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Thread Statistics | Show CCP posts - 22 post(s) |
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CCP Fallout
C C P C C P Alliance
171
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Posted - 2011.09.30 18:57:00 -
[1] - Quote
Now on Singularity: Time Dilation. Watch CCP Vertias' new video blog for a personal demo on how we are winning the War on Lag. CCP Fallout Associate Community Manager EVE Online @ccp_fallout |
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Chaos Incarnate
Faceless Logistics
270
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Posted - 2011.09.30 18:58:00 -
[2] - Quote
Cool video, and I approve of the content 100%
Is the camera panning slowdown something we might be able to turn off? It sounds like it'd be a bit irritating, tbh. |
Two step
Aperture Harmonics K162
197
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Posted - 2011.09.30 19:02:00 -
[3] - Quote
2nd.. :) CSM 6 Alternate Delegate @two_step_eve on Twitter My Blog What does CSM 6 do? |
Darius III
Interstellar eXodus BricK sQuAD.
140
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Posted - 2011.09.30 19:02:00 -
[4] - Quote
\P/ Hurray for GGB?
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Thebriwan
LUX Uls Xystus
10
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Posted - 2011.09.30 19:03:00 -
[5] - Quote
Whoooooooooot!
\o/
This is endless fun - no more whining about lag - the forums will have their bandwidth halved |
Two step
Aperture Harmonics K162
197
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Posted - 2011.09.30 19:05:00 -
[6] - Quote
Also, the most important part of this blog is that Veritas' hair is growing back. CSM 6 Alternate Delegate @two_step_eve on Twitter My Blog What does CSM 6 do? |
Meissa Anunthiel
Redshift Industrial Rooks and Kings
233
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Posted - 2011.09.30 19:06:00 -
[7] - Quote
Awesome :-) Member of CSM 2, 3, 4 and 5. Vice-Chairman of CSM 6 |
Seleene
Body Count Inc. Pandemic Legion
183
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Posted - 2011.09.30 19:07:00 -
[8] - Quote
No pink Afro? I AM DISSAPOINT!!!! Seleene's Sandbox - My Blog, where I say stuff. Follow Seleene on Twitter |
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Chribba
Otherworld Enterprises Otherworld Empire
386
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Posted - 2011.09.30 19:07:00 -
[9] - Quote
What a friday this turned out to be!
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Abdiel Kavash
Paladin Order Fidelas Constans
52
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Posted - 2011.09.30 19:07:00 -
[10] - Quote
I would love some more information about the actual mechanics. For example,
- Does the effect affect everything running on one node? One system? One grid? - What are the implications for items and abilities crossing node boundaries? I.e. cynoing or bridging from a healthy node to a dilated one? - How does TD interact with various POS and sovereignty timers? - You mentioned "several hundred" ships, I counted about 200 - 250 in the video (I counted 50 - 60 ships in one quarter of the ball and multiplied by 4, no, I'm not that much of a nerd). The TD counter was at about 70% at the beginning of the fight, and steadily at 50% during the rest of the video. How well does this scale with massive engagements, say, 500 ships per side? |
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Zirse
Brutor Tribe Minmatar Republic
76
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Posted - 2011.09.30 19:12:00 -
[11] - Quote
\o/ |
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CCP Veritas
C C P C C P Alliance
85
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Posted - 2011.09.30 19:12:00 -
[12] - Quote
Abdiel Kavash wrote:- Does the effect affect everything running on one node? One system? One grid? - What are the implications for items and abilities crossing node boundaries? I.e. cynoing or bridging from a healthy node to a dilated one? - How does TD interact with various POS and sovereignty timers?
- Everything on the node. Not ideal, but it was the simplest implementation to get the idea out there. We may sometime change it to be system-specific but there are no plans currently. - Jumping/Cynoing in is not treated specially. You jump, you land, you proceed slowly. - POS and Sov timers do not dilate. CCP Veritas - Senior Programmer - EVE Software |
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Cailais
Nasty Pope Holding Corp Talocan United
44
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Posted - 2011.09.30 19:14:00 -
[13] - Quote
Impressive. Most impressive.
C.
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Raivi
Sniggerdly Pandemic Legion
11
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Posted - 2011.09.30 19:14:00 -
[14] - Quote
I want to have your manbabies Veritas.
Gridlock ftw. |
Salpun
Paramount Commerce Masters of Flying Objects
35
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Posted - 2011.09.30 19:19:00 -
[15] - Quote
CCP Veritas wrote:Abdiel Kavash wrote:- Does the effect affect everything running on one node? One system? One grid? - What are the implications for items and abilities crossing node boundaries? I.e. cynoing or bridging from a healthy node to a dilated one? - How does TD interact with various POS and sovereignty timers? - Everything on the node. Not ideal, but it was the simplest implementation to get the idea out there. We may sometime change it to be system-specific but there are no plans currently. - Jumping/Cynoing in is not treated specially. You jump, you land, you proceed slowly. - POS and Sov timers do not dilate.
Nice whats the next project
CrimeWatch???? |
bldyannoyed
Estrale Frontiers
0
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Posted - 2011.09.30 19:22:00 -
[16] - Quote
Really could do with getting rid of the camera and targetting effect (and in fact any UI) dilation. Whats the point of developing a system that will help beat lag if you then go out of your way to make everything still look like its lagged to hell?
I dunno about you but stuttery cameras and stuff are just going to irritate the hell out o fme. |
Shamrock1
McWOOKIE'S REVOLOUTION
3
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Posted - 2011.09.30 19:23:00 -
[17] - Quote
I do not approve! How are you supposed to make real time target calls when the server it self is slowed? How is a logi pilot supposed to rep the members of its fleet when time is slowed? |
Nex apparatu5
Not a Shell Corp
0
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Posted - 2011.09.30 19:23:00 -
[18] - Quote
The first thing I noticed?
This takes place in Poitot, the only named system in Syndicate. |
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CCP Veritas
C C P C C P Alliance
85
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Posted - 2011.09.30 19:24:00 -
[19] - Quote
My spies are telling me some folks aren't seeing how or why that helps them in an overloaded situation. If you are one of those people, please go refresh up on my mountain of words on the subject then come berate me with questions. CCP Veritas - Senior Programmer - EVE Software |
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CCP Veritas
C C P C C P Alliance
85
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Posted - 2011.09.30 19:27:00 -
[20] - Quote
bldyannoyed wrote:Really could do with getting rid of the camera and targetting effect (and in fact any UI) dilation. Whats the point of developing a system that will help beat lag if you then go out of your way to make everything still look like its lagged to hell?
I dunno about you but stuttery cameras and stuff are just going to irritate the hell out o fme.
The advancement of time changes rarely enough that I really wouldn't call it stuttery. The goal was to convey that time is, in fact, slowed. There's no point in pretending its not. CCP Veritas - Senior Programmer - EVE Software |
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leich
Sad Panda'z Ninja Unicorns with Huge Horns
1
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Posted - 2011.09.30 19:31:00 -
[21] - Quote
Love the Idea. I understand That it will help people be able to make good calls in large fights,
I Dont get the UI elements slowing down. It just makes the game look Laggy. I thought thats what this was trying to prevent.
Camera locking Indicator ect should run at normal speed and as smooth as Possible (Normal).
I Understand that modual timers should run slowly just not the other Ui Elements.
I also dont like the idea of it effecting an entire node. It should only effect the Grid or system at the extreme not the whole node.
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CCP Veritas
C C P C C P Alliance
85
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Posted - 2011.09.30 19:36:00 -
[22] - Quote
leich wrote:I Dont get the UI elements slowing down. It just makes the game look Laggy. I thought thats what this was trying to prevent.
That's not what we're trying to do at all - we're not trying to hide that the server is overloaded, we're trying to make the server overloaded in a way that maintains game mechanics and keeps things responsive. Select UI was brought over to the dilated clock in order to help convey how slow the universe is moving. It's a hard thing to judge without seeing it live.
leich wrote:I also dont like the idea of it effecting an entire node. It should only effect the Grid or system at the extreme not the whole node.
I don't particularly like that either, but it simplified the implementation enough to the point that this could actually be done. CCP Veritas - Senior Programmer - EVE Software |
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leich
Sad Panda'z Ninja Unicorns with Huge Horns
1
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Posted - 2011.09.30 19:41:00 -
[23] - Quote
From what my guys are saying on TS.
People really dont like the UI slowing Down. We Prefer the Idea of Hiding the Lag we knows its there were being told by the indicater it;s there we dont want our UI showing it aswell.
Hope this helps. |
Myxx
Atropos Group Celestial Imperative
70
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Posted - 2011.09.30 19:44:00 -
[24] - Quote
I appreciate your humor,
Quote: and how it applies to Caldari family reunions.
I laughed pretty hard, also impressive and shiny video. you get a +1 from me. well done.
also where on your list is crimewatch? :p
also yeah, what the person above me said... any way to keep ui speed as normal, or is it all attatched? |
GeeShizzle MacCloud
3
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Posted - 2011.09.30 19:44:00 -
[25] - Quote
i love you veritas!! nice work btw! =)
hopefully those that arent well versed in the initial stages of planning out time dilation will catch up as to why this is going to be the most awesome addition to TQ yet!
i would say that maybe the slowed camera pan speed might not be the best but i can understand why u did it, i think....
(to make the act of manipulating stuff in space slower so people are unlikely to do that much more in a dilated mode in comparison)
even so, couldnt help smile when i saw those missiles slow down! i guess the mass test will also test a fleet jumping into a dilated node to see if the jump doesnt de-sync people?
for all of u who area little clueless, afaik TiDi was ment to re-dress the mechanics of fleet combat when systems lag out, which also means when jumping into a system with heavy fighting, u shouldnt de-sync or appear as a lockable target untill uve loaded grid etc...
=) =) =) |
Dalton Vanadis
Miranda United F0RCEFUL ENTRY
408
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Posted - 2011.09.30 19:46:00 -
[26] - Quote
So, will nodes be mapped slightly more humanly? As in will neighboring systems be put onto the same node, so you end up with geographic time dilation, which might make jumping in and out of systems less of a shock transition. Plus, it might mean you end up with less nodes being dilated. Isn't the current methodology for mapping node completely unrelated to how players see the map?
Otherwise, cool stuff, can't wait to play with it live |
Shasz
Angels of Anarchy
1
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Posted - 2011.09.30 19:54:00 -
[27] - Quote
Awesome stuff.
My Comments:
I was curious to see how the effect played out on the module activation rings of the ship you were flying - but you didn't demo that part.
The target lock spinning-deally-bobber is a little annoying, but a good indicator of the progress of things relative to the dilation.
The camera panning around stuttery will be frustrating - hand-eye coordination expects fluid movment, not unpredictable pauses while dragging the view around, in order to be precise.
Next video, show more ships. Show TONS of ships. Bring it to its KNEES and show us how gracefully it doesn't die. :)
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Nirnaeth Ornoediad
Clan Shadow Wolf Fatal Ascension
4
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Posted - 2011.09.30 19:55:00 -
[28] - Quote
I agree that slowly the camera speed doesn't do much, and may make the UI feel laggy (even if modules don't get stuck, etc.). Camera preferences can be changed, I think, but still...
The UI indicates--such as the rotating triangles over the target picture--are a nice touch, though, and combined with icons moving more slowly (and, presumably, gun animations) should be enough to say "this node is being dilated".
Btw, my recommendation is to *not* have the dilation indicator on by default, but to only turn it on if the node is running at less than 100%. The UI is complex enough for new players.
Well done, though. |
StimpyCat
Nexus Advanced Technologies Fidelas Constans
0
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Posted - 2011.09.30 19:56:00 -
[29] - Quote
So I love the idea about being able to actually hit something with my missile regardless of how many people are on the node. But the first thing that strikes me is that if it truly is time dilation, does that mean it effects other services as well.
For instance, would the following be effected by the slowdown?
- POS Timer - Planetary Interaction - Skill Training - Market orders - etc (things that are effected by the progress of time)
But say those things ARE effected by the time dilation, would that not put those on that node out of sync with the rest of eve. Would that further mean that there needs to be a "catch up" that needs to happen to bring those on that node,back into sync with normal eve time?
Sorry if this has already been answered, but this is the first time I've seen this example of time dilation, so I am assuming that some of the ideas are pretty new.
Hot Jets!
StimpyCat |
Choans
Invicta.
0
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Posted - 2011.09.30 19:57:00 -
[30] - Quote
explain to me pls.
the time slows down to let the server keep up with a high workload...
and the whole node is effected.
how much is the "time" slowed down... will it effect gameplay in terms of having backup being formed up on a non effected node having more time
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