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Barthezz
Paradox v2.0 Interstellar Alcohol Conglomerate
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Posted - 2007.09.08 09:33:00 -
[1]
In the past few weeks I've seen an alarming trend emerge in EvE online. And although itÆs been going on for a while now, things seem to only get worse.
The recent battles that I've seen / read about must have been ED-, BGK and 0oY-. I've probably missed a fair few there as well, but what (about 6-12 months ago) used to be an "omg" task (get 600+ in a system) seems to be a normal occurrence now in.
ED- rose to +500 people, BGK even went above 700 and the fight in 0oY- never took place (from what I read on scrapheap challenge forums) as there were 80+ carriers on both sides (so 160 in total) where the attacker even rumored to have had 600+ support waiting in a few systems away.
I canÆt comment on other systems but I know for a fact that no serious fighting took place in ED- because of lag. Everyone there was ready for a fight but lag just wouldnÆt allow it to happen.
All the evidence currently says that the lag will stay here for a while, so we will have to adapt. But itÆs obvious that lag has become a deciding factor in alliance warfare.
I personally feel its ruining it for me, alliance warfare no longer is about strategy (something that CCP wanted to add with the POS changes) and in some ways itÆs not about numbers either . At some point the things that should get you wins now barely keeps the node running. And thereÆs no solution in sight, at least I donÆt see it. You canÆt really tell your enemy to only bring 200 if you only bring 200.
Maybe I should become a pirate, low sec is always nice and quiet with not that much lag 
But how do you feel it has changed and is changing alliance warfare?
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BuIIseye
Amarr Pax Amarria Corp
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Posted - 2007.09.08 09:41:00 -
[2]
Tbh the lag is just a failed CCP feature to make fleet combat more intense thru "slow motion" action.
Too bad it didn't worked 
------------------------------ Yes i am hax0r
Because of the name I have a higher chance of a wrecking shot, please don't tell the GM's or they'll nerf me =/ |

Lord WarATron
Amarr Black Nova Corp Band of Brothers
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Posted - 2007.09.08 09:53:00 -
[3]
Edited by: Lord WarATron on 08/09/2007 09:53:16 Alliance Warfare is the extreme end of eve, not suitible for everyone. Those lagfests represent 0.01% of eve pvp, but probebly cause 99.99% of the issues you mention. Eve pvp is very very lagfree, just charge your alt into lowsec or npc 0.0 and you will get the types of pvp you want.
There will always be the "Terrain" issues, since a good general plans for bad weather. A alliance fleet pilot needs to know that since he is on the extreme end of what the servers can handle, which means you need to know you will have massive 30min+ lag, you will get desynced, you will die before grid loads etc. In other words, you know that you need to do the 90% deadlocks to get that 10% fun. And that 10% fun is the best in the whole of eve!
I know how you are feeling, but conqurable space is not easy and never ment to be easy, but my reccomendation is that you get a alt and use small scale pvp on the alt char while your main is focused on fleets so you get the best of both worlds. --
Billion Isk Mission |

Barthezz
Paradox v2.0 Interstellar Alcohol Conglomerate
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Posted - 2007.09.08 10:03:00 -
[4]
Dont get me wrong, I love huge fleet fights. I loved the 150 vs 150 on monday in FAT (I'm guessing it was 150vs150). Thats not really my point of this post.
I'm just wondering how others see how alliance warfare is being changed and has changed, not because of bigger numbers but because of the (unplayable) lag it adds to the game.
I know for a fact that we will either keep or lose 25s, not due to better tactics (or wose), not due to more (or less) numbers, but due to lag. Making actually defending the space impossible.
So lets not talk about me, even though I'm always a hawth subject but lets talk about how lag is changing alliance warfare. I honestly like to know how others feel about it and this shouldnt be seen as a whine.
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Space Harrier
Minmatar Roman Holiday
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Posted - 2007.09.08 10:59:00 -
[5]
Lag is merely a product of the way EVE is going these days.
Since half of EVE 0.0 is now pitted against the other half, the forces are gradually congregating in the same spot - to fight over the same tactical locations, and this has given birth to the super blob.
It's the player created politics that has created this situation.
Not the lag.
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thoth foc
Arcane Technologies The Five
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Posted - 2007.09.08 11:00:00 -
[6]
Eve is a game designed without the concept of "crowd control" other than node performance. As with everything this could be considered to has good aspects and bad. Crowd control limits the zerg/peewee rush strategies, which some groups favor. They also add extra levels of work every time an improvement is made for performance. On the other hand without crowd control you get crowds. Crowd control tends to favor skilled players, and so are usually massively unpopular. _________________________ xMenta (DSMA) xBOS (CA) ATUK (.5.) DICE (BOB) Elcyion Lacar
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CiNi
FireStar Inc FATAL Alliance
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Posted - 2007.09.08 11:10:00 -
[7]
Edited by: CiNi on 08/09/2007 11:15:41 To be honest i feel that territorial warfare really is decided by lag as much as timezone considerations now. If we cant get in to defend our systems then the other guys win and vice versa. Unfortunately i dont see any way for CCP to do anythign about it.
In the past it was a case of 200 would kill a system stone dead but now it takes 4 or 500 so things ARE getting better. The players just keep bringing more and more. Which obviously is gonna happen cos your defending your home or trying to expand your territory and will throw everything you have at it.
I see no end in sight for the lagmonster, i guess we're all gonna have to deal with it or stop playing these territorial games.
Originally by: Lord WarATron In other words, you know that you need to do the 90% deadlocks to get that 10% fun. And that 10% fun is the best in the whole of eve!
qft
that 10% is trully awesome when you get it.
DONT RUN!! WE ARE YOUR FRIENDS!! ACKACKACK!! |

CkoBoPodKuH
Horns and Hoofs Ltd
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Posted - 2007.09.08 11:26:00 -
[8]
Originally by: thoth foc Eve is a game designed without the concept of "crowd control" other than node performance. As with everything this could be considered to has good aspects and bad. Crowd control limits the zerg/peewee rush strategies, which some groups favor. They also add extra levels of work every time an improvement is made for performance. On the other hand without crowd control you get crowds. Crowd control tends to favor skilled players, and so are usually massively unpopular.
5 is dead. go back to your crypt, mummy.
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SugarDaddy
Comando Vermelho R0ADKILL
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Posted - 2007.09.08 11:34:00 -
[9]
It¦s time eve to leave the Beta stage and put up some instances.
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Khorian
Gallente Excidium.
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Posted - 2007.09.08 11:50:00 -
[10]
While Lag is a problem, Instancing is the cheapest and crappiest way to deal with it. Instances are crap and don't belong into EvE... Pirates of the Burning Sea maybe, but not EvE.
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Kcel Chim
Caldari Arcane Technologies The Five
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Posted - 2007.09.08 12:15:00 -
[11]
well instancing isnt the best way to go but there should be a certain limit per side per system to prevent uberblobs like we have now. A limit could be 150-200 ppl per side as an above poster suggested he had a good fight at that level.
This would allow for more simultaneous actions (if your alliance has i.e. over 150-200 pilots) in multiple regions or systems. Also it would stop ppl event attempting the play the lag card as it would be no longer viable.
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Shoukei
Boobs Ahoy
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Posted - 2007.09.08 12:35:00 -
[12]
Originally by: Kcel Chim well instancing isnt the best way to go but there should be a certain limit per side per system to prevent uberblobs like we have now. A limit could be 150-200 ppl per side as an above poster suggested he had a good fight at that level.
This would allow for more simultaneous actions (if your alliance has i.e. over 150-200 pilots) in multiple regions or systems. Also it would stop ppl event attempting the play the lag card as it would be no longer viable.
fixing lag by preventing people from fielding 600 blobs would make too much sense 
here be signatures! |

Andraine
Coded Arms Corp
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Posted - 2007.09.08 12:36:00 -
[13]
Everyone knows real pvp is to be had in empire! 
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Ponderous Thunderstroke
Republic War Machine Industries
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Posted - 2007.09.08 13:59:00 -
[14]
When you enforce a hard cap at an even number per side, then you are guaranteeing that the low-SP team can never beat the high-SP team save by virtue of luck, or mental/tactical lapse on the part of the high-SP team. Which basically turns 0.0 into a giant economy size version of the alliance tournament in every fight.
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Dagam
GoonFleet GoonSwarm
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Posted - 2007.09.08 15:39:00 -
[15]
Edited by: Dagam on 08/09/2007 15:41:39 Lag affects everyone and it's in everyone's interest (not just high-SP players or low-SP players) to eliminate it. In this thread we had a proposal to lower the number of fighters but keep the dps the same in order to reduce lag in fleet fights but apparently some BoB members think this is unreasonable.
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KeyserSoze
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Posted - 2007.09.08 15:42:00 -
[16]
i dont understand most people that complain about fleet battles and the lag. arent you amazed that the systems can actually have 600 PEOPLE in them?. Think about it a second and reply.
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Ahistaja
GoonFleet GoonSwarm
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Posted - 2007.09.08 16:04:00 -
[17]
I hate lag, but can't really be mad at CCP about it, either. :(
The amount of data to be processed and transmitted in a grid increases exponentially with the number of players. If tracking a ship on a grid takes, say, 1 kilobyte per second, then..
With 5 people on grid, you're sending 5 units of data to 5 people, at a reasonable 25 kB/s With 50 people on grid, that's 50x50, or 2500 kB/s With 500 people on grid, that's 500x500, or 250,000 kB/s With 1000-2000.... we're feeling the limits of technology.
To make away with the lag, CCP should do what it should've done since the very beginning - to allow capital ships be docked and manned by several people, with different people taking care of different subsystems and weaponry.
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Barthezz
Paradox v2.0 Interstellar Alcohol Conglomerate
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Posted - 2007.09.08 16:36:00 -
[18]
Originally by: KeyserSoze i dont understand most people that complain about fleet battles and the lag. arent you amazed that the systems can actually have 600 PEOPLE in them?. Think about it a second and reply.
Well I am amazed but that doesnt remove the fact that the lag that is introduced affects alliance warfare, making it for one side impossible to do what they came to do. Be it attack or defend.
I just wonder(ed) how others feel about this, not so much as a whine but more out of intrest 
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fightnkill
Greenspring
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Posted - 2007.09.08 16:36:00 -
[19]
Even thou your enemy will deny it
They're probabbly using Lag to turkey shoot your fleet.
If they're intentionally using lag against you, you should return the favor.
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Rhaegor Stormborn
Pestilent Industries Amalgamated
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Posted - 2007.09.08 16:40:00 -
[20]
Originally by: SugarDaddy It¦s time eve to leave the Beta stage and put up some instances.
Eve Online needs to leave beta and fix the damn lag problems, but instances are terrible and are the bane of MMOGs. They destroy PvP and would ruin Eve Online. PotBS is a terrible terrible terrible game because of its heavy use of instances.
Rhaegor Stormborn Fleet Admiral - Pestilent Industries Amalgamated [PIA] Recruitment Thread |
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Mistae
Resurrection R i s e
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Posted - 2007.09.08 20:58:00 -
[21]
Eve Online needs to leave beta and fix the damn lag problems, DITTO
They act as if it is a "bug" when it is the core of the game which remains broken. You have all these myriad of rule changes, adjustments and fine tuning of ships and skills and then when you are part of a big fleet action, the ship you have worked so hard to equip and the skills you have worked so hard to attain are totally worthless. You try to activate a module, you wait and wait and wait the next frame that displays shows you in a pod. No matter how you spin it that is not a bug, that is broken. The thing which makes it mor aggravating is that there is absolutely no sign that it will be fixed this year even.
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Neoromi
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Posted - 2007.09.08 21:02:00 -
[22]
Failureswarm!
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Dark Shikari
Caldari Imperium Technologies Firmus Ixion
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Posted - 2007.09.08 21:05:00 -
[23]
Originally by: Barthezz In the past few weeks I've seen an alarming trend emerge in EvE online. And although itÆs been going on for a while now, things seem to only get worse.
The recent battles that I've seen / read about must have been ED-, BGK and 0oY-. I've probably missed a fair few there as well, but what (about 6-12 months ago) used to be an "omg" task (get 600+ in a system) seems to be a normal occurrence now in.
ED- rose to +500 people, BGK even went above 700 and the fight in 0oY- never took place (from what I read on scrapheap challenge forums) as there were 80+ carriers on both sides (so 160 in total) where the attacker even rumored to have had 600+ support waiting in a few systems away.
I canÆt comment on other systems but I know for a fact that no serious fighting took place in ED- because of lag. Everyone there was ready for a fight but lag just wouldnÆt allow it to happen.
All the evidence currently says that the lag will stay here for a while, so we will have to adapt. But itÆs obvious that lag has become a deciding factor in alliance warfare.
I personally feel its ruining it for me, alliance warfare no longer is about strategy (something that CCP wanted to add with the POS changes) and in some ways itÆs not about numbers either . At some point the things that should get you wins now barely keeps the node running. And thereÆs no solution in sight, at least I donÆt see it. You canÆt really tell your enemy to only bring 200 if you only bring 200.
Maybe I should become a pirate, low sec is always nice and quiet with not that much lag 
But how do you feel it has changed and is changing alliance warfare?
I agree with this post.
CCP has consistently added features to the game that seem designed to force people to jump into larger and larger fleets (cyno jammers anyone?) Yet the server can't handle it.
23 Member
EVE Video makers: save EVE-files bandwidth! Use the H.264 AutoEncoder! |

Lazuran
Gallente Time And ISK Sink Corporation
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Posted - 2007.09.08 21:57:00 -
[24]
The lag will not be fixed, not when CCP hasn't been able to make Drones return to the Drone Bay properly for years. :-/
Many wannabe-solutions have been proposed, none are particularly clever or realistic.
Considering CCP's ability to fix bugs and improve the game technically, I'd say the closest thing to a solution for lag is to make the EVE universe much bigger (5-10 times) and increase travel times for capital ships (as in: cut jump ranges in half or increase solar system distances by 2x).
Sure, there will still be blobs at interesting chokepoints, but people will have more choices, such as spreading out to avoid wars...
isn't it funny how some people advocate both GTC<=>ISK trades and EVE being superior due to its cruelty and costly losses, when they use the former to circumvent the latter?
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Dal Thrax
Multiverse Corporation
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Posted - 2007.09.08 22:32:00 -
[25]
Originally by: BuIIseye Tbh the lag is just a failed CCP feature to make fleet combat more intense thru "slow motion" action.
Too bad it didn't worked 
Honestly, while I know you're joking at this point that's not a half bad idea. When local goes beyond a certain number drop from real time combat to a delayed system in which one turn = about 20-30 seconds and damage amounts, rep amounts, ectra are multiplies accordingly. Basically a semi turn based system. Not great I know but at least people would be able to fight.
Dal
Originally by: Seleene It seems to me that 'independence' is a relative term these days, determined mainly by the size and number of your guns.
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Jonny JoJo
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Posted - 2007.09.09 00:42:00 -
[26]
Edited by: Jonny JoJo on 09/09/2007 00:43:45
Originally by: Dal Thrax
Originally by: BuIIseye Tbh the lag is just a failed CCP feature to make fleet combat more intense thru "slow motion" action.
Too bad it didn't worked 
Honestly, while I know you're joking at this point that's not a half bad idea. When local goes beyond a certain number drop from real time combat to a delayed system in which one turn = about 20-30 seconds and damage amounts, rep amounts, ectra are multiplies accordingly. Basically a semi turn based system. Not great I know but at least people would be able to fight.
Dal
The problem is, whenever a gang member uncloaks or jumps, eve seems to want to recalculate the entire gang tree, causing a slight freeze for everyone else in gang. When someone fires a turrets, eve appears to also update everyone else on grid that a turret was fired. Now imagine 8 turrets from 200 battleships. Bang - Tens of Thousands of independant updates wasting lots of resources.
Eidt Opps wrong char.
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torN Deception
GoonFleet GoonSwarm
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Posted - 2007.09.09 01:14:00 -
[27]
Originally by: Lord WarATron Edited by: Lord WarATron on 08/09/2007 09:53:16 Alliance Warfare is the extreme end of eve, not suitible for everyone. Those lagfests represent 0.01% of eve pvp, but probebly cause 99.99% of the issues you mention. Eve pvp is very very lagfree, just charge your alt into lowsec or npc 0.0 and you will get the types of pvp you want.
There will always be the "Terrain" issues, since a good general plans for bad weather. A alliance fleet pilot needs to know that since he is on the extreme end of what the servers can handle, which means you need to know you will have massive 30min+ lag, you will get desynced, you will die before grid loads etc. In other words, you know that you need to do the 90% deadlocks to get that 10% fun. And that 10% fun is the best in the whole of eve!
I know how you are feeling, but conqurable space is not easy and never ment to be easy, but my reccomendation is that you get a alt and use small scale pvp on the alt char while your main is focused on fleets so you get the best of both worlds.
How would fixing lag make the game any easier, unless you concede that lag disproportionately helps one side? |

Lord WarATron
Amarr Black Nova Corp Band of Brothers
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Posted - 2007.09.09 01:21:00 -
[28]
Originally by: torN Deception
Originally by: Lord WarATron Edited by: Lord WarATron on 08/09/2007 09:53:16 Alliance Warfare is the extreme end of eve, not suitible for everyone. Those lagfests represent 0.01% of eve pvp, but probebly cause 99.99% of the issues you mention. Eve pvp is very very lagfree, just charge your alt into lowsec or npc 0.0 and you will get the types of pvp you want.
There will always be the "Terrain" issues, since a good general plans for bad weather. A alliance fleet pilot needs to know that since he is on the extreme end of what the servers can handle, which means you need to know you will have massive 30min+ lag, you will get desynced, you will die before grid loads etc. In other words, you know that you need to do the 90% deadlocks to get that 10% fun. And that 10% fun is the best in the whole of eve!
I know how you are feeling, but conqurable space is not easy and never ment to be easy, but my reccomendation is that you get a alt and use small scale pvp on the alt char while your main is focused on fleets so you get the best of both worlds.
How would fixing lag make the game any easier, unless you concede that lag disproportionately helps one side?
How would trolling the forums make the game easier, unless you concede that trolling disproportionatety helps one side? --
Billion Isk Mission |

Ramlir
0.0 Corp
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Posted - 2007.09.09 01:55:00 -
[29]
Originally by: Lord WarATron How would trolling the forums make the game easier, unless you concede that trolling disproportionatety helps one side?
You didn't understand what he said so you repeated his post. Never would have expected that from the intellectual superpower, 'Lord WarATron'.
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unhealthyman
GoonFleet GoonSwarm
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Posted - 2007.09.09 02:00:00 -
[30]
Originally by: Lord WarATron
How would trolling the forums make the game easier, unless you concede that trolling disproportionatety helps one side?
And who says goons have a monopoly on clogging up the forums with offtopic flames?
You said holding space isn't meant to be easy - sure that's fine. But lag isn't an intentional difficulty level, it is an unintentional aspect of the game that makes it unplayable and unenjoyable. Anyone who claims lag as a fun 'feature' is truly deluded.
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Erotic Irony
0bsession
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Posted - 2007.09.09 02:26:00 -
[31]
Originally by: Ramlir
Originally by: Lord WarATron How would trolling the forums make the game easier, unless you concede that trolling disproportionatety helps one side?
You didn't understand what he said so you repeated his post. Never would have expected that from the intellectual superpower, 'Lord WarATron'.
He used to be ascn its ok, he's in good company like stk and corm
Originally by: unhealthyman
Originally by: Lord WarATron
How would trolling the forums make the game easier, unless you concede that trolling disproportionatety helps one side?
And who says goons have a monopoly on clogging up the forums with offtopic flames?
You said holding space isn't meant to be easy - sure that's fine. But lag isn't an intentional difficulty level, it is an unintentional aspect of the game that makes it unplayable and unenjoyable. Anyone who claims lag as a fun 'feature' is truly deluded.
I think what he means to say is: lol, DONT YOU KNOW ANYTHING ABOUT Eve HISTORY? ___ Junkie Beverage: i use your tears to cyno in my laughter
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Blazde
4S Corporation Morsus Mihi
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Posted - 2007.09.09 03:37:00 -
[32]
Thought about this a fair bit since the 750 man BKG battle this week. It went like so:
- Everyone on one gate (like you do) - Some still loading after jumping through it, for the most part not visible to anyone who was loaded - For over 45 minutes the battle 'raged' but only about 10-15 people on each side died - I was primaried several times but managed to warp after 30-60 seconds while only 2-3 people were actually shooting me - Shooting people was much much harder than warping, just locking people took 3-4 minutes.
So far so good imo, the status quo was being maintained and few ships were being lost. The defenders had a starbase exit rf mode, which I believe they charged during the battle. We had higher numbers (but no caps) and it could be argued with zero lag we'd have broken the camp and finished the starbase. So that's one way lag affects wars. But I don't mind a defender having a 'status quo' advantage in such situations where they're able to summon enough ships to lag out the system. It makes sense, they deserve it. If a superblob situation continues night after night, sooner or later enough people get sick of it and don't turn up that some action can actually take place. It's just another aspect of the attrition war, it's boring in a sense, but then sov warfare is. So is mining. So is farming. But it's all part of the high-level gameplay which in it's entirety is exciting.
I suspect the devs are already tweaking things in this direction. It was striking how much easier it was to warp than to lock. I warped to starbases and back out without ever loading anything. At one point I tried repeatedly to release drones (so sue me ) but they never came out in the 15 minutes before I warped. If warp really does take priority over offensive actions then that's a pretty good thing. There's precedent for this kind of lag-management game mechanic. When you warp into a 50 man hostile blob and it takes 5-10 seconds to load, your ship remains unlockable for a while or until you move so you don't get insta-popped without seeing it. We stay cloaked after jumping gates because it can take a long time to load. With enough feedback from players hopefully the same philosophy can be applied to fleet battle situations.
The major problems currently are that starbase and drone ai are relatively unaffected by lag. The only time I nearly didn't make it out was when a ton of fighters started on me. Had the battle taken place at a well armed starbase it wouldn't have lasted 10 minutes. And I think a doomsday may have disturbed the deadlock in an unfair way too, since warping in 15 seconds just wasn't possible.
After 45 minutes of slow-mo battle in BKG the node died and that's when things went whacky. For whatever reason our side got more people back in quicker (partly we had more people to begin with, partly our FCs seemed more experienced at ordering an immediate relog and instructed everyone how to get the best from the black screen). We got control of the gate and as more people got in our firepower increased, while the enemy were drip-fed into our guns. We slaughtered 10 caps and incapacitated the jammer before they had recovered and regrouped. Most of us agreed it was a hollow victory, regardless of what may or may not have happened in a lag-free situation.
There's been a lot of percieved unfairness in previous high profile node death situations. So it seems they're the real culprit in seriously affecting wars, not lag itself which merely makes everything slow and boring for everyone. _
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Bethy Chan
Caldari White Nova Industries R i s e
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Posted - 2007.09.09 06:49:00 -
[33]
fleet laggfare is in a sorry state atm its literally killing ppls will to join in and killing alliances that have been around for a while. there is just to many things that are getting added instead of things getting upgraded imo. As it is now i think CCP wants is to go back to the old days(IRL) :D, instead of a big battle each side should produce their strongest alliance member and they deul for their fleets fate 
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Icomeinpeace
Evolution Band of Brothers
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Posted - 2007.09.09 06:55:00 -
[34]
U don't really need ppl to scramble in fleet fights since you can't warp out anyway.
I had givin up on keeping a mean kill/death ratio a long time ago, we just gotta live with lag and hope ccp can sort it later.
Still a fun game though, but would be epic if it ran smoothly with houndreds of ppl.
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Blake O'Reilly
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Posted - 2007.09.09 07:36:00 -
[35]
Originally by: Dagam Edited by: Dagam on 08/09/2007 15:41:39 Lag affects everyone and it's in everyone's interest (not just high-SP players or low-SP players) to eliminate it. In this thread we had a proposal to lower the number of fighters but keep the dps the same in order to reduce lag in fleet fights but apparently some BoB members think this is unreasonable.
Can we merge T1 frigates giving them the same DPS and reduce the lag in fleet fights? 
EvE needs some major help in fleet fights, but you will have to excuse me if I take with a grain of salt anything proposed to reduce lag by an alliance who has done nothing but use it as a weapon for over a year now.
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dastommy79
Di-Tron Heavy Industries Atlas Alliance
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Posted - 2007.09.09 07:49:00 -
[36]
Originally by: Icomeinpeace U don't really need ppl to scramble in fleet fights since you can't warp out anyway.
I had givin up on keeping a mean kill/death ratio a long time ago, we just gotta live with lag and hope ccp can sort it later.
Still a fun game though, but would be epic if it ran smoothly with houndreds of ppl.
I agree with a BOB guy. Did hell frezze over?
Seriously we all know there are limits to what the server can do. Yet we continue to push it to the limit and then complain to CCP that its broken. We need to learn how to adapt to the enviorment we are in and survive. EVE darwinism FTW
I driks alots |

Syath
Caldari Einherjar Rising
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Posted - 2007.09.09 08:06:00 -
[37]
sometimes i wonder who leads these alliances... a bunch of newbs methinks. THe plain fact of the matter is if u have 600-700 people why not spread them out over multiple systems, instead of losing 1 intense battle why not lose 1 and win 2 others, seriously people lets play eve smarter.
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Scavok
GoonFleet GoonSwarm
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Posted - 2007.09.09 08:08:00 -
[38]
Originally by: Icomeinpeace U don't really need ppl to scramble in fleet fights since you can't warp out anyway.
This is true, but if the game has reached the point where we have to tell newbies to get out so the people with bigger guns can play, then the game has clearly reached it's player limit and ccp is in a really bad position.
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dastommy79
Di-Tron Heavy Industries Atlas Alliance
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Posted - 2007.09.09 08:13:00 -
[39]
Originally by: Scavok
Originally by: Icomeinpeace U don't really need ppl to scramble in fleet fights since you can't warp out anyway.
This is true, but if the game has reached the point where we have to tell newbies to get out so the people with bigger guns can play, then the game has clearly reached it's player limit and ccp is in a really bad position.
This is also a very good argument. Kinda puts ccp in a bind. They want to include the lower sp characters into productive fleet members but they also have limits to what the server can handle. Its been a big issue for a long time now and i think they will find away to resolve it. CCP i believe in you!!!!!!!!!!!!!
I driks alots |

bsspewer
Caldari Sharks With Frickin' Laser Beams Mercenary Coalition
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Posted - 2007.09.09 08:16:00 -
[40]
I completely agree. CCP has a few options: fix it so the clients require basic information about the situation happening (i don't care if my buddy just signed on, I DON'T need to see his photo rendered), or create an environment that causes battles to be decided on skill and strategy rather then alpha strike power.
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Lord WarATron
Amarr Black Nova Corp Band of Brothers
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Posted - 2007.09.09 08:25:00 -
[41]
Edited by: Lord WarATron on 09/09/2007 08:29:01
Originally by: unhealthyman
You said holding space isn't meant to be easy - sure that's fine. But lag isn't an intentional difficulty level, it is an unintentional aspect of the game that makes it unplayable and unenjoyable. Anyone who claims lag as a fun 'feature' is truly deluded.
Lag is never a intentional Difficulty level, and I have never implyed it was a fun feature. It is like the weather. You cannot control it but you can prepare for it, remain calm in it. Anyone who drives a car like its the summer during hard snow and rain can blame external issues all he wants, but unless he prepars for it, he will fail.
Your friend failed to read my post about preparing for this and came out with the usual "lag effects one side" fishing pandora, as if we have some kind of magic button to make us lag immune.
Like I said, eve lagfests tend to be around 0.01% of eve pvp, though it causes 99.99% of the problems. Other than that, eve is a very lag free game for pvp almost all of the time. Fixing lag would be a godsend and welcomed, but until it is fixed, you have to accept that it exists.
If you dont understand that, and do not wish to prepare for the serious rough issues when you are operating at the extreme of what the servers operate, then there is not much more that can be said. --
Billion Isk Mission |

torN Deception
GoonFleet GoonSwarm
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Posted - 2007.09.09 10:18:00 -
[42]
Edited by: torN Deception on 09/09/2007 10:18:41
Originally by: Lord WarATron
How would trolling the forums make the game easier, unless you concede that trolling disproportionatety helps one side?
If your attempts to avoid the question are as artless as that, best to just disappear from the thread and go back to trolling on an alt.
You said that removing lag would make the game easier, specifically you said that it would make the game easier to an IAC poster.
If lag affected BoB&pets as much as it did its opponents(who include IAC and RSF among others), removing lag would not make the game easier or harder for either side. But that's not what you said, you said fixing lag would make the 0.0 fleet game easier for IAC.
If goons and their allies(including IAC) were benefiting from lag, fixing the lag problem would make the game harder for them. Conversely, fixing the lag would make the game more difficult for them if it was BoB who was benefiting from lag. And as you've so helpfully pointed out, it's the latter case at present.
Now, I'm not saying that BoB is intentionally creating lag, or at least employing tactics designed solely to increase lag. They could be, but I'm not going to speculate on whether or not BoB's advantage due to lag is the result of overt exploiting of the problem or simply the unintentional side effect of their tactics. |

Darcuese
Destructive Influence Band of Brothers
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Posted - 2007.09.09 11:24:00 -
[43]
Edited by: Darcuese on 09/09/2007 11:30:34 territory issue is, IMO, problem of blobs->ergo lag.
If there is a gang flying around it might meat opponent (homeland-defending) gang to fight with. Ofc, if defending side dont wanna fight, it will rather wait for attacking gang to pass by if there isnt some ganking on the way.
So, if defending side dont wanna fight, no much harm atacking gang (even fleet) can do to them. Only way to make harm is killing poses (to take soveregnity and station) which require larger number then normal. Losing poses (soveregnity) defending side dont wanna experience, so they need to bring out big number themself to hold the position.
Combine that with Pos structure and drones/fighters on grid, there is no way to have lag free combat in this scenario.
Everything outside of pos attacking/defending is playable.
So, there are 2 things CCP might do. Some technical issue which i doubt will be done in near future or to change style of playing for large parties as alliances. Removing stuff involving pos wars is easier then technical solution, IMO.
Like the other night in FAT when all started cause of IAC mothership in space. There wasnt fighting near POS (at least i cant recall). And even though the fight was laggy, i experienced lot laggier fights that that one. I wonder if that fight wouuld be laggy as it was, if some other things would be changed...things i mentioned above....im not sure about it me, myself and I ------> |

GateGuy
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Posted - 2007.09.09 11:26:00 -
[44]
Edited by: GateGuy on 09/09/2007 11:27:35 Dude this is the biggest crap i ever read i didnt use to but just cause of this dumb answer i will start to believe the "bob has ccp inside".
Originally by: Lord WarATron
Alliance Warfare is the extreme end of eve, not suitible for everyone.
As some forum posts arent suitable for everyone. As this isnt for you.
Originally by: Lord WarATron
Those lagfests represent 0.01% of eve pvp, but probebly cause 99.99% of the issues you mention.
Hes talking about big fleet battles 'amigo'. Make statistcs about that. is that 0.01% lagged on big fleet battles for you? then you have ccp helping you on bandwidth? geez.
Originally by: Lord WarATron
Eve pvp is very very lagfree, just charge your alt into lowsec or npc 0.0 and you will get the types of pvp you want.
WTS dipers for you.
Originally by: Lord WarATron
There will always be the "Terrain" issues, since a good general plans for bad weather. A alliance fleet pilot needs to know that since he is on the extreme end of what the servers can handle, which means you need to know you will have massive 30min+ lag, you will get desynced, you will die before grid loads etc.
Ye blame the poor generals, or subscribers, who forgot to read that line in the EVE contract "You will LOOSE your sihps due to LAG if local +200.
Dude. youre ridiculous.
EDIT: Is this trolling? Cause i feel so sorry about those friends who loose dreads and carriers without even having the chance to lock anything, or turn hardeners on.
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EVIL SYNNs
Minmatar The Illuminati. Triumvirate.
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Posted - 2007.09.09 11:43:00 -
[45]
I don't get this 500 v 500 mentality.
Let me just explain.
My alliance has just put a system full of POS's into reinforced. The defenders move in and wait for me to come back to finish the job.
uh oh. Forget that. I would head as far away from there as possible (cause you know they are there) and hit another system or even 2 before they can get their logistics together to come and fight.
And repeat until the defenders are looking after 5 systems and you have free regin. POS stront timings give the advantage to the defender, but also forces their hand.
So stop the blob and go and kill 2 different systems at the same time. You know their defence is busy.
imho NO SIG REQURIED |

sophisticatedlimabean
Gallente The Illuminati.
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Posted - 2007.09.09 11:59:00 -
[46]
Perhaps having a war setting on the exit menu that you can use when it loooks like your goi9ng into a large laggy fight.
We all proly reduce our settings to help with the lag but im sure the guys at ccp can come up with a tab to click on that reduces everything ingame to its bartest minimum and reduces the load that we have to process in huge fleet ops.
This way ppl who evjoy uber graphics do not need to use it but those of us who engage in large fleet ops can actualy see our screens move now and again.
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Vile rat
GoonFleet GoonSwarm
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Posted - 2007.09.09 12:28:00 -
[47]
Originally by: EVIL SYNNs I don't get this 500 v 500 mentality.
Let me just explain.
My alliance has just put a system full of POS's into reinforced. The defenders move in and wait for me to come back to finish the job.
uh oh. Forget that. I would head as far away from there as possible (cause you know they are there) and hit another system or even 2 before they can get their logistics together to come and fight.
And repeat until the defenders are looking after 5 systems and you have free regin. POS stront timings give the advantage to the defender, but also forces their hand.
So stop the blob and go and kill 2 different systems at the same time. You know their defence is busy.
imho
But a talented logistics director can thwart this pretty good by setting stront properly so nothing comes out at the same time. It really does not work all that well in practice.
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Yazoul Samaiel
Caldari Black Nova Corp Band of Brothers
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Posted - 2007.09.09 13:56:00 -
[48]
The main problem with lag in eve is server load and i dont mean number of ppl connectedd , i mean the number of ppl requiring server operations and calulations from the server . Compare jita 600 ppl and lets say anyother big fight in 0.0 with 500 ppl even , the amount of computaion done here is exponential in comparison and back in the days b4 finaly ccp got the sense of adding WTZ and ppl got rid of their 10 k bm folders the game became more playable . As a result now the big fights we get 600 and 700 and more per system to now CCP are forced to penalise the blob or ofc buy some sort of a non existing hardware than handle 600 ppl in a system actualy doing something unlike ppl loitering in jita.
Peanlising blobs can come in many many ways for instance multipling the dmg from a titan DD depnding of the multiple of hostile numbers. Blob penalised on warp in , meaning they never warp in the same point due to warp interferace so they end up spread over the grid . Huge lock time and low sig radius for small gangs vs blobbed opponenets . Tbh if any of those penalities do get applied ppl will think 1000 times b4 saying " yeppeeeee lets make and 400 man gang and go lag out the system with our I-win button " this goes for all alliances tbh not just one entity since the result is a slideshow and 1 fps and you either find urself dysnched , spawned in a staion or just loaded after the fight is over . All these outcomes realy ruin the whole point of fleet fights and till there is some sort of restriction it will always be the same.
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Flow Befort
GoonFleet GoonSwarm
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Posted - 2007.09.09 15:00:00 -
[49]
Originally by: Yazoul Samaiel The main problem with lag in eve is server load and i dont mean number of ppl connectedd , i mean the number of ppl requiring server operations and calulations from the server . Compare jita 600 ppl and lets say anyother big fight in 0.0 with 500 ppl even , the amount of computaion done here is exponential in comparison and back in the days b4 finaly ccp got the sense of adding WTZ and ppl got rid of their 10 k bm folders the game became more playable . As a result now the big fights we get 600 and 700 and more per system to now CCP are forced to penalise the blob or ofc buy some sort of a non existing hardware than handle 600 ppl in a system actualy doing something unlike ppl loitering in jita.
Peanlising blobs can come in many many ways for instance multipling the dmg from a titan DD depnding of the multiple of hostile numbers. Blob penalised on warp in , meaning they never warp in the same point due to warp interferace so they end up spread over the grid . Huge lock time and low sig radius for small gangs vs blobbed opponenets . Tbh if any of those penalities do get applied ppl will think 1000 times b4 saying " yeppeeeee lets make and 400 man gang and go lag out the system with our I-win button " this goes for all alliances tbh not just one entity since the result is a slideshow and 1 fps and you either find urself dysnched , spawned in a staion or just loaded after the fight is over . All these outcomes realy ruin the whole point of fleet fights and till there is some sort of restriction it will always be the same.
furthermore,
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Greme
Amarr Slacker Industries Exuro Mortis
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Posted - 2007.09.09 15:02:00 -
[50]
I can just see the next batch of PR marketing getting around the lag issue. Eve:Online - Now with bullet time!
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Dalanoria
Northern Intelligence Veritas Immortalis
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Posted - 2007.09.09 15:41:00 -
[51]
Has a server even been invented that can handle 600 clients or even 200 without lag ?
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Fitz Chivalry
eXceed Inc. INVICTUS.
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Posted - 2007.09.09 17:08:00 -
[52]
Edited by: Fitz Chivalry on 09/09/2007 17:12:09
Originally by: BuIIseye Tbh the lag is just a failed CCP feature to make fleet combat more intense thru "slow motion" action.
Apparently Oveur was playing Max Payne and thought now that would be cool for eve, watching your ammo fly in Projectile TimeÖ, they are still working on the coding to get it exactly right however, but it is coming soonÖ
edit - i cant believe i made the same point as a guy from EM :(
On topic - the funniest thing about these really lagged out battles as we had in MJ- on Friday night is arguing whether the 5 people that can see people there firing are desynced and seeing people that warped out ages ago or are seeing people actually there, or even peple that have not even warped in yet but are having a glimpse into the future!"!
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Dal Thrax
Multiverse Corporation
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Posted - 2007.09.09 18:23:00 -
[53]
Originally by: Syath sometimes i wonder who leads these alliances... a bunch of newbs methinks. THe plain fact of the matter is if u have 600-700 people why not spread them out over multiple systems, instead of losing 1 intense battle why not lose 1 and win 2 others, seriously people lets play eve smarter.
Because current POS mechanics allow exits from reinforced to be staggered over time so that all the defenders fire power can be brought to the defense of one POS (or at worst one systems worth of POS's). If there where less option as to the timing of reinforced modes so that multiple POS would have to come out at the same time then we might see attacks over several systems.
Dal
Originally by: Seleene It seems to me that 'independence' is a relative term these days, determined mainly by the size and number of your guns.
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Drebble
Gallente S-44
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Posted - 2007.09.09 19:48:00 -
[54]
Actually the idea to scale game time in response to loads sounds very interesting.
I'd rather play smoothly at a reduced time scale than look at a black screen and wait for my ship to pop.
The level of slowdown would have to be clearly displayed on the screen of course, so that one can play accordingly.
Bring too many ships and the problem is back of course, with time scaling that puts module activation at hour+ intervals, but at least you push the playable fleet size upwards a notch from what we have today.
At the very least an interesting idea.
//Drebble
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Vehestian
Killson Corp Interstellar Alcohol Conglomerate
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Posted - 2007.09.10 08:50:00 -
[55]
Originally by: Drebble Actually the idea to scale game time in response to loads sounds very interesting.
I'd rather play smoothly at a reduced time scale than look at a black screen and wait for my ship to pop.
The level of slowdown would have to be clearly displayed on the screen of course, so that one can play accordingly.
Bring too many ships and the problem is back of course, with time scaling that puts module activation at hour+ intervals, but at least you push the playable fleet size upwards a notch from what we have today.
At the very least an interesting idea.
//Drebble
so in effect:
warp in, activate modules, go to store, buy beer, come back, open beer and sit down just as modules activate. the IAC button!
On topic...loading...loading...loading...loading...
We who are about to lag salut you! 0/ |

Silvestri
Umbra Congregatio Interstellar Alcohol Conglomerate
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Posted - 2007.09.10 13:03:00 -
[56]
I ain't falling for no banana in the tailpipe!!!! -Eddie Murphy 
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MarKand
M. Corp M. PIRE
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Posted - 2007.09.10 14:08:00 -
[57]
Intressting subject, and probebly a much more complex question then just add hardware.
For example, during the BKG fight we were +700 in local, same time there was I am sure a few more big battles around, in the size of 300-500 in local. So pure PvP alliance warfare is occupying 3500-5000 players, of 35000 people online. That makes our problems to be 10-20% of the active playerbase in eve.
Mr Yosmael from BNC ( will have to edit that name later) is addressing the true problem I believe. When we are fighting, the same node is bissy calculating thousands of market searches, ore calculations, refing, jumps, mining, building, research and so on and so on and so on. And our blobbing then does not just hits us, it hits everyone on that node.
One solution would be to have more dedicated nodes for hostile/blobbed space. But adding more expensive hardware to create more serverpower for a smaller part of the playerbase would probebly lead to a higher monthly fee.
Ofc I am not happy, and I dont think CCP is happy either, but I think sometimes we who are PvP:ing in these very and actually UNIQE large battles forgett the sheer total amount of data being transfered.
So I think well have to wait a little bit more, for CCP to make more money, or for eve to get more subsribers ( mo money again :) )
Well, just my 2 cents
Have a nice day.
/M
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goodby4u
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2007.09.10 14:26:00 -
[58]
This is what happens,as fleet battles grow in size due to their affectiveness,the systems their in strain and cannot hold everybody so it just becomes a hinderence...Funny thing is this is appearently the best reducer for blobbing...Not the titan or stealth bomber __________________________________________ Yes it is great being amarr. I am minmatar,fly amarr,use gellente drones and am in caldari space. |

Yakoff
Star Scream Inc. Ultima Rati0
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Posted - 2007.09.10 15:31:00 -
[59]
Originally by: BuIIseye Tbh the lag is just a failed CCP feature to make fleet combat more intense thru "slow motion" action.
Too bad it didn't worked 
So you are saying Fleet PVP in EVE is like watching 300.
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Vodka Neat
Vendetta Underground Rule of Three
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Posted - 2007.09.10 19:20:00 -
[60]
I think that putting a hard cap would be great if they could do the following in any reasonable way:
1. You have to figure out who is vs who since most lagfests are multi alliance super blobs. This is the main hurdle how to automate it so that the server knows this group is on one side and the other group is against them.
2. Gain some benefit from having backup in the next system or "nearby" systems
For those that say that then only high skilled fleets would be able to accomplish anything. Think multiple fronts. Fine they win that system but they lose 2 others at the same time! If you have enough numbers advantage to win vs skill you have enough numbers to attack multiple systems and they can't be everywhere at once.
Why are you still reading? Its over. Continue to the next post.
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Ztrain
Evolution Band of Brothers
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Posted - 2007.09.10 22:30:00 -
[61]
Edited by: Ztrain on 10/09/2007 22:37:33 Without going in to deeply in to CCPs architecture blunders will explain some of the basic issues. Through carefully examining how their client works certian things have been noticed and tested. Of the "techniques" used in lag combat of course I'm not going to explain most but man have they saved my ass on big jump in's many of times.
But just as an example, commands on the client are sent to the server whether it shows on your screen or not. In certain situations this allows you to issue commands to the server before your client shows or even registers your actions. When you initiate warp in a laggy inviroment that command goes to the server. The server responds to the reuest and tells your client that your going in to warp in X direction.
So your flying along in warp. What happens is well absoutly nothing. What SHOULD be happening is the server is starting to update your client with the grid of what your about to load in too. All of it. Not limited bandwidth at a fixed rate but as much of what your about to land in as your connection can handle. You arrive on grid, and now your client "visually" locks. I stress visually because operationally it is still working. At this point you can still issue commands and have them relayed to the server. Most people just sit there thinking they can't do anything. Why CCP does this I have no idea.
Mean while the server has registered you as arriving at your destination and technically you have. So everyone else sees you warp in to the grid but your client is artifically locked. Showing performance graphs on my machine has shown that the client is not thrashing the HD loading models or maxing out the processing power of the computer but mostly sitting idle waiting for the server to get around to sending all the information from the grid. When the client "thinks" it has the whole picture it unlocks and you start seeing your slide show. During this locked phase certian command can be executed if you think about it.
While in warp line up visually with where you want to warp out to. So you can see on your screen your warp out point. Use a mouse with a button assinged for double click. Then your command will be deliverd as a double click event and not be based on the timings of a locked up client. The client still sends that command to server and generally when my client unlocks in a super laggy situation I've found that not only am I alighted and full speed but have traveled a decent distance.
There are more ways that combat can be dealt with CCPs lack of experience. There are very simple way's to fix these software design issues. Such as pre loading on warp. As well as not locking the client interface so that people can at least see the part of the battle that the client has recieved from the server.
In small fights great lets see all the graphics. But in 50+ person on grid fights turn off beam effect updating between clients. That will free up bandwidth for more relivant updates. Borderline NDA breaking here but think streaming sever for client server updates hint hint.....
Having watched one of the EVE TV episodes with the new head designer over there though it would seem that adding more blob encouraging "features" and frivilious content such as walking in stations is more important then fixing what parts of the game people actually would like see fixed.
/wishes Infinity was more along in development. Ohh well till then EVE is the only game in town. Hopefully CCP will fix their blunders before it just doesn't matter anymore.
Z *snip* Don't use your signature to troll. -Rauth Kivaro ([email protected]) |

Ahistaja
GoonFleet GoonSwarm
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Posted - 2007.09.10 22:42:00 -
[62]
You know, we can all theorycraft from here to eternity, but I doubt anything will change until ALL of us in 0.0 alliances actually voice and press the issue. Revamping network code is likely a difficult and error-prone undertaking, and CCP would no doubt rather deal with walking in stations rather than recode any fundamentals.
We should point out that fleet lag is a serious problem, one that affects the gameplay of a significant portion of EVE's subscribers.
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Blazde
4S Corporation Morsus Mihi
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Posted - 2007.09.11 04:42:00 -
[63]
I love the idea of bullet time and have suggested it before, however without knowing the details of how lag works it's difficult to say how effective it'd be. Lag is almost certainly not linear to the number of people in the system/battle, so slowing everything down by 4 times may increase effective server time by 4 times but only increase the number of clients it can handle from 200 to 250. Also people are likely to click scanner/realign ship when it doesn't need it/look in cargo/repeatedly recall drones/chat in channels/mail just as much. Plus server-side memory requirements will remain the same.
But personally I'm prepared to accept a very serious slowdown, whatever it takes, so that it does become a terrain issue, but a fair one. You can even make up role-play junk to explain how 500 warp drives in close proximity distort space-time so much. Fairness is the key. If it takes 2 minutes to warp then it should take 2 minutes 15 seconds to light up a doomsday. _
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Director Stoned
Band of Developers
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Posted - 2007.09.11 05:14:00 -
[64]
I'd like to see the server split in two or three. Peek is now about 35,000 and lag would just go away if there were only 12,000 per server. they could spilt via geographical lines so the euro's have a server, the yanks, and maybe an asian/aussie server (please not the chinesse server which last i heard was a total flop).
more interestingly, they could also split it up by faction:
goons server: SP capped at 3 mil per toon, goons get there own CAOD forums to whine and beat chests on.
bob and pets server: Bob is allowed to realize thier lost dream of winning eve.
carebear server: all belts are doubled in size and a 10/10 plex in every system.
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Bella Nomah
Razor Inc.
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Posted - 2007.09.11 05:44:00 -
[65]
what about having dedicated nodes for each fleet? put one side on one node, the other side on another node, cap it at 250 per node (if you want more than a 250 man gang 2 nodes are required), make it sync with a master node, calcs are done for 1 fleet on one node then results sent to master node where everything is synced. would this scenario be possible?
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Ztrain
Evolution Band of Brothers
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Posted - 2007.09.11 06:01:00 -
[66]
Edited by: Ztrain on 11/09/2007 06:01:29 The way to do it is to have dedicated high use nodes processors or whatever you want to call them. These need to be able to handle on particular grid. You then break up the grids in high local count system. So have like 5-10 nodes reserved for high density. When local passes the 100 player in system mark that node copies the template from the actual node dividing up the common grids such as moons, gates up amongst the different nodes in that special cluster. Then all traffic to that system would instead of going to it's regular node go to the high traffic cluster.
Everyone would almost appear to jump but then when they reloaded they'd be in the exact same place they were on the new node so other then a brief amount of lag like when jumping through a gate. When in the high traffic cluster the client server connection would be passed between the nodes mid warp. So if you warp from say a staging POS to the gate the server would pass you too the node on the gate. There by the traffic on that node would be only what was actually taking place in the battle.
Would that get rid of all lag. Well no. Pre loading and not locking the client during loads would also help with apparent lag. As well as limiting cosmetic information in high traffic areas. Unfortunately it is my belief that this is something beyond the capabilities of the current dev team. I'd love for them to prove me wrong with Rev 3, but I'm really not holding my breath.
Z Dr. Ztrain or: How I Learned to Stop Mining and Love the Desync |

Blazde
4S Corporation Morsus Mihi
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Posted - 2007.09.11 06:22:00 -
[67]
I'm not so sure session changing people midwarp wouldn't create more lag and you may have to lose stuff like scanning/probng between grids which would suck. I don't wanna see the mechanics of battle change, especially in an abrupt artificial way. We could just go into 1-hit kill mode, no drones, no reloading, no cap regen but it wouldn't be eve. For the same reasons I don't wanna see any hard limits on people per system/grid. _
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Inosin
Caldari Stardust Heavy Industries
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Posted - 2007.09.11 06:47:00 -
[68]
Edited by: Inosin on 11/09/2007 06:50:39 Maybe you should think abbout how to make it more effective to divide a 500 people fleet in 5 Parts that to fly with on bigblob..
Maybe with some Kind of linked Pos or something in a Constellation or Region wich all become weaker the more are attacked at the same time or thinks like this wich force Fleets to divide to be more effective Maybe moving of Capitals has to be slower and more expensive so that defenders have to think abbout if they blob one Sys to slaughter a atacking part and then may not be at a other location fast enough or if they divide too.
If the performance will be increased next months fleets will just grow aggain and then it will be 1000 vs 1000 "omf CCp it lags we hate you" whine here..
Just think abbout and bring ideas how to bring people to divide big fleets into small ones wihout breaking the gamebalance or just favoring small Allys.
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Sal Alo
Minmatar Sebiestor tribe
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Posted - 2007.09.11 13:54:00 -
[69]
I think that we haven't the technology for a "unsharded" MMORPG, for now.
Splitting into multiple shards/servers or/and abuse istancing is mandatory.
Sorry CCP, your engineers failed the EvE technical design and frankly, I don't think you are going to get enlightenment with revelation 3 although I hope so.
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Laboratus
Gallente BGG League of Abnormal Gentlemen
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Posted - 2007.09.11 14:06:00 -
[70]
   ___ P.S. Post with your main. Mind control and tin hats |
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Barthezz
Paradox v2.0 Interstellar Alcohol Conglomerate
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Posted - 2007.09.11 14:12:00 -
[71]
We're going a bit off topic, this thread wasnt started as a "lets all decide how to stop it" topic, or a "ccp you suck" topic. As I stated in my initial thread, lag is here to stay for a while.
Without blaming them, I do, for example, feel that BoB has much more experience dealing with lag and attacking systems under the influence of lag. This was pretty apparent in 25s a couple of days ago, our FC's where afraid of the lag while BoB was ruthless (their 2 titans in system probably helped a bit). Cant blame them, but it does show that BoB use lag (and the fear of lag) as a tactical advantage.
And no that wasnt a whine but more an observation of the fact.
Lag is here to stay, and the topic at hand isnt a solution to lag but more the way it affects alliance warfare. Several aspects of this game are affected by lag, but I do feel that alliance warfare and more specifically station system sieges are affected most by lag.
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Blight1
Caldari Convergent Firmus Ixion
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Posted - 2007.09.11 14:34:00 -
[72]
Ztrain, the guys at infinity are pure genious.... I eagerly await that game... to bad its a 1 man programing army who has more brains then all of CCP combined.
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Kagura Nikon
Minmatar Guardians of the Dawn Interstellar Alcohol Conglomerate
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Posted - 2007.09.11 16:27:00 -
[73]
Originally by: Sal Alo I think that we haven't the technology for a "unsharded" MMORPG, for now.
Splitting into multiple shards/servers or/and abuse istancing is mandatory.
Sorry CCP, your engineers failed the EvE technical design and frankly, I don't think you are going to get enlightenment with revelation 3 although I hope so.
Sharding would have ZERO effect on reducing lag. The server is already a cluster where several servers handle different systems.
Also the day CCP shards eve, eve dies within 2 months.
If brute force doesn't solve your problem... you are not using enough |

Telefishopolis
GoonFleet GoonSwarm
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Posted - 2007.09.11 16:49:00 -
[74]
I think the ideal solution is a multi-sharded threading environment coded in Javascript. That way you could have a limited web interface for participating in market and limited fleet activity from a browser, while capitalizing on the web 2.0 paradigm in the new market economy. Python is 4 nubz.
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Ztrain
Evolution Band of Brothers
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Posted - 2007.09.11 17:04:00 -
[75]
Originally by: Blazde I'm not so sure session changing people midwarp wouldn't create more lag and you may have to lose stuff like scanning/probng between grids which would suck. I don't wanna see the mechanics of battle change, especially in an abrupt artificial way. We could just go into 1-hit kill mode, no drones, no reloading, no cap regen but it wouldn't be eve. For the same reasons I don't wanna see any hard limits on people per system/grid.
I see what your saying. Although I don't think it would be too much of a problem. The client would not need to be reloaded in that instance just te connection hand off and condition hand off between the server. The client wouldn't reload like a jump or anything. It is kinda like how other games have proven to work very successfully to move from node to node in the many seamless game environments used today.
Like I said before I don't think this alone would reduce all the lag. But what it would do would be eliminate the lag from completely unrelated events compounding. For example the recent 25s engagements. I was in rr- at a SS. The order was given to jump. It took me two minutes to get in to warp just from my SS. My alt 2 systems over also experienced the lag spike. So it's not even down to the system level on a node basis. It really needs to be divided up a lot more.
Z Dr. Ztrain or: How I Learned to Stop Mining and Love the Desync |

Svetlanna
The Collective Against ALL Authorities
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Posted - 2007.09.11 17:20:00 -
[76]
Signed on original post here.
So many of us are complaining about this, and so little is done about it in response from CCP... Why?
only 2 options here:
1) is costs too much money for CCP to invest and try solving the issue, therefore refusing and keeping ignoring the complaints 2) CCP has no clue.
Which one is it?
I suggest that you guys going to the FAN FEAST address this issue seriously... please.
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Ztrain
Evolution Band of Brothers
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Posted - 2007.09.11 17:30:00 -
[77]
Originally by: Svetlanna Signed on original post here.
1) is costs too much money for CCP to invest and try solving the issue, therefore refusing and keeping ignoring the complaints 2) CCP has no clue.
Which one is it?
By my observations of how it works. Definitely 2.
Z
Dr. Ztrain or: How I Learned to Stop Mining and Love the Desync |

Martinez
Black Nova Corp Band of Brothers
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Posted - 2007.09.11 17:49:00 -
[78]
Edited by: Martinez on 11/09/2007 17:50:46 Maybe if there was a way to disable all the extra information like you do with turrets and effects. That way the server isnt having to do all of that new information everytime someone jumps into system or shoots their guns. i dont even know if that can be done but i would do pretty much anything to have lag free fights.
I am sure most people feel lag is really hurting the game as more people have moved to 0.0 for the fun. i know from last sunday that lag sucks. i waited like 5 hours to finally get a good fight, jumped into 25s and never loaded. after 35 mins we where told to just log off. went to my character screen and sure enough i am in station. Of course i petitioned it but we all know how that goes.
We all want good fights, but caps on systems, or different shards or whatever isnt the answer. ccp has bragged for sometime that they became debt free very quickly and now with 190k in subcriptions i would say they are making a good chunk of change now. i dont care if you have to put a node or whatever in every system, take the money that we pay to play this game and fix the game. no more eve voice, or trading cards, or tshirts.
WE WANT YOU TO FIX THE LAG!!!!
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DeadDuck
Amarr IONSTAR Curatores Veritatis Alliance
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Posted - 2007.09.11 23:14:00 -
[79]
The major lag issues happen when the 2 major blocks colide. When by any chance the coaliton forces fight against the alliance ones the odds are that hundreds of pilots will be involved in the fight. It started with the BOB vs ASCN war and since then it only gets worse with more and more alliances being pulled to the conflict to one of the sides and the fleets increasing in proportion.
Until the political situation changes the lag will be omnipresent and might even increase, unless CCP takes special measures. One of them could be paying close attention to where the big battles could happen and put dedicated nodes in those systems. For example 49-U, 25S and FAT areas will see major fights in the upcoming days while the coaliton and alliance forces fight to be in control of those stations. The forces involved will, without any doubt, lead to a presence of hundreds of pilots in those systems.
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Andargor theWise
Collateral Damage Unlimited Interstellar Alcohol Conglomerate
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Posted - 2007.09.11 23:17:00 -
[80]
Originally by: Martinez Edited by: Martinez on 11/09/2007 17:50:46 Maybe if there was a way to disable all the extra information like you do with turrets and effects. That way the server isnt having to do all of that new information everytime someone jumps into system or shoots their guns. i dont even know if that can be done but i would do pretty much anything to have lag free fights.
In MechWarrior 2, you could go into wireframe mode, which would boost your fps / lower lag.
I think someone suggested on the forums that there be a "lite" version of the client just for fleet battles with the bare minimum graphics, e.g. icons and lines.
- Got grief?
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Yazoul Samaiel
Caldari Black Nova Corp Band of Brothers
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Posted - 2007.09.11 23:44:00 -
[81]
Unless i am very wrong , i dont think the graphics and effects are the real cause of the lag . Its the amount of operations server wise that each person takes and its clearly ahppens durign engaments or jump ins . Person x jumps in server has to calcualte his skill lvls and mods and how they affect each other and loads his data to the system and he starts shooting , trajectory caluclation and hit and miss % etc etc
Imo it all comes down to the number of ppl the current technology can serve and if thats the real reason then we cant realy blame CCP for it but CCP's only solution is to limit or move into a dirction of small fleet warefare instead of huge blobs.
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unhealthyman
GoonFleet GoonSwarm
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Posted - 2007.09.12 00:33:00 -
[82]
A couple of people seem to be seriously suggesting a kind of 'bullet time'. Have you actually thought this through at all or are you joking? How would that fit in with the rest of the eve universe? Would it be that everyone slows down to accommodate for one battle? Could you imagine the furore caused if everyone living in empire was periodically slowed to 1/5th normal speed because of a big battle in 0.0 or an especially busy day in Jita?
Alternatively, just the system could go into slow time and then after the battle it goes into fast forward to get back in sync with the rest of the game? Because that's a great idea as well.
In fact, this would also be brutally open to abuse as well, as you could then just lag the system to stretch time in order to delay poses coming out of reinforced etc.
So were any of you seriously suggesting it? If so, how would it work?
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WraithFire
Cassandra's Light Dark Matter Coalition
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Posted - 2007.09.12 08:44:00 -
[83]
Originally by: Yazoul Samaiel Imo it all comes down to the number of ppl the current technology can serve and if thats the real reason then we cant realy blame CCP for it but CCP's only solution is to limit or move into a dirction of small fleet warefare instead of huge blobs.
Actually we could blame CCP. They continued to make claims that their server can handle the number of people, and pass the blame on subscriber's client as being the problem. Such example, were there evemails on players that petitioned for their ships that was lost during the lagfest battle in which they always claim that there were nothing wrong on their end. However, the number of responses to this thread says it otherwise.
It is true that this is the only space MMO around at this point in time that some players, even though disgusted with the lag and desynch issues, are putting up with it due to lack of options. However, how long will that argument be true? If another space MMO comes around with an idea that almost resemble EVE, and offers a degree of playability, CCP will be in a dilema. If CCP is thinking long term, it would be ideal to fix the server rather than pretending that their is nothing wrong. With all this lagfest, it is only creating a detestable feeling among players that may have a huge impact in the future of the CCP as a company.
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Carebears? Where?
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Palkan Grindolo
Minmatar PURE Legion Pure.
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Posted - 2007.09.12 11:48:00 -
[84]
Originally by: WraithFire Actually we could blame CCP. They continued to make claims that their server can handle the number of people, and pass the blame on subscriber's client as being the problem. Such example, were there evemails on players that petitioned for their ships that was lost during the lagfest battle in which they always claim that there were nothing wrong on their end. However, the number of responses to this thread says it otherwise.
It is true that this is the only space MMO around at this point in time that some players, even though disgusted with the lag and desynch issues, are putting up with it due to lack of options. However, how long will that argument be true? If another space MMO comes around with an idea that almost resemble EVE, and offers a degree of playability, CCP will be in a dilema. If CCP is thinking long term, it would be ideal to fix the server rather than pretending that their is nothing wrong. With all this lagfest, it is only creating a detestable feeling among players that may have a huge impact in the future of the CCP as a company.

I don't play much at all these days, though I do keep my subsription alive and skills up to date. It seems to me that lag is a constant, and major, problem, and is one of the reasons I hate fleet battles.
As a layman, I cannot understand the lack of action fron CCP. Is it really beyond modern technology to solve the problem just by throwing huge processor power/memory/whatever at it? As I say, I am truly a computer illiterate regarding techie stuff, but surely the only barrier here is cost?
With a game like EvE, the reward/penalty ratio is marginal to say the least, and gameplay issues like lag only make it worse
I constantly read on our own alliance forums the problems caused by the lag monster, and it seems to be the major point of discussion in one way or another on these forums. CCP need to realise that there are many many players who are becoming increasingly disgruntled, and will vote with their wallets. Investment now will reap dividends later.
So, is it just a hardware thing? Would a bajillion Krays with solid state memory solve it?

Palky (an old guy)
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Signature made by Denrace |

Darcuese
Destructive Influence Band of Brothers
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Posted - 2007.09.12 12:27:00 -
[85]
Edited by: Darcuese on 12/09/2007 12:29:39 Edited by: Darcuese on 12/09/2007 12:27:19 My second post in this thread.
3 options, IMO, that can solve the lag situations globally:
1) Game mechanic regarding poses and taking out systems, consts, regions (to kill something you need to have big number as much as to defend=lag+lag+lag)
2) Hardware + Software. Change, upgrade, reorganize, something. Very costly and takes much time
3) TWEAKING FROM CLIENT SIDE. I believe if CCP enable some options for players to cut some things they dont need while playing. Communication between servers and clients should be ebtter = less lag. (I hope though)
And while im still here, im so annoyed with watching missiles in space while all effects are of me, myself and I ------> |

Barthezz
Paradox v2.0 Interstellar Alcohol Conglomerate
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Posted - 2007.09.12 12:42:00 -
[86]
I'll bite, if you want things that could increase server load you'd have to look at cutting down the server calculations needed in big fleet fights.
When the load goes above x% do the following:
* Disable collision detection * Disable transmission (and registration) of effects except 'really important effects' (e.g. no more missiles / gun effects, just the damage-end result, still show scrambler effects and warp bubbles but dont transmit the fact that someone is using their MWD)
I think those two would already help a bunch. However it doesnt matter as nothing will happen soon in the form of a lag-reduction. Well, the client lag will (hopefully) disappear when Trinity 2 comes in November.
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Andargor theWise
Collateral Damage Unlimited Interstellar Alcohol Conglomerate
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Posted - 2007.09.12 13:27:00 -
[87]
Edited by: Andargor theWise on 12/09/2007 13:28:25
Originally by: Yazoul Samaiel Unless i am very wrong , i dont think the graphics and effects are the real cause of the lag . Its the amount of operations server wise that each person takes and its clearly ahppens durign engaments or jump ins . Person x jumps in server has to calcualte his skill lvls and mods and how they affect each other and loads his data to the system and he starts shooting , trajectory caluclation and hit and miss % etc etc
You may be correct. Lag may also be connected to module activations, i.e. you activate the module and the server has to acknowledge and calculate it.
It might be many things. Without knowing how the client works exactly, it's hard to say. But I would say that an interface with simpler graphics would help, with an optimized overview, especially the fleet interface which seems to be problematic performance-wise.
EDIT: Maybe squad members should only see their squad-mates, wing commanders only their squad commanders, etc.?
- Got grief?
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Varrakk
Chosen Path FATAL Alliance
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Posted - 2007.09.12 13:37:00 -
[88]
CCP already got all the tools they need to ôhelpö fleet battles, its in the sovereignty system. The server keeps track of sovereignty, it also keeps track of players in space, ships killed etc. It also knows when a POS comes out of reinforcement.
Factoring in all these, the server can pretty accurately predict where the huge fleets will clash. At DT they will automatically load these systems on reinforced nodes (and we wont have to make node-reset petitions during the actual battle).
It wont solve fleet lag, just reduce it.
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Devian 666
Sectoid Technologies
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Posted - 2007.09.13 02:17:00 -
[89]
Ztrain has raised some interesting points.
The slow motion idea is also good but I have some comments.
People talk about instancing as a solution. However, each grid is effectively an instance. If you crowd everyone into a single instance/grid it's going to lag due to real world limits.
Slow motion is good because everything can process and respond "simultaneously" rather than not have any update.
A throttle for the data sent would also be a good idea, it would need some calibration but consider the following. If you get say over 100 people on the grid the data for non-critical effects could be removed from the datastream (even though it does not appear to stream updates). Above 200 people the slow motion effect could start being put into effect. This throttling could be either fixed numbers or could potentially be pegged to server load. Either method there are issues and possibly odd-ball effects but would give a higher chance of a "fair fight" where you might get to lock and shoot with the slow down effecting everyone evenly. The server might even get a chance to send the grid to people before they're podded.
I would love some discussion in relation to this.
I agree I don't have the features to be a holoreel star. Most people have missed the point that this is Mobsters Online and that carebears are at the bottom of the foodchain. |

Chib
Rampage Eternal Ka-Tet
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Posted - 2007.09.13 02:55:00 -
[90]
ccp have stated a zillion times that they are working with 7yr old code
things are set to improve with the new engine ofv it will take time to get right after patch  ---------------------------------------------
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Nlewis
GoonFleet GoonSwarm
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Posted - 2007.09.13 17:23:00 -
[91]
I highly doubt there will be any changes to lag problems until the new client comes out in november(?). The client needs to be optimized and interact with the servers in a more efficient manner . anyone claiming that lag happens 1% of the time is either lying or knows something everyone else does not, to fix it.
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Ztrain
Evolution Band of Brothers
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Posted - 2007.09.13 19:56:00 -
[92]
Edited by: Ztrain on 13/09/2007 20:09:11 Originally by: Chib ccp have stated a zillion times that they are working with 7yr old code
things are set to improve with the new engine ofv it will take time to get right after patch 
TBH I really hope it does fix it. But what I have seen over the past year about what they say they want to do and what CCP actually produces are two completely different things. Well we did this but it will be okay when it's balanced with that. But that never manages to materialize etc. I remember them claiming they hate blob warfare. Yet nearly every major change they've made since Rev 1 has done nothing other then encourage and make a blob a near necessity.
Bombs - Dismal failure
DD - For most putting a 60B investment on the line is not worth the risk of using one of the best anti blob tools. Just it's mere presence on the field preventing people from bringing in too big of a blob just for blobing sake since it was more of a all at one loss on a successful DD hit.
Station services - Encourage gangs to disable opponents stations. One of the dumbest idea's in any MMO I have ever seen I might add. On the defenders side takes hours and hours to rep up. Lets see Friday night movie or stare at a station being repped for 3 hours..... hmmmmm On the attackers if they do it with small numbers like Frege tried for a couple weeks they'd spend night after night with relatively no results. We'd rep the station up with alts in between ops while chatting away on TS and reading forums and such. But if you actually want to kill the services in anything resembling something reasonable. Yep you guessed it need a blob.
But wait!!! It wont be a problem because stations will have sentries to protect them....... Oh Rly? When? Why not wait to put the whole feature in at once?
CCP wants to encourage small gangs to go in an disable POSs they claimed LOL. OMG had to pause typing to chuckle for a moment there. Yeah go trying brining a small gang in to disable a cyno jammer or other such item. Yeah you guessed it. They released a blog about the lock speed of the guns. Then they changed and then said oops we gotta change it again. They truly do seem to push stuff out the door without even trying it themselves let alone anything resembling quality control. Hell look at the Siege module bug lol. "Hey Ovur I got this procedure done you wanna check it?" "Nah just throw it in some place it'll be fine."
The list goes on. Those were just the first off the top of my head. But I have found that what CCP claims they want to do ether through them blatantly lying about what they want to do with the game in the future. Or they have no idea how or what it takes to design content to reach their goals.
So pardon me when I am a little skeptical when people say ohh don't worry lag and this and that will all be fixed in the next patch or with the new engine. Just think about it for a moment. If it's a whole new engine with all new code. Then why are they writing a blog about trying to fix 600 of the current bugs? Why wouldn't you just work on the new engine since it's probably going to have all new issues to work out. Unless all that is getting updated is the graphics engine. Which if that's the case their server lag, resource allocation, and networking issues are going to remain unchanged. Not to mention their inability to create game mechanics that achieve their stated goals.
Will be very interesting to see what does in fact happen in November.
Z
Dr. Ztrain or: How I Learned to Stop Mining and Love the Desync |
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