| Pages: 1 [2] :: one page |
| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Cabadrin
|
Posted - 2005.01.16 03:13:00 -
[31]
Edited by: Cabadrin on 16/01/2005 03:13:28
Quote: Because your corp flies around in small gank squads, we are all supposed to do that
Because your corp likes to blob and fight people we're suppposed to listen to you?
The way we fight, we don't have to deal with lag (unless something else is causing it). When you blob, you cause lag. Maybe instead of yelling at CCP about it, you should stop trying to force the servers to bow to your will  -----------------------------------------------
Coalition Kill Board |

Newport Capri
|
Posted - 2005.01.16 03:47:00 -
[32]
Some of the "Big boys" enjoy large scale battles.. beyond the size of your little "slap and tickle" ganks Cabadrin. Perhaps when you can show respect to people that decide to fight in large numbers, your comments will mean anything. Until then, I'm rather interested to hear what CCP think.
|

Erty
|
Posted - 2005.01.16 04:04:00 -
[33]
Originally by: agrizla Its the weekend. The server is b0rked (as usual). I don't believe CCP have a clue how to fix this.
So it's either :
a) Pack up and go home; b) Shard the server so that its not an utterly futile waste of time playing this game.
I can't see any other options - can you? It's patently obvious CCP cannot fix the lag so its either shards or we all go play another game that works faster than email - which to be frank insults email.
Someone has to make the decision and do it soon.
Ehm? Sharding would suck, there would be way too few players and there would still be lag where people formed up.
The problem isn't lag on the whole surver but on one solar system and node. CCP needs to make a system that better handles who are on what node. When there's a lot of people in one solar system that system should get several nodes supporting it and stuff. Because I'm sure there are a lot of nodes with almost no load on them.
The least they should do is to give systems where fighting usually is done extra power. Not a perfect solution but better than nothing.
This is my signature. |

Antic
|
Posted - 2005.01.16 04:25:00 -
[34]
Edited by: Antic on 16/01/2005 04:26:57 other games that have lots of people at the same palce at the same time fighting (not just sitting around) have simlar problems. Sure you can help it with server optimisations etc. But it has shown in many cases that its the client side internet connection thats too slow in many cases.
Playing the game casualy dosnt demand even close to the amount of data traffic that needs to be sent to your client to update on text messages for damage (dont think eve filters damage messages etc severside as you can toggle it on/off freely at client so it gets sent anyway even if you turn it off) or other kinds. Then add player position info and info about other mobile objects like missiles drones and the like. All that data from hundreds of players has to be crammed into your connection at the very same moment.
May also of course be the server pipeline thats too slow to send the data fast nuff but thats unlikely as if that was the case then everyone in every system in eve would get lag as soon as there was a fleet battle.
Final option i can think of is that the server node for the system the battle takes place in isnt dimensionised to handle the load of that many players at once. Wich is harder to fix cheaply in eve as you can PVP in such a large area and blob anywhere whilst in other game slike everquest WoW and the like theres certain zones that allow this so its easy for developers in those games to see in advance in wich zones players will blob and thus reinforce the nodes in advance. As mentioned eve is more open ended on where people usualy blob so to physicaly reinforce a server node for a system as soon as people blob there in a timely manner is pretty much impossible. Only option would be to have backup nodes and design code to make those automaticaly hook on to systems that recieves a high amount of players. But designing code of this sort takes time. and we all know the breathtaking speed at wich CCP works the code ;)
|

Erty
|
Posted - 2005.01.16 05:41:00 -
[35]
Nah Antic EVE uses very little bandwith, it's all cpu usage on the servers. 150 players in the same system doesn't take more bandwith than 150 players in 150 systems.
And no whole EVE wouldn't get lag because EVE is made up from lots and lots of servers. Read up on the server architecture pls =)
This is my signature. |

Einheriar Ulrich
|
Posted - 2005.01.16 09:45:00 -
[36]
Whatever reason there is for this lag, CCP, must try to solve it, it is ruining the gaming experience, and makeing alot players feel there trowing their money away. So Say I. Einheriar Ulrich of the Bloodline of Einheriar.
****Minion Of VOTF****
|

Level4
|
Posted - 2005.01.16 10:27:00 -
[37]
Actually, its not just fleet battle's that lagg, but any system with too many ships, missiles and drones. Which means too many moving objects.
Try doing a 4/10 Complex in pemene with 15 ppl, you will see the same lagg, because on top of the 15 ppl, you will have 20+ ratz , missiles, drones etc...
I will certainly agree CCP needs to start measuring FRPS in systems regularly and analyze the problem.
Just my 2 cents to the discussion.
Regards.
------oOOo--------- Greed is for amateurs. Disorder, chaos, anarchy: now that's fun!
|

Aitrus
|
Posted - 2005.01.16 10:55:00 -
[38]
I don't think it's anything client side. I don't think it's connection issues or bandwidth.
Eve is basically a really big database. I mean really big. Imagine having a huge excel file with the position and status of every player in the game. Add in sheets to track their ships and fitting, not to mention skills, assets, etc.
Now imagine that every time a player does anything, you gotta find them in the database and update it, as well as update anything they affect.
In a fleet battle, ONE NODE has to do database I/O's for every single module on every ship. It has to maintain positions on every ship, drone, and missile involved. At the same time it has to calculate damage on every single shot fired from every gun, missile bay, and drone. THEN it's gotta worry about updating each of the players involved in real time.
Starting to see where the bottleneck is?
This is why NPC's have very simple stats. (HP, dmg mod, ROF, velocity) It lessens database load.
This is why TomB is talking about decreasing ROF on interceptors in exchange for increased damage output. Less shots fired = less database load.
I think it's obvious how tricky it is to optimize something like this.
|

Jaisan
|
Posted - 2005.01.16 11:27:00 -
[39]
Removing all missiles and drones from the game will reduce the CPU load on the servers. 
Just too orangey for crows. |

Vvari
|
Posted - 2005.01.16 11:54:00 -
[40]
I have no clue on how it exactly is generated or how to fix it, what I do know is that it has to be fixed. This wasnt even that big of a fleet batle. Dont think there were more then 150 people in total.
One good thing was that I didnt crash but loosing a ship due to not being able to warp out is less fun. And yes this is defenitly server side.
litle example of yesterday¦s lag to any1 that says its not server side. Lil movie bout yesterday. now please dont flame, just to show how it went yesterday. also please to CCP this is not flaming towards you as I still love eve. --------------------------- new sig under construction |

SEALen
|
Posted - 2005.01.16 12:04:00 -
[41]
I'm not surprised there is lag when 150+ players are in the same system realy. Just compare it to any Deathmatch game like HL2DM or BF-Vietnam. I doubt they would run smothly with 150 players on the same server. And please ppl don bash the devs for not ansvering your complains in the forum. Do you realy belive they have time to read all the forum posts? Also do you realy belive they are not aware of this problem since they of course play eve too? I guess you all just need a place to release your pain and luckely we have this forum :)
Myself I just admire CCP for beeing as open to the players as they are and for acctualy haveing something that works as good as it does. I don't think you are appreciating the work behind the current system as much as you should do. Well, well I nag about the bugs and lag too but I still appreciate the work ccp does.
Okej, I got my flame retardent suit on... :)
|

w0rmy
|
Posted - 2005.01.16 12:07:00 -
[42]
Edited by: w0rmy on 16/01/2005 12:06:43
Originally by: SEALen I'm not surprised there is lag when 150+ players are in the same system realy. Just compare it to any Deathmatch game like HL2DM or BF-Vietnam. I doubt they would run smothly with 150 players on the same server.
You havent seen Joint Operations then i take it? 
Besdies, completely different engine type.
|
| |
|
| Pages: 1 [2] :: one page |
| First page | Previous page | Next page | Last page |