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So .. What are the plans for time dilation?

First post
Author
Andy Landen
Deep Core Mining Inc.
Caldari State
#1 - 2011-09-22 21:09:12 UTC
TIME DILATION INQUIRY

What are the plans for time dilation? Is it being developed? When will it go to the test server? What other plans are there for combating lag warfare?

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

Barbara Nichole
Royal Amarr Institute
Amarr Empire
#2 - 2011-09-22 21:17:02 UTC
are you talking special relativity where time passes faster on a planet then in a spaceship moving near the speed of light .. or is this some kind of buzz jargon for a lag combat program?

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Andy Landen
Deep Core Mining Inc.
Caldari State
#3 - 2011-09-22 22:13:08 UTC
It is buzz jargon introduced by CCP where time is altered slightly to allow the servers to keep up with combat. In essence, everything slows down a little; I think they mentioned between 10-15% slower. Cycle times are longer, ships move slower, missiles take longer to hit their targets, etc. It only applies to a grid if so many ships or drones enter the grid that things get laggy. Time everywhere else remains unaffected. I fully support this as a means to enable technology to handle Eve mechanics well on whatever scale the players choose to engage each other. It removes common complaints about the advantages of blobs, alpha strike, max EHP, passive shields, drones, manual module cycling, and loading grid first to name a few. What progress is CCP making on this? I think they initially announced this earlier this year so I hope to test it on the Test server about now to get it ready for Tranquility soonish.

Of course, combat in the presence of a black hole would also be quite interesting as other effects enter the equation like gravity waves distorting ship sensors (decreased range and increased lag for ships farther from the black hole than your ship) and ripping ship hulls apart (constant rate of hull damage based on distance to black hole).

But an entirely new and different concept than the one which CCP has already announced and to which I now refer. Feel free to make your own separate post on the latter concept of time dilation.

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

Jint Hikaru
OffWorld Exploration Inc
#4 - 2011-09-23 11:34:32 UTC
Its an interesting concept and one I had never considered would work in a MMO, due to the dissadvantages of moving slower than other people around you or in the game world.

However, after reading your description, I am interested in seeing where CCP go with this.

I guess people will have even less excuses for arriving late to a fleet fight..... Lol

Jint Hikaru - Miner / Salvager / Explorer / SpaceBum In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#5 - 2011-09-23 13:44:23 UTC
devblog on TiDi

It'll affect a whole node, rather than a grid. So it may touch other systems than the one that the massive fleet battle is in. Unless it's a reinforced node(like Jita)

It doesn't stop lag. But it allows for a more graceful slowdown, rather than some people just not updating. Fairer, really.

Should stop people having to go to killmails to find out how they died, because their screen went black ;)

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Andy Landen
Deep Core Mining Inc.
Caldari State
#6 - 2011-09-26 15:07:18 UTC  |  Edited by: Andy Landen
Steve Ronuken wrote:
devblog on TiDi

It'll affect a whole node, rather than a grid. So it may touch other systems than the one that the massive fleet battle is in. Unless it's a reinforced node(like Jita)

It doesn't stop lag. But it allows for a more graceful slowdown, rather than some people just not updating. Fairer, really.

Should stop people having to go to killmails to find out how they died, because their screen went black ;)


I am still looking for updates. CCP Veritas, you have any updates for us?

According to the dev (thanks for the link btw), it affects the whole server, correct. It does stop server lag, because the server can respond to all requests as they come. Slow motion does not equal lag. It does also improve player machine lag because the player's machine has a slower rate of information to process from the server. Nevertheless, players with machine lag issues are still advised to simply upgrade their hardware or turn off effects, brackets, etc. The "more graceful slowdown" comment is simply misleading, because most of the blob issues are resolved with this feature. Refer to the following excerpt for evidence that time dilation resolves lag quite nicely:

Quote:
Here's how I envision this working for a large engagement (say, 1600 or so). When the attacking fleet warps in, the server gets extremely overloaded (warp-in and other setup tasks like drone deployment are quite expensive) so the game clock gets dilated extremely, down to 5 percent of real time or something. As those tasks complete, the server gets ahead enough to safely creep the dilation factor up to around 30 percent of normal time, and the fight is properly joined. At this point, we're sitting with 1600 actively fighting, with their requests being acknowledged quickly and fairly, but everything just taking about 3x as long as usual. The players in the fleet can tell that's happening because many of the HUD elements are animating slowly and the explosions in space are slow-mo too. As more ships die/chicken out, the load of the fight eases up and at around 1200 engaged I'll guesstimate we're back up to around 60 percent of normal time. Maybe at this point one of the FCs realizes he's boned and calls the retreat. Jumping out is expensive as well, so the clock dilates back down far, to let's say 10 percent , while the fleet buggers off. With the fighting over and the losers bailed, there's very little load remaining on the server and it returns to 100 percent time.

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

Andy Landen
Deep Core Mining Inc.
Caldari State
#7 - 2011-09-26 15:07:58 UTC  |  Edited by: Andy Landen
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1500475&page=1

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

CCP Spitfire
C C P
C C P Alliance
#8 - 2011-09-27 05:59:44 UTC
We are in process of getting it to the Singularity test server; please refer to this post for more information.

CCP Spitfire | Marketing & Sales Team @ccp_spitfire

beor oranes
Macabre Votum
Northern Coalition.
#9 - 2011-09-27 07:39:21 UTC
CCP Spitfire wrote:
We are in process of getting it to the Singularity test server; please refer to this post for more information.



I think a WOOP WOOP is in order. Although like everyone else (and probably CCP) it would be better if they didn't have to do it at all but because the players just keep loading more and more people into system its a neat solution for sure. Hopefully it will work as intended from the get go. Though it might mean that instead of doing a 3 hour op where the lag is unplayable you are told to log off and try again later, you have to sit there for 5/6 hours instead fighting in slow motion, might need to move the kettle upstairs and have a large supply of water, tea bags and milk sat on my desk...
Andy Landen
Deep Core Mining Inc.
Caldari State
#10 - 2011-09-28 20:57:46 UTC  |  Edited by: Andy Landen
beor oranes wrote:
CCP Spitfire wrote:
We are in process of getting it to the Singularity test server; please refer to this post for more information.



I think a WOOP WOOP is in order. Although like everyone else (and probably CCP) it would be better if they didn't have to do it at all but because the players just keep loading more and more people into system its a neat solution for sure. Hopefully it will work as intended from the get go. Though it might mean that instead of doing a 3 hour op where the lag is unplayable you are told to log off and try again later, you have to sit there for 5/6 hours instead fighting in slow motion, might need to move the kettle upstairs and have a large supply of water, tea bags and milk sat on my desk...


First, I want to congratulate CCP on the fine work. Second, I want to thank the players for such strong activity on Eve to require this of CCP. Third, let's dispel the idea that anyone will have to log-off or endure longer battles. Think about it: The CCP server will still be operating at 100 percent, so the same number of requests and tasks will still have to be processed, but now it will be on CCP's terms so that everything runs more normally, fairly, and efficiently. This will remove gridlock, uncertainty, constant log-ons and offs, constant warp-out clicks, inefficient ungrouped weapons firing, and everything bad. Ships will still die fast, but now perhaps faster since all ships will be able to cycle their weapons regularly and in synch with the FCs directions. Plus, a slo-mo fight could be quite interesting too and increase the awe of how much activity there is in that system. 2 Thumbs up for CCP!.

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

Psihius
Perkone
Caldari State
#11 - 2011-09-29 11:32:27 UTC
beor oranes wrote:
CCP Spitfire wrote:
We are in process of getting it to the Singularity test server; please refer to this post for more information.



I think a WOOP WOOP is in order. Although like everyone else (and probably CCP) it would be better if they didn't have to do it at all but because the players just keep loading more and more people into system its a neat solution for sure. Hopefully it will work as intended from the get go. Though it might mean that instead of doing a 3 hour op where the lag is unplayable you are told to log off and try again later, you have to sit there for 5/6 hours instead fighting in slow motion, might need to move the kettle upstairs and have a large supply of water, tea bags and milk sat on my desk...

Actually it should decrease the time it takes to finish fighting. Lags usually make it impossible to shoot targets, lock targets, move, log in or log off and so on. Slowed down time makes it all work like a clock, it just takes a little longer depending on the load. Ships will start popping all the time because you are able to lock and shoot without lagging for 20 minutes, unable to do anything. And as the fight goes on - less ships will remain and the game will speed up back to real time. So it really should speed things up considerably and maybe even return the times when it is beneficial for each wing to shoot it's own target and not the whole fleet of 600 people shooting 1 battleship :)
Mara Rinn
Cosmic Goo Convertor
#12 - 2011-09-29 12:32:21 UTC
It will make fights longer because people will bring more ships to fights because big fights will actually be fun.
Mara Rinn
Cosmic Goo Convertor
#13 - 2011-09-29 12:32:45 UTC
CCP Spitfire wrote:
We are in process of getting it to the Singularity test server; please refer to this post for more information.


\o/
Goose99
#14 - 2011-09-29 14:41:50 UTC
Blobs will grow larger until sufficient lag is again achieved.Cool
Vincent Athena
Photosynth
#15 - 2011-09-29 15:44:10 UTC
It looks like today's test does not involve TiDi. I guess its still not stable enough for testing. That's the problem with software bugs, you never know how long it will take to kill them.

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Andy Landen
Deep Core Mining Inc.
Caldari State
#16 - 2011-09-30 15:42:39 UTC  |  Edited by: Andy Landen
Goose99 wrote:
Blobs will grow larger until sufficient lag is again achieved.Cool

I agree that more people will return to null sec once the lag issue is resolved. I don't think people log on to Eve thinking, "What do I need to do to freeze a server today?" As fun as that might be for many, the rewards really aren't that sensational. Plus, if TiDi can take things down to 10 percent speed or less, I find it hard to imagine how much it would take to freeze a server at such slow speeds. You name a number and there is probably a time dilation amount sufficiently low to handle it. And if they are all cheap rifters then the numbers will quickly decrease as rifters quickly pop.

I think that there should be a constant message on the top left of the client saying: Time Dilation: x percent. Normally showing 0 percent for no time dilation.

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

killorbekilled TBE
The Scope
Gallente Federation
#17 - 2011-10-01 00:00:33 UTC
Andy Landen
Deep Core Mining Inc.
Caldari State
#18 - 2011-10-07 01:38:15 UTC
killorbekilled TBE wrote:
http://www.youtube.com/user/CCPGAMES#p/u/0/rHIhp_vpeIs

I just saw that one yesterday. Looks good. Please post dates for expected releases to Sisi, and Tranquility, and scheduled TiDi tests on Sisi.

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

CCP Spitfire
C C P
C C P Alliance
#19 - 2011-10-07 06:01:55 UTC
Andy Landen wrote:
killorbekilled TBE wrote:
http://www.youtube.com/user/CCPGAMES#p/u/0/rHIhp_vpeIs

I just saw that one yesterday. Looks good. Please post dates for expected releases to Sisi, and Tranquility, and scheduled TiDi tests on Sisi.


Yep, we will. The build that is on Singularity right now is focused on client-side Carbon IO, but Time Dilation will return there hopefully later this month.

CCP Spitfire | Marketing & Sales Team @ccp_spitfire

Andy Landen
Deep Core Mining Inc.
Caldari State
#20 - 2011-10-10 21:58:55 UTC
CCP Spitfire wrote:
Andy Landen wrote:
killorbekilled TBE wrote:
http://www.youtube.com/user/CCPGAMES#p/u/0/rHIhp_vpeIs

I just saw that one yesterday. Looks good. Please post dates for expected releases to Sisi, and Tranquility, and scheduled TiDi tests on Sisi.


Yep, we will. The build that is on Singularity right now is focused on client-side Carbon IO, but Time Dilation will return there hopefully later this month.


Yay! BTW, what is client-side Carbon IO? Is that a way to distribute the load from the server onto our machines?

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

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