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Thread Statistics | Show CCP posts - 17 post(s) |
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CCP Gargant
C C P C C P Alliance
764

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Posted - 2014.01.24 17:06:00 -
[1] - Quote
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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Akrasjel Lanate
Naquatech Conglomerate Naquatech Syndicate
1453
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Posted - 2014.01.24 17:12:00 -
[2] - Quote
So now everytime CFC will lose some stuff(Asakai and now HED) CCP will make a devblog about it   |

Gizznitt Malikite
Agony Unleashed Agony Empire
3454
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Posted - 2014.01.24 17:19:00 -
[3] - Quote
Thank you for looking into this! |

WarFireV
Blackwater USA Inc. Pandemic Legion
320
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Posted - 2014.01.24 17:20:00 -
[4] - Quote
Guess in the end, it was the 1000 domis that doomed CFCRUS. |

Sentient Blade
Crisis Atmosphere
1179
|
Posted - 2014.01.24 17:21:00 -
[5] - Quote
Interesting information.
I wonder if it makes sense to simply remove sentry drones from the physics simulation, keep them perfectly still, and to stop sending unique per-sentry firing information to every observer above a certain TIDI factor, although clearly you would still want to show them to the person being shot at, and their owner.
Or if you wanted to make something fun... battleship-only, sustained beam projected AOE that degrades drone damagttleships being fed cap by logi chains to effectively dampen every single sentry belonging to a slowcat fleet down to about 20kme / tracking within a given radius of the target ship, say 10km. Make it require a metric ton of cap. I'd love to see formations of ba optimal. |

Batolemaeus
Free-Space-Ranger Nulli Secunda
35
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Posted - 2014.01.24 17:25:00 -
[6] - Quote
Your are looking at a social problem from a technical angle, which is understandable given your job.
However, what's the opinion of Game Design (TM) on how the sov system that's been left untouched since Dominion contributes to this pileup of hardware and warm bodies?
There were enough pilots around to push the system to way beyond 5k people, and I doubt that number will go down as more and more 0.0 consolidates due to the design of sov, capitals and force projection. |

Kismeteer
GoonWaffe Goonswarm Federation
584
|
Posted - 2014.01.24 17:25:00 -
[7] - Quote
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. |
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CCP Veritas
C C P C C P Alliance
899

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Posted - 2014.01.24 17:28:00 -
[8] - Quote
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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Batolemaeus
Free-Space-Ranger Nulli Secunda
35
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Posted - 2014.01.24 17:29:00 -
[9] - Quote
Sentient Blade wrote:sustained beam projected AOE
In a thread about server performance, you want to introduce AOE.
Not sure if trolling or daft...
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CCP Veritas
C C P C C P Alliance
899

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Posted - 2014.01.24 17:29:00 -
[10] - Quote
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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Chribba
Otherworld Enterprises Otherworld Empire
10926
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Posted - 2014.01.24 17:29:00 -
[11] - Quote
Tech-****!
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Kismeteer
GoonWaffe Goonswarm Federation
584
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Posted - 2014.01.24 17:29:00 -
[12] - Quote
CCP Veritas wrote: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.
Excellent, thank you sir. I look forward to your progress. |

Aryth
GoonWaffe Goonswarm Federation
1442
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Posted - 2014.01.24 17:30:00 -
[13] - Quote
Why has no brain in a box work has occurred? This surely would have improved the jumpin/out experience of so many that were stuck in warp tunnels for hours. Leader of the Goonswarm Economic Warfare Cabal. Vile Rat: You're the greatest sociopath that has ever played eve. |

Evelgrivion
Calamitous-Intent Feign Disorder
287
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Posted - 2014.01.24 17:31:00 -
[14] - Quote
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. |

Schmata Bastanold
Black Rebel Rifter Club The Devil's Tattoo
1325
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Posted - 2014.01.24 17:36:00 -
[15] - Quote
While I completely don't care about reason and outcome of that battle I really enjoyed reading this devblog. Gimme MOAR :)
+1 CCP Veritas :) I am not my skills but... http://eveboard.com/pilot/Schmata_Bastanold |

Destoya
Sniggerdly Pandemic Legion
232
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Posted - 2014.01.24 17:36:00 -
[16] - Quote
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.
This seemed different from the black screen of old in that it eventually let you in, just took 90 minutes or whatever since the server was so overloaded with other tasks. Not saying that there's no improvement to be made here (my internet died a little while in so I spent a couple hours staring at the login screen of my accounts), but I wouldn't go so far as to call it the same thing as how it was back in 2007/8.
Also, just for the record every form of drone was pretty much useless in this fight, whether it came from a dominix or an archon. Drone assist didn't work at all so they pretty much sat there doing their own thing until the player count dropped enough where module lag was short enough to do things with them. |

Rommiee
Mercury Inc.
681
|
Posted - 2014.01.24 17:38:00 -
[17] - Quote
Perhaps get the people from Team Super Friends to give a hand...they aren't doing anything constructive atm. |

Omarous III
Brave Newbies Inc. Brave Collective
5
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Posted - 2014.01.24 17:39:00 -
[18] - Quote
Sentient Blade wrote:Interesting information.
I wonder if it makes sense to simply remove sentry drones from the physics simulation, keep them perfectly still, and to stop sending unique per-sentry firing information to every observer above a certain TIDI factor, although clearly you would still want to show them to the person being shot at, and their owner.
That would shake up the meta.
This is a pretty good idea. Perhaps once TIDI hits a certain level all drones "disappear" from the simulation and they are treated as an invisible weapon system. Pilots can still direct drone damage at a single target and other pilots can target the "drone system" from the overview and attack it. The drones, however, are invisible in the simulation. This would reduce the backend processing of each individual drone targeting, moving, orbiting, the weapon animations, etc. |

Weaselior
GoonWaffe Goonswarm Federation
6215
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Posted - 2014.01.24 17:39:00 -
[19] - Quote
CCP Veritas wrote: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. How much work has gone into it since it was announced / how much more is needed? That seems like it should be a huge priority - that's not even just a nullsec thing, that's a jita cap thing. Head of the Goonswarm Economic Warfare Cabal Disadvantaged Persons Outreach Division:
"We hire one-half of the working class to kill the other half." |

Gilbaron
Free-Space-Ranger Nulli Secunda
1198
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Posted - 2014.01.24 17:42:00 -
[20] - Quote
Aryth wrote:Why has no brain in a box work has occurred? This surely would have improved the jumpin/out experience of so many that were stuck in warp tunnels for hours.
Brain in the box work is happening
We are recruiting german-speaking PVP players, contact me :)
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Weaselior
GoonWaffe Goonswarm Federation
6215
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Posted - 2014.01.24 17:44:00 -
[21] - Quote
Gilbaron wrote:Aryth wrote:Why has no brain in a box work has occurred? This surely would have improved the jumpin/out experience of so many that were stuck in warp tunnels for hours. Brain in the box work is happening how happening
happening in the sense that "oh that's a good idea we should do it sometime once we're finished with dust" or "actual work has been going on since it was announced" Head of the Goonswarm Economic Warfare Cabal Disadvantaged Persons Outreach Division:
"We hire one-half of the working class to kill the other half." |

Evelgrivion
Calamitous-Intent Feign Disorder
288
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Posted - 2014.01.24 17:47:00 -
[22] - Quote
Weaselior wrote: how happening
happening in the sense that "oh that's a good idea we should do it sometime once we're finished with dust" or "actual work has been going on since it was announced"
There are multiple programmers on a team working on it. |

Bienator II
madmen of the skies
2423
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Posted - 2014.01.24 17:48:00 -
[23] - Quote
Quote: The other bit is that the decision making code behind drone behavior does a poor job of scaling, often considering all attackable objects on grid when figuring out who to go after.
WTF moment. right there. "poor job of scaling" - in other words "slowest implementation possible". After 10 years you guys figure out that O(n2) loops don't scale very well? eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |

Jessica Danikov
Clan Shadow Wolf Fatal Ascension
249
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Posted - 2014.01.24 17:48:00 -
[24] - Quote
The fix is simple you kill the batman optimise drones in the same way you did missiles- each ship can only have one active 'swarm'. Drones are deployed or recalled from that swarm. While the individual drones may still be targetable, the swarm has a virtual center- a single point that represents the whole swarm as far as the server is concerned (actually, it's a touch more complicated with AOE- with the edge case, you should probably consider the 'size' of the swarm and scale damage accordingly if the AOE doesn't overlap the whole blob, but that maths on that isn't too bad and can be optimised with lookup tables and simple linear interpolation).
If you recall or deploy a drone when drones are already out, it has to be to the swarm, so you get a temporary additional object in those cases, but for the most part, players don't do drones by halves (if any do, I'm sure we'll hear from them soon).
This reduces the typical number of drones by 80% on subcaps, 93% on carriers. Simple fix, but I bet the implementation is hard... |

Rommiee
Mercury Inc.
681
|
Posted - 2014.01.24 17:48:00 -
[25] - Quote
Weaselior wrote:Gilbaron wrote:Aryth wrote:Why has no brain in a box work has occurred? This surely would have improved the jumpin/out experience of so many that were stuck in warp tunnels for hours. Brain in the box work is happening how happening happening in the sense that "oh that's a good idea we should do it sometime once we're finished with dust" or "actual work has been going on since it was announced"
Or more like "lets get some pointless mobile structures done first, this reducung lag thing can wait" |

Dinsdale Pirannha
Pirannha Corp
2078
|
Posted - 2014.01.24 17:50:00 -
[26] - Quote
CCP Gargant wrote: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.
I read the dev blog.
So you sellouts are admitting you are wrecking drones for all players of Eve, for the sake of making the blob-seccer's, a small minority of the player base, happy.
Disgusting.
How about this? IGNORE THEM.
Their problem is not a big problem when looking at Eve as a whole. Why must you cater to such a small percentage of Eve?
And if you say "because we market the game on these massive fights", I will throw up.
How about taking some fraps of any one of the dozens of small gang fights that occur daily in FW zones, and make an ad based on those. The non- Eve player might appreciate ships actually moving on the screen, and not needing to be zoomed way out so every ship is just a red or blue square. Most people viewed Orwell's writings as a warning. The harper regime and the goons treat them as a guidebook. |
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CCP Veritas
C C P C C P Alliance
900

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Posted - 2014.01.24 17:50:00 -
[27] - Quote
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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Evelgrivion
Calamitous-Intent Feign Disorder
288
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Posted - 2014.01.24 17:50:00 -
[28] - Quote
In the thread: players with no direct understanding of Eve's architecture offer in depth technical solutions to complex problems, which they only became aware of ten minutes ago. |

Jowen Datloran
Science and Trade Institute Caldari State
798
|
Posted - 2014.01.24 17:52:00 -
[29] - Quote
Ah, 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. Mr. Science & Trade Institute, EVE Online Lorebook-á |

Anharat
Cutting Edge Incorporated RAZOR Alliance
73
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Posted - 2014.01.24 17:54:00 -
[30] - Quote
I'll give you 2 variants how to "deal" with the "drone" meta. 1. Make the level of leadership skill determine how much of drone bandwidth in mbit can be assigned to a person. One level of Leadership could be 50mbit in drones that be assigned to a single person with that skill , different numbers for wing command, fleet command. 2. Have any form of ECM (damp, jam, td) affect the drones of the ship that the ECM is being applied to.
Now this won't obviously reduce the server load that a gazillion drones will create. But let's face it. Drone assist is cancer and the faster you make it less terrible the faster big ass fights will be more like 6vdt and less like hed-. |
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CCP Veritas
C C P C C P Alliance
900

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Posted - 2014.01.24 17:54:00 -
[31] - Quote
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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Weaselior
GoonWaffe Goonswarm Federation
6215
|
Posted - 2014.01.24 17:57:00 -
[32] - Quote
CCP Veritas wrote: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. What is "Dogma"? I'm sure you've mentioned it before but I can't remember what that system is.
edit: also, I hope CCP keeps your team intact: this sort of thing should be ongoing since this sort of stuff is really key for the game and these sort of massive battles being playable is a huge selling point to new people and retention for existing people (and, them being not playable leads to a lot of "**** this **** i'm out") Head of the Goonswarm Economic Warfare Cabal Disadvantaged Persons Outreach Division:
"We hire one-half of the working class to kill the other half." |

Moira Ayindi
Science and Trade Institute Caldari State
9
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Posted - 2014.01.24 17:58:00 -
[33] - Quote
CCP Veritas wrote: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.
Awesome answer =ƒÿâ But Dinsdale don't believe you, he is a freak or troll xD |

Alicia Fermi
North Eastern Swat Pandemic Legion
41
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Posted - 2014.01.24 18:00:00 -
[34] - Quote
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.
A quickish fix would be to rework the additional drone in space bonus of certain capitals to additional damage. |

progodlegend
Infinite Point Nulli Secunda
145
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Posted - 2014.01.24 18:00:00 -
[35] - Quote
Weaselior wrote:Gilbaron wrote:Aryth wrote:Why has no brain in a box work has occurred? This surely would have improved the jumpin/out experience of so many that were stuck in warp tunnels for hours. Brain in the box work is happening how happening happening in the sense that "oh that's a good idea we should do it sometime once we're finished with dust" or "actual work has been going on since it was announced"
Dust doesn't take away from EVE development, you know this already.
As far as other things, Team Gridlock is there to improve server performance, so I imagine they are going to prioritize whatever is best to fix server load. |
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CCP Veritas
C C P C C P Alliance
904

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Posted - 2014.01.24 18:01:00 -
[36] - Quote
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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Dirk Action
Sniggerdly Pandemic Legion
260
|
Posted - 2014.01.24 18:02:00 -
[37] - Quote
Weaselior wrote:CCP Veritas wrote: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. What is "Dogma"? I'm sure you've mentioned it before but I can't remember what that system is. edit: also, I hope CCP keeps your team intact: this sort of thing should be ongoing since this sort of stuff is really key for the game and these sort of massive battles being playable is a huge selling point to new people and retention for existing people (and, them being not playable leads to a lot of "**** this **** i'm out")
this isn't k.com, friend, maybe actually reading the devblog will answer your question |

Edmark I
GoonWaffe Goonswarm Federation
20
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Posted - 2014.01.24 18:04:00 -
[38] - Quote
WarFireV wrote:Guess in the end, it was the 1000 domis that doomed CFCRUS.
You are correct sir. As we have long suspected- drones do much more in terms of processing than guns. Drones and mass drone doctrines are a major problem. |
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CCP Veritas
C C P C C P Alliance
904

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Posted - 2014.01.24 18:04:00 -
[39] - Quote
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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Querns
GBS Logistics and Fives Support Goonswarm Federation
197
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Posted - 2014.01.24 18:08:00 -
[40] - Quote
To those of you who are perhaps donning the tinfoil a little too hastily, keep in mind that this situation is very similar to the situation a few years ago when massed drakes in fleet fights were causing servers to (in one case) literally catch fire due to missiles having unoptimized routines. CCP was able to largely eliminate these problems without affecting the state of game balance. (Indeed, the fall of the heavy missile from grace was due to a wholly separate gameplay change.) I imagine that a similar approach will be tried here, and that this "war on drones" will not necessarily be coupled with a gameplay change. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |
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Dinsdale Pirannha
Pirannha Corp
2078
|
Posted - 2014.01.24 18:15:00 -
[41] - Quote
CCP Veritas wrote: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.
Then if you are against any solution that changes game mechanics, you are doomed to repeating this over and over, and stop allocating ANY resources to it, because giving people a platform to distort game mechanics is PRECISELY what you have now.
Do you seriously believe that magically, some genius at CCP will come up with a hardware /software solution that will fix all the problems with a 40,000 object fight (ships and drones)? Or how about 80,000, when the blob-seccers game the system again when you have your miracle cure for 40,000?
The only way you fix this is through a massive overhaul of the game mechanics, and maybe, just maybe, a total re-write of the code controlling system combat. Clearly, you have no intention of doing the first, and strongly doubt you have the inclination or resources for the second.
So you are doomed to fail.
Call it a day and focus on the rest of the game's subscription base. Most people viewed Orwell's writings as a warning. The harper regime and the goons treat them as a guidebook. |

Frostys Virpio
Caldari Provisions Caldari State
979
|
Posted - 2014.01.24 18:16:00 -
[42] - Quote
CCP Veritas wrote: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.
How much does a drone "lost" in space cost in performance? What if you have thousands of them? We are not supposed to drop large quantity of jet cans in space because it can cause lag and I would assume drones are counted as objects too.
How about entirely removing the auto attack behavior of drones and have the controler have to actaully control them with direct command/trigger on ship attack/assistant attack? Wouldn't that remove some of the ridiculous load generated by the thousand entities in space trying to analyse wich one of the 4k ships in space should be the next default target?
It's also eliminate some AFK play... |
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CCP Veritas
C C P C C P Alliance
911

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Posted - 2014.01.24 18:17:00 -
[43] - Quote
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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stoicfaux
3895
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Posted - 2014.01.24 18:19:00 -
[44] - Quote
+1 for Drone swarms (i.e. groups), because how often do people not apply all their drones to a single target?
Hell, go one step further all put all drones attacking a single target into an aggregate group? If 15 drones from three attackers are on one target, then treat those 15 drones as one single drone swarm. (Yes, abstracting different drones into one attack is non-trivial.)
WASABI: Warp Acceleration System Ancillary Boost Injected(Gäó)
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PinkPanter
The Scope Gallente Federation
29
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Posted - 2014.01.24 18:20:00 -
[45] - Quote
Jowen Datloran wrote:Ah, 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.
I like those ships. Play your game and let me play mine. Find a fix that benefits all not just your ******** self.
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Frostys Virpio
Caldari Provisions Caldari State
979
|
Posted - 2014.01.24 18:20:00 -
[46] - Quote
stoicfaux wrote:+1 for Drone swarms (i.e. groups), because how often do people not apply all their drones to a single target?
Hell, go one step further all put all drones attacking a single target into an aggregate group? If 15 drones from three attackers are on one target, then treat those 15 drones as one single drone swarm. (Yes, abstracting different drones into one attack is non-trivial.)
As soon as we find a way to make different drones with different stats behave the same way... |

PinkPanter
The Scope Gallente Federation
29
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Posted - 2014.01.24 18:22:00 -
[47] - Quote
Frostys Virpio wrote:CCP Veritas wrote: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. How much does a drone "lost" in space cost in performance? What if you have thousands of them? We are not supposed to drop large quantity of jet cans in space because it can cause lag and I would assume drones are counted as objects too. How about entirely removing the auto attack behavior of drones and have the controler have to actaully control them with direct command/trigger on ship attack/assistant attack? Wouldn't that remove some of the ridiculous load generated by the thousand entities in space trying to analyse wich one of the 4k ships in space should be the next default target? It's also eliminate some AFK play...
In hed we couldn't set drone assist when turkey shooting. It was all done manually. Got another point? |

stoicfaux
3895
|
Posted - 2014.01.24 18:22:00 -
[48] - Quote
Give drones Miniature Micro Jump Drives instead of MWDs to cut down on long range travel calculations.
Make drones out of transparent aluminium so you don't have to render them.
WASABI: Warp Acceleration System Ancillary Boost Injected(Gäó)
|

Querns
GBS Logistics and Fives Support Goonswarm Federation
197
|
Posted - 2014.01.24 18:22:00 -
[49] - Quote
Frostys Virpio wrote:stoicfaux wrote:+1 for Drone swarms (i.e. groups), because how often do people not apply all their drones to a single target?
Hell, go one step further all put all drones attacking a single target into an aggregate group? If 15 drones from three attackers are on one target, then treat those 15 drones as one single drone swarm. (Yes, abstracting different drones into one attack is non-trivial.)
As soon as we find a way to make different drones with different stats behave the same way... That's not hard -- if you are, say, in a Rapier and deploy three medium drones and two light drones due to your 40 m^3 drone bay, you just then control two swarms -- one medium droneswarm, one light droneswarm.
If you are a goof and deploy five distinct, separate types of drones, then good for you, and the game treats it the same it would today. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Leigh Akiga
My Highsec Backbone
516
|
Posted - 2014.01.24 18:23:00 -
[50] - Quote
stoicfaux wrote:+1 for Drone swarms (i.e. groups), because how often do people not apply all their drones to a single target?
Hell, go one step further all put all drones attacking a single target into an aggregate group? If 15 drones from three attackers are on one target, then treat those 15 drones as one single drone swarm. (Yes, abstracting different drones into one attack is non-trivial.)
Or bring sentry drones in line with other battleship weapon systems in terms of tracking, optimal, rate of fire and dps. If both sides in a fight are bringing the same thing- and literally everyone else from the alliance tournament on down to every current fleet concept in 0.0 are using the sentry drone then clearly the thing needs to raise some eyebrows.
|
|

PinkPanter
The Scope Gallente Federation
29
|
Posted - 2014.01.24 18:25:00 -
[51] - Quote
Leigh Akiga wrote:stoicfaux wrote:+1 for Drone swarms (i.e. groups), because how often do people not apply all their drones to a single target?
Hell, go one step further all put all drones attacking a single target into an aggregate group? If 15 drones from three attackers are on one target, then treat those 15 drones as one single drone swarm. (Yes, abstracting different drones into one attack is non-trivial.) Or bring sentry drones in line with other battleship weapon systems in terms of tracking, optimal, rate of fire and dps. If both sides in a fight are bringing the same thing- and literally everyone else from the alliance tournament on down to every current fleet concept in 0.0 are using the sentry drone then clearly the thing needs to raise some eyebrows.
People used drakes, tengus, proteuses, gilas, oracles, zealots, nados and sooo on. Now we have something else. Find a way AROUND it instead of NERFING it. |

Frostys Virpio
Caldari Provisions Caldari State
979
|
Posted - 2014.01.24 18:25:00 -
[52] - Quote
PinkPanter wrote:Frostys Virpio wrote:CCP Veritas wrote: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. How much does a drone "lost" in space cost in performance? What if you have thousands of them? We are not supposed to drop large quantity of jet cans in space because it can cause lag and I would assume drones are counted as objects too. How about entirely removing the auto attack behavior of drones and have the controler have to actaully control them with direct command/trigger on ship attack/assistant attack? Wouldn't that remove some of the ridiculous load generated by the thousand entities in space trying to analyse wich one of the 4k ships in space should be the next default target? It's also eliminate some AFK play... In hed we couldn't set drone assist when turkey shooting. It was all done manually. Got another point?
If drone assist was not working, it means every single drone had to find a target by itself or wait for a direct command. All those drones then go through the whole list of ship on grid and check if they are a good target. This will add to the load. If dones were just unable to direct themself, it would mean those thousands of things in space start morking more closely to ship because the server don't "think" for them. |

stoicfaux
3896
|
Posted - 2014.01.24 18:27:00 -
[53] - Quote
Frostys Virpio wrote:stoicfaux wrote:+1 for Drone swarms (i.e. groups), because how often do people not apply all their drones to a single target?
Hell, go one step further all put all drones attacking a single target into an aggregate group? If 15 drones from three attackers are on one target, then treat those 15 drones as one single drone swarm. (Yes, abstracting different drones into one attack is non-trivial.)
As soon as we find a way to make different drones with different stats behave the same way... Given a group of drones, calculate the average DPS and damage type(s) into one attack. This calculation is done once when the group is created, i.e. it creates a single unique drone attack instead of 5 individual drone attacks. edit: It's like weapon grouping but allows for having "different" types of guns in one group. It should work because drone differences in range and tracking are relatively minimal, so it's not like you're having to abstract a 5km blaster with a 100km railgun in a single group.
Abstracting maneuverability is a bit trickier, but leveling out drone performance (e.g. all lights travel the same speed) is one method. Giving drones a micro MJD in place of an MWD is another way. WASABI: Warp Acceleration System Ancillary Boost Injected(Gäó)
|

PinkPanter
The Scope Gallente Federation
29
|
Posted - 2014.01.24 18:28:00 -
[54] - Quote
Frostys Virpio wrote:PinkPanter wrote:Frostys Virpio wrote:CCP Veritas wrote: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. How much does a drone "lost" in space cost in performance? What if you have thousands of them? We are not supposed to drop large quantity of jet cans in space because it can cause lag and I would assume drones are counted as objects too. How about entirely removing the auto attack behavior of drones and have the controler have to actaully control them with direct command/trigger on ship attack/assistant attack? Wouldn't that remove some of the ridiculous load generated by the thousand entities in space trying to analyse wich one of the 4k ships in space should be the next default target? It's also eliminate some AFK play... In hed we couldn't set drone assist when turkey shooting. It was all done manually. Got another point? If drone assist was not working, it means every single drone had to find a target by itself or wait for a direct command. All those drones then go through the whole list of ship on grid and check if they are a good target. This will add to the load. If dones were just unable to direct themself, it would mean those thousands of things in space start morking more closely to ship because the server don't "think" for them.
Whatever that is what you all want is to nerf all the TIME i have put into new skills. Reimburse SP then because it's pretty stupid to go chasing goats everytime CCP can't find a solution and people cry. That's what pisses me off. FIX it not nerf or remove FFS. How many times does it have to happen till you all realize a patch is not a fix and that's exactly what always happens. |

DRGaius Baltar
Science and Trade Institute Caldari State
88
|
Posted - 2014.01.24 18:29:00 -
[55] - Quote
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.
Herpa ...derp... derp..... derp.....Guess you guys shouldn't of jumped your capital fleet on the same god damn grid with your domi fleet + 5,000k drones in addition to N3/PL fleet....... |

PinkPanter
The Scope Gallente Federation
29
|
Posted - 2014.01.24 18:30:00 -
[56] - Quote
DRGaius Baltar wrote: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. Herpa ...derp... derp..... derp.....Guess you guys shouldn't of jumped your capital fleet on the same god damn grid with your domi fleet + 5,000k drones in addition to N3/PL fleet.......
When CCP raises cap to 7000 they will jump 6000 and cry about it again. |

Frostys Virpio
Caldari Provisions Caldari State
979
|
Posted - 2014.01.24 18:30:00 -
[57] - Quote
stoicfaux wrote:Frostys Virpio wrote:stoicfaux wrote:+1 for Drone swarms (i.e. groups), because how often do people not apply all their drones to a single target?
Hell, go one step further all put all drones attacking a single target into an aggregate group? If 15 drones from three attackers are on one target, then treat those 15 drones as one single drone swarm. (Yes, abstracting different drones into one attack is non-trivial.)
As soon as we find a way to make different drones with different stats behave the same way... Given a group of drones, calculate the average DPS and damage type(s) into one attack. This calculation is done once when the group is created, i.e. it creates a single unique drone attack instead of 5 individual drone attacks. Abstracting maneuverability is a bit trickier, but leveling out drone performance (e.g. all lights travel the same speed) is one method. Giving drones a micro MJD in place of an MWD is another way.
Unless they make drone totally immobile unless jumping, then the load will be the same or more if the drone calculate himself if he should jump or "slowboat". Each gun attack also need to be calculated individually to be on equal term as guns even if groupped. |

Highfield
Vanishing Point. The Initiative.
51
|
Posted - 2014.01.24 18:32:00 -
[58] - Quote
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.. |

stoicfaux
3896
|
Posted - 2014.01.24 18:32:00 -
[59] - Quote
Frostys Virpio wrote:Unless they make drone totally immobile unless jumping, then the load will be the same or more if the drone calculate himself if he should jump or "slowboat". Each gun attack also need to be calculated individually to be on equal term as guns even if groupped. No, and no.
WASABI: Warp Acceleration System Ancillary Boost Injected(Gäó)
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Frostys Virpio
Caldari Provisions Caldari State
979
|
Posted - 2014.01.24 18:33:00 -
[60] - Quote
PinkPanter wrote:
Whatever that is what you all want is to nerf all the TIME i have put into new skills. Reimburse SP then because it's pretty stupid to go chasing goats everytime CCP can't find a solution and people cry. That's what pisses me off. FIX it not nerf or remove FFS. How many times does it have to happen till you all realize a patch is not a fix and that's exactly what always happens.
I am just askign for them to not select target by themself and shoot by themself unless they recive a command telling them to. They would still respond to a trigger boat under drone assist and still be able to be used by directing them.
I only want the "auto-attack" portion of them removed because anyway concentrated fire on a chosen target is better anyway and it's a shitload of check the server has to do for them to behave in the current way. |
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stoicfaux
3896
|
Posted - 2014.01.24 18:33:00 -
[61] - Quote
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 turn a group of sentries into a single deployable?
WASABI: Warp Acceleration System Ancillary Boost Injected(Gäó)
|

Frostys Virpio
Caldari Provisions Caldari State
979
|
Posted - 2014.01.24 18:34:00 -
[62] - Quote
stoicfaux wrote:Frostys Virpio wrote:Unless they make drone totally immobile unless jumping, then the load will be the same or more if the drone calculate himself if he should jump or "slowboat". Each gun attack also need to be calculated individually to be on equal term as guns even if groupped. No, and no.
If they are not immobile, they still have to keep moving so that calculation is not saved at all. Why would they be given a single attack when grouped guns do not? |

PinkPanter
The Scope Gallente Federation
29
|
Posted - 2014.01.24 18:34:00 -
[63] - Quote
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 :) |

MeBiatch
GRR GOONS
1696
|
Posted - 2014.01.24 18:36:00 -
[64] - Quote
WarFireV wrote:Guess in the end, it was the 1000 domis that doomed CFCRUS.
make you wonder what 1000 maels would have done to the wreaking ball eh? There are no stupid Questions... just stupid people... Winter Expansion new ship request |

Jessica Danikov
Clan Shadow Wolf Fatal Ascension
251
|
Posted - 2014.01.24 18:36:00 -
[65] - Quote
stoicfaux wrote:+1 for Drone swarms (i.e. groups), because how often do people not apply all their drones to a single target?
Hell, go one step further all put all drones attacking a single target into an aggregate group? If 15 drones from three attackers are on one target, then treat those 15 drones as one single drone swarm. (Yes, abstracting different drones into one attack is non-trivial.)
Genius, wish I'd thought of that- only really works for your mobile drones that can establish an orbit, though. Sentry drones should have their speed set to 0 and only ever have a fixed position (in part to prevent the annoying behaviour of slowly drifting into POSes on a bash). |

Aryth
GoonWaffe Goonswarm Federation
1442
|
Posted - 2014.01.24 18:37:00 -
[66] - Quote
CCP Veritas wrote: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.
This is great news. If you had to throw a wild guess at it and I know it is truly a guess. Less than a year out? Leader of the Goonswarm Economic Warfare Cabal. Vile Rat: You're the greatest sociopath that has ever played eve. |

Weaselior
GoonWaffe Goonswarm Federation
6215
|
Posted - 2014.01.24 18:38:00 -
[67] - Quote
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?
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? Head of the Goonswarm Economic Warfare Cabal Disadvantaged Persons Outreach Division:
"We hire one-half of the working class to kill the other half." |

Wulfy Johnson
NorCorp Security
18
|
Posted - 2014.01.24 18:47:00 -
[68] - Quote
Get rid of the damed things already so we can go back to fighting eachother by changing doctrines.. This one weaponsystem fights all is ruining the game.. Yeah even the ratters that knows what they are doing and bitching because we call for a nerf knows they need to go.. Not to mention the impact this sentryfuzz is having on the average market.. |

stoicfaux
3896
|
Posted - 2014.01.24 18:52:00 -
[69] - Quote
Frostys Virpio wrote:stoicfaux wrote:Frostys Virpio wrote:Unless they make drone totally immobile unless jumping, then the load will be the same or more if the drone calculate himself if he should jump or "slowboat". Each gun attack also need to be calculated individually to be on equal term as guns even if groupped. No, and no. If they are not immobile, they still have to keep moving so that calculation is not saved at all. Why would they be given a single attack when grouped guns do not? Grouped guns are not abstracted into a single roll of the dice because that would make WTFBBQ criticals much more common (DPS would be the same, but the probabilities of big hits and big misses would increase, which would be noticeable to statistics impaired players.)
The variations in stats between classes of drones isn't that great, unlike guns. Standard combat drones (i.e. not sentries) don't really have a huge difference in range, so generalizing the stats into one optimal+falloff isn't as jarring as say averaging the range for a blaster + railgun group. Mixing drone damage types is equivalent to mixed damage ammo types that we have now. On so on. In theory, SWAG, back of the napkin, etc., abstracting combat drones should be "easy."
Sentry drones appear to have a huge variation in optimal+falloff, at least until you take drone control range into account, meaning Bouncers/Curators/Wardens have ~60km optimals as it is. Gardes are the biggest problem and would need their stats to be refactored. Obviously, Omnis and drone range extenders would need a going over as well.
As for drone movement, just get rid of drone movement. Drones MJD to the target and then "stick" to the target (piggy back (or surf) on the time-space warping wake created by moving ships.) You could still have target speed affect the DPS of a sticky drone swam because "lore-wise," fast moving ships create rough space-time "wakes" which affects swarm targeting.
Anyway, even if drone swarms were implemented, it's still an O(N^2) problem, so the gains would be "negligible" in the computer science definition.
WASABI: Warp Acceleration System Ancillary Boost Injected(Gäó)
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indiana bones
Federal Navy Academy Gallente Federation
66
|
Posted - 2014.01.24 18:54:00 -
[70] - Quote
I feel a new drone nerf module on the horizon Rubicon 1.2 perhaps?  |
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PinkPanter
The Scope Gallente Federation
29
|
Posted - 2014.01.24 18:57:00 -
[71] - Quote
indiana bones wrote:I feel a new drone nerf module on the horizon  Rubicon 1.2 perhaps? 
I'm soooo hoping that maybe and I mean maybe this time it won't be the case. |

Aryth
GoonWaffe Goonswarm Federation
1442
|
Posted - 2014.01.24 18:59:00 -
[72] - Quote
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? Leader of the Goonswarm Economic Warfare Cabal. Vile Rat: You're the greatest sociopath that has ever played eve. |

Kismeteer
GoonWaffe Goonswarm Federation
584
|
Posted - 2014.01.24 19:00:00 -
[73] - Quote
DRGaius Baltar wrote:Herpa ...derp... derp..... derp.....Guess you guys shouldn't of jumped your capital fleet on the same god damn grid with your domi fleet + 5,000k drones in addition to N3/PL fleet.......
Yep, that was extremely dumb. And the people involved should be shot. Luckily, that's not my call.
What is my concern is that we have another situation where 'on grid first' wins. |

Destoya
Sniggerdly Pandemic Legion
232
|
Posted - 2014.01.24 19:09:00 -
[74] - Quote
indiana bones wrote:I feel a new drone nerf module on the horizon  Rubicon 1.2 perhaps? 
Omnidirectional nerf is already a step in the right direction, now at least the archons and domnixes only have insane tracking at relatively short range instead of out to 100-150km |

Destoya
Sniggerdly Pandemic Legion
232
|
Posted - 2014.01.24 19:18:00 -
[75] - Quote
Kismeteer wrote: Yep, that was extremely dumb. And the people involved should be shot. Luckily, that's not my call.
What is my concern is that we have another situation where 'on grid first' wins.
This seems like a very contradictory statement to me.
You admit that jumping 1000 domnixes (which did absolutely nothing in terms of doing damage in the fight) was a stupid decision that caused a large amount of lag that severely hampered your dreadnought fleet. If those 700 dreads were actually functioning, even at reduced level, it would have been absolutely terrifying.
This effect is compounded by how it was so laggy that the drone assist on slowcats was not working at all, and that the modlue lag was long enough that it would be very difficult if not impossible for the carriers/supers to get any reps down before the targets died to overwhelming alpha.
Even if you lose the majority of the dread fleet, there were a heck of a lot of soft targets (ragnorak/hels/wyverns) to kill off first to at least get the isk efficiency number in the green.
|

Aryth
GoonWaffe Goonswarm Federation
1442
|
Posted - 2014.01.24 19:23:00 -
[76] - Quote
Destoya wrote:Kismeteer wrote: Yep, that was extremely dumb. And the people involved should be shot. Luckily, that's not my call.
What is my concern is that we have another situation where 'on grid first' wins.
This seems like a very contradictory statement to me. You admit that jumping 1000 domnixes (which did absolutely nothing in terms of doing damage in the fight) was a stupid decision that caused a large amount of lag that severely hampered your dreadnought fleet. If those 700 dreads were actually functioning, even at reduced level, it would have been absolutely terrifying. This effect is compounded by how it was so laggy that the drone assist on slowcats was not working at all, and that the modlue lag was long enough that it would be very difficult if not impossible for the carriers/supers to get any reps down before the targets died to overwhelming alpha. Even if you lose the majority of the dread fleet, there were a heck of a lot of soft targets (ragnorak/hels/wyverns) to kill off first to at least get the isk efficiency number in the green.
I agree. The fleet we had assembled was going to murder. The only thing that could have went bad to end that fight was CCP. We are very fortunate we saw the impacts happening before we jumped the supers and titans in. If the FC's hadn't gotten concerned carriers were not loading this could have been the most expensive turkeyshoot in gaming history.
However, for us to get the fight we all want, CCP is going to have to make some serious changes to how EVE handles big fights. Subcaps or not, this is not going to happen within current mechanics. Leader of the Goonswarm Economic Warfare Cabal. Vile Rat: You're the greatest sociopath that has ever played eve. |

knobber Jobbler
Bat Country Goonswarm Federation
318
|
Posted - 2014.01.24 19:25:00 -
[77] - Quote
"future popularity of drone-centric fleet doctrines"
Future? I'm struggling to find a doctrine for large scale fights that isn't drone based. |

Cap'n Schmitty
Critical Mass Inc. Nexus Fleet
1
|
Posted - 2014.01.24 19:35:00 -
[78] - Quote
CCP Veritas wrote: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 +1 for BiaB Fanfest presentation. Make it happen. |

Harvey James
The Sengoku Legacy
634
|
Posted - 2014.01.24 19:35:00 -
[79] - Quote
besides caps being able to field 3x's the amount drones that of any other ship which seems strange in itself ( maybe nerf down to 10 and remove drones from caps altogether fighters only since their capital weapons and all) ... perhaps another way of reducing the amount of caps on field is too make fighters require actual pilots too fly fighters/bombers...
EVE Valkyrie comes too mind here.. Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name.. remove drone assist mechanic. Nerf web strength ..... module tiercide FTW role based instead of tiers please. |

Leigh Akiga
My Highsec Backbone
516
|
Posted - 2014.01.24 19:37:00 -
[80] - Quote
knobber Jobbler wrote:I'm struggling to find a doctrine for large scale fights that isn't drone based.
We used to shoot each other with guns and missiles and fly our ships in space, anchor up and approach and orbit! Now we are wadded up in a ball and our highslots dont even have any weapons- they have drone mods  |
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DeDes
Oberon Incorporated RAZOR Alliance
40
|
Posted - 2014.01.24 19:37:00 -
[81] - Quote
So your saying that all those times the GM said there was nothing in the log files to say there was a problem and that the server was fine was a lie? There really was a log file that could be looked at to see problems? |

Marlona Sky
D00M. Northern Coalition.
4800
|
Posted - 2014.01.24 19:38:00 -
[82] - Quote
Only having one objective to kill/protect in these sov related battles is terrible. But you can't just add more objectives in the same system because that is still the same load on on system. So the solution is to make the gates leading to the system being contested equally important. Now instead of one system trying to support thousands upon thousands of players, the weight is spread across a few systems. Each system on its own reinforced node.
Still one giant battle, but far more playable and hamster friendly.  . |

Destoya
Sniggerdly Pandemic Legion
232
|
Posted - 2014.01.24 19:40:00 -
[83] - Quote
Harvey James wrote:besides caps being able to field 3x's the amount drones that of any other ship which seems strange in itself ( maybe nerf down to 10 and remove drones from caps altogether fighters only since their capital weapons and all) ... perhaps another way of reducing the amount of caps on field is too make fighters require actual pilots too fly fighters/bombers...
EVE Valkyrie comes too mind here..
To be clear, the majority of drones quoted in the post were sentry drones, not fighters or fighter bombers.
Also, carriers can only field 10 drones, and for most people only 9 since they havent put in the time for carrier 5.
|

Frostys Virpio
Caldari Provisions Caldari State
979
|
Posted - 2014.01.24 19:41:00 -
[84] - Quote
Marlona Sky wrote:Only having one objective to kill/protect in these sov related battles is terrible. But you can't just add more objectives in the same system because that is still the same load on on system. So the solution is to make the gates leading to the system being contested equally important. Now instead of one system trying to support thousands upon thousands of players, the weight is spread across a few systems. Each system on its own reinforced node. Still one giant battle, but far more playable and hamster friendly. 
Won't people send all they have to system 1 and if they win go to system 2 then 3 then whatever because they are facing smaller fleet distributed over numerous systems which can be moved to all the time thanks to power projection? |

Marlona Sky
D00M. Northern Coalition.
4800
|
Posted - 2014.01.24 19:42:00 -
[85] - Quote
Frostys Virpio wrote:Marlona Sky wrote:Only having one objective to kill/protect in these sov related battles is terrible. But you can't just add more objectives in the same system because that is still the same load on on system. So the solution is to make the gates leading to the system being contested equally important. Now instead of one system trying to support thousands upon thousands of players, the weight is spread across a few systems. Each system on its own reinforced node. Still one giant battle, but far more playable and hamster friendly.  Won't people send all they have to system 1 and if they win go to system 2 then 3 then whatever because they are facing smaller fleet distributed over numerous systems which can be moved to all the time thanks to power projection? Not if winning means you need to win all the objectives at the same time. . |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
2588
|
Posted - 2014.01.24 19:45:00 -
[86] - Quote
Destoya wrote:Harvey James wrote:besides caps being able to field 3x's the amount drones that of any other ship which seems strange in itself ( maybe nerf down to 10 and remove drones from caps altogether fighters only since their capital weapons and all) ... perhaps another way of reducing the amount of caps on field is too make fighters require actual pilots too fly fighters/bombers...
EVE Valkyrie comes too mind here.. To be clear, the majority of drones quoted in the post were sentry drones, not fighters or fighter bombers. Also, carriers can only field 10 drones, and for most people only 9 since they havent put in the time for carrier 5.
Should I refer to Advanced Drone Interfacing?
Or is that still capped to 10, even with Drone Control Units? Steve Ronuken for CSM 9! http://www.fuzzwork.co.uk/ Twitter: @fuzzysteve on Twitter |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
2588
|
Posted - 2014.01.24 19:46:00 -
[87] - Quote
Marlona Sky wrote:Frostys Virpio wrote:Marlona Sky wrote:Only having one objective to kill/protect in these sov related battles is terrible. But you can't just add more objectives in the same system because that is still the same load on on system. So the solution is to make the gates leading to the system being contested equally important. Now instead of one system trying to support thousands upon thousands of players, the weight is spread across a few systems. Each system on its own reinforced node. Still one giant battle, but far more playable and hamster friendly.  Won't people send all they have to system 1 and if they win go to system 2 then 3 then whatever because they are facing smaller fleet distributed over numerous systems which can be moved to all the time thanks to power projection? Not if winning means you need to win all the objectives at the same time.
The main problem there is that a smaller group /cannot/ capture any system. Steve Ronuken for CSM 9! http://www.fuzzwork.co.uk/ Twitter: @fuzzysteve on Twitter |

Frostys Virpio
Caldari Provisions Caldari State
979
|
Posted - 2014.01.24 19:47:00 -
[88] - Quote
Marlona Sky wrote:Frostys Virpio wrote:Marlona Sky wrote:Only having one objective to kill/protect in these sov related battles is terrible. But you can't just add more objectives in the same system because that is still the same load on on system. So the solution is to make the gates leading to the system being contested equally important. Now instead of one system trying to support thousands upon thousands of players, the weight is spread across a few systems. Each system on its own reinforced node. Still one giant battle, but far more playable and hamster friendly.  Won't people send all they have to system 1 and if they win go to system 2 then 3 then whatever because they are facing smaller fleet distributed over numerous systems which can be moved to all the time thanks to power projection? Not if winning means you need to win all the objectives at the same time.
All or a majority? If all, the defending side will pile up in one system to insure they prevent a full win for the other side... |

Leigh Akiga
My Highsec Backbone
516
|
Posted - 2014.01.24 19:47:00 -
[89] - Quote
Steve Ronuken wrote:Destoya wrote:Harvey James wrote:besides caps being able to field 3x's the amount drones that of any other ship which seems strange in itself ( maybe nerf down to 10 and remove drones from caps altogether fighters only since their capital weapons and all) ... perhaps another way of reducing the amount of caps on field is too make fighters require actual pilots too fly fighters/bombers...
EVE Valkyrie comes too mind here.. To be clear, the majority of drones quoted in the post were sentry drones, not fighters or fighter bombers. Also, carriers can only field 10 drones, and for most people only 9 since they havent put in the time for carrier 5. Should I refer to Advanced Drone Interfacing? Or is that still capped to 10, even with Drone Control Units?
Hes talking about the PL slowcat which carries hundreds of sentry drones in its drone bay making it unlimited ammo/drones offensive platform + logistics in one. |

Harvey James
The Sengoku Legacy
634
|
Posted - 2014.01.24 19:48:00 -
[90] - Quote
Destoya wrote:Harvey James wrote:besides caps being able to field 3x's the amount drones that of any other ship which seems strange in itself ( maybe nerf down to 10 and remove drones from caps altogether fighters only since their capital weapons and all) ... perhaps another way of reducing the amount of caps on field is too make fighters require actual pilots too fly fighters/bombers...
EVE Valkyrie comes too mind here.. To be clear, the majority of drones quoted in the post were sentry drones, not fighters or fighter bombers. Also, carriers can only field 10 drones, and for most people only 9 since they havent put in the time for carrier 5.
well there is also the drone mod... supercarriers can use 15 fighters Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name.. remove drone assist mechanic. Nerf web strength ..... module tiercide FTW role based instead of tiers please. |
|

Kadl
Imperial Academy Amarr Empire
82
|
Posted - 2014.01.24 19:49:00 -
[91] - Quote
Marlona Sky wrote:Frostys Virpio wrote:Marlona Sky wrote:Only having one objective to kill/protect in these sov related battles is terrible. But you can't just add more objectives in the same system because that is still the same load on on system. So the solution is to make the gates leading to the system being contested equally important. Now instead of one system trying to support thousands upon thousands of players, the weight is spread across a few systems. Each system on its own reinforced node. Still one giant battle, but far more playable and hamster friendly.  Won't people send all they have to system 1 and if they win go to system 2 then 3 then whatever because they are facing smaller fleet distributed over numerous systems which can be moved to all the time thanks to power projection? Not if winning means you need to win all the objectives at the same time.
All at same time means defenders only go to one. The obvious adjustment is "majority of encounters" and as you said they run simultaneously. It certainly looks like a possible method for consideration. Unfortunately HED has only two gates and one is in High Sec. I still like splitting the encounter between systems. Another idea is to reduce effectiveness of large fleets, thus limiting their deployment. |

Kismeteer
GoonWaffe Goonswarm Federation
584
|
Posted - 2014.01.24 19:50:00 -
[92] - Quote
Destoya wrote:You admit that jumping 1000 domnixes (which did absolutely nothing in terms of doing damage in the fight) was a stupid decision that caused a large amount of lag that severely hampered your dreadnought fleet. If those 700 dreads were actually functioning, even at reduced level, it would have been absolutely terrifying.
This effect is compounded by how it was so laggy that the drone assist on slowcats was not working at all, and that the modlue lag was long enough that it would be very difficult if not impossible for the carriers/supers to get any reps down before the targets died to overwhelming alpha.
Even if you lose the majority of the dread fleet, there were a heck of a lot of soft targets (ragnorak/hels/wyverns) to kill off first to at least get the isk efficiency number in the green.
I didn't say anything about 'isk efficiency' or anything about our 'subcaps shouldn't have jumped in', because you obviously don't understand goons. Goons don't care about isk efficiency and we're pretty anti-capitals in general. The newbie player takes how long to get into a carrier?
What I was implying with the first statement was 'It was dumb to cyno dreads on grid, right into the fight.'
That was followed by an attempt to refocus on 'CCP fix this so we can have large fights.' not a 'My alliance is the best at PVP and we win win win grrrgoons' rah rah that you want to turn this into. I don't want a fight to be decided on luck. Like who could load grid, if their weapon systems can fire, if their computer catches on fire due to all the brackets, if their drones go into a fugue state where they are useless, or they get a black screen. I'd rather be based on known set of rules and mechanics and is not 'What poorly designed system is being exploited here'.
Ideally, this is a non-tidi'd fight with the largets possible fleet both sides can assemble and shoot some internet spaceships to death. Everyone has fun, recognizes where they messed up, and hopefully improve next time. Or just do the same thing next time because they're dumb, either way. But the key is that their spaceship loads grid, turns on (OR OFF) some modules, and can shoot a fellow internet spaceshipper. Without that, we could just go play tanks with 15 on 15 battles deciding the outcome of who controls something. But that's dumb. |

James Amril-Kesh
4S Corporation Goonswarm Federation
8785
|
Posted - 2014.01.24 19:53:00 -
[93] - Quote
Steve Ronuken wrote:Destoya wrote:Harvey James wrote:besides caps being able to field 3x's the amount drones that of any other ship which seems strange in itself ( maybe nerf down to 10 and remove drones from caps altogether fighters only since their capital weapons and all) ... perhaps another way of reducing the amount of caps on field is too make fighters require actual pilots too fly fighters/bombers...
EVE Valkyrie comes too mind here.. To be clear, the majority of drones quoted in the post were sentry drones, not fighters or fighter bombers. Also, carriers can only field 10 drones, and for most people only 9 since they havent put in the time for carrier 5. Should I refer to Advanced Drone Interfacing? Or is that still capped to 10, even with Drone Control Units? Nobody fits drone control units in fleet PVP. My EVE Videos |

Naomi Asty
A New Beginning
0
|
Posted - 2014.01.24 19:55:00 -
[94] - Quote
Thx for the update and the info. Love it when you explain stuff i'm not sure about, keep it up. |

Weaselior
GoonWaffe Goonswarm Federation
6215
|
Posted - 2014.01.24 19:59:00 -
[95] - Quote
Marlona Sky wrote:Only having one objective to kill/protect in these sov related battles is terrible. But you can't just add more objectives in the same system because that is still the same load on on system. So the solution is to make the gates leading to the system being contested equally important. Now instead of one system trying to support thousands upon thousands of players, the weight is spread across a few systems. Each system on its own reinforced node. Still one giant battle, but far more playable and hamster friendly.  As good as this would be, I've never once seen an actual system proposal where the correct answer isn't still to blob up and hit each group of defenders/attackers one at a time if they split up. Head of the Goonswarm Economic Warfare Cabal Disadvantaged Persons Outreach Division:
"We hire one-half of the working class to kill the other half." |

Vaju Enki
Secular Wisdom
1217
|
Posted - 2014.01.24 20:02:00 -
[96] - Quote
Fix drones! The Tears Must Flow |

stoicfaux
3901
|
Posted - 2014.01.24 20:06:00 -
[97] - Quote
Weaselior wrote:Marlona Sky wrote:Only having one objective to kill/protect in these sov related battles is terrible. But you can't just add more objectives in the same system because that is still the same load on on system. So the solution is to make the gates leading to the system being contested equally important. Now instead of one system trying to support thousands upon thousands of players, the weight is spread across a few systems. Each system on its own reinforced node. Still one giant battle, but far more playable and hamster friendly.  As good as this would be, I've never once seen an actual system proposal where the correct answer isn't still to blob up and hit each group of defenders/attackers one at a time if they split up. Defeat in detail. It's been around as a military concept for a loooooooooooooooooooooooooooong time.
WASABI: Warp Acceleration System Ancillary Boost Injected(Gäó)
|

stoicfaux
3901
|
Posted - 2014.01.24 20:09:00 -
[98] - Quote
Vaju Enki wrote:Fix drones! Spade or neuter your drone? Dude. Just because it's legalized doesn't mean it's necessarily safe to use in quantity or over time.
edit: Spilled beer over my spelling. WASABI: Warp Acceleration System Ancillary Boost Injected(Gäó)
|

Frostys Virpio
Caldari Provisions Caldari State
979
|
Posted - 2014.01.24 20:17:00 -
[99] - Quote
James Amril-Kesh wrote:Steve Ronuken wrote:Destoya wrote:Harvey James wrote:besides caps being able to field 3x's the amount drones that of any other ship which seems strange in itself ( maybe nerf down to 10 and remove drones from caps altogether fighters only since their capital weapons and all) ... perhaps another way of reducing the amount of caps on field is too make fighters require actual pilots too fly fighters/bombers...
EVE Valkyrie comes too mind here.. To be clear, the majority of drones quoted in the post were sentry drones, not fighters or fighter bombers. Also, carriers can only field 10 drones, and for most people only 9 since they havent put in the time for carrier 5. Should I refer to Advanced Drone Interfacing? Or is that still capped to 10, even with Drone Control Units? Nobody fits drone control units in fleet PVP.
The question is, could people create a "bonus lag" fit with 15 drones? Call it crawlcat and slowdown the node more? |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
2588
|
Posted - 2014.01.24 20:18:00 -
[100] - Quote
The only way to stop blobs, is to remove the big timers.
Turn Sov fights into /lots/ of little fights, which have to happen over time.
Which is grinding. And this impacts on fun levels. (Though the current blob system isn't so much fun either. Or so it appears. I'm not involved) Steve Ronuken for CSM 9! http://www.fuzzwork.co.uk/ Twitter: @fuzzysteve on Twitter |
|

Frostys Virpio
Caldari Provisions Caldari State
979
|
Posted - 2014.01.24 20:22:00 -
[101] - Quote
Steve Ronuken wrote:The only way to stop blobs, is to remove the big timers.
Turn Sov fights into /lots/ of little fights, which have to happen over time.
Which is grinding. And this impacts on fun levels. (Though the current blob system isn't so much fun either. Or so it appears. I'm not involved)
You still need an objective to shoot and it will have a timer to prevent people from using the other side's weak TZ to plow through countless systems... |

Lors Dornick
Kallisti Industries Solar Assault Fleet
992
|
Posted - 2014.01.24 20:22:00 -
[102] - Quote
CCP Veritas wrote: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. That's pure evil Veritas.
Since that's so far above Dinsdale's (hopefully created for an RP reason) level of intelligence that it's mean.
CCP Eterne: Silly player, ALL devs are evil. CCP Fozzie: When Veritas describes a programming challenge as "very hard" I tend to believe him.
|

Krimishkev
Critical Mass Inc. Nexus Fleet
120
|
Posted - 2014.01.24 20:23:00 -
[103] - Quote
And so cameth the great drone nerf of 2014... |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
2588
|
Posted - 2014.01.24 20:29:00 -
[104] - Quote
Frostys Virpio wrote:Steve Ronuken wrote:The only way to stop blobs, is to remove the big timers.
Turn Sov fights into /lots/ of little fights, which have to happen over time.
Which is grinding. And this impacts on fun levels. (Though the current blob system isn't so much fun either. Or so it appears. I'm not involved) You still need an objective to shoot and it will have a timer to prevent people from using the other side's weak TZ to plow through countless systems...
Yup.
Something similar to FW wouldn't be perfect, but it does allow for grinding by small groups. And respawn rates would affect the rate you can grind down someone's systems.
Though something more interesting than button orbiting is a must. (Though a timer is needed) Steve Ronuken for CSM 9! http://www.fuzzwork.co.uk/ Twitter: @fuzzysteve on Twitter |

Kadl
Imperial Academy Amarr Empire
82
|
Posted - 2014.01.24 20:32:00 -
[105] - Quote
Frostys Virpio wrote:Steve Ronuken wrote:The only way to stop blobs, is to remove the big timers.
Turn Sov fights into /lots/ of little fights, which have to happen over time.
Which is grinding. And this impacts on fun levels. (Though the current blob system isn't so much fun either. Or so it appears. I'm not involved) You still need an objective to shoot and it will have a timer to prevent people from using the other side's weak TZ to plow through countless systems...
How about many battles over a long timeframe? This system switches if over the last 72 hours (or 1 week) X number of objectives points have been gained. You attack your opponent's weak timezone, and they defend in their strong timezone.
Again given the right setup this is a possible solution. |

stoicfaux
3901
|
Posted - 2014.01.24 20:32:00 -
[106] - Quote
Krimishkev wrote:And so cameth the great drone nerf of 2014... Drone buff!
Make drones micro-warp jump, not MWD, to their target, which removes movement lag. Once at their target, drones "stick" to the ship, thus reducing moving/tracking/orbiting lag. All drones on a target are treated as one big "swarm" of aggregated stats which reduces the number of attack calculations. A group of sentries are now a single deployable (single object being tracked reduces lag.)
The forums, on the other hand, would need to be reinforced and water-proofed. WASABI: Warp Acceleration System Ancillary Boost Injected(Gäó)
|

Marlona Sky
D00M. Northern Coalition.
4800
|
Posted - 2014.01.24 20:37:00 -
[107] - Quote
Kadl wrote:Marlona Sky wrote:Frostys Virpio wrote:Marlona Sky wrote:Only having one objective to kill/protect in these sov related battles is terrible. But you can't just add more objectives in the same system because that is still the same load on on system. So the solution is to make the gates leading to the system being contested equally important. Now instead of one system trying to support thousands upon thousands of players, the weight is spread across a few systems. Each system on its own reinforced node. Still one giant battle, but far more playable and hamster friendly.  Won't people send all they have to system 1 and if they win go to system 2 then 3 then whatever because they are facing smaller fleet distributed over numerous systems which can be moved to all the time thanks to power projection? Not if winning means you need to win all the objectives at the same time. All at same time means defenders only go to one. The obvious adjustment is "majority of encounters" and as you said they run simultaneously. It certainly looks like a possible method for consideration. Unfortunately HED has only two gates and one is in High Sec. I still like splitting the encounter between systems. Another idea is to reduce effectiveness of large fleets, thus limiting their deployment. I like the high sec one. Shooting the objective would mean you gain a suspect flag and offers high sec players the chance to witness a null conflict up close and personal. . |

Drakun Kugisa
We're Only in It for the Money
4
|
Posted - 2014.01.24 20:44:00 -
[108] - Quote
Harvey James wrote:besides caps being able to field 3x's the amount drones that of any other ship which seems strange in itself ( maybe nerf down to 10 and remove drones from caps altogether fighters only since their capital weapons and all) ... perhaps another way of reducing the amount of caps on field is too make fighters require actual pilots too fly fighters/bombers...
It had been stated in a previous devblog that carriers were supposed to be anti-subcap machines. I.e. IN current balance sentries. Removing normal drones is all well and good if you make fighters not completely useless against subcaps and not die when sneezed at by bombs. |

stoicfaux
3902
|
Posted - 2014.01.24 20:46:00 -
[109] - Quote
Taking secondary objectives results in wormhole/incursion type buffs/debuffs on owned/enemy sites.
/planetside
WASABI: Warp Acceleration System Ancillary Boost Injected(Gäó)
|

Fix Lag
756
|
Posted - 2014.01.24 20:46:00 -
[110] - Quote
CCP Veritas, how much extra load does refitting a ship in combat produce? Like, say, if a carrier fleet suddenly switches hardeners? CCP mostly sucks at their job, but Veritas is a pretty cool dude. |
|

Veldar Reku
Wu Xi Holdings
10
|
Posted - 2014.01.24 21:07:00 -
[111] - Quote
Quote: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.
|

Frostys Virpio
Caldari Provisions Caldari State
979
|
Posted - 2014.01.24 21:27:00 -
[112] - Quote
Veldar Reku wrote:
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.
They don't want mecanics to change because of TiDi. Veritas said so in this very thread. They want a solution always applied. |

Highfield
Vanishing Point. The Initiative.
51
|
Posted - 2014.01.24 21:39:00 -
[113] - Quote
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.. stoicfaux wrote: You mean turn a group of sentries into a single deployable?
PinkPanter wrote: You mean so they are treated as guns? They still need to be targetable but at least what you say makes sense :)
No not a single deployable. Basically everything stays the same, but they just lose the 1 m/s movement attribute they currently have. This means a whole lot less calculation work for movement + all the broadcasts of said movement to every client connected.
Essentially this turns them into stationary turrets (which was the designed purpose I think), nobody is going to miss 1 m/s movement. Turning them into deployable structure would be nice because they can benefit of the new code (and devs that actually know how that code works), but that wasn't part of my initial brainfart ;) |

Vincent Athena
V.I.C.E.
2617
|
Posted - 2014.01.24 21:58:00 -
[114] - Quote
CCP Veritas I got a question:
How far would TiDi have to have gone to keep Dogma Lateness at zero? 5%? 1%? 0.01%?
And a question to us all: Would more TiDi be preferable to what happened? Yes I know the best answer is "No lag, No TiDi". But what's second best? http://vincentoneve.wordpress.com/ |

Rek Seven
Probe Patrol Polarized.
1345
|
Posted - 2014.01.24 22:07:00 -
[115] - Quote
I would like to ask a question regarding drones- Is one players group of drones treated as one entity or 5 individual entities (25 bandwidth?
If the latter, then wouldn't it be better to rework the drone system in a way that only allows people to launch 1 drone but maintains the performance of a group of drones? +1 |

Dersen Lowery
Laurentson INC StructureDamage
974
|
Posted - 2014.01.24 22:11:00 -
[116] - Quote
CCP Veritas wrote: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
Oh yes, you do. You really do.  Proud founder and member of the Belligerent Desirables. |
|

CCP Veritas
C C P C C P Alliance
954

|
Posted - 2014.01.24 22:40:00 -
[117] - Quote
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 |
|

Tauranon
Weeesearch Greater Western Co-Prosperity Sphere
655
|
Posted - 2014.01.24 23:14:00 -
[118] - Quote
Just make carrier sentry drones, that a carrier can only launch 5 of, that are basically 2 regular sentry drones (ie a double damage garde that degrades in effectiveness when half damaged would be perfect).
Make the highslot module let you field 1 of those instead of a regular drone. Call them sentinal drones if you like. No longer allow a carrier to field more drones than other ships, just give them a better sentry.
That way 400 carriers fielded is 2400 enttites again and not somewhere between 4000 and 4400.
The only thing that can fix the dominix blob is reducing the effectiveness of drone assist, but for obvious reasons that may be politically unpalatable right now.
I think drone assist should be squad only myself, but an intermediate point might be to try making it wing only. IMO a full fleet should have to announce on comms and manually synchronise if it wants full fleet alpha.
|

Weaselior
GoonWaffe Goonswarm Federation
6219
|
Posted - 2014.01.24 23:38:00 -
[119] - Quote
CCP Veritas wrote: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. Thanks for the answers. I think it might be worth looking at the refitting issue as it does seem to cause lag (and that would be increased due to the mobile depot being very popular) just to confirm. Head of the Goonswarm Economic Warfare Cabal Disadvantaged Persons Outreach Division:
"We hire one-half of the working class to kill the other half." |

Roddex
SniggWaffe WAFFLES.
3
|
Posted - 2014.01.24 23:57:00 -
[120] - Quote
CCP Veritas wrote: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.
Is this not what the Aggressive/Passive option does? |
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ISD Ezwal
ISD Community Communications Liaisons
799

|
Posted - 2014.01.25 00:38:00 -
[121] - Quote
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!
The rules: 4. Personal attacks are prohibited.
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.
5. Trolling is prohibited.
Trolling is a defined as a post that is deliberately designed for the purpose of angering and insulting other players in an attempt to incite retaliation or an emotional response. Posts of this nature are disruptive, often abusive and do not contribute to the sense of community that CCP promote.
7. Use of profanity is prohibited.
The use of profanity is prohibited on the EVE Online forums. This includes the partial masking of letters using numbers or alternate symbols, and any attempts at bypassing the profanity filter.
22. Post constructively.
Negative feedback can be very useful to further improve EVE Online provided that it is presented in a civil and factual manner. All users are encouraged to honestly express their feelings regarding EVE Online and how it can be improved. Posts that are non-constructive, insulting or in breach of the rules will be deleted regardless of how valid the ideas behind them may be. Users are also reminded that posting with a lack of content also constitutes non-constructive posting.
26. Off-topic posting is prohibited.
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.
30. Abuse of CCP employees and ISD volunteers is prohibited.
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. ISD Ezwal Commander Community Communication Liaisons (CCLs) Interstellar Services Department |
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stoicfaux
3915
|
Posted - 2014.01.25 01:14:00 -
[122] - Quote
Getting back to drone swarms (aka drone grouping to reduce lag,) homogeneous drone grouping (launching the same type of drones) could be encouraged by providing a "synergy" bonus for such groups. If you launch 5 Warrior IIs as a group, you get a 10% buff to their stats.
Optionally, (or not so optionally nowadays,) if you launch mixed drone types or launch them individually, then you get a 20% de-buff to their stats.
WASABI: Warp Acceleration System Ancillary Boost Injected(Gäó)
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Jessica Danikov
Clan Shadow Wolf Fatal Ascension
252
|
Posted - 2014.01.25 02:22:00 -
[123] - Quote
I'm not sure why a synergy is needed to encourage the practice that 99% of pilots already use- launch 5 drones of the same type at once all of the same type. The only reason you'd see large groups using deliberate maximum mixes of drones would be in an obvious, bannable attempt to cause lag, and at smaller scales it makes no difference (not to mention makes very little sense). |

PopplerRo
13
|
Posted - 2014.01.25 02:22:00 -
[124] - Quote
Not entirely sure how the server handles the drone calculations, but would something such as averaging the damage/tracking/optimal/signature resolution of all assisted drones and then doing one calculation of their collective stats rather than multiple calculations be beneficial?
I do like the idea of limiting drone assist to a squad/wing commander to mildly limit the effectiveness of drone assist but that would be a different thread. |

Michael Harari
Genos Occidere HYDRA RELOADED
1068
|
Posted - 2014.01.25 05:04:00 -
[125] - Quote
What are the things that have loads not mitigated by tidi? |

Cori Fera
Darwins Lemmings Holding Darwins Lemmings
0
|
Posted - 2014.01.25 09:10:00 -
[126] - Quote
stoicfaux wrote:Getting back to drone swarms (aka drone grouping to reduce lag,) homogeneous drone grouping (launching the same type of drones) could be encouraged by providing a "synergy" bonus for such groups. If you launch 5 Warrior IIs as a group, you get a 10% buff to their stats.
Optionally, (or not so optionally nowadays,) if you launch mixed drone types or launch them individually, then you get a 20% de-buff to their stats.
Not a bad idea, but it would end up being a major nerf for ships that have oddball bandwidth numbers (like all the ships with 75 Mbit/sec or 100 Mbit/sec drone bandwidth). If you want to maximize your hitting power, you'd send out a mixed bag of drone sizes. Changing all the ships to have 25/50/125 bandwidths would be a major rebalancing activity that actually makes the universe a lot blander. |

Gabriel Karade
Noir. Noir. Mercenary Group
168
|
Posted - 2014.01.25 09:46:00 -
[127] - Quote
Frostys Virpio wrote:Steve Ronuken wrote:The only way to stop blobs, is to remove the big timers.
Turn Sov fights into /lots/ of little fights, which have to happen over time.
Which is grinding. And this impacts on fun levels. (Though the current blob system isn't so much fun either. Or so it appears. I'm not involved) You still need an objective to shoot and it will have a timer to prevent people from using the other side's weak TZ to plow through countless systems... Do you?
Hitting the enemy when they are weakest is kind of the point of [real] warfare, should it be any different in Eve?
Given that no-one can be strong in every TZ, in every system, if you pulled timers completely (as part of a thorough re-evaluation of what sovereignty 'is') it would eventually sort itself out.
I've always felt timers in general were immersion breaking.
Gallente MkII: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1227770 War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293 |

Lucas Quaan
Sniggerdly Pandemic Legion
67
|
Posted - 2014.01.25 09:54:00 -
[128] - Quote
Roddex wrote:CCP Veritas wrote: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. Is this not what the Aggressive/Passive option does? I'm not sure even the one who programmed that feature knows what it actually does. :) |

Highfield
Vanishing Point. The Initiative.
51
|
Posted - 2014.01.25 10:39:00 -
[129] - Quote
CCP Veritas wrote:Allright, post-nap replyathon! 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.
Let me be more explicit: is this an easy stopgap measure we can expect to appear on TQ? |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
500
|
Posted - 2014.01.25 11:32:00 -
[130] - Quote
when is drone assist being removed |
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Desert Ice78
Cobra Kai Dojo WHY so Seri0Us
334
|
Posted - 2014.01.25 11:41:00 -
[131] - Quote
TrouserDeagle wrote:when is drone assist being removed
When every goon ship has been destroyed. I am a pod pilot: http://dl.eve-files.com/media/corp/DesertIce/POD.jpg
CCP Zulu: Came expecting a discussion about computer monitors, left confused. |

Anthar Thebess
REPUBLIKA ORLA C0VEN
325
|
Posted - 2014.01.25 11:51:00 -
[132] - Quote
Why not assign fighter drone mechanic to all drones ? So you can control as many drones as you can use at current ship capabilities.
The only reason why people are using drones - is current drone assist mechanic.
If servers are overloaded by sentry doctrines why not to change this assist mechanic for sentry drones. This will again make gun doctrines primary ones and as we all know they are manageable by servers.
Current status from logical perspective is strange. AI drones - that require control and bandwidth - you can assign as many of them to a ceptor as you want. Thousands - no problem.
Fighters - in game piloted by pilots - you can assign only 5 to a subcap. -=Reopening old corporations=- Do you have old and closed corporation and like to reopen it? Like this topic and keep it on the top by posting. |

Highfield
Vanishing Point. The Initiative.
51
|
Posted - 2014.01.25 13:37:00 -
[133] - Quote
Anthar Thebess wrote:Why not assign fighter drone mechanic to all drones ? So you can control as many drones as you can use at current ship capabilities.
The only reason why people are using drones - is current drone assist mechanic.
If servers are overloaded by sentry doctrines why not to change this assist mechanic for sentry drones. This will again make gun doctrines primary ones and as we all know they are manageable by servers.
Current status from logical perspective is strange. AI drones - that require control and bandwidth - you can assign as many of them to a ceptor as you want. Thousands - no problem.
Fighters - in game piloted by pilots - you can assign only 5 to a subcap.
Your argument is solid, but the explanation is a bit meh. You mean to say, that the amount of drones a pilot can get assisted to him should be limited to the amount of drones he can control himself based on his skills (just like with fighters). Obviously, right now the amount of drones on the field equals the amount of pilots*5 (roughly), with your proposal this stays the same. The added benefit of perfect alpha (which makes drones so powerful now) disappears in your plan, which removes the benefit that drones currently have over other weapon systems.
More in general.
For the server, the problem is the amount of drones on grid, not the assist-mechanic. Even if everybody controlled their own drones, the amount of them doesn't change so the server doesn't mind (significantly). So, how to keep the server alive?
1) Fix the lag that drones create. This is a backend thing, but requires significant efforts with unknown results. CCP did this before with missiles when drakedoctrines were a thing
2) Make drone setups less viable. This is a frontend change, which aims to impact player behaviour. By reducing the thing that makes drone setups so powerful (perfect alpha by assignment), other setups which involve guns and missiles return to be a decent option. Hopefully this steers people away from the drone setups currently used, therefore reducing server load. As I mentioned before, if people stick with sentry doctrines like they do now this isn't going to impact the server load so much.
I do however wonder how the servers can cope with 4000 people duking it out in turret/missile based ships, let alone the load that the inevitable appearance of fighterbombers from supers and drones from slowcat doctrines will bring.. |
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CCP Explorer
C C P C C P Alliance
1952

|
Posted - 2014.01.25 14:19:00 -
[134] - Quote
Evelgrivion wrote: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. It was never closed, but there now more people working on it. Erlendur S. Thorsteinsson | Development Director | EVE Online // CCP Games | @erlendur |
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CCP Explorer
C C P C C P Alliance
1952

|
Posted - 2014.01.25 14:21:00 -
[135] - Quote
Rommiee wrote:Perhaps get the people from Team Super Friends to give a hand...they aren't doing anything constructive atm. What is the relevance to this devblog and forum thread? Please stay on topic. Erlendur S. Thorsteinsson | Development Director | EVE Online // CCP Games | @erlendur |
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CCP Explorer
C C P C C P Alliance
1952

|
Posted - 2014.01.25 14:25:00 -
[136] - Quote
Jowen Datloran wrote:Ah, 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. See reply here: https://forums.eveonline.com/default.aspx?g=posts&m=4149338#post4149338
Erlendur S. Thorsteinsson | Development Director | EVE Online // CCP Games | @erlendur |
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CCP Explorer
C C P C C P Alliance
1952

|
Posted - 2014.01.25 14:30:00 -
[137] - Quote
PinkPanter wrote: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 :) Note that there are two calculations / two systems in play here: "Destiny" the physics simulation and "Dogma" the battle/damage/attribute simulation.
Erlendur S. Thorsteinsson | Development Director | EVE Online // CCP Games | @erlendur |
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CCP Explorer
C C P C C P Alliance
1952

|
Posted - 2014.01.25 14:33:00 -
[138] - Quote
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? No, we did not live remap HED-GP. We only live remapped G-0Q86 because it was on the same node as HED-GP.
(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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CCP Explorer
C C P C C P Alliance
1952

|
Posted - 2014.01.25 14:36:00 -
[139] - Quote
Veldar Reku wrote:Quote: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. See reply here: https://forums.eveonline.com/default.aspx?g=posts&m=4149338#post4149338
Erlendur S. Thorsteinsson | Development Director | EVE Online // CCP Games | @erlendur |
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Gilbaron
Free-Space-Ranger Nulli Secunda
1198
|
Posted - 2014.01.25 15:06:00 -
[140] - Quote
Didn't veritas say that reworking (parts) of the physics simulation was a possible thing to do for team gridlock after brain in a Box? Mainly because it is something that works well with multi core CPUs (other than the dogma simulation)?
Would that be more or less helpful than the drone code rework? I guess more since it always helps, other than the drone rework that only helps when drones are around, but I don't know how much of the load on the server is actually physics. We are recruiting german-speaking PVP players, contact me :)
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Aryth
GoonWaffe Goonswarm Federation
1442
|
Posted - 2014.01.25 15:10:00 -
[141] - Quote
CCP Explorer wrote: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? No, we did not live remap HED-GP. We only live remapped G-0Q86 because it was on the same node as HED-GP. (We also live remapped Rens and Hysera at a similar time, but for completely different reasons.)
That is even worse. One side was completely screwed by this. Leader of the Goonswarm Economic Warfare Cabal. Vile Rat: You're the greatest sociopath that has ever played eve. |

Tlat Ij
Hedion University Amarr Empire
61
|
Posted - 2014.01.25 15:36:00 -
[142] - Quote
Jeez man don't they teach you how to multiquote?  
fakeedit: I quote all those separately and find out "You can you quote 5 times per post." wat |

Michael Harari
Genos Occidere HYDRA RELOADED
1068
|
Posted - 2014.01.25 15:56:00 -
[143] - Quote
Veldar Reku wrote:
Unavoidable O(n^2) things don't exist.
This is just wrong. |

Gilbaron
Free-Space-Ranger Nulli Secunda
1198
|
Posted - 2014.01.25 17:44:00 -
[144] - Quote
Aryth wrote:CCP Explorer wrote: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? No, we did not live remap HED-GP. We only live remapped G-0Q86 because it was on the same node as HED-GP. (We also live remapped Rens and Hysera at a similar time, but for completely different reasons.) That is even worse. One side was completely screwed by this.
wait, your staging system got taken OFF the same node as the fight and you claim you got screwed by this ? We are recruiting german-speaking PVP players, contact me :)
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Aryth
GoonWaffe Goonswarm Federation
1442
|
Posted - 2014.01.25 17:58:00 -
[145] - Quote
Gilbaron wrote:Aryth wrote:CCP Explorer wrote: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? No, we did not live remap HED-GP. We only live remapped G-0Q86 because it was on the same node as HED-GP. (We also live remapped Rens and Hysera at a similar time, but for completely different reasons.) That is even worse. One side was completely screwed by this. wait, your staging system got taken OFF the same node as the fight and you claim you got screwed by this ?
Exactly. Think it through. Leader of the Goonswarm Economic Warfare Cabal. Vile Rat: You're the greatest sociopath that has ever played eve. |

PinkPanter
The Scope Gallente Federation
41
|
Posted - 2014.01.25 18:14:00 -
[146] - Quote
Aryth wrote:Gilbaron wrote:Aryth wrote:CCP Explorer wrote: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? No, we did not live remap HED-GP. We only live remapped G-0Q86 because it was on the same node as HED-GP. (We also live remapped Rens and Hysera at a similar time, but for completely different reasons.) That is even worse. One side was completely screwed by this. wait, your staging system got taken OFF the same node as the fight and you claim you got screwed by this ? Exactly. Think it through.
We did. One of the reasons your plan to crash the node got screwed. CCP - Gewnz 1:0 |

Sentient Blade
Crisis Atmosphere
1179
|
Posted - 2014.01.25 18:46:00 -
[147] - Quote
Batolemaeus wrote:Sentient Blade wrote:sustained beam projected AOE In a thread about server performance, you want to introduce AOE. Not sure if trolling or daft...
Implementing AOE drone tracking / optimal nerfs is an O(N) operation where N is the total number of disruption beams active and would be a significant step in balancing the slowcat / sentry meta.
In a small fleet fight nobody is going to go to the effort to deploy large cap logistics chains and dedicated drone disruption battleships, but as the size of the enemy sentry carrier / domi fleet increases, it would become more practical to dedicate fleet members to fielding them.
Hence there would be a natural counter to sentry blobs growing too big. Depending in how such a module was balanced, 5 to 10 AOE disruption beams in addition to 50+ subcap energy chain logistics ships to support them could potentially nerf a few hundred sentry carriers. |

PinkPanter
The Scope Gallente Federation
41
|
Posted - 2014.01.25 19:31:00 -
[148] - Quote
Sentient Blade wrote:Batolemaeus wrote:Sentient Blade wrote:sustained beam projected AOE In a thread about server performance, you want to introduce AOE. Not sure if trolling or daft... Implementing AOE drone tracking / optimal nerfs is an O(N) operation where N is the total number of disruption beams active and would be a significant step in balancing the slowcat / sentry meta. In a small fleet fight nobody is going to go to the effort to deploy large cap logistics chains and dedicated drone disruption battleships, but as the size of the enemy sentry carrier / domi fleet increases, it would become more practical to dedicate fleet members to fielding them. Hence there would be a natural counter to sentry blobs growing too big. Depending in how such a module was balanced, 5 to 10 AOE disruption beams in addition to 50+ subcap energy chain logistics ships to support them could potentially nerf a few hundred sentry carriers.
Why nerf instead of fixing lag? Just curious. |

Sentient Blade
Crisis Atmosphere
1179
|
Posted - 2014.01.25 20:03:00 -
[149] - Quote
PinkPanter wrote:Why another crap nerf instead of fixing lag? Just curious.
Because if you "fixed lag" all they'd do is bring in more carriers and launch another 2000 drones until it did crash again? |

Fix Sov
103
|
Posted - 2014.01.25 20:51:00 -
[150] - Quote
PinkPanter wrote:Aryth wrote:Gilbaron wrote:wait, your staging system got taken OFF the same node as the fight and you claim you got screwed by this ? Exactly. Think it through. We did. One of the reasons your plan to crash the node got screwed. CCP - Gewnz 1:0 This is literally the dumbest post I've read in a long time. The current sov system is too heavily reliant on the defender saving systems by stuffing as many people as possible into the system for the final timer, instead of incentivizing attacking (and defending) multiple systems at the same time by splitting their forces into multiple fleets and using actual intelligence/strategy. This must change. |
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James Amril-Kesh
4S Corporation Goonswarm Federation
8794
|
Posted - 2014.01.25 22:01:00 -
[151] - Quote
Gilbaron wrote:wait, your staging system got taken OFF the same node as the fight and you claim you got screwed by this ? They should have never been on the same node in the first place. Then the live remap disconnected everyone in G-0. My EVE Videos |

Findail
Kenshin. Against ALL Authorities
14
|
Posted - 2014.01.26 05:43:00 -
[152] - Quote
Really pleased that CCP is trying to fix the large fleet battle issues.
At the moment, winning large battles like this is more about knowing how to exploit server limitations than actual skill in-game, which spoils it.
BTW, there's been on ongoing trend for some time for some parties to spam local chat. mostly with text graphics, in the belief that they'll induce more system lag by doing so.
Is this still an issue? And if so, would CCP consider rate-limiting the local chat to mitigate it? |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
2597
|
Posted - 2014.01.26 05:46:00 -
[153] - Quote
Findail wrote:Really pleased that CCP is trying to fix the large fleet battle issues.
At the moment, winning large battles like this is more about knowing how to exploit server limitations than actual skill in-game, which spoils it.
BTW, there's been on ongoing trend for some time for some parties to spam local chat. mostly with text graphics, in the belief that they'll induce more system lag by doing so.
Is this still an issue? And if so, would CCP consider rate-limiting the local chat to mitigate it?
Chat's handled by a different server than the node. As it the market.
Only lag it could induce is in the clients.
Of course, you could petition people for deliberately trying to induce lag. That's a no-no. (Jumping in doesn't count) Steve Ronuken for CSM 9! http://www.fuzzwork.co.uk/
Twitter: @fuzzysteve on Twitter |

Nevyn Auscent
Broke Sauce
966
|
Posted - 2014.01.26 07:49:00 -
[154] - Quote
James Amril-Kesh wrote:Gilbaron wrote:wait, your staging system got taken OFF the same node as the fight and you claim you got screwed by this ? They should have never been on the same node in the first place. Then the live remap disconnected everyone in G-0. And did said people then have freeze screens on trying to log back into G-0, or other such crashes? Yes, it was an inconvenience. But lets make sure we talk about it in the scale of things. A 5 minute disconnect and set up of fleets again isn't critical and it gave you a home system that you could do things in fast in order to prepare reinforcements to fight with. |

AspiB'elt
Les chevaliers de l'ordre Goonswarm Federation
15
|
Posted - 2014.01.26 07:52:00 -
[155] - Quote
Perhaps they are one thing to do to decrease a little the number of instance.
Archon Amarr Carrier Skill Bonuses: 50% bonus to Capital Energy and Armor transfer range per level 4% bonus to all Armor resistances per level Can fit Warfare Link modules Can fit Tactical Logistics Reconfiguration modules Can deploy 1 additional Fighter remove ]or Drone per level 100% drone damage bonus add 200% bonus to Fighter control range
Less sentry but more dps per sentry
you can only use 5 drones
Remove this item Drone control Unit 1 Gives you one extra drone. You need Advanced Drone Interfacing to use this module, it gives you the ability to fit one drone control unit per level.
Can only be fit to Carriers and Supercarriers.
Add this item Fighter control unit 1 Gives you one extra fighter or fighter bomber. You need Advanced Drone Interfacing to use this module, it gives you the ability to fit one fighter or fighter bomber control unit per level.
Can only be fit to Carriers and Supercarriers.
This is very easy to modify in the database. |
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CCP Explorer
C C P C C P Alliance
1953

|
Posted - 2014.01.26 15:36:00 -
[156] - Quote
Tlat Ij wrote:Jeez man don't they teach you how to multiquote?   No. Erlendur S. Thorsteinsson | Development Director | EVE Online // CCP Games | @erlendur |
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PinkPanter
The Scope Gallente Federation
41
|
Posted - 2014.01.26 15:47:00 -
[157] - Quote
Sentient Blade wrote:PinkPanter wrote:Why another crap nerf instead of fixing lag? Just curious. Because if you "fixed lag" all they'd do is bring in more carriers and launch another 2000 drones until it did crash again?
So nerf blobs instead of game mechanics. They will still bring more and more and more. You don't need carriers to drop drones BTW.
Nonsense |

stoicfaux
3948
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Posted - 2014.01.26 18:04:00 -
[158] - Quote
On a side note, we have gun drones, so why can't we have missile drones?
/ducks
WASABI: Warp Acceleration System Ancillary Boost Injected(Gäó)
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Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
2599
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Posted - 2014.01.26 18:27:00 -
[159] - Quote
stoicfaux wrote:On a side note, we have gun drones, so why can't we have missile drones?
/ducks
You already have Missile Drones. They're called Missiles.  Steve Ronuken for CSM 9! http://www.fuzzwork.co.uk/
Twitter: @fuzzysteve on Twitter |

Fix Sov
103
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Posted - 2014.01.26 18:46:00 -
[160] - Quote
How do you propose to do this:
PinkPanter wrote:So nerf blobs
Without also doing this:
PinkPanter wrote:instead of game mechanics. The current sov system is too heavily reliant on the defender saving systems by stuffing as many people as possible into the system for the final timer, instead of incentivizing attacking (and defending) multiple systems at the same time by splitting their forces into multiple fleets and using actual intelligence/strategy. This must change. |
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Anthar Thebess
REPUBLIKA ORLA C0VEN
326
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Posted - 2014.01.27 08:22:00 -
[161] - Quote
The issue is in the drones. Server just cannot manage this amount of drones on field. Because of the assist mechanic slowcats are so viable and other drone doctrines. You don't have to aim, lock - just assist to drone bunny and you are done. That's why ALL , yes all alliances are moving towards sentry drone doctrines.
N3 is using slowcats - that have millions of EHP on each ship. In order to melt this ehp and remote repping abilities of slowcat fleet supported by logistic mothership you have to bring insane numbers of ships.
Players , knew this for a long time, CCP noticed this at the HED failure.
CCP have 2 possibilities and both are bad: 1. buy few super servers to create nodes capable of managing this kind of battles (issue will be that there always can be more battles requiring this kind of servers - than those servers available , and if 1 slowcat fleet is not enough - one side will bring 2-3 additional slowcat fleet and the issue will be again back)
2. change sentry drones : -! changing current assist mechanic is a must - this simple change will make all sentry doctrines not so viable. - add some other mechanic to sentry drones that will again limit their abuse : * scope timers if they are aggresed on other players , * inability to assist sentry drones to motherships ( yes assisting all drones to ship immune to any ewar is what CCP developers intended from the begining ) * nerfs for link augumentors - for example only 50% of range bonus can be applied to sentry drones
( but again this will have bad impact on the game - N3 cannot manage current bloob using noncapital swarms , especially that PL already sold NC signing up OTEC with CFC).
Eve itself become way to mobile - that's why big blue blocks , renting empires and fights on the other side of eve are so viable. This is next thing that CCP have to address.
-=Reopening old corporations=- Do you have old and closed corporation and like to reopen it? Like this topic and keep it on the top by posting. |

Shpenat
Galactic Exploration and Mining Corporation The Obsidian Front
64
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Posted - 2014.01.27 14:16:00 -
[162] - Quote
CCP Veritas, do you have any metrics to see if more drone lag is coming from 'Destiny' or 'Dogma' simulation? Are there any data for this bottleneck shifting with increased drone numbers?
My guess is for small drone numbers Destiny will have to do more calculations as it has O(n) complexity while with increasing number Dogma will kick in with O(n^2) complexity. |

ADMIRAL RJ
Club Deadspace
0
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Posted - 2014.01.28 01:28:00 -
[163] - Quote
I'm wondering how a previous devblog about the rework of the load-balancing system (at server boot) really comes into play here. I'm also wondering how the Fleet Fight Notification system allows CCP to rebalance based on an anticipated load, and whether or not the system was used in these cases, for the fights compared in the blog. For instance, was it used in one, but not the other? If it were used in both instances, what sort of dogma lateness numbers could be expected if it were not used in either, and vice-versa. These numbers needn't be exact, but I'd like an estimate of how these factors could/would/did come in to play. |

I'm Down
Macabre Votum Northern Coalition.
230
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Posted - 2014.01.28 03:24:00 -
[164] - Quote
Here's a thought... stop using drones as a balance mechanic for every god damn ship in game. Drones should be super rare to see on almost any ship except a drone class ship. You guys have added them wrongfully to so many ships they do not belong on simply because you have no clue how to balance your game. So you resort to the option that... oh drone bay can give the ship more umph... when it makes absolutely no sense on the ships you give it too.
By default, this game shouldn't have more than about 20 ships that use drones... yet I could probably name nearly 100 that currently have drones.
Give every class a drone ship since you've already ****** up the core mechanics to the point where LORE is meaningless, and them stop adding more.
In fact, take them away from all the ships that didn't need them in the first place.. like recons, most BS, most cruisers, most frigates, ETC.
Then nerf the **** out of carrier drone bays and actually double/boost the damage of fighters to compensate..... but as a trade off, make it so that fighters require a commander to be used... based on a t2 BC hull/command ship doctrine. Add more fighter types, make them faster MWD speed, but limited control range... and make them fly in formation with your ship rather than orbit.
Get rid of this **** where carriers alone can dominate a field.
FIX THE GOD DAMN TRACKING FORMULA
and then finally, nerf the **** out of supers so that fleets are actually fun and ti's not just an escallation fest until the side with the fewest supers has to ***** out.
And oh yeah, fix 0.0 so that the blob fest won't happen because everybody is a god damn roaming nomad since you make it so ******* hard to take space and don't punish those who choose to leave the region they live in to go half way across the ******* galaxy to fight a fight they have no business being in. Make systems destroyable in a day (or less) if nobody is there to do the defense to prevent this from happening.
You could do this by making it so that an entity can do multiple sieges in a day unless the defender can get up proper defenses to extend reinforcements... defenses that would actually require a defending fleet if the attacker holds the system, and not just some BULLSHIT SPAM AND GRIND ASSHATTERY.
Then you can stop telling us about metrics that are absolutely meaningless because you guys ignore every pressing issue in the game. |

stoicfaux
3974
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Posted - 2014.01.28 17:21:00 -
[165] - Quote
I'm Down wrote:Here's a thought... stop using drones as a balance mechanic for every god damn ship in game. Drones should be super rare to see on almost any ship except a drone class ship. You guys have added them wrongfully to so many ships they do not belong on simply because you have no clue how to balance your game. So you resort to the option that... oh drone bay can give the ship more umph... when it makes absolutely no sense on the ships you give it too.
FIX THE GOD DAMN TRACKING FORMULA
Interesting point about needing drones to compensate for the inability of bigger weapons to deal with smaller targets. I can think of arguments for and against such a move.
Would CCP be open to re-factoring the "need" for drones? And/or drone mechanics in general?
WASABI: Warp Acceleration System Ancillary Boost Injected(Gäó)
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Dalilus
Federal Navy Academy Gallente Federation
55
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Posted - 2014.01.31 18:00:00 -
[166] - Quote
Hmmmmm....I wonder how long CCP will be able to keep its one shard sandbox even if it spends beaucoup money to seriously upgrade code and hardare. Even then those upgrades will not be enough. |
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