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Treylon
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Posted - 2003.10.24 23:52:00 -
[1]
I made a decision to try and join my corp into the CFS, today i took my Dominix to the Khanid region, offering to help in security to improve my relations. Suddenly i was involved in a battle, my ship was configed for fleet support and maximum defence. We warped in and lagged to hell. I could'nt even target the three freindly apoc's around me to recharge their sheilds and cap before they blew up. I took heavy fire as well but my sheilds and cap held solid, attempts to scramble me failed and i decided it best to leave before more fire and EW would be focused onto me. I wish i could say good fight but, it really was more of a lag-fest than anything else.
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Dworak
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Posted - 2003.10.25 00:08:00 -
[2]
Laggy but fun. Atleast when CA start to count their "Battleship" kills.
Fear my elite battleship vigil.
Hit you harder next time CAoP (thats Curse Alliance of Pator.. and not Curse Alliance of Pirates.. they arent pirates you know )
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Treylon
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Posted - 2003.10.25 00:53:00 -
[3]
what CFS needs to do is change their tactics. If we are going against a superior foe, let them warp to us and have to deal with the lag. Otherwise don't engage, it was so wastefull to watch helplessly as 3 apocs around me disindigrated because i lagged to much to recharge their sheilds in time. :(
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Booky
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Posted - 2003.10.25 01:23:00 -
[4]
Since I never been in a fight with more than 4 parties invloved I have a few questions.
1) Is the lag caused by your type of connect. 2) How long did it take for the Apoc's to blow up, meaning how long did the lag last? 3) How many were involved, and was their drones? 4) Any chance that the persons system itself could be lagging?
I ask these because I don't know how bad this lag is. I fought with 4 people invloved and all had about 5 drones. We warped in and I never had any lag but my mate said he couldn't get his guns to fire.
The only time I ever had lag was NPC fighting and it was after I had already been in the belt for awhile. My guns jsut stopped giving messages of dammage or hits and my ammo didnt go down so I warped out.
I will have my Raven soon and hope to build some equity. Once I can afford to lost the Raven I intend to Hunt some bounties, so I really need to know about this lag.
BTW, maybe im just lucky but I don't ever seem to be lagged by mines or cans like they used to be spread out in the hundreds.
I bet since I posted this when I log on tomarrow I will die from lag, it would be too funny.
Spelling corrections welcome, but don't expect me to edit my post. |

Treylon
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Posted - 2003.10.25 02:01:00 -
[5]
Quote:
1) Is the lag caused by your type of connect. 2) How long did it take for the Apoc's to blow up, meaning how long did the lag last? 3) How many were involved, and was their drones? 4) Any chance that the persons system itself could be lagging?
Not sure if they type of connect has anything to do with it, i have brodband connection. what i do know is that lag favors the ppl aready in position.
I was in battle for about 1 min and 3 apocs blew up.
there was about 20+ ppl involved
my system does'nt usually lag, i have camped gates to get pirates before and have had them bring in alot fo reinforcemnts, i did not lag very much as i was already in place.
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Kakalot
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Posted - 2003.10.25 05:21:00 -
[6]
OMG. U camped gate too! Lamer!!! Cheater!!! Exploiter!! Griefer!!!!! Bastard!!! Blah Blah .. Eh??? Now the question is will u run if u perceive ur chance of winning is 0%?? Congratulation!!! U have become a pirate sir!!! EH? ok i'll shut myself up 
________________________________________________________
http://users.pandora.be/zebras/Kakalot.jpg |

billy
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Posted - 2003.10.25 05:57:00 -
[7]
I seem to remember being in cfs space the other night and warping into them we delt with the lag when we got to the gate they all ran
seems to me cfs just needs to get some balls
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Yurito
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Posted - 2003.10.25 09:12:00 -
[8]
CFS is a peaceful alliance and they have open borders, which is pretty cool because all the other alliances are really anal about "intruders." i think CA should back off because this is just like a school-case of a bully trying to punk people around. however, i'm pretty sure that this can't be done because of the amount of trash-talking from both sides. i'm against CFS vs. CA war because CFS alliance is not about war and CA has too many things to worry about and i'm pretty sure that adding one more enemy to their list doesn't help it. ok, that was my view O_o |

Toulak
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Posted - 2003.10.25 11:22:00 -
[9]
Its computer lag not connection lag, although if your on 56k that doesnt help either.
The requirements on the box are crap, you need a P4 2.0ghz+, 512mb ram, a decent graphics card and adsl to be able to fight in large scale battles to be honest. I dont have problems with loading time into a battle, the only thing I do get is fps slowdown but its still enough to contribute to a battle.
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darth solo
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Posted - 2003.10.25 11:28:00 -
[10]
Im not sure how it works, but arnt we all capped, connection wise??.
I have a 1mb adsl and a kickass pc, but i still lag in large battles, i also fight alongside some1 with a 56k and minimum spec pc, and he doesnt have that hard a time.
Wouldnt be very fair if this game was like FPS games, where the guy with the lowest ping wins.
Im sure we all play on the same level(ping).
PC power would be an issue though.
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SwitchBl4d3
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Posted - 2003.10.25 11:49:00 -
[11]
"netcode" rather than Network lag i fear.
it's like the multiples arent multiple enough. , either than or the machine CCP side isnt fast enough to render positions. It would be interesting to play wire Frame model style to see just how bad the netcode actually is. "Teh lord of Nonni"
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Borghildar
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Posted - 2003.10.25 12:02:00 -
[12]
SwitchBl4d3 wrote:
Quote:
"netcode" rather than Network lag i fear.
it's like the multiples arent multiple enough. , either than or the machine CCP side isnt fast enough to render positions. It would be interesting to play wire Frame model style to see just how bad the netcode actually is.
I'm not sure what you're definition of "netcode" is, please expand.
Tech FAQ Stackless python is used for game logics ________________________________________________
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SwitchBl4d3
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Posted - 2003.10.25 12:55:00 -
[13]
basicly the netcode is too slow to keep up, you can have a 32 player battle in a much graphical demanding game and still have less lag.
also 3 packets for every command through god knows how many other computers must slow things down also. "Teh lord of Nonni"
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Borghildar
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Posted - 2003.10.25 13:43:00 -
[14]
SwitchBl4d3 wrote:
Quote: basicly the netcode is too slow to keep up, you can have a 32 player battle in a much graphical demanding game and still have less lag.
Stil you haven't expanded on what you say the "netcode" is.
You write about graphical demanding game.. couldnt the problem then aswell be in the stackless, game logic code?
Quote:
also 3 packets for every command through god knows how many other computers must slow things down also.
How do you know this? 3 packets using what kind of protocols and what kind of packets? What size does they have? Is this fragmented information?
To make things abit more clear.. what you mean is that each command contain to much info, and that it is this that lags the enviorment.
3 packets doesn't seem very much for me.. Though, I am by no means a TCP/IP expert.
Do you have anything to compare with? On what grounds do you base this statement? Please expand. ________________________________________________
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Treylon
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Posted - 2003.10.25 15:04:00 -
[15]
anyone have a theory on why the people already in place don't lag half as much as the ppl warping in?
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Borghildar
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Posted - 2003.10.25 15:46:00 -
[16]
Treylon wrote
Quote: anyone have a theory on why the people already in place don't lag half as much as the ppl warping in?
Logic say that when warping in, you're computer will have more new stuff to process than the ones that are in place.
Eg. the graphics for the enviorment in which you warp into. People in place allready got this "cached".. ________________________________________________
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Sorcerers Apprentice
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Posted - 2003.10.26 15:06:00 -
[17]
Quote: 3 packets doesn't seem very much for me.. Though, I am by no means a TCP/IP expert.
Calling myself an Expert would be too much, but ANY TCP Connection starts with 3 Packets.
AFAIK Eve uses UDP, which is connectionless. This basically means, that Packets are sent out hoping to reach the right destination.
3 Packets per Command should be NO Problem at all.
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Quiz
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Posted - 2003.10.27 21:31:00 -
[18]
UDP has as much chance to reach the destination as TCP does. The difference between the 2 protocols have nothing to do with reaching the destination.
Any basic TCP/IP litterature will back this up.
But... off-topic...
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Gyrn Fzirth
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Posted - 2003.10.28 07:59:00 -
[19]
Quote: UDP has as much chance to reach the destination as TCP does. The difference between the 2 protocols have nothing to do with reaching the destination.
Any basic TCP/IP litterature will back this up.
But... off-topic...
Erms, well, no not really. TCP is a connection oriented protocol - if a tcp packet _doesn't_ reach it's destination it will be transmitted/retransmitted. That's what the ACKs are - acknowledgements of packets received - if one doesn't arrive it doesn't get acked and the sender will retransmit. The sequence number lets the destination reassemble the packets in the correct order, too.
UDP on the other hand just tosses it to the wind and hopes it gets there. If it arrives then great. If it doesn't then oh well. If it arrives out of order too bad. Nice thing about UDP is the small packet size which makes it great for gaming, as long as the game code can handle all of the connection-oriented stuff. =============== Killboard: http://www.celeskills.com
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Iron Drake
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Posted - 2003.11.03 15:01:00 -
[20]
I think, the new arriving client has to collect all objects for the new location. If there is a small conflict, there are 6 ships + 35 drones + 10 rakets in space. The server has to transfer around 50 objects. I think there is 1 object = 1 packet, maybe i am wrong. I found with the speedometer that the normal packet transfer speed (for DSL) was around 2-5 per second. So u need 10-25 seconds to have all initial objects (in this time you could be destroyed very easiely ), but still then u have to update all objects repeatingly.
A possible solution could be : http://oldforums.eveonline.com/?a=topic&threadID=34076#1
Additional it would be a good idea to make larger packets, with more object per packet. This would speed up everything. Market too.
Greetings.
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