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Milli Sanchez
Vitriol Ventures BLACK-MARK
0
|
Posted - 2012.01.21 18:54:00 -
[1] - Quote
Currently fighting in 92D. 1260 in local and dilation is so bad I cant lock anything. 
Dilation is FAIL. This is NOT fun and simply not worth participating in big fleet PvP anymore.
CCP stop thinking up awesome technical work arounds and fix the #$% game. |

Jack Tronic
borkedLabs
36
|
Posted - 2012.01.21 19:02:00 -
[2] - Quote
Milli Sanchez wrote: CCP stop thinking up awesome technical work arounds and fix the #$% game.
They can fix it but it would mean there would be a 800 players in local limit with traffic control being enabled to lock the gates.
There's only so much they can do in a given time to optimize the game even more, 1200 players is really alot for it to handle on one grid, all spamming actions, all doing something else, etc. |

Lord Amaterasu
Carebears online
10
|
Posted - 2012.01.21 19:04:00 -
[3] - Quote
Milli Sanchez wrote:CCP stop thinking up awesome technical work arounds and fix the #$% game.
Uum. I think that's only way how you fix a game. |

Nova Fox
Novafox Shipyards
2880
|
Posted - 2012.01.21 19:05:00 -
[4] - Quote
Meh...
|

Dirk Magnum
Sarz'na Khumatari Ushra'Khan
181
|
Posted - 2012.01.21 19:09:00 -
[5] - Quote
Seconding meh. "For example, if you are thinking about selling a Republic Fleet Firetail as a regular Firetail, be sure that the market volume is high on regular Firetails and that there are plenty of buy/sell contracts for Republic Fleet Firetails. [...] The players most interested in Republic Fleet Firetails are going to be players flying regular ones."-á -- PB |

Atticus Fynch
362
|
Posted - 2012.01.21 19:11:00 -
[6] - Quote
There is a fix but you all wouldnt be happy with it....
...enforced limit of fleet sizes/encounters/battles.
Your lag would then be fixed. GÿàGÿàGÿàCargo Pilots Unite!!!GÿàGÿàGÿà https://forums.eveonline.com/default.aspx?g=posts&m=668132&#post668132 |

Signho
School of Applied Knowledge Caldari State
0
|
Posted - 2012.01.21 19:18:00 -
[7] - Quote
hahaha.
CFC complaining about lag. |

Valei Khurelem
183
|
Posted - 2012.01.21 19:20:00 -
[8] - Quote
From what I've seen it isn't much of a solution, it'd be more cost effective in the long run to give all EVE subscribers free fibre optic connections with the amount of subscription money frankly.
"don't get us wrong, we don't want to screw new players, on the contrary. The core problem here is that tech 1 frigates and cruisers should be appealing enough to be viable platforms in both PvE and PvP." -á - CCP Ytterbium |

baltec1
469
|
Posted - 2012.01.21 19:24:00 -
[9] - Quote
Also fighting in 92D and TiDi is working fantasticly for me
**** titans though. |

Tippia
Sunshine and Lollipops
4478
|
Posted - 2012.01.21 19:33:00 -
[10] - Quote
Milli Sanchez wrote:Currently fighting in 92D. 1260 in local and dilation is so bad I cant lock anything.  Dilation is FAIL. This is NOT fun and simply not worth participating in big fleet PvP anymore. So you find black loading screens very amusing I take it?
Quote:CCP stop thinking up awesome technical work arounds and fix the #$% game. Funny how two seemingly different things can be so unequivocally one and the same. The alternative is that you won't be allowed to be in the fight at all, would you prefer that?
GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
If not, contact Miss DSA to shed your wardecs. |
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Aiwha
101st Space Marine Force Nulli Secunda
104
|
Posted - 2012.01.21 19:42:00 -
[11] - Quote
Atticus Fynch wrote:There is a fix but you all wouldnt be happy with it....
...enforced limit of fleet sizes/encounters/battles.
Your lag would then be fixed.
You shut your mouth. Regards,
LCpl. Aiwha-á Senior Recruiter |

ElQuirko
The Demonfuge Malevolent Fan Club
328
|
Posted - 2012.01.21 19:45:00 -
[12] - Quote
Aiwha wrote:Atticus Fynch wrote:There is a fix but you all wouldnt be happy with it....
...enforced limit of fleet sizes/encounters/battles.
Your lag would then be fixed. You shut your mouth.
OOOOOOOOOOOOH
If we distribute pictures of people, does that mean God can file copyright claims under SOPA? |

Rikki Sals
State War Academy Caldari State
28
|
Posted - 2012.01.21 19:55:00 -
[13] - Quote
Milli Sanchez wrote: CCP stop thinking up awesome technical work arounds and fix the #$% game.
I see what you did there! |

sYnc Vir
Wolfsbrigade
130
|
Posted - 2012.01.21 20:02:00 -
[14] - Quote
Eve has lag? hmm doubt seem to get it in the best pvp zone that is low sec |

Mars Theran
EVE Rogues EVE Rogues Alliance
73
|
Posted - 2012.01.21 20:07:00 -
[15] - Quote
I'm not really familiar with the technical aspects of time dilation in game; but isn't the idea, that you have to wait turns to take actions? Also, when you try to lock something, shouldn't it just wait until that turn is up, then apply the lock in sequence?
|

Dalmont Delantee
Shiloh Technologies STR8NGE BREW
18
|
Posted - 2012.01.21 20:07:00 -
[16] - Quote
Valei Khurelem wrote:From what I've seen it isn't much of a solution, it'd be more cost effective in the long run to give all EVE subscribers free fibre optic connections with the amount of subscription money frankly.
The issues with the cores, nothing to do with connections... |

Indahmawar Fazmarai
The I and F Taxation Trust
203
|
Posted - 2012.01.21 20:12:00 -
[17] - Quote
Milli Sanchez wrote:Nullsec whining
Somebody call the whaambulance and cut down fleet size to 12,000 "control points" vs 12,000 "control points". A frigate = 10 control points and a supercap = 1000 control points, good afernoon and enjoy your lag-free battles. 
Some people are NEVER content...  |

Lauren Hellfury
Full Pocket Aggro In Vitro.
276
|
Posted - 2012.01.21 20:16:00 -
[18] - Quote
and how would that help if you suddenly had 10 fleets?
artifical limits are easily avoided. hard limits = first there win. Help rid New Eden of T2 BPOs:-áhttps://forums.eveonline.com/default.aspx?g=posts&t=60370 The Full Pocket Aggro blog:-á http://fullpocketaggro.blogspot.com/ Now showing: Memories of Syndicate. Part 1 |

Indahmawar Fazmarai
The I and F Taxation Trust
203
|
Posted - 2012.01.21 20:23:00 -
[19] - Quote
Lauren Hellfury wrote:and how would that help if you suddenly had 10 fleets?
artifical limits are easily avoided. hard limits = first there win.
Node size + blue/red check + no neutrals allowed in.
The point is is, you can have open-end resource-consuming batltles that may work as best as possible, but not necessarily well, or limited battles assured to work well within their allotted resources. |

atrum dux
SUNDERING Goonswarm Federation
3
|
Posted - 2012.01.21 20:28:00 -
[20] - Quote
Worked fine for me, too bad we lost again. |
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Atticus Fynch
364
|
Posted - 2012.01.21 20:28:00 -
[21] - Quote
ElQuirko wrote:Aiwha wrote:Atticus Fynch wrote:There is a fix but you all wouldnt be happy with it....
...enforced limit of fleet sizes/encounters/battles.
Your lag would then be fixed. You shut your mouth. OOOOOOOOOOOOH
just sayin 
GÿàGÿàGÿàCargo Pilots Unite!!!GÿàGÿàGÿà https://forums.eveonline.com/default.aspx?g=posts&m=668132&#post668132 |

Avid Bumhumper
Furian Necromongers
18
|
Posted - 2012.01.21 20:34:00 -
[22] - Quote
Given CCP's Track record of implementing "Major" fixes for fleet fights, I'm having a hard time figuring out why people are so surprised? They took a year last time, and we went thru all types of fun scenarios like the Infamous "Jump in and Die" patch they implemented. Just glad i'm not down there for this years "Testing phase"...
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Roosterton
Shattered Star Exiles SpaceMonkey's Alliance
253
|
Posted - 2012.01.21 21:00:00 -
[23] - Quote
Would you find a crashed node more fun, then? Or how about one side having a clear advantage while the other side is unable to even load the grid?
People are always going to find something to complain about.  |

Rasz Lin
43
|
Posted - 2012.01.21 22:14:00 -
[24] - Quote
Jack Tronic wrote:Milli Sanchez wrote: CCP stop thinking up awesome technical work arounds and fix the #$% game.
They can fix it but it would mean there would be a 800 players in local limit with traffic control being enabled to lock the gates. There's only so much they can do in a given time to optimize the game even more, 1200 players is really alot for it to handle on one grid, all spamming actions, all doing something else, etc.
This is not true. For starters they could STOP USING PYTHON and switch to multithreaded code.. |

Ranger 1
Ranger Corp
872
|
Posted - 2012.01.21 22:19:00 -
[25] - Quote
Rasz Lin wrote:Jack Tronic wrote:Milli Sanchez wrote: CCP stop thinking up awesome technical work arounds and fix the #$% game.
They can fix it but it would mean there would be a 800 players in local limit with traffic control being enabled to lock the gates. There's only so much they can do in a given time to optimize the game even more, 1200 players is really alot for it to handle on one grid, all spamming actions, all doing something else, etc. This is not true. For starters they could STOP USING PYTHON and switch to multithreaded code..
I would suggest if you don't know what you are talking about, don't talk.
Revenge should not stop at the ship!
It's not so much a mission statement,-áit's more like a family motto. |

Corina Jarr
Spazzoid Enterprises Purpose Built
516
|
Posted - 2012.01.21 22:20:00 -
[26] - Quote
Rasz Lin wrote:Jack Tronic wrote:Milli Sanchez wrote: CCP stop thinking up awesome technical work arounds and fix the #$% game.
They can fix it but it would mean there would be a 800 players in local limit with traffic control being enabled to lock the gates. There's only so much they can do in a given time to optimize the game even more, 1200 players is really alot for it to handle on one grid, all spamming actions, all doing something else, etc. This is not true. For starters they could STOP USING PYTHON and switch to multithreaded code.. Not a programmer so forgive me if I sound stupid but...
Wouldn't they have to rewrite the entire code from scratch if they changed languages? Which would take years? |

Indahmawar Fazmarai
The I and F Taxation Trust
203
|
Posted - 2012.01.21 22:39:00 -
[27] - Quote
Corina Jarr wrote:Rasz Lin wrote:Jack Tronic wrote:Milli Sanchez wrote: CCP stop thinking up awesome technical work arounds and fix the #$% game.
They can fix it but it would mean there would be a 800 players in local limit with traffic control being enabled to lock the gates. There's only so much they can do in a given time to optimize the game even more, 1200 players is really alot for it to handle on one grid, all spamming actions, all doing something else, etc. This is not true. For starters they could STOP USING PYTHON and switch to multithreaded code.. Not a programmer so forgive me if I sound stupid but... Wouldn't they have to rewrite the entire code from scratch if they changed languages? Which would take years?
I will provide some background.
The Carbon UI and its associate libraries, which are about 15% of the client code (and some 550 Mb of the download) took about one year to build, and they are about 2 million lines of code. Just hunting for the associated code took months as 45% of the new code clashed with old code that nobody knew it was there (Python is very flexible, but also can become very messy w/o proper documentation, and CCP policy about documentation is: "documentation is optional and you do it in your spare time".)
Short version, the EVE client is so complicated that there is no way to "translate" it. It should be done from scratch, would take years, and would mean EVE 2 i.e. starting fresh. |

Poetic Stanziel
Arrakis Technology
686
|
Posted - 2012.01.21 23:07:00 -
[28] - Quote
Valei Khurelem wrote:From what I've seen it isn't much of a solution, it'd be more cost effective in the long run to give all EVE subscribers free fibre optic connections with the amount of subscription money frankly. The problem isn't the connection to the servers ... it is the workload the servers are doing that is the bottleneck. CCP would need to invest in Deep Blue style machines to fix lag. They don't have that sort of money.
The STAIN Travel Bookmark Collection - 451 Bookmarks |

DEFIER ORILIS
DEFIANCE FRENETIC REGIMENT
3
|
Posted - 2012.01.21 23:11:00 -
[29] - Quote
So what is it? CCP Servers or user computers creating this lag issue? Dang!
Sounds like this CCP Time Dilation is a great solution for all of us. Dang! |

Deviana Sevidon
Jades Falcon Guards
261
|
Posted - 2012.01.21 23:19:00 -
[30] - Quote
Milli Sanchez wrote:Currently fighting in 92D. 1260 in local and dilation is so bad I cant lock anything.  Dilation is FAIL. This is NOT fun and simply not worth participating in big fleet PvP anymore. CCP stop thinking up awesome technical work arounds and fix the #$% game.
Your whining is fail. |
|

Famble
Three's a Crowd
262
|
Posted - 2012.01.21 23:26:00 -
[31] - Quote
My bowels are time dilated. Too much cheese I think.
If anyone ever looks at you and says, "Hold my beer, watch this,"-á you're probably going to want to pay attention. |

Sarina Rhoda
Viral Target
1
|
Posted - 2012.01.21 23:28:00 -
[32] - Quote
Correct me if i'm wrong but time dilation wasn't created to fix lag..... Time dilation was introduced to make fights fairer under extreme lag conditions. Previously the server would just randomly accept some peoples commands while completely ignoring other peoples. This meant some people were able to fight as if there was nothing wrong whilst other people were completely locked out.
Time dilation was simply a method of slowing everything down so that the server has a fair chance and processing everyone's commands. |

Buzzmong
Aliastra Gallente Federation
111
|
Posted - 2012.01.21 23:32:00 -
[33] - Quote
Sarina Rhoda wrote:Correct me if i'm wrong but time dilation wasn't created to fix lag..... Time dilation was introduced to make fights fairer under extreme lag conditions. Previously the server would just randomly accept some peoples commands while completely ignoring other peoples. This meant some people were able to fight as if there was nothing wrong whilst other people were completely locked out.
Time dilation was simply a method of slowing everything down so that the server has a fair chance and processing everyone's commands.
That's how I understood it.
Fixin' lag involves CCP's ongoing process of code iteration (updated client + server), refactoring, and the new technologies they're planning on adding in this year! |

Atticus Fynch
374
|
Posted - 2012.01.22 12:16:00 -
[34] - Quote
Indahmawar Fazmarai wrote: and CCP policy about documentation is: "documentation is optional and you do it in your spare time".)
Ooh...bad move. That's like performing surgery and telling the surgeon, stitching is optional...just do it when you get around to it.
Im an proponent of over-documenting code. Makes life much easier. GÿàGÿàGÿàCargo Pilots Unite!!!GÿàGÿàGÿà https://forums.eveonline.com/default.aspx?g=posts&m=668132&#post668132 |

Marcus Harikari
Aegis Requiem.
15
|
Posted - 2012.01.22 12:36:00 -
[35] - Quote
Atticus Fynch wrote:Indahmawar Fazmarai wrote: and CCP policy about documentation is: "documentation is optional and you do it in your spare time".) Ooh...bad move. That's like performing surgery and telling the surgeon, stitching is optional...just do it when you get around to it.Im an proponent of over-documenting code. Makes life much easier. i don't even write code :-D even EASIER |

Sandrestal
University of Caille Gallente Federation
11
|
Posted - 2012.01.22 12:46:00 -
[36] - Quote
Tippia wrote:Milli Sanchez wrote:Currently fighting in 92D. 1260 in local and dilation is so bad I cant lock anything.  Dilation is FAIL. This is NOT fun and simply not worth participating in big fleet PvP anymore. So you find black loading screens very amusing I take it? Quote:CCP stop thinking up awesome technical work arounds and fix the #$% game. Funny how two seemingly different things can be so unequivocally one and the same. The alternative is that you won't be allowed to be in the fight at all, would you prefer that?
Forgive me but a couple of years ago we were fighting in Delve with 1400 people in system and lag was O.K. I forget which "upgrade" caused the lag monster to return but since then we've had to look under our beds before engaging in large fleet jousting.
|

Thor Kerrigan
Guardians of Asceticism
22
|
Posted - 2012.01.22 12:57:00 -
[37] - Quote
Marcus Harikari wrote:Atticus Fynch wrote:Indahmawar Fazmarai wrote: and CCP policy about documentation is: "documentation is optional and you do it in your spare time".) Ooh...bad move. That's like performing surgery and telling the surgeon, stitching is optional...just do it when you get around to it.Im an proponent of over-documenting code. Makes life much easier. i don't even write code :-D even EASIER
LOL what a cute little troll. Kill it before it grows!  |

Zleon Leigh
67
|
Posted - 2012.01.22 13:04:00 -
[38] - Quote
TiDi is implemented because there does not exist a hardware solution that will handle the computation load and also the time of flight problem across the net.
The fix to this is simple - limit fleet battle size. But CCP is too fail to admit the truth. Incarna - Newest business example of mismanaged capital.
CCP - Continuing to gank independent PI producers every day |

Grimpak
Midnight Elites Echelon Rising
368
|
Posted - 2012.01.22 13:05:00 -
[39] - Quote
Poetic Stanziel wrote:Valei Khurelem wrote:From what I've seen it isn't much of a solution, it'd be more cost effective in the long run to give all EVE subscribers free fibre optic connections with the amount of subscription money frankly. The problem isn't the connection to the servers ... it is the workload the servers are doing that is the bottleneck. CCP would need to invest in Deep Blue style machines to fix lag. They don't have that sort of money.
exactly.
as I said a few months ago when they said they were implementing this: It is not a permanent solution, just a stopgap, but a very large and "semi-permanent-temporary" stopgap, while they try to make the code work better.
there was the Infiniband project a few years back, where they were trying to make processing threads mobile across clusters using Infiniband-linked servers (google for "Infiniband"), but it was put on hold due to the extremely massive technical undertake that it was (and probably still is, moving entire processing threads seamlessly across several nodes is a daunting task), and decided to implement a stopgap procedure that involved Time Dilatation so that they could get some more time.
also, no. Hard Limits don't work on EVE. there will always be a way to go around them/make them play to your advantage. TiDi was supposed to be the "fairier" way to make fleetbattles happen. [img]http://eve-files.com/sig/grimpak[/img]
[quote]The more I know about humans, the more I love animals.[/quote] ain't that right |

Onictus
Silver Snake Enterprise Against ALL Authorities
86
|
Posted - 2012.01.22 13:07:00 -
[40] - Quote
Poetic Stanziel wrote:Valei Khurelem wrote:From what I've seen it isn't much of a solution, it'd be more cost effective in the long run to give all EVE subscribers free fibre optic connections with the amount of subscription money frankly. The problem isn't the connection to the servers ... it is the workload the servers are doing that is the bottleneck. CCP would need to invest in Deep Blue style machines to fix lag. They don't have that sort of money.
7000 systems @ one bladeper system 14 per blade center, $5000 per blade and and $20,000 for each chassis.....that is HS22 dual 4 core xenons 8GB ECC ram with 100Gig-E capability in HT chassis....and I I may be on the low side I'd have to go to work and pull invoices.
Oh and that doesn't count literally MILLIONS in enterprise switches to wire it all together.
.....and I don't feel like getting out the calculator. |
|

DarkAegix
Acetech Systems
823
|
Posted - 2012.01.22 13:13:00 -
[41] - Quote
Hey OP, Without tidi, you'd be staring at a black screen as your ship explodes to death for no apparent reason. Please report yourself to the nearest biomass facility in order to atone for your crimes against humanity. Sincerely, The entire EVE community |

Dilaro thagriin
Brothers Intensive Fighting Team Air
30
|
Posted - 2012.01.22 13:15:00 -
[42] - Quote
Milli Sanchez wrote:Currently fighting in 92D. 1260 in local and dilation is so bad I cant lock anything.  Dilation is FAIL. This is NOT fun and simply not worth participating in big fleet PvP anymore. CCP stop thinking up awesome technical work arounds and fix the #$% game.
so... did you ask for node reinforcement?
no???
then it's your own fault. Quit whining. |

Aineko Macx
Royal Amarr Institute Amarr Empire
117
|
Posted - 2012.01.22 13:19:00 -
[43] - Quote
TiDi is working rather well actually.
However, what worries is the amount of TiDi, i.e., how easily the server gets overloaded. 150 jump anywhere in or out... bam, TiDi. If 1400 makes TiDi run at 10-15%, it means the server would only support about 140-210 pilots fighting at full speed (right, it doesn't scale linearly, so it's a bit more). I thought the server(code) was in better shape by now. |

Andski
GoonWaffe Goonswarm Federation
1620
|
Posted - 2012.01.22 13:21:00 -
[44] - Quote
Dilaro thagriin wrote:Milli Sanchez wrote:Currently fighting in 92D. 1260 in local and dilation is so bad I cant lock anything.  Dilation is FAIL. This is NOT fun and simply not worth participating in big fleet PvP anymore. CCP stop thinking up awesome technical work arounds and fix the #$% game. so... did you ask for node reinforcement? no??? then it's your own fault. Quit whining.
actually, both RDN and GSF asked for the node to be reinforced, but HEH it never happened and we fought with 10% dilation
well they fought with 10% dilation i was OUTSIDE not playing eve online |

Onictus
Silver Snake Enterprise Against ALL Authorities
86
|
Posted - 2012.01.22 13:23:00 -
[45] - Quote
Aineko Macx wrote:TiDi is working rather well actually.
However, what worries is the amount of TiDi, i.e., how easily the server gets overloaded. 150 jump anywhere in or out... bam, TiDi. If 1400 makes TiDi run at 10-15%, it means the server would only support about 140-210 pilots fighting at full speed (right, it doesn't scale linearly, so it's a bit more). I thought the server(code) was in better shape by now.
Yeah I noted that in the feedback thread.
I would think that they could crack it down or add a pre-check loop that would allow fleets to move easier, because warping around at half speed when you are trying to move from system to system is aggravating. |

Biytor
Star Frontiers Initiative Mercenaries
4
|
Posted - 2012.01.22 13:27:00 -
[46] - Quote
TiDi seemed to work just fine.
Yes things were slow, but that's the entire point of TiDi. I was able to load the entire grid, target, shoot, move and die. It is interesting to see yourself die in slow motion, most of the time I just was back in station and had to read a kill mail to find out what happened. So I would say it's working, now it needs improvement. |

Grimner
THORN Syndicate Initiative Mercenaries
0
|
Posted - 2012.01.22 13:53:00 -
[47] - Quote
It work great for me also. |

Zleon Leigh
67
|
Posted - 2012.01.22 13:55:00 -
[48] - Quote
Milli Sanchez wrote:Currently fighting in 92D. 1260 in local and dilation is so bad I cant lock anything.  Dilation is FAIL. This is NOT fun and simply not worth participating in big fleet PvP anymore. CCP stop thinking up awesome technical work arounds and fix the #$% game.
You can't "fix" physics.
CCP should be happy that they can support 300 vs 300 (or whatever a non-reinforced node will support) and put gate locks in place to keep it below that. Spawn bypass gates (or reroute in place gates) to jump people past the fight - allowing reinforcing fleets to engage in nearby systems.
CCP won the epeen award for largest true PvP many-on-many a long time ago at much lower numbers. Enough already. CCP encouraging ever larger massive battles is simply wasting resources that could be used to fix addressable bugs and realistic, usable content. Incarna - Newest business example of mismanaged capital.
CCP - Continuing to gank independent PI producers every day |

baltec1
470
|
Posted - 2012.01.22 14:50:00 -
[49] - Quote
Zleon Leigh wrote:Milli Sanchez wrote:Currently fighting in 92D. 1260 in local and dilation is so bad I cant lock anything.  Dilation is FAIL. This is NOT fun and simply not worth participating in big fleet PvP anymore. CCP stop thinking up awesome technical work arounds and fix the #$% game. You can't "fix" physics. CCP should be happy that they can support 300 vs 300 (or whatever a non-reinforced node will support) and put gate locks in place to keep it below that. Spawn bypass gates (or reroute in place gates) to jump people past the fight - allowing reinforcing fleets to engage in nearby systems. CCP won the epeen award for largest true PvP many-on-many a long time ago at much lower numbers. Enough already. CCP encouraging ever larger massive battles is simply wasting resources that could be used to fix addressable bugs and realistic, usable content.
The only people who say this are those who wernt there or are bitter they try to play on a poor mans PC from 2002. The last two fights have been epic and worked oh so good. |

Zleon Leigh
67
|
Posted - 2012.01.22 15:34:00 -
[50] - Quote
baltec1 wrote:Zleon Leigh wrote:Milli Sanchez wrote:Currently fighting in 92D. 1260 in local and dilation is so bad I cant lock anything.  Dilation is FAIL. This is NOT fun and simply not worth participating in big fleet PvP anymore. CCP stop thinking up awesome technical work arounds and fix the #$% game. You can't "fix" physics. CCP should be happy that they can support 300 vs 300 (or whatever a non-reinforced node will support) and put gate locks in place to keep it below that. Spawn bypass gates (or reroute in place gates) to jump people past the fight - allowing reinforcing fleets to engage in nearby systems. CCP won the epeen award for largest true PvP many-on-many a long time ago at much lower numbers. Enough already. CCP encouraging ever larger massive battles is simply wasting resources that could be used to fix addressable bugs and realistic, usable content. The only people who say this are those who wernt there or are bitter they try to play on a poor mans PC from 2002. The last two fights have been epic and worked oh so good.
Nope, just tired of hearing about tears of "I was in 500 man fleet and couldn't do ****!" for the past two years.
BTW - don't talk about something you don't have a clue about. Client side has NOTHING to do with your 500vs500 fight lag. It's all server side.
Because of TiDi being rolled out - I just now experienced TiDi in a 0.0 system with ***17*** people in local. Not a fight to be seen.... yet another broken mechanic brought on by efforts to babysit the monster alliances. Incarna - Newest business example of mismanaged capital.
CCP - Continuing to gank independent PI producers every day |
|

baltec1
470
|
Posted - 2012.01.22 15:40:00 -
[51] - Quote
Zleon Leigh wrote:baltec1 wrote:
The only people who say this are those who wernt there or are bitter they try to play on a poor mans PC from 2002. The last two fights have been epic and worked oh so good.
Nope, just tired of hearing about tears of "I was in 500 man fleet and couldn't do ****!" for the past two years. BTW - don't talk about something you don't have a clue about. Client side has NOTHING to do with your 500vs500 fight lag. It's all server side.
Because its CCP that makes your pooter crash in a big fight. Theres a reason why people say turn down the graphics and turn off brakets in these fights |

Zleon Leigh
67
|
Posted - 2012.01.22 15:46:00 -
[52] - Quote
baltec1 wrote:Zleon Leigh wrote:baltec1 wrote:
The only people who say this are those who wernt there or are bitter they try to play on a poor mans PC from 2002. The last two fights have been epic and worked oh so good.
Nope, just tired of hearing about tears of "I was in 500 man fleet and couldn't do ****!" for the past two years. BTW - don't talk about something you don't have a clue about. Client side has NOTHING to do with your 500vs500 fight lag. It's all server side. Because its CCP that makes your pooter crash in a big fight. Theres a reason why people say turn down the graphics and turn off brakets in these fights 
If the server side is drawing brackets CCP implementation is plain stupid. Turning off brackets and turning down graphics does help low-end systems. Still has nothing to do with server lag/freeze/fail. Incarna - Newest business example of mismanaged capital.
CCP - Continuing to gank independent PI producers every day |

YkkonenOnKakkonen
State War Academy Caldari State
0
|
Posted - 2012.01.22 15:47:00 -
[53] - Quote
Zleon Leigh wrote:baltec1 wrote:Zleon Leigh wrote:Milli Sanchez wrote:Currently fighting in 92D. 1260 in local and dilation is so bad I cant lock anything.  Dilation is FAIL. This is NOT fun and simply not worth participating in big fleet PvP anymore. CCP stop thinking up awesome technical work arounds and fix the #$% game. You can't "fix" physics. CCP should be happy that they can support 300 vs 300 (or whatever a non-reinforced node will support) and put gate locks in place to keep it below that. Spawn bypass gates (or reroute in place gates) to jump people past the fight - allowing reinforcing fleets to engage in nearby systems. CCP won the epeen award for largest true PvP many-on-many a long time ago at much lower numbers. Enough already. CCP encouraging ever larger massive battles is simply wasting resources that could be used to fix addressable bugs and realistic, usable content. The only people who say this are those who wernt there or are bitter they try to play on a poor mans PC from 2002. The last two fights have been epic and worked oh so good. Nope, just tired of hearing about tears of "I was in 500 man fleet and couldn't do ****!" for the past two years. BTW - don't talk about something you don't have a clue about. Client side has NOTHING to do with your 500vs500 fight lag. It's all server side. Because of TiDi being rolled out - I just now experienced TiDi in a 0.0 system with ***17*** people in local. Not a fight to be seen.... yet another broken mechanic brought on by efforts to babysit the monster alliances.
TiDi is node wide. So it might that there was a fight going on some other system on the node? And fleets (200+) cause tidi to spike to 10% when they jump systems.
|

Zleon Leigh
67
|
Posted - 2012.01.22 15:58:00 -
[54] - Quote
YkkonenOnKakkonen wrote:
TiDi is node wide. So it might that there was a fight going on some other system on the node? And fleets (200+) cause tidi to spike to 10% when they jump systems.
If TiDi is node wide - then the implementation is completely wrong.
Incarna - Newest business example of mismanaged capital.
CCP - Continuing to gank independent PI producers every day |

Mire Stoude
Capital Industries Research And Development Fidelas Constans
0
|
Posted - 2012.01.22 15:59:00 -
[55] - Quote
My experience with TiDi is that it is great for fleet battles but horrible for jumping through gates. Yes it is hard to lock targets, but it is harder to lock targets with a black or frozen screen. TiDi is a step in the right direction. Now, if we could only cut down on the 5 minute stargate jumps (with traffic control) ... |

Onictus
Silver Snake Enterprise Against ALL Authorities
86
|
Posted - 2012.01.22 16:00:00 -
[56] - Quote
YkkonenOnKakkonen wrote:Zleon Leigh wrote:baltec1 wrote:Zleon Leigh wrote:Milli Sanchez wrote:Currently fighting in 92D. 1260 in local and dilation is so bad I cant lock anything.  Dilation is FAIL. This is NOT fun and simply not worth participating in big fleet PvP anymore. CCP stop thinking up awesome technical work arounds and fix the #$% game. You can't "fix" physics. CCP should be happy that they can support 300 vs 300 (or whatever a non-reinforced node will support) and put gate locks in place to keep it below that. Spawn bypass gates (or reroute in place gates) to jump people past the fight - allowing reinforcing fleets to engage in nearby systems. CCP won the epeen award for largest true PvP many-on-many a long time ago at much lower numbers. Enough already. CCP encouraging ever larger massive battles is simply wasting resources that could be used to fix addressable bugs and realistic, usable content. The only people who say this are those who wernt there or are bitter they try to play on a poor mans PC from 2002. The last two fights have been epic and worked oh so good. Nope, just tired of hearing about tears of "I was in 500 man fleet and couldn't do ****!" for the past two years. BTW - don't talk about something you don't have a clue about. Client side has NOTHING to do with your 500vs500 fight lag. It's all server side. Because of TiDi being rolled out - I just now experienced TiDi in a 0.0 system with ***17*** people in local. Not a fight to be seen.... yet another broken mechanic brought on by efforts to babysit the monster alliances. TiDi is node wide. So it might that there was a fight going on some other system on the node? And fleets (200+) cause tidi to spike to 10% when they jump systems.
200 was getting 25-30 yesterday, 400 was getting to 10.......which means you warp in like 1/8th time  |

Tres Farmer
Gallente Federation Intelligence Service
50
|
Posted - 2012.01.22 16:04:00 -
[57] - Quote
Zleon Leigh wrote:*snip*
If the server side is drawing brackets CCP implementation is plain stupid. Turning off brackets and turning down graphics does help low-end systems. Still has nothing to do with server lag/freeze/fail. Server doesn't draw brackets.. the client is.
The physics simulation of that star system (that's the one we're talking about here) is being overloaded and to get all the calculations done in one loop to serve every dataset in it's realm (modules activation, ship movements, locks, repps, shooting, etc. pp.) it increases it's loop time = TiDi.
To the other brainiac with the python bashing.. 90% of the critical code is already in C++/C server and client side. CCP explained that about 9 months ago in one of their blogs.. the remaining 10% are being worked on, but are more complex so no easy & fast results there.
Afaik currently they're working on a method to pull star systems from a node where one star system is being overloaded.. mild reinforcing on the fly if you so will (so the overloaded starsystem then has a full node to calc the crap out of it). The problem they got with that is: for moving solar systems from one node to another you'll loose your connection to it and so far would need to log in again.. dunno how far they made it with this. Last news 8+ months old.
As for the multi-threading thing.. where you spread a solar system over several nodes - so you might end up with a single grid running on one node.. future talk. Can't remember any specific talk by CCP about this.. so not within the next 24 months. |

Zleon Leigh
67
|
Posted - 2012.01.22 16:04:00 -
[58] - Quote
Mire Stoude wrote:My experience with TiDi is that it is great for fleet battles but horrible for jumping through gates. Yes it is hard to lock targets, but it is harder to lock targets with a black or frozen screen. TiDi is a step in the right direction. Now, if we could only cut down on the 5 minute stargate jumps (with traffic control) ...
Can't be done - once you unsync clock of the fleet fight system from the rest of EVE you have to make up the any lag difference when you eventually rejoin the rest of EVE. Better hope those blob fleet fights don't last long - you could be sitting on that dark screen for a looong time.
Incarna - Newest business example of mismanaged capital.
CCP - Continuing to gank independent PI producers every day |

YkkonenOnKakkonen
State War Academy Caldari State
0
|
Posted - 2012.01.22 16:04:00 -
[59] - Quote
Zleon Leigh wrote:YkkonenOnKakkonen wrote:
TiDi is node wide. So it might that there was a fight going on some other system on the node? And fleets (200+) cause tidi to spike to 10% when they jump systems.
If TiDi is node wide - then the implementation is completely wrong.
If the node is getting hammered so much that it has to slow the game down to 10% of its normal speed then why should it work any faster on other systems the node is running? It somehow magically gets more cpu time out of thin air to run the other systems on the node? |

Zleon Leigh
67
|
Posted - 2012.01.22 16:06:00 -
[60] - Quote
I've changed my mind about TiDi breaking low populated systems. If TiDi kicks in I know a blob fleet is on its way. Thanks for expanding local!!!
Incarna - Newest business example of mismanaged capital.
CCP - Continuing to gank independent PI producers every day |
|

Tippia
Sunshine and Lollipops
4492
|
Posted - 2012.01.22 16:10:00 -
[61] - Quote
Zleon Leigh wrote:If TiDi is node wide - then the implementation is completely wrong. How could it not be node wide? It's the node that is having trouble handling the requestsGǪ
Quote:I've changed my mind about TiDi breaking low populated systems. If TiDi kicks in I know a blob fleet is on its way. Thanks for expanding local!!! GǪexcept that node assignment and geography aren't necessarily linked.
GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
If not, contact Miss DSA to shed your wardecs. |

Zleon Leigh
67
|
Posted - 2012.01.22 16:13:00 -
[62] - Quote
YkkonenOnKakkonen wrote:Zleon Leigh wrote:YkkonenOnKakkonen wrote:
TiDi is node wide. So it might that there was a fight going on some other system on the node? And fleets (200+) cause tidi to spike to 10% when they jump systems.
If TiDi is node wide - then the implementation is completely wrong. If the node is getting hammered so much that it has to slow the game down to 10% of its normal speed then why should it work any faster on other systems the node is running? It somehow magically gets more cpu time out of thin air to run the other systems on the node?
it's just a matter of where you draw the magical time difference. As far as EVE the universe is concerned some part of it needs to run slower so the entire galaxy doesn't collapse. That can be at the fleet planetary system level, node level (cluster of PS's), or the entire universe (superset). The line should have be drawn at PS's level. CCP implemented it at node level because they can't handle the incoming fleets into the target battle system instead of dynamically adding PS's to the dilation zone as needed (they went with simpler coding). That's what's screwing non-fleet participants over.
Incarna - Newest business example of mismanaged capital.
CCP - Continuing to gank independent PI producers every day |

Zleon Leigh
67
|
Posted - 2012.01.22 16:16:00 -
[63] - Quote
Tippia wrote:Zleon Leigh wrote:If TiDi is node wide - then the implementation is completely wrong. How could it not be node wide? It's the node that is having trouble handling the requestsGǪ Quote:I've changed my mind about TiDi breaking low populated systems. If TiDi kicks in I know a blob fleet is on its way. Thanks for expanding local!!! GǪexcept that node assignment and geography aren't necessarily linked.
agreed, not necessarily and factually at some point it isn't. But if there isn't an affinity for node assignment and geography then they made another mistake. inter-System traffic is much faster to handle in the CPU rather than across memory switching or ethernet packets. Incarna - Newest business example of mismanaged capital.
CCP - Continuing to gank independent PI producers every day |

Xirin
Sigillum Militum Xpisti Fatal Ascension
4
|
Posted - 2012.01.22 16:17:00 -
[64] - Quote
Gee, I was able to lock people and the system was down to 10%. Stop whining. Everyone but you thinks time dilation is an excellent solution to reducing the EFFECTS of lag (since there's no way to remove lag completely, stop telling them to "fix the game" when players keep finding new and creative ways to break it)  |

Zleon Leigh
68
|
Posted - 2012.01.22 16:21:00 -
[65] - Quote
Xirin wrote:Gee, I was able to lock people and the system was down to 10%. Stop whining. Everyone but you thinks time dilation is an excellent solution to reducing the EFFECTS of lag (since there's no way to remove lag completely, stop telling them to "fix the game" when players keep finding new and creative ways to break it) 
You're experience went well. I'm happy for you.
Doesn't excuse other problems it is causing...
Incarna - Newest business example of mismanaged capital.
CCP - Continuing to gank independent PI producers every day |

Tres Farmer
Gallente Federation Intelligence Service
50
|
Posted - 2012.01.22 16:22:00 -
[66] - Quote
Zleon Leigh wrote:YkkonenOnKakkonen wrote:Zleon Leigh wrote:YkkonenOnKakkonen wrote:TiDi is node wide. So it might that there was a fight going on some other system on the node? And fleets (200+) cause tidi to spike to 10% when they jump systems. If TiDi is node wide - then the implementation is completely wrong. If the node is getting hammered so much that it has to slow the game down to 10% of its normal speed then why should it work any faster on other systems the node is running? It somehow magically gets more cpu time out of thin air to run the other systems on the node? it's just a matter of where you draw the magical time difference. As far as EVE the universe is concerned some part of it needs to run slower so the entire galaxy doesn't collapse. That can be at the fleet planetary system level, node level (cluster of PS's), or the entire universe (superset). The line should have be drawn at PS's level. CCP implemented it at node level because they can't handle the incoming fleets into the target battle system instead of dynamically adding PS's to the dilation zone as needed (they went with simpler coding). That's what's screwing non-fleet participants over. The entire cluster is not threaten if a solar system thread on a node gets overloaded.. It just means that at some point the node will crash and pull every solar system thread with it that is running on that very same node (and they will get the lag before that event too ).
CCP implemented the software so, that the lowest level is the thread of a solar system.. that is one thread, one physics simulation. As CCP doesn't have one node per solar system thread (too expensive), most of them will share the nodes all the time, except for notorious overloaded systems like Jita. There the physics simulation is running on one node all the time.
Now Zleon, with that knowledge and given parameters to work with - how is CCP supposed to just TiDi a single thread on a node which is overloaded?
PS: no, as I said earlier.. they can't pull threads from the node to mildly reinforce it yet, as the pleyers would be disconnected. |

Tippia
Sunshine and Lollipops
4492
|
Posted - 2012.01.22 16:24:00 -
[67] - Quote
Zleon Leigh wrote:Doesn't excuse other problems it is causing... GǪsuch as?
GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
If not, contact Miss DSA to shed your wardecs. |

Zleon Leigh
68
|
Posted - 2012.01.22 17:16:00 -
[68] - Quote
Tres Farmer wrote:
Now Zleon, with that knowledge and given parameters to work with - how is CCP supposed to just TiDi a single thread on a node which is overloaded?
PS: no, as I said earlier.. they can't pull threads from the node to mildly reinforce it yet, as the pleyers would be disconnected.
'Cause the problem is the one thread (or probably at most 3 threads) causing the overload, not the entire node. So dilate the one thread and there you go... there is no reason to hit an entire node with TiDi.
This issue is closely related to design simulations done in the engineering community - time scaling and microtime problems have been worked on for years in EDA. Maybe CCP needs to consult with them. Incarna - Newest business example of mismanaged capital.
CCP - Continuing to gank independent PI producers every day |

Zleon Leigh
68
|
Posted - 2012.01.22 17:29:00 -
[69] - Quote
Tippia wrote:Zleon Leigh wrote:Doesn't excuse other problems it is causing... GǪsuch as?
Like maybe the outbreak of server crashes since the TiDi release? Spreading outbreaks of system lagg reported from all over?
Incarna - Newest business example of mismanaged capital.
CCP - Continuing to gank independent PI producers every day |

Taedrin
Kushan Industrial
313
|
Posted - 2012.01.22 17:49:00 -
[70] - Quote
Indahmawar Fazmarai wrote:Lauren Hellfury wrote:and how would that help if you suddenly had 10 fleets?
artifical limits are easily avoided. hard limits = first there win. Node size + blue/red check + no neutrals allowed in. The point is is, you can have open-end resource-consuming batltles that may work as best as possible, but not necessarily well, or limited battles assured to work well within their allotted resources.
Abusable. You could just create a fake alliance and set standings in such a way that you can fill the system up with your fake "allies" who sit there and do nothing while your reds run rampant with nobody to oppose them thanks to traffic control.
Trust me, there is no better solution than Time Dilation short of starting over from scratch - which would kill CCP, btw, as they would have to take down the servers for several years while the rewrite the game from the ground up to support multithreading.
EDIT: Not to mention that multithreading has limited usefulness unless your algorithms are "embarrasingly parallel", which EVE is not. |
|

Tres Farmer
Gallente Federation Intelligence Service
52
|
Posted - 2012.01.22 18:00:00 -
[71] - Quote
Zleon Leigh wrote:Tres Farmer wrote:... Now Zleon, with that knowledge and given parameters to work with - how is CCP supposed to just TiDi a single thread on a node which is overloaded?
PS: no, as I said earlier.. they can't pull threads from the node to mildly reinforce it yet, as the pleyers would be disconnected. 'Cause the problem is the one thread (or probably at most 3 threads) causing the overload, not the entire node. So dilate the one thread and there you go... there is no reason to hit an entire node with TiDi. This issue is closely related to design simulations done in the engineering community - time scaling and microtime problems have been worked on for years in EDA. Maybe CCP needs to consult with them. Won't be so easy.. Before TiDi kicks in the processing capacity of that node is driven to ~100%.. So every thread on that node suddenly is capping out and needs to increase it's loop to be able to process all requests. And this isn't a once in a lifetime event.. the overload doesn't happen only once and then all the 1400 are in the same system.. The overload builds up in steps and TiDi is being applied several times.. with increasing loop times. All threads on that node will suffer a similar fate..
Although the not overloaded threads should revert back to TiDi = 1 faster than the overloaded one. |

Tippia
Sunshine and Lollipops
4494
|
Posted - 2012.01.22 18:03:00 -
[72] - Quote
Zleon Leigh wrote:Like maybe the outbreak of server crashes since the TiDi release? Spreading outbreaks of system lagg reported from all over? It excuses them just fine.
The odd crash when something like this rolls out on the live server is pretty much to be expected. The GÇ£outbreaks of lagGÇ¥ were most likely there all along (so no outbreak) GÇö it's just that now, we have a nice little meter to show that it's there.
GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
If not, contact Miss DSA to shed your wardecs. |

ShadowandLight
Mostly Always Dangerous Covenant of the Phoenix Alliance
48
|
Posted - 2012.01.22 19:08:00 -
[73] - Quote
Time Dilation was the best, most fair way for everyone to be playing on the same level field.
How the server used to work was allowing some people full access to firing / module usage while others were stuck in limbo.
Now, everyone gets a fair chance to participate. |

Rasz Lin
43
|
Posted - 2012.01.23 01:53:00 -
[74] - Quote
Ranger 1 wrote: I would suggest if you don't know what you are talking about, don't talk.
Sadly I know what im talking about. And Indahmawar Fazmarai I mean server , not client.
-Every SOL is running IN ONE THREAD ON ONE CORE (usually more SOLs on one core, unless its reinforced system).
-You cant partition load on few cores, you cant even divide SOL into grids so if there are 10 battles in one SOL they ALL run in ONE THREAD ON ONE CORE. -There is no mechanism for live migration, CCP cant just freeze SOL and migrate it to another core :/ It should be easy now that they figured out time dilation - freezing is just slowing time to infinity :)
Sarina Rhoda wrote:Correct me if i'm wrong but time dilation wasn't created to fix lag..... Time dilation was introduced to make fights fairer under extreme lag conditions. Previously the server would just randomly accept some peoples commands while completely ignoring other peoples. This meant some people were able to fight as if there was nothing wrong whilst other people were completely locked out.
Time dilation was simply a method of slowing everything down so that the server has a fair chance and processing everyone's commands.
not server, one THREAD bound to ONE cpu core :((( Instead of letting server compute more of the battle they are throttling the battle to "fit" on one CPU.
Zleon Leigh wrote:TiDi is implemented because there does not exist a hardware solution that will handle the computation load and also the time of flight problem across the net.
Not true, There are FPS games (for example Mount And Blade Warband) currently that run smooth with >200 players bashing each other with melee/thrown/shooting weapons in the face. With server tick time 0.1sec (means steps per second stuff is updated server side). Eve has server tick time 1sec so by extrapolating those FPS games could handle 2000 FPS players at 1sec tick, all unning around, changing directions, waving melee weapons, hitting each other, shooting at each other, all on one map. EVE doesnt really have directions, when it comes to calculating tracking it doesnt matter where your ship is pointing. EVE is EASY compared to FPS engines, all you need to worry is position and status of incoming/outgoing damage.
+There was an example of optimisation on dev blog ~year ago that showcased some piece of code that was O(n2) for every missile shot (or just object in space, dont rememer). There are still monsters like that in the code. Stupid client side example - EVERY TIME session changes (jump/undock) your ASSET window is drawn at least 3 times. -First it is initialized from some dataset in the memory, drawn with default alphabetical order of items. - then it is REINITIALIZED and sorted according to your selection. - then it is AGAIN reinitialized and drawn with remembered positions and station item trees open/closed.
Whole GUI was refactored, yet it is still inefficient and is redrawing parts of the screen that dont change at all, it seems nothing is being kept in buffers, compositioning just doesnt exist. You open Market screen and it will call GPU EVERY frame drawing every single font one by one instead of generating that window ONCE into a bitmap buffer and just using it untill something changes. Even Android finally uses proper compositioning and only redraws part of the screen that change - GUI in your phone is smarter than GUI in this game :)
They are working on those things, just toooo slow. There was a time Market was running on same cpu core as the rest of the system, afaik now there are dedicated market nodes. Next step would be enabling separate grids to run on different cores and live migration between CPU cores, preferably over the network so they could migrate them between servers and not only between cpus on same machine. Of course best case scenario would be rewritting "battle code" into something MULTITHREADED so one big battle can use more than one CPU on a Node (nodes are multi CPU, CPUs have HT) dividing load. Calculating distances, misses, damages, movements, it could all be multithreaded and done at the same time instead of doing it in sequence.
|

Ascendic
Macabre Votum Against ALL Authorities
42
|
Posted - 2012.01.23 02:02:00 -
[75] - Quote
Milli Sanchez wrote:Currently fighting in 92D. 1260 in local and dilation is so bad I cant lock anything.  Dilation is FAIL. This is NOT fun and simply not worth participating in big fleet PvP anymore. CCP stop thinking up awesome technical work arounds and fix the #$% game.
Is this how people try to cover up the fact they suck at PVP, make GD rage threads about not being able to lock because of something that does the complete opposite and allows you to lock?
Maybe they should just take away your TD and you can have this nice black screen instead!
Enjoy! |

Tres Farmer
Gallente Federation Intelligence Service
54
|
Posted - 2012.01.23 02:12:00 -
[76] - Quote
Rasz Lin wrote:*snip*
They are working on those things, just toooo slow. There was a time Market was running on same cpu core as the rest of the system, afaik now there are dedicated market nodes. ... As for the 'too slow part'.. by know everybody should know that the last 3-4 years had been not very optimal for CCP in regards to resource usage. Just read the last bit of the last minutes.. doesn't sound like this company was running well organised. Let's hope it's becoming better now and Core does some good stuff next..
Rasz Lin wrote:... Next step would be enabling separate grids to run on different cores and live migration between CPU cores, preferably over the network so they could migrate them between servers and not only between cpus on same machine. Of course best case scenario would be rewritting "battle code" into something MULTITHREADED so one big battle can use more than one CPU on a Node (nodes are multi CPU, CPUs have HT) dividing load. Calculating distances, misses, damages, movements, it could all be multithreaded and done at the same time instead of doing it in sequence. I wish there was a new Dev blog about this.. just some small talk about concept stuff to wet our appetite, ya know?  I mean, they must have some ideas already about multi-threading vs physics simulations.
|

Obsidian Hawk
RONA Corporation RONA Directorate
744
|
Posted - 2012.01.23 03:01:00 -
[77] - Quote
Sadly op fails to realize that eve advances faster than hardware can keep up. |

Opertone
Deep Core Mining Inc. Caldari State
111
|
Posted - 2012.01.23 03:05:00 -
[78] - Quote
please fix lag and combat altogether.
Introduce new Area of Effect weapons, which instantly finishes blobs. If someone blobs and stands still, weapons of mass destruction can hit the centre of the blob and wipe them out.
Pilots will have to think smaller, maneuverable groups. |

Spineker
113
|
Posted - 2012.01.23 03:12:00 -
[79] - Quote
I think the one person meant BLOBulance.
Epeen tears please continue we love them. |

Tres Farmer
Gallente Federation Intelligence Service
55
|
Posted - 2012.01.23 03:21:00 -
[80] - Quote
Opertone wrote:please fix lag and combat altogether.
Introduce new Area of Effect weapons, which instantly finishes blobs. If someone blobs and stands still, weapons of mass destruction can hit the centre of the blob and wipe them out.
Pilots will have to think smaller, maneuverable groups. Didn't everybody just come to the fight with ships that can take the WoMDs -the last time this was the 'motd'?
Also, afaik the current objectives don't support/prefer small, mobile groups.. and I don't see CCP addressing this yet. Things that play a role for this: - ease of travel cyno/jumpbridges vs gates - hitpoints of structures - local chat as intel tool - income sources in low/null too risky for soloers (so they don't try or better they already got wiped out) - hotdrops |
|

Menrith Hadel
Merch Industrial Goonswarm Federation
38
|
Posted - 2012.01.23 06:21:00 -
[81] - Quote
Opertone wrote:please fix lag and combat altogether.
Introduce new Area of Effect weapons, which instantly finishes blobs. If someone blobs and stands still, weapons of mass destruction can hit the centre of the blob and wipe them out.
Pilots will have to think smaller, maneuverable groups. Also, they should be able to be fired through cynos. |

Jarnis McPieksu
Aliastra Gallente Federation
276
|
Posted - 2012.01.23 06:25:00 -
[82] - Quote
Menrith Hadel wrote:Opertone wrote:please fix lag and combat altogether.
Introduce new Area of Effect weapons, which instantly finishes blobs. If someone blobs and stands still, weapons of mass destruction can hit the centre of the blob and wipe them out.
Pilots will have to think smaller, maneuverable groups. Also, they should be able to be fired through cynos.
Hmmmmmmm... I see what you did there... 
|

Callous Jade
Narcissistic Ventures
14
|
Posted - 2012.01.23 06:47:00 -
[83] - Quote
Milli Sanchez wrote:Currently fighting in 92D. 1260 in local and dilation is so bad I cant lock anything.  Dilation is FAIL. This is NOT fun and simply not worth participating in big fleet PvP anymore. CCP stop thinking up awesome technical work arounds and fix the #$% game.
Protip: Your PC sucks. Do better. |

Ciar Meara
Virtus Vindice
499
|
Posted - 2012.01.23 10:07:00 -
[84] - Quote
They just invested heavily in a new farm. But I think eventually they are going to have to multi core the server code. I understand that so far they have not done that? - [img]http://go-dl1.eve-files.com/media/corp/janus/ceosig.jpg[/img] [yellow]English only please. Zymurgist[/yellow] |

Avid Bumhumper
Furian Necromongers
19
|
Posted - 2012.01.23 18:15:00 -
[85] - Quote
Xirin wrote:Gee, I was able to lock people and the system was down to 10%. Stop whining. Everyone but you thinks time dilation is an excellent solution to reducing the EFFECTS of lag (since there's no way to remove lag completely, stop telling them to "fix the game" when players keep finding new and creative ways to break it) 
Here's to noob who assumes that everyone had the same experience.....
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CCP Phantom
C C P C C P Alliance
944

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Posted - 2012.01.23 19:51:00 -
[86] - Quote
Please keep actual and constructive feedback about Time Dilation in this thread, thank you.
Thread locked. CCP Phantom - German Community Coordinator |
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