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Thread Statistics | Show CCP posts - 11 post(s) |
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CCP Sharkbait

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Posted - 2007.04.07 13:50:00 -
[1]
jita - agent and market hub motsu - agent hub saila - agent hub
we are looking into more changes, but at the moment there is nothing that can be done. the load/lag is causes by the amount of people trading or doing missions in the system and every play has the same right to be there as anyone else.
the only way to clear the lag from the systems at the moment is to move the agents away from them. if we do that then we are just movingthe load to another system. there is alot of effort, both in code and worldshaping (balancing the map) to sort these systems out. we made changes for revelations 1.3 and they did have a big impact, altho you can't see it so clearly, we can.
basically all i can suggest for the time being is to avoid the systems.
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CCP Sharkbait

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Posted - 2007.04.07 14:29:00 -
[2]
Originally by: Marquis Dean
Sharky we've been waiting for a Dev response to this issue for... months at least. Thankyou.
i have responded on this quite a few times i believe. what i will try and do today as i'm looking into this all now, is get some numbers on whats happening in the systems.
Originally by: Velsharoon To much trouble to create 2-4 new agents, copy the lps to one randomly and make up some rp to explain a move?
This would be a simple server hotfix no?
this might work tbh and it's something i have thought about suggesting. but my main fear again is moving the load not reducing it. i'm trying to come up with something that will not move the load but help reduce it.
on the changes for revelations 1.3 we made, we added a bypass route for jita. jita's jump count went down from about 22k per day to something about 14k per day. but the same amount of missions and market trading was not reduced. there is a system that has taken the load from jita, it's jump count went from 5k per day to 14k per day. but this is pure pass through load that we have removed from jita and moved to another system that can take the extra load. that is something i kinda hoped might happen, but not on the scale it did. so i was quite happy with that tbh.
also since the changes other systems mission completed count has gone up while the systems here have gone down alittle. we are getting numbers and trying to work out whats going to happen before we make any changes. it's important that we know whats going on to be able to make the changes.
we are looking into this, we just want to get it done right and make it a more perma thing. i will post more information and plans as we have them
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CCP Sharkbait

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Posted - 2007.04.07 14:38:00 -
[3]
Originally by: Rhaegor Stormborn
Originally by: Barbarellas Daughter If you move the agents, those who do missions for these agents will be frustrated.
So?
so i don't want to annoy people. therefore i will try and come up with a better solution to the problem.
we are also changing and optimizing code and stuff. this will also help and i would expect to see stuff happening over the next few months. we already have some in testing, but as they are low level changes we need to be sure they are working.
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CCP Sharkbait

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Posted - 2007.04.07 16:30:00 -
[4]
i thing that worries me tbh is that the current agent system was not designed to handle the amount of people that it is having to. there is a change i would like to see but i think it would annoy too many people and will not happen.
this is what i would like to see
all lv5 agents put into 0.0 all lv4 agents moved to 0.0 and low sec. all lv3 agents moved to 0.2 - 0.6 sec systems. all lv2's and lv1's found in 0.6 and higher.
the main reason i would like to see it happen is because i think the current system can't handle the amount of people doing missions (over 110k per day are completed and rising) and with the amount of new people starting and the PCU always on the rise, i think we need to get a new agent system in that will work better with a large online count. now we have the warp to 0 feature ingame, i can't see that this would be a problem tbh.
this is just my view and not an offical "this is whats happening n00bs" statement 
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CCP Sharkbait

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Posted - 2007.04.07 16:50:00 -
[5]
Originally by: Andrue
Originally by: CCP Sharkbait this is what i would like to see
all lv5 agents put into 0.0 all lv4 agents moved to 0.0 and low sec. all lv3 agents moved to 0.2 - 0.6 sec systems. all lv2's and lv1's found in 0.6 and higher.
the main reason i would like to see it happen is because i think the current system can't handle the amount of people doing missions (over 110k per day are completed and rising) and with the amount of new people starting and the PCU always on the rise, i think we need to get a new agent system in that will work better with a large online count. now we have the warp to 0 feature ingame, i can't see that this would be a problem tbh.
this is just my view and not an offical "this is whats happening n00bs" statement :D]
I think that would be bad. There was enough screaming from mission runners when you announced L5 would be low-sec only. Sadly I think it's too late to locate agents as you suggest. I think the root of the problem is the single, agent tied, LP pool. If the LP pool could be tied to a corporation it would allow people to relocate. If you then had far more top level qty agents it would spread people around.
But I'm just guessing. I'm a mission runner these days and happily running a high quality L3 agent only a few jumps form Jita with no lag. I know from corp mates that there are some high quality L4 agents in the same area.
yea i do kinda agree with what you said tbh
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CCP Sharkbait

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Posted - 2007.04.07 16:56:00 -
[6]
it is not something that is happening, it's just my view of something i would like to see done.
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CCP Sharkbait

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Posted - 2007.04.07 17:49:00 -
[7]
Originally by: Vincent Lionhart I'm beginning to wonder if I should just move agents. From what the dev has said: nothing is going to be done about this for a while. I'm pretty sure I'm not the only player getting ****ed off about this...
Time to find a new agent and forget my LP.
it's something we are working on and i want to try and get some things done for the revelations 2 patch.
Originally by: Pardack
Originally by: CCP Sharkbait i thing that worries me tbh is that the current agent system was not designed to handle the amount of people that it is having to. there is a change i would like to see but i think it would annoy too many people and will not happen.
this is what i would like to see
all lv5 agents put into 0.0 all lv4 agents moved to 0.0 and low sec. all lv3 agents moved to 0.2 - 0.6 sec systems. all lv2's and lv1's found in 0.6 and higher.
the main reason i would like to see it happen is because i think the current system can't handle the amount of people doing missions (over 110k per day are completed and rising) and with the amount of new people starting and the PCU always on the rise, i think we need to get a new agent system in that will work better with a large online count. now we have the warp to 0 feature ingame, i can't see that this would be a problem tbh.
this is just my view and not an offical "this is whats happening n00bs" statement 
I really don't like this as an answer. You're just moving the problem and 'defining' it away by putting missions in low-sec. Many people will not go for this change, including me.
it's not happening, who said it was ?
i said it's something i would like to see. this is a discussion board and i'm allowed an opinion 
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CCP Sharkbait

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Posted - 2007.04.07 17:56:00 -
[8]
i bet if i said i wanted to jump off a cliff none of you would try to stop me. move a few agents, well.....................

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CCP Sharkbait

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Posted - 2007.04.07 18:06:00 -
[9]
hehe just for the record i aviod meetings at all costs. they bore me to tears. i found a great way of getting out of them, but i have kept and will keep this a secret for as long as possible. 
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CCP Sharkbait

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Posted - 2007.04.07 18:44:00 -
[10]
Originally by: qrac Edited by: qrac on 07/04/2007 18:13:50
Originally by: CCP Sharkbait
the main reason i would like to see it happen is because i think the current system can't handle the amount of people doing missions (over 110k per day are completed and rising) and with the amount of new people starting and the PCU always on the rise, i think we need to get a new agent system in that will work better with a large online count. now we have the warp to 0 feature ingame, i can't see that this would be a problem tbh.
this is just my view and not an offical "this is whats happening n00bs" statement 
Most missions nowadays are deadspace missions. Why not move the deadspace area to a separate node? The only reason against this would be that the session changes cost is greater than the cost saved by relocating the mission to another node. This should be pretty easy to implement since you can't warp straight to the mission but need to use a gate.
this is a good idea and has been talked about before now and is still an option. at the moment we can only have a system loaded on 1 node, but this is being looked into and if we can get around that then we maybe move the missions to another node within the same system. maybe even have slave nodes for nodes. it's another thing that is being looked into.
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CCP Sharkbait

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Posted - 2007.04.07 19:22:00 -
[11]
Originally by: Ralara Edited by: Ralara on 07/04/2007 18:55:17
Originally by: CCP Sharkbait they did have a big impact, altho you can't see it so clearly, we can.
so effectively, your new strategies havent actually solved the situation for the players? A few numbers on your spreadsheet have changed, but for us, the lag is still just about the same as normal, eh?
Is that what you just said?
That what you did, had a "big impact" but the players "can't see it" - as in, we still have the lag?
In that case: Fail.
To put it bluntly. 
I know, I know, it's not easy. If you had a quick and easy fix you'd have done it a year ago.
Random idea:
set a timer on missions: do a mission for an agent, you cant do another for 4 hours (like the decline option). You have to find another agent in the corp. That way, people don't stay in one hub.
?
it's not about the numbers as such really. alot of people who used to pass through jita don't have to anymore and are using the new route. i'm sure they are noticing it. also although jita is still high load, before the changes it was always at 100% cpu. now it doesn't rest at 100% cpu, quite offen it is only at 80-90%. i just checked and we are in peak hour and jita is only at 92% cpu. thats alot better than it was tbh.
Originally by: qrac Edited by: qrac on 07/04/2007 19:11:26
Originally by: CCP Sharkbait
this is a good idea and has been talked about before now and is still an option. at the moment we can only have a system loaded on 1 node, but this is being looked into and if we can get around that then we maybe move the missions to another node within the same system. maybe even have slave nodes for nodes. it's another thing that is being looked into.
What kind of complications are we looking at?
Can two nodes share the same market or is the market tied to a node?
The "local" chat should be shareable between nodes.
Scanning could be solved by making the outside world invisible from inside the deadspace pocket and vice versa (except for the gate into it).
I'm guessing that some (probably a lot) of code which depends on the node (maybe like "Assets in current system") needs changing and is only a shortterm solution. Slavenodes and several nodes within a system would be preferable. Btw is this something you have started working on or is it still in planning?
It's kind of hard to make any suggestions without knowing the architecture of the nodes and systems.
in testing, when we have the same system loaded on 2 nodes it goes completely bonkers. causes massive lag as people are trying to do things on 2 nodes, causes massive serverside memory leaks and causes clients to disconnect alot.
the market regions are run on different nodes and they don't lag really. there are 4 market nodes (2 machines) and they are only at about 10% cpu. so thats not the problem really.
chat channels i think are handled by the proxies and are kinda connected to everything as in theroy there could be a person on every node in the same chat channel.
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