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Thread Statistics | Show CCP posts - 6 post(s) |
Onictus
Silver Snake Enterprise Fatal Ascension
292
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Posted - 2013.07.05 04:03:00 -
[1] - Quote
Toshiro Ozuwara wrote: I don't think anyone was arguing that losing our carriers would have been a huge blow.
The point is that you guys didn't kill them.
Interesting point.
Of all of the alliances in that fight today, TEST is the only one that isn't on the evekill top20.
You are "winning" but Whores in Space has more kills camping Jita. |
Onictus
Silver Snake Enterprise Fatal Ascension
296
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Posted - 2013.07.10 15:51:00 -
[2] - Quote
You got it, there are usually 70 done odd systems on a logical node......they are in no way geographically related in game.
Which makes perfect sense when you are trying to spread processor resources. |
Onictus
Silver Snake Enterprise Fatal Ascension
296
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Posted - 2013.07.10 15:56:00 -
[3] - Quote
You got it, there are usually 70 done odd systems on a logical node......they are in no way geographically related in game.
Which makes perfect sense when you are trying to spread processor resources. |
Onictus
Silver Snake Enterprise Fatal Ascension
296
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Posted - 2013.07.10 16:52:00 -
[4] - Quote
Ace Uoweme wrote:Onictus wrote:You got it, there are usually 70 done odd systems on a logical node......they are in no way geographically related in game.
Which makes perfect sense when you are trying to spread processor resources. But that doesn't need to done anymore. Tech now is virtually connecting different servers, with system independent resources, in a seamless world. Blizzard had to find a way to virtually merge servers without physically merging them. That's possible today, and with some nice benefits (especially for MMO 2.0). CCP uses the model of physically connected servers, which has depended system resources. Blizzard is using a model of independent servers virtually merged with independent system resources. There's plus and minuses of each system, but Blizzard's model allows more flexibility with offloading.
It works nothing at all like that, but please tell me more about dynamic load sharing, not like I'm a computer engineer or anything. |
Onictus
Silver Snake Enterprise Fatal Ascension
296
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Posted - 2013.07.10 17:00:00 -
[5] - Quote
Ace Uoweme wrote:Ilkahn wrote:If CCP wanted to REALLY improve server performance they should limit the size of fleets. MOAR fleets = MOAR FCs = MOAR Primaries = MOAR ships going POOF faster which should equal an increase in the battletimes removing players faster from the area and hopefully keeping up their hardwares ability to process the information.
Fleet Cap is what 250 players or so? The fleets i sat in seemed like this, "primary x", and then everyone shoots anything but them anyway. Why shouldn't fleets be cut down to like 50 ships or so. Then you'd have 5 fleets hopefully killing 5 ships at a time instead of the 1 they are hoping to kill now.
Of course i'm just a scrub and know literally nothing about how this stuff works, just a thought that seems to make sense. The same problem still exists of the mass will always follow where the action is. Which just changes the mechanics of smaller fleets, with the same amount of players in the zone. It's a hardware issue, fixed by hardware/tech (like Blizzard is doing it with virtually merging servers). Once it is fixed, EvE can have some good things like dynamic big fleets, and CCP Falcon can sleep at night!
Blizzard hasn't come close to fixing it, hence the cap on that outdoor PvP area in lich king.
You are also forgetting that WOW IS INSTANCED it it not a pervasive world environment, which make it much easier, just add servers...
And you will never have 3000 people dogpiling one logical proc.
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Onictus
Silver Snake Enterprise Fatal Ascension
296
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Posted - 2013.07.10 17:03:00 -
[6] - Quote
Ace Uoweme wrote:Onictus wrote:It works nothing at all like that, but please tell me more about dynamic load sharing, not like I'm a computer engineer or anything. What doesn't?
Bluzzard's server architecture. |
Onictus
Silver Snake Enterprise Fatal Ascension
297
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Posted - 2013.07.10 19:50:00 -
[7] - Quote
Ace Uoweme wrote:Onictus wrote:Blizzard hasn't come close to fixing it, hence the cap on that outdoor PvP area in lich king. It's been 4 years since WotLK. Since September 2012, the WoW you know doesn't exist anymore. There's no caps. The world you know has been expanded to the point of those you play with aren't on your realm. You goto Icecrown and the players there now are split from a dozen realms. So a limit in the zone wouldn't matter, because they physically play on their own realm, but virtually connected to other realms. 5.4 patch it's virtually merging 10+ realms together including the AH. At this rate, WoW will be EvE as a one world Azeroth, but on independent realms in different datacenters around the country, nowhere connected physically.
And you are telling me that zone isn't instanced in some way? Our do you have ten servers merged into all outdoor zones.
Because otherwise it sounds like they just extended the battlegroup architecture
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Onictus
Silver Snake Enterprise Fatal Ascension
297
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Posted - 2013.07.10 20:23:00 -
[8] - Quote
Kijo Rikki wrote:Honestly, I've been trying to research it because I left before they even implemented the original form of CRZ, where you had to be invited to a raid from someone already on the realm. While I couldn't find any concrete documentation on how it works, nor could I find documentation that shows how many players it is capable of supporting, I found plenty of documentation on how much it sucks and how it lags with more than 50 players in one location.
It used to be the cluster was a arranged geographically by continent, each continent was its own cluster than the instance servers.
The cross server mechanics linked the battlegroup to the instance servers but left the individual servers discreet. |
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