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Stick and Rudder space flying

Author
mkint
#41 - 2011-11-02 21:28:37 UTC
Teamosil wrote:


mkint wrote:
4 that is so off from reality, I don't even know how to tell you.

How do you mean? Economically? That may be true, I don't know. Technically, of course they can add more servers to a cluster.

What you're suggesting basically tantamount to suggesting that buying a laptop will make your desktop faster. Adding a new CPU does not affect the processing power of the CPUs in a cluster. In the initial investigations of multi-threading the simulation showed that it would actually HURT performance most of the time, while costing an insane amount of dev time to implement, plus who knows how many bugs. EVE is written in Python, which does not do multithreading, so to get it to do so would be a "dirty hack" that's extremely inefficient. That said, CCP has been figuring out ways to shift stuff away from python, which, among a lot more server stuff, can be read about in the dev blogs.
Quote:

No offense, but you're just talking out of your ass on this one. You have no idea how they track and store location data. Like, what type of variable is it stored in? Is part of a complicated object or an array or a native variable type? How do they search it? How are they updating it? Etc. None of that is stuff you would even notice if they decided to change to facilitate using it in a different way, so I don't see how you could possibly assume that they would need to re-write the whole game...

it's not about variables, it's about basic game mechanics. How weapons tracking is stored, how explosion velocities are done. Even if you exclude shooting, you still have the problem that on the server, all the ships in EVE are a perfect sphere with no front, back, up, or down. They are essentially 1 dimensional objects. stick/rudder assumes there's such a thing as front and back rather than just current vector and target vector. That can't really be fixed without entirely rewriting the entire simulation engine, and therefore the entire weapons engine.
Quote:

"Already being done" isn't really an answer that makes sense in this context. Optimizing a database isn't like just a knob you turn from "poorly optimized" to "well optimized". You tweak it to perform specific tasks better at the expense of the performance of other tasks or disk space or memory usage or whatever. As you add in new demands on the database new optimizations become relevant that wouldn't have been before, etc. What I am saying is that presently they don't do WASD, so the database wouldn't be optimized for that. To just hazard a guess as to whether it could be optimized in a way to make those transactions trivial is fruitless. You'd need to be intimately familiar with many thousands of lines of CCP's code and stored procedures and indexes and blah blah blah, none of which you or I are...

already being done as in there is a team working full time on optimizing the server with the intent to improve performance. You're saying "there is no magic fix" and yet you just asked for one.
Quote:

That's silly to think that just adding WASD would somehow increase the load on the servers or the database 100 times over... Your client is already talking to the server every second. Every second the server is already doing some kind of process for you. It's just adding on a little bit of data being sent each time that you move around and doing a little bit more calculation on their side. Neither of us could actually know with any degree of accuracy, but I would guess more like a 10% increase in load.

Maybe we're just talking about different things. If you're saying "given their current architecture and budget this isn't something they can do", that may well be true. But that is a far cry from saying that they couldn't do it if they wanted to. Of course they could make EVE into that kind of a game if they wanted to.

The server can handle a maximum of 1 movement command per second. Adding WASD or especially stick/rudder would be throwing hundreds of movement command per second. From thousands of pilots. All on the same CPU. And trying to do the extra collisions and stuff that's generated on top of it.

From a technical perspective, it's a bad idea. From a development perspective, it's a bad idea. From a gameplay perspective, it's a bad idea. From an "I've never played EVE before" perspective it seems like a good idea. And that's what makes it so annoying every time some rookie suggests it.

Maxim 6. If violence wasn’t your last resort, you failed to resort to enough of it.

Teamosil
Good Time Family Band Solution
#42 - 2011-11-02 21:29:17 UTC
Cat Casidy wrote:
You seem to not know alot of things for someone who says everyone else is wrong...


That's sort of my point. People on this thread are just speculating that things are "impossible" that they couldn't possibly know that about. Knowing what impact WASD would have on the server architechture and what options there would be for ameliorating that impact are not the kinds of things some random user of an application can just pull out of their ass, they're the sort of questions that you would have a team of techies who are intimately familiar with the code and the hardware architecture and the database design sit down and work on for a few weeks just to get a rough idea of the parameters you're working in and options you have.

If I were leading a development for a client and they requested a particular feature and I tasked a dev to spec out a solution, and he came back after a week and said it wasn't possible, I'd be stunned. That has virtually never happened in my entire career. But if it did, I would assign a more senior dev to work with him and send them back to examine the question more deeply and they would invariably come back with a solution. A dev that came to the "it's impossible" conclusion more than a couple times would pretty much be on his way to a job in tech support. That is really almost never the answer except in very extraordinary situations, and a feature most MMOs have certainly doesn't strike me as remotely in that category. For people who have never even seen a single line of the code or analyzed a single server log file to be assuming they know enough to reach the extraordinary conclusion that it is impossible off the cuff is just not reasonable at all.
Barakkus
#43 - 2011-11-02 21:35:52 UTC
mkint wrote:
Teamosil wrote:


...lots of quotes and stuff...



Um you are talking out your ass, sorry to break it to you.

Might want to learn a bit about that which you want to argue about on the intert00bz with people before trying to sound like you know what you're talking about.

http://youtu.be/yytbDZrw1jc

Teamosil
Good Time Family Band Solution
#44 - 2011-11-02 21:43:33 UTC
mkint wrote:
What you're suggesting basically tantamount to suggesting that buying a laptop will make your desktop faster. Adding a new CPU does not affect the processing power of the CPUs in a cluster. In the initial investigations of multi-threading the simulation showed that it would actually HURT performance most of the time, while costing an insane amount of dev time to implement, plus who knows how many bugs. EVE is written in Python, which does not do multithreading, so to get it to do so would be a "dirty hack" that's extremely inefficient. That said, CCP has been figuring out ways to shift stuff away from python, which, among a lot more server stuff, can be read about in the dev blogs.


Your argument would only be relevant if they were only serving one client. They have thousands of clients, so you have multiple clients per CPU. Add more CPUs, fewer clients per CPU.

mkint wrote:
it's not about variables, it's about basic game mechanics. How weapons tracking is stored, how explosion velocities are done. Even if you exclude shooting, you still have the problem that on the server, all the ships in EVE are a perfect sphere with no front, back, up, or down. They are essentially 1 dimensional objects. stick/rudder assumes there's such a thing as front and back rather than just current vector and target vector. That can't really be fixed without entirely rewriting the entire simulation engine, and therefore the entire weapons engine.


Ok, you're just talking about a totally different thing than I am. I'm saying they could look at ways to optimize the way that they store and communicate location information to optimize it for WASD, so what might seem like a big strain right now, might not be if they took at different technical approach.

As to your argument here about needing a front and a back, I don't think that really matters, does it? They display your ship facing a particular direction, so that part is already handled, it would just be a matter of translating W into the same data they send if you double click off to the left, right?

mkint wrote:
already being done as in there is a team working full time on optimizing the server with the intent to improve performance. You're saying "there is no magic fix" and yet you just asked for one.


I don't think you followed what I'm saying. I'm saying the database could be perfectly optimized right now for double click based navigation, but it could be that a different optimization would be better for WASD. Again, that's something there is no way you or I could possibly know without being very deep in the code and database design.

mkint wrote:
The server can handle a maximum of 1 movement command per second. Adding WASD or especially stick/rudder would be throwing hundreds of movement command per second. From thousands of pilots. All on the same CPU. And trying to do the extra collisions and stuff that's generated on top of it.


Hundreds of commands a second would be like a 10% increase in their load. If that. That's my point. They're already doing one set of transactions per second for every pilot in space, and I bet every pilot online.

No, not all on the same CPU... Not sure where you get that idea from. They run a cluster of servers, each with two CPUs. The load is spread across all those. 120 CPUs last update I saw.
Nova Fox
Novafox Shipyards
#45 - 2011-11-02 21:50:04 UTC
Mind if I say that, whats the use of flight stick control? It seems to be something utterly worthless compared to the massive amount of work required to impliment. This almost sounds like a quater million project that wont pay for itself off.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

mkint
#46 - 2011-11-02 21:52:03 UTC  |  Edited by: mkint
url=http://www.eveonline.com/devblog.asp?a=author&p=CCP%20Veritas&pid=1409705149 <- Start Here
url=http://www.eveonline.com/devblog.asp?a=blog&nbid=2332 <-Drop by here
url=http://www.eveonline.com/devblog.asp?a=author&p=CCP%20Masterplan&pid=901599088 <-don't forget here
url=http://www.eveonline.com/devblog.asp?a=author&p=CCP%20Yokai&pid=870534556 <-worth checking out this
url=http://www.eveonline.com/devblog.asp?a=blog&nbid=2288 <-interesting if not totally relevant

Should be enough info there for why this kind of thing is a bad idea from a technical perspective. Plus there was the part (probably a forum thread) where a dev said "this isn't going to happen. Ever."

edit: changed links to not-links because apparently the crappy new forums can't handle links to other CCP resources. Seriously, those forums devs suck for oh so many reasons.

Maxim 6. If violence wasn’t your last resort, you failed to resort to enough of it.

Mr Kidd
Center for Advanced Studies
Gallente Federation
#47 - 2011-11-02 21:55:57 UTC
Hung TuLo wrote:
Is there some reason why EVE does not use stick and rudder space flying? Yes I realize that there is no Air/Oxygen in space but that does not mean the afterburners/Microwarpdrives could not be directional.

To me it would cause a great many more technical battles to occur

Just my thoughts.


You know, when I first got here, ooh in '07 I think, I asked the same thing. Now in '11, I can say with certainty, you're in the wrong game if you're looking for that.

Don't ban me, bro!

Barakkus
#48 - 2011-11-02 21:56:23 UTC  |  Edited by: Barakkus
mkint wrote:
http://www.eveonline.com/devblog.asp?a=author&p=CCP%20Veritas&pid=1409705149
http://www.eveonline.com/devblog.asp?a=blog&nbid=2332
http://www.eveonline.com/devblog.asp?a=author&p=CCP%20Masterplan&pid=901599088
http://www.eveonline.com/devblog.asp?a=author&p=CCP%20Yokai&pid=870534556
http://www.eveonline.com/devblog.asp?a=blog&nbid=2288]interesting if not totally relevant

Should be enough info there for why this kind of thing is a bad idea from a technical perspective. Plus there was the part (probably a forum thread) where a dev said "this isn't going to happen. Ever."



While all that is nice and useful information...

1. Python supports threading.
2. A good portion of the backend code over on the cluster has been ported to C last I heard.
3. Learn about how client/server interaction works for movement in most multiplayer games.

All of that long list of garbage you posted earlier, is just that...garbage.

I don't doubt it's not something CCP wants to explore right now (if ever), but it's not impossible, and is already implemented to some degree with being able to click to move.

http://youtu.be/yytbDZrw1jc

Teamosil
Good Time Family Band Solution
#49 - 2011-11-02 21:56:41 UTC  |  Edited by: Teamosil
mkint wrote:
url=http://www.eveonline.com/devblog.asp?a=author&p=CCP%20Veritas&pid=1409705149 <- Start Here
url=http://www.eveonline.com/devblog.asp?a=blog&nbid=2332 <-Drop by here
url=http://www.eveonline.com/devblog.asp?a=author&p=CCP%20Masterplan&pid=901599088 <-don't forget here
url=http://www.eveonline.com/devblog.asp?a=author&p=CCP%20Yokai&pid=870534556 <-worth checking out this
url=http://www.eveonline.com/devblog.asp?a=blog&nbid=2288 <-interesting if not totally relevant

Should be enough info there for why this kind of thing is a bad idea from a technical perspective. Plus there was the part (probably a forum thread) where a dev said "this isn't going to happen. Ever."

edit: changed links to not-links because apparently the crappy new forums can't handle links to other CCP resources. Seriously, those forums devs suck for oh so many reasons.


Yeah, I guess we're just talking about different things. You're assuming they stick with the current design, I'm saying they could come up with a design to make WASD work. Whether that would require dramatic changes to their architechture or minor changes to the code I don't think either of us could possibly actually know. Reading a few high level summaries of how the system works and actually being deep in the code are very different vantage points.
Ishtanchuk Fazmarai
#50 - 2011-11-02 22:00:03 UTC
Vertisce Soritenshi wrote:
Basically you want control using WASD. I fully support this. Double clicking in space is lame and while doable not better than WASD. Anybody saying that this would cause server lag/issues, whatever...is full of ****. Last time I checked Star Trek online does it and it worked fine. In fact every other space MMO I have ever played has done it. Not to mention it really isn't any different than MMO's that are on the ground doing the same thing. They seem to have no problem. Calling out CCP for being lazy on this one. Make both methods an option at all times...problem solved.

+1


Last time I checked, ST Online didn't had 50,000 players in the same server at once.

Also CCP can't do much about player side ping.

Roses are red / Violets are blue / I am an Alpha / And so it's you

Kemuel
Kemuel Cartography Inc
#51 - 2011-11-02 22:03:07 UTC
Teamosil wrote:
mkint wrote:
What you're suggesting basically tantamount to suggesting that buying a laptop will make your desktop faster. Adding a new CPU does not affect the processing power of the CPUs in a cluster. In the initial investigations of multi-threading the simulation showed that it would actually HURT performance most of the time, while costing an insane amount of dev time to implement, plus who knows how many bugs. EVE is written in Python, which does not do multithreading, so to get it to do so would be a "dirty hack" that's extremely inefficient. That said, CCP has been figuring out ways to shift stuff away from python, which, among a lot more server stuff, can be read about in the dev blogs.


Your argument would only be relevant if they were only serving one client. They have thousands of clients, so you have multiple clients per CPU. Add more CPUs, fewer clients per CPU.

mkint wrote:
it's not about variables, it's about basic game mechanics. How weapons tracking is stored, how explosion velocities are done. Even if you exclude shooting, you still have the problem that on the server, all the ships in EVE are a perfect sphere with no front, back, up, or down. They are essentially 1 dimensional objects. stick/rudder assumes there's such a thing as front and back rather than just current vector and target vector. That can't really be fixed without entirely rewriting the entire simulation engine, and therefore the entire weapons engine.


Ok, you're just talking about a totally different thing than I am. I'm saying they could look at ways to optimize the way that they store and communicate location information to optimize it for WASD, so what might seem like a big strain right now, might not be if they took at different technical approach.

As to your argument here about needing a front and a back, I don't think that really matters, does it? They display your ship facing a particular direction, so that part is already handled, it would just be a matter of translating W into the same data they send if you double click off to the left, right?

mkint wrote:
already being done as in there is a team working full time on optimizing the server with the intent to improve performance. You're saying "there is no magic fix" and yet you just asked for one.


I don't think you followed what I'm saying. I'm saying the database could be perfectly optimized right now for double click based navigation, but it could be that a different optimization would be better for WASD. Again, that's something there is no way you or I could possibly know without being very deep in the code and database design.

mkint wrote:
The server can handle a maximum of 1 movement command per second. Adding WASD or especially stick/rudder would be throwing hundreds of movement command per second. From thousands of pilots. All on the same CPU. And trying to do the extra collisions and stuff that's generated on top of it.


Hundreds of commands a second would be like a 10% increase in their load. If that. That's my point. They're already doing one set of transactions per second for every pilot in space, and I bet every pilot online.

No, not all on the same CPU... Not sure where you get that idea from. They run a cluster of servers, each with two CPUs. The load is spread across all those. 120 CPUs last update I saw.


Basic math would dictate that 100 is 10000% more than 1. You are advocating at least that much more load with current hardware and software limitations. That is if it is ONLY 100 more calculations. You are correct in saying that it is not impossible but it certainly can be deemed unfeasible. Limits of time and money are a factor here and with CCP's current liabilities as well as laying off staff this idea just cannot be done at this time.

Even if they had the resouces to somehow increase functionality of the server to take 10000% more load I am sure they would use that to make fleet fights better and finish Incarna.
Mara Rinn
Cosmic Goo Convertor
#52 - 2011-11-02 22:13:41 UTC
Tippia wrote:
They think that WiS won't be nearly as time-critical as FiS, I'd say, not to mention that the world interaction is far lighter and far less cruical…


Plus there were indications that there was going to be no collision detection in WiS (i.e.: you'd be able to walk through people). With no collision detection, the knowledge of a character's position in the environment isn't relevant to gameplay. You can move with the appearance of real-time control, watching other people walk smoothly around the station, with no two players seeing the same scene.

As any developer knows, there's a huge difference in programming style between low volume interactive, real time interactive, high volume real time and high volume batch processing. In some cases, interrupt driven provides better responsiveness. In other cases, polling is the only option (since interrupts reduce potential processing by 50%).

Then there's the difference between 2D maths and 3D maths: you have 50% more processing even for the simplest operations. Then throw hundreds of people into the one scene, as opposed to World of Warcraft which stutters and stalls when you get more than 100 characters into the same scene (there is a reason for BGs being limited to 40 a side, or why Ironforge is called lagforge).

If it was possible for CCP to implement one of (stick+rudder control) or (line of sight weapon fire), I'd chose the latter.

If you want stick+rudder control, go play Freespace I & II :)
Lors Dornick
Kallisti Industries
#53 - 2011-11-02 22:14:33 UTC
This would be possible if you only had to deal with your own ship plus AI rats.

As soon you have more than one human pilot you'll need to distribute the ships navigational information to all other ships on the grid. And you'll have to do that with relatively low lag or ships will either appear to be being at different locations on different clients.

Offloading some calculations to the client will not solve that since your client have no chance of knowing what my client just calculated and displayed until the server has distributed that data.

The server(s) operate on 1 second tick (or longer in extreme cases with the new TiDi) to be able to let every client have the same data.

Adding more servers, cpus, cores or threads will not increase the processing power until the server code is recoded so that it can use it.

They have already offloaded much (or even most) of the code not related to the active on grid calculations and data handling but to spread the core grid handling over several servers/cpus/cores simply isn't possible without a very deep and serious rewrite.

tl;dr

It might be possible, if you wrote a new game from scratch.

CCP Greyscale: As to starbases, we agree it's pretty terrible, but we don't want to delay the entire release just for this one factor.

arcca jeth
Dark Alliance
#54 - 2011-11-02 22:18:32 UTC
I'd like to see frigates only, allowed to fly in WASD mode, being as they are really the only ships that are capable of hitting speeds enough to justify it.
Someone said in this thread that we are captains......well we are also called pilots....not much of a pilot then are we? Larger ships over frigate, yes we are captains, in frigates, well we are pilots. but there is no skill in keeping at range and orbit at optimal. it would add some different flavor to frigate fights at least. Controls are controls, we use WASD AND click to move for our avatars, how this is not capable of being done in flight for frigates is just laughable.

Also, CCP's advertising videos lure in new players with shots of frigates flying around doing sweet maneuvers and such. Imagine the disappointment of a new player who joined because they thought that was sweet, then to find out all they can do is orbit. I imagine it would have been a quick decision for them to not continue playing. I know I almost did when I first started, i laughed at how stupid and lame the controls were for my rookie ship, thankfully for CCP, I had a friend that convinced me to give it more time. Now I have been here for 5 years. I've read some really funny excuses in this thread, and that's all they are, excuses.
Teamosil
Good Time Family Band Solution
#55 - 2011-11-02 22:36:05 UTC  |  Edited by: Teamosil
Kemuel wrote:
Basic math would dictate that 100 is 10000% more than 1. You are advocating at least that much more load with current hardware and software limitations. That is if it is ONLY 100 more calculations. You are correct in saying that it is not impossible but it certainly can be deemed unfeasible. Limits of time and money are a factor here and with CCP's current liabilities as well as laying off staff this idea just cannot be done at this time.

Even if they had the resouces to somehow increase functionality of the server to take 10000% more load I am sure they would use that to make fleet fights better and finish Incarna.


100 is 10,000% of 1? Where do you get the 100 or the 1? I'm not sure what you're talking about.

The info I'm seeing says they have about 2,500 database transactions per second average. (That's from 2007, not sure if it is higher or lower now) Not sure what percentage of client communications require accessing the database, but to be very conservative, lets say 1/4 of them do. If that's so, then their current load is around 10,000 transactions per second. Mkint speculated that adding WASD could generate hundreds of transactions a second. So, lets say 500. If so, that would be a 5% increase in load.

But yeah, even accomodating a 5% increase in load might not be realistic given the economic constraints with the unsubs and layoffs and whatnot.
Vertisce Soritenshi
The Scope
Gallente Federation
#56 - 2011-11-02 22:41:04 UTC  |  Edited by: Vertisce Soritenshi
Teamosil wrote:
Cat Casidy wrote:
You seem to not know alot of things for someone who says everyone else is wrong...


People on this thread are just speculating that things are "impossible" that they couldn't possibly know that about. Knowing what impact WASD would have on the server architechture and what options there would be for ameliorating that impact are not the kinds of things some random user of an application can just pull out of their ass, they're the sort of questions that you would have a team of techies who are intimately familiar with the code and the hardware architecture and the database design sit down and work on for a few weeks just to get a rough idea of the parameters you're working in and options you have.


I have been saying this for a very long time about people on these forums.

I remember when people were saying it is impossible to upgrade the graphics drastically in an MMO because you would have to completely rewrite the game code from the ground up and no MMO has ever or ever will be able to do it. Then CCP does it...and then did it again...and is doing it again.

Fact is we have no idea what is and isn't possible to do from a developers standpoint and it is foolish to assume you do.

Ishtanchuk Fazmarai wrote:
Vertisce Soritenshi wrote:
Basically you want control using WASD. I fully support this. Double clicking in space is lame and while doable not better than WASD. Anybody saying that this would cause server lag/issues, whatever...is full of ****. Last time I checked Star Trek online does it and it worked fine. In fact every other space MMO I have ever played has done it. Not to mention it really isn't any different than MMO's that are on the ground doing the same thing. They seem to have no problem. Calling out CCP for being lazy on this one. Make both methods an option at all times...problem solved.

+1


Last time I checked, ST Online didn't had 50,000 players in the same server at once.

Also CCP can't do much about player side ping.


I think you are confusing the difference between "server" and "shard". EvE is one "world" or "shard" but I guarantee you there is more than one "server" running EvE. Not all 50,000 people are logged onto a single one server at any given time unless every damned person in EvE is in Jita...

Bounties for all! https://forums.eveonline.com/default.aspx?g=posts&m=2279821#post2279821

Nariya Kentaya
Ministry of War
Amarr Empire
#57 - 2011-11-02 22:46:28 UTC
Hung TuLo wrote:
mkint wrote:
This idea is, and always has been pants-on-head-ruhtarded. No, your idea is not unique. It's still just as stupid an idea as when everyone else has posted it. Learn the basic game mechanics. Do the tutorials. THEN make stupid suggestions here.



Mate, Not usre what is up your arse but I ve been playing this game for over a year. I PVP on a constant basis. I'm not going to lower myself to your level. YOu need to learn some manners. There are never stupid questions unless someone is trying to troll.

So be a good boy and leave the adults to answering the questions.

over a eyar? then you must obviously know that when your in a friggin fleet battle or any battle worth fighting, your not even LOOKING at your ship, your looking at the opponent(s) and your camera is NOT behind your ship, making any kind of meaningful controls with directional keys nigh-impossible.

and lets not even get started on large fleet fights, where your zoomed out so far all you see is brackets. you wont even be able to see where your ship is let alone what direction it is going. and before you say "it would make players keep their camera on their ship for {insert immersion/tactical/etc excuse here}" being close enough to see your ship in LARGE fights is impossible without a computer capable of processing all that, and i know alot of people who dont.

the way the controls work in this game makes sense, whether it be from a function or lore standpoint. lorewise your a capsuleer acting as a bio-computer of sorts giving orders to your ship, such as "head towards this guy, dont go too close" your not at a joystick/steering wheel.

honestly, all directional pads would do is add unneccessary controls during fleet fights making combat more micro-management then pew pew.
Psychophantic
#58 - 2011-11-02 22:47:26 UTC
Can't wait to fly my freighter using stick.

As much as I used to love xwing vs tiefighter I'm gonna have to go with the no.
Tippia
Sunshine and Lollipops
#59 - 2011-11-02 22:48:36 UTC
Teamosil wrote:
The info I'm seeing says they have about 2,500 database transactions per second average. (That's from 2007, not sure if it is higher or lower now) Not sure what percentage of client communications require accessing the database, but to be very conservative, lets say 1/4 of them do. If that's so, then their current load is around 10,000 transactions per second. Mkint speculated that adding WASD could generate hundreds of transactions a second. So, lets say 500. If so, that would be a 5% increase in load.
He said hundreds of transactions a second per player. So let's say 20,000,000 total. If so, that would an 800,000% increase
FloppieTheBanjoClown
Arcana Imperii Ltd.
#60 - 2011-11-02 23:02:11 UTC
Imagine 600 pilots all feeding their manual control inputs to the server, and the server having to process all that information and feed it back to those 600 pilots.

Fast-paced multiplayer games have player caps for a reason.

Founding member of the Belligerent Undesirables movement.