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

xxxak
Intergalactic Syndicate Nulli Secunda
3
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Posted - 2011.09.09 17:32:00 -
[1] - Quote
I was an avid player of Star Wars Galaxies. I was a Jedi early on, I had the big multi-room starship, I had several of the large type homes on several planets.
That game died for me when the new combat system was released. I, and thousands of other players, quit overnight.
I worry about this bullet time feature that is coming to EVE.
Servers are extremely powerful today. Proper coding allows companies to run extreme simulations on multi-core setups.
The Devs want to be "lazy" and stick to the SINGLE-CORE CODE that STILL runs all of EvE.
I worry this will break the game.
Comments? |

Nicolo da'Vicenza
Divine Power. Atlas.
61
|
Posted - 2011.09.09 17:38:00 -
[2] - Quote
I love you Nulli bros but that is an extremely superficial link you're making between sge 'bullet time' and EVE 'time dilation' |

Xercodo
Xovoni Directorate
42
|
Posted - 2011.09.09 17:38:00 -
[3] - Quote
Can you provide a bit more background as to what was game breaking, I'm unfamiliar with the specific changes to STG The Drake is a Lie |

Abdiel Kavash
Paladin Order Fidelas Constans
14
|
Posted - 2011.09.09 17:46:00 -
[4] - Quote
I agree that TD has the potential to be terrible and break the game. But it is also possible than it will be better than watching guns cycle once every 15 minutes, which is what most hope for. |

Malcanis
Vanishing Point. The Initiative.
130
|
Posted - 2011.09.09 17:48:00 -
[5] - Quote
Which kind of lag do you prefer?
(1) Unevenly applied, unpredictable, causes weird effects like ships remaining in space, benefits some types of ships disproportionately
(2) Evenly applied, predictable, everything works as normal, just somewhat slower overall
Malcanis' Law: Any proposal made on the basis that "it will benefit new players" is invariably to the greater advantage of older, richer players. |

malaire
18
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Posted - 2011.09.09 17:48:00 -
[6] - Quote
The dev blog about bullet time / time dilation: introducing time dilation
Carebear -á* -áTrader -á* -áPerfect Music-á-á* -áNever Scamming -á* -áNever Pirating |
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CCP Zymurgist
C C P C C P Alliance
87

|
Posted - 2011.09.09 17:50:00 -
[7] - Quote
Team Gridlock talks about this in their dev blog about Time Dilation that if you haven't read this already I highly suggest giving it a glance. Zymurgist Community Representative CCP NA, EVE Online Contact Us at http://support.eveonline.com/pages/petitions/createpetition.aspx |
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xxxak
Intergalactic Syndicate Nulli Secunda
3
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Posted - 2011.09.09 17:54:00 -
[8] - Quote
CCP Zymurgist wrote:Team Gridlock talks about this in their dev blog about Time Dilation that if you haven't read this already I highly suggest giving it a glance.
I have read that. And it actually might be a very cool feature/improvement.
But the Devil is in the details.
I am just saying that I hope that this is implemented very carefully, with a lot of user input and testing.
If you get it wrong, it could do a lot of damage to EVE.
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Xercodo
Xovoni Directorate
42
|
Posted - 2011.09.09 17:55:00 -
[9] - Quote
Ya i have a general idea of what Team Gridlock is working on but I'm seeing any possible way for "fixing lag" to break the game 
I don't any mechanics changing, I just see that gun might act properly when there is 87241365 people on grid all firing The Drake is a Lie |

Skex Relbore
Red Federation RvB - RED Federation
32
|
Posted - 2011.09.09 18:11:00 -
[10] - Quote
You are an idiot who should learn to do a bit more research before clueing the rest of the world into the fact.
CCP has explained already how multi-coring would not solve the current latency problem. At issue is ensuring that events take place in the proper sequence this requires actions to be processed in serial rather than parallel. The thing is that you can't have it calculating the position of a every asset and damage applied seperately because you'd have things happen like taking damage from a ship that's already destroyed or a ship getting hit once it's already out of range.
The places where massive amounts of parallel processing can be done is graphic rendering but all that is handled client side.
Time dilation is a brilliant solution to the problem of lag in massive fleet fights that actually came from a player and denotes one of those rare occasions when CCP actually listened to us. |
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Reeno Coleman
Strategic Solutions Ltd.
21
|
Posted - 2011.09.09 18:19:00 -
[11] - Quote
time dilation as i understand it will only change one thing:
It makes the lag equal for everyone, rather than having some lucky bastards among the pilots who can still lock and unlock reasonably well, while others are stuck in the lag void completely.
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Dorian Wylde
Imperial Academy Amarr Empire
7
|
Posted - 2011.09.09 18:31:00 -
[12] - Quote
Reeno Coleman wrote:time dilation as i understand it will only change one thing:
It makes the lag equal for everyone, rather than having some lucky bastards among the pilots who can still lock and unlock reasonably well, while others are stuck in the lag void completely.
This guy has it right.
OP is why thumbs down needs to be added to the new forum, stupid people who's research consists solely of learning the name of a new feature need to be visibly flagged to everyone so we can ignore them. |
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CCP Veritas
C C P C C P Alliance
49

|
Posted - 2011.09.09 18:43:00 -
[13] - Quote
Malcanis wrote:Which kind of lag do you prefer?
(1) Unevenly applied, unpredictable, causes weird effects like ships remaining in space, benefits some types of ships disproportionately
(2) Evenly applied, predictable, everything works as normal, just somewhat slower overall
Quoting this post as it's a good summary of what we're hoping to achieve with Time Dilation. #1 is what we have currently when the server becomes overloaded, #2 is what we'd greatly prefer happen.
As for this signifying us becoming lazy about server optimization, that's a fair concern, as it'll certainly make the pain of being overloaded less acute. At the same time, it's not cool to leave a painful thing alone just because it reminds us that performance is important. I have a baseball bat for reminding people of that.
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~ |
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Arcon Telf
N0 APOLOGY Controlled Chaos
1
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Posted - 2011.09.09 18:47:00 -
[14] - Quote
It seems to me that time dilation is one of the best ideas yet for dealing with lag because it doesn't have to break immersion. In fact, it would be easy to write time dilation into Eve Online's "diegesis." Perhaps a new time dilation skill GÇö which "upgrades" one's pod for better performance in large fights GÇö should be required to enter nullsec. Obviously a 5-level skill that grants increasing bonuses makes no sense, but perhaps some kind of one off certification would work.
The point is that time dilation could be a rather elegant solution (not panacea) for lag GÇö technically and in terms of the story in which we all participate. |

Lady Go Diveher
The Independent Troll Society
12
|
Posted - 2011.09.09 19:13:00 -
[15] - Quote
The concept of time dilation is pretty ******* awesome. Shame on you OP for having no ******* clue and posting ****.
BTW time dilation works by solving the REAL issue with lag - the server reaching 100% cpu use. Once it hits 100%, the problems we all know and hate start. All time dilation needs to do, is slow the command stack enough that it can sit at 99%.
So in theory, the game may only need to be "slowed" by 1-10% to make it work with no issues. I can't say it would be easy to notice if my autocannons were cycling 2% slower .. so I fail to see any game-breaking mechanics it would introduce.
I <3 team gridlock |

Dr Slaughter
Coreli Corporation Naraka.
0
|
Posted - 2011.09.09 19:21:00 -
[16] - Quote
OP.. it's SO easy to re-write the GIL to take advantage of multi-core processors that's why no one has bothered to do it for YEARS
 |

Florestan Bronstein
United Engineering Services
33
|
Posted - 2011.09.09 19:25:00 -
[17] - 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~
CCP Veritas wrote:so you can get a first-hand impression of it there~
|

xxxak
Intergalactic Syndicate Nulli Secunda
3
|
Posted - 2011.09.09 19:27:00 -
[18] - Quote
CCP Veritas wrote:Malcanis wrote:Which kind of lag do you prefer?
(1) Unevenly applied, unpredictable, causes weird effects like ships remaining in space, benefits some types of ships disproportionately
(2) Evenly applied, predictable, everything works as normal, just somewhat slower overall Quoting this post as it's a good summary of what we're hoping to achieve with Time Dilation. #1 is what we have currently when the server becomes overloaded, #2 is what we'd greatly prefer happen. As for this signifying us becoming lazy about server optimization, that's a fair concern, as it'll certainly make the pain of being overloaded less acute. At the same time, it's not cool to leave a painful thing alone just because it reminds us that performance is important. I have a baseball bat for reminding people of that. 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~
This is actually a cool response.
1) I think the Devs are making a bigger effort to talk to us which is nice 2) I am actually excited to hear it is that close to testing, and I will help try it out. |

Tippia
Sunshine and Lollipops
121
|
Posted - 2011.09.09 19:46:00 -
[19] - Quote
Malcanis wrote:Which kind of lag do you prefer?
(1) Unevenly applied, unpredictable, causes weird effects like ships remaining in space, benefits some types of ships disproportionately
(2) Evenly applied, predictable, everything works as normal, just somewhat slower overall In addition, regardless of what other improvements they can make, time dilation offers a very good thing that will be needed sooner or later: graceful degradation (I keep using that term a lot these daysGǪ).
So let us say that the coding fairy grants their wish and they now have multi-core capable simulations. Yay. Now we can use a second core and get 50% (completely random number) more people in the fight. Great! So what happens?
Well, everyone obviously brings 50% more people and then we lag, just like now, and things start to break. So we add another two cores, adding another 50%, which again brings 50% more people and then stuff start to break. Se we addGǪ no, we don't because those cores are occupied running Jita. So we're left with a fight that is just as broken as it is today GÇö the lag is still there.
What this situation needs is the exact same thing that is needed right now: a way for the server to gracefully reduce its computational load, as opposed to the current, un-graceful GÇ£nah, I'm going to skip you GÇö have fun watching a black screenGÇ¥. One core or 59 (or one eighth of a shared core), the problem is always the same: there is a limit (that people will push) and once there, things break. So regardless of what other trickery they can implement, TD being there to reduce the breakage is unquestionably beneficial and unquestionably needed. GÇöGÇöGÇö 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¥ GÇö Karath Piki-á |

Whiteknight03
WESAYSO Industries
4
|
Posted - 2011.09.09 19:49:00 -
[20] - Quote
Do you know how much of a pain it is to rewrite code to take advantage of multi-core systems?
I'll take the solution that'll work without giving us EVE 2 thank you very much |
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Grimpak
Midnight Elites Echelon Rising
37
|
Posted - 2011.09.09 20:03:00 -
[21] - Quote
Whiteknight03 wrote:Do you know how much of a pain it is to rewrite code to take advantage of multi-core systems?
I'll take the solution that'll work without giving us EVE 2 thank you very much
oh the issue is not just going multicore.
there were also talks about the infiniband project where you could move threads around the server cluster.
that would be f'kin awesome, but the walls to take down just to be able to....
TD is a simpler solution. not a permanent solution, because as tippia said, if you "fix" the game to hold 1000vs1000 battle, someone will make a 2000vs2000 battle and crash/burn the server. So yes, tbh TD will probably be a temporary solution, but a long term temporary solution at that. [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 |

HaxTis
Masters of Our Fate Screaming Meercats
1
|
Posted - 2011.09.09 20:07:00 -
[22] - Quote
this is actually a viable way to control the load, i.e lag. if they can pull if off while balancing the mods and drones properly, it might actually be the best thing to reduce lag that we all know and love. |

Tippia
Sunshine and Lollipops
121
|
Posted - 2011.09.09 20:12:00 -
[23] - Quote
Grimpak wrote:TD is a simpler solution. not a permanent solution, because as tippia said, if you "fix" the game to hold 1000vs1000 battle, someone will make a 2000vs2000 battle and crash/burn the server. So yes, tbh TD will probably be a temporary solution, but a long term temporary solution at that. Actually, I kind of meant that the other way aroundGǪ
TD is the final solution, in the sense that GÇ£it's what kicks in when all other solutions have nothing more to offerGÇ¥. Once you've pushed the server to the limit, TD kicks in an makes sure the limit isn't actually broken, but rather that the chaos gets calmed down a bit. It's a kind of a force multiplier for other fixes that lets them be worth a little bit more. Calling it a temporary solution is short-selling it a bit GÇö it's as permanent and long-term a solution as they come since it will be beneficial in combinations with future improvements as well (since, as history has shown, as soon as the upper limit for a working fleet is moved, the fleets adjust in size to match the new limit).
It's perhaps better to think of it as something other than a solution to lag, because it doesn't actually remove lag GÇö it removes lag-related breakage, which is just as important. GÇöGÇöGÇö 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¥ GÇö Karath Piki-á |

Grimpak
Midnight Elites Echelon Rising
37
|
Posted - 2011.09.09 20:15:00 -
[24] - Quote
Tippia wrote:Grimpak wrote:TD is a simpler solution. not a permanent solution, because as tippia said, if you "fix" the game to hold 1000vs1000 battle, someone will make a 2000vs2000 battle and crash/burn the server. So yes, tbh TD will probably be a temporary solution, but a long term temporary solution at that. Actually, I kind of meant that the other way aroundGǪ TD is the final solution, in the sense that GÇ£it's what kicks in when all other solutions have nothing more to offerGÇ¥. Once you've pushed the server to the limit, TD kicks in an makes sure the limit isn't actually broken, but rather that the chaos gets calmed down a bit. It's a kind of a force multiplier for other fixes that lets them be worth a little bit more. Calling it a temporary solution is short-selling it a bit GÇö it's as permanent and long-term a solution as they come since it will be beneficial in combinations with future improvements as well (since, as history has shown, as soon as the upper limit for a working fleet is moved, the fleets adjust in size to match the new limit). It's perhaps better to think of it as something other than a solution to lag, because it doesn't actually remove lag GÇö it removes lag- related breakage, which is just as important. tbh I still think it has limits. Granted it might take some time to reach said limits, but still, limits. [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 |
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CCP Veritas
C C P C C P Alliance
49

|
Posted - 2011.09.09 20:20:00 -
[25] - Quote
To say what Tippia said in different words...
Most of the things we talk about when we talk about "fixing fleet lag" have to do with increasing the capacity of these fights, that is, the number of players it takes to make the server start exhibiting "lag". Team Gridlock has been at that for over a year now, and have delivered very good results.
Time Dilation does not increase capacity at all. These days we handle about 1000 players (more or less depending on the type of activity being done) before lag starts kicking in. The day after we ship Time Dilation, it'll be exactly the same. The difference is what happens *after* that threshold is passed. Instead of the effects we all know and hate, it'll simply slow the game down until able to cope with the load.
After we ship, we plan to go back to work increasing capacity. These things are not mutually-exclusive. Rather, they're quite complementary. |
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Harold Tuphlos
Broski Enterprises Elite Space Guild
1
|
Posted - 2011.09.09 20:27:00 -
[26] - Quote
In before incarna 1.2.1 ( or whatever TD ships as) is a bigger deal than the rest of all the incarna releases combined. |

Taedrin
Kushan Industrial
5
|
Posted - 2011.09.09 20:42:00 -
[27] - Quote
I'm pretty certain that CCP has a player mandate to implement Time Dilation. I don't think you'll have to worry about a SWG NWE fiasco from Time Dilation. |

Vincent Athena
V.I.C.E.
32
|
Posted - 2011.09.09 20:48:00 -
[28] - 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. |
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CCP Veritas
C C P C C P Alliance
49

|
Posted - 2011.09.09 21:00:00 -
[29] - Quote
Vincent Athena wrote:[quote=CCP Veritas]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.
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. |
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Malcanis
Vanishing Point. The Initiative.
130
|
Posted - 2011.09.09 21:02:00 -
[30] - Quote
CCP Veritas wrote:To say what Tippia said in different words...
Most of the things we talk about when we talk about "fixing fleet lag" have to do with increasing the capacity of these fights, that is, the number of players it takes to make the server start exhibiting "lag". Team Gridlock has been at that for over a year now, and have delivered very good results.
Time Dilation does not increase capacity at all. These days we handle about 1000 players (more or less depending on the type of activity being done) before lag starts kicking in. The day after we ship Time Dilation, it'll be exactly the same. The difference is what happens *after* that threshold is passed. Instead of the effects we all know and hate, it'll simply slow the game down until able to cope with the load.
After we ship, we plan to go back to work increasing capacity. These things are not mutually-exclusive. Rather, they're quite complementary.
Why are you wasting resources fixing lag when you should be fixing lag ffs?
Malcanis' Law: Any proposal made on the basis that "it will benefit new players" is invariably to the greater advantage of older, richer players. |
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Harold Tuphlos
Broski Enterprises Elite Space Guild
1
|
Posted - 2011.09.09 21:06:00 -
[31] - Quote
CCP Veritas wrote:Vincent Athena wrote:[quote=CCP Veritas]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. 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.
The insane plan is clearly better as it is more likely that bugs will show up when misusing TD, although a sane mass test would be good as well. So do both for better testing result and fewer post release bugs. |

Vincent Athena
V.I.C.E.
32
|
Posted - 2011.09.09 21:08:00 -
[32] - 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. |

Rhaegor Stormborn
BURN EDEN Northern Coalition.
59
|
Posted - 2011.09.09 22:54:00 -
[33] - Quote
Bullet time is going to completely ruin this game. Worse than anything else before it. |

Demon Azrakel
Defiant.. Narwhals Ate My Duck
16
|
Posted - 2011.09.10 01:29:00 -
[34] - Quote
Rhaegor Stormborn wrote:Bullet time is going to completely ruin this game. Worse than anything else before it.
Because being black screened for eight hours is p. awesome... |

Trainwreck McGee
Center for Advanced Studies Gallente Federation
6
|
Posted - 2011.09.10 01:31:00 -
[35] - Quote
We already look like rejects from the Matrix so why the hell not |

Vin Hellsing
51
|
Posted - 2011.09.10 01:43:00 -
[36] - Quote
CCP Veritas wrote:Vincent Athena wrote:[quote=CCP Veritas]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. 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.
I prefer insane plans over sane plans. Go balls-out, my friend. At the worst, it'll melt down the cluster. At the best, you'll be turning heads. |

Mr LaForge
Deep Core Mining Inc. Caldari State
46
|
Posted - 2011.09.10 01:47:00 -
[37] - Quote
Let the blob be born and let it lag the test server to hell to make for a good test. |

inexistin
Rubbish and Garbage Removal Atlas.
2
|
Posted - 2011.09.10 09:59:00 -
[38] - Quote
CCP Veritas wrote:To say what Tippia said in different words...
Most of the things we talk about when we talk about "fixing fleet lag" have to do with increasing the capacity of these fights, that is, the number of players it takes to make the server start exhibiting "lag". Team Gridlock has been at that for over a year now, and have delivered very good results.
Time Dilation does not increase capacity at all. These days we handle about 1000 players (more or less depending on the type of activity being done) before lag starts kicking in. The day after we ship Time Dilation, it'll be exactly the same. The difference is what happens *after* that threshold is passed. Instead of the effects we all know and hate, it'll simply slow the game down until able to cope with the load.
After we ship, we plan to go back to work increasing capacity. These things are not mutually-exclusive. Rather, they're quite complementary.
So, the way I see it, you guys consider that there are two situations: the ones when the server can handle the load and the ones when it can't. Up until now, you've been focused on the first type, so as to make it more common than the later (by increasing server capacity, by optimizing stuff, etc). Now you want to focus on the second type of situations so that no matter what happens, **** doesn't hit the fan without you knowing how it will hit. In this case, I fully endorse this project.
Or am I missing something? |
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CCP Veritas
C C P C C P Alliance
49

|
Posted - 2011.09.10 10:25:00 -
[39] - Quote
Happy to have your endorsement, inexistin ;) |
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Antaeus Fantasy
Rebel Attack Fleet Adeptus Arbites
0
|
Posted - 2011.09.10 10:37:00 -
[40] - Quote
There are some people stating that it is going to ruin the game. But i havent seen any explanations why. How can it ruin the game ? Black screen for 6 hours ? Well that is exatly what is NOT going to happen if time dialation works. Actualy the fleet battles are going to be even faster that way. No time loss on people trying to find next target during lag and switching to needed target much faster. Yea it happens in slow motion but results in lowering the time spent in slow motion. So... Why is it going to ruin the game ? |
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Lisa Valenheim
Toxic Munitions
1
|
Posted - 2011.09.10 12:01:00 -
[41] - Quote
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? |

Nick Arnst
NED-Clan Goonswarm Federation
10
|
Posted - 2011.09.10 12:05:00 -
[42] - Quote
it will ruin the game because im usually not affected by the lag. /troll mode |

Karak Terrel
As Far As The eYe can see Chained Reactions
9
|
Posted - 2011.09.10 12:38:00 -
[43] - Quote
Lisa Valenheim wrote:Combined with the slowdown of time, will it create endless battles?
I don't see anything bad in this. "Endless" means until you run out of ships, how many times would you return? And more exploding spaceships is definitely a good thing.
|

Lisa Valenheim
Toxic Munitions
1
|
Posted - 2011.09.10 12:45:00 -
[44] - Quote
Karak Terrel wrote:Lisa Valenheim wrote:Combined with the slowdown of time, will it create endless battles? I don't see anything bad in this. "Endless" means until you run out of ships, how many times would you return? And more exploding spaceships is definitely a good thing.
Maybe it's just me, but a 48 hour battle with everything running at 1/4 speed doesnt sound like fun, just a competition to see who doesnt quit from boredom 1st. |

Koby Botick
Eighty Joule Brewery Goonswarm Federation
2
|
Posted - 2011.09.10 12:51:00 -
[45] - Quote
Malcanis wrote:[quote=CCP Veritas]Why are you wasting resources fixing lag when you should be fixing lag ffs?
"Fixing lag" indiscriminantly is impossible. Fixing lag for 1000 players in one system may be possible.
The reason this is a serious and depending on some factors impossible to solve problem lies in the information theoritcal domain. The problem, extremely simplified is this: If you have 100 ships in one space and one ship of those houndred performs an action, you have to communicate this action to 100 clients (99 others and to the one initiating the action so the client knows it's done ok). Imagine that's sending 100 messages or 100 letters to everyone for that single action. Now if not 1 ship does something but everyone does something, that's already 100 times 100 messages to send. This communication problem is an n^2 (n - squared) problem.
For people with knowledge in performance optimization in software everything is clear at this point, for all others: n^2 means that the more people you have there, the faster the amount of communication grows, and it grows quadratically. The main problem is you can only add more hardware or better hardware linearly. If instead of one big server, you put in two or four big servers to handle the problem, you only help a bit, since the problem increase outgrows the processing power you add. Because the problem grows quadratically, while your solution can only grow linearly (at best). Worse, the more you add the less increase you get.
This is a core information theoretical problem that is impossible to solve. The trick is to be handle practical limits fine and mitigate the odd outliers. Which is precisely what CCP is doing at the moment. Note that improvements until lag appears can be done, because that depends on a lot of factors that are controllable, including the efficency of the software handling the issue, however there is simply a limit on how much you can do and at some numbers you can't do anything at all, since you reached the limit where the quadratic growth of the problem just takes off and goes through the roof. |

Cybele Lanier
Viziam Amarr Empire
0
|
Posted - 2011.09.10 12:54:00 -
[46] - Quote
Lisa Valenheim wrote: Maybe it's just me, but a 48 hour battle with everything running at 1/4 speed doesnt sound like fun, just a competition to see who doesnt quit from boredom 1st.
Rather than staring at a black screen for an hour and perodically checking killboards out-of-game to see if you're dead yet?
Here's the universal response to every complaint about TD: How on earth could it possibly be worse than what we have now? It's very telling that none of the objectors have actually said they like the current system because nobody does.  |

Lisa Valenheim
Toxic Munitions
1
|
Posted - 2011.09.10 12:58:00 -
[47] - Quote
Cybele Lanier wrote:Lisa Valenheim wrote: Maybe it's just me, but a 48 hour battle with everything running at 1/4 speed doesnt sound like fun, just a competition to see who doesnt quit from boredom 1st.
Rather than staring at a black screen for an hour and perodically checking killboards out-of-game to see if you're dead yet? Here's the universal response to every complaint about TD: How on earth could it possibly be worse than what we have now? It's very telling that none of the objectors have actually said they like the current system because nobody does. 
True :) Maybe this is a no-win situation without game changing sov mechanics, *surrenders* |

Karak Terrel
As Far As The eYe can see Chained Reactions
9
|
Posted - 2011.09.10 13:13:00 -
[48] - Quote
Lisa Valenheim wrote: Maybe it's just me, but a 48 hour battle with everything running at 1/4 speed doesnt sound like fun, just a competition to see who doesnt quit from boredom 1st.
Sooner or later people will quit the battle because they are bored or out of ships or have to mow the lawn or get wife agro, numbers will decrease and the delay factor will go to normal. So i think it's really just you. |

Ashalin Tora
Single Sun
0
|
Posted - 2011.09.10 13:20:00 -
[49] - Quote
I won't lie, this is pretty awesome.
Would the time dilation be effective only in the grid where the big fight takes place or is it system wide? And if not the latter, how would this look to an distant observer, perhaps monitoring the situation with probes and by scanning? |

Lisa Valenheim
Toxic Munitions
1
|
Posted - 2011.09.10 13:35:00 -
[50] - Quote
Karak Terrel wrote:Lisa Valenheim wrote: Maybe it's just me, but a 48 hour battle with everything running at 1/4 speed doesnt sound like fun, just a competition to see who doesnt quit from boredom 1st.
Sooner or later people will quit the battle because they are bored or out of ships or have to mow the lawn or get wife agro, numbers will decrease and the delay factor will go to normal. So i think it's really just you.
You're prob right, I'm just the type who likes proper fixes rather than workarounds. *Edit* though to be fair props to the devs for implementing this, it may not be perfect, but like has been said b4, is prob the best solution at the moment to an ugly problem with no simple answer. |
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CCP Habakuk
C C P C C P Alliance
6

|
Posted - 2011.09.10 13:58:00 -
[51] - Quote
Ashalin Tora wrote:I won't lie, this is pretty awesome.
Would the time dilation be effective only in the grid where the big fight takes place or is it system wide? And if not the latter, how would this look to an distant observer, perhaps monitoring the situation with probes and by scanning?
The whole system will be dilated, including warping or scanning itself. |
|

Abrazzar
88
|
Posted - 2011.09.10 14:22:00 -
[52] - Quote
CCP Habakuk wrote:Ashalin Tora wrote:I won't lie, this is pretty awesome.
Would the time dilation be effective only in the grid where the big fight takes place or is it system wide? And if not the latter, how would this look to an distant observer, perhaps monitoring the situation with probes and by scanning? The whole system will be dilated, including warping or scanning itself. Will the station environment be dilated, too? And the connected WiS? Please visit your user settings to re-enable images. |

divanoo
Hedion University Amarr Empire
1
|
Posted - 2011.09.10 14:23:00 -
[53] - Quote
Now we just need space worth fighting for |

Shaalira D'arc
Quantum Cats Syndicate
167
|
Posted - 2011.09.10 14:29:00 -
[54] - Quote
CCP Veritas wrote:Vincent Athena wrote: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. 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.
When in doubt, bend time. |
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CCP Habakuk
C C P C C P Alliance
6

|
Posted - 2011.09.10 14:32:00 -
[55] - Quote
Abrazzar wrote: Will the station environment be dilated, too? And the connected WiS?
The station environment will be not dilated and there will be also a few parts of the in-space environment which will not be dilated like reinforcement timers. Planetary interaction for example will also not be dilated.
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CCP Veritas
C C P C C P Alliance
49

|
Posted - 2011.09.10 14:37:00 -
[56] - Quote
Abrazzar wrote:Will the station environment be dilated, too? And the connected WiS?
Walking of any variety won't be dilated in the first deployment. It may stay that way, it may not, I don't know at this point.
There may be elements of the station environment that we dilate in order to convey to the player what's going on back in space. |
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Caius Sivaris
Dark Nexxus S I L E N T.
11
|
Posted - 2011.09.10 14:40:00 -
[57] - Quote
Lisa Valenheim wrote: Combined with the slowdown of time, will it create endless battles?
People will actually die a lot faster with gun cycling slower but cycling, than with guns cycling every 10 minutes.
Why do yo all assume the server will be at 1% speed when it's more likely it will be at 80% speed? (and going faster with each ship dying) |

J0HN RAMB0
The Scope Gallente Federation
0
|
Posted - 2011.09.10 14:59:00 -
[58] - Quote
I guess time dilation will be a huge nerf for Titans and SCs as they profit from lag usually.
Will time dilation affect aggression timers and log-off-despawn timers? |

xxxTRUSTxxx
Galactic Rangers Galactic-Rangers
3
|
Posted - 2011.09.10 15:07:00 -
[59] - Quote
Time Dilation = slow down processes because current hardware is having issues dealing with the amount of ships on grid (call to processors)
if this is true then the opposite must be possible.
increase the amount of hardware on the cluster, dedicate more nodes to less ships.
this is all about Load Balancing.
spend more cash CCP |

Le Sabre
The Dead Canary Mining Corporation Legion of Honor
1
|
Posted - 2011.09.10 15:12:00 -
[60] - Quote
I seriously hope CCP implements this with care, it could be the best thing for null in a while or the worst thing.
Just recently, everytime a patch pops along it seems to remind me of the 'Sloth' from the film 'Goonies', patch is released and it stands up and shouts in his voice : "HAI YU GAIS!!!! AHA HUHUHUHU", many facepalms obviously follow.
So even though it is a workaround rather than a fix, will be nice to see big fights without the lagfest, could even fraps/record big battles, use editing and speed it up back to normal speed to watch in 'normal' speed.  |
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CCP Veritas
C C P C C P Alliance
56

|
Posted - 2011.09.10 16:01:00 -
[61] - Quote
J0HN RAMB0 wrote:Will time dilation affect aggression timers and log-off-despawn timers?
Yes. |
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Weaselior
BUTTECORP INC Goonswarm Federation
60
|
Posted - 2011.09.10 16:08:00 -
[62] - Quote
xxxak wrote: I am just saying that I hope that this is implemented very carefully, with a lot of user input and testing.
it's lovely you'd like that from ccp
i'd like a unicorn |

Weaselior
BUTTECORP INC Goonswarm Federation
60
|
Posted - 2011.09.10 16:10:00 -
[63] - Quote
we don't always test our code
but when we do, we test it by pushing it live to the server and watching what happens |

Arbiter Reformed
Saiph Industries SRS.
0
|
Posted - 2011.09.10 16:19:00 -
[64] - Quote
i think this is a great idea, reshipping issues as already mentioned are good for economy
but isnt lag a wider issue of game design? if 3 years ago fights were 3x smaller surley in 3 years theyl be 3 times bigger, which means more lag. dont there need to be game design changes to stop lag aswel? |

Rhaegor Stormborn
BURN EDEN Northern Coalition.
61
|
Posted - 2011.09.10 16:26:00 -
[65] - Quote
CCP Veritas wrote:To say what Tippia said in different words...
Most of the things we talk about when we talk about "fixing fleet lag" have to do with increasing the capacity of these fights, that is, the number of players it takes to make the server start exhibiting "lag". Team Gridlock has been at that for over a year now, and have delivered very good results.
Time Dilation does not increase capacity at all. These days we handle about 1000 players (more or less depending on the type of activity being done) before lag starts kicking in. The day after we ship Time Dilation, it'll be exactly the same. The difference is what happens *after* that threshold is passed. Instead of the effects we all know and hate, it'll simply slow the game down until able to cope with the load.
After we ship, we plan to go back to work increasing capacity. These things are not mutually-exclusive. Rather, they're quite complementary.
As long as dialation only kicks in when there otherwise would be extreme lag, that would be fine, but ruining normal fleet fights which we have played with for many years now with slowed down time would be terrible. It would seriously dumb down the game giving the lesser skilled players and FCs more time to think and react.
I have been in many a large engagement in the past 5 years, and over the past two or so years, lag has very rarely been an issue. |

Sabrina Storm
State War Academy Caldari State
15
|
Posted - 2011.09.10 16:35:00 -
[66] - Quote
Already forgetting how Time Dilation will work? Perchance some have not read this yet then? Perhaps read it first then make comments second. Time Dilation, again |

Digital Messiah
N7 Corporation
4
|
Posted - 2011.09.10 16:45:00 -
[67] - Quote
Q: Will Carbon IO work along with time dilation? A:
Q: What results can we expect from Carbon IO to improve cluster performance alone? A:
Q: How long will TIDI run in a system, If enabled? "until the cluster is free of lag, or is lessened in lag." A:
Q: As Carbon IO allows C++ code. When can we expect to see C++ integrated? A:
Q: What is your perfect Sunday? A: "Frankly, my dear, I don't give a damn" |
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CCP Veritas
C C P C C P Alliance
56

|
Posted - 2011.09.10 17:16:00 -
[68] - Quote
Digital Messiah wrote:Q: Will Carbon IO work along with time dilation?
Carbon IO is a system that allows for lightweight communication between the cluster and the clients. In other words, it's a new mechanism by which our computers talk to your computer. It has nothing conflicting with Time Dilation.
Digital Messiah wrote:Q: What results can we expect from Carbon IO to improve cluster performance alone?
It has very little benefit to cluster capacity by itself. It enables us, the programmers in Eve, to use a new communications method in new code, which we're planning to do but nothing has happened yet.
Digital Messiah wrote:Q: How long will TIDI run in a system, If enabled? "until the cluster is free of lag, or is lessened in lag."
TiDi will kick in when a node has become overloaded and will stop when that node is no longer overloaded. Do note that only that node is effected, not the whole cluster.
Digital Messiah wrote:Q: As Carbon IO allows C++ code. When can we expect to see C++ integrated?
We already have some C++ systems. Carbon IO allows C++ code on the server to communicate directly to C++ code on the client via BlueNet, which is a new capability that makes it easier for us to move performance-critical systems over to C++, which was already on our roadmap to do. That it's easier and more effective for us to do now means it's higher on our priority list than it was before.
Digital Messiah wrote:Q: What is your perfect Sunday?
Common decency forbids me from answering this. |
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Dracoliche
LowProfile
3
|
Posted - 2011.09.10 17:29:00 -
[69] - Quote
CCP Veritas wrote:Digital Messiah wrote:Q: What is your perfect Sunday? Common decency forbids me from answering this.
Who is Common Decency and how much does she/he charge?
As far as time dil., +1. Imagine what the FC's can accomplish with that extra time. |

Kerdrak
GreenSwarm Black Legion.
0
|
Posted - 2011.09.10 18:46:00 -
[70] - Quote
CCP Veritas wrote:
TiDi will kick in when a node has become overloaded and will stop when that node is no longer overloaded. Do note that only that node is effected, not the whole cluster. .
So, if a node have a small skirmish in another system with like 4-10 ships, it will be affected too, right?
|
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CCP Veritas
C C P C C P Alliance
56

|
Posted - 2011.09.10 18:59:00 -
[71] - Quote
Yes, if a large scale fight breaks out on a non-reinforced node, other systems hosted on the same node will slow down as well. While this isn't ideal, it's still considerably better than what happens today. |
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Salpun
Paramount Commerce Masters of Flying Objects
26
|
Posted - 2011.09.10 19:27:00 -
[72] - Quote
CCP Veritas wrote:Yes, if a large scale fight breaks out on a non-reinforced node, other systems hosted on the same node will slow down as well. While this isn't ideal, it's still considerably better than what happens today.
Have you decided yet if you will be showing which systems are using TiDi on the map like other states of the game or will FC's have to send scouts out to see what the state of other systems are? |

Gogela
Freeport Exploration
40
|
Posted - 2011.09.10 19:27:00 -
[73] - Quote
CCP Veritas wrote:Yes, if a large scale fight breaks out on a non-reinforced node, other systems hosted on the same node will slow down as well. While this isn't ideal, it's still considerably better than what happens today.
Anything to make the game playable in large fleet battles...
I've been avoiding them all together because I can't even jump into a loaded system without getting insta popped before my client catches up. "bullet time" will allow for several new styles of game play I think... I alrady have some ideas 
Looking forward to it...
I'm really optimistic about the future of our game now...  ALL GëívGëí Ships | Odd-áGëívGëí Items | <-- Links to showInfo in-game |

Skex Relbore
Red Federation RvB - RED Federation
33
|
Posted - 2011.09.10 20:02:00 -
[74] - Quote
CCP Veritas wrote:Yes, if a large scale fight breaks out on a non-reinforced node, other systems hosted on the same node will slow down as well. While this isn't ideal, it's still considerably better than what happens today.
Is there any correlation between the "locations" of the systems and which nodes they run on? IOW would a shared node tend to handle multiple systems in the same constellation or is it more or less random?
If the former that's probably actually a good thing since it will address some of the concerns about people taking advantage of the timeflow difference to bring in reinforcements.
In fact it seems like it would be a good idea to spread the dilation affect out 2 or 3 systems from the affected system to address that concern. |

Arklan1
Dunedain Rangers
0
|
Posted - 2011.09.10 20:16:00 -
[75] - Quote
i am extremely excited to see this. |

Sekket
White-Noise
0
|
Posted - 2011.09.11 07:20:00 -
[76] - Quote
Dr Slaughter wrote:OP.. it's SO easy to re-write the GIL to take advantage of multi-core processors that's why no one has bothered to do it for YEARS 
Actually the way to do it is to split the work up into separate processes and have the processes communicate over IPC. It's been done since Unix was young, but seems to be something of a lost art. Googles Chrome seems to have resurrected interest in the approach. |

Leon Razor
Measure Zero
0
|
Posted - 2011.09.11 07:30:00 -
[77] - Quote
Ok, I know info about DUST 514 is being tightly controlled by CCP, but I need to know that the people working on time dilation have thought about how this will work with DUST. CCP has confirmed that there will be live interaction between combat on the ground and ships in orbit. I can see slowing time in EVE to fix lag working well, but I can't see an entire FPS battle slowed to bullet time as more EVE players lag the node. I also can't see the battle on the ground moving 10x faster then the EVE players can react.
So to the devs reading this thread: how (or even just will) EVE time dilation and DUST not break the live game to game interaction? |
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CCP Veritas
C C P C C P Alliance
56

|
Posted - 2011.09.11 10:07:00 -
[78] - Quote
Leon Razor wrote:So to the devs reading this thread: how (or even just will) EVE time dilation and DUST not break the live game to game interaction?
I can't go into the details, but I have been in contact with the dudes working on the EVE/DUST interaction and we have solutions. |
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Salpun
Paramount Commerce Masters of Flying Objects
26
|
Posted - 2011.09.11 10:27:00 -
[79] - Quote
Salpun wrote:CCP Veritas wrote:Yes, if a large scale fight breaks out on a non-reinforced node, other systems hosted on the same node will slow down as well. While this isn't ideal, it's still considerably better than what happens today. Have you decided yet if you will be showing which systems are using TiDi on the map like other states of the game or will FC's have to send scouts out to see what the state of other systems are?
Hay Veritas you skipped a question   |

Phenethylamine
Republic University Minmatar Republic
2
|
Posted - 2011.09.11 11:12:00 -
[80] - Quote
The thing about time dilation is it's just a different version of what you're already experiencing in laggy fights.
It isn't fundamentally changing anything, you're still experiencing basically the same latency in your actions and the same performance, it's just being normalized so that responsiveness is preserved.
Instead of not knowing whether or not the input you issued is going to take effect and having to wait for an unclear amount of time to find out, and this being repeated on every input you're making, you're certain that your inputs are being processed and just have to put up with your actions being slowed down. They're slow, but definitive.
Time dilation is an inherent property of simulation. It will happen to you, you will never avoid it. However, it either happens as a chaotic emergent property that makes issuing inputs a massive confusing hairball, or it happens by design in a manner that preserves more sane control at the human interface end. |
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CCP Veritas
C C P C C P Alliance
59

|
Posted - 2011.09.11 12:00:00 -
[81] - Quote
Salpun wrote:Salpun wrote:CCP Veritas wrote:Yes, if a large scale fight breaks out on a non-reinforced node, other systems hosted on the same node will slow down as well. While this isn't ideal, it's still considerably better than what happens today. Have you decided yet if you will be showing which systems are using TiDi on the map like other states of the game or will FC's have to send scouts out to see what the state of other systems are? Hay Veritas you skipped a question   
Sorry 'bout that. I hadn't considered putting it on the map like that, but with a few hours for it to rattle around my brain, I'm not a fan. Primarily because it should be a rather rare event and 3-way fights (such that 1 group wouldn't already know the dilation state) are very rare.
I'm quite willing to be wrong. |
|

Salpun
Paramount Commerce Masters of Flying Objects
27
|
Posted - 2011.09.11 12:21:00 -
[82] - Quote
I guess the idea was so that when a unreinforced node gets placed into TiDi there would be a way for the guy hauling on the other side of the universe to tell if his whole flight plan is effected or if its just one system that is effected. Maybe hook the TiDi indicator in to the autopilot somehow?
As you know the up coming changes that are going to change how sov fights work or even more improvemen that you have made some major improvements to lag that have not made it to sisi yet. I'll look forward to the devblogs to say you have raised the limit another 500 players or so per system.
The drop in people logging in is hurting your chances to record laggy fights. Hope that changes. |

inexistin
Rubbish and Garbage Removal Atlas.
2
|
Posted - 2011.09.11 12:28:00 -
[83] - Quote
CCP Veritas wrote:Salpun wrote:Salpun wrote:CCP Veritas wrote:Yes, if a large scale fight breaks out on a non-reinforced node, other systems hosted on the same node will slow down as well. While this isn't ideal, it's still considerably better than what happens today. Have you decided yet if you will be showing which systems are using TiDi on the map like other states of the game or will FC's have to send scouts out to see what the state of other systems are? Hay Veritas you skipped a question    Sorry 'bout that. I hadn't considered putting it on the map like that, but with a few hours for it to rattle around my brain, I'm not a fan. Primarily because it should be a rather rare event and 3-way fights (such that 1 group wouldn't already know the dilation state) are very rare. I'm quite willing to be wrong.
Maybe make some kind of "Traffic advisory warning" so that neutral 3rd parties that are uninterested/non-griefers/hate time dilation stop and take a detour around the dilated node? Something that pops up when you set the destination towards somewhere and you have to pass through one of these nodes to get there. |

Florestan Bronstein
United Engineering Services
37
|
Posted - 2011.09.11 13:28:00 -
[84] - Quote
CCP Veritas wrote:Salpun wrote:Salpun wrote:CCP Veritas wrote:Yes, if a large scale fight breaks out on a non-reinforced node, other systems hosted on the same node will slow down as well. While this isn't ideal, it's still considerably better than what happens today. Have you decided yet if you will be showing which systems are using TiDi on the map like other states of the game or will FC's have to send scouts out to see what the state of other systems are? Hay Veritas you skipped a question    Sorry 'bout that. I hadn't considered putting it on the map like that, but with a few hours for it to rattle around my brain, I'm not a fan. Primarily because it should be a rather rare event and 3-way fights (such that 1 group wouldn't already know the dilation state) are very rare. I'm quite willing to be wrong. would mostly be a way of keeping you guys honest 
currently at most 1-2k pilots are experiencing lag while the other 40k logged in pilots go happy about their business without ever getting to know that some fight in a faraway corner of null-sec lagged badly..
if this information were made public through the map (and maybe even aggregated & logged by tools such as dotlan) overall awareness of lag being an issue would certainly increase  |

Leonora D
Eternity INC. Goonswarm Federation
0
|
Posted - 2011.09.11 13:36:00 -
[85] - 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?
That is easy to solve. After someone jumps in they get to wait for the time in the system that is TDed to catch up to the time when he jumped in.
Harder to fix jumping out but that should have less effect on fleet fights so hopefully not a big issue. |

Vincent Athena
V.I.C.E.
35
|
Posted - 2011.09.11 16:55:00 -
[86] - 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. |

Pharago
Nughat Corp
0
|
Posted - 2011.09.11 17:59:00 -
[87] - Quote
I think time dilation is a great idea, and by great I mean awesome.
After reading the devblog I can't think of an explanation for anyone thinking that is not going to have a very positive impact in large engagements.
Of course it looks very promising but we will have to wait and see the real deal before starting to get our hopes too high. |

Pharago
Nughat Corp
0
|
Posted - 2011.09.11 18:08:00 -
[88] - Quote
Leonora D wrote: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? That is easy to solve. After someone jumps in they get to wait for the time in the system that is TDed to catch up to the time when he jumped in. Harder to fix jumping out but that should have less effect on fleet fights so hopefully not a big issue.
I don't think it would be necessary to make such change, if a pilot wants to commit a new ship to the fight it his choice, it wouldn't be any different to boarding a ship stored in the hangar bay of a nearby carrier. |

Malcanis
Vanishing Point. The Initiative.
145
|
Posted - 2011.09.11 20:22:00 -
[89] - Quote
Rhaegor Stormborn wrote:Bullet time is going to completely ruin this game. Worse than anything else before it.
Why don't you go RMT some ISK about it.
Malcanis' Law: Any proposal made on the basis that "it will benefit new players" is invariably to the greater advantage of older, richer players. |

PantrashMoFo
Bruggen Raiders
0
|
Posted - 2011.09.12 03:21:00 -
[90] - Quote
CCP Veritas wrote:Vincent Athena wrote:[quote=CCP Veritas]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. 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.
got to go with the insane plan.....
Prepare ship for ludicrous speed! Fasten all seatbelts, seal all entrances and exits, close all shops in the mall, cancel the three ring circus, secure all animals in the zoo!
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Kenpachi Viktor
Gradient Electus Matari
60
|
Posted - 2011.09.12 10:47:00 -
[91] - Quote
both: thin clients and faster than 1x speed  |

Tallian Saotome
Nuclear Arms Exchange Fatal Ascension
51
|
Posted - 2011.09.12 11:17:00 -
[92] - 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 look forward to endless battles. It will make the giant fleet engagements not only into yet more epic stories, and more epic experiences to go through, but it will also turn them into make or break experiences for alliances when they commit to total war like that.
Just think, log in, join a fleet going to war, fight til bed time, come back after work, long in and fly to the same fight. The ultimate test of how strong your force is 
Also, I vote for the insane plan. It is obviously superior because SUPERHYPERNANOMEGATITAN GO!!! |

Tosser Galore
Federal Navy Academy Gallente Federation
1
|
Posted - 2011.09.12 11:18:00 -
[93] - Quote
The internet idiot reductionist fallacy: "Uh why does [insert ebil code churning company here] not want to "multithread/optimize their game code for my umpticore CPU...
A: Yes because it's that simple, moron.
Edit: I HATE MACS. |

Mara Rinn
Cosmic Industrial Complex Cosmic Consortium
56
|
Posted - 2011.09.12 11:25:00 -
[94] - Quote
CCP Veritas wrote:After we ship, we plan to go back to work increasing capacity. These things are not mutually-exclusive. Rather, they're quite complementary.
Will Time Dilation buy the opportunity to experiment with interesting mechanics such as line-of-fire collision detection? |

Mara Rinn
Cosmic Industrial Complex Cosmic Consortium
56
|
Posted - 2011.09.12 11:29:00 -
[95] - Quote
CCP Veritas wrote:Salpun wrote:Have you decided yet if you will be showing which systems are using TiDi on the map like other states of the game or will FC's have to send scouts out to see what the state of other systems are? Sorry 'bout that. I hadn't considered putting it on the map like that, but with a few hours for it to rattle around my brain, I'm not a fan. Primarily because it should be a rather rare event and 3-way fights (such that 1 group wouldn't already know the dilation state) are very rare.
There's also the moth + flame issue there.
"Oh! A Time-dilated fight is in progress! GET TO THA CHOPPPA!"
Suddenly the 2000 vs 2000 fight becomes 5000 v 5000 and each cycle of that Navy Omen's lasers takes two minutes  |

Tallian Saotome
Nuclear Arms Exchange Fatal Ascension
51
|
Posted - 2011.09.12 11:31:00 -
[96] - Quote
Mara Rinn wrote:CCP Veritas wrote:Salpun wrote:Have you decided yet if you will be showing which systems are using TiDi on the map like other states of the game or will FC's have to send scouts out to see what the state of other systems are? Sorry 'bout that. I hadn't considered putting it on the map like that, but with a few hours for it to rattle around my brain, I'm not a fan. Primarily because it should be a rather rare event and 3-way fights (such that 1 group wouldn't already know the dilation state) are very rare. There's also the moth + flame issue there. "Oh! A Time-dilated fight is in progress! GET TO THA CHOPPPA!" Suddenly the 2000 vs 2000 fight becomes 5000 v 5000 and each cycle of that Navy Omen's lasers takes two minutes  Hence our much anticipate 3 day long fight... more people keep piling in, getting bored, logging off, and be replaced by a new group... Soon, all of EvE is in 1 system that is moving at 0.1% of real time! But smoothly 
|

Malcanis
Vanishing Point. The Initiative.
145
|
Posted - 2011.09.12 11:43:00 -
[97] - Quote
Tallian Saotome wrote: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 look forward to endless battles. It will make the giant fleet engagements not only into yet more epic stories, and more epic experiences to go through, but it will also turn them into make or break experiences for alliances when they commit to total war like that. Just think, log in, join a fleet going to war, fight til bed time, come back after work, long in and fly to the same fight. The ultimate test of how strong your force is  Also, I vote for the insane plan. It is obviously superior because SUPERHYPERNANOMEGATITAN GO!!!
You really are getting the wrong idea about Time Dilation. Listen carefully:
TIME DILATION WILL NOT MAKE FLEET FIGHTS LAST LONGER THAN THEY ALREADY DO
In fact there is every chance that TiDi will in the end make fleet fights faster, since "graceful lag" will make it easier to kill ships, and the quicker ships are killed, the quicker the battle ends (or at least reduces to proportions that don't trigger TiDi).
Malcanis' Law: Any proposal made on the basis that "it will benefit new players" is invariably to the greater advantage of older, richer players. |

Xearal
SOL Industries Black Thorne Alliance
5
|
Posted - 2011.09.12 12:08:00 -
[98] - Quote
CCP Veritas wrote:Vincent Athena wrote:[quote=CCP Veritas]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. 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.
The second option would certainly be COOLER.. I mean.. CLICKFRENZY! I'd love to see what my dramiel is doing when everything is going twice as fast....
|

Errastas
Fate Amenable To Change
0
|
Posted - 2011.09.12 12:11:00 -
[99] - Quote
This is all well and good, but will we see it done in time for wintery 'expansion' ?
MMORPG.com article mentions so many things, but doesn't make a clear distinction which features will be live this winter and which are planned for future. Renders article quite useless. |

Tallian Saotome
Nuclear Arms Exchange Fatal Ascension
51
|
Posted - 2011.09.12 12:34:00 -
[100] - Quote
Malcanis wrote:Tallian Saotome wrote: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 look forward to endless battles. It will make the giant fleet engagements not only into yet more epic stories, and more epic experiences to go through, but it will also turn them into make or break experiences for alliances when they commit to total war like that. Just think, log in, join a fleet going to war, fight til bed time, come back after work, long in and fly to the same fight. The ultimate test of how strong your force is  Also, I vote for the insane plan. It is obviously superior because SUPERHYPERNANOMEGATITAN GO!!! You really are getting the wrong idea about Time Dilation. Listen carefully: TIME DILATION WILL NOT MAKE FLEET FIGHTS LAST LONGER THAN THEY ALREADY DO In fact there is every chance that TiDi will in the end make fleet fights faster, since "graceful lag" will make it easier to kill ships, and the quicker ships are killed, the quicker the battle ends (or at least reduces to proportions that don't trigger TiDi). A) I think TD is a good thing, and fights as they are would last the time time or less B) the concern, and my rather hope, is that they will effectively end up going a bit longer because you can get reinforcement ships there in time to replace yourself more effectively. and C) 3rd party scouts would pass through the system, and call in their fleets to jump into the fight turning it into a even more laggy(and therefor time flowing slower, but still fighting smoothly and entertainingly) fight, making it last longer that way.
TD will change the way fights roll because people won't be as hesitant to jump into the big laggy fights, and so they will escalate more than they do now(much as they would with less lag generated)
No one with a brain thinks they will make fights as they are slower, or worse, or anything negative, and the people who see the escalation value mostly think thats a good thing.
WE WANT!!!  |
|

Alexeph Stoekai
Stoekai Corp
0
|
Posted - 2011.09.12 12:52:00 -
[101] - Quote
Oh, hey. Seems my old suggestion of abbreviating it "TiDi" caught on.  |

Vincent Athena
V.I.C.E.
35
|
Posted - 2011.09.12 14:12:00 -
[102] - 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. |

Skylar Thorne
Center for Advanced Studies Gallente Federation
0
|
Posted - 2011.09.12 14:28:00 -
[103] - Quote
Gamma sounds as good as anything I guess. |

Alexeph Stoekai
Stoekai Corp
0
|
Posted - 2011.09.12 15:12:00 -
[104] - Quote
Vincent Athena wrote: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. Personally, if I was playing a game and something started to change the game's gamma value, I'd expect the brightness to change. |

Cybele Lanier
Viziam Amarr Empire
1
|
Posted - 2011.09.12 21:57:00 -
[105] - Quote
J0HN RAMB0 wrote:I guess time dilation will be a huge nerf for Titans and SCs as they profit from lag usually.
It's going to be interesting to see the giga-fleets having to use tactics based on other things than lag--right now, it's probably most powerful force in 0.0, never mind the Russians. 
One thing's for sure--when this comes in (and has been patched a couple of times, naturally), I'll be right back in 0.0. |

Mara Rinn
Cosmic Industrial Complex Cosmic Consortium
57
|
Posted - 2011.09.13 02:08:00 -
[106] - Quote
Malcanis wrote:You really are getting the wrong idea about Time Dilation. Listen carefully:
TIME DILATION WILL NOT MAKE FLEET FIGHTS LAST LONGER THAN THEY ALREADY DO
Will the same number of shots need to be fired at a ship to make it blow up? Yes.
Will those shots take more time? Yes.
Will some module activations now be possible that weren't before (e.g.: shield transporters)? Yes.
Therefore, Time Dilation will indeed make fleet fights last longer than they already do. QED.
You might think that black screens and module lag currently make fights last longer, but all Time Dilation will be doing is allowing logistics boats to actually get reps on ships before they blow up due to incoming DPS (and no, I'm not claiming that Time Dilation will help logistics save boats that are blown up by a single salvo, I'm claiming that Time Dilation will allow logistics to get reps on ships at all). The removal of black screens and module lag will be countered by thhiiiiinnnngggss tttaaaaaaakkiiiiing looooonggeeeeerr toooo haaaaappppeeeeenn. Fights will take at least the same amount of time, it's just that now you click a button and stuff will happen. As opposed to nothing happening, or your button not even being there to click.
Combine that with 10 seconds of "grid time" taking, say, 15 seconds of real time, and suddenly getting reinforcements en route to a big fight ASAP will actually mean something. The fight might still be in progress when reinforcements arrive. Pilots who lose ships simply re-ship and head back into the fracas.
I do not doubt that there is a very real possibility of Time Dilation leading to "perpetual fights", given enough ships cramming onto grid. As a parallel to "Time To *****" used to dismiss ideas of player-contributed content, I'll propose a "Time To Perpetual", in which we can run a book on how long it will be from the time Time Dilation is available and working on Tranquility to the time a massive fleet fight occurs which sucks in every available ship and pilot from 50 jumps, because suddenly every ship does matter, and people actually go to work and come back ten hours later to find the same fight still running.
If a X v X fight takes half an hour to resolve, how many ships will need to be on grid to make Time Dilation stretch that fight out to an hour? What about two hours? Will it be linear or exponential dilation (i.e.: doubling the number of people more than doubles the duration of a grid-second).
Also, SAYING THINGS IN CAPS DOES NOT ALLOW YOU TO ESCAPE LOGIC.
|

PotatoOverdose
Royal Black Watch Highlanders Warped Aggression
3
|
Posted - 2011.09.13 03:27:00 -
[107] - Quote
TiDi sounds pretty cool, but I'm curious, how will it apply to chat channels? Currently it is entirely possible in some of the larger fleet fights to loose the functionality of all of your chat channels due to lag.
Would TD slow down local?
Would it influence fleet chat e.g. if I need to 'X' in fleet would there be some time delay between the time i hit 'enter' and the time my fleetmates see the x?
Would there be a delay in new messages from non-TiDi systems e.g. an alliance member in a non TiDi system types something in alliance chat, would I see that immediately, or would there be some sort of dilation effect?
Likewise, if I'm in a dilated system, would my text be delayed from going to non dilated systems?
In the same vein, how will it apply to broadcasted targets? Many larger fleets rely heavily on the fc broadcasting targets, and broadcasting for reps is essential.
Lastly, if there is no artificial TiDi applied to chat/broadcast, will TiDi reduce chat/broadcast lag in general? |

DarkJacena
Deep Core Mining Inc. Caldari State
0
|
Posted - 2011.09.13 05:28:00 -
[108] - Quote
Hmm... this is interesting, It'll be tough to imagine how this'll really turn out..
|

Malcanis
Vanishing Point. The Initiative.
152
|
Posted - 2011.09.13 06:28:00 -
[109] - Quote
Mara Rinn wrote:Malcanis wrote:You really are getting the wrong idea about Time Dilation. Listen carefully:
TIME DILATION WILL NOT MAKE FLEET FIGHTS LAST LONGER THAN THEY ALREADY DO Will the same number of shots need to be fired at a ship to make it blow up? Yes. Will those shots take more time? Yes.Will some module activations now be possible that weren't before (e.g.: shield transporters)? Yes. Therefore, Time Dilation will indeed make fleet fights last longer than they already do. QED. You might think that black screens and module lag currently make fights last longer, but all Time Dilation will be doing is allowing logistics boats to actually get reps on ships before they blow up due to incoming DPS (and no, I'm not claiming that Time Dilation will help logistics save boats that are blown up by a single salvo, I'm claiming that Time Dilation will allow logistics to get reps on ships at all). The removal of black screens and module lag will be countered by thhiiiiinnnngggss tttaaaaaaakkiiiiing looooonggeeeeerr toooo haaaaappppeeeeenn. Fights will take at least the same amount of time, it's just that now you click a button and stuff will happen. As opposed to nothing happening, or your button not even being there to click. Combine that with 10 seconds of "grid time" taking, say, 15 seconds of real time, and suddenly getting reinforcements en route to a big fight ASAP will actually mean something. The fight might still be in progress when reinforcements arrive. Pilots who lose ships simply re-ship and head back into the fracas. I do not doubt that there is a very real possibility of Time Dilation leading to "perpetual fights", given enough ships cramming onto grid. As a parallel to "Time To *****" used to dismiss ideas of player-contributed content, I'll propose a "Time To Perpetual", in which we can run a book on how long it will be from the time Time Dilation is available and working on Tranquility to the time a massive fleet fight occurs which sucks in every available ship and pilot from 50 jumps, because suddenly every ship does matter, and people actually go to work and come back ten hours later to find the same fight still running. If a X v X fight takes half an hour to resolve, how many ships will need to be on grid to make Time Dilation stretch that fight out to an hour? What about two hours? Will it be linear or exponential dilation (i.e.: doubling the number of people more than doubles the duration of a grid-second). Also, SAYING THINGS IN CAPS DOES NOT ALLOW YOU TO ESCAPE LOGIC.
I bolded the assumption you have made that is most incorrect. Have you been in a heavy lag fight? Are you aware of what it does to weapon cycling?
EDIT: Also logis are of much less use when everybody's guns can be relied on to work not just more frequently, but at the same time.
Malcanis' Law: Any proposal made on the basis that "it will benefit new players" is invariably to the greater advantage of older, richer players. |

Tallian Saotome
Nuclear Arms Exchange Fatal Ascension
52
|
Posted - 2011.09.13 06:49:00 -
[110] - Quote
Malcanis wrote:Mara Rinn wrote:Malcanis wrote:You really are getting the wrong idea about Time Dilation. Listen carefully:
TIME DILATION WILL NOT MAKE FLEET FIGHTS LAST LONGER THAN THEY ALREADY DO Will the same number of shots need to be fired at a ship to make it blow up? Yes. Will those shots take more time? Yes.Will some module activations now be possible that weren't before (e.g.: shield transporters)? Yes. Therefore, Time Dilation will indeed make fleet fights last longer than they already do. QED. You might think that black screens and module lag currently make fights last longer, but all Time Dilation will be doing is allowing logistics boats to actually get reps on ships before they blow up due to incoming DPS (and no, I'm not claiming that Time Dilation will help logistics save boats that are blown up by a single salvo, I'm claiming that Time Dilation will allow logistics to get reps on ships at all). The removal of black screens and module lag will be countered by thhiiiiinnnngggss tttaaaaaaakkiiiiing looooonggeeeeerr toooo haaaaappppeeeeenn. Fights will take at least the same amount of time, it's just that now you click a button and stuff will happen. As opposed to nothing happening, or your button not even being there to click. Combine that with 10 seconds of "grid time" taking, say, 15 seconds of real time, and suddenly getting reinforcements en route to a big fight ASAP will actually mean something. The fight might still be in progress when reinforcements arrive. Pilots who lose ships simply re-ship and head back into the fracas. I do not doubt that there is a very real possibility of Time Dilation leading to "perpetual fights", given enough ships cramming onto grid. As a parallel to "Time To *****" used to dismiss ideas of player-contributed content, I'll propose a "Time To Perpetual", in which we can run a book on how long it will be from the time Time Dilation is available and working on Tranquility to the time a massive fleet fight occurs which sucks in every available ship and pilot from 50 jumps, because suddenly every ship does matter, and people actually go to work and come back ten hours later to find the same fight still running. If a X v X fight takes half an hour to resolve, how many ships will need to be on grid to make Time Dilation stretch that fight out to an hour? What about two hours? Will it be linear or exponential dilation (i.e.: doubling the number of people more than doubles the duration of a grid-second). Also, SAYING THINGS IN CAPS DOES NOT ALLOW YOU TO ESCAPE LOGIC. I bolded the assumption you have made that is most incorrect. Have you been in a heavy lag fight? Are you aware of what it does to weapon cycling? EDIT: Also logis are of much less use when everybody's guns can be relied on to work not just more frequently, but at the same time. It only take 20 alpha maels to instapop any subcap in the game. It may make the fight as a whole go fast because splitting fire at the squad level will actually begin to make sense so you don't have as much wasted dps, and a large fleet can take out entire squads of the enemy fleet in a single Volley (200 maels in a 250 man alpha fleet, 200/20= 10, 10 ships in a squad).
I didn't understand why FCs never called multiple targets that way until I got into my first lag fight  :Words: |
|

Florestan Bronstein
United Engineering Services
38
|
Posted - 2011.09.13 07:04:00 -
[111] - Quote
Malcanis wrote: I bolded the assumption you have made that is most incorrect. Have you been in a heavy lag fight? Are you aware of what it does to weapon cycling?
As the situation TiDi tries to prevent - one fleet getting unpredictable and heavy lag gets crushed by a fleet that is experiencing much less lag - tends to result in relatively short fights I think it is plausible that TiDi will lead to longer fights on average. |

ThisIsntMyMain
Republic University Minmatar Republic
9
|
Posted - 2011.09.13 07:11:00 -
[112] - Quote
Mara Rinn wrote:
Will those shots take more time? Yes.
This assumption is almost certainly wrong.
With lag you get uncontrolled degradation of the server - pilots manually cycle their guns and many possible shots never occur - pilots keep shooting at targets long after they should be dead - active tanks keep cycling and magically creating EHP out of nothing - Capacitor levels don't decrease etc etc etc.
With controlled server slowing all of these ghost effects will disappear - Guns cycle at their "correct" rate - Pilots will change targets when targets die - targets actually receive damage when shot - Capacitor actually drains at the "correct" rate etc etc.
How this actually pans out in practice is anybody's guess. Please don't pretend that you know the answer. |

Mara Rinn
Cosmic Industrial Complex Cosmic Consortium
57
|
Posted - 2011.09.13 07:30:00 -
[113] - Quote
ThisIsntMyMain wrote:How this actually pans out in practice is anybody's guess. Please don't pretend that you know the answer.
I'm not pretending anything. The stated aim of time dilation is to make everything take longer to happen. The "correct" rate for that Tengu's HMLs to fire is once every 3.4 seconds. Under Time Dilation, that 3.4s of simulation time ends up taking 8s of real time. Shots will take longer to happen. |

Jita Alt666
183
|
Posted - 2011.09.13 07:44:00 -
[114] - Quote
CCP Veritas wrote:Malcanis wrote:Which kind of lag do you prefer?
(1) Unevenly applied, unpredictable, causes weird effects like ships remaining in space, benefits some types of ships disproportionately
(2) Evenly applied, predictable, everything works as normal, just somewhat slower overall Quoting this post as it's a good summary of what we're hoping to achieve with Time Dilation. #1 is what we have currently when the server becomes overloaded, #2 is what we'd greatly prefer happen. As for this signifying us becoming lazy about server optimization, that's a fair concern, as it'll certainly make the pain of being overloaded less acute. At the same time, it's not cool to leave a painful thing alone just because it reminds us that performance is important. I have a baseball bat for reminding people of that. 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~
I find it amusing that the Devs reply to the good summary has more "likes" than the good summary. Some people like to have brown noses. |

Malcanis
Vanishing Point. The Initiative.
152
|
Posted - 2011.09.13 07:56:00 -
[115] - Quote
Florestan Bronstein wrote:Malcanis wrote: I bolded the assumption you have made that is most incorrect. Have you been in a heavy lag fight? Are you aware of what it does to weapon cycling?
As the situation TiDi tries to prevent - one fleet getting unpredictable and heavy lag gets crushed by a fleet that is experiencing much less lag - tends to result in relatively short fights I think it is plausible that TiDi will lead to longer fights on average.
If it leads to "longer fights" because you get fewer people logging out in disgust, then I'm prepared to call that a win.
Malcanis' Law: Any proposal made on the basis that "it will benefit new players" is invariably to the greater advantage of older, richer players. |

Naradius
DEATHFUNK
0
|
Posted - 2011.09.13 08:30:00 -
[116] - Quote
TD , certainly has the power to get me back into 0.0. I loved huge system battles...unfortunately, I loathed the lag that was associated with it...it always seemed especially bad, for some reason, after expansion deployments 
|

Kristina Vanszar
MONOCLEGEDDON
4
|
Posted - 2011.09.13 09:37:00 -
[117] - Quote
My main concern is as follows:
if there is a big fight going on,a nd everything in that system is beeing slowed down, that means a fight might take double the time then it would normally.
that means that one f the sides has double the time to bring in reinforcments... or am i wrong with that?
What i imagine, is goons slowing down that system until they are able to bring 800 perfectly fitted and organized guys into the battle.
correct me if i am wrong please. |

Niko Takahashi
Percone Outcasts
1
|
Posted - 2011.09.13 10:03:00 -
[118] - Quote
Whiteknight03 wrote:Do you know how much of a pain it is to rewrite code to take advantage of multi-core systems?
I'll take the solution that'll work without giving us EVE 2 thank you very much
Pretty much that is the only way though for the game to Grow to the vision that was presented.
It is not a question of IF but When [provided Eve will not go belly up of course]
Personally I think instead of optimizing too much it should be written to be compatible with this. I am not exactly familiar with all the issues that eve is facing however this makes programming much easier.
For the non technical this is equivalent of DirectX.
http://en.wikipedia.org/wiki/Grand_Central_Dispatch
|

Malcanis
Vanishing Point. The Initiative.
152
|
Posted - 2011.09.13 10:05:00 -
[119] - Quote
Kristina Vanszar wrote:My main concern is as follows:
if there is a big fight going on,a nd everything in that system is beeing slowed down, that means a fight might take double the time then it would normally.
that means that one f the sides has double the time to bring in reinforcments... or am i wrong with that?
What i imagine, is goons slowing down that system until they are able to bring 800 perfectly fitted and organized guys into the battle.
correct me if i am wrong please.
Good news! You are wrong.
TiDi won't make it any easier to execute a strategy like that than current lag conditions do now. I don't see why people have trouble recognising this simple fact. If anything, the battle will procede more quickly and give "goons" less time to assemble this hypothetical "perfectly fitted and organised" fleet (I have never before heard anyone accuse goons of bringing "perfectly fitted and organised" fleets.
Additionally, CCP really have done good work on fighting the lag monster in the last year or so. 800 guys won't cut it any more if you want to lag-bomb a system; more like 1800. There are limits to the numbers that even goons can muster, especially as they're not even the largest alliance, or in the largest coalition.
Finally, TiDi is nothing to do with goons. The idea was conceived and work began on it well before the current CSM was formed. It isn't a goon conspiracy, and people's concerns about it seem to be mainly based on a fundamental misunderstanding of what it will actually do and how lag works now.
Malcanis' Law: Any proposal made on the basis that "it will benefit new players" is invariably to the greater advantage of older, richer players. |

Lady Go Diveher
The Independent Troll Society
15
|
Posted - 2011.09.13 10:05:00 -
[120] - Quote
Mara Rinn wrote:ThisIsntMyMain wrote:How this actually pans out in practice is anybody's guess. Please don't pretend that you know the answer. I'm not pretending anything. The stated aim of time dilation is to make everything take longer to happen. The "correct" rate for that Tengu's HMLs to fire is once every 3.4 seconds. Under Time Dilation, that 3.4s of simulation time ends up taking 8s of real time. Shots will take longer to happen.
You seem to think time dilation needs to slow the system by 50% ... I cannot imagine this being true.
To 'solve lag' you only need to lower the server load by ONE PERCENT; from overloaded to 99% capacity.
For a reduction of 50% to be warranted, the fight needs to be double the capacity of a reinforced node. More importantly, it would speed up as the fight continued.
You all seem to think this is going to be the lobby scene from the matrix (which is slowed by 95-99%) when the real differences will likely be imperceptible without a stopwatch. |
|

Niko Takahashi
Percone Outcasts
6
|
Posted - 2011.09.13 10:05:00 -
[121] - Quote
Kristina Vanszar wrote:My main concern is as follows:
if there is a big fight going on,a nd everything in that system is beeing slowed down, that means a fight might take double the time then it would normally.
that means that one f the sides has double the time to bring in reinforcments... or am i wrong with that?
What i imagine, is goons slowing down that system until they are able to bring 800 perfectly fitted and organized guys into the battle.
correct me if i am wrong please.
Actually from what i understand you are 100 % correct. [might be wrong]

|

Kristina Vanszar
MONOCLEGEDDON
4
|
Posted - 2011.09.13 10:43:00 -
[122] - Quote
Malcanis wrote:Kristina Vanszar wrote:My main concern is as follows:
if there is a big fight going on,a nd everything in that system is beeing slowed down, that means a fight might take double the time then it would normally.
that means that one f the sides has double the time to bring in reinforcments... or am i wrong with that?
What i imagine, is goons slowing down that system until they are able to bring 800 perfectly fitted and organized guys into the battle.
correct me if i am wrong please. Good news! You are wrong. TiDi won't make it any easier to execute a strategy like that than current lag conditions do now. I don't see why people have trouble recognising this simple fact. If anything, the battle will procede more quickly and give "goons" less time to assemble this hypothetical "perfectly fitted and organised" fleet (I have never before heard anyone accuse goons of bringing "perfectly fitted and organised" fleets. Additionally, CCP really have done good work on fighting the lag monster in the last year or so. 800 guys won't cut it any more if you want to lag-bomb a system; more like 1800. There are limits to the numbers that even goons can muster, especially as they're not even the largest alliance, or in the largest coalition. Finally, TiDi is nothing to do with goons. The idea was conceived and work began on it well before the current CSM was formed. It isn't a goon conspiracy, and people's concerns about it seem to be mainly based on a fundamental misunderstanding of what it will actually do and how lag works now.
Sorry i think you've understood me wrong,
goons was just an example, insert your Favorite alliance [HERE]
What i am talking about is not the fight itself, it's the comming back of poped pilots in new ships, the time it will take support fleets to arrive,
when a battle is streched, let's say only 10 minutes longer then they would now, that are 10 minutes more friendly fleets have to get they're arses into the battleground.
I'm not talking about strategies, and fights itself, i'm talking about the background, supports arriving e.t.c.
It'll be like a Baddon fleet aligning 15 % faster and warping 15 $ faster until they land in the effected system / node. |

Fawcks
Avoid and Evade Epsilon Shimmy Alliance
83
|
Posted - 2011.09.13 10:46:00 -
[123] - Quote
Instead of making it so that no one has lag, now everyone is going to have it?
I'm confused. :( |
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CCP Veritas
C C P C C P Alliance
104

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Posted - 2011.09.13 11:31:00 -
[124] - Quote
I think the key thing you're missing Ms. Vanszar is that fights are already taking long than they would under ideal server situations. Modules already take longer to cycle than they should under heavy load, in addition to any problems with black screening and the like preventing pilots from participating. It's already possible for a force to slow down a fight in order to call in more reinforcements.
That said, I keep a fairly tight eye on what the load in fleet fights is. If I see something pop up that's obviously trying to deny the field, I'll have some work to do to correct that.
It's likely that guns in particular will be a bit slower after TiDi than before, as manual cycling won't give any advantage like it does now - they'll be effected by server overloading exactly the same as any other module now instead of having preferential treatment. Ultimately that's what this is all about - preserving the game mechanics even if the server becomes overloaded.
Maybe keeping game mechanics intact will cause fights to take longer. Maybe they'll be faster instead. There's good arguments either way and I'm quite excited to see which way it goes once the feature is active. CCP Veritas - Senior Programmer - EVE Software |
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CCP Veritas
C C P C C P Alliance
104

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Posted - 2011.09.13 11:33:00 -
[125] - Quote
Fawcks wrote:Instead of making it so that no one has lag, now everyone is going to have it?
I'm confused. :(
Yessir, you very much are confused 
We're taking a break from increasing capacity to make going over capacity considerably less painful, as it's functionally impossible for us to guarantee never going over capacity. CCP Veritas - Senior Programmer - EVE Software |
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Malcanis
Vanishing Point. The Initiative.
397
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Posted - 2011.09.13 11:35:00 -
[126] - Quote
Kristina Vanszar wrote:Malcanis wrote:Kristina Vanszar wrote:My main concern is as follows:
if there is a big fight going on,a nd everything in that system is beeing slowed down, that means a fight might take double the time then it would normally.
that means that one f the sides has double the time to bring in reinforcments... or am i wrong with that?
What i imagine, is goons slowing down that system until they are able to bring 800 perfectly fitted and organized guys into the battle.
correct me if i am wrong please. Good news! You are wrong. TiDi won't make it any easier to execute a strategy like that than current lag conditions do now. I don't see why people have trouble recognising this simple fact. If anything, the battle will procede more quickly and give "goons" less time to assemble this hypothetical "perfectly fitted and organised" fleet (I have never before heard anyone accuse goons of bringing "perfectly fitted and organised" fleets. Additionally, CCP really have done good work on fighting the lag monster in the last year or so. 800 guys won't cut it any more if you want to lag-bomb a system; more like 1800. There are limits to the numbers that even goons can muster, especially as they're not even the largest alliance, or in the largest coalition. Finally, TiDi is nothing to do with goons. The idea was conceived and work began on it well before the current CSM was formed. It isn't a goon conspiracy, and people's concerns about it seem to be mainly based on a fundamental misunderstanding of what it will actually do and how lag works now. Sorry i think you've understood me wrong, goons was just an example, insert your Favorite alliance [HERE] What i am talking about is not the fight itself, it's the comming back of poped pilots in new ships, the time it will take support fleets to arrive, when a battle is streched, let's say only 10 minutes longer then they would now, that are 10 minutes more friendly fleets have to get they're arses into the battleground. I'm not talking about strategies, and fights itself, i'm talking about the background, supports arriving e.t.c. It'll be like a Baddon fleet aligning 15 % faster and warping 15 $ faster until they land in the effected system / node.
Again, how is this any different from what we might see with normally lagged out fights? Malcanis' Law: Any proposal justified on the basis that "it will benefit new players" is invariably to the greater advantage of older, richer players.
Things to do in EVE:-áhttp://swiftandbitter.com/eve/wtd/ |

Mara Rinn
Cosmic Industrial Complex Cosmic Consortium
118
|
Posted - 2011.09.13 11:42:00 -
[127] - Quote
Lady Go Diveher wrote:For a reduction of 50% to be warranted, the fight needs to be double the capacity of a reinforced node. More importantly, it would speed up as the fight continued.
Why do we have lag? It's because people keep coming to the fight until it lags.
What happens when it doesn't lag anymore but just slows down? Will more people join in because massive fleet fights now work and node death won't happen anymore? Will fewer people join in because massive fleet fights work and they can't rely on lag to "win"?
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Malcanis
Vanishing Point. The Initiative.
397
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Posted - 2011.09.13 11:53:00 -
[128] - Quote
Mara Rinn wrote:Lady Go Diveher wrote:For a reduction of 50% to be warranted, the fight needs to be double the capacity of a reinforced node. More importantly, it would speed up as the fight continued. Why do we have lag? It's because people keep coming to the fight until it lags. What happens when it doesn't lag anymore but just slows down? Will more people join in because massive fleet fights now work and node death won't happen anymore? Will fewer people join in because massive fleet fights work and they can't rely on lag to "win"?
(1) We actually get a fight, instead of a blackscreen at worst and a bizarro-world slideshow at best (2) Yes (3) Yes Malcanis' Law: Any proposal justified on the basis that "it will benefit new players" is invariably to the greater advantage of older, richer players.
Things to do in EVE:-áhttp://swiftandbitter.com/eve/wtd/ |

David Grogan
The Motley Crew Reborn Warped Aggression
51
|
Posted - 2011.09.13 12:00:00 -
[129] - Quote
Vincent Athena wrote: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.
to get more ppl on sisi for mass test offer a freebie ship (Tornado) in tq to all those that partipated on sisi mass test. i bet you'd find sisi overloaded for that test.
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Miilla
Hulkageddon Orphanage
60
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Posted - 2011.09.13 12:23:00 -
[130] - Quote
Great, so CCP's solution to the lag problem that a few people get is to, LAG EVERYBODY.
Smooth.
I thought we already had the Final Solution to the lag problem, it was called Incarna/NEX.
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CCP Veritas
C C P C C P Alliance
104

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Posted - 2011.09.13 12:40:00 -
[131] - Quote
Miilla wrote:Great, so CCP's solution to the lag problem that a few people get is to, LAG EVERYBODY.
I have no idea where you're getting this idea. CCP Veritas - Senior Programmer - EVE Software |
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Alexeph Stoekai
Stoekai Corp
0
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Posted - 2011.09.13 12:55:00 -
[132] - Quote
Miilla wrote:
Great, so CCP's solution to the lag problem that a few people get is to, LAG EVERYBODY.
Smooth.
I thought we already had the Final Solution to the lag problem, it was called Incarna/NEX.
We're having a relatively constructive discussion here. Please go away forever.
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Grey Stormshadow
Starwreck Industries
199
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Posted - 2011.09.13 14:07:00 -
[133] - Quote
I'll be honest and confess my ignorance to this topic and haven't been following it much either, but would still like to add one comment.
As far I think this and try to keep it as simply as possible, there seems to be only one thing that can go wrong.
Lets pretend that there is fleet fight in system X. That system goes to "time diliation". People involved in the fight or some 3rd party has huge fleet in some (not necessarily) nearby system. However because events in system X are slowed down, there would be plenty of more time to bring additional stuff to combat than there was before.
I don't know is this time diliation going to be system wide, grid wide or otherwise area limited. However as far I see, it would be vital to prevent more troops entering that area without "delay timer", which would start when time diliation kicks in and compensate the time difference people "inside the bubble" are experiencing.
There could be also warning prompt before someone or some fleet was about to enter such bubble, telling how long the delay would be and asking are you sure you want to enter the "que".
If such delay won't be implemented and "time diliation" would be anything over 1 minute, there will be unfair advantage already.
Anyways I'm not expert on the topic - just few thoughts. Forum fix for firefox and chrome Get working images and colored text Classic forum style 2.25final |

Miilla
Hulkageddon Orphanage
60
|
Posted - 2011.09.13 14:10:00 -
[134] - Quote
So why did you remove my post asking about why the patch was over 100mb and what happened to the Incarna performance patch that was removed?
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CCP Veritas
C C P C C P Alliance
104

|
Posted - 2011.09.13 14:16:00 -
[135] - Quote
Miilla wrote:So why did you remove my post asking about why the patch was over 100mb and what happened to the Incarna performance patch that was removed?
It had absolutely nothing to do with this thread? CCP Veritas - Senior Programmer - EVE Software |
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Lady Go Diveher
The Independent Troll Society
80
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Posted - 2011.09.13 14:16:00 -
[136] - Quote
Mara Rinn wrote:Lady Go Diveher wrote:For a reduction of 50% to be warranted, the fight needs to be double the capacity of a reinforced node. More importantly, it would speed up as the fight continued. Why do we have lag? It's because people keep coming to the fight until it lags. What happens when it doesn't lag anymore but just slows down? Will more people join in because massive fleet fights now work and node death won't happen anymore? Will fewer people join in because massive fleet fights work and they can't rely on lag to "win"? See, the point is, that at the moment the lag benefits the DEFENDER to an exorbitant degree. Can't defend [system name]? No worries! Just crash the node whenever the enemy come along and you hold the system by default.
If the server is up and running, albeit with everything taking longer, then you have PROPER game mechanics for the fight at work, instead.
As for the argument that is gives more time for reinforcements? Sorry, but no. Sov warfare is such that everyone knows the exact time and place ahead of time; this is plenty of time to batphone, and an extra 10minutes won't help.
If you've ever been in a high lag situation, you'll know how badly it affects what you can and can't do. Most notably, when fighters / FBs / drones work fine and apply damage ... but guns don't work.
If you want to look at all the issues this fixes, look at any battle report from last year and read the player comments.
Situation a: Try to undock - blackscreen - POD
Situation b: Undock - Fight slightly slower than normal - fight normal speed -end
Who in all honesty wants situation a to remain the norm? |
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CCP Veritas
C C P C C P Alliance
104

|
Posted - 2011.09.13 14:21:00 -
[137] - Quote
Grey Stormshadow wrote:Stuff about a delay on jump-in
This is commonly brought up, but inducing a delay on jump in so the "times line up" is not something we're doing. It does make reinforcing mid-fight more powerful than it would be if the fight were lagless, but compared to today's situation it's no worse.
If we were to do such a delay, it'd create a minor nightmare in the details. Are ships stuck in the delay for the duration? Are they in some kind of "limbo" invulnerable state the entire time? What if their eventual jump in time would be after downtime? It gets pretty bonkers.
I totally understand that it feels weird to have differences in time advancement not accounted for in some way, but the oddness of that is less odd than actually accounting for it. CCP Veritas - Senior Programmer - EVE Software |
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Miilla
Hulkageddon Orphanage
60
|
Posted - 2011.09.13 14:23:00 -
[138] - Quote
Can time dilation be abused? What if large fleets jump in and out or log on and off, what if the large fleet does lots of actions?
Is the dilation localised to the grid? or System wide? |

Tallian Saotome
Nuclear Arms Exchange Fatal Ascension
74
|
Posted - 2011.09.13 14:26:00 -
[139] - Quote
CCP Veritas wrote:That said, I keep a fairly tight eye on what the load in fleet fights is. If I see something pop up that's obviously trying to deny the field, I'll have some work to do to correct that. I would kill for certain parts of your job 
And as far as one side bringing reinforcements to the fight, and reshipping to keep the fight going, why is that a bad thing? If one side can, why can't the other?
More than that, if I can fit all 3000 allied combat pilots in one system to slowly beat your 1k man fleet, why can't your other 500 go start reinforcing out POSes, and SBUing our systems?
Hey, with the 'Burning the fields' idea they are talking about for null, this would be a great way to bog down a superior force so your roams could burn said fields freely...  o/`-á Lord, I want to be a gynecologist.. KY, rubber gloves, and a flashlight.-á o/` |

Salpun
Paramount Commerce Masters of Flying Objects
37
|
Posted - 2011.09.13 14:28:00 -
[140] - Quote
Miilla wrote:Can time dilation be abused? What if large fleets jump in and out or log on and off, what if the large fleet does lots of actions?
Is the dilation localised to the grid? or System wide?
Its blade wide. Now the question is is the system reinforced or not? ie running on a dedicated cpu. |
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Alexeph Stoekai
Stoekai Corp
0
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Posted - 2011.09.13 14:30:00 -
[141] - Quote
Hmmm... what would happen in a TiDi'd system if there is also a DUST battle raging on the surface of one (or more) planets, with EVE pilots trying to influence the ground fight? |

Tallian Saotome
Nuclear Arms Exchange Fatal Ascension
74
|
Posted - 2011.09.13 14:34:00 -
[142] - Quote
Alexeph Stoekai wrote:Hmmm... what would happen in a TiDi'd system if there is also a DUST battle raging on the surface of one (or more) planets, with EVE pilots trying to influence the ground fight? Apparently that is something they are working on conceptually with the DUST devs, I think Veritas said somewhere else that they thought they had it worked out. o/`-á Lord, I want to be a gynecologist.. KY, rubber gloves, and a flashlight.-á o/` |

Salpun
Paramount Commerce Masters of Flying Objects
37
|
Posted - 2011.09.13 14:35:00 -
[143] - Quote
Alexeph Stoekai wrote:Hmmm... what would happen in a TiDi'd system if there is also a DUST battle raging on the surface of one (or more) planets, with EVE pilots trying to influence the ground fight? Veritas answered that there is a fix inplace about 20 posts up could not get in to specifics. |
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CCP Veritas
C C P C C P Alliance
104

|
Posted - 2011.09.13 14:35:00 -
[144] - Quote
Miilla wrote:Can time dilation be abused? What if large fleets jump in and out or log on and off, what if the large fleet does lots of actions?
Is the dilation localised to the grid? or System wide?
It can be abused in the same way that the current degradation scheme can be abused, sure.
Dilation, at least in the first implementation, is a node-level construct. Any solar systems being run by the overloaded node will be dilated. This, while not ideal, is no worse than today - when a node becomes overloaded, all systems running on it suffer. CCP Veritas - Senior Programmer - EVE Software |
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Salpun
Paramount Commerce Masters of Flying Objects
37
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Posted - 2011.09.13 14:35:00 -
[145] - Quote
yay my first double post |

Grey Stormshadow
Starwreck Industries
199
|
Posted - 2011.09.13 14:44:00 -
[146] - Quote
CCP Veritas wrote:Grey Stormshadow wrote:Stuff about a delay on jump-in This is commonly brought up, but inducing a delay on jump in so the "times line up" is not something we're doing. It does make reinforcing mid-fight more powerful than it would be if the fight were lagless, but compared to today's situation it's no worse. If we were to do such a delay, it'd create a minor nightmare in the details. Are ships stuck in the delay for the duration? Are they in some kind of "limbo" invulnerable state the entire time? What if their eventual jump in time would be after downtime? It gets pretty bonkers. I totally understand that it feels weird to have differences in time advancement not accounted for in some way, but the oddness of that is less odd than actually accounting for it.
Yep... I can see plenty of stuff what you would need to track to implement such feature.
My original vision about the "delay" was simple pop up notification (similiar you get before going to lowsec by default) telling that there is time dialation in the area, the que is 3 minutes, the box would remain there while time is counting down and there would be some kind of "leave que"-button to cancel the action if preferred to do so.
Anyways it was good to know that this had been on the table before already. Thanks for the reply :)
Forum fix for firefox and chrome Get working images and colored text Classic forum style 2.25final |

Salpun
Paramount Commerce Masters of Flying Objects
37
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Posted - 2011.09.13 14:58:00 -
[147] - Quote
So is the TiDi test on Sisi this week we or do we get more CQ/ Carbon OI/ team BFF stuff first |
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CCP Veritas
C C P C C P Alliance
104

|
Posted - 2011.09.13 15:05:00 -
[148] - Quote
Salpun wrote:So is the TiDi test on Sisi this week we or do we get more CQ/ Carbon OI/ team BFF stuff first
There is no mass test this week. Next week's a maybe for TiDi. CCP Veritas - Senior Programmer - EVE Software |
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Miilla
Hulkageddon Orphanage
60
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Posted - 2011.09.13 15:09:00 -
[149] - Quote
CCP Veritas wrote:Miilla wrote:Can time dilation be abused? What if large fleets jump in and out or log on and off, what if the large fleet does lots of actions?
Is the dilation localised to the grid? or System wide? It can be abused in the same way that the current degradation scheme can be abused, sure. Dilation, at least in the first implementation, is a node-level construct. Any solar systems being run by the overloaded node will be dilated. This, while not ideal, is no worse than today - when a node becomes overloaded, all systems running on it suffer.
And what happened to this "dynamic node balancing" scheme that was to be added?
What is the density of systems per blade?
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CCP Veritas
C C P C C P Alliance
104

|
Posted - 2011.09.13 15:20:00 -
[150] - Quote
Miilla wrote:And what happened to this "dynamic node balancing" scheme that was to be added?
What, specifically, are you referring to? I can think of a few things that might fit that description depending on interpretation.
Miilla wrote:What is the density of systems per blade?
Anywhere from 1 to about 500 systems per node, depending on a great many things. Your garden variety non-reinforced 0.0 node runs around 50-75 systems these days. There are presently 4 nodes per blade, though thinking per-blade is not very useful currently as each node is quite independent and the blades are apportioned to be able to run all 4 nodes at very near full capacity simultaneously. CCP Veritas - Senior Programmer - EVE Software |
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Miilla
Hulkageddon Orphanage
60
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Posted - 2011.09.13 15:23:00 -
[151] - Quote
Well it was a while back that dynamic node balancing was the ability to "hot" shift systems across nodes.
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CCP Veritas
C C P C C P Alliance
104

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Posted - 2011.09.13 15:35:00 -
[152] - Quote
Miilla wrote:Well it was a while back that dynamic node balancing was the ability to "hot" shift systems across nodes.
We call that "non-disruptive live remapping." It's something we absolutely want, but is still a ways away. There is an effort currently to bring disruptive live remapping - the ability to move a system between nodes after disconnecting everyone - up to par. Once that's done, we'll be prioritizing the work of making it non-disruptive against everything else we could be up to.
Time Dilation does help with that effort though - it provides a mechanism which we can use to pause the simulation of a system while it's moved, so we have some progress on that front without even trying  CCP Veritas - Senior Programmer - EVE Software |
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Miilla
Hulkageddon Orphanage
60
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Posted - 2011.09.13 15:41:00 -
[153] - Quote
CCP Veritas wrote:Miilla wrote:Well it was a while back that dynamic node balancing was the ability to "hot" shift systems across nodes. We call that "non-disruptive live remapping." It's something we absolutely want, but is still a ways away. There is an effort currently to bring disruptive live remapping - the ability to move a system between nodes after disconnecting everyone - up to par. Once that's done, we'll be prioritizing the work of making it non-disruptive against everything else we could be up to. Time Dilation does help with that effort though - it provides a mechanism which we can use to pause the simulation of a system while it's moved, so we have some progress on that front without even trying 
Frankly , the WINTER patch is CCP's last chance to stop the mass exodus.
You are running out of time.
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Crasniya
Dragon's Legion of New Eden
4
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Posted - 2011.09.13 16:06:00 -
[154] - Quote
Are "nodes" VMs running on the blades? Is there a software limitation which prevents you from moving VMs off a blade and giving that one node more of the blade's power, allowing it to handle a single overloaded node better?
Could one 'disruptively' move systems off an overloaded node that are currently devoid of players, so the interruption isn't noticed by anyone in-game? Without players in them, would moving about empty systems even help? |
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CCP Veritas
C C P C C P Alliance
104

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Posted - 2011.09.13 16:38:00 -
[155] - Quote
Crasniya wrote:Are "nodes" VMs running on the blades? Is there a software limitation which prevents you from moving VMs off a blade and giving that one node more of the blade's power, allowing it to handle a single overloaded node better?
They are not VMs - they're separate invocations of the server process. We are investigating ways in which we can use modern virtualization to solve the non-disruptive remap problem, but they're just investigations at this point as the problem is not trivial.
Crasniya wrote:Could one 'disruptively' move systems off an overloaded node that are currently devoid of players, so the interruption isn't noticed by anyone in-game? Without players in them, would moving about empty systems even help?
That's something we do occasionally and likely will do more once destructive remapping is a more reliable thing. Moving off empty systems doesn't really help anything at that moment, but when someone subsequently jumps into that previously-empty system, I'm sure they're happier having it been moved  CCP Veritas - Senior Programmer - EVE Software |
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Crasniya
Dragon's Legion of New Eden
4
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Posted - 2011.09.13 18:13:00 -
[156] - Quote
Thanks for your answers. :) I'm sure EVE provides some... unique software requirements and limitations to keep it running smoothly, but I know with VMs we can move them between blades with effectively no interruption in service.
Keep up the good work. :D |

xxxTRUSTxxx
Galactic Rangers Galactic-Rangers
15
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Posted - 2011.09.15 20:38:00 -
[157] - Quote
Crasniya wrote:Thanks for your answers. :) I'm sure EVE provides some... unique software requirements and limitations to keep it running smoothly, but I know with VMs we can move them between blades with effectively no interruption in service.
Keep up the good work. :D
agreed |

Josie Starshine
Republic Military School Minmatar Republic
12
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Posted - 2011.09.15 21:15:00 -
[158] - Quote
Yes keep up the good work CCP. Some of us truly appreciate it. |

Sigras
Conglomo IMPERIAL LEGI0N
13
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Posted - 2011.09.15 23:03:00 -
[159] - Quote
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. |

Vincent Athena
V.I.C.E.
59
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Posted - 2011.09.15 23:19:00 -
[160] - 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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Triggadex
Black Dawn Merchant Industries
10
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Posted - 2011.09.15 23:30:00 -
[161] - Quote
Personaly I think CCP are smarter then SOE, i mean SWG will be burnt into my brain for the rest of my life. CCP Guard's Day | Wake up --- Make Coffee --- Read and Reply on forums for 7 hrs --- Have meeting --- Sleep on couch in Office |

Largo Usagi
SregginWaffe Elite Space Guild
11
|
Posted - 2011.10.05 00:41:00 -
[162] - Quote
I just find it hilarious that CCP is fixing lag by giving lag a special name. Hey guys we are removing lag by making more lag, because that makes sense.
I'll reserve my full judgement of this feature when i see it in action but as it stands right now I see this as a round about way of solving the issue and hope that it will be a temporary feature; That in the future CCP will have worked lag out of the game where large fleet battles can be had without any slowing effect. I just see it as a handy cap for logistics pilots and that is about it. |

DarkAegix
Acetech Systems
66
|
Posted - 2011.10.05 01:41:00 -
[163] - Quote
Largo Usagi wrote:I just find it hilarious that CCP is fixing lag by giving lag a special name. Hey guys we are removing lag by making more lag, because that makes sense.
I'll reserve my full judgement of this feature when i see it in action but as it stands right now I see this as a round about way of solving the issue and hope that it will be a temporary feature; That in the future CCP will have worked lag out of the game where large fleet battles can be had without any slowing effect. I just see it as a handy cap for logistics pilots and that is about it. You clearly don't understand lag, time dilation, or anything else for that matter. I will speak simplistically in an attempt to help you understand.
Lag make gun shoot unfair. Weak man kill strong man. Make-server-slow kill lag. No weak man kill strong man. Make-server-slow only happen when lag. Server slow depend on lag. Very little slow if little lag.
If you can't understand that, then I'm afraid you haven't developed spoken language comprehension yet. Therefore, we will need to bang rocks and clubs against things, grunting and yelling, in order for you to understand. |

Pharago
Nughat Corp
1
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Posted - 2011.10.05 02:48:00 -
[164] - Quote
CCP Veritas wrote:Crasniya wrote:Are "nodes" VMs running on the blades? Is there a software limitation which prevents you from moving VMs off a blade and giving that one node more of the blade's power, allowing it to handle a single overloaded node better? They are not VMs - they're separate invocations of the server process. We are investigating ways in which we can use modern virtualization to solve the non-disruptive remap problem, but they're just investigations at this point as the problem is not trivial. Crasniya wrote:Could one 'disruptively' move systems off an overloaded node that are currently devoid of players, so the interruption isn't noticed by anyone in-game? Without players in them, would moving about empty systems even help? That's something we do occasionally and likely will do more once destructive remapping is a more reliable thing. Moving off empty systems doesn't really help anything at that moment, but when someone subsequently jumps into that previously-empty system, I'm sure they're happier having it been moved 
If a node was about to hit 100% TiDi, couldn't be possible to automatically look for a free reinforced node and copy the contents of the simulation to the new server process in the reinforced node, including a protocol to channel all current connections to that node?
That would allow for transparent reinforcement, as in changing to a new node without anyone noticing anything but a TiDi peak and then better performance.
Then, when all is over, the server could relinquish the reinforced node.
That would be a good one :)
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Soldarius
Peek-A-Boo Bombers
8
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Posted - 2011.10.05 03:28:00 -
[165] - Quote
Got-darnit, the forums ate my big-assed post! Again! :RAGE!:  :forum hate:
In short, great job gridlock. TiDi will not break the game. It will be an enormous improvement.
And plz remove supercap ewar immunity, kthxbai
PS, fix the damn forums from eating posts! ... plz "How do you kill that which has no life?" |
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