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Credit where credit is due: Team Gridlock shout out

First post
Author
Malcanis
Vanishing Point.
The Initiative.
#1 - 2011-09-24 13:40:00 UTC  |  Edited by: Malcanis
Well there was a fun little scuffle in Great Wildlands, with dozens of supercarriers and many titans, fighter and fighter-bombers all over the field, 300+ in local and zero lag. When I say zero lag, I mean absolutely no perceptible lag effects at all. There might as well have been 3 in local, not 300.

Whatever other problems EVE has right now, TQ performance isn't one of them.

Well done and a big thank you to Team Gridlock for helping to make this afternoon's fun possible.


http://eve-kill.net/?a=kill_related&kll_id=10696699

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

CCP Masterplan
C C P
C C P Alliance
#2 - 2011-09-24 14:15:25 UTC
Thanks very much for the positive feedback. We're always happy to hear how developments are performing 'in the wild', whether that is good or bad.

I've just checked some data from the node hosting that system, and it is good to correlate our graphs and numbers with your real-world experiences. For the record, this wasn't a dedicated node - there were quite a few other systems sharing it - so I'm happy with how that worked out, both for all of you involved in the fight, and for everyone else sharing the node.

"This one time, on patch day..."

@ccp_masterplan  |  Team Five-0: Rewriting the law

Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#3 - 2011-09-24 14:17:20 UTC
Nice to know that small gang fights now work properly. Bear
CCP Veritas
C C P
C C P Alliance
#4 - 2011-09-24 14:54:59 UTC
Happy to provide, Mr. Malcanis.

CCP Veritas - Technical Director - EVE Online

Cypermethren
Perkone
Caldari State
#5 - 2011-09-24 15:31:12 UTC
I have an irking feeling that the reason you had no lag was because there's less people playing Eve than two months ago by a substantial ammount.

So less load on the servers, and the servers are able to cope with the load properly.


And the no-lag battle was not due to any recent coding modifications on the back end.


I guess either way, both if they have made coding modifications or if it is moreso due to the far-less-players-causing-server-load, that CCP can be credited for this work.

Bravo?
Denidil
Cascades Mountain Operatives
#6 - 2011-09-24 15:40:40 UTC
Cypermethren wrote:
I have an irking feeling that the reason you had no lag was because there's less people playing Eve than two months ago by a substantial ammount.

So less load on the servers, and the servers are able to cope with the load properly.


And the no-lag battle was not due to any recent coding modifications on the back end.


I guess either way, both if they have made coding modifications or if it is moreso due to the far-less-players-causing-server-load, that CCP can be credited for this work.

Bravo?


the servers don't work that way. the server load on the system your in is determined by how many pilots are in that system and the other systems shared by that node (most likely a constellation of less).

even if there were only 5000 people on the server, if all those people were in two systems there would be lag. especially if those two systems were on the same node

Tedium and difficulty are not the same thing, if you don't realize this then STFU about game design.

Ubee Rubiks
Caldari Provisions
Caldari State
#7 - 2011-09-24 15:54:42 UTC
Denidil wrote:
Cypermethren wrote:
I have an irking feeling that the reason you had no lag was because there's less people playing Eve than two months ago by a substantial ammount.

So less load on the servers, and the servers are able to cope with the load properly.


And the no-lag battle was not due to any recent coding modifications on the back end.


I guess either way, both if they have made coding modifications or if it is moreso due to the far-less-players-causing-server-load, that CCP can be credited for this work.

Bravo?


the servers don't work that way. the server load on the system your in is determined by how many pilots are in that system and the other systems shared by that node (most likely a constellation of less).

even if there were only 5000 people on the server, if all those people were in two systems there would be lag. especially if those two systems were on the same node


Both of your points are pointing the same thing out, allow me to illustrate.

If there are 60k people are online there is a much better chance there are more people sharing that node the fight occured in than if there were 20k people online.

I applaud team gridlock but the point that less people are logging in to play could have also played a part.

Keep up the work in the war on lag Gridlock your team is the only area off ccp that I like atm.
Cass Lie
State War Academy
Caldari State
#8 - 2011-09-24 16:01:00 UTC
Cypermethren wrote:
I have an irking feeling that the reason you had no lag was because there's less people playing Eve than two months ago by a substantial ammount.

So less load on the servers, and the servers are able to cope with the load properly.


And the no-lag battle was not due to any recent coding modifications on the back end.


I guess either way, both if they have made coding modifications or if it is moreso due to the far-less-players-causing-server-load, that CCP can be credited for this work.

Bravo?


CCP can indeed be credited, but in the positive way (see Denidil's post above for some basic facts). Also, a fight like this in the months immediately following Dominion would have been an incredibly laggy lottery. There has been been a definite (huge) improvement in the server performance during big fights since Team Gridlock was set to work (ask anyone in null). These guys deserve every internet there is.

(Also nice to see Init. and Gypsies still going strong.)
Hirana Yoshida
Behavioral Affront
#9 - 2011-09-24 16:02:56 UTC
Abdiel Kavash wrote:
Nice to know that small gang fights now work properly. Bear

Small-gang is "300+ with dozens of supercarriers and many titans"?

No wonder the western world is getting fatter than walruses if large is accepted as small Lol

PS: Good news on the whole impromptu fleet fights being possible without premature hair-loss and ulcers as the only winners.
Sorion Shardani
Make My Day
#10 - 2011-09-24 16:29:59 UTC
This was a great battle report.... Good to see success against those who appear to have been exploiting game mechanics for a while now.
David Grogan
University of Caille
Gallente Federation
#11 - 2011-09-25 15:42:32 UTC
Abdiel Kavash wrote:
Nice to know that small gang fights now work properly. Bear


dont ya mean small superblob warfare?

Everytime you buy something that says "made in china" you are helping the rising unemployment in your own country unless you are from china, Buy locally produced goods and help create more jobs.

Bloodpetal
Tir Capital Management Group
#12 - 2011-09-25 16:30:40 UTC

300 IS Small, when was the last 1000 man engagement in Null Sec anyways?

Where I am.

Malcanis
Vanishing Point.
The Initiative.
#13 - 2011-09-25 16:56:51 UTC
Bloodpetal wrote:

300 IS Small, when was the last 1000 man engagement in Null Sec anyways?


Sometime in the spring, I think?

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Cass Lie
State War Academy
Caldari State
#14 - 2011-09-25 19:12:42 UTC
Malcanis wrote:
Bloodpetal wrote:

300 IS Small, when was the last 1000 man engagement in Null Sec anyways?


Sometime in the spring, I think?


I think the relatively recent VFK defense had over 1k at some point and the battles for HED-GP might have also been close. But yes, the days of the daily colossal meatgrinders in Geminate are gone (for now).
Malcanis
Vanishing Point.
The Initiative.
#15 - 2011-09-25 19:21:32 UTC  |  Edited by: Malcanis
That said we just had a fight with ~850 in local in U104-3 in Wicked Creek

I myself was only getting maybe 5-10 seconds command lag, with everything working normally after that including autorepeat, but quite a few of my corpies were reporting 1-2 minute responses, permarunning infi-MWDs, had to ungroup guns and switch off autorepeat, etc

I guess we exceeded the limit of what can be done with an unreinforced node (I'm given to understand that this is ~500 or so?)


Also I killed a Thrasher, so ~op success~.


EDIT: I Dc'd jmping out and got my baddon killed. Meh.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Alexandra Alt
Doomheim
#16 - 2011-09-25 19:47:51 UTC  |  Edited by: Alexandra Alt
I couldn't even reach the fight, got stuck trying to jump a gate, and ended up being disconnected, to die in a black screen with a progress bar only on it, listening to a gang killing me while I was powerless, couldn't even shoot back.

GG, nice work!

(I got stuck like 3 jumps out of that system btw)
Malcanis
Vanishing Point.
The Initiative.
#17 - 2011-09-25 20:07:00 UTC
The lag God giveth, the lag God taketh away:

To every thing there is a season, and a time to every purpose under the heaven:

A time to portal in, and a time to die; a time to reship, and a time to whine in fleet about lag;

A time to kill, and a time to rep; a time to hit structure, and a time to broadcast when you're yellow boxed, what the **** is wrong with you people this isn't difficult;

A time to shitpost, and a time to laugh; a time to claim reimbursement, and a time to dance;

A time to cast away bombs, and a time to reload; a time to orbit anchor, and a time to warp the **** out;

A time to loot, and a time to buy new mods; a time to keep, and a time to cast away;

A time to gank, and a time to burn back to gate a time to keep hold cloak, and a time to lock primary;

A time to love, and a time to hate; a time of war, and a time of peace...

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

beor oranes
Tranquility Tavern
Pandemic Horde
#18 - 2011-09-25 21:09:49 UTC
CCP Veritas wrote:
Happy to provide, Mr. Malcanis.


You have gone and done it now, he's going to want everyone to call him that.

I'm coming to the belief that a large portion of the lag, especially the ones where your the only one lagging out in your gang, actually is something to do with the persons computer or net connection and not the server. I remember hearing one of the RnK guys say that their important ships are mostly flown by people who have pretty good computers with SSHD's so that the client doesn't have any hiccups.

Just from my personal experience when I played on someone else's laptop cos mine had decided to do a big poop it was smoother and I had less of the little annoying things that I have with my laptop, the difference between the 2 is about two and half years, a quadcore, twice the memory and a better graphic's card. When I did small gang stuff with friends they tended to load slightly faster than me as I was the one with the worst and oldest computer.
Alexandra Alt
Doomheim
#19 - 2011-09-25 21:12:37 UTC
Go and tell that to all ppl who died or had to be GM moved during the travel on stuck gates and freaked up logins.

I bet they were all with ****** pc's (I'm not on one mind you) and/or network issues (which wasn't the case my alt in empire had no trouble whatsoever).
CCP Veritas
C C P
C C P Alliance
#20 - 2011-09-25 21:42:42 UTC
I was monitoring the server during that fight, and have had a preliminary look at the server logs for it, and there were definitely problems for some folks in regards to jumping between systems on the server side. I'll need to dig into it more in the morning.

CCP Veritas - Technical Director - EVE Online

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