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Taffun
Minmatar E X O D U S Imperial Republic Of the North
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Posted - 2007.02.03 01:59:00 -
[31]
The reason it was posted here is because the lag I'm talking about is generally generated and experienced by corporate and alliance level activities and I believe that this is the audience that would most benefit from the discussion.
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fire 59
Destructive Influence Band of Brothers
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Posted - 2007.02.03 02:04:00 -
[32]
Well i have seen far worse lag than that tbh, i think your guys were unlucky enough to wapr into the thick of it after everyone else had loaded and were going at it. I'd go so far as to say that considering the drone's, fighter's and shooting going on, it did well not to node crash and remain playable tbh
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Taffun
Minmatar E X O D U S Imperial Republic Of the North
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Posted - 2007.02.03 02:17:00 -
[33]
I wasn't actually involved in the conflict tonight, but I was involved in a much smaller one against FIX sometime back in Querious with similar issues as far as the effect on our fleet.
I also in no way am looking to detract from your experience in the engagement. I'm simply looking to bring to light for many who could benefit, the best way to deal with and gauge the lag in order to make these engagements as enjoyable and competitive as possible.
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Elianora
Sanitars of Dungeon
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Posted - 2007.02.03 02:28:00 -
[34]
What i really would like to hear from CCP at 1 moment is - if there IS lag and its part of the current game, then not a single reimbursment due to lag should be made. If there is no lag...then what the hell are we paying for?
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Kaylana Syi
Minmatar The Nest Interstellar Alcohol Conglomerate
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Posted - 2007.02.03 02:33:00 -
[35]
Last Saturday our fleet jumped into DG- and all of us either crashed, emergency warped, or got podded while we were stuck loading the system.
LV hadn't even shown up at the gate when we jumped into the systen. Fleet lag has been horrible ever since DRAGON code patch. Nothing the DEVs have done to 'reduce' lag has made 1 honest dent into the problem.
It will be nice when they finally find the problem or remove dragon code. Also, systems can be iffy. F4 combat in IAC space usually runs pretty smooth... but next door in ZXIC 15-20 ships with drones out will start to cripple any attempt to have a good fight. One of your Sigs contained inappropriate material for the eve-o forums, please email [email protected] for a explination. - hutch Team Minmatar Carriers need Clone Vats
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Sorja
E X O D U S Imperial Republic Of the North
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Posted - 2007.02.03 02:41:00 -
[36]
How to reduce lag?
1¦ Cut on the number of drones. We faced like 80 fighters in tonight's engagement, plus the regular drones and 200 pilots, what was the point limiting the number of drones last year to come down to this?
2¦ Cut on the weapon slots. Why do I need 8 turrets on my Rokh, wouldn't 4 do the job provided they do twice the damage? Fitting would be less interesting, no biggie.
3¦ Double all weapons damage and cut the rate of fire in half (including drones). That might need another hitpoints increase to counter the alphastrike, so what?
4¦ Put overheated nodes (above 90% CPU) in stasis: no weapon fires anymore, pilots have to leave the system to a destination of their choice in 5 minutes. This solves nothing but prevents petition queues and frustration.
5¦ Have dedicated nodes for fleet battles. As soon as a system enters stasis, all pilots in space in that system are teleported to a dedicated node, each side ported based on standings, on very remote points in the new system. There are so many variants of this system that it doesn't need further explanation (or would require it's own discussion).
6¦ Turn off model rendering as an option, colored squares are more than enough.
7¦ Code (would be about time!) active load balancing.
8¦ Get rid of the sovereignty/alliance and BIG STUFF concept. EVE can't be played on large scale and never will, so it's time to promote small engagements and forget about the silly 'the bigger the better' concept.
9¦ Get rid of ridiculous NPC spawns. Cut them in 10 and give them real weapons. I heard this is in the pipe.
10¦ Fix EW, mainly jamming on dedicated ships. Modules neutralized don't generate lag. Make jamming random instead of 100% and that would be less load for the CPUs. No half-baked chanced base system this time, please, something reliable and realistic where frustration has no place.
It's been 2 years EVE is going down the drain to a point I'm sure many would like the gaming experience they had in Castor back. Of course, we were not even 10.000 online at a same time back then, but look where the 'one shard' pride of CCP has lead us. ____________________ A gentleman is someone who can play the bagpipe, but who does not. |

Dawn Princess
eXceed Inc.
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Posted - 2007.02.03 02:53:00 -
[37]
Looking at boards relating to the fight in question at the ratios of kills to losses all I can say is "now you know how we felt". 
Have fun as that is pretty much every large scale fleet battle you are going to have over the next few weeks right there.
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Flinx Evenstar
Minmatar Momentum. Dusk and Dawn
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Posted - 2007.02.03 03:21:00 -
[38]
Originally by: searchi
so what can help to reduce lag?
setting colour depth to minimum sound off dont generate char pictures when clicked
all effects off with contrl+alt+shift+e turret effect off with contrl+alt+shift+t
as few as possible chat channels, blink off on chat channels if possible
in general options window:
ship ui as % off trails off damage messages off sun occluded off log chat to file off show exception windows off
overview:
no friendly ships or whatever should ever be seen show only those shipclasses that u actually plan to target
DONT show drones and wrecks (except fighters in some circiumstances) for looting u can put wrecks back on after the fight if u hold the field
ie bs: show only bs/capitals/bc (maybe elite cruiser) ew ships: show only bs, capitals tackler: bs/capitals tackler defence: all up to cruisers pod squisher group: pods only
when warping to the battlefield look directly behind you so your screen has not to load the whole graphic shiiiit immediately. might help with alighning for warp out too.
if something of the above is not right then say so please. additions welcome.
what advantage the knowledge of the right settings and server works has was seen in the bob/ascnfleetbattles. even a force as good as bob should not regulary manage to slaughter fleets for next to no losses. even a ****ty fleet should mange a kill/loss ratio of 1:5
arjun
I do most of those things in large engagements, however, my PC far exceeds the requirement for running EVE yet we have to disable more than half of the ingame options just to be able to play without watching a slide show.
Maybe CCP should update their minimum requirements as it is clearly not very honest.
Even with all effects turned off sound disabled etc...are you actually going to tell me that you never encouter LAG?
It really does ruin the game Tears will stream down your face, when you lose something you can not replace
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Forsaken Priest
E X O D U S Imperial Republic Of the North
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Posted - 2007.02.03 03:49:00 -
[39]
I remember a time when fleet battles were actually playable on both sides, when they were fun. Ever since RMR was introduced, it has never been the same, even with the recent upgrades, patches and improvements.
Now, the side that is sitting and waiting have the clear advantage. Warping in or jumping in on a large gang no longer seems to be feasable.
There are some that dont seem to have such problems, and makes me wonder whats so different about them. Perhaps they simply have high spec PC's with high
speed connections, in which case its about tim ethe true minimum spec for playing eve is released. On the other hand, with my low spec PC, I have recently jumped in on a large 200+ fleet battle on a gate with the minimal amount of lag.
It has been said in the past that the majority of lag is cased not by the server, not by your internet connection, but by the graphics engine that they are currently using. Some clarification would be most welcome as there are situations that support all of the above. Such as systems not loading or nodes crashing due to large numbers, and drones causing lag for the lower and sometime even higher specs.
Understanderbly, due to the player base increasing an unpressidented amount, the servers are having a hard time. Large fleet battles are inevitable and alliance numbers and sizes are multiplying.
We have been forever patient and understanding, and eagerly await information or a solution to the problem of lag.
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Lowa
Gallente North Star Networks Cruel Intentions
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Posted - 2007.02.03 03:57:00 -
[40]
Thing is that its just so bloody random most of the times. Half the fleet wont load, 25% will load but no mod activation and the rest will work fine.
There is no defence or workaround for that. Sad but true.
Following the tips in this (and that "other thread I cant find") will help out but sadly its no guarantee for a lag free fight.
There are optimizations on the way, we know that, and with those we can hope that the RAMsan stuff will really shine because there is nothing faster on the planet when it comes to doing IO. On the other hand, I'm not sure those things effect fighting?
While we wait for it to get better I would ask as many ppl as possible to help out CCP with the stress-tests on SiSi since that is done just for things like lag and finding the cause for it.
Cheers, Lowa
What if the truth was something else? |
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Karl Chroimcer
Forum Moderator Interstellar Services Department

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Posted - 2007.02.03 04:03:00 -
[41]
This is not the correct forum.
The Aussie Mod |
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bulabuba
Gallente Klima Galactic
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Posted - 2007.02.03 04:06:00 -
[42]
1000 "weight points" in a fighting unit (fleet or gang). One fighting unit per faction (blue to each other) per system at one time. You assign "weight points" like 50 = dread, 40 = carrier, 20 = BS, 10 = cruiser, 5 = frigate, or something similar. So, under that sceme, as extreme examples, you could have 20 dreads, or you could have 200 frigs. You to decide how to comprise your fleet to make the best use of your points given the skills you have. Yeah, a lot of experimenting on the test server would have to be done to balance it right before making it live, but I think it would be worth doing.
With somehting like this in place, battles stop being one-system "slide show" blob affairs and end up spreading out over multi-system "fronts" across which the battle is fought (and has to be coordinated) simultaneously.
I haven't been playing that long, but I've already been in fights where lag was fairly obviously used as a weapon/tactic, and so bad that, as some are saying here, you have no chance to play at all. Yes, numerical "caps" are an artifical, and less than optimal solution, but an even less optimal solution is a situation where he who wins is he who best managed lag and/or induced it when the battle didn't seem to be going his way. That's the worst kind of meta-gaming, and the outcome of battles shouldn't hinge upon it.
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Are GoonSwarm ever going to be allowed to build up in any way in 0.0 space again? No.
-DB Preacher[BoB] |
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