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Paulo Damarr
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Posted - 2007.11.11 05:24:00 -
[61]
Its your own fault for going into Jita at the weekend.
Originally by: MOTOK0 A bit like the second coming of jesus only with screaming and tears and whine threads.
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Yukisa
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Posted - 2007.11.11 05:51:00 -
[62]
Jita fix: npc fedex. buy items from jita while you are in another system, order an npc delivery of said item.. wait a bit, and you get a nice item in your hangar! |

Kormorant
Gallente Ordo Templi Orientis
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Posted - 2007.11.11 11:23:00 -
[63]
Originally by: Ademaro Imre I actually did need to go to Jita.
And for the last 35 minutes - been stuck at a gate, in a station, unable to assemble a ship, or stuck entering the game, or purchases lagging 5 minutes.
Is this just some aspect of the game that CCP is unwilling or incompetent to deal with? CCP is unable to handle a system of 709 players that are basically market trading?
Good. You deserve to be stuck. Use your brain and quit complaining.
Idiots that complain about Jita should be podded mercilessly...
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Lazuran
Gallente Time And ISK Sink Corporation
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Posted - 2007.11.11 11:26:00 -
[64]
Originally by: Tarminic Computational power required for the number of players interacting is X^2, where X is the number of players, or slightly better when optimized.
100 Players = 100,000 computations 200 Players = 400,000 computations 400 Players = 1,600,000 computations 800 players = 6,400,000 computations
You can see the problem here.
Yeah, the problem is fanbois oversimplifying things desperately. Hint: each player is not interacting with each other player, especially not in Jita.
"...been designed for one purpose and one purpose only. Imagine a handful of repair drones pouring from the carebear's mouth. Now imagine they have um, nothing." -Unknown Hel redesigner (2007) |

Lazuran
Gallente Time And ISK Sink Corporation
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Posted - 2007.11.11 11:34:00 -
[65]
Originally by: Fscout Edited by: Fscout on 10/11/2007 21:56:25 I love it when people come on the forums saying stuff like this. If you had any idea about how to program a game engine, game netcode, or just the slighest clue what you were talking about you would stop whining about "incompetance" when you clearly don't have a clue what you're on about. CCP/EVE holds the record for the max concurrent users in the same game environment, this is not something they've achieved via incompetance.
Sorry to shatter your dreams, but EVE is "sharded" for most aspects of the game into different solar systems, anyone can do a chat/trade game with 30k people (which is the "unsharded" aspect of the game).
Quote:
It is not easy to get a thousand computers talking to each other over the internet in real time without lag.
That hasn't been a problem since the early 90's, check out an IRC server network, noob.
Quote:
Why do you think other mmo's are sharded, why do you think most fps's have a max limit of 64 players? Writing netcode that can deal with 1000 simultaneous players the in same place is not easy funnily enough.
Other MMOs have the game experience as a priority, not the "maximum concurrent players in an unsharded environment record". It's not the press that pays the subscriptions, you know.
Second Life has had more than 50k concurrent users by the way, but I don't know if that "game" is more or less sharded than EVE.
"...been designed for one purpose and one purpose only. Imagine a handful of repair drones pouring from the carebear's mouth. Now imagine they have um, nothing." -Unknown Hel redesigner (2007) |

VicturusTeSaluto
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Posted - 2007.11.11 11:35:00 -
[66]
Miserable failures go to Jita.
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Lumy
Templars of Space
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Posted - 2007.11.11 11:47:00 -
[67]
Originally by: Lazuran
Originally by: Tarminic Computational power required for the number of players interacting is X^2, where X is the number of players, or slightly better when optimized.
100 Players = 100,000 computations 200 Players = 400,000 computations 400 Players = 1,600,000 computations 800 players = 6,400,000 computations
You can see the problem here.
Yeah, the problem is fanbois oversimplifying things desperately. Hint: each player is not interacting with each other player, especially not in Jita.
You always have to at least check, if they are interacting (in any mean possible). And this checking itself counts as interaction.
Aye, he is oversimplifying. But at least he has a clue what the scale of problem is.
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Dark Flare
Caldari Corpus PCG The State
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Posted - 2007.11.11 11:51:00 -
[68]
Originally by: Lazuran
Originally by: Tarminic Computational power required for the number of players interacting is X^2, where X is the number of players, or slightly better when optimized.
100 Players = 100,000 computations 200 Players = 400,000 computations 400 Players = 1,600,000 computations 800 players = 6,400,000 computations
You can see the problem here.
Yeah, the problem is fanbois oversimplifying things desperately. Hint: each player is not interacting with each other player, especially not in Jita.
The check still has to be done. And think about the calculations outside 4-4 ffs, 50 ships bumping into 50 other ships is another truckload of calculations.
To the OP: CCP knows about the issue and is always trying to lessen it. Obviously you underestimate how difficult it is to fix, which is kind of what I expected from people on these forums  CCP doesn't fail mate, you do.
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Reverend Revelator
Elite Storm Enterprises
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Posted - 2007.11.11 12:05:00 -
[69]
Every time I see a post about Jita, I get a warm fuzzy feeling in my tummy, coz I use Oursulaert to trade in. 
-- Dead People Laugh At The Murder Of Love -- |

Karanth
Gallente Crazy 88's
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Posted - 2007.11.11 12:13:00 -
[70]
tl;dr
Also, perhaps reinforcing Jita at all is part of the problem. A system that crashes 90% of the time is not a system that is lagging. I vote for reducing the processing power to Jita by 80%, capping people in system to maybe 400, and then setting the forums to auto-lock any thread with the word "Jita" in it for a week.
All that's left...
There is only one sig hijack that matters, the orginal and only member of the hijack squad. me. -Eris. ps Black russians are better then beer. Well, there's not many of *us* left! -Rauth
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Rakshasa Taisab
Caldari Sane Industries Inc.
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Posted - 2007.11.11 12:58:00 -
[71]
Originally by: Dark Flare The check still has to be done. And think about the calculations outside 4-4 ffs, 50 ships bumping into 50 other ships is another truckload of calculations.
No it wouldn't and you would all have failed a simple algorithms class...
O(log x) CD algorithm would get you abducted by NSA? Pfft... Ever heard of quadtrees? Pretty much the simplest form of CD optimization and it has a complexity quite close to that.
50 ships is nothing... Less than nothing actually. 1000 ships is not even going to be felt. CD for 100.000 ships should work ok as long as only a minority of them are close to colliding at any time.
My guess would be that it is a combination of too much market actions together with the normal load due to the ships flying around.
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Hannobaal
Gallente Igneus Auctorita GoonSwarm
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Posted - 2007.11.11 13:03:00 -
[72]
Edited by: Hannobaal on 11/11/2007 13:03:43
Originally by: Yukisa Jita fix: npc fedex. buy items from jita while you are in another system, order an npc delivery of said item.. wait a bit, and you get a nice item in your hangar!
That is not a real fix. It will just make the market even more centralized, and reduce incentives for manufacturing and trading in other areas than Jita even more.
The fix is for people to get the **** out of the Forge.
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Chronos VIII
Amarr Infinitus Odium The Church.
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Posted - 2007.11.11 13:10:00 -
[73]
I think the easiest way to deal with that matter is just to write a script that kicks everyone from the server, who idles more than 15 minutes. Wouldnt that help? Any thoughts? Chronos
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