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Dear CCP - Lag, TD and Asakai today

Author
StryP1
University of Caille
Gallente Federation
#1 - 2013-01-27 06:04:02 UTC
It is unreasonable to expect a 24 hour heads-up from players for large fleet fights and you know it. This not only impedes tactical gameplay, it goes against the very things you speak Eve stands for so much. Emergent? I think not very much.

If it is technically unfeasible circa 2013 and we have to wait for yet unfound Talocan server and IP tech, speak out, and let us know. We're not gonna stop playing Eve because you limit us to 2000 ppl per system for large fleet-fights. This lagfest is terrible for Eve online.

Is it that hard to understand that 1000s of caps/supercaps heading towards a region are not going there to run Incursions and setup a system that automagically reinforces the appropriate nodes?

TD helps, but today's fight was just slightly better than the last record setting one (NC vs DRF).
We'd love to see a dev blog detailing node performance in Asakai today.


Sincerely,
New Eden
Astroniomix
School of Applied Knowledge
Caldari State
#2 - 2013-01-27 09:57:50 UTC
Most "large fights" happen around reinforcement timers. So, no; a 24 hour notice is not unreasonable.
StryP1
University of Caille
Gallente Federation
#3 - 2013-01-27 11:06:11 UTC
For the most part that is true and I agree.
Are you suggesting to simply "deal with it" when large impromptu fights occur?

Perhaps a fast and effective way for large alliances with the numbers to kill a node to communicate with CCP instead of the datacenter ringing their alarms needs to be put in place?
Zol Interbottom
Blimp Requisition Services
#4 - 2013-01-27 11:06:16 UTC
how many other MMOs can actually support 2000 players blasting each other without crashing everything, just give them the 24 hours when your setting up crazy stuff because its going to take that long to set it up anyway

"If you're quitting for the 3rd time you clearly ain't quitting" - Chribba

Pesadel0
Sebiestor Tribe
Minmatar Republic
#5 - 2013-01-27 11:18:48 UTC
Lol.
StryP1
University of Caille
Gallente Federation
#6 - 2013-01-28 07:58:52 UTC
Zol Interbottom wrote:
how many other MMOs can actually support 2000 players blasting each other without crashing everything, just give them the 24 hours when your setting up crazy stuff because its going to take that long to set it up anyway


I agree the number of players is massive. But it takes 24 hours to setup what exactly? Allocate more resources and bandwidth?
It most certainly does not.
Sigras
Conglomo
#7 - 2013-01-28 10:44:46 UTC
clearly you are not a programmer . . . the cap is obviously not bandwidth . . . wow

the cap is server CPU time . . . CCP already has the most massive privately owned single server in the world, what on earth do you want them to do?

besides, i read that the only way they have to reinforce a node is to disconnect everyone in that system and reinforce it with a more powerful server . . . if this is true, you know that you guys just never would have logged back in.

this also answers your 24 hours question; if they can only reinforce nodes at down time then it would make sense that they want 24 hours notice.

The only way to keep the game emergent is to allow the situation to play out without CCP interference, so until you invent a photonic processor, let the professionals do their job.
Skippermonkey
Deep Core Mining Inc.
Caldari State
#8 - 2013-01-28 11:25:30 UTC
StryP1 wrote:
Zol Interbottom wrote:
how many other MMOs can actually support 2000 players blasting each other without crashing everything, just give them the 24 hours when your setting up crazy stuff because its going to take that long to set it up anyway


I agree the number of players is massive. But it takes 24 hours to setup what exactly? Allocate more resources and bandwidth?
It most certainly does not.


It takes '24 hours' so they can make the changes over downtime

To move systems onto a new node 'live' all players in those systems that are moved currently get disconnected, this is why it takes '24 hours' so CCP can avoid having to do this.

The Asakai fight was getting so bad they were forced into doing a live move. Asakai was left on its own node and all other systems it was sharing the node with got moved, and so those trying to get into system one or two jumps out all got disconnected.

COME AT ME BRO

I'LL JUST BE DOCKED IN THIS STATION

Hoarr
Caldari Provisions
Caldari State
#9 - 2013-01-28 15:01:37 UTC
Sigras wrote:
clearly you are not a programmer . . . the cap is obviously not bandwidth . . . wow

the cap is server CPU time . . . CCP already has the most massive privately owned single server in the world, what on earth do you want them to do?

besides, i read that the only way they have to reinforce a node is to disconnect everyone in that system and reinforce it with a more powerful server . . . if this is true, you know that you guys just never would have logged back in.

this also answers your 24 hours question; if they can only reinforce nodes at down time then it would make sense that they want 24 hours notice.

The only way to keep the game emergent is to allow the situation to play out without CCP interference, so until you invent a photonic processor, let the professionals do their job.


Dude, you don't understand. He's an Internet Spaceships Superhero. He knows what he's doing.
Sigras
Conglomo
#10 - 2013-01-30 07:26:04 UTC
This link explains what measures CCP can take to ease lag on the system, but mainly the following comment was what I was referring to in my earlier statement

CCP Veritas wrote:
“This is the machine that systems get reinforced on when players request that. Unfortunately, the same thing above applies – anyone in the system when the move happens gets disconnected. Because of this, it’s basically never done,” he continued. “In this case, the fight broke out because of a Titan put out of position by accident. Had we gone this route and moved the system, the Titan and his friends simply wouldn’t have logged back in, killing the fight. So, yeah, this just isn’t done.”