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Thread Statistics | Show CCP posts - 12 post(s) |
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CCP Navigator
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Posted - 2008.09.22 12:29:00 -
[1]
During downtime today, Monday 22nd September, a hotfix was deployed to Tranquility. The system cap applied to the server yesterday has now been removed from all systems with the exception of Jita. From today, Jita will still maintain a maximum player capacity which has been raised to 1024.
Navigator Senior Community Representative CCP Hf, EVE Online Email / Netfang
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CCP Explorer

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Posted - 2008.09.22 12:39:00 -
[2]
Originally by: Akita T So... umm... the patch where all agents are moved OUT of Jita is coming out when? What about the patch where all other agents near Jita AVOID sending you to or through Jita? And the patch that adds new (short) Jita-bypass routes AND enables the "avoid Jita" option in the autopilot?
It's probably going to be a part of the winter expansion. It's been implemented and is undergoing testing.
Erlendur S. Thorsteinsson Software Director EVE Online, CCP Games |
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CCP Explorer

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Posted - 2008.09.22 12:44:00 -
[3]
Edited by: CCP Explorer on 22/09/2008 12:44:27
Originally by: FlameGlow Why 1024? From my experience it lags badly at 1000, 800 was ok-ish cap to keep lag to moderate level.
We recently deployed new server-side infrastructure, which allowed Jita to reach 1,400 pilots last Saturday, up from the approx. 900-1000 it supported at maximum before (40-55% improvement). We are working on further improvements this week. We will be raising the cap as we fine-tune the server, increase hardware capacity and add those improvements. The goal of course is to not have a cap at all.
Erlendur S. Thorsteinsson Software Director EVE Online, CCP Games |
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CCP Explorer

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Posted - 2008.09.22 12:51:00 -
[4]
Edited by: CCP Explorer on 22/09/2008 12:53:01
Originally by: LaVista Vista Would you care to explain why you went with 1024? It sounds like a number which a programmer just thought was nice rather than something that actually is based on gameplay.
It's a nice round number, based in part on analysis of memory and CPU usage but also conservative so as to increase it gradually. Jita was close to 1,000 pilots last Friday.
Erlendur S. Thorsteinsson Software Director EVE Online, CCP Games |
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CCP Explorer

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Posted - 2008.09.22 14:39:00 -
[5]
Originally by: Gnulpie On a curious sidenote, would a change in the delay to change market orders from now 5 minutes to maybe 10 minutes help such places like Jita? Or is that unrelated to those jump-in stucks because the station and market stuff is handled on a different node?
The Jita solarsystem and its stations are on one node. The markets are on different nodes (The Forge market is on a market node with a number of other regions). This change would have no effect on Jita.
Erlendur S. Thorsteinsson Software Director EVE Online, CCP Games |
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CCP Explorer

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Posted - 2008.09.22 18:32:00 -
[6]
Edited by: CCP Explorer on 22/09/2008 18:33:58
Originally by: Moon Kitten
Originally by: CCP Explorer We recently deployed new server-side infrastructure, which allowed Jita to reach 1,400 pilots last Saturday, up from the approx. 900-1000 it supported at maximum before (40-55% improvement).
Is this part of the infiniband/supercomputer project or something else?
This is something else, but under the same umbrella of re-factoring and making EVE more scalable.
This new server-side infrastructure is called StacklessIO and is a new network layer in EVE. We deployed this to Tranquility a week ago, on 16 September. We are going to publish more details about StacklessIO soon, I'm currently drafting a two-part blog with architecture information and measurement results.
This new network layer reduces network latency and improves performance in high-volume situations, e.g., in fleet-fights and in Jita. Normally Jita reaches a maximum of about 800-900 pilots on Sundays. Last Friday there were close to 1,000 pilots in Jita and on Saturday the number reached 1,400. We then encountered a problem that we had not even been able to encounter before, the Jita node ran out of memory. So this week we are working on memory improvements to overcome this new and exciting challenge.
Erlendur S. Thorsteinsson Software Director EVE Online, CCP Games |
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CCP Explorer

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Posted - 2008.09.22 19:37:00 -
[7]
Originally by: Myra2007 As for the "offending bit of network layer code": Jita has been a mess for years now so what exactly changed that this code is suddenly borked and a player limit *has to be deployed*?
It didn't become "borked" and isn't "borked".
We deployed a new network layer to Tranquility last week that reduces network latency and improves performance. As a result 1,400 pilots were able to log into Jita last Saturday. This is more than have ever been in Jita at the same time.
We found our next challenge, the memory required to hold 1,400 pilots in Jita at the same time. We're now working on that next challenge.
Erlendur S. Thorsteinsson Software Director EVE Online, CCP Games |
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CCP Explorer

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Posted - 2008.09.22 19:43:00 -
[8]
Edited by: CCP Explorer on 22/09/2008 19:43:02
Originally by: Zeba As per the new network layer code (...) had a nastly little memory bug that didn't show itself until stressed under the massive Jita player overload on Saturday.
There is no memory bug in the new network layer as far as we know, in fact the memory usage on the proxy servers in the cluster has been cut by 50%.
But the memory required for more than 1,400 pilots in the same solarsystem is our next optimisation task.
Erlendur S. Thorsteinsson Software Director EVE Online, CCP Games |
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CCP Explorer

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Posted - 2008.09.22 22:04:00 -
[9]
Originally by: Doc Fury
Originally by: CCP Explorer the Jita node ran out of memory. So this week we are working on memory improvements to overcome this new and exciting challenge.
Is this challenge somehow related to you only being able to address/use less than 4GB of RAM, i.e. 32-bit code?
There would be a correlation. The old network layer prevented us from moving to 64-bit code and that's what we are working on today.
Erlendur S. Thorsteinsson Software Director EVE Online, CCP Games |
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CCP Explorer

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Posted - 2008.09.22 22:10:00 -
[10]
Originally by: Monkey Saturday I have to say I'm impressed with the amount of communication and info from the Dev team on this issue. It almost feels like the days of yore.
Just a word of warning though, but I'm sure you've already thought of this : If you build it they will come. If Jita caps at 1024 you'll see that number more and more often. The amount of memory you're thinking of adding to the Jita node? Double it 
I'm not sure that tripling it will be enough. Technical and hardware solutions won't suffice in the long run, which is why EVE Game Design is working on how the "Jita service" can be provided while avoiding "secure transport all through EVE". But that's not an easy task. If it was then those ideas would have been applied to reduce congestion on Times Square, Oxford Street, Avenue des Champs-+lysTes and Laugarvegur.
Erlendur S. Thorsteinsson Software Director EVE Online, CCP Games |
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CCP Lingorm
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Posted - 2008.09.23 11:39:00 -
[11]
Originally by: Midas Man I think a fairly simple approach which would solve this problem....Congestion Charge.
Broker fees are modified by Standings aswell as skill. but tax is currently only affected by Skill.
I suggest that an extra tax is applied to setting up an order (Buy or Sell) this could be standard 1% but is modified by Trade.
IE 3 stations
Jita IV-IV Major Hub 1 Trillion per day sales Random Lvl 4 mission Hub 50 Billion per day sales Low Sec/0.0 Station 1 Billion Per Day sales
Daily volumes per station is worked out at down time and the order tax is calculated.
Jita IV - IV 3% order tax Mission Hub 1.5% order Tax Low Sec/0.0 Station 0.01% order tax
Numbers can be modified to balance, this way people can still benefit from high population stations but it will cut into margins. I also think this would allow for more inter region trading making it more profitable to list in quieter systems.
It would also generate a much needed and fairly huge Isk sink
Win/Win
Would not work, people will just pay more and still go to Jita because they can get everything in one easy place.
This is exactly the sam eissue that is currently being faced by small towns as people go to the large city to buy their shopping. Some very smart people have been trying to come up with solutions with little success.
It is not an easy problem with an easy fix.
CCP Lingorm CCP Quality Assurance QA Engineering Team Leader
Originally by: Lord Fitz Eve is to WoW as Wow is to an 8 player game of Unreal Tournament.
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CCP Lingorm
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Posted - 2008.09.24 15:55:00 -
[12]
Originally by: Baldour Ngarr
Originally by: Gnulpie Trade hubs are GOOD!!!
Just give people a choice to go there or not, means: change the topology in such a way, that shortest routes won't run through Jita any more. Move agents out of Jita. Don't let missions happen in Jita. Keep it simple. Make it easy.
Unfortunately, these two arguments contradict each other. If you shift the passing trade, mission-runners et al. away from Jita, then Jita won't BE the trade hub any more; it'll migrate to wherever all that passing trade is.
Actually this is not always true.
Once the Trade Hub builds a momentum of its own then removing part or most of the reasons that got it established will not adversely effect that momentum.
Jita became a Hub because of a number of factors. 1) the amount of Good quality Level 4 agents in the system 2) being part of the old highway 3) Being close to 4 other regions
What has happened since. We removed the Level 4 Agents (and Asteroid belts and manufacturing/Science) soem time ago and Jita continued to grow. Now we are removing the rest of the agents. Also stopping agents from spwaning missions in Jita. We are making a bypass for the Highway, it still goes right next to Jita and does not increase travel time to Jita just allows you to avoid it. We make it so you do not have to go to Jita (alternate route to the closed constellation).
What this means is that Jita will now have no additional load OTHER than as a trade hub. This will further allow us to see how much load is the Trade hub and how much is other stuff.
We can use that to then plan other Logical measures to reduce the load while supporting the idea of trade hubs. Trade hubs are natural occurrences of any growing economy and trying 'smash' them is pointless. Better to understand them and work to minimise/remove their negative impact on other parts of the game while supporting this natural economic feature.
CCP Lingorm CCP Quality Assurance QA Engineering Team Leader
Originally by: Lord Fitz Eve is to WoW as Wow is to an 8 player game of Unreal Tournament.
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