| Author |
Thread Statistics | Show CCP posts - 14 post(s) |

Onictus
Silver Snake Enterprise Against ALL Authorities
85
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Posted - 2012.01.21 15:43:00 -
[1] - Quote
Cearain wrote:It might be good if we had some sort of idea of what each "node" covers. That way people who don't want time dilation can avoid the systems in that node. Maybe they already told us and I missed it.
Doesn't work that way.
The cluster shares load, so a good scrap kicks up time dialation for a couple systems around (we were seeing it 6 out today). NOW try to move 400 ships through a gate and you end up with 10% dilation factors that essentially stops the system.
I literally got up, took a bio break, came back, and made if before my scimitar aligned for the next gate.
There could be some tweeking here. |

Onictus
Silver Snake Enterprise Against ALL Authorities
85
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Posted - 2012.01.22 10:02:00 -
[2] - Quote
Jas Dor wrote:CCP Veritas wrote:Salpun wrote:CCP Veritas. Is the node reinforced? And how close is the tech now to hot swap full nodes and reinforce them on the fly, while spliting off none contested systems? No, there are 75 systems on that node today. The tech to move systems around has recently gone through a very nice refactoring, but remains destructive - people in the moved systems are still disconnected. It's definitely on our wishlist to make this non-destructive, but work toward that goal is not currently on anyone's roadmap that I'm aware of. Would it be possible to "hiccup" the system, everything freezes and everyone session changes into the new node? Place a further one minute cooldown before ships are placed to get everything loaded and flash a message "node overloaded, moving to reinforced, please request a reinforced node for your large fleet fights next time." Also include a loading bar so people know how long they have to go. It doesn't have to be seamless, especially if there's an indication that this is partially a penalty TO for failing to properly request a node in advance.
We use blade clusters where I work.
Dynamic load sharing is EXTREMELY hard to to do, particularly in performance oriented high bandwidth applications, it literally took us 5 years to to mange it on an elemental basis (as in elements of a larger system), we haven't gotten it to a true load determinate allocation yet. |

Onictus
Silver Snake Enterprise Against ALL Authorities
85
|
Posted - 2012.01.22 12:33:00 -
[3] - Quote
Tallian Saotome wrote:John Maynard Keynes wrote:Overall a great feature!
However, TD becomes a huge problem when combined with lag. :D
uh... I think you fail to understand what TD is. Its FORMALIZED lag, so that the system has a way to handle it gracefully.
Not to mention the player.
Everything happens in the right order, so you don't go from cruising along fighting to back in station without ever being yellowboxed. |

Onictus
Silver Snake Enterprise Against ALL Authorities
97
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Posted - 2012.03.06 08:36:00 -
[4] - Quote
Deathwing Reborn wrote:What is up with this whole TD in locations not even near a fleet fight? We do not have a fight anywhere in our region and I have 50% TD while trying to rat or mine......
This is rediculas haing 12 min strip miner cycle times.
An un-reinforced node has something like 70 systems running on it, those systems are in no way geographically related. So a good fight may TiDi a system a couple regions away.
Its a bit disconcerting jumping into a system with 30% TiDi and like 8 people in local but it happens...its just dumb luck. |
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