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Thread Statistics | Show CCP posts - 3 post(s) |
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Xorus
Forum Moderator Interstellar Services Department

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Posted - 2006.10.11 17:47:00 -
[1]
First :P
Nice to see Kali heading our way but it will require a lot more testing once it hits SISI which is where all you wonderful players come in, treat it like home and make sure it works you can all stop the bugs getting to TQ by logging in to SISI and making sure all the features work correctly :) ---
Wanna Buy a Goat??- Tirg
Member of the 'Kaemonn is My Hero' club Member of the "Immy's Bald Head Appreciation Society" Xorus is currenly off duty counting trees in Siberia. -Ivan K How much is that goaty in the window, baaa baaaa - Cortes (Secretary, Bald Head Appreciation Society)
All your sig are belong to me - Tanis
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kieron

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Posted - 2006.10.11 17:47:00 -
[2]
Tomorrow, the Dev team is heading to Barcelona for the weekend for the annual team building exersize and one final break before the big push in the coming months. It's going to be busy, Kali is feature frozen and public testing is around the corner, FanFest is on the horizon, the holidays just after that.
So what about the blog? Well, there's hardware, Kali updates, fixes and even quotes from Churchill and Jackson.
Snakes on a plane? F*(# that, we have Hamsters on Hardware!
kieron Community Manager, EVE Online |
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Quutar
Caldari Uxor Infensus
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Posted - 2006.10.11 17:51:00 -
[3]
happyness is a good dev blog.
its nice to see that they are adding the head room before the patch.
sonofabeachballbouncingmarymotherfiretrucker |

FFGR
Euphoria Released Euphoria Unleashed
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Posted - 2006.10.11 17:53:00 -
[4]
Always nice to see more H/W on the way  _____________________________
siggys v. 0.5 |

MAAN
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Posted - 2006.10.11 17:55:00 -
[5]
Plz remember to get a mirror done also, alot people has their account expired on sisi |

Emily Spankratchet
Minmatar Pragmatics
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Posted - 2006.10.11 17:58:00 -
[6]
More nodes! Huzzah!
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Der Ewige
Cataclysm Enterprises
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Posted - 2006.10.11 18:04:00 -
[7]
Originally by: Emily Spankratchet More nodes! Huzzah!
Let's crash em all!!
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Elaron
Minmatar Legio Immortalis
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Posted - 2006.10.11 18:05:00 -
[8]
Some great news in that blog. Interesting times ahead!
Elaron
It is never too late to correct the mistakes of the past. |

Grimpak
Gallente Celestial Horizon Corp. Ascendant Frontier
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Posted - 2006.10.11 18:10:00 -
[9]
more nodes yay \o/
one might ask tho: extra number of nodes will not mean such great increase of performance that we might be lead onto?
I still belive that most lag issues are software related and not hardware-related. -------
Originally by: Abdalion
Originally by: Jebidus Skari What, in EVE, is a Tyrant?
Me. Especially when it comes to troll threads.
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Caol
Minmatar Privateers
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Posted - 2006.10.11 18:14:00 -
[10]
Thankyou for the explanation. Roll on Kali!
Don't get too wasted on that "team building" exercise 
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Amira Silvermist
Ubiqua Seraph Aegis Militia
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Posted - 2006.10.11 18:27:00 -
[11]
Originally by: Caol
Don't get too wasted on that "team building" exercise 
Something tells me that exactly that will happen.  Cheers!

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Jim McGregor
Caldari
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Posted - 2006.10.11 18:30:00 -
[12]
Edited by: Jim McGregor on 11/10/2006 18:35:02
Nice blog... but im still abit worried. Are you sure you can support the growing number of players by just adding more and more nodes? I keep saying that real time dynamic load balancing must be a good solution, but maybe its too complex and difficult to put in?
And Kali coming to the test server next week sounds fantastic. I will be there to help find the bugs if you do some fresh TQ mirroring. My character on the test server sucks. :)
--- Eve Wiki | Eve Tribune | Eve Pirate |

Skull Digger
Minmatar ClanKillers Dusk and Dawn
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Posted - 2006.10.11 18:39:00 -
[13]
Remember as a developer myself its always the hardwares fault. If you loose threads you cant blame the software.
I remember when there where hardware additions before and at the same time they changed the solarsystem jump gates. Seems CCP likes to do things that cant be traced to a specific cause but an over all mess. __________ Death is about 1.2 sec away. Have you updated your clone recently. . Death to Pods |

Magunus
The Forsakened Few The ARR0W Project
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Posted - 2006.10.11 18:45:00 -
[14]
Originally by: Jim McGregor Edited by: Jim McGregor on 11/10/2006 18:35:02
Nice blog... but im still abit worried. Are you sure you can support the growing number of players by just adding more and more nodes? I keep saying that real time dynamic load balancing must be a good solution, but maybe its too complex and difficult to put in?
And Kali coming to the test server next week sounds fantastic. I will be there to help find the bugs if you do some fresh TQ mirroring. My character on the test server sucks. :)
I'm guessing the new nodes are to help out with the new regions. I could imagine real time dynamic load balancing being very painful, as context switching an entire system and all the pilots in that system to a new node would offset the performance increase. I can only guess, though.
Some sort of more advanced predictive analysis should be possible, though. Ie, if 50 people are travelling in one direction, and 50 others are travelling separately, it should be possible to predict that they would meet somewhere within a few jumps, so those systems in that area could all get loaded onto 'clean' nodes that were very low on the utilization scale, presuming that system isn't already loaded. Again, just guessing, though.
I have to wonder, where does this put CCP in that supercomputer list now? ---
In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move. -- Douglas Adams, 'The Restaurant at the End of the Universe' |

Darius Shakor
Minmatar Freelance Unincorporated Ushra'Khan
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Posted - 2006.10.11 18:59:00 -
[15]
What elements of Kali will be added to the test server? All the Kali 1 stuff or will they be added piece at a time to allow for more focused testing? ------
Shakor Clan Information Portal http://oldforums.eveonline.com/?a=topic&threadID=3 |

emepror
Gallente Flying Spaghetti Monsterz Serenus Letum
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Posted - 2006.10.11 19:13:00 -
[16]
will i be allowed to
A) buy new ships
B) buy new skills
C) get a mirror
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Hoshi
DAB RAZOR Alliance
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Posted - 2006.10.11 19:14:00 -
[17]
Originally by: Grimpak more nodes yay \o/
one might ask tho: extra number of nodes will not mean such great increase of performance that we might be lead onto?
I still belive that most lag issues are software related and not hardware-related.
If nothing else it should mean there are going to be less times when there is a queue to jump into an empty system as less systems will share nodes.
But as we have seen in the past not even having the system on a dedicated node is enough if the fleets are large enough.
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Slash Harnet
Minmatar Industrial Services INC
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Posted - 2006.10.11 19:29:00 -
[18]
Scanning is gonna be sweet in Kali and I doubt they are adding so much space that all the new nodes will go to that.
All in all, super great news.
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tbow10
Black Nova Corp Band of Brothers
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Posted - 2006.10.11 19:33:00 -
[19]
Edited by: tbow10 on 11/10/2006 19:33:44
Originally by: Skull Digger Remember as a developer myself its always the hardwares fault. If you loose threads you cant blame the software.
I remember when there where hardware additions before and at the same time they changed the solarsystem jump gates. Seems CCP likes to do things that cant be traced to a specific cause but an over all mess.
isn't that somthing they teach you early in programing (101) not to change to much at one time take smaller steps in code so you know where somthing goes wrong when it does :P
and let kali come woooot finaly some new ships agen
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Jim McGregor
Caldari
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Posted - 2006.10.11 19:35:00 -
[20]
Edited by: Jim McGregor on 11/10/2006 19:35:06
Originally by: tbow10
isn't that somthing they teach you early in programing (101) not to change to much at one time take smaller steps in code so you know where somthing goes wrong when it does :P
I usually just click Undo. Hey, ccp devs, click Undo!  --- Eve Wiki | Eve Tribune | Eve Pirate |
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Niccolado Starwalker
Syncore Ascendant Frontier
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Posted - 2006.10.11 19:43:00 -
[21]
Originally by: Oveur [...]Not only that, we're always ordering something new and we don't always mention everything - but it's days like today which are fun to mention, because we have some big batches of hardware coming from IBM over the next months, resulting in more than 30 servers being added to Tranquility (that's 60 more nodes).[...]
I love you Oveur!! 
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Brolly
Caldari The Department of Justice
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Posted - 2006.10.11 19:44:00 -
[22]
Looking forward to the new hardware, I'm just curious as to what an effect it's really going to have.
I remember the last hardware upgrade, unfortunately it didn't do the wonder job everyone hoped it did. With kali comming soon, there is also going to be a massive influx of new players. Will the new hardware have the desired effect, or will it always be a battle?.
Don't mean to sound so negative, but y'know 
I hope the hardware and kali optimizations live up to your hopes CCP, kudos to you all.
Looking forwards to the new stuff.
If I had ú1 for every intelligent comment posted in general discussion, I'd be hideously in debt |

Edge1
Caldari Deep Core Mining Inc.
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Posted - 2006.10.11 19:47:00 -
[23]
Edited by: Edge1 on 11/10/2006 19:50:51
Originally by: kieron
Snakes on a plane? F*(# that, we have Hamsters on Hardware!
Keiren, please do not attempt to bypass the profanity filter - Edge 
(P.S it took about 5 attempts to post this message, im starting to get seriously fed up with this stupid loop the forum gets it self into.
Nice blog btw. http://www.firetree-uk.com/sigs/edge1.jpg
http://img91.imageshack.us/img91/4177/ukcsigua2.jpg
signature removed (max size 24000 bytes) and only ONE signature - please email us (with the signature URL) if you want to know why - Pirlouit([email protected]) |

Ficti0n
FireTech Imperium Alliance
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Posted - 2006.10.11 20:00:00 -
[24]
Does this mean a Tranquility-SiSi mirror/sync is coming up?
Hope so!
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Regat Kozovv
Caldari Orion's Forge New Eden Conglomerate
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Posted - 2006.10.11 20:25:00 -
[25]
<warcraft>You must build more servers!</warcraft>
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Miss Overlord
Gallente Garoun Investment Bank
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Posted - 2006.10.11 20:38:00 -
[26]
looking forward to it these new nodes will be needed for the 60 new systems that are going in to
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Keshi Linegod
Amarr Pod Squad Xelas Alliance
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Posted - 2006.10.11 20:58:00 -
[27]
Yes, PLEASE PLEAS PLEASE do a new mirror before Kali goes to SISI. I reactivated my account a week ago and I cant wait to see what awaits in Kali. I love beta testing other games, but I am more then happy to help refine a expansion to this allready sweet game. -------------------------------------------------- Loyal servant of the Amarr empire. Why the hell an't my picture showing up....... |

Grez
Minmatar The Raven Warriors
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Posted - 2006.10.11 21:08:00 -
[28]
Hot  ---
Cache Clearer
Still waiting for a Wrangler-edit! |

Matrix Aran
Legio Immortalis
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Posted - 2006.10.11 21:25:00 -
[29]
Nice! The only thing about half of us want to know is will we get a mirror? Because its a pain having skills that are 6 month out of date. ----
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Helison
Gallente Times of Ancar
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Posted - 2006.10.11 21:29:00 -
[30]
Nice info about the new hardware!
But I have one request: STOP announcing, that you will put Kali on Sisi. Just do it!
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Idara
Caldari Cutting Edge Incorporated RAZOR Alliance
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Posted - 2006.10.11 21:37:00 -
[31]
Mirror SiSi.
Put Revelations on SiSi for player testing.
Update the Features page with the new goodies.
GET *****ING! 
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Pardack
Caldari State War Academy
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Posted - 2006.10.11 21:52:00 -
[32]
Can we get some spiffeh technical details on what the cluster will contain after all of the mentioned node additions, RAMSAN and networking gear? Like how many RAMSANs are currently installed, total capacity, network pipe, unofficial place on top500 and any other geek-a-licious info you can come up with.
One question I've got is, which CPUs are being used in the LS20s? Is it dual-core, dual-cpu or dual-core and dual-cpu Opterons? Seems like there's many CPU options for them. From what I've inferred, it appears to be dual CPU/single core, but haven't seen it confirmed anywhere for sure.
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Miss Overlord
Gallente Garoun Investment Bank
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Posted - 2006.10.11 22:03:00 -
[33]
i think they went with intel on there but hve AMD on other parts of the beast
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Blacklight
Black Nova Corp Band of Brothers
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Posted - 2006.10.11 22:53:00 -
[34]
Normally I'd applaud the addition of extra hardware, hotfixes, future code changes to improve performance but it's very difficult to be upbeat about the future despite this good news.
The current state of the game is depressing and after nearly four years of it I find it increasingly difficult to keep telling myself it'll get better when it doesn't, it gets worse.
Sorry to rain on the parade but for a great many of us involved in large scale combat (hell, not even large scale these days to be honest) the game is dying a long, slow and painful death.
 This sig is Eve related and will be replaced shortly by something cool or funny. |

Sevarus James
Minmatar Meridian Dynamics
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Posted - 2006.10.11 23:00:00 -
[35]
I'm going to add my request for an updated mirror here as well. Having quite a few sub one year members in my corporation, we need that mirror to adequately help with the testing. (Tried to get a large number of Meridian pilots on for the tests last week, but a good number were either back to nublet status, or were unable to log in at all.)
Exellent blog Oveur, looking forward to it. ----- ------------
Updated Linux Desktop+EVE+EVE-TV |

mechtech
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Posted - 2006.10.11 23:12:00 -
[36]
Good news, but I think i'm right in thinking that a majority of the new nodes will go to the new regions.
We still need dynamic load balancing or something similar to fix the lag for fleet battles, but this should fix lag for everything else, i'm glad we are getting this

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Pardack
Caldari State War Academy
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Posted - 2006.10.11 23:52:00 -
[37]
Edited by: Pardack on 11/10/2006 23:53:30
Originally by: Miss Overlord i think they went with intel on there but hve AMD on other parts of the beast
Other way around :) Yaardware Blog
Originally by: Oveur OK, I can take a hint. The new Tranquility consists of 70 x IBM LS20 AMD Opteron Blades, each Blade sporting two 2.4 GHz 64-bit Opteron processors with 2-4 GB of RAM, depending on application. That's a 140 CPUs, a full replacement of the current 140 Intel XEON 2.8 GHz CPUs.
What I didn't see is if they're using dual-core and counting that as two CPUs, or using two single core CPUs OR two dual-core. I believe the SQL servers are using Intel though.
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Bagehi
Caldari BFG Industries
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Posted - 2006.10.12 00:06:00 -
[38]
Just curious if CCP is planning on using some of those servers to hold the load from major fleet battles. I can think of a specific one that occurred over the weekend, and caused the node to crash repeatedly. And some frustrated GMs getting on and trying to keep the poor thing alive while players had their fun. Anyway... is it even possible to move a section of a node to a different server or is that physically impossible? I can only imagine the amount of data that would have to be shifted...
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Pardack
Caldari State War Academy
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Posted - 2006.10.12 00:58:00 -
[39]
Originally by: Bagehi Just curious if CCP is planning on using some of those servers to hold the load from major fleet battles. I can think of a specific one that occurred over the weekend, and caused the node to crash repeatedly. And some frustrated GMs getting on and trying to keep the poor thing alive while players had their fun. Anyway... is it even possible to move a section of a node to a different server or is that physically impossible? I can only imagine the amount of data that would have to be shifted...
The way CCP has it structured load is only balanced during downtimes. Subsequently, when fleets move and finally meet in a system, it has already previously been balanced using the average load in the past few days. Currently what you ask is not possible.
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Iconath
Minmatar
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Posted - 2006.10.12 02:18:00 -
[40]
Edited by: Iconath on 12/10/2006 02:20:09
Nice blog Oveur. I am sorry if you had to sell your car again for a new Ramsan 
Yay for more hardware. I like new toys too.
Originally by: Oveur And indeed, there will be beer 
Inebriation / Rank 1 / SP: 255998 of 256000 |
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Andrew Gunn
Frontline Defense Force Maelstrom Alliance
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Posted - 2006.10.12 02:22:00 -
[41]
With all the new nodes coming in, might it be possible to have more resources dedicated to systems with conquerable outposts?
Most all fighting with fleets seems to happen around POSes and stations right now, so that might help a bit. But, then again I don't have a clue what goes on behind the iron curtain.
Whatever problems that are currently effecting TQ, I'm sure you guys (CCP) are working hard to fix it. That or you're using the nerfbat to make other people work hard to fix it.  --
Capital Ship Build Info |

Miss Overlord
Gallente Garoun Investment Bank
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Posted - 2006.10.12 02:40:00 -
[42]
sub divide resources to POSes , conqueroable stations and gates firstly
That said its always been an ongoing issue and CCP do their best.
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Sosus Red
Caldari Thunderbolts The Cyrene Initiative
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Posted - 2006.10.12 06:13:00 -
[43]
CCP, have a great time in spain!!! I wish my former employer, I recently quit to start own business, took me on trip for team building. We were lucky to get luch once in a while .
Great companies are the ones that treat thier employees great while still making a profit. GJ CCP.
have a great time and get back and kick some Kali butt!!!
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Kuolematon
Space Perverts and Forum Warriors United
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Posted - 2006.10.12 06:19:00 -
[44]
Originally by: "Oveur" To sum it up, in Samuel L. Jackson's immortal words:
"We're on the m***********"
Did you ask permission for this via eve-mail? 
Unnerf Amarr!Ö "I read somewhere that Kali will be featuring turn-based combat to increase immersion." ¬ Waagaa Ktlehr
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Mr Xzomo
Carebear Industries
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Posted - 2006.10.12 07:03:00 -
[45]
Edited by: Mr Xzomo on 12/10/2006 07:04:44
Can't we pleeeease have some images from the server hall 
And thanx for a nice blog !!!
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Hygelac
Body Count Inc. Mercenary Coalition
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Posted - 2006.10.12 08:36:00 -
[46]
Firstly I'd like to say how deeply appreciated these blogs are, most of us from other MMO communities will understand how unique CCP is in itÆs responsiveness and general communications with the customer i.e. Us. :)
Now hereÆs the bad bit. In over 2 years of playing Eve, I think I can safely say that IÆve never seen the game in a worse state than it is currently, and itÆs at the current point where even the hardcore cadre of optimists are starting to loose faith in CCPÆs ability to actually pull this off.
I think CCPÆs shining moment in terms of hardware and performance was the introduction of the new cluster. We all marvelled at the smoothness of the change-over, we all wowÆed in corp chat about how smooth the whole game was and lag-free the fights were. Sure by the time you got to 100v100 fights things were still a bit laggy, but even those fights were noticeably improved. Before long people were deploying 150 man fleets against one another and I even saw the odd 200 man blob in combat à a testament to CCPÆs hard work and the organizational abilities of the player base.
When was that? March? April à I canÆt remember the specific date. But I can safely say than since that point Eve has been progressively worse and worse and even worse. I think itÆs safe to say that I lived through some pretty bad days pre-RMR/Ramsan but even those bad times are like a momentary blip compared to the current poor state of things:
IÆve started to see threads and strategies on how to deal with ænode-crashesÆ and how to create node crashes, and drastic measures by the DevÆs which seem to make little difference at all. Things are at the point where anything more than 50 on 50 is risking a node crash and when the node comes back, the basic mechanics of the game, even those goals people were fighting over in the first place were bugged/unstable until the next down time.
WeÆve seen systems loosing sovereignty, POSes shooting friendlies/not shooting hostiles, IÆve even seen station settings no longer working allowing whole fleets of enemies access to assets they have previously lost. The worst point for me is where things have gotten so bad that GMs have had to intervene in normal player activities and have even influenced the course of combats, all in an effort to try and keep the servers up.
Eve has never been better than it is today, but at the same time, itÆs never been more unplayable and that is frustrating us (and no doubt you guys too) to the point of tears. I think I speak for the majority of the player base when I express my admiration and love for this game, When even the die-hards are starting to loose faith, there is a serious problem: ôThis cannot continue.ö
If it requires a slow down in new content/functionality deployment then so be it. Shiny toys are great, but what use are the toys when we canÆt play with them. WeÆre with you Oveur, please make Eve great again, whatever it takes!
Signed Eve Fan-boi #413,514,165
---
Veni Vidi Castratavi Illegitimos |

Yumi Katanawe
Caldari Demon Womb Xelas Alliance
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Posted - 2006.10.12 09:38:00 -
[47]
As a citizen of Barcelona, two warnings for the dev team:
a) you better bring a mobile lab to analyze any "sangria" you happen to order unless you wanna spend the weekend under medical care and assistance.
b) about 80% of the pay-girls on the street used to be men - don't let the boobs fool you!
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Tarnish Katharr
GoonFleet GoonSwarm
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Posted - 2006.10.12 09:52:00 -
[48]
Hey that's great... where's my Sovereignity skill mate? Who I gotta cut around here? 
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voodoo
Evolution Band of Brothers
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Posted - 2006.10.12 10:58:00 -
[49]
Well new nodes more servers thats great considering you're bringing 8 new regions into play with kali.
Im sorry I've been here since beta and Ive seen so many promises, so many blogs like this. Theres really nothing new in this and nothing unexpected. More of the same.
What game can you fire a weapon and then wait 30 sec for it to fire?
Yeah im ****ed the game I love is just feeding me BS.
I lub you all wish you all the best and egerly await what new toys and better performance "kali" will bring.
Since Ive been here soooo long I can say that it will pretty much be the same. Show me, Show me why, Show me soon.
The Blue Pills Make Me Happy
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Magunus
The Forsakened Few The ARR0W Project
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Posted - 2006.10.12 12:45:00 -
[50]
Originally by: Pardack Can we get some spiffeh technical details on what the cluster will contain after all of the mentioned node additions, RAMSAN and networking gear? Like how many RAMSANs are currently installed, total capacity, network pipe, unofficial place on top500 and any other geek-a-licious info you can come up with.
One question I've got is, which CPUs are being used in the LS20s? Is it dual-core, dual-cpu or dual-core and dual-cpu Opterons? Seems like there's many CPU options for them. From what I've inferred, it appears to be dual CPU/single core, but haven't seen it confirmed anywhere for sure.
If I'm reading this right, they're dual CPU dual core 64 bit opterons. Towards the end he mentions 70 LS20s and 140 CPUs. He also mentions that the CPUs are 2.4 GHz, and if you follow the link to the servers, and look at features and benefits, the only way to get 2.4 GHz is to go with dual core, single cores are 2.8 GHz.
---
In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move. -- Douglas Adams, 'The Restaurant at the End of the Universe' |
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Magunus
The Forsakened Few The ARR0W Project
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Posted - 2006.10.12 12:47:00 -
[51]
Edited by: Magunus on 12/10/2006 12:48:10 edit - dbl post. ---
In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move. -- Douglas Adams, 'The Restaurant at the End of the Universe' |

Annatar
The Galactic Empire Lotka Volterra
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Posted - 2006.10.12 14:13:00 -
[52]
I think we (the community) have lost a little overview on what Hardware (serverside) we are playing.
New Pictures included into a new Yaardware Blog would be sooo
Sweeeet.
-------------------------------------------- Never argue with an Idoit, they will drag you down to their Level and beat you with experience. |

jamesw
Omniscient Order
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Posted - 2006.10.12 14:19:00 -
[53]
Originally by: Annatar I think we (the community) have lost a little overview on what Hardware (serverside) we are playing.
New Pictures included into a new Yaardware Blog would be sooo
Sweeeet.
*stomps feet in agreement*
Need Juicy Hardware Pro.... erm Pics! --
NEW Vid: Domi For the Win! |

Pardack
Caldari State War Academy
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Posted - 2006.10.12 15:05:00 -
[54]
Originally by: Magunus
Originally by: Pardack Can we get some spiffeh technical details on what the cluster will contain after all of the mentioned node additions, RAMSAN and networking gear? Like how many RAMSANs are currently installed, total capacity, network pipe, unofficial place on top500 and any other geek-a-licious info you can come up with.
One question I've got is, which CPUs are being used in the LS20s? Is it dual-core, dual-cpu or dual-core and dual-cpu Opterons? Seems like there's many CPU options for them. From what I've inferred, it appears to be dual CPU/single core, but haven't seen it confirmed anywhere for sure.
If I'm reading this right, they're dual CPU dual core 64 bit opterons. Towards the end he mentions 70 LS20s and 140 CPUs. He also mentions that the CPUs are 2.4 GHz, and if you follow the link to the servers, and look at features and benefits, the only way to get 2.4 GHz is to go with dual core, single cores are 2.8 GHz.
I saw that as well, but note the "up to 2.40GHz" and "up to 2.80GHz", these are maximums. They very well could be running single-cores @ 2.4GHz.
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Kaz Empire
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Posted - 2006.10.12 15:55:00 -
[55]
Yay to Revelations coming in next week :D
But yeah same question : How old will the mirror be ? I'd really love to get a real fresh mirror like only 2-3 days to really get an idea of what will my ships' bonuses/stats be TQ w/Revelations ^^
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Amarr Citizen 13513
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Posted - 2006.10.12 16:28:00 -
[56]
It won't matter how much new hardware you add you're still using python aaaaaaaargh :(
Does your backend code have a lot of wierd stuff in it or something? I'm betting the servers would speed up hugely if you rewrote everything in C++.
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Magunus
The Forsakened Few The ARR0W Project
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Posted - 2006.10.12 16:35:00 -
[57]
Originally by: Pardack
Originally by: Magunus
Originally by: Pardack Can we get some spiffeh technical details on what the cluster will contain after all of the mentioned node additions, RAMSAN and networking gear? Like how many RAMSANs are currently installed, total capacity, network pipe, unofficial place on top500 and any other geek-a-licious info you can come up with.
One question I've got is, which CPUs are being used in the LS20s? Is it dual-core, dual-cpu or dual-core and dual-cpu Opterons? Seems like there's many CPU options for them. From what I've inferred, it appears to be dual CPU/single core, but haven't seen it confirmed anywhere for sure.
If I'm reading this right, they're dual CPU dual core 64 bit opterons. Towards the end he mentions 70 LS20s and 140 CPUs. He also mentions that the CPUs are 2.4 GHz, and if you follow the link to the servers, and look at features and benefits, the only way to get 2.4 GHz is to go with dual core, single cores are 2.8 GHz.
I saw that as well, but note the "up to 2.40GHz" and "up to 2.80GHz", these are maximums. They very well could be running single-cores @ 2.4GHz.
Ah, you're right, I missed the 'up to' part. Sorry about that. ---
In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move. -- Douglas Adams, 'The Restaurant at the End of the Universe' |

Monica Foulkes
Hooligans Of War
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Posted - 2006.10.12 16:42:00 -
[58]
Nice to see a 43% boost to the number of nodes.
The 8h skill buffer |
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kieron

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Posted - 2006.10.12 17:31:00 -
[59]
Texas Memory Systems sent the new RAMSAN out today and is on its way to the server inLondon, UK for installation. Depending on when UK Customs clears it, installation will most likely be within the next 2 weeks.
More announcements, including the installation date and expected downtime, will be made in the near future.
kieron Community Manager, EVE Online |
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Bagehi
Caldari BFG Industries
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Posted - 2006.10.12 18:13:00 -
[60]
We eagerly look forward to the new hardware and the stability it will provide!
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Mjnari
Empyreum
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Posted - 2006.10.12 18:37:00 -
[61]
Edited by: Mjnari on 12/10/2006 18:39:10
Originally by: Kuolematon
Originally by: "Oveur" To sum it up, in Samuel L. Jackson's immortal words:
"We're on the m***********"
Did you ask permission for this via eve-mail? 
Pretty sure he doesn't need permission, as if my memory serves me correctly it was Ving Rhames who said that in Pulp Fiction. 
Edit: Whups, just remembered the whole bit. I suppose Samuel L. Jackson does say it, albeit less than assertively.
------------------------ Minmatar, It should be like going down a flight of stairs on an office chair shooting an Uzi. |

Xendie
Forsaken Empire
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Posted - 2006.10.12 18:56:00 -
[62]
w00t more nodes!!
can we atleast have one or 2 extra nodes for geminate?, it lags out if you launch 1 drone in each end of the systems there.
there is a reason to why ppl call geminate the arse end of space.
Quote: Nertzius > having fun being incompetitent?
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FactorzGT
Quantum Industries
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Posted - 2006.10.12 22:38:00 -
[63]
PLEASE UPDATE THE MIRROR MY CHAR IS 4 MILLION SKILL POINTS BEHIND ON SINGULARITY !!!
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arjun
Viziam
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Posted - 2006.10.13 00:50:00 -
[64]
Edited by: arjun on 13/10/2006 00:50:37 ccp has set their priorities constantly wrong for the last 3 years. we cry about fleetbattle-lag since 3 years. it never changed. my guess is, that there is a fundamental flaw in the gamecode and nobody dared to touch it because it would require a rewrite of the whole thing. so we have seen constant doctorings and half arsed "improvements". why on earth are they refusing to give us the option to remove the graphics if wanted? fleetbattle with overview only - why not? they just can allow themself to refuse without giving a acceptable reason since 3 years.
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Pick Me
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Posted - 2006.10.13 02:19:00 -
[65]
Originally by: arjun
ccp has set their priorities constantly wrong for the last 3 years. we cry about fleetbattle-lag since 3 years. it never changed. my guess is, that there is a fundamental flaw in the gamecode and nobody dared to touch it because it would require a rewrite of the whole thing. so we have seen constant doctorings and half arsed "improvements". why on earth are they refusing to give us the option to remove the graphics if wanted? fleetbattle with overview only - why not? they just can allow themself to refuse without giving a acceptable reason since 3 years.
Yes, fleet battle lag is bad as long as we can remember (maybe worst lately) but it has nothing to do with graphic. Turning them off will not help. The problem is the communication with the server, or should I say, the ability of the server to keep up with the states of everything in his node.
The big difference between EVE and most other MOORPG on the market is that most objects in a fleet battle are in complex 3d movement with a lot of different variables. One of which is the culprit of the problem, more on that later.
In a normal rpg, you are moving or you are attacking the big giant monster. There is no point of moving unless you want to get closer or far from the damage dealing monster. In eve, there is speed, trajectory and maybe curve if you are turning, all calculated with each ships but also drones and missiles.
All in the name of realism, but not realism of graphics as much as of the realism of the physics of space, a missile follow the right path to it's target for example.
I experienced it myself in a mission with a mate that when he was firing missiles with his Raven, my Apoc was completely lagged, no command responded. But as soon as he stopped (I asked him in chat that was on another node), it stopped lagging. I've also seen this happen with deployed drones. So that is why the devs reduced the number of drones a ship can have (Drone Interfacing skill), while having the same damage. What it give is that there is less 'orbit' to keep track of.
As many things, there is no problem with 50 or 100 objects to keep track each second, but the problem is when it's a 200 versus 200 ships, as soon as they each deploy drones and start to fire missiles everywhere, it become something!
So each second, the server has to keep track of all these variables and keep updating them (see if a ship is destroyed, have proper hardening value according to the module activated and maybe even gang bonus (because the command ship could have just blown up!). It also have to get all the new messages from the numerous clients involved, they are activating modules (clearly) but also possibly changing direction.
So as soon as the server stop taking command from the clients, but even then is not able to keep up with all the variables updated each second, it's losing it. I mean, the ship was moving to a certain speed, but it had too many calculation do to in a single second to reach that ship and update it's position, now everyone firing on it know it's somewhere further than the server think it is really.
We noticed this effect in the past when the ships seemed to "go on reverse" suddently or just teleport themselves further in space, the server was resynching everyone on that info. Now if he cannot do that on 2000 objects, it give up and the node crash.
I feel the real culprit is the traversal velocity. It seem that each little ships pilots learned the wisdom to always keep a high traversial so it cannot be hit. Now that mean that theses pilots are all clicking like button-masher in arcade fighting game to keep their traversial high.
IMHO, this is what is crashing the node and nothing the devs will do will ever fix that except if they implement a limit to 1 command from the client each 3 sec in a fleet battle. The orbit function exist for the traversial.
BTW: a script language is always better than a procedural code because it can do simple command way faster! |

Pick Me
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Posted - 2006.10.13 02:30:00 -
[66]
Also, any action that is creating a lot of work like blowing up a full freighter at a safe spot, copying tons of BMs, having 100 ships warping-in the fight at the same time should simply be put in a stack so they are processed in many small chunk according to load. So yes thoses warping in might lag for 10-20 seconds the time the server get to their 'batch', but it would prevent the server from trying to do everything for everbody and die trying.
Yet, I'm sure they know all that and are trying to do their best...
As any good developer, I blame the user first! |

Matthew
Caldari BloodStar Technologies
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Posted - 2006.10.13 08:02:00 -
[67]
Originally by: voodoo Well new nodes more servers thats great considering you're bringing 8 new regions into play with kali.
I can't see the new regions being a major driver for this tbh. An empty system is going to be generating practically no load. It's the presence and actions of players that generate load, and players to populate the new regions will have to come from somewhere, which means less players somewhere else. If anything, more regions to spread people out over would give the load balancing more room to work with and a more spread-out playerbase, which is better for the cluster.
Also, lets put this upgrade into some context. From the already-linked yardware blog, we have a figure of 70 blades, 140CPU's in the current cluster. Another 30 blades, 60CPU's is a very significant boost. Given there are approx 5000 systems, that pushes systems per node down from 36 to 25. This is going to give them a lot of headroom for the load-balancer to aggressively load-balance towards "problem" systems without compromising performance elsewhere (i.e. fleet battles should generally get more of the node than they do now). It also means that when a fleet battle crippes a node, fewer other systems will get caught up as collateral damage
Of course, we also need to recognise what this won't do. This won't solve the problem of when a fleet battle is big enough to overwhelm a dedicated node. This won't solve the current node-death problems being seen, which from what I've seen is more a software problem. Though CCP are actively working on that problem too, so it's all good.
Originally by: kieron Texas Memory Systems sent the new RAMSAN out today and is on its way to the server inLondon, UK for installation. Depending on when UK Customs clears it, installation will most likely be within the next 2 weeks.
With the second RAMSAN in, would be interesting to know how much of the DB can now be fitted on the RAMSAN rather than slower disk arrays. ------- There is no magic Wand of Fixing, and it is not powered by forum whines. |

Hatuk
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Posted - 2006.10.13 11:33:00 -
[68]
very nice post Pick Me, you said 90% of what i was about to type.
people complaining about lag... people living in dreamland how lag will be removed... both funny to read day after day. well guys it wont happen, it cant happen. EvE is to complex, has to many parameters for CPU to calculate. i wont repeat cos Pick Me said it all.
its not only nods\CPU... there is also the damn database. its a "live database" (sorry for my bad english) that has to take to much read\writes per second and we all know that SQL is not the DB to use for performance. i apologize if im wrong here but i think someone said its SQL. i worked 5 years in IT in a company with more then 1 mil subscribers and and a "live DB", i know of the problems... but that was nothing compared to complexity of EvE.
few minor suggestions: -try to clear all old inactive accounts (1 or 2 years old?) with tons of their items -try to remove tens of thousands of floating cans -solve BM (yea yea i know it has been said 1000 times) cos its millions of them in DB (yea i know they dont cause lag but players use them for copying in fleet battles\POS attacks to crush the node) -try to have few "reserve nodes" that admins can hook-up to a system where fleet battle\POS attack is on the way like in current BoB vs ASCN war. i know it can be done technically but you need skilled CCP people be active 0-24 and monitoring...
p.s. i apologize for my bad english, had to use simple words and sentences... not sure all will get my thoughts... grr, wish had spent more time in school learning english and less playing games\chasing girls
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Za Po
Caldari
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Posted - 2006.10.13 14:37:00 -
[69]
If they add new hardware so that 200vs200 battles can run smoothly, people will then complain that 250vs250 battles lag.
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Cyleth
Black Nova Corp Band of Brothers
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Posted - 2006.10.13 16:14:00 -
[70]
Edited by: Cyleth on 13/10/2006 16:14:19 People will always complain 'cause of something. The problem atm, however, is not lag. It's the dieing nodes and it's quite annoying. There's no way to fight big battles without a)having a node death, b)having lag so much that you cant see a thing within 10mins, c)simply can not control your client at all and see how you get popped.
I seriously do hope that that extra yaaarrrrrrdddware is going to give a significant boost on server and we actually can have decent territorial battles.
Such news as Oveur's blog is always good news.  --
Nobody stays behind |
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Pardack
Caldari State War Academy
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Posted - 2006.10.14 03:50:00 -
[71]
Edited by: Pardack on 14/10/2006 03:50:18
Originally by: Cyleth Edited by: Cyleth on 13/10/2006 16:14:19 People will always complain 'cause of something. The problem atm, however, is not lag. It's the dieing nodes and it's quite annoying. There's no way to fight big battles without a)having a node death, b)having lag so much that you cant see a thing within 10mins, c)simply can not control your client at all and see how you get popped.
I seriously do hope that that extra yaaarrrrrrdddware is going to give a significant boost on server and we actually can have decent territorial battles.
Such news as Oveur's blog is always good news. 
You contradict (sp?) yourself. You state:
Originally by: Cyleth The problem atm, however, is not lag
and then you say Originally by: Cyleth b)having lag so much that you cant see a thing within 10mins.
Lag IS the problem. Whether it's caused by BMs, multiple fleets jumping in on each other or "Carebears" farming missions, lag is the result.
Dynamic load balancing is the key IMHO. No, it's not easy with the current game structure, but it is at LEAST semi-doable and semi-feasible.
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Pardack
Caldari State War Academy
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Posted - 2006.10.14 04:21:00 -
[72]
Edited by: Pardack on 14/10/2006 04:25:05 Another question I have is, if there's another eight regions being introduced with many systems, will that not just 'eat up' the resources being added? They've got to be allocated somewhere and as we've seen in the past, they're not allocated in the right places at the right time. More CPU power = good. More Regions = good. Combining the two, not so sure. Sure there is more regions AND more processing power. Combine the two and you get the same effective result, equal performance as to what we have now, when people 'populate' the new areas.
Adding more systems/regions will simply spread out the problems a bit (in this case not too seemingly noticable) and not fix the problem. You've now got more systems to load balance and admittedly more resources available, but isn't this just again 'bandaiding' the problem? It appears now that with the addition of more regions/systems and with the addition of more 'yaardware', that performance gain will basically be a wash?
IMHO, more resources should be focused on the majority of 'laggy' systems and WHY they are so laggy. Yes, POS wars suck AND cause lag, but is that not putting your focus on a single area of performance and not addressing the other areas of EVE that despite these changes, will still experience the same lag (eg. non 0.0 players)?
I am NOT saying you're not doing anything toward overall performance, it just appears to me that more could be done to reduce the 'overall' lag, than in just a few cases.
I'm sure you know of Pareto and the theory behind the analyses. Sure if 90% of the lag experienced by a 'majority' of players is the cause, fix it. If a majority of the lag is caused by a few, fix that.
As I'm sure you are doing, weed out the 90% of lag causing issues that deal with 90% of the players and you've got a near perfect solution. Dealing with a small majority of players problems that cause lag and not dealing with the rest is a problem.
If 90% of the lag is caused by X doing Y, address it. If the remaining 90% of the population still complains, find the root cause of the complaints and address that. Then keep on finding the major causes of lag for the MAJORITY of players and fix that ad nauseum.
I am sure CCP is fully working on this. I must say now that even with improvements, hot-fixes, patches and the like, I haven't seen EVE as unresponsive and unplayable as this, ever.
More regions AND more yaardware at the same time seems to be counterproductive.
This basically means that even though they are adding more 'power' to the cluster AND adding more systems, the same result will happen. The same or more amount of systems will still experience the same amount of lag, since the system had to load-balance even more systems than it had before.
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Dwight Hammerhead
Caldari KIA Corp
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Posted - 2006.10.14 11:43:00 -
[73]
Pls be sure to update the character data on the test server with the deployment of Kali for testing there. Looking forward to some testing _____________________________________________ Too bad at photoshop and too poor to buy a sig |

Matthew
Caldari BloodStar Technologies
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Posted - 2006.10.14 15:12:00 -
[74]
Originally by: Pardack Adding more systems/regions will simply spread out the problems a bit and not fix the problem. You've now got more systems to load balance and admittedly more resources available, but isn't this just again 'bandaiding' the problem? It appears now that with the addition of more regions/systems and with the addition of more 'yaardware', that performance gain will basically be a wash?
More systems doesn't automatically mean significantly more load. Empty systems will be generating very little load. If players go to the new systems and generate load, that means that they are not where they would otherwise be. Just opening up 8 new regions does not mean we will magically get 8 new regions worth of new players to match. Therefore, the new regions may lead to a transfer of load from other places, but it shouldn't generate more load.
And given that load follows the square of the number of players in the same place (i.e. 10 players in the same grid is actually 100 times more load than 1 player in the grid), spreading people out over more systems actually has the potential to reduce total load on the server.
Originally by: Pardack IMHO, more resources should be focused on the majority of 'laggy' systems and WHY they are so laggy. Yes, POS wars suck AND cause lag, but is that not putting your focus on a single area of performance and not addressing the other areas of EVE that despite these changes, will still experience the same lag (eg. non 0.0 players)? Unless that is casuing 90% of the lag.
Bear in mind that the node a laggy POS war is on, is likely to also be the same node that other entire constellations are on too. The POS war will make all those constellations laggy too, because they're on the same node. Eliminate the POS war lag, and you immediately un-lag all those other constellations too.
The extra nodes will give them more flexibility to load balance towards potential troublespots without compromising performance elsewhere. It will also mean that there will be, on average, fewer systems per node. Which means if a war does lag out the node, there are fewer other systems that suffer "collateral lag". ------- There is no magic Wand of Fixing, and it is not powered by forum whines. |

Pardack
Caldari State War Academy
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Posted - 2006.10.14 16:39:00 -
[75]
Edited by: Pardack on 14/10/2006 16:41:11
Originally by: Matthew More systems doesn't automatically mean significantly more load. Empty systems will be generating very little load. If players go to the new systems and generate load, that means that they are not where they would otherwise be. Just opening up 8 new regions does not mean we will magically get 8 new regions worth of new players to match. Therefore, the new regions may lead to a transfer of load from other places, but it shouldn't generate more load.
I semi agree here. I didn't mean to come across as saying that it will automatically generate more load, empty systems don't consume many resources. Having said that, with the constant influx of new players and the expected 'rush' to the new regions to claim them, they will most likely have more load than average, especially when they are first rolled out. This also means that any other systems that are sharing those nodes will experience more load than average. The number of nodes being added is more than the number of systems being added resulting in more systems overall sharing a node.
Originally by: Matthew Bear in mind that the node a laggy POS war is on, is likely to also be the same node that other entire constellations are on too. The POS war will make all those constellations laggy too, because they're on the same node. Eliminate the POS war lag, and you immediately un-lag all those other constellations too.
Agreed, while I may have been concentrating on the majority of players performance, the key thing is reducing the most lag-causing problems in EVE. Then again, since most players are concentrated in empire space, if something else is causing lag for most of them, doesn't it make more sense to fix that problem first?
Granted, a laggy POS war will affect other systems. Perhaps separating 0.0, 0.1>0.4 and 0.5+ into 'mini clusters' for load-balancing may help alleviate the problem some. Since most 0.0 systems are unused there would be more resources for POS wars and low-sec/high-sec wouldn't be affected and vice-versa. Jita-like systems wouldn't have an effect on 0.0/low-sec systems. Unfortunately this would also most likely not be the most efficient usage of resources. I'm not one for band-aid fixes, but it seems worthwhile to look into. A few nodes would go mostly unused, but it would also serve as a 'reserve' for high loads as some have requested, which is not currently possible with the current structure of EVE. Call it a workaround.
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Pardack
Caldari State War Academy
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Posted - 2006.10.14 16:52:00 -
[76]
Originally by: Matthew With the second RAMSAN in, would be interesting to know how much of the DB can now be fitted on the RAMSAN rather than slower disk arrays.
If I'm counting correctly from the blogs/forum posts, there's already at least two or three. Would really be nice to have everything on RAMSANS tho 
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Matthew
Caldari BloodStar Technologies
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Posted - 2006.10.14 17:58:00 -
[77]
Originally by: Pardack I semi agree here. I didn't mean to come across as saying that it will automatically generate more load, empty systems don't consume many resources. Having said that, with the constant influx of new players and the expected 'rush' to the new regions to claim them, they will most likely have more load than average, especially when they are first rolled out. This also means that any other systems that are sharing those nodes will experience more load than average. The number of nodes being added is more than the number of systems being added resulting in more systems overall sharing a node.
Adding new regions is unlikely to significantly increase the number of new players coming in, so that factor would be the same either way. If people are flocking to the new systems, sure, the load is higher in those new systems, but it will be correspondingly lower in the systems those players have left. A couple of days load-balancer shuffling, and everything's happy again.
We're adding 8 regions and 60 nodes. Now, I'm not sure exactly how many systems those 8 regions have. But lets look at the node expansion. We know from the previous yardware blog already linked that there are 140 nodes. Therefore 60 nodes is 43% of current capacity. Therefore, if the 8 new regions are going to maintain the same systems-per-node ratio as currently, they would need to contain as many systems as 43% of the currently accessible eve universe. Given that there are currently 33 regions listed on the alliance territory map (quickest source I could find), and that's only 0.0 regions, the 8 new regions would have to be ridiculously huge to contain enough systems to maintain the current systems-per-node ratio.
Originally by: Pardack Agreed, while I may have been concentrating on the majority of players performance, the key thing is reducing the most lag-causing problems in EVE. Then again, since most players are concentrated in empire space, if something else is causing lag for most of them, doesn't it make more sense to fix that problem first?
Sure, it's best to target what's hurting the majority of players first. But with the structure of the cluster, empire lag could just as easily be a side-effect of 0.0 fleet battles as a seperate problem of it's own. Especially when nodes start dropping and systems have to be moved to new nodes.
Originally by: Pardack Granted, a laggy POS war will affect other systems. Perhaps separating 0.0, 0.1>0.4 and 0.5+ into 'mini clusters' for load-balancing may help alleviate the problem some. Since most 0.0 systems are unused there would be more resources for POS wars and low-sec/high-sec wouldn't be affected and vice-versa. Jita-like systems wouldn't have an effect on 0.0/low-sec systems. Unfortunately this would also most likely not be the most efficient usage of resources. I'm not one for band-aid fixes, but it seems worthwhile to look into. A few nodes would go mostly unused, but it would also serve as a 'reserve' for high loads as some have requested, which is not currently possible with the current structure of EVE. Call it a workaround.
I would think the load-balancer does this to some extent already. The problem is that with the current number of nodes, to maintain performane in high-sec you would end up with huge swathes of 0.0 on the same node and a fleet battle would have the potential to take down massive areas. All those new nodes will give them more headroom generally, which will let them have more "spare" capacity balanced into low-sec areas which see volatile traffic levels, ready to cover fleet battles, because they'll have the capacity to do it without removing required power to meet more predictable loads in empire. ------- There is no magic Wand of Fixing, and it is not powered by forum whines. |

Pardack
Caldari State War Academy
|
Posted - 2006.10.15 00:28:00 -
[78]
Edited by: Pardack on 15/10/2006 00:28:27
Originally by: Matthew Adding new regions is unlikely to significantly increase the number of new players coming in, so that factor would be the same either way. If people are flocking to the new systems, sure, the load is higher in those new systems, but it will be correspondingly lower in the systems those players have left. A couple of days load-balancer shuffling, and everything's happy again.
I'm not suggesting that new regions = new players. EVE is constantly getting an influx of new players, it's the expanding population that I'm referring to. We recently hit 30K PCU, 50K will IMO not take much longer. With an increasing player base, the stress on each node keeps increasing. As people move to the new regions, new players join and fill up the recently vacated systems.
Originally by: Matthew We're adding 8 regions and 60 nodes. Now, I'm not sure exactly how many systems those 8 regions have. But lets look at the node expansion. We know from the previous yardware blog already linked that there are 140 nodes. Therefore 60 nodes is 43% of current capacity. Therefore, if the 8 new regions are going to maintain the same systems-per-node ratio as currently, they would need to contain as many systems as 43% of the currently accessible eve universe. Given that there are currently 33 regions listed on the alliance territory map (quickest source I could find), and that's only 0.0 regions, the 8 new regions would have to be ridiculously huge to contain enough systems to maintain the current systems-per-node ratio.
I can't argue with the numbers you stated. However, as it is the current load per system is causing node drop-outs on a regular basis, nevermind fleet battles which pretty much guarantee a node death. The new yaardware WILL help lag, but the new systems will detract from that (systems still take resources even when not occupied, especially RAM which seems to be the current problem).
Originally by: Matthew Sure, it's best to target what's hurting the majority of players first. But with the structure of the cluster, empire lag could just as easily be a side-effect of 0.0 fleet battles as a seperate problem of it's own. Especially when nodes start dropping and systems have to be moved to new nodes.
I would think the load-balancer does this to some extent already. The problem is that with the current number of nodes, to maintain performane in high-sec you would end up with huge swathes of 0.0 on the same node and a fleet battle would have the potential to take down massive areas. All those new nodes will give them more headroom generally, which will let them have more "spare" capacity balanced into low-sec areas which see volatile traffic levels, ready to cover fleet battles, because they'll have the capacity to do it without removing required power to meet more predictable loads in empire.
This is already happening. From what I gather, the load-balancer treats all systems as equal, 0.0, low-sec and high-sec. Empire activity is affecting 0.0 and low-sec and vice-versa. The new hardware will give them more headroom, but with the increasing player population we will quickly be in the same situation again, more node deaths and lag.
I believe we both have the best intents for EVE and I don't want to derail this thread more, so I'll leave it at that. EVE FTW 
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Cyleth
Black Nova Corp Band of Brothers
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Posted - 2006.10.15 16:46:00 -
[79]
Originally by: Pardack Edited by: Pardack on 14/10/2006 03:50:18
Originally by: Cyleth Edited by: Cyleth on 13/10/2006 16:14:19 People will always complain 'cause of something. The problem atm, however, is not lag. It's the dieing nodes and it's quite annoying. There's no way to fight big battles without a)having a node death, b)having lag so much that you cant see a thing within 10mins, c)simply can not control your client at all and see how you get popped.
I seriously do hope that that extra yaaarrrrrrdddware is going to give a significant boost on server and we actually can have decent territorial battles.
Such news as Oveur's blog is always good news. 
You contradict (sp?) yourself. You state:
Originally by: Cyleth The problem atm, however, is not lag
and then you say Originally by: Cyleth b)having lag so much that you cant see a thing within 10mins.
Lag IS the problem. Whether it's caused by BMs, multiple fleets jumping in on each other or "Carebears" farming missions, lag is the result.
Dynamic load balancing is the key IMHO. No, it's not easy with the current game structure, but it is at LEAST semi-doable and semi-feasible.
Ok let me be more specific.
You can live with some lag, you cant live with node drops.
What I mean with problem not being lag is that there will always be lag, but the node drops have gotten oh so worse since dragon. --
Nobody stays behind |

Viktor Fyretracker
Caldari Worms Corp
|
Posted - 2006.10.15 17:15:00 -
[80]
i know its fleet zergs causing node drops but for the bookmarks why not move them clientside? its not like anyone stands to gain anything if they did hack them. i mean they cant give their raven 50,000 shields 98% to all resists and 1.0 refire with torpedos.
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Pardack
Caldari State War Academy
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Posted - 2006.10.15 19:16:00 -
[81]
Edited by: Pardack on 15/10/2006 19:19:29
Originally by: Viktor Fyretracker i know its fleet zergs causing node drops but for the bookmarks why not move them clientside? its not like anyone stands to gain anything if they did hack them. i mean they cant give their raven 50,000 shields 98% to all resists and 1.0 refire with torpedos.
Client side BMs, while nice are very open to hacks. No they won't give 50k shields and 98% resist, but they would be able to instantly warp to any player/structure (POS) which IMO is the crux of the problem with client-side BMs.
Not to mention being able to create "uber" safe-spots in any system.
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General Meridus
ISS Navy Task Force Interstellar Starbase Syndicate
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Posted - 2006.10.16 02:03:00 -
[82]
Frankly in the past year the lag in fleet battles has improved greatly. Its the node deaths that are killing us. I have been in several large scale fleet actions in recent weeks. Yes, it gets slow with 200+ in a 0.0 system, but its manageable. Not anything like it was with a couple of years ago.
But the node deaths make the game unplayable. I had to laugh when I saw BoB go to war, just after our corp spent weeks node killing a system in the UK pirate war. Bob might as well go back to ratting. It would be nice to hear a progress report on this issue.
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Miss Overlord
Gallente EUROPEANS
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Posted - 2006.10.16 11:44:00 -
[83]
ok heres how i see it going
kali goes in - after hardware as well - barring bugs everything runs better until (PR machine kicks in we get another 80% jump in numbers until 50000 players online record is set. Even with the new systems we reach critical levels again say 12 months down until they upgrade again
Its a cycle but then again lets see what we get with kali to
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Hebus Zanheros
Gallente Elegance
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Posted - 2006.10.16 13:06:00 -
[84]
Originally by: Blacklight Normally I'd applaud the addition of extra hardware, hotfixes, future code changes to improve performance but it's very difficult to be upbeat about the future despite this good news.
The current state of the game is depressing and after nearly four years of it I find it increasingly difficult to keep telling myself it'll get better when it doesn't, it gets worse.
Sorry to rain on the parade but for a great many of us involved in large scale combat (hell, not even large scale these days to be honest) the game is dying a long, slow and painful death.

Agree !
Yesterday, the lag killed me ........... (I dont mean lost of ship, but it was so laggy, that I have log out, and seen Godfather ......)
I let CCP do what they can, but it's boring to play with this lag.
-----------------------------------------------
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Havelcek
Eve Defence Force Ascendant Frontier
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Posted - 2006.10.16 17:09:00 -
[85]
You guys did a massive hardware upgrade like 6 months ago and look where we are now. There's really no reason to get excited when things get consistently and predictably worse with each intervention by CCP. You guys just don't seem to get that you are loosing the war.
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Just Smith
Shinra Lotka Volterra
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Posted - 2006.10.16 18:10:00 -
[86]
I just hope ccp saved all the tears they got from the baby to sell on ebay as he must have been crying no end
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XoPhyte
Out Siders Ascendant Frontier
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Posted - 2006.10.16 21:32:00 -
[87]
This is good news. I especially liked the part where you guys DID NOT deploy the patch on Friday. Yes it would have been nice, however the potential to ruin the weekend for the majority of the players did exist (this happened several months ago and players complained for a while asking that CCP not deploy anymore patches before a weekend).
To me this whole dev blog shows clearly that CCP is listening to our concerns and addressing them perceivably MUCH more quickly then was the case several months ago. 60 more nodes is very nice (plz don't give anymore to empire! ).
Overall great post and thanks CCP.
And yes hardware was added months ago, and lag was reduced (significantly). New patches came out that caused issues with instability and increased lag. When CCP fixes these issues (which is a matter of time, just how long remains to be seen) then I believe we can all look forward to a great smooth running game.
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XoPhyte
Out Siders Ascendant Frontier
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Posted - 2006.10.16 23:02:00 -
[88]
Originally by: Hygelac Firstly I'd like to say how deeply appreciated these blogs are, most of us from other MMO communities will understand how unique CCP is in itÆs responsiveness and general communications with the customer i.e. Us. :)
Now hereÆs the bad bit. In over 2 years of playing Eve, I think I can safely say that IÆve never seen the game in a worse state than it is currently, and itÆs at the current point where even the hardcore cadre of optimists are starting to loose faith in CCPÆs ability to actually pull this off.
I think CCPÆs shining moment in terms of hardware and performance was the introduction of the new cluster. We all marvelled at the smoothness of the change-over, we all wowÆed in corp chat about how smooth the whole game was and lag-free the fights were. Sure by the time you got to 100v100 fights things were still a bit laggy, but even those fights were noticeably improved. Before long people were deploying 150 man fleets against one another and I even saw the odd 200 man blob in combat à a testament to CCPÆs hard work and the organizational abilities of the player base.
When was that? March? April à I canÆt remember the specific date. But I can safely say than since that point Eve has been progressively worse and worse and even worse. I think itÆs safe to say that I lived through some pretty bad days pre-RMR/Ramsan but even those bad times are like a momentary blip compared to the current poor state of things:
IÆve started to see threads and strategies on how to deal with ænode-crashesÆ and how to create node crashes, and drastic measures by the DevÆs which seem to make little difference at all. Things are at the point where anything more than 50 on 50 is risking a node crash and when the node comes back, the basic mechanics of the game, even those goals people were fighting over in the first place were bugged/unstable until the next down time.
WeÆve seen systems loosing sovereignty, POSes shooting friendlies/not shooting hostiles, IÆve even seen station settings no longer working allowing whole fleets of enemies access to assets they have previously lost. The worst point for me is where things have gotten so bad that GMs have had to intervene in normal player activities and have even influenced the course of combats, all in an effort to try and keep the servers up.
Eve has never been better than it is today, but at the same time, itÆs never been more unplayable and that is frustrating us (and no doubt you guys too) to the point of tears. I think I speak for the majority of the player base when I express my admiration and love for this game, When even the die-hards are starting to loose faith, there is a serious problem: ôThis cannot continue.ö
If it requires a slow down in new content/functionality deployment then so be it. Shiny toys are great, but what use are the toys when we canÆt play with them. WeÆre with you Oveur, please make Eve great again, whatever it takes!
Signed Eve Fan-boi #413,514,165
Oh and very well written.
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Rocius
Gradient Namtz'aar k'in
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Posted - 2006.10.17 00:30:00 -
[89]
Hey guys,
Its next week now, can we get that mirror and Khali patch put on Sisi now please !!!!
 Rocius CEO, Gradient |

Rod Blaine
Evolution Band of Brothers
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Posted - 2006.10.17 10:59:00 -
[90]
more words... just what we need 
I suggest you forego the raising of expectations. After all, if you do that, you might for once live up to them.
Old blog |
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Miss Overlord
Gallente EUROPEANS
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Posted - 2006.10.17 11:12:00 -
[91]
massive player growth atm is good but they are struggling to keep up id like to see 25% of new nodes dedicated toe mpire and the other 75% be given to low sec and 0.0
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Plutoinum
German Cyberdome Corp Veritas Immortalis
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Posted - 2006.10.17 13:24:00 -
[92]
Edited by: Plutoinum on 17/10/2006 13:32:14
Originally by: General Meridus Yes, it gets slow with 200+ in a 0.0 system, but its manageable.
Depends. With 200+ people in system, most at a pos, like a defending BS fleet, maybe 3-5 defending carriers in the pos, 20 or more attacking dreads with carrier support and maybe a 80 guy/girl battleship support fleet for the dreads, then the lag is the number one reason, why dreads die at poses imho. Most of them probably, when the pos is shot in reinforced and the dreads comes out of siege mode and wants to leave. Easy defenseless pray in that lag-hell and the pos keeps pounding it. ( And I suppose fighters don't experience that lag either.)
I think the numbers I meantioned are not really uncommon nowadays, if both sides really want to bring it. Send 50 people home and the other side wins, so it's also no solution.
Having a break from EVE until my broadband connection is working again. |

Gunther Dwendel
Minmatar Texas Lone Star Spacers
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Posted - 2006.10.17 17:37:00 -
[93]
Concerning "lag" casue by the physics of the game. Perhaps CCP should investigate the feasiblity of the discrete physics processor or "PPU" (Physics Processing Unit). Developed by a new startup company called Ageia.
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UnAimedPlayer
Minmatar Nomina Sacra Sapientia
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Posted - 2006.10.18 00:52:00 -
[94]
Originally by: Pardack Edited by: Pardack on 15/10/2006 19:19:29
Client side BMs, while nice are very open to hacks. No they won't give 50k shields and 98% resist, but they would be able to instantly warp to any player/structure (POS) which IMO is the crux of the problem with client-side BMs.
Not to mention being able to create "uber" safe-spots in any system.
Can't BMs be moved client-side and made hack-proof with a crypto signature?
Off the top of my head: When a BM is made, it is created by server and signed/hashed with a user-specific key. BM is transferred to, and stored client-side. When client use a BM, server verifies signature on the BM. If verification fails (say, because user tried to modify location in BM or copied BM from other user), server rejects BM.
The server side would not have to store BMs, server side would have to store a single key per user plus a BM signing/verification service.
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Matthew
Caldari BloodStar Technologies
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Posted - 2006.10.18 08:05:00 -
[95]
Originally by: Gunther Dwendel Concerning "lag" casue by the physics of the game. Perhaps CCP should investigate the feasiblity of the discrete physics processor or "PPU" (Physics Processing Unit). Developed by a new startup company called Ageia.
The only benefit to having one of those in the client PC would be if it was the physics element related to graphical effects (e.g. fancy particle clouds where it's not really important that every single particle is in the same place on every client) that was causing the problem. If that was the case, it would be manifesting as low frame rates, not lag.
All game-physics (i.e. phsyics related to where objects are in the game) have to be done by the server. Putting them out to the client would open up a massive security hole, and be a nightmare in terms of keeping things in sync.
Integrating PPU's into the server would not be a trivial exersise. It's one thing making them good enough for a home PC, quite another to get them up to the quality and reliability required in a clustered server. They would also have to re-code the server software to take advantage of the PhysX engine. Given that it's not yet clear that PhysX is going to last against the far more established havoc engine combined with on-graphics-card solutions being touted by both Nvidia and ATI, a wholesale code conversion at this point may not be the best long-term move. ------- There is no magic Wand of Fixing, and it is not powered by forum whines. |
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