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![EI Digin EI Digin](https://images.evetech.net/characters/1966005595/portrait?size=64)
EI Digin
Sniggerdly Pandemic Legion
1376
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Posted - 2013.11.23 17:15:00 -
[1] - Quote
If you ask any hardened veteran who was around a long time ago, they will tell you that big fights were generally Not Fun because of all the disconnects, black-screening, etc. Time Dilation did a lot to fix this and made big fights a lot more bearable.
The question is, even with this why is it that nearly all fights over timers these days cause node crashes, are slowed down to their maximum TiDi percentage and are generally not a good time? Why are we headed back to the old days of lag and unplayability?
Today's meta-game has shifted towards having the biggest bloc, as weaker blocs have died out. The majority of member corps of these blocs did not go and stake their own claim. They didn't reform into a new power bloc. They just simply joined one of the existing larger blocs, because straight up fights are what most people find fun, not backroom deals or dealing with logistics which are huge investments of effort that having your own bloc requires. This results in the three gigantic sov blocs we have now.
The problem with having these gigantic blocs is that suddenly instead of the 500 to 1000 man fleet fights which were huge back in the day and can easily be handled by TiDi, now every single fight over an objective is a 2000 man slugfest.
The secondary problem with this is that this gigantic fight can kick off pretty much anywhere where you can expect any one fleet to pass through. If your fleet takes gates, CCP would have to reinforce all systems en route to make sure one fleet of 250 can pass through without getting jumped and the fight escalating. All midpoints have to be reinforced. All staging systems have to be perma-reinforced. Any small objective turns into a big one, and suddenly every single timer system has to be reinforced, which can be a problem if a large number of timers are generated.
There's no way you would be able to reinforce all of these systems so that they can handle a gigantic fight. The players can't always deliver intel to you on time for downtime, and you shouldn't throw your hands up in the air and blame us for a broken system which promotes a metagame that causes heavy amounts of lag.
This has been a slowly escalating issue since 2011. TiDi was a good bandaid solution for CCP to buy time and allow them to improve upon nullsec and the sov system to make it less bloc-centric before we got here.
But again we see ourselves at the breaking point, where players are feeling the side effects of CCP failing to make any effective systematic change to a real issue, and even with the attempted fixes that have occurred there is no end in sight. Even the arguably greatest addition you have made, the introduction of TiDi, has become ineffective due to a system that is not working properly.
All of the effort put into quality-of-life changes is much appreciated, but at the end of the day these changes don't matter if you're stuck in slow motion for 3 hours longer than you wanted to play for. |
![EI Digin EI Digin](https://images.evetech.net/characters/1966005595/portrait?size=64)
EI Digin
Sniggerdly Pandemic Legion
1380
|
Posted - 2013.11.23 18:53:00 -
[2] - Quote
Don't get me wrong.
I accept that there are engineering challenges getting thousands of players together playing the same game and interacting with eachother. I also accept that there should also be large battles that happen on occasion when something very important is on the line.
But when they become a regular occurrence someone needs to step back and figure out why it keeps happening and do something to make strategies that don't involve generating an insane amount of processing power more effective. |
![EI Digin EI Digin](https://images.evetech.net/characters/1966005595/portrait?size=64)
EI Digin
Sniggerdly Pandemic Legion
1383
|
Posted - 2013.11.23 20:11:00 -
[3] - Quote
Jita is another interesting case.
Because there's such low risk hanging out with the most dangerous and unpredictable entity (other players) while in highsec, people will flock together in a centralized location to do trade. There's little point in doing business other hubs because for the most part, things are most efficient and cheaper in the same singular location.
The result is a single system for trade that has a huge hardware requirement with player limits and TiDi. |
![EI Digin EI Digin](https://images.evetech.net/characters/1966005595/portrait?size=64)
EI Digin
Sniggerdly Pandemic Legion
1387
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Posted - 2013.11.25 04:37:00 -
[4] - Quote
I don't think line of sight will ever be a thing because there's already quite a bit of calculation going on that the server can't handle. |
![EI Digin EI Digin](https://images.evetech.net/characters/1966005595/portrait?size=64)
EI Digin
Sniggerdly Pandemic Legion
1392
|
Posted - 2013.11.26 03:54:00 -
[5] - Quote
Ivan Krividus wrote:I seriously don't understand why everyone hates TiDi so much. In any other game so much activity from so many players would render the game completely unplayable. We would rather have a slow-mo battle than a full server crash, but people fail to appreciate how useful TiDi is. I cant stress this enough so i'm going to say it again: if large battles like those in EVE happened in any other game the game would crash, instead of run. The fact that we can even have these kinds of battles or events is truly amazing.
TiDi is not a band-aid solution. Its a CCP-doesnt-have-infinite-money-for-better-servers-and-this-never-happens-in-other-games-so-no-one-knows-a-better-solution solution that we take for granted.
OP is just a fresh wording of "buy better servers CCP!" which is the complaint that gets tossed around far too often. No, you (and to be fair, many other posters in this thread) completely miss the point I am trying to make.
There is a more permanent solution to soul-crushing lag than just throwing processor power and optimization at the problem.
There is a structural issue in the game in that the only way to obtain progress performing specific activities causes a huge processor load in one very small area, resulting in a broken game. TiDi didn't fix the issue, the next incarnation of TiDi won't fix it and purchasing more million dollar supercomputers won't fix it.
CCP had plenty of time to do something about it before the problem crept up again, but instead they chose to do nothing and we are pretty much back to where we started. |
![EI Digin EI Digin](https://images.evetech.net/characters/1966005595/portrait?size=64)
EI Digin
Sniggerdly Pandemic Legion
1392
|
Posted - 2013.11.26 04:09:00 -
[6] - Quote
Tyberius Franklin wrote:What is that solution?
To identify the reasons why people start/get involved in these situations and to distribute the load across multiple nodes.
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![EI Digin EI Digin](https://images.evetech.net/characters/1966005595/portrait?size=64)
EI Digin
Sniggerdly Pandemic Legion
1471
|
Posted - 2013.12.16 03:18:00 -
[7] - Quote
Hey look, this thread is relevant again! |
![EI Digin EI Digin](https://images.evetech.net/characters/1966005595/portrait?size=64)
EI Digin
Sniggerdly Pandemic Legion
1665
|
Posted - 2014.01.18 18:52:00 -
[8] - Quote
HED-GP anyone? |
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