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NAFnist
Caldari Rage and Terror Against ALL Authorities
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Posted - 2010.12.12 22:13:00 -
[91]
paracidic take a chill pill dude, i was commenting on what you had written i have no clue if you're a noob or not (but ill ask farr next chance i get ;p) and the ECM part was the best detail of the whole battle IMO despite! it being used against me
good game
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paracidic
Amarr Destructive Influence IT Alliance
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Posted - 2010.12.12 22:46:00 -
[92]
Originally by: NAFnist paracidic take a chill pill dude, i was commenting on what you had written i have no clue if you're a noob or not (but ill ask farr next chance i get ;p) and the ECM part was the best detail of the whole battle IMO despite! it being used against me
good game
My bad,
I misinterpreted what you said in the first sentence as an insult toward me and the second part as a whine.
Now that I have gotten to know you so much better I am so for this misinterpretation.
btw what did farr have to say?
Fly safe new buddy.
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Everything ever written by a goon or DS1 member is absolutely factual and should not be challanged in anyway. |

Ben Derindar
Caldari Dirty Deeds Corp.
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Posted - 2010.12.12 23:04:00 -
[93]
Originally by: Tar'an Tula The lag was horrendous, and I really hope CCP learned a lot from this fight, so they can improve this game destroying problem... because seriously, this game has been out for 7 years, and they have yet to fix lag.
Originally by: me, in SHC's 2010 prediction thread Blobs will continue to grow, lag will continue to result and people will continue to wonder why.
One for one, crowd goes wild.
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Coastie SK
Caldari United Systems Navy Wildly Inappropriate.
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Posted - 2010.12.12 23:05:00 -
[94]
Originally by: Coastie SK
Originally by: Headerman Guys, you wanna all go to Jita after we are done?
How about we go to jita and finish the fight...
Gawd I want to go to bed!
I made it home with ship and implants in one piece.
GF to all involved... hopefully one day we will be able to let 1600 players engage and let our ships and FCs decide the fight, rather then poor/unplayable lag conditions.
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Headerman
Minmatar Metanoia. Test Alliance Please Ignore
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Posted - 2010.12.12 23:21:00 -
[95]
I had to get 3 systems away just to self destruct my pod lol
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jtaylor13
Caldari The Maverick Navy IT Alliance
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Posted - 2010.12.13 00:54:00 -
[96]
What lag? I thought it was my dial up connection.Dang net zero dial up service..
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Czeris
Caldari Bad Kitty Inc. Wildly Inappropriate.
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Posted - 2010.12.13 06:05:00 -
[97]
Originally by: Coastie SK
Originally by: Coastie SK
Originally by: Headerman Guys, you wanna all go to Jita after we are done?
How about we go to jita and finish the fight...
Gawd I want to go to bed!
I made it home with ship and implants in one piece.
GF to all involved... hopefully one day we will be able to let 1600 players engage and let our ships and FCs decide the fight, rather then poor/unplayable lag conditions.
I suspect that this day will be relatively soon. And as soon as it arrives, we will bring 2000 more people, and then complain about the unplayable lag.
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WhiteSnake
Amarr Destructive Influence IT Alliance
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Posted - 2010.12.13 09:15:00 -
[98]
we expected lag issues, that effected both sides we havent field many titans or supercaps (not as many as we could) since it wasnt our prime time, although we had decent participation.
the ones that brought malestorms (counting on alpha strike) were wise and desrve congratulatons, the rest that used drakes against a cyno jammed system loaded with lots of caps/supercaps should reconsider that it was them that coused extra load on the server since they were dead weight. simplified: you cant expect victory when you field low cost ships against cap fleet when you expect lag. But I have to admit that it was worthing trying and once again congrats for executing that assault.
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Pharon Reichter
Caldari Destructive Influence IT Alliance
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Posted - 2010.12.13 13:48:00 -
[99]
Edited by: Pharon Reichter on 13/12/2010 13:48:43
Originally by: Headerman
Originally by: Sandwich PvP
Originally by: Tidanis Something that was pointed out to me:
1. IT had to deploy a very large cap/supercap fleet to defeat... everyone. This brings up the fact that it was a very very risky situation. If lag had been reasonable we could have alpha'd carriers into oblivion, like we did when we landed... then the lag hit :(
2. We also attacked deep into their space, past their meatshield Init., blackstar, etc.
If I was in IT leadership I would be picking up the bat-phone and calling in my blue meatshields. The weight of Eve is pushing against IT.
I was in C3N: i enjoyed surfing youtube hitting F1-F8 every 20 minutes, I hope my 10 rounds that I got off was enough.
LOL, at the Testie thinking that was a large SC fleet. ;-)

lol! seriously, were you born stupid, or is it just ur job?
He said a very large cap fleet. 75 carriers, 30 SCs and 13 titans = a very large cap fleet
Anyway, we had fun, thats the most important thing :)
Confirmed, 75 carriers, 30 SCs and 13 = medium cap fleet.
p.s. there was a pic floating around from when a decent-sized cap fleet jumped in GE-
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PXIII
Caldari First Flying Wing Inc ROMANIAN-LEGION
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Posted - 2010.12.13 14:49:00 -
[100]
yes....lag was bad. somewhere i lost my drones. also, i had forgot to take extra ammo with me to the fight. so good thing in 4 hours i only used 18 cycles of missiles. Can't everyone in every alliance just get in ibis's and the meet in jita for a free-for-all? |
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Pinky Denmark
Caldari The Cursed Navy Important Internet Spaceship League
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Posted - 2010.12.13 15:39:00 -
[101]
I spent half an hour!! to launch a volley of missiles - then I spent an hour trying to repeat the action. Started getting messages about fighters attacking me so warped out. Spent a few hours trying to warp back and finally logged.
Kills/Losses doesn't reflect anything but an attempt from Test/Goon to destroy the tower instead of killing oposition fleet. Glory all you want but 2 IT carriers exploded within the first minutes of the fight and then the lag set in when the lagmobiles got cynoed in.
At least back in the days the server would shut down to prevent being stuck for a few hours while some lucky people could doomsday all they wanted. And then ofcourse IT likes to metagame and and primary any commander in the fleet. I guess Titans > Enjoying gameplay hehe
Good fight until the lag struck. I was also very impressed with the stealth bombers right before battle. -
I'm a nice guy!! But plz hook me up with some pew pew... |

g0ldfinger07
Amarr Void Angels Wildly Inappropriate.
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Posted - 2010.12.13 20:39:00 -
[102]
Is CCP really not going to chime in on this i mean this is 1600 people all in the same place in null sec.
So 1600 + alts = All of US TZ null sec
This is a strong majority of all those that dwell in null sec and would like a game that doesn't break when BoBit decides to send 30 moms n 98 carriers on the field to launch all drones in attempt to crash node.
Ohh Wait I just remembered...
Free T2 Bpos
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xong
Caldari DarkStar 1 Goonswarm Federation
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Posted - 2010.12.13 23:07:00 -
[103]
Edited by: xong on 13/12/2010 23:08:22
Originally by: g0ldfinger07 Is CCP really not going to chime in on this i mean this is 1600 people all in the same place in null sec.
So 1600 + alts = All of US TZ null sec
This is a strong majority of all those that dwell in null sec and would like a game that doesn't break when BoBit decides to send 30 moms n 98 carriers on the field to launch all drones in attempt to crash node.
Ohh Wait I just remembered...
Free T2 Bpos
A plan like this cost 'someone' a lot of titans a few months ago...
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Headerman
Minmatar Metanoia. Test Alliance Please Ignore
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Posted - 2010.12.13 23:15:00 -
[104]
In all seriousness, it would be good to hear from CCP on how much load the node was under when we were trying to max it out, and how a reinforced node can be more effective in such large encounters again in the future
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Soldarius
Caldari Independent Coalition
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Posted - 2010.12.14 08:56:00 -
[105]
Originally by: Kuar Z'thain More hampsters please CCP.
Sorry, they got transfered to SiSi to compensate for the hamster BBQ the other day.
nom nom nom! Tastes like chicken!
Originally by: CCP Masterplan "I'm cruel because I love you."
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WhiteSnake
Amarr Destructive Influence IT Alliance
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Posted - 2010.12.14 09:26:00 -
[106]
Edited by: WhiteSnake on 14/12/2010 09:26:19
Originally by: g0ldfinger07 Is CCP really not going to chime in on this i mean this is 1600 people all in the same place in null sec.
So 1600 + alts = All of US TZ null sec
This is a strong majority of all those that dwell in null sec and would like a game that doesn't break when BoBit decides to send 30 moms n 98 carriers on the field to launch all drones in attempt to crash node.
Ohh Wait I just remembered...
\ Quote:
are you suggesting that next time we should defend with drakes?
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Meno Theaetetus
Gallente Wildly Inappropriate Wildly Inappropriate.
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Posted - 2010.12.14 10:18:00 -
[107]
Edited by: Meno Theaetetus on 14/12/2010 10:23:52 There are so many things CCP could do very easily to combat lag and yet they don't, why they don't I have no idea. For example.
In a situation where the node processor is at 100% or bandwidth is saturated:
Purge abandoned drones. Purge abandoned wrecks. Start to use damage lookup tables rather than doing floating point calculations for damage. Pause the node, and transfer onto reinforced node. ( They used to do this ) Setup priority basis for calculations. How many times do people refit ships whilst in the middle of a fight? Why not calculate damage resistances infrequently, rather than every-time someone fires something.
As far as wider game changing mechanics why not just:
Get rid of drones server side, sure render them on the client, but why tie up server side cycles calculating benign things such as drone traversal and damage calculations, treat them like a gun, but client side render them as a ship/drone.
Same principle for missiles.
I think that would just about do it, get rid of server side drones, missiles, clean up wrecks, etc. Things would be playable in large fleet fights again.
Instead what do they do? 1) CREATE A NEW SUPER DRONE. 2) CREATE MECHANIC TO FAVOUR MISSILES.
Ultimately I think CCP have the immersion philosophy all wrong, how about less combat mechanics being mathematically perfect and processor crippling during fights, and more ships not flying through planets, bouncing around like internet space submarines.
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Zeenix
Gallente x13 IT Alliance
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Posted - 2010.12.14 11:14:00 -
[108]
Originally by: Meno Theaetetus Edited by: Meno Theaetetus on 14/12/2010 10:23:52 There are so many things CCP could do very easily to combat lag and yet they don't, why they don't I have no idea. For example.
In a situation where the node processor is at 100% or bandwidth is saturated:
Purge abandoned drones. Purge abandoned wrecks. Start to use damage lookup tables rather than doing floating point calculations for damage. Pause the node, and transfer onto reinforced node. ( They used to do this ) Setup priority basis for calculations. How many times do people refit ships whilst in the middle of a fight? Why not calculate damage resistances infrequently, rather than every-time someone fires something.
As far as wider game changing mechanics why not just:
Get rid of drones server side, sure render them on the client, but why tie up server side cycles calculating benign things such as drone traversal and damage calculations, treat them like a gun, but client side render them as a ship/drone.
Same principle for missiles.
I think that would just about do it, get rid of server side drones, missiles, clean up wrecks, etc. Things would be playable in large fleet fights again.
Instead what do they do? 1) CREATE A NEW SUPER DRONE. 2) CREATE MECHANIC TO FAVOUR MISSILES.
Ultimately I think CCP have the immersion philosophy all wrong, how about less combat mechanics being mathematically perfect and processor crippling during fights, and more ships not flying through planets, bouncing around like internet space submarines.
ItĘs so easy to say what CCP should do, and we all know that we are much clever that CCP and know what they have tried and have not. 
There are 10 types of people in the world: Those who understand binary, and those who don't... |

Jak LC
Caldari The Cardsharks No use for a brain
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Posted - 2010.12.14 11:23:00 -
[109]
Treating drones and missiles just like guns would make them impossible to destroy.
As far as I understood the dev's blog about those issues, the main problem is about serializing infos to be transmitted to each client. Maybe it would be more lag effective to filter those information (by cutting the grid into smaller ones reguarding misiles and drones to consider for each client). But I'm quite sure CCP does it already.
If not, hey CCP, I don't need to know that soone shoot a missile that I can't interact with nor aiming at me, and I don't care either that a drone 300 km for me is scratching soone balls...
My 2 isks
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Kireiina
Caldari Bat Country Goonswarm Federation
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Posted - 2010.12.14 12:20:00 -
[110]
Originally by: Jak LC Treating drones and missiles just like guns would make them impossible to destroy.
It should have been fixed in the design phase. Someone saying "let's consider missiles and drones to be ships in their own right" should have been beaten senseless. Instead you can have them as a client side only visual effect while the actual mechanics are simply "this ship has a damage over time effect with X units with Y hp each of which does N damage per 6 seconds, the visual effect is drones zipping around which can be disabled in the client (if your machine is struggling and you don't care) or used as a target". The important thing is that the server only does the damage calculations (the thing that matters) and doesn't really care where they are in space on the clients screen. Same thing with missiles, have them "flying through the air" as a visual effect but the damage is calculated on firing and delivered after the appropriate flight time. It can even check if the target has defender missiles in the air (they might actually work that way).
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Odet
Caldari Dashavatara Clownz'R'Us
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Posted - 2010.12.14 16:53:00 -
[111]
I know it's difficult for you to understand that most of the core code was written before you and I ever came to be in eve.
You probably also didn't know that there was a point in time where CCP wasn't always so well established. In fact early on they were almost bankrupt, and they had to cut some corners coding in order to survive as a company.
I Know it's hard to understand if you are not a programmer, but basically the code isn't as crisp and clear cut as everyone would like it to be(This includes CCP). A lot of the original code wasn't even documented properly, because of the rush to stay afloat as a company. So there is some guessing and testing when it come to changing the code. As a small change can have drastic effects on seemingly unrelated things.
Starting a fresh new Game company is no easy feat. CCP has come a long way, and they ARE working to make the game better, by constantly trying to fix old code and document things properly now that they have the means to do so.
just my 2 cents...
_______I podded a Dev and all I got was this lousy Implant_______ This podding has been brought to you by Odet, the only way to fry |

Squillance
Minmatar Solstice Systems Development Concourse Distant Drums
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Posted - 2010.12.16 01:37:00 -
[112]
confirming that during big fights like this the game reverts to a slow motion strategy style of gameplay. where you must know exactly what you need to do... 5 to 10 minutes before you do it. Execute said manuver and trust that you did so accurately.
and even then, you're lucky to get on 1/5th of the killmails.
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Shamad Conde
Gallente Destructive Influence IT Alliance
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Posted - 2010.12.16 06:43:00 -
[113]
Originally by: Odet I know it's difficult for you to understand that most of the core code was written before you and I ever came to be in eve.
You probably also didn't know that there was a point in time where CCP wasn't always so well established. In fact early on they were almost bankrupt, and they had to cut some corners coding in order to survive as a company.
I Know it's hard to understand if you are not a programmer, but basically the code isn't as crisp and clear cut as everyone would like it to be(This includes CCP). A lot of the original code wasn't even documented properly, because of the rush to stay afloat as a company. So there is some guessing and testing when it come to changing the code. As a small change can have drastic effects on seemingly unrelated things.
Starting a fresh new Game company is no easy feat. CCP has come a long way, and they ARE working to make the game better, by constantly trying to fix old code and document things properly now that they have the means to do so.
just my 2 cents...
I love you! 
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Le Cardinal
Caldari Destructive Influence IT Alliance
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Posted - 2010.12.16 10:33:00 -
[114]
Originally by: Odet I know it's difficult for you to understand that most of the core code was written before you and I ever came to be in eve.
You probably also didn't know that there was a point in time where CCP wasn't always so well established. In fact early on they were almost bankrupt, and they had to cut some corners coding in order to survive as a company.
I Know it's hard to understand if you are not a programmer, but basically the code isn't as crisp and clear cut as everyone would like it to be(This includes CCP). A lot of the original code wasn't even documented properly, because of the rush to stay afloat as a company. So there is some guessing and testing when it come to changing the code. As a small change can have drastic effects on seemingly unrelated things.
Starting a fresh new Game company is no easy feat. CCP has come a long way, and they ARE working to make the game better, by constantly trying to fix old code and document things properly now that they have the means to do so.
just my 2 cents...
Pretty much spot on.
I wanna add another thing. Why do we need or want more ppl in a system? 1600 ppl? Even with ppl dualboxing thats more than 1000 players. Personally i think its pretty mental to expect that things go smooth with so many.
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Montolio
Caldari Dreddit Test Alliance Please Ignore
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Posted - 2010.12.16 22:11:00 -
[115]
Originally by: Le Cardinal
I wanna add another thing. Why do we need or want more ppl in a system? 1600 ppl? Even with ppl dualboxing thats more than 1000 players. Personally i think its pretty mental to expect that things go smooth with so many.
I completely agree - it is mental to expect an MMO to handle 1000+ players on one server in real time with no issues.
However it is also mental for CCP to structure the game mechanics in such a way that require us to do this. Sov / POS warfare is an all or nothing game right now, the defenders pile everything into one system and the attackers have to do the same.
If the mechanics encouraged action in multiple adjacent systems and some sort of incremental system for sov warfare then these sorts of fights wouldn't happen.
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Jak LC
Caldari The Cardsharks No use for a brain
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Posted - 2010.12.17 10:20:00 -
[116]
Originally by: Montolio If the mechanics encouraged action in multiple adjacent systems and some sort of incremental system for sov warfare then these sorts of fights wouldn't happen.
In a way those 'stacking' of ppl for large fleet battle was one of the reasons that get me into playing EvE. And I'm pretty sure that it's still one thing that CCP loves to put forward.
In C3N, the lag was okay while everyone was in local, it just went crazy when everybody was shooting. It led me to think that put several structures at let's say 350 km from each others, structures to be destroyed would split the fleets in entities close enough to give the illusions of a large fleet, with smaller grids to handle on server. It can eventually be kind of 'RP', if those structures are fields generators or whatever.
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