
LordInvisible
Gallente adeptus gattacus Lotka Volterra
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Posted - 2007.02.17 12:29:00 -
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Originally by: Ennora
Originally by: Liabrath
Originally by: NightmareX Edited by: NightmareX on 17/02/2007 11:12:00
Originally by: Edde Bebbi
Originally by: Kmacross -
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We didn't exploited there, we just brought a big fleet to be sure to kill some titans, it's not hard to understand that
It's not our fault that the servers can't handle that. As long we know there are several titans in a system, i mean it's logical to bring a BIG fleet, since you never know when you get dd'ed.
Actually, you intentionally caused a node crash, you know the servers cant help that yet encouraging your whole alliance and all the friends you can to intentionally crash it. Isn't that actually against game play? Intentionally causing the game to become unplayable for other people....*whistle* 
UUUMMM!!! Correct me if I'm wrong, but dont node crashes affect BOTH fleets????? HOW can a node crash ONLY affect the DEFENDING fleet? please give technical data to support this phenomina
little off topic, but i must clear his troubles
Systems are divided in nodes. System x and y are in node1, system z and t are in node2. Nodes are put together, so u can jump from x to z, or from y to t. Wehn defending fleet is in x and assaulting fleet is in z, they are on different nodes, but one jump g8s apart. So, when node1 in system x had 450ppl defending it (plus ppl in other systems in same node), and everybody knows, that one node can take max of 500-600ppl in it, so when they decided to jump another 100ppl at the same time in this node, node crashed.
Be advised, they pressed jump at the same time, so node had to deal with their 100 ships at the same time, plus dealing with 500players on same node. Jump-in is very CPU consuming thingy, all the calculation for gang bonuses, your ship bonuses, your skill bonuses, your overview, your attributes, your skills etc. So Node crashed. BUT: node2 is still on, so they had around 500-600 ppl still waiting, online, and without extreme lag. Defending fleet returned to logon screens, but before they managed to do that, another 100 offensive units pressed jump, so they were in queue (u know what queue is? first comes, first gets; first in, first out, FIFO method) for jumpin into system before defending fleet.
Then Dev reseted node1 (not node2!) before defensive fleet managed to even get into system. When offensive fleet heard about reset, they just pressed another 100 offensive units jump into node1 (system x). So they were again in queue before defending army..
and so on..
The same thing happend with assaulting capital ship: assaulting team only need to load one cyno generator char into system x, and they could all jump-in from stable node2 or maybe even node3 to node 1. cynoing has priority before jumping and loging in..so they again managed to get another 40 cap ships into system before defending fleet even managed to login into system.
Not to mention then: defending fleet was able to login one at the time, so that means they jumped on the (before friendly camped, now hostile camped) previous position one by one..but 100 assaulting fleet has spawned in orbit around g8s, coz they were just jumping in, not logging in..
everybody gets the point now?
Only solution with this matter would be to lock down the system by CCP employee, no logins into this system, no jumpins or jumpouts..then firstly allow logins back to the system, and then jumpins..It would be bad for assaulting fleet, coz they would be outnumbered..but defensive fleet should have some advantage while defending their own sov system.. --------------------------------------------------------------------------------
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