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New Dev Blog: Time Dilation Video Demo

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Author
Lucas Quaan
DEMONS OF THE HIDDEN MIST
TRUTH. HONOUR. LIGHT.
#181 - 2011-10-03 20:24:23 UTC
I have been looking around and can't find any confirmation on what will happen to the self destruct and log-off timers. Presumably they will follow the dilation and not be decoupled like structures, but I would like to hear a dev say that.

Please?
CCP Veritas
C C P
C C P Alliance
#182 - 2011-10-03 20:51:27 UTC
Lucas Quaan wrote:
I have been looking around and can't find any confirmation on what will happen to the self destruct and log-off timers. Presumably they will follow the dilation and not be decoupled like structures, but I would like to hear a dev say that.

Please?


They will follow the dilation and not be decoupled like structures.

CCP Veritas - Technical Director - EVE Online

GeeShizzle MacCloud
#183 - 2011-10-03 21:21:08 UTC
ohh wanted to post a vid of the mass testing btw as i frapsed it! =)

it is an initial test of time dilation so yes there are bugs and yes the devs know about them! but thought ud like to see!

http://youtu.be/HqLTVpc3N7k
Will DestroyYou
#184 - 2011-10-03 22:30:58 UTC
Well the ceptors in the "EVE is real" video are screwed now... The enemy FC has 10x longer to react to them and tell the fleet to pop them before they get in range. So much for getting a warpin...

Eve becomes completely about spies and knowing which ships the enemy is going to bring... great!!! Not even luck can save us now!!!
Infinion
Awesome Corp
#185 - 2011-10-03 22:37:45 UTC
Will DestroyYou wrote:
Well the ceptors in the "EVE is real" video are screwed now... The enemy FC has 10x longer to react to them and tell the fleet to pop them before they get in range. So much for getting a warpin...

Eve becomes completely about spies and knowing which ships the enemy is going to bring... great!!! Not even luck can save us now!!!


uhh buddy, they were doing it wrong in the first place. A Covops with probes can get a lock on any ship at sniping range in a fraction of the time (discretely too), those are what FC's should've been using in the video.

Kadeyaa
State War Academy
Caldari State
#186 - 2011-10-03 23:07:26 UTC
ThisIsntMyMain wrote:
Kadeyaa wrote:
I can see so many ways how this can (and will) be abused.

Large alliances will be intentionally dilating systems to slow down reinforcements, to get more time bringing in their own forces, to screw with trading hubs (Just imagine Jita being at max time dilation 24/7), etc.
.


Sigh, Here we go again ....

TiDi only affects the PHYSICS SIMULATION. It does not affect any timers not related to the physics simulation. So it does NOT change the reinforcement timers. Only the people suicide ganking in Jita will notice TiDi - the market is not part of the physics simulation so timing isn't affected.

Anything you can exploit with TiDi timing (eg bringing more ships, re-shipping in another sytem etc) you can ALREADY EXPLOIT by creating uncontrolled chaotic bone crushing soul destroying LAG in a system. Except that now you won't be able to crash the node after you lost 5 titans and then claim re-imbursement.



I'm not talking about reinforcement timers. I'm talking about physics simulation such as ship movement, alignment and warp speed. Supply lines will slow down immensely should this happen - and I'm pretty sure that it would have an impact on the market.
GeeShizzle MacCloud
#187 - 2011-10-03 23:29:13 UTC
Kadeyaa wrote:

I'm not talking about reinforcement timers. I'm talking about physics simulation such as ship movement, alignment and warp speed. Supply lines will slow down immensely should this happen - and I'm pretty sure that it would have an impact on the market.


that may be so but keeping a system (especially a system like jita) in permanent high level TiDi would be an absolutely collossal undertaking even for the largest alliances and/or NAPs in the game!

and even after that, direct action to do such a thing in highsec may even fall into the EULA and could land people/alliances in trouble.
Will DestroyYou
#188 - 2011-10-03 23:33:23 UTC  |  Edited by: Will DestroyYou
Infinion wrote:
Will DestroyYou wrote:
Well the ceptors in the "EVE is real" video are screwed now... The enemy FC has 10x longer to react to them and tell the fleet to pop them before they get in range. So much for getting a warpin...

Eve becomes completely about spies and knowing which ships the enemy is going to bring... great!!! Not even luck can save us now!!!


uhh buddy, they were doing it wrong in the first place. A Covops with probes can get a lock on any ship at sniping range in a fraction of the time (discretely too), those are what FC's should've been using in the video.



I know. I was just using their own video to make the point that small ships will take a giant nerf (up to 10x worse) from this. The enemy has too much time to notice you. Will they also recieve a 10x bonus to tank to compensate?

This completely shifts the ship balance in these situations. If this is good or bad, I don't know. But it does.
wicked cheese
Doomheim
#189 - 2011-10-04 00:25:24 UTC
as a long time eve player and having 3-4 years of 0.0 fleet battle lagfests history this is undoubtedly the best solution to lag short of eliminating it all together. this seems like a great way to get rid of desynces and node crashes. anyone who's ever had to "form up in a fleet for an hour, travel an hour, and wait an hour just to find out you have to return home because theres a fleet 1/3 the size of yours on the other side of the gate" will appreciate this. ive been on the winning and loosing side of that situation. the winning side meaning using the advantage of a preloaded grid to scare enemies away and the loosing side being hundreds of people wasting 4 hours just find out there wont be a fight.

ive seen thousands of cans, drones, bookmarks, shuttles, and other **** defend a system from a larger force. i cant think of any reason to intentionally want to dilate a node unless your alliance is mostly senior citizens who could use the extra time to think. ceptors, dictors, and stealth bombers are obviously going to loose a little bit of the element of surprise advantage on a dilated node. but anyone who's been in a 500+ fight (at actual fighting range) knows it wont make a difference.

it wont help blobbing but as someone has already stated "its the players" that are responsible, who are to afraid to loose their fleets, iskprinters, and space that they will take every ally they can. system caps didnt stop it, fleet limit didnt stop it, AoE DD didnt stop it. unless you want to be the fc that tells your members they cant come because it would be to dishonorable. i remember when people complained on these very forums about 50man blobs. its blobs that have made eve the only game thats capable of having 1k+ man fights. or else nodes would still be crashing at 100 like they used to. that also means highsec. jita and all the other trade/mission hubs wouldnt be able to run becuase its the 0.0 pvpers who have pushed for development against lag. blobs have had their good and bad effects on eve, and if they continue to get larger? thats just more people yelling at ccp to work on something serious and not the nex store.

I appreciate Veritas and his team for their work they've done on this (and the feedback in this thread, best ive seen in a while). if this is all we get for a winter expansion itll be the best one since revelations. maybe ccp will add an automine or Double LP Friday for those in highsec who also want something for christmas.

Veritas im interested to know if TiDi has been used on any other MMO's? (yes or no fine since im sure you couldnt say which). also i dont like the idea of the camera being slowed down significantly but from what i understand slowing down the cursor and hotkeys actions on a client would slow down the amount of false commands being sent to the servers? would it be reasonable or even possible to make it where only 1 click or key command can be sent from the client every .5 seconds of gametime after the node reaches a certain dilated state so that people arnt just adding 2-4x as many commands as they need to by spamming F1 or other modules? since incoming commands still have to be filtered making real ones wait on a dilated node of say 75% a person would realistically have to wait a few seconds before their modules activated causing them to repetadly click and adding more to a heavy load.

sorry for the wall of text, hasnt been a devblog worth commenting on in a while.
Monserat
#190 - 2011-10-04 06:59:12 UTC
I have a suggestion, but please, I haven't coded or looked at many computer sciency problems in a long time.

Why not maintain a ranked list of servers based on load and when one becomes overloaded start to shift some tasklets to other servers. You will still need time dilation as the speed of network I/O is obviously limited, but perhaps you could limit the number of times that time dilation needs to go sub 50%?

I know why time dilation is being implemented, predictable failure is what building engineers rely on, and so too can software benefit from it. Perhaps load-sharing across servers (or nodes) can be implemented at a later stage in conjunction with time dilation so that time does not need to be slowed to a massive extent.

This is just thinking aloud, so if it's not a good idea, that's why. Lol
Velonad Tyldamere
Habitual Euthanasia
Pandemic Legion
#191 - 2011-10-04 07:34:21 UTC
Will DestroyYou wrote:
Well the ceptors in the "EVE is real" video are screwed now... The enemy FC has 10x longer to react to them and tell the fleet to pop them before they get in range. So much for getting a warpin...

Eve becomes completely about making sure you know how to probe and knowing which ships the enemy is going to bring... great!!! Not even luck can save us now!!!


Nice excuses for you apparent lack of skill and knowledge of this game. Coincidentally fixed your post for you.
A Lunchbox
Elysian Technologies Enclave
Fraternity.
#192 - 2011-10-04 08:34:31 UTC
Oh great. Now instead of giant fleet battles crashing nodes, everyone will get to share the same equal crushing lag, with an onscreen meter. Can I have a dissapointment meter too?
GeeShizzle MacCloud
#193 - 2011-10-04 09:06:49 UTC
A Lunchbox wrote:
Oh great. Now instead of giant fleet battles crashing nodes, everyone will get to share the same equal crushing lag, with an onscreen meter. Can I have a dissapointment meter too?


yah its called your iq or your grade point average
Tiger's Spirit
Templars of the Shadows
#194 - 2011-10-04 10:08:10 UTC  |  Edited by: Tiger's Spirit
CCP will be introducing to us soon,the Turn Based EVE universum, like a feature. Twisted

Just a question, the 20 hours long battles will be 200 hours long, because time will slowing there to 1/10 ?
Or no more defense against superblob, because time slowing will give to alliances more time for bring more pilots to systems from another regions because there won't slowed down the new feature their times, just the combatants only at the battlezone ?

This feature wont be solution against lag, and will generate more blobs. Need another solution against blob reduction too.
But, would be suitable for something according to me on the other hand this time dilation.
Would be fine slowing down the capital ship jumps to cynosural field. This time dilation should be solution against the instant hotdrop, if this feature build to all capital ship travel.
leich
Nocturnal Romance
Cynosural Field Theory.
#195 - 2011-10-04 11:57:37 UTC
How will time Dialation have any effect of Cepters Steal Bombers.ect

Your Both Dialated you might be moving slower but it takes them longer to target you anyway.

Infact i think it will be a boost to bombers not a nerf.

Im sure some trolls on here's brains are already suffering time dialation!
Candente
Navy Veteran Club
#196 - 2011-10-04 17:20:42 UTC
CCP Veritas wrote:
leich wrote:
I Dont get the UI elements slowing down. It just makes the game look Laggy. I thought thats what this was trying to prevent.


That's not what we're trying to do at all - we're not trying to hide that the server is overloaded, we're trying to make the server overloaded in a way that maintains game mechanics and keeps things responsive. Select UI was brought over to the dilated clock in order to help convey how slow the universe is moving. It's a hard thing to judge without seeing it live.



The problem is not about hiding something, it is about making game exeprience as good as possible facing unsolvable problems like the kind of lag in a system that triggers time dilation. Making the UI as laggy as the server seems to an unsensible thing to do. I seriously doubt a smooth interface will make players to accuse the devs for trying to "hide the lag", as it far easier to implement a visual indicator (that is already shown in the video) so players would unmistakenly know when dilation is triggered.

I would like to call for common sense here. Wouldn't it be cool to see ships exploding and missiles traveling in slow mode like in movies? I think that's what people want (given the fact that there is no magical solution to get rid of all lags once and for all). Unresponsive interface interaction does not solve anything other than making players, who are already coping with lag, even more frustrated.
GeeShizzle MacCloud
#197 - 2011-10-04 21:11:49 UTC
tbh i dont see what all the fuss is about... yahh theres a bit of additional inertia in the movement of your view, but jesus its not like u have to throw ur mouse across the room to get some quick response from it!

its pretty easily done tbh. i swear the people complaining about the slower than normal view rotation actually werent there in the mass test or have a separate test server installation set up.
Syekuda
Little Builders
#198 - 2011-10-05 02:54:16 UTC
Funny question about time dilation here: How much people are or were working on this project ?
Demangel
The Scope
Gallente Federation
#199 - 2011-10-05 07:45:52 UTC
Heheh, So Time Dilation is just a fancy word for "Lag as a Feature" LOL Lol

But seriously, if it tracks all the activities accurately as it sounds like it should, this type of slowdown is acceptable to me.

Basically, the game will LOOK Laggy, but if I hit warp out, I will warp out chronologically at the correct time in regards to the events of the battle, but it could take 3x longer to do. But in that time I will take 3x less damage, expend 3x less ammo/cap.

Unlike before where if I tried to warp out, IT would take 10x longer to be noticed by the server as I take 3x as much damage, use 4x as much ammo, and pay 100x more isk to replace my ship.

This is also a good thing because in REALLY big battles, people will have more actual real time to plan and decide what actions to take. Granted that kills a tiny bit of the adrenaline, but with 500 ships on the screen all going pew pew, having 3x longer to make a mistake really makes me feel less incompetent and mad when I DO invariably go pop.
Heribert vonSteiner
The Pink Fluffy Carebears
#200 - 2011-10-05 08:35:26 UTC  |  Edited by: Heribert vonSteiner
Quote:
- Jumping/Cynoing in is not treated specially. You jump, you land, you proceed slowly.


So I have a question about this specific topic.
If a fleet is slugfesting at System A and the TD is at let's say at MAX.
and a reinforcement fleet staging at System B (without TD).

SO RL Clock on both Systems A and B is 20:00 when the slugfest startet.

10 minutes later the reinforcement fleet ist all set up to hot drop the bad guys
they jump
WHEN will the reinforcement fleet apear on grid?

RL Clock on both systems say 20:10
but the internal clock at System A must be sometime around 20:01 because of TD

Will the jumping fleet have to wait for the internal clock to sync .. meaning they have to wait 90RL Minutes to resync?


the other posssibility would be they appear on grid at once.. meaning that they just generated 9 Eve-minutes out of thin air.

I know this is a worst case scenario.. but ... you have to think about them, too... don't you?