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Colonel Vatutin
Caldari Tread Combat Industries Tread Alliance
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Posted - 2010.01.29 03:17:00 -
[1]
By now many of you have heard of what happened in D-G today - 100+ Provi cap fleet all demolished with ZERO losses on -a- side.
I just wanted to make clear of the picture here. Some claim that lag equally affected both sides, and mostly playable, while some claim their caps didn't load grid and were shot out under them without having a chance to shoot back.
- How bad was the lag? Can any -a- players tell us if prov fleet was firing back at all or were they mostly frozen like thanksgiving turkeys while u shot at them? 
I mean even if the entire fleet was left afk with only locking and firing randomly I find it really hard to believe that 100+ cap fleet with supercaps can all be destroyed without a SINGLE loss on the other side. -A- pilots, tell us your story, and clarify the situation for us. Were the ships frozen in space?
- - - - - - - - - - - - - - - - - - - - - - - - Public's take on IT(BOB) vs. Goon drama:
Kishmull > was like watching two gays fight over who gets to wear the dress
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Mad Frontier
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Posted - 2010.01.29 04:19:00 -
[2]
Most of them "frozen like thanksgiving turkeys", only thing was some ECM bursts randomly cause i lost all off my targets several times while tackling them so maybe one or two loaded the grid in time 
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Black Necris
Minmatar Neh'bu Kau Beh'Hude Ushra'Khan
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Posted - 2010.01.29 05:14:00 -
[3]
((this is the in character forum, your post belongs to CAOD)) "Whenever I hear any one arguing for slavery I feel a strong impulse to see it tried on him personally."
[orange]Your signature exc |
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CCP Applebabe
Amarr C C P C C P Alliance

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Posted - 2010.01.29 05:21:00 -
[4]
Moved from Intergalactic Summit.
Applebabe Community Representative CCP Hf, EVE Online Contact us |
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Sadaris
Gallente Smegnet Incorporated Libertas Fidelitas
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Posted - 2010.01.29 05:35:00 -
[5]
Originally by: Mad Frontier Most of them "frozen like thanksgiving turkeys", only thing was some ECM bursts randomly cause i lost all off my targets several times while tackling them so maybe one or two loaded the grid in time 
looknig at the kms that was your guys SC's firing off remote ecm bursts
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Deschenus Maximus
Amarr Digital Fury Corporation Ushra'Khan
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Posted - 2010.01.29 05:49:00 -
[6]
Lag varied from mild to unplayable for both sides, but the decision to jump out with their caps is what killed them.
D-F-C wants your noobs! |

Mystic Rebel
Minmatar Rage and Terror Against ALL Authorities
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Posted - 2010.01.29 05:53:00 -
[7]
Edited by: Mystic Rebel on 29/01/2010 05:54:32 Ok, let me put a fat dot over this matter. Lag affacted us equally at some point, but we managed to gain an advantage, or to be more correct, Proviblock made a critical mistake by jumping out and then jumping back again into D-G system, thus making own fleet load the system/grid all over again. CVA should really have chosen between two variants: a) never ever jump out of D-G b) never ever come back and just give up the system, but save cap fleet to fight another day. We too had pilots (including supercaps ones) who got disced and did not manage to login till the system got down to like 400 ppl in local. And one of our titan pilots was sitting and waiting near PC till 6am despite having job to do today. And many support fleet units were covering his **s from any kind of hostile intentions.
But lag indeed became terrible at a point, and we do understand and support all the blame coming towards CCP. Lag_was_not_fixed_as_promised.
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UVPhoenix2
Gallente Brotherhood of Heart and Steel Libertas Fidelitas
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Posted - 2010.01.29 05:53:00 -
[8]
Sounds to me like a variation of the oopstheregoesmyfactionfitmoros incidents of Y8R and Y-2 from weeks past. Wouldn't wanna be Proviblob FC right now. ___
After I'm gone, your Earth will be free to live out its miserable span of existence, as one of my satellites, and that's how it's going to be. |

Xyla Vulchanus
Amarr Neh'bu Kau Beh'Hude Ushra'Khan
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Posted - 2010.01.29 05:57:00 -
[9]
I found the first hour to be largely playable but with many ships and pods remaining on grid long after they had left. After this though it became carnage. Locking a target took around 5mins and then the lock would just drop for no apparent reason (possibly due to moving out of range as your ship is not actually where it shows it is on the screen).
Modules locked in cycle and warping would take up to several minutes to initiate. There were times where I was in between dozens of capitals and I just sat back and did something else for a few minutes as I couldn't interact with anything anyway. I think many in my fleet had it worse than I though. We were fighting a cap fleet on the gate when a BS fleet warped in also. About ten minutes after this, members of my fleet were announcing that the BS fleet had landed.
Basically, it was a massive lagging soup of crap, as usual with all these large engagements these days. We'll never know whether it really was better for one side or the other but I suspect that the fact -A- aren't scared to employ super-capitals whereas Provi are, and numerous tactical errors by CVA (which our FC explained on TS afterwards but which went over my head a little) made all the difference.
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Sionn Klorgh
Minmatar The Collective Against ALL Authorities
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Posted - 2010.01.29 06:18:00 -
[10]
Edited by: Sionn Klorgh on 29/01/2010 06:21:13 Well, I lost a dictor, so some reds where shooting :P
As mentioned a few times now, the monumental disparity in killed is in my humble opinion largely due to tactical mistakes. Jumping out and then jumping back in at the THREE gates produced THREE smaller cap fleets (and 1/3 firepower). All were instantly bubbled and each faced a hell storm of concentrated fire from our bs, support and super caps. Add to this, the inevitable lag one gets on entry and I don't think our northern neighbors had the firepower at each gate to hurt any of our capitals. Mind you, our dreads were not on the field until late into the fight as far as I remember and for some time, the only thing the enemy could shoot at and and not miss were the hitpoint buffers of supercaps which were never tackled. I have to commend our FCs on a job well done. Better luck next time to our neighbors.
Samson Savage > From HED to FAT, Catch is Goons.
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Gnulpie
Minmatar Miner Tech
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Posted - 2010.01.29 06:54:00 -
[11]
Lag SUCKS big time. Seriously, that need to be FIXED asap.
But ... all this was known now my numerous examples (atlas vs wi, it vs pl etc.) and how it ends when you jump from another system onto a full grid!
CVA was in the system. They had successfully opened deep safe spots (i hear 500+ AU), they had all the caps in. They were all ready. And then they jumped out... okay.
But! Then they decided to jump in ONTO THE GRID(s) again!! And that was the insane mistake. Whoever did that wasn't in Eve since Dominion and shouldn't have had given the order to jump onto the full grid from some other system. Bad bad big mistake. Everyone could have told what would happen then - and of course exactly this did happen.
Better luck next time!
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Hannibell
Amarr Genco Curatores Veritatis Alliance
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Posted - 2010.01.29 07:13:00 -
[12]
Originally by: Gnulpie to jump onto the full grid
you have faulty intelligence, there were no ships on grid when fleet jumped.
CCP failed here. Eve was better when the node just crashed and both sides had to scramble to relog, at least then there was a fight.
D-G wasn't a fight, it was PvE. Many pilots died more than an hour after they had logged off, never having fired a shot (no grid load so no aggro) LONG BEFORE HOSTILES HAD WARPED ON GRID.
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ScutterOne
Amarr KoS Research And Production
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Posted - 2010.01.29 07:15:00 -
[13]
First engagement we lost around 100 ships , mainly caps - due to several tactical errors compounded by -A- spys in every cva fleet making it impossible frankly.
Have to agree with previous posters - having jumped out we should never have jumped back in. People are getting killmails with time stamps hours after they logged of.
CCP need to get this **** together. If they can't make the game work for huge battles they need to change the game mechanics so that there is no point in large fleet battles.
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Tul Kezad
Gallente New Eden Warriors THOR ALLIANCE
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Posted - 2010.01.29 07:58:00 -
[14]
Originally by: Hannibell
Originally by: Gnulpie to jump onto the full grid
you have faulty intelligence, there were no ships on grid when fleet jumped.
CCP failed here. Eve was better when the node just crashed and both sides had to scramble to relog, at least then there was a fight.
D-G wasn't a fight, it was PvE. Many pilots died more than an hour after they had logged off, never having fired a shot (no grid load so no aggro) LONG BEFORE HOSTILES HAD WARPED ON GRID.
I can confirm this, after the bridge through the titan into D-G after reinforcement was gone, i wasn't able to see/do/activate anything.. few later i logged off and went to bed, i was killed about 40 minutes after logging. Now my ships gone, insurance paid me, and i am in a new clone , but i got no killmail for my pod, only for my ship - strange days :(
Nevertheless it was fun to bridge through a titan, i never did this :D
Lag screw things up 
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Freya Gleamingstar
Amarr Trust Doesn't Rust Ushra'Khan
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Posted - 2010.01.29 08:15:00 -
[15]
Pre-fight the system was (relatively) stable with 1500+ in there.
First engagement, it took a few minutes before ANYTHING appeared on overview, in which time I noted several friendly requests already screaming for Armour/Shield Rep. All we could do is set align (which didnt work either immediately) and hope we were still alive when everything had loaded. That was bascically all Provibloc had in terms of home advantage (plus many managed to log in first), but appears to have been wasted.
As commented, biggest mistake they made was repeatedly warping their fleet out and back, having to wait several minutes each time. To be clear though, we were getting immense lag spikes on every one of their warpins, or if we needed to warp out and back somewhere else. They did not materialise instantaneously before us.
Turrets were cycling once every 3-4 minutes for me, if at all, and had the horrid habit of permanently jamming if you were too quick to deactivate them, meaning you had to warp out and back to clear it. This obviously wasnt possible for the Provi Fleet once bubbles went up.
Its my guess that a combination of turret mismanagement and repeated grid loading was a major contributing factor in this. Everyone had the same problem, but Im guessing -A- and friends managed it a little better.
[color=#FF0000]{SGX}<AM> Curmudgeon and Veteran Sabre Rattler[/color]
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DeLaBu
Caldari Hive Bound Technologies Paxton Federation
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Posted - 2010.01.29 08:36:00 -
[16]
Edited by: DeLaBu on 29/01/2010 08:39:58 From a grunt's perspective:
As pointed out above, we probably made some critical tactical errors. What the lag did was to amplify the repurcussions of those errors for us.
Both sides had terrible lag - we just compounded our lag problems by making mistakes that are punished harshly by lag.
I think no one in provi will debate that AAA and friends are a more experienced big fleet fighting force than we are.
They will probably win equal engagements (numbers wise) most of the time. What leaves a bitter taste in the mouth, is that we could not at least give them an honorable "good fight" and go down in a blaze of glory, rather than sitting there like helpless turkeys.
I felt angry and stupid earlier the evening at losing my carrier due to a stupid mistake on my part (leave it parked in a pos shield AFK, doh). After the fiasco with our other caps, I suddenly feel more sorry for those guys that lost their caps in a manner that's even more meh than how I lost mine.
I think neither AAA nor Provi can say GF. And it was not either of their faults.
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H'Jenn'Ra'T'Rang
Amarr Minmatar Ship Construction Services Ushra'Khan
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Posted - 2010.01.29 09:14:00 -
[17]
hi, i was in a cruiser yesterday and had 3 or 4 skirmishes at gates and station. i also was present at the first cap bubbling at one POS. at that point i could for a brief moment lock 1 dread for weapon disruption and (lol) managed to launch 2 drones. most things i tried to lock was dead and never locked (ghosts), gave pos forcefield message or invulnerable message.
some moments later the epic (lag) cap slaughtering started and i warped to the location and never could load grid. eventually at 0h30 i gave up and pulled the plug cos i got bored at ccp's "overview-online"
in 3 hours i fired some shots on a guardian that got cought on a gate bubble, thats it. its just 0.00% fun and i swear whenever local goes over 900 again ill instantly go save, log off and play tetris on my cellphone - nokia never lags!
oh im in U'K, so not only provi had lags :)
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Neena Valdi
Gallente The Collective Against ALL Authorities
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Posted - 2010.01.29 09:20:00 -
[18]
Lag indeed was awful. Our dread fleet was able to do on average 2-3 volleys per every siege cycle so it took hours (didn't count exactly how many but at very least 2.5 hours) to take down station.
Jumping out of system and jumping back in was a crucial mistake of Provibloc. When fight was already over I tried to log back in my alt and it took him about 20 mins to load...
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Erynyes
Minmatar Epsilon Lyr Tau Ceti Federation
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Posted - 2010.01.29 10:05:00 -
[19]
The MMO you are playing is good. Still good. Very good.
CCP=fail, fail propaganda, fail dev, broken game, go make some useless station walking and cheesy vids...
Feel bad for your loss CVA, and i'm sure -A- dudes also feel they could have had a great fight, but again there will be no trace in CCP logs
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Taradis
Amarr Paxton Industries Paxton Federation
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Posted - 2010.01.29 11:15:00 -
[20]
Every thing on my end was laggy. My windows weren't loading right so I was missing half the things being said in fleet chat. My guns just cycled to the point were I almost fell outta my chair due to dizziness . I Saw tagets on my overview that weren't their anymore and ummm lemme see o ya and the targeting times were insane. Imo it was just an all out lag fest . Then I got to the point where I got booted out of game and spend the 5- forever and a day looking at the load screen and finally said aw fudge it.
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Kauroto
Gallente Steel Beasts Sev3rance
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Posted - 2010.01.29 11:33:00 -
[21]
well as one of the guys that lost its Dread yesterday all I can say that I came to D-G for an epic monsterbattle and was terribly disapointed to get killed without even firing a single shot. And that was not AAAs fault. According to the killmails some of us got killed 2h after they logged...
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GetOnTopOfMe
Amarr Smegnet Incorporated Libertas Fidelitas
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Posted - 2010.01.29 11:35:00 -
[22]
Originally by: Colonel Vatutin By now many of you have heard of what happened in D-G today - 100+ Provi cap fleet all demolished with ZERO losses on -a- side.
I just wanted to make clear of the picture here. Some claim that lag equally affected both sides, and mostly playable, while some claim their caps didn't load grid and were shot out under them without having a chance to shoot back.
- How bad was the lag? Can any -a- players tell us if prov fleet was firing back at all or were they mostly frozen like thanksgiving turkeys while u shot at them? 
I mean even if the entire fleet was left afk with only locking and firing randomly I find it really hard to believe that 100+ cap fleet with supercaps can all be destroyed without a SINGLE loss on the other side. -A- pilots, tell us your story, and clarify the situation for us. Were the ships frozen in space?
the lag was awful took me 25minutes to load system and i waited around for another 45 to load grid but nvr happened so i logd ... figured out id come back later and get my dread out right ? nahh ccp screwd up again and somehow 1 and 1/2 hours later friendlys that were already in system report on coms "omg 60 blue dreads just loaded grid on the fsw gate in bubble" and there goes our dreads .....
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Alacante
Caldari Neh'bu Kau Beh'Hude Ushra'Khan
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Posted - 2010.01.29 11:41:00 -
[23]
i unfortunately couldnt get to the fight, but from what i was being told via chat channels, lag was barable upto 1300 players (obviously this was for some players not all) which is from what i know, an improvement on the other fleet fights that have been going on recently, i think someone said that local capped at 1700 at one point? isnt that capping out jita? :p
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andys cz
Caldari Rage and Terror Against ALL Authorities
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Posted - 2010.01.29 12:07:00 -
[24]
Dear Provi,
you wanted war, you got it, if you cant fight in lag, its your problem, you have to adopt then and use current game mechanics for your advantage.
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Ga'len
Amarr Minmatar Ship Construction Services Ushra'Khan
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Posted - 2010.01.29 12:16:00 -
[25]
Originally by: Alacante i unfortunately couldnt get to the fight, but from what i was being told via chat channels, lag was barable upto 1300 players (obviously this was for some players not all) which is from what i know, an improvement on the other fleet fights that have been going on recently, i think someone said that local capped at 1700 at one point? isnt that capping out jita? :p
It seemed that the lag was increasing exponentially when local population went from 1200 to 1300. Module activation times went from 15 seconds to 60 seconds at that point. When local reached 1400, cycles times on modules were up to 3 minutes. When we hit 1600, I was able to fire one shot per siege cycle.
There were issues with siege using fuel as well. I only brought with me enough stront for 6 cycles and I know that siege module cycled green at least 8 cycles. After the station went down, I still had 2 cycles in my ship which 1 was used on the TCU and the last of the "6" was used at the gate fight where we cleaned the dread.
Until the local population dropped below 1000, there were ghost ships and pods all over the place.
So, for node stability we did see a definite improvement as the node never crashed. As for timely data updates between game clients and the server, the communication latency was severely out of sync once we passed 1200 in local.
CCP has half of the problem fixed. The node did not crash. Now they need to improve the communication performance between the server and the game client during a large fight like this.
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Bobbechk
Caldari The Illuminati. Pandemic Legion
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Posted - 2010.01.29 12:36:00 -
[26]
Edited by: Bobbechk on 29/01/2010 12:38:15
Originally by: Galen
CCP has half of the problem fixed. The node did not crash. Now they need to improve the communication performance between the server and the game client during a large fight like this.
Not really, the only difference from a reinforced node atm seems to be slight (20%~) improvement on the actual stability, and the fact that it obviously got a kill-switch shutting down the node if the load gets to high, saving CCP allot of work with the obvious flaws the servers got atm with ships not disappearing in time being a huge problem when the node never dies....
Basicly what a reinforced node does it puts a single system on a single "server", so you get rid of some data from adjacent systems but not too much data, the big differance is you can shut it down if its going to **** whereas if its not reinforced you'll shut down and entire array of systems on the same node, and cause problems for alot of ppl not in the fight...
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Carniflex
Caldari StarHunt Systematic-Chaos
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Posted - 2010.01.29 12:49:00 -
[27]
EVE should switch into turn based mode after local is 1000+ (or node load reaches 85%). With turn lenght dependant on node load. If you can not 'refresh' everything every second, no problems, do so every 5 or 30 seconds. At least it would keep the stuff more 'fair' for both sides as everyone would be on the same turn lenght, not like currently where some are happy as clams clubbing seals at the gate and others stare at the wall for few hours.
Obiovsly this could be done only with reinforced dedicated nodes, but it certainly would be improvement. Hell I would be even fine if this would have to be implemented at DT and would last 23h. Having 30 second 'turns' is a lot better than looking at loading grid for hour or two.
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Gixxer 1000
Caldari Ceptacemia Systematic-Chaos
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Posted - 2010.01.29 12:58:00 -
[28]
The real question is, did CCP Atlas get the killmails for all the ghost pods at the gate? I liked how he jumped to the gate, decloaked, and proceeded to wipe the gate clear of all the pods.
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Neena Valdi
Gallente The Collective Against ALL Authorities
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Posted - 2010.01.29 13:04:00 -
[29]
Originally by: Erynyes The MMO you are playing is good. Still good. Very good.
CCP=fail, fail propaganda, fail dev, broken game, go make some useless station walking and cheesy vids...
Feel bad for your loss CVA, and i'm sure -A- dudes also feel they could have had a great fight, but again there will be no trace in CCP logs
Can't really blame CCP, tbh. 1600 players in local - its a huge load on the node... It just goes way beyond hardware capabilities to process that much of data in a real time. Impossible.
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floridajay
Gallente Smegnet Incorporated Libertas Fidelitas
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Posted - 2010.01.29 13:30:00 -
[30]
dont get me wrong im in no way crying about lag ... but -a- is 1k friends needed to kill our newb fleets (cause most of our pilots are newbs all jokes aside)? if so i understand but at this rate itll never be a "fun" fight if you guys dont want fun fights then keep doing what your doing its fine with me my stuff is already evacd to jita  WhAt DiD YoU SaY BoUt My MoMa ? |
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