people telling me I'm still on grid?" desync issue. Probably not easy to fix either, but something easier on the eyes would be much appreciated (yes, I have camera shake off already).
Still sounds like its not working but keeep congratulating them on their failure. |
dan drorgar
Minmatar Warped Mining Strip Mining Club
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Posted - 2009.03.16 12:47:00 -
[4]
Originally by: Armoured C
that the only problem if that there are so many data calls to the server teh hamsters get confused
I see you have a perfect grasp of the technical issues involved. ;-)
To me it seems that the client UI is simply keeping "state" in this case where it shouldn't. It does this to prevent the user from hammering the activation (guns) button and causing excess traffic (while the server would simply reply "guns are already active" or "guns are being deactivated" etc.).
However, when the server does not reply soon or the reply gets lost, the client hangs in this outdated state forever (until session change or sometimes warp, which causes another deactivation) and there is no way to get the client UI to fire again even though the server would allow it.
To fix this, the client should simply assume that 30s after the deactivation attempt, a module is inactive for sure (at least for modules where normal deactivation time is <30s; adapt for cyno generators, siege modules etc. accordingly) and the client UI may accept another request to activate it. Then, under these severe conditions, people can at least fire every 30s without warping/relogging and nothing bad will happen (AFAICT).
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dan drorgar
Minmatar Warped Mining Strip Mining Club
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Posted - 2009.03.16 12:51:00 -
[5]
Originally by: Droog 1 Still sounds like its not working but keeep congratulating them on their failure.
They failed at making it work flawlessly, but for most of the people involved in the fight it was "epic" and working well enough to have been a pleasant experience.
Trust someone who has been doomsdayed before loading grid, lost recons to invisible enemies on gates, lost nanoships to single Drakes (before the nerf) when the MWD would not activate etc. and has complained often enough about lag. Since 2004.
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Wet Ferret
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Posted - 2009.03.16 13:20:00 -
[6]
8000 systems and 1500 players just need to pile into one of them.
I remember when a 200 player battle was "epic".
But, yeah. These forums seriously need some indicator that the post has ended and the sig has started. |
Cors
It's A Trap
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Posted - 2009.03.16 13:51:00 -
[7]
Edited by: Cors on 16/03/2009 13:50:48
Originally by: dan drorgar
yesterday's epic battle in 49- possible (1409 in local).
lol. Funny thing is, this is the number of people on some MMO's shards. :)
SIG:
FULL WINDOWS CLIENT 1.9gig |
dan drorgar
Minmatar Warped Mining Strip Mining Club
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Posted - 2009.03.16 17:25:00 -
[8]
Originally by: Cors Edited by: Cors on 16/03/2009 13:50:48
Originally by: dan drorgar
yesterday's epic battle in 49- possible (1409 in local).
lol. Funny thing is, this is the number of people on some MMO's shards. :)
Technically, it is also the number of people on one of EVE's shards (well, Instances if you want the AoC or TR terminology for example).
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Pesky LaRue
Minmatar
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Posted - 2009.03.17 01:45:00 -
[9]
Originally by: dan drorgar
Originally by: Cors Edited by: Cors on 16/03/2009 13:50:48
Originally by: dan drorgar
yesterday's epic battle in 49- possible (1409 in local).
lol. Funny thing is, this is the number of people on some MMO's shards. :)
Technically, it is also the number of people on one of EVE's shards (well, Instances if you want the AoC or TR terminology for example).
or "nodes", if you can be bothered using the correct EVE terminology - there are no instances in EVE, nor shards, but there ARE nodes.
|+ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ +|
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Armoured C
Gallente Federation of Freedom Fighters Aggression.
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Posted - 2009.03.17 02:03:00 -
[10]
the modules on the client keep saying active it is because that what the server tells it to do , they are awaiting further server re calls that arnt being recieved, it just something you will have to do till infinni band
F-OFF IS RECRUITING CLICK SIG
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Trader20
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Posted - 2009.03.17 02:07:00 -
[11]
Good job CCP, u win a 5 day drinking binge, remember the more u drink the cooler u are
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Taedrin
Gallente Golden Mechanization Protectorate
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Posted - 2009.03.17 02:35:00 -
[12]
Originally by: Pesky LaRue
or "nodes", if you can be bothered using the correct EVE terminology - there are no instances in EVE, nor shards, but there ARE nodes.
EVE's "nodes" are similar to WoW's/EQ's/DAoC's/etc etc's "shards" or "servers". The only difference is that EVE facilitates the transfer of character data between servers in real time. And you have those other companies charging you something like $50 to transfer a character.
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Zabenjai
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Posted - 2009.03.17 03:13:00 -
[13]
Originally by: Taedrin
Originally by: Pesky LaRue
or "nodes", if you can be bothered using the correct EVE terminology - there are no instances in EVE, nor shards, but there ARE nodes.
EVE's "nodes" are similar to WoW's/EQ's/DAoC's/etc etc's "shards" or "servers". The only difference is that EVE facilitates the transfer of character data between servers in real time. And you have those other companies charging you something like $50 to transfer a character.
Eh kinda, I mean even WoW servers that support only a few thousand at a time are really a large cluster of servers.
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Vishere Rykane
Minmatar Midnight Enterprises
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Posted - 2009.03.17 03:48:00 -
[14]
Originally by: Zabenjai
Originally by: Taedrin
Originally by: Pesky LaRue
or "nodes", if you can be bothered using the correct EVE terminology - there are no instances in EVE, nor shards, but there ARE nodes.
EVE's "nodes" are similar to WoW's/EQ's/DAoC's/etc etc's "shards" or "servers". The only difference is that EVE facilitates the transfer of character data between servers in real time. And you have those other companies charging you something like $50 to transfer a character.
Eh kinda, I mean even WoW servers that support only a few thousand at a time are really a large cluster of servers.
Which is easily demonstrated by trying to have a large scale fight in a unpopular area such as Shimmering flats. Once organized a 80 vs 80 in Shimmering Flats that brought the server to its knees, yet 4-5x the amount of players can chill in the major cities with zero problem. ...
Amateur Sig Maker looking for work |
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