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Thread Statistics | Show CCP posts - 23 post(s) |

Vincent Athena
V.I.C.E.
32
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Posted - 2011.09.09 20:48:00 -
[1] - Quote
CCP Veritas wrote:......
Fate willing, we'll be doing public tests of Time Dilation in the coming weeks' mass tests, so you can get a first-hand impression of it there~
Awesome!
How will you get a big blob of lag on Sisi? Ive been in the last few mass tests and there has been some lag, but not that much.
Try and get more people? An offer of ISK on TQ (about what the average player could have earned in an hour) might do that.
Or just get a slow server so the normal showing of 350 will do it?
Or add some thin clients?
Or....?
Also: The term Time dilation comes from Relativity, and there its values is represented by the Greek letter Gamma. It starts at 1.0 and drops as you get close to light speed. CCP Veritas: maybe you should put the value of gamma on the screen somewhere. Have it in percent, 100% normally, and dropping as the server loads up. Going forward, tracking gamma as a function of fight size may be a good metric for the war on lag. CCP employees should never proclaim a feature to be awesome. Only subscribers should. |

Vincent Athena
V.I.C.E.
32
|
Posted - 2011.09.09 21:08:00 -
[2] - Quote
CCP Veritas wrote:
The sane plan is to add in thin clients. The insane plan is to allow time to go past 1x speed.
I haven't decided which is better.
Could you add faster than 1x to TQ whenever I got to do a freighter run? CCP employees should never proclaim a feature to be awesome. Only subscribers should. |

Vincent Athena
V.I.C.E.
35
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Posted - 2011.09.11 16:55:00 -
[3] - Quote
]Lisa Valenheim wrote:A prob with time dilation I can think of, is that if it's applied to one or two systems, with outside systems remaining unaffected, is that does it affect reshipping?
Eg some1 gets killed jumps out, runs 10 jumps to reship, and comes back within a couple of module timers? So to the ppl in the time dilated system it seems that some1 dies and almost magically reappears in a new ship. Combined with the slowdown of time, will it create endless battles?
I doubt TiDi will be so huge and go on for so long that this will be a big issue. It takes quite awhile to go 10 jumps and return.
But more importantly: This is currently an issue even without TiDi. A lagged out system still runs slow, allowing someone to jump out and return while little happens in the lagged out system. TiDi does not make this a worse issue.
Also remember the new ship gets hit with TiDi as soon as it jumps into a lagged system, it will not get any speed advantage.
As a result, some sort of time catchup system should not be needed, and would add a extra level of coding complexity this would just delay things.
CCP Veritas: You may want to include as part of the test people jumping into and out of a system experiencing TiDi. This would require 2 nodes, one of which has the big fight. Then have some designated players jumping in and out. You could simply tell us that if anyone showing up in a frig will be in this special group, and tell everyone else to please not shoot frigs. (Hopefully this allows them to survive long enough to jump a few times.) CCP employees should never proclaim a feature to be awesome. Only subscribers should. |

Vincent Athena
V.I.C.E.
35
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Posted - 2011.09.12 14:12:00 -
[4] - Quote
Alexeph Stoekai wrote:Oh, hey. Seems my old suggestion of abbreviating it "TiDi" caught on. 
Now will my suggestion of calling the amount of time slowing "Gamma" catch on? And the idea of displaying Gamma somewhere on the screen? Gamma would usually be 100% then drop as time slows.
CCP employees should never proclaim a feature to be awesome. Only subscribers should. |

Vincent Athena
V.I.C.E.
59
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Posted - 2011.09.15 23:19:00 -
[5] - Quote
Sigras wrote:Miilla wrote:Well it was a while back that dynamic node balancing was the ability to "hot" shift systems across nodes. Even if they implemented this, they've already said that the smallest chunk they can break eve down into is a one system chunk, so you'd just end up with one system on a node. This is already what happens when they reinforce a node. What TiDi does is fix what happens in that system after that node which is only running one solar system gets overloaded. Please make an effort to understand a system before you begin to criticize it.
I think there is more to it than that.
If a node running multiple solar systems gets overloaded by a big fight in one system it will go into TiDi, taking all the solar systems running on that node with it. TiDi is not limited to reinforced nodes. If at that point CCP could do dynamic load balancing they could move the big fight over to a reinforced node right in the middle of the fight.
All the people in the other solar systems are now happy because they are not in TiDi while they are just doing normal stuff.
All the people in the big fight are happier because the got a reinforced node all to themselves.
Now, if a fleet fight form was submitted and the solar system was already on a reinforced node, dynamic load balancing would not help. So it only helps for unplanned fights.
CCP employees should never proclaim a feature to be awesome. Only subscribers should. |
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