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2Hz server ticks after Rubicon pls? :)

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Author
Bubanni
Center for Advanced Studies
Gallente Federation
#1 - 2013-10-24 08:24:54 UTC
Hi CCP, I know your worried about lag with 2Hz ticks, and that the servers wont be able to keep up.... but maybe it's time to experiment some with 2Hz ticks on the test server? to see how bad it actually is? I think the game would be much better with a higher Hz, and 2Hz is a nice start... maybe even all that is needed...

if it is truely as bad as you fear, it's easy to change back, thats what I been told at least... it's just a number in a line of code that needed to be changed.... I also been told that it doesn't directly increase lag, it all depends on how many are trying to perform actions at the same time... or the more that is happening, the more it will be affected by higher tick rate... worse case, you could tie it to the Tidi, so whenever Tidi kicks it, it goes back to only 1hz...

Would it be a bad idea to have it on SiSi for testing for a little while? even just 1 week and then disable it again if it's much worse?

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

Bubanni
Center for Advanced Studies
Gallente Federation
#2 - 2013-10-24 09:09:30 UTC
One of the reasons I think it is becoming important to increase the tick rate to 2hz now is because of the new warp mechanics, with insane warp acceleration, people will land before grids even load... instantly appearing in fast ships, no warning.

interceptors that are nulified will be impossible to catch when they just warp between stuff, because of 1 hz delay, you take 1 sec to lock stuff as minimum always, and then 1 sec more before modules activate on it.... with most interceptors being able to warp in less than 2 sec.

Decloaking stuff has also been a problem for a while, specially with t3 nulified as they can often warp in about 3 or less sec (some maybe a little more).... so when you count in all the different things that has to happen to decloak him, it is often impossible to catch unless the gate if full of cans or drones, or he spawns right next to someone... it would take minimum 1 sec to decloak him (without factoring time to get in range of him), then 1 sec to lock... and then 1 sec to point.... all because of 1hz ticks (at 2hz it would take about 1.5secish if you are lucky and get in range superfast to decloak)



If some of you are against higher server tick rate... I would love to hear your reasons, but I honestly think it would be much more healthy for the game with 2hz

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

Kagura Nikon
Native Freshfood
Minmatar Republic
#3 - 2013-10-24 09:13:41 UTC  |  Edited by: Kagura Nikon
That has a drawback besides server perfroamnce.

IT helps peopel with good ping more than peopel that live on other side of world and have a ping over 500ms.


1 HZ is fine as of now. THe only thing that would change is that peopel woudl be able to kill pods warping from gates. Not worth the HUGE server drawback jsut some more extreme griefing can be made (and that said by someoen from UMAD means it really is unecessary griefing)

But i know you have been always a bit nervous and impatient, since back in MAss Homicide and INE :P so I know why you might want it :)

"If brute force does not solve your problem....  then you are  surely not using enough!"

Bubanni
Center for Advanced Studies
Gallente Federation
#4 - 2013-10-24 11:04:45 UTC
Kagura Nikon wrote:
That has a drawback besides server perfroamnce.

IT helps peopel with good ping more than peopel that live on other side of world and have a ping over 500ms.


1 HZ is fine as of now. THe only thing that would change is that peopel woudl be able to kill pods warping from gates. Not worth the HUGE server drawback jsut some more extreme griefing can be made (and that said by someoen from UMAD means it really is unecessary griefing)

But i know you have been always a bit nervous and impatient, since back in MAss Homicide and INE :P so I know why you might want it :)


sounds like a good reason to test it on Sisi for a while... many devs have told me already that they want to increase the server tick rate when the time is right.... when they know that the servers can handle it. so some day it might happen, but I feel they should experiment more with it...

as a minimum, there are some areas that should be tweaked so the need for higher hz isn't needed yet... like when something lands insanely fast from warp before grid even loads... making prefired modules serversided so they would be activate when the lock is achieved... and not a whole server tick later.

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

Kagura Nikon
Native Freshfood
Minmatar Republic
#5 - 2013-10-24 12:43:59 UTC
Bubanni wrote:
Kagura Nikon wrote:
That has a drawback besides server perfroamnce.

IT helps peopel with good ping more than peopel that live on other side of world and have a ping over 500ms.


1 HZ is fine as of now. THe only thing that would change is that peopel woudl be able to kill pods warping from gates. Not worth the HUGE server drawback jsut some more extreme griefing can be made (and that said by someoen from UMAD means it really is unecessary griefing)

But i know you have been always a bit nervous and impatient, since back in MAss Homicide and INE :P so I know why you might want it :)


sounds like a good reason to test it on Sisi for a while... many devs have told me already that they want to increase the server tick rate when the time is right.... when they know that the servers can handle it. so some day it might happen, but I feel they should experiment more with it...

as a minimum, there are some areas that should be tweaked so the need for higher hz isn't needed yet... like when something lands insanely fast from warp before grid even loads... making prefired modules serversided so they would be activate when the lock is achieved... and not a whole server tick later.



THings coudl be made so only a few important thigns are handled on 2hz. But others are not. Droens do not need to be evaluated at higher rate for example.

Basically just tackling

"If brute force does not solve your problem....  then you are  surely not using enough!"

seth Hendar
I love you miners
#6 - 2013-10-24 13:30:11 UTC  |  Edited by: seth Hendar
agreed, locking and preactivated modules need this, also, grid loading / refreshing, which will be required after rubicons hit because of the now insane fast deceleration
Kagura Nikon wrote:
That has a drawback besides server perfroamnce.

IT helps peopel with good ping more than peopel that live on other side of world and have a ping over 500ms.


1 HZ is fine as of now. THe only thing that would change is that peopel woudl be able to kill pods warping from gates. Not worth the HUGE server drawback jsut some more extreme griefing can be made (and that said by someoen from UMAD means it really is unecessary griefing)

But i know you have been always a bit nervous and impatient, since back in MAss Homicide and INE :P so I know why you might want it :)

well, the thing is that currently, one of the most basic game mechanic is not working as intended because of this: locking and activating modules.

when it comes to play against fast aligning ships, you are guaranteed to miss bevery single time to effecively point your target even if you manage to lock it, just because of this.

pretty much game breaking don't you think?
Kagura Nikon
Native Freshfood
Minmatar Republic
#7 - 2013-10-24 13:51:59 UTC
seth Hendar wrote:
agreed, locking and preactivated modules need this, also, grid loading / refreshing, which will be required after rubicons hit because of the now insane fast deceleration
Kagura Nikon wrote:
That has a drawback besides server perfroamnce.

IT helps peopel with good ping more than peopel that live on other side of world and have a ping over 500ms.


1 HZ is fine as of now. THe only thing that would change is that peopel woudl be able to kill pods warping from gates. Not worth the HUGE server drawback jsut some more extreme griefing can be made (and that said by someoen from UMAD means it really is unecessary griefing)

But i know you have been always a bit nervous and impatient, since back in MAss Homicide and INE :P so I know why you might want it :)

well, the thing is that currently, one of the most basic game mechanic is not working as intended because of this: locking and activating modules.

when it comes to play against fast aligning ships, you are guaranteed to miss bevery single time to effecively point your target even if you manage to lock it, just because of this.

pretty much game breaking don't you think?



Depends.. the capability of small ships to pass trough is what keep some new players trying low sec. If it gets too easy to kill them , you will see even less peopel in low sec.

So must be careful with that.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Hopelesshobo
Hoboland
#8 - 2013-10-24 14:31:42 UTC
Couldn't the Hz be used as a sort of initial TiDi? Where under a standard load the server will tick at 2Hz, but when a large battle starts up, the server changes that node to 1Hz, and THEN starts to initialize TiDi from there.

Lowering the average to make you look better since 2012.

seth Hendar
I love you miners
#9 - 2013-10-24 14:36:11 UTC  |  Edited by: seth Hendar
Kagura Nikon wrote:
seth Hendar wrote:
agreed, locking and preactivated modules need this, also, grid loading / refreshing, which will be required after rubicons hit because of the now insane fast deceleration
Kagura Nikon wrote:
That has a drawback besides server perfroamnce.

IT helps peopel with good ping more than peopel that live on other side of world and have a ping over 500ms.


1 HZ is fine as of now. THe only thing that would change is that peopel woudl be able to kill pods warping from gates. Not worth the HUGE server drawback jsut some more extreme griefing can be made (and that said by someoen from UMAD means it really is unecessary griefing)

But i know you have been always a bit nervous and impatient, since back in MAss Homicide and INE :P so I know why you might want it :)

well, the thing is that currently, one of the most basic game mechanic is not working as intended because of this: locking and activating modules.

when it comes to play against fast aligning ships, you are guaranteed to miss bevery single time to effecively point your target even if you manage to lock it, just because of this.

pretty much game breaking don't you think?



Depends.. the capability of small ships to pass trough is what keep some new players trying low sec. If it gets too easy to kill them , you will see even less peopel in low sec.

So must be careful with that.

they don't go in low anyway, and those who do would just switch to a cloacky, so imao, this is a non issue.

and keeping a broken mechanic just because some ppl use it sounds more like an exploit than anything else anyway

plus we are talking here about a few ships only, pods / shuttles / intys and nanoed fast ships, wich require pretty nice skills to fly, mostly t2 or T1 with a lot of SP backing it up + implants, a 3 week player with a rifter is not in this equation, those are able to be caught already, really it is about all those things that acually align in 2 sec or less

a year and half ago, those were able to be caught, and guess what? there was even more ppl in lowsec than actually (put apart the spike we had the month after odyssey, wich is gone anyway).

so clearly, not related

i remember being at war back then and catching pods on gates with stiletto.

my skills are better now, yet this is not possible anymore, you cannot even initiate the lock on pods crossing the gates they are already in warp when they appear on the overview, only way to catch them is to have a smartbomb BS on the next gate and activate them with the correct timing, and even that does not always work, pods manage to pass right throught if they are lucky on the server tick.

i just hope ccp does nothing about it and keep the changes on the warp speed as they were on sisi, the situation will be hilarious when shitload of ppl will get pointed out of nowhere or bubbled by a ship that just spawned on their overview, i feel like ccp support team will burn under the petitions!
Kagura Nikon
Native Freshfood
Minmatar Republic
#10 - 2013-10-24 18:30:31 UTC
seth Hendar wrote:
Kagura Nikon wrote:
seth Hendar wrote:
agreed, locking and preactivated modules need this, also, grid loading / refreshing, which will be required after rubicons hit because of the now insane fast deceleration
Kagura Nikon wrote:
That has a drawback besides server perfroamnce.

IT helps peopel with good ping more than peopel that live on other side of world and have a ping over 500ms.


1 HZ is fine as of now. THe only thing that would change is that peopel woudl be able to kill pods warping from gates. Not worth the HUGE server drawback jsut some more extreme griefing can be made (and that said by someoen from UMAD means it really is unecessary griefing)

But i know you have been always a bit nervous and impatient, since back in MAss Homicide and INE :P so I know why you might want it :)

well, the thing is that currently, one of the most basic game mechanic is not working as intended because of this: locking and activating modules.

when it comes to play against fast aligning ships, you are guaranteed to miss bevery single time to effecively point your target even if you manage to lock it, just because of this.

pretty much game breaking don't you think?



Depends.. the capability of small ships to pass trough is what keep some new players trying low sec. If it gets too easy to kill them , you will see even less peopel in low sec.

So must be careful with that.

they don't go in low anyway, and those who do would just switch to a cloacky, so imao, this is a non issue.

and keeping a broken mechanic just because some ppl use it sounds more like an exploit than anything else anyway

plus we are talking here about a few ships only, pods / shuttles / intys and nanoed fast ships, wich require pretty nice skills to fly, mostly t2 or T1 with a lot of SP backing it up + implants, a 3 week player with a rifter is not in this equation, those are able to be caught already, really it is about all those things that acually align in 2 sec or less

a year and half ago, those were able to be caught, and guess what? there was even more ppl in lowsec than actually (put apart the spike we had the month after odyssey, wich is gone anyway).

so clearly, not related

i remember being at war back then and catching pods on gates with stiletto.

my skills are better now, yet this is not possible anymore, you cannot even initiate the lock on pods crossing the gates they are already in warp when they appear on the overview, only way to catch them is to have a smartbomb BS on the next gate and activate them with the correct timing, and even that does not always work, pods manage to pass right throught if they are lucky on the server tick.

i just hope ccp does nothing about it and keep the changes on the warp speed as they were on sisi, the situation will be hilarious when shitload of ppl will get pointed out of nowhere or bubbled by a ship that just spawned on their overview, i feel like ccp support team will burn under the petitions!


Not true.. allt he people that i started into the game and I convinced uinto PVP went because I assureed them that they woudl hardly evever die at a gate with a frigate and never with a pod unless by smartbombs.


THat woudl have HUGE impact on new gamers.

Do not think only on YOUR eve, think on the whoel EVE heatlh

"If brute force does not solve your problem....  then you are  surely not using enough!"

mynnna
State War Academy
Caldari State
#11 - 2013-10-24 18:59:58 UTC
You do realize that it's far more likely that changing the server "tick" isn't just a switch or variable as you seem to think, but rather fundamentally re-writing the entire game engine... right?

Member of the Goonswarm Economic Warfare Cabal

CCP Veritas
C C P
C C P Alliance
#12 - 2013-10-24 19:20:07 UTC
There's not much science to be done here. We know what the per-tick costs of things are, and that they scale nearly-linearly in update rate. There's not a lot of question marks on this one from the tech standpoint.

CCP Veritas - Technical Director - EVE Online

Shinzhi Xadi
Doomheim
#13 - 2013-10-24 19:37:14 UTC
I think a lot of people here don't realize that going from 1hz to 2hz update rate on the server would give it 100% more load.

So, if 500 players caused tidi to kick in now, it would happen at 250 players with a 2hz tick.

Mac Pro dual 6-core Xeon 3.06ghz, 24gig ecc ram, EVGA GTX 680 Mac Edition, Intel SSD, OS X Yosemite and Windows 8.1 Pro.

Hannott Thanos
Squadron 15
#14 - 2013-10-24 19:40:34 UTC
mynnna wrote:
You do realize that it's far more likely that changing the server "tick" isn't just a switch or variable as you seem to think, but rather fundamentally re-writing the entire game engine... right?

100% depends on how they made it in the first place. Could be yes, could be no.

while (CurrentSelectedTarget.Status == ShipStatus.Alive) {

     _myShip.FireAllGuns(CurrentSelectedTarget);

}

Onictus
Federal Navy Academy
Gallente Federation
#15 - 2013-10-24 20:03:24 UTC
Shinzhi Xadi wrote:
I think a lot of people here don't realize that going from 1hz to 2hz update rate on the server would give it 100% more load.

So, if 500 players caused tidi to kick in now, it would happen at 250 players with a 2hz tick.


250 kicks TiDi just fine, move a 250 man fleet through a bunch of unreinfored nodes.
Quintessen
The Scope
Gallente Federation
#16 - 2013-10-24 20:11:43 UTC
Hannott Thanos wrote:
mynnna wrote:
You do realize that it's far more likely that changing the server "tick" isn't just a switch or variable as you seem to think, but rather fundamentally re-writing the entire game engine... right?

100% depends on how they made it in the first place. Could be yes, could be no.


Given the regular remarks about the sad state of the EVE code and how fundamental it was to early development my guess is that a lot of things have that 1hz hard-coded. Changing it would expose a ton of bugs. Eventually they may do it, but given the fact that we're getting, what are sometimes perceived as, lackluster updates, it seems that they should spend more time on new game play and improved game play and not on this which would negatively affect a decent number of people and positively affect a decent number of people making it not as clear cut.
Kagura Nikon
Native Freshfood
Minmatar Republic
#17 - 2013-10-24 21:03:26 UTC
Shinzhi Xadi wrote:
I think a lot of people here don't realize that going from 1hz to 2hz update rate on the server would give it 100% more load.

So, if 500 players caused tidi to kick in now, it would happen at 250 players with a 2hz tick.



Depends what the bottlneck on the server is. If its on the persistence system, or memmory, the cost of tick rate would not scale linearly. But if the current system is processing power bound, then increasing the tick rate would scale linearly or sometimes even worse since other dependent systems may be overloaded.

And some here do realize what it means, since CCP is not the only place in the world were complex high demand massive data software is developed.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Iam Widdershins
Project Nemesis
#18 - 2013-10-25 01:08:57 UTC
Shinzhi Xadi wrote:
I think a lot of people here don't realize that going from 1hz to 2hz update rate on the server would give it 100% more load.

So, if 500 players caused tidi to kick in now, it would happen at 250 players with a 2hz tick.

You start out sounding right, then completely blow that out of the water and get it all wrong.

Load based on number of players is also dependent on numerous factors such as how many you have on grid at once, where load scales based on the square of the number of players.

More accurate would be to say: if something causes the server to go to 80% TiDi now, it'll go to 40% with double the tick rate. That's more accurate, and is bad in a much more relatable kind of way.

EVE isn't a game that is likely to scale in linear performance like this; every time the servers are upgraded, larger fights happen. Without also doubling the single-thread performance of every server in TQ you can't really increase server update speed without making a lot of people very angry as well.

Lobbying for your right to delete your signature

Hesod Adee
Perkone
Caldari State
#19 - 2013-10-25 03:43:11 UTC  |  Edited by: Hesod Adee
Ignoring server capability for a second, there is another disadvantage to increasing the tick rate. The faster the tick rate, the more sensitive Eve is to latency between the client and server. Which means the more disadvantage there is to people who live further away from the servers.

Which is why most MMOs have EU, US and, sometimes, Oceanic servers. To reduce ping times. But that requires the servers to be separate from each other, which means separate shards.

So even if the servers could handle the increased tick rate, it might not be a good idea.

So you all understand why this really matters to me: The Eve servers are in London. I live in New Zealand. Meaning I'm probably as far away from them as you can get. Eve Online is the only game I know of which is hosted in Europe, not turn based, and remains playable for me.
Nariya Kentaya
Ministry of War
Amarr Empire
#20 - 2013-10-25 06:14:27 UTC
Hesod Adee wrote:
Ignoring server capability for a second, there is another disadvantage to increasing the tick rate. The faster the tick rate, the more sensitive Eve is to latency between the client and server. Which means the more disadvantage there is to people who live further away from the servers.

Which is why most MMOs have EU, US and, sometimes, Oceanic servers. To reduce ping times. But that requires the servers to be separate from each other, which means separate shards.

So even if the servers could handle the increased tick rate, it might not be a good idea.

So you all understand why this really matters to me: The Eve servers are in London. I live in New Zealand. Meaning I'm probably as far away from them as you can get. Eve Online is the only game I know of which is hosted in Europe, not turn based, and remains playable for me.

Beyonf that, I live in the States, near a major city, but me and the about 10,000 other people who live in my area have to deal with HORRIBLE latency, even with servers hosted across town, because a majority of the US still has old-as-hell infrastructure, and a majority of companies who OWN these connections say "if you want access to a better connection, pay us more per month, if you want to actually be able to USE all that, you better raise the money for us to install it".

I'm not joking either, in the last 5 years the only thing in my little suburb that hasnt been upgraded is the cable company's crap, which they say is the CUSTOMER's job to pay for the upgrades to handle the services they are trying to sell us. and unfortuneately in my area theres one cable company, and because of the average weather, theres not much beyond cable that can be used reliably.

I think what im trying to say is, regardless of where the servers are, EVE at anything but 1hz would royally **** with my ability to do anything but mine/trade.
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