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CCP, I think today's events should be clear about this

Author
Pohbis
Neo T.E.C.H.
#41 - 2013-01-28 00:07:45 UTC  |  Edited by: Pohbis
Lady Godwynn wrote:
[The limitation on players in Jita is something that I am interested in seeing increased as well. It can't be that resource intensive when 80% of the people in system are docked up and just hitting the MSSQL server with their orders.
Jita 2000+

There's quite a lot of info in this, and the listed Dev Blogs at the bottom.
Kiasta
State War Academy
Caldari State
#42 - 2013-01-28 00:30:02 UTC
I don't care what the problem was, 10% TiDi was unacceptable. You can argue all you want, you can come up with excuses all you want but that fight was completely ridiculous. Hell it took a good 3 minutes just to pod someone and I was within 3km and in a rifter; there was no reason for me to have taken 3 minutes just to pod someone. Sure random 3000+ battles rarely if ever occur, but what's the point and where is the fun in doing so when it's nearly impossible to begin with? This game has just shown that it can't handle massive battles randomly. I don't see a point in having the ability for massive warfare when their servers can't even handle it.

Again 10% TiDi is unacceptable, no matter what. I don't care if Jita has it's own node, I don't care about the excuses. We pay for a game to have fun. When there is finally a massive war, randomly, everything goes to ****. We are paying customers and this whole fight was completely annoying and not even remotely fun. It needs to be addressed and fixed.
Doctor Ungabungas
Doomheim
#43 - 2013-01-28 00:48:21 UTC  |  Edited by: Doctor Ungabungas
True Sight wrote:
You are asking for something with a total lack of understanding of how these things work.

A reinforced node is basically a dedicated/larger node than usual, as soon as eve boots up after a maintenance systems start being dynamically loaded across the nodes (with special exceptions like Jita).

The loading screen you get when jumping from one system to another is often (but not always) a node transition too.

Once a node is already active, there's a piece of hardware handling all the stuff going on in that system, who is flying around where, who has who locked, missiles in flight, turrent mega-math, jamming, drones, reporting the locations of all this stuff to every other single player loaded on those same grids.

It's simply not feasible for a live seamless transition from one piece of hardware to another, you can do this with an Exchange or web-server quite easily, because the number of transactions and the response times are insignificant in comparison to an online game, where the millisecond response times are vital.


What about vmotion? I'm pretty sure that if enterprise databases can handle the millisections of being suspended then a game server can as well.

The technology exists, it might not be feasable for deployment alongside in place technology (I don't know if it works with stackless python for instance) or potentially the performance hit from adding an additional abstraction layer is too heavy, but seamless hardware transitions are a solved problem.
RubyPorto
RubysRhymes
#44 - 2013-01-28 02:47:17 UTC
Cat Troll wrote:

P.S:
The player count was the same as what you see daily in Jita, so I don't think it would be that much computing power.


How many people are undocked and fighting in Jita on a daily basis?

Big surprise, a character docked up and station spinning puts less load on the server than one flying in space, shooting everything.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Doctor Ungabungas
Doomheim
#45 - 2013-01-28 02:54:53 UTC
RubyPorto wrote:
Cat Troll wrote:

P.S:
The player count was the same as what you see daily in Jita, so I don't think it would be that much computing power.


How many people are undocked and fighting in Jita on a daily basis?

Big surprise, a character docked up and station spinning puts less load on the server than one flying in space, shooting everything.


Jita is also on the most powerful node that CCP have available, and it still occasionally goes into traffic control.
mechtech
Ice Liberation Army
#46 - 2013-01-28 03:05:47 UTC
This was an MMO battle with 2800 participants and people are coming in here to complain?

CCP has done a ton of work in regards to performance, and the server infrastructure itself is very high end as far as MMO servers go. Lagless 3000 man fights just aren't going to happen, no matter how much people complain on the forums. It's simply not possible. Even the Jita "supernode" with the experimental CPU made for high frequency trading won't be able to go above 4-5k man battles. At the end of the day we're just going to have to wait for new hardware, and unfortunately instructions per clock isn't improving quickly for CPUs, so don't expect miracles any time soon.
James Amril-Kesh
Viziam
Amarr Empire
#47 - 2013-01-28 03:13:33 UTC
RubyPorto wrote:
Cat Troll wrote:

P.S:
The player count was the same as what you see daily in Jita, so I don't think it would be that much computing power.


How many people are undocked and fighting in Jita on a daily basis?

Big surprise, a character docked up and station spinning puts less load on the server than one flying in space, shooting everything.

Well for a counter point market activity on that scale does contribute somewhat.

Enjoying the rain today? ;)

Frostys Virpio
State War Academy
Caldari State
#48 - 2013-01-28 03:16:13 UTC
James Amril-Kesh wrote:
RubyPorto wrote:
Cat Troll wrote:

P.S:
The player count was the same as what you see daily in Jita, so I don't think it would be that much computing power.


How many people are undocked and fighting in Jita on a daily basis?

Big surprise, a character docked up and station spinning puts less load on the server than one flying in space, shooting everything.

Well for a counter point market activity on that scale does contribute somewhat.



Prettys ure the market is much easyer to handle than ships on grid tho.
Ai Shun
#49 - 2013-01-28 03:19:14 UTC
mechtech wrote:
This was an MMO battle with 2800 participants and people are coming in here to complain?

CCP has done a ton of work in regards to performance, and the server infrastructure itself is very high end as far as MMO servers go. Lagless 3000 man fights just aren't going to happen, no matter how much people complain on the forums. It's simply not possible. Even the Jita "supernode" with the experimental CPU made for high frequency trading won't be able to go above 4-5k man battles. At the end of the day we're just going to have to wait for new hardware, and unfortunately instructions per clock isn't improving quickly for CPUs, so don't expect miracles any time soon.


It would be very interesting to see a geographical distance based network lag analysis of that fight. Just to get a baseline of what is the maximum potential with the player base involved.
RubyPorto
RubysRhymes
#50 - 2013-01-28 03:33:36 UTC
James Amril-Kesh wrote:
RubyPorto wrote:
Cat Troll wrote:

P.S:
The player count was the same as what you see daily in Jita, so I don't think it would be that much computing power.


How many people are undocked and fighting in Jita on a daily basis?

Big surprise, a character docked up and station spinning puts less load on the server than one flying in space, shooting everything.

Well for a counter point market activity on that scale does contribute somewhat.


From my understanding, the market is on a different server. Which is why when Jita gets super busy (and CCP's messed something up), the entire Forge region market slows down, not just Jita.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Kaivar Lancer
Doomheim
#51 - 2013-01-28 03:35:02 UTC
This was embarassing. I'd like to show my non-Eve playing friends what they're missing out on. Maybe not.
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#52 - 2013-01-28 03:40:15 UTC
Market activity is a quite different kind of activity than PvP.

PvP requires changes to the state in the session.
Market Activity requires changes to global state. Which pretty much means database activity.

The PvP activity has to flow through the physics engine, which would be difficult to multithread.
Market activity /can't/ be threaded. Because everyone has to have, at the time an order is filled, the same state.

This is all pretty complex, really.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Doctor Ungabungas
Doomheim
#53 - 2013-01-28 07:40:13 UTC  |  Edited by: Doctor Ungabungas
Steve Ronuken wrote:
Market activity is a quite different kind of activity than PvP.

PvP requires changes to the state in the session.
Market Activity requires changes to global state. Which pretty much means database activity.

The PvP activity has to flow through the physics engine, which would be difficult to multithread.
Market activity /can't/ be threaded. Because everyone has to have, at the time an order is filled, the same state.

This is all pretty complex, really.


On the other hand, frequency accessed data can be cached and the way that the battle simulation is run (in discrete time segments) means that you actually could perform quite a lot of the physics calculations in parallel (some calculations might later turn out to be spurious but the gain would outweigh the occasional discard.)

But on the third (spare) hand, I am pretty confident that CCP (as a company that can afford to hire people who know these things) are aware that they can cache database transactions and simulate their combat in parallel. and if they aren't doing it right now, it's almost certainly on a roadmap somewhere for 2043.

I am genuinely surprised by the number of people who come onto the forum and go 'hey CCP, make your game perform better' like it's something that no one has ever thought of before. I would understand "hey CCP, can you write a blog on future plans to improve lag", but CCP aren't a bunch of graduate programmers sitting in a basement going 'hey, lets use stackless python for terrible reasons' anymore so perhaps we could treat them like any other enterprise which uses 'computers' to do things.

And now I have to go tell my bank about this new idea I read for something called bitcoins.
Serina Tsukaya
Dropbears Anonymous
Brave Collective
#54 - 2013-01-28 11:55:48 UTC
I believe however, as many have pointed out, that they should look into being able to freeze nodes, and move them onto a reinforced node. Many have pointed out issues that may arise, like people not being allowed to get into the system whilst this occurs, and other understandable arguements.

I'm not a programmer (yet) but it should be possible to freeze and transfer a system from one node to another. And there's also a way to negate any concerns of that kind so that the amount of disruption it causes is minimized.

The time a node switch takes should be dependent on the amount of information that needs to be transferred which can more or less be attributed to the amount of people in that system, and the level of activity. By doing the switch while tidi is increasing, and freezing the system whilst it has very little backlog, then it should be possible to preform such a switch within a few seconds.


IN regards to concerns of people jumping into the system and timings of such, I'd suggest that you were allowed to jump into the system, via cynos and gates, but holding them in limbo, until the system they're jumping into is back up, and delaying their jump into system in accordance with when they jumped into the system and when the system froze. So if gang A jumps in 10 seconds after the node freezes, they're made invulnerable in that system, and cloaked, or taken out of it and placed in a waiting room. then, ten seconds after the server resumes, they jump into that system which keeps "fairness" of a sort, in regards to when things should have been carried out and happened.

If they decide to do this, then I'm certain it's a ways off still, but the only other alternative to such a system would be to reinforce all null/lowsec nodes, which would probably cost quite a bit more in the long run.
lanyaie
Nocturnal Romance
Cynosural Field Theory.
#55 - 2013-01-28 12:37:21 UTC
Sergeant Acht Scultz wrote:
lanyaie wrote:
Cat Troll wrote:
[quote=Sairi Katelin]
P.S:
The player count was the same as what you see daily in Jita, so I don't think it would be that much computing power.


Because all the players in jita are pressing buttons and shooting and going around....no they are all docked unlike that fight



Thousands of 0.1isk bot transactions, hundreds if not thousands of ship scans, modules activation/mission runners, guys shooting each other.
Jita is special

Lol


let's see......
I'm sure CCP has made upgrades to the "Jita nodes" so that it can sustain all that All these ship scans are not occurring at the same time, there are no mission runners in jita.


This fight was in a lowsec system (lowsec systems usually don't have alot of people usually so are most likely the low end stuff)
The fight was around...900 people on one grid..I saw 1000 on one killmail they are all shooting each other at the same time

Compare those 2 and tell me :)

Spaceprincess

People who put passwords on char bazaar Eveboards are the worst.

Whitehound
#56 - 2013-01-28 13:01:07 UTC  |  Edited by: Whitehound
It needs more stealth bomber pilots. All those capital fleet fights show one thing: massive amounts of Nyxs.

A few stealth bombers can wipe out all the fighters and fighter bombers of all the Nyxs in a single attack if they only target the cloud of fighters, which surrounded the Titans. In one quick strike would a whole lot of Nyxs become toothless.

This is apparently not happening very often and so we get to see those huge amount of Nyxs in every capital fleet fight with an infinite number of fighters and fighter bombers.

Of course, shooting bombs at your own Titans is not something everyone would dare doing.

Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling.

Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#57 - 2013-01-28 13:39:49 UTC  |  Edited by: Sergeant Acht Scultz
RubyPorto wrote:
Cat Troll wrote:

P.S:
The player count was the same as what you see daily in Jita, so I don't think it would be that much computing power.


How many people are undocked and fighting in Jita on a daily basis?

Big surprise, a character docked up and station spinning puts less load on the server than one flying in space, shooting everything.




Undocking/docking creates more lag than being out in space shooting stuff or dock spinning your ship. You should have been there when we did that test with CCP on test server, was quite hilarious.

removed inappropriate ASCII art signature - CCP Eterne

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#58 - 2013-01-28 13:55:35 UTC  |  Edited by: Steve Ronuken
Sergeant Acht Scultz wrote:
RubyPorto wrote:
Cat Troll wrote:

P.S:
The player count was the same as what you see daily in Jita, so I don't think it would be that much computing power.


How many people are undocked and fighting in Jita on a daily basis?

Big surprise, a character docked up and station spinning puts less load on the server than one flying in space, shooting everything.




Undocking/docking creates more lag than being out in space shooting stuff or dock sniping your ship. You should have been there when we did that test with CCP on test server, was quite hilarious.



Session changes cause lag. This is due to the teardown and setup of the characters. They're looking at an alternate method 'brain in a box' but it's not there yet.

Fleet warps also cause lag, as it has to work out all the little details for the fleet at once. They're improving it.

This event probably gave CCP Veritas (and others) lots of data to poke at.

https://www.youtube.com/watch?v=NEJbwZCgNgU&t=1h15m25s

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#59 - 2013-01-28 14:05:32 UTC
Whitehound wrote:
It needs more stealth bomber pilots. All those capital fleet fights show one thing: massive amounts of Nyxs.


Because those are the sexiest super carrier in this game, fckin hell, those are even the sexiest ship ever in EvE and should be even bigger on screen !!!
+dmg yadaya ya, you know it (and also because is freaking sexy ship)

Quote:
A few stealth bombers can wipe out all the fighters and fighter bombers of all the Nyxs in a single attack if they only target the cloud of fighters, which surrounded the Titans. In one quick strike would a whole lot of Nyxs become toothless.


Duno if there's still the restriction for fighter-bombers in low sec, haven't looked at yet and already a pain in the ass to train fighters up to 4 so...actually the DnD tactic was quite awesome, getting in with smartbomb BS and kill/keep dmg on those drones consistent was a very good choice imo.

Quote:
This is apparently not happening very often and so we get to see those huge amount of Nyxs in every capital fleet fight with an infinite number of fighters and fighter bombers.


Nah this is over, your MS and Carrier drone bay was changed a while ago so the infinite drone bay is no longer one, however I'd like much less to see spec or better logistic Aeons and Nyx and make fights like those last hours and hours before you can kill whatever.
Structures are already boring enough to kill, Supers too expensive and are only good for alliance "x" to claim firepower and chestbeating, and for your old "too high sp character for a frigate fight" a logofski parkmobile, nothing but a pain in the ass.

Quote:
Of course, shooting bombs at your own Titans is not something everyone would dare doing.


Of course if that was in Null:
I'd actually shoot my bombs regardless of who's who, no sry for the titan guy if he dies, if you want to take away from it 12K DPS from each Nyx you don't have much choices, you kill those drones regardless of who's stupid or aware on reps or if you die in the run, you follow orders and ask questions later.
Problem in this kind of smart stuff, low sec has different rules, no bbles, no Dic/Hic bbles, no bombs...(and no fighter-bomber it seems)

removed inappropriate ASCII art signature - CCP Eterne

baltec1
Bat Country
Pandemic Horde
#60 - 2013-01-28 14:11:20 UTC
Whitehound wrote:
It needs more stealth bomber pilots. All those capital fleet fights show one thing: massive amounts of Nyxs.

A few stealth bombers can wipe out all the fighters and fighter bombers of all the Nyxs in a single attack if they only target the cloud of fighters, which surrounded the Titans. In one quick strike would a whole lot of Nyxs become toothless.

This is apparently not happening very often and so we get to see those huge amount of Nyxs in every capital fleet fight with an infinite number of fighters and fighter bombers.

Of course, shooting bombs at your own Titans is not something everyone would dare doing.


No bombs in lowsec.

Also when in 0.0 there are a lot of bubbles. Your idea isnt impossible, just very hard to pull off.