| Author | Thread Statistics | Show CCP posts - 17 post(s) | 
      
      
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        |  CCP Gargant
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       | Posted - 2014.01.24 17:06:00 -
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 The fight that happened in HED-GP has been the object of discussion for the last few days, and specifically the technical aspect of it. Our resident space-wizard, CCP Veritas, wrote a technical retrospective on the events in HED and how they compare to another heavy fight that happened in 6VDT.
 
 Read it here.
 CCP Gargant | Community Representative | Tournament Referee
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        |  CCP Veritas
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       | Posted - 2014.01.24 17:28:00 -
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 Kismeteer wrote:The worst lag was when people were jumping in, wouldn't reopening the Brian in the Box idea really have helped in this instance? Indeed, that's the work that Gridlock has been working towards.
 CCP Veritas - Technical Director - EVE Online
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        |  CCP Veritas
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       | Posted - 2014.01.24 17:29:00 -
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 Also, I applaud you for the typo. I don't even see that one anymore.
 CCP Veritas - Technical Director - EVE Online
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        |  CCP Veritas
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       | Posted - 2014.01.24 17:50:00 -
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 Actual work has happened since Brain in a Box was announced. I don't want to go into amazing details 'cause it could be a devblog of its own, or maybe a Fanfest presentation or something, but I spent about 6 months solid on it personally before I got promoted to technical director. Early in the process I discovered that the fundamental design of Dogma was going to get in the way of implementing BiaB, so I started rewriting that foundation. Since then we had one failed attempt to boot it up with a different team. In December we gave it another spin and I'm very happy with the composition of the new team. I believe once they've come up to speed with the system they'll be able to knock out work at a great pace and put me to shame.
 CCP Veritas - Technical Director - EVE Online
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        |  CCP Veritas
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       | Posted - 2014.01.24 17:54:00 -
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 A general response here:
 I'm fundamentally against any solution that proposes to change game mechanics based on TiDi factor. The purpose of Time Dilation was to maintain game mechanics under high load, not to give a platform to distort them.
 CCP Veritas - Technical Director - EVE Online
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        |  CCP Veritas
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       | Posted - 2014.01.24 18:01:00 -
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 Weaselior wrote:What is "Dogma"? I'm sure you've mentioned it before but I can't remember what that system is. Think of any situation in Eve where a number on one item modifies a number on another item. A skill level giving a bigger bonus, a shield resist module changing the resistance of the ship, a gun reducing the hitpoints of another ship, fitting a module reducing available CPU/PG. There is where you find Dogma. It also manages module activations and the like. It covers a huge amount of what you'd consider EVE core gameplay.
 CCP Veritas - Technical Director - EVE Online
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        |  CCP Veritas
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       | Posted - 2014.01.24 18:04:00 -
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 Alicia Fermi wrote:It was not covered in the devblog but is there a significant difference between drones when it comes to the load on the server? There is a suggestion that all drones cause lag because they are self-contained units that need to move and shoot, implying that Warrior IIs are just as much a source of lag as Garde IIs. If that is the case, why all the furore about droneboats when most ships in these fights will be sporting their own flights which will be lagging out the system whether they are assisted to a player or not. Indeed, for the most part a drone is a drone is a drone. There is, however, a difference between a ship who has a standard dronebay and a drone-focused boat that's going to have space for spare flights and such. In the first case you'll have drones, sure, but they can be cleared by AoE and then you don't have drones.
 CCP Veritas - Technical Director - EVE Online
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        |  CCP Veritas
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       | Posted - 2014.01.24 18:17:00 -
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 Dinsdale Pirannha wrote:Then if you are against any solution that changes game mechanics That's not what I said. I'm against any solution that alters game mechanics based on what the TiDi factor is. Changes to game mechanics that do not rely on the TiDi factor are not covered by this statement.
 CCP Veritas - Technical Director - EVE Online
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        |  CCP Veritas
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       | Posted - 2014.01.24 22:40:00 -
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 Allright, post-nap replyathon!
 
 
 Frostys Virpio wrote:How much does a drone "lost" in space cost in performance? To someone already on grid, nothin'. They hurt a bit to someone coming on grid, which is why massed container spew on Jita 4-4 is unhappy and we hurt people who do that.
 
 
 Frostys Virpio wrote:How about entirely removing the auto attack behavior of drones Yeah, a separate drone setting for that makes sense to me. I know I'd use it as a player for sure.
 
 
 Highfield wrote:Would stripping sentry drones from all movement capabilties (ie. turning them into deployed turrets) help solve some of the lag related to them? After all, it takes all movement calculations out of the equations while nobody is going to miss that 1m/s.. Yes. Removing their desire to approach and orbit would reduce the amount of messages they generate.
 
 
 Weaselior wrote:There's been some speculation that loading inventories is server-intensive and that capitals, due to multiple inventory bays, may cause higher lag - is that correct? I haven't tested it specifically, but if there is an increased load due to their inventory I doubt it'd be directly because of multiple bays. Under the hood it's just one inventory with stuff identifying which bay it's in.
 
 
 Weaselior wrote:Also, what sort of lag does refitting in space put on the node? Does refitting trigger the same sort of intense calculations brain in the box is intended to fix, because you've suddenly got to apply all sorts of new bonuses to new mods? No, it doesn't. The modifiers from skills and such are already set up they just get picked up by the new module. I don't expect refitting would cause much load but I haven't tested it.
 
 
 Aryth wrote:Prior to the fight CCP had to take down G-0 (our staging) and HED. This was because they were both located on the same node. This has occurred many times and has been escalated before. Why have more nodes not been put in the reinforcement pool? Two reasons:
 - We've only got one machine of that kind, so 4 nodes to use. Jita takes one, so there's 3 left for handling reinforcement requests
 - A vast majority of days have no requests, so our most powerful machine is 3/4 wasted.
 
 Fixable things of course. The second is yet another thing to prioritize vs everything else on Gridlock's plate ;)
 
 
 Vincent Athena wrote:How far would TiDi have to have gone to keep Dogma Lateness at zero? 5%? 1%? 0.01%? I honestly don't know. It's entirely possible that the node would have needed to be nearly paused in order to keep up with all the non-time-scale load, which is Kinda Bad. Also, when the tick finally did advance, there'd be one helluva lot of processing to do for both clients and servers. That would not be fun.
 CCP Veritas - Technical Director - EVE Online
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        |  ISD Ezwal
 ISD Community Communications Liaisons
 
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       | Posted - 2014.01.25 00:38:00 -
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 I have removed some rule breaking posts and those quoting them. As always I let some edge cases stay.
 Please people, keep it on topic and above all civil!
 
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 Commonly known as flaming, personal attacks are posts that are designed to personally berate or insult another forum user. Posts of this nature are not beneficial to the community spirit that CCP promote and as such they will not be tolerated.
 
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 Off-topic posting is permitted within reason, as sometimes a single comment may color or lighten the tone of discussion. However, excessive posting of off-topic remarks in an attempt to derail a thread may result in the thread being locked, or a forum warning being issued.
 
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 CCP operate a zero tolerance policy on abuse of CCP employees and ISD volunteers. This includes but is not limited to personal attacks, trolling, GÇ£outingGÇ¥ of CCP employee or ISD volunteer player identities, and the use of any former player identities when referring to the aforementioned parties.
 Our forums are designed to be a place where players and developers can exchange ideas in a polite and friendly manner for the betterment of EVE Online. Players who attack or abuse employees of CCP, or ISD volunteers, will be permanently banned from the EVE Online forums across all their accounts with no recourse, and may also be subject to action against their game accounts.
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        |  CCP Explorer
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       | Posted - 2014.01.25 14:19:00 -
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 Evelgrivion wrote:It was never closed, but there now more people working on it.Kismeteer wrote:The worst lag was when people were jumping in, wouldn't reopening the Brian in the Box idea really have helped in this instance? I think we're all used to module lag, and lag moving about etc, it's the reappearance of the black screen of death that was majorly concerning.
 When you can't load grid, you can't turn on hardeners, and you're alpha'd off the field before it loads. That's not fun game play.
 As far as I know, Brain in a Box was never closed; the hold-up is in unraveling the legacy spaghetti-code, whose voodoo underpins the existing systems. Erlendur S. Thorsteinsson | Development Director | EVE Online // CCP Games | @erlendur
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       | Posted - 2014.01.25 14:21:00 -
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 Rommiee wrote:What is the relevance to this devblog and forum thread? Please stay on topic.Perhaps get the people from Team Super Friends to give a hand...they aren't doing anything constructive atm. Erlendur S. Thorsteinsson | Development Director | EVE Online // CCP Games | @erlendur
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       | Posted - 2014.01.25 14:25:00 -
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 Jowen Datloran wrote:See reply here: https://forums.eveonline.com/default.aspx?g=posts&m=4149338#post4149338Ah, so when the system approach 10% TiDi, all drones recall automatically due to "system interference" which would even be true.
 Would also encourage peeps to stop using those idiotic ships.
 
 Erlendur S. Thorsteinsson | Development Director | EVE Online // CCP Games | @erlendur
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       | Posted - 2014.01.25 14:30:00 -
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 PinkPanter wrote:Note that there are two calculations / two systems in play here: "Destiny" the physics simulation and "Dogma" the battle/damage/attribute simulation.Highfield wrote:Would stripping sentry drones from all movement capabilties (ie. turning them into deployed turrets) help solve some of the lag related to them? After all, it takes all movement calculations out of the equations while nobody is going to miss that 1m/s.. You mean so they are treated as guns? They still need to be targetable but at least what you say makes sense :) 
 Erlendur S. Thorsteinsson | Development Director | EVE Online // CCP Games | @erlendur
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       | Posted - 2014.01.25 14:33:00 -
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 Aryth wrote:No, we did not live remap HED-GP. We only live remapped G-0Q86 because it was on the same node as HED-GP.Prior to the fight CCP had to take down G-0 (our staging) and HED. This was because they were both located on the same node. This has occurred many times and has been escalated before. Why have more nodes not been put in the reinforcement pool? 
 (We also live remapped Rens and Hysera at a similar time, but for completely different reasons.)
 Erlendur S. Thorsteinsson | Development Director | EVE Online // CCP Games | @erlendur
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       | Posted - 2014.01.25 14:36:00 -
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 Veldar Reku wrote:See reply here: https://forums.eveonline.com/default.aspx?g=posts&m=4149338#post4149338Quote:This is one of the bounding scaling factors in large fleet fights, the unavoidable O(n2) situation where n people do things that n people need to see... Unavoidable O(n^2) things don't exist. Certainly not in a game. You can always optimize and compromise to avoid them. So what can you do to avoid these n^2 problems? How about turning off collision detection (except with POS force field, for example) when TiDi is above some limit? I'm assuming you do not do collision detection with warp bubbles already unless warp attempt is actually initiated. Everything else in EVE is not O(n^2) complex since there are limits - lock limits, watch list limits, etc. Because those limits exist, interaction complexity should not be O(n^2). Network traffic may still scale at O(n^2), but that can be managed and optimized at other nodes, not grid node (for example, I don't care if ship at 100km updates its position as frequently as a ship at 15km) The only event that a client needs to be told is when the ship dies. Player X does not care that a drone is orbiting player B, especially when drones are not visible to player B! Sort and compromise so things scale. Send aggregate updates to clients that actually need to know about sum of events, not specific event. Player X does not care that Drone 123 hit for 5 dmg and Drone 154 hit for 20. It only cares that Player X sustained 25 damage in a given tick *iff* Player X is either locked by player B or is in Player B's watchlist. If Player B does not lock player X (and not in watch list), then Player B does not care that player X sustains damage. There is no need or reason to be able to see (or be notified of) drone fire, laser fire, nos effects, etc. when there is TiDi on a server. Simplify and compromise  algorithms so you do not have O(n^2) under TiDi. 
 Erlendur S. Thorsteinsson | Development Director | EVE Online // CCP Games | @erlendur
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       | Posted - 2014.01.26 15:36:00 -
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 Tlat Ij wrote:No.Jeez man don't they teach you how to multiquote?    Erlendur S. Thorsteinsson | Development Director | EVE Online // CCP Games | @erlendur
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