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Captain Politics
JotunHeim Hird X13 Alliance
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Posted - 2009.01.18 11:41:00 -
[1]
Edited by: Captain Politics on 18/01/2009 11:42:11
Originally by: MotherMoon 1400 in jita with no lag \o/
in normal fights up to about 80 with no lag
in big fleet fights when they move the system over the the new 64-bit servers with 16 GB of RAM (upgrade from 3GB of ram on all other servers) you can have fleet fights with 1200 people with almost no lag, and if you turn off drone models it gets even better.
Stackless IO was more of a market and combat information server routing thing.
Well actually there is a bug right now that makes your RoF (Rate of fire), be very very low in large fleet battles. Last large battle i was in (400+), my guns managed to fire 4 volleys in 70 minutes. Thats just game breaking atm.
Edit: I was lucky to get that many shots of... |

Captain Politics
JotunHeim Hird X13 Alliance
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Posted - 2009.01.18 11:45:00 -
[2]
Originally by: MotherMoon
did the logs show the same thing?
like your damage reports? if so then that's messed up.
Yes it mean that not many ships gets blown up in large battles... In the battle we shot at a scorp for 30+ mins without getting it down. And we were 200+ people shooting at it... |

Captain Politics
JotunHeim Hird X13 Alliance
|
Posted - 2009.01.19 10:57:00 -
[3]
The list of current problems with large engagements and improvements from my POV:
Problems
1. Ghost ships (ships that are already dead remains on grid but can not be targeted)
2. Endless locking time (you can't target anything, which is a big problem if you are running Remote Rep BS fleet.
3. Very low RoF (Some say that there is a way around this, but it's still a bug, I find warping in and out helps)
4. Warping cycles (when you try to enter a big battle your ship will warp back and arrive multiple times before you finally load grid).
5. Launching drones can sometimes be impossible
6. Ships not taking damage, (I've seen a battleship being primary for more than 20 minutes without getting RR from gangmates and still not go down, with 200+ ships pounding on it).
7. Unlimited cap in some fights meaning that you can permarun tank + mwd.
Fixed by ccp:
1. Module lag is almost gone even in big fights (few seconds at worst but thats nothing)
2.Ships seems more responsive in general, making it easier to warp out when taking damage.
3.Less lag when jumping in to enemy fleet (grid load is shorter).
4.The overall number of people able to be in system before node crash is much higher
5.Chat is no longer delayed and thus joining fleet is much easier.
6. More things to tweak in overviews and graphic settings.
Not fleet related but improvements with the Stackless I/O:
1. Market lag is almost gone 2. Mission hubs run smoothe
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