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Thread Statistics | Show CCP posts - 2 post(s) |
Spc One
Gallente
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Posted - 2011.04.28 19:41:00 -
[1]
Edited by: Spc One on 28/04/2011 19:41:45 Anyone else got super lag ? I can't activate my module for last 10 min.
____________________________________________________________________________ Angel 0/A |
Kalla Kamikaze
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Posted - 2011.04.28 19:54:00 -
[2]
/signed
trying to log in... ships loaded but no chats for 30 Minutes now.
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Spc One
Gallente
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Posted - 2011.04.28 19:59:00 -
[3]
Edited by: Spc One on 28/04/2011 20:00:51
Originally by: Kalla Kamikaze /signed
trying to log in... ships loaded but no chats for 30 Minutes now.
So let's assume database will crash again :( ____________________________________________________________________________ Angel 0/A |
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CCP Zymurgist
Gallente C C P
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Posted - 2011.04.28 20:01:00 -
[4]
Which systems are you experiencing the lag in? There is a fleet fight we are tracking that may be causing this.
Zymurgist Community Representative CCP NA, EVE Online Contact Us |
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Hav0cide
Caldari PsyCorp -Mostly Harmless-
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Posted - 2011.04.28 20:03:00 -
[5]
Originally by: CCP Zymurgist Which systems are you experiencing the lag in? There is a fleet fight we are tracking that may be causing this.
C4C-Z4 in Fade is suffering huge lag, but lag reported in a large portion of Fade.
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Chummi
Gallente Rim Collection RC Test Alliance Please Ignore
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Posted - 2011.04.28 20:04:00 -
[6]
Originally by: CCP Zymurgist Which systems are you experiencing the lag in? There is a fleet fight we are tracking that may be causing this.
Whole Skaven-Const in Fountain is totally ****ed up.
F-88PJ-Local:
MrTickle > they should spawn 10 sanctums in this system for our troubles Sugarlump Grumpbucket > its all of skaven at least hasumx > f88 is fkup Evilynthea > f88, op, 1-5, c-fer, f2, atq MrTickle > cool, thanks hasumx > damn hasumx > took 10 min to dock
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Sabua
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Posted - 2011.04.28 20:28:00 -
[7]
Edited by: Sabua on 28/04/2011 20:28:33 confirming skave constelation is in rly bad state. Like if a big fleet fight would be going on in every system. CanŠt log in and such.
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PAPULA
Caldari
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Posted - 2011.04.28 20:33:00 -
[8]
Confirming huge lag for catch. Whole region.
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CCP Zymurgist
Gallente C C P
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Posted - 2011.04.28 20:40:00 -
[9]
Just to update you guys, we are working on improving performance of the affected systems. Just hang tight and give it a while to get back to normal.
Zymurgist Community Representative CCP NA, EVE Online Contact Us |
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Kalla Kamikaze
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Posted - 2011.04.28 20:45:00 -
[10]
Originally by: CCP Zymurgist Just to update you guys, we are working on improving performance of the affected systems. Just hang tight and give it a while to get back to normal.
Seems to work - thanks
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gonesideways
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Posted - 2011.04.28 21:04:00 -
[11]
yeah querious random systems too, mostly pipe from 9cg6 - i1y that i noticed
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gonesideways
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Posted - 2011.04.28 21:35:00 -
[12]
reports of severe lag and disconnects around bx2 system is same area
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Caius LiviusCerso
Caldari StarFleet Enterprises -Mostly Harmless-
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Posted - 2011.04.30 09:52:00 -
[13]
What the hell was that about??
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TriadSte
Gallente
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Posted - 2011.04.30 09:57:00 -
[14]
How hard is it to make a piece of software that tracks player count on the fly [live] and reinforce accordingly?
Its not a /sarcasm niether im being serious, can this not be done?
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Brema Gangrel
Caldari Nefarious Ratiocinations
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Posted - 2011.04.30 11:12:00 -
[15]
Originally by: TriadSte How hard is it to make a piece of software that tracks player count on the fly [live] and reinforce accordingly?
Its not a /sarcasm niether im being serious, can this not be done?
Harder than you think, because to reinforce the system (ie shift it to its own dedicated CPU) involves disconnecting *every single player* in the system.
CCP would *love* to be able to shift systems around according to load
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Draconyx
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Posted - 2011.04.30 11:20:00 -
[16]
Originally by: TriadSte How hard is it to make a piece of software that tracks player count on the fly [live] and reinforce accordingly?
Its not a /sarcasm niether im being serious, can this not be done?
If you don't care about dropping data on the transition, a piece of cake. Of course that would mean the game would be well... disconnect,disconnect, what happened to that ship I just bought, etc etc etc etc. In other words useless.
Maintaining data integrity while transitioning to another server while maintaining performance is actually a lot harder then it appears. Either you rewrite all the code and attempt to do this within you own programs or allow another program to control the whole process. Both have draw backs.
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Dealth Striker
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Posted - 2011.05.01 06:33:00 -
[17]
Stupid "Go To" statements ---------------------
Communication is Key! |
Jovan Geldon
Gallente Lead Farmers Kill It With Fire
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Posted - 2011.05.01 09:31:00 -
[18]
Originally by: TriadSte How hard is it to make a piece of software that tracks player count on the fly [live] and reinforce accordingly?
Its not a /sarcasm niether im being serious, can this not be done?
In short, no. The tracking isn't the problem; far from it, in fact, as the code boffins are, as we speak, working on a program to track player movements and correlate them with starbase/POS reinforcement timers in order to dynamically allocate reinforced nodes during the appropriate downtime period.
The problem lies in small engagements that escalate (such as the infamous shinding in Black Rise recently) into massive battles; the only way to reinforce the node then would be to boot everyone off of it and rejig the load allocation, which would cause more problems than it would solve.
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Dr Slaughter
Minmatar Rabies Inc.
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Posted - 2011.05.08 07:57:00 -
[19]
Dynamically reinforcing 'simply' requires the proxies we're connected with to suspend the appropriate sessions while the state is moved to the new system. The move needs to be completed quickly which really requires shared memory over infiniband. Getting this all to work requires a huge amount of complex hard to debug code changes to the sol services & proxy code. which is why it's not got off the ground.
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