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Lag, TiDi, 6-VT and you...

First post
Author
Barakach
Caldari Provisions
Caldari State
#321 - 2013-08-01 02:42:32 UTC
Dersen Lowery wrote:
Murk Paradox wrote:
I once bought a piece of crap car because my older car blew an engine and I had a chance to get a crap car that ran instead of the better car I had that could no longer run (needed an engine replaced). This older pos car was a temporary fix until I was at a spot I could afford to A)Get a new car, or B)Replace the motor in my old car.

The salesman didn't try saying how good the car was, he flat out listened to me and understood I was on a budget and simply sold me a car.


A better analogy would be that you couldn't use your roadster because you had to haul 30 kids to a game, and you're complaining that the bus you had to use didn't handle like a roadster.

Well, duh.

CCP can optimize and optimize and optimize--in case you missed the relevant article, the game already runs on the equivalent of a supercomputer, and it's considered a technological marvel--but look at the numbers: 6VDT was a 4000-member fight between a ~13,000 member alliance (plus ~mumble~ allies) and a ~35,000 member coalition. Do you believe for a second that if the node had been able to host 6,000 people instead, that it wouldn't have been a 6,000 member fleet fight?

Time Dilation allows the game to run fairly and predictably under loads that would make any other engine curl up in a fetal crouch and cry for mommy. That is a feature.


There are many ways to optimize. The most common issue is algorithmic scaling and serialization.

A dual socket sexa-core Xeon can handle about 70giga-ops. Say the average pilot requires about 100,000 ops to calculate. They could handle 70,000 users on one server in real time.

This is probably a theoretical best, but factors should be obtainable. Dropping down to 4,000 users from 70k is about 1 magnitude, then 10% tidi is another magnitude, so with just off-the-wall numbers that may or may not be ball-park accurate, CCP has about 2 magnitudes worth of optimizations.

Doing an in-place upgrade would be really hard and probably requires a re-architecture of the system, but not the infrastructure. They have to decide between putting resources to retro-fixing bottlenecks or adding features to pull in new users and keep current ones.

They're doing the 80/20 and focusing mostly on features and slowly rolling out optimizations.

I think 10k users in real time is obtainable with current hardware, while still maintaining other management stuff like logging/etc.
Barakach
Caldari Provisions
Caldari State
#322 - 2013-08-01 02:58:41 UTC
TiDi is a graceful degradation path for an over-loaded system. It's a great idea and quite well implemented.
Freakdevil
Aliastra
Gallente Federation
#323 - 2013-08-01 03:38:25 UTC
I feel for you guys and gals. I painfully still remember when we didn't have TiDi. Anything, and I mean Anything is better than that. Fleet battles are such a beautiful thing to experience when done right.

Keep giving feedback. I believe CCP does read and review the constructive comments. One day these problems will be eliminated. Hopefully before I am dead.





Alavaria Fera
GoonWaffe
#324 - 2013-08-01 04:03:54 UTC  |  Edited by: Alavaria Fera
Frostys Virpio wrote:
Murk Paradox wrote:
Frostys Virpio wrote:


During the Titan gank in 6VDT, the CFC caused TiDi themself in thier staging system wich prevented them for forming up in time to save it. The failed attempt in the staging system became under TiDi when the CFC formed up but this time they were abel to benefit from it instead of being stopped by it. It goes both way and there is strategy to use to deal with it.

Forming up before TEST was a strategic use of the limitation. TEST should of formed ealyer to use it themself but they didn't Everybody and thier mother knew the node would get under TiDi when it happened so they should of planned around that.

EVE is a harsh world, adapt or die. Be it to change in ships or TiDi, it all applies the same.



You talkin about that dumb Li3 pilot who didn't double check the pos security and got caught when trying to celebrate a little early?

Yea.. "planning".

I do like how your TiDi is applied to Eve as being "harsh" lol. Kind of funny.


Didn't N3ST force lose 21 dreads becuse TiDi was used by the goons to re-cap thier titans before dropping on them on the second gank attemp? Pretty sure TiDi felt harsh to those dreads...

I don't know what you mean by recap the titans.

The titans logged in, ewarped the 1,000,000km as usual and then warped to the titans and doomsdayed. You can see from the video that they were all scattered around the battle because their safe poses were spread around the system.

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Frostys Virpio
State War Academy
Caldari State
#325 - 2013-08-01 04:34:50 UTC
Alavaria Fera wrote:
Frostys Virpio wrote:
Murk Paradox wrote:
Frostys Virpio wrote:


During the Titan gank in 6VDT, the CFC caused TiDi themself in thier staging system wich prevented them for forming up in time to save it. The failed attempt in the staging system became under TiDi when the CFC formed up but this time they were abel to benefit from it instead of being stopped by it. It goes both way and there is strategy to use to deal with it.

Forming up before TEST was a strategic use of the limitation. TEST should of formed ealyer to use it themself but they didn't Everybody and thier mother knew the node would get under TiDi when it happened so they should of planned around that.

EVE is a harsh world, adapt or die. Be it to change in ships or TiDi, it all applies the same.



You talkin about that dumb Li3 pilot who didn't double check the pos security and got caught when trying to celebrate a little early?

Yea.. "planning".

I do like how your TiDi is applied to Eve as being "harsh" lol. Kind of funny.


Didn't N3ST force lose 21 dreads becuse TiDi was used by the goons to re-cap thier titans before dropping on them on the second gank attemp? Pretty sure TiDi felt harsh to those dreads...

I don't know what you mean by recap the titans.

The titans logged in, ewarped the 1,000,000km as usual and then warped to the titans and doomsdayed. You can see from the video that they were all scattered around the battle because their safe poses were spread around the system.


Slowly but surely, by making bad posts, I am getting the story the right way. It all make sense now. God I feel stupid now... Again.
Sephira Galamore
Inner Beard Society
Kvitravn.
#326 - 2013-08-01 10:31:30 UTC
Maybe this helps:
Compare the Server Tick to the tempo of a musical piece.
Just because a piece starts with 140 BPM, it can have parts that are played at 80 BPM. That's not lag, simply a different pace.
TiDi is the same, it's just a slower pace. And just as there is no delay in the musical piece (you still have to play the whole notes, each in the right time according to the beat), there is no delay caused by TiDi.

A different matter of course is when you have 10% TiDi and still way to many players in the system. This last fight was at a point pretty close to a node crash I would assume. Of course here you will get actual lag, just as you got without TiDi at a lower population.
Grimpak
Aliastra
Gallente Federation
#327 - 2013-08-01 11:47:12 UTC
Barakach wrote:
There are many ways to optimize. The most common issue is algorithmic scaling and serialization.

A dual socket sexa-core Xeon can handle about 70giga-ops. Say the average pilot requires about 100,000 ops to calculate. They could handle 70,000 users on one server in real time.

This is probably a theoretical best, but factors should be obtainable. Dropping down to 4,000 users from 70k is about 1 magnitude, then 10% tidi is another magnitude, so with just off-the-wall numbers that may or may not be ball-park accurate, CCP has about 2 magnitudes worth of optimizations.

Doing an in-place upgrade would be really hard and probably requires a re-architecture of the system, but not the infrastructure. They have to decide between putting resources to retro-fixing bottlenecks or adding features to pull in new users and keep current ones.

They're doing the 80/20 and focusing mostly on features and slowly rolling out optimizations.

I think 10k users in real time is obtainable with current hardware, while still maintaining other management stuff like logging/etc.


actually, not quite. atm the limitations lie on both processing capability and the amount of data it goes thru every processing thread. due to how the game is instanced (single server cluster), the game is divided in several subsections, both ingame and out of game. hardware-wise, the smallest fraction is the node, and software-wise it's a grid. inside that grid, every player that is there receives updates from the server of all the other little things that exist there: collision paths, velocity calculations of other players, and their absolute position, are all transmitted to you, and you transmit such things to every other player in the grid.

now this isn't much for the server when we're talking about a small bunch of ships shooting at each other (of which shooting is also sent to/from everyone). problem is when you add up things on the scale of hundreds or thousands.

if a grid has 2000 people, each of those 2000 people receive 2000 updates from the server. basically, the server has to handle 2000x2000x the variables that are in action atm (absolute position, vector, damage calculations).


so, I wouldn't say that a processor that handles 100.000 ops can cleanly handle this, specially when you start to send data all over the entire cluster and to the players too. CCP came up with using Infiniband and pretty much refactoring the entire Stackless Python code on which they run to be able to move the processing threads about the entire cluster, so to spread out the load, or move stuff dynamically to a less loaded node, but I haven't heard of that in nearly 4 years already.

[img]http://eve-files.com/sig/grimpak[/img]

[quote]The more I know about humans, the more I love animals.[/quote] ain't that right

Xavier Higdon
Science and Trade Institute
Caldari State
#328 - 2013-08-01 13:12:05 UTC
Grimpak wrote:
Barakach wrote:
There are many ways to optimize. The most common issue is algorithmic scaling and serialization.

A dual socket sexa-core Xeon can handle about 70giga-ops. Say the average pilot requires about 100,000 ops to calculate. They could handle 70,000 users on one server in real time.

This is probably a theoretical best, but factors should be obtainable. Dropping down to 4,000 users from 70k is about 1 magnitude, then 10% tidi is another magnitude, so with just off-the-wall numbers that may or may not be ball-park accurate, CCP has about 2 magnitudes worth of optimizations.

Doing an in-place upgrade would be really hard and probably requires a re-architecture of the system, but not the infrastructure. They have to decide between putting resources to retro-fixing bottlenecks or adding features to pull in new users and keep current ones.

They're doing the 80/20 and focusing mostly on features and slowly rolling out optimizations.

I think 10k users in real time is obtainable with current hardware, while still maintaining other management stuff like logging/etc.


actually, not quite. atm the limitations lie on both processing capability and the amount of data it goes thru every processing thread. due to how the game is instanced (single server cluster), the game is divided in several subsections, both ingame and out of game. hardware-wise, the smallest fraction is the node, and software-wise it's a grid. inside that grid, every player that is there receives updates from the server of all the other little things that exist there: collision paths, velocity calculations of other players, and their absolute position, are all transmitted to you, and you transmit such things to every other player in the grid.

now this isn't much for the server when we're talking about a small bunch of ships shooting at each other (of which shooting is also sent to/from everyone). problem is when you add up things on the scale of hundreds or thousands.

if a grid has 2000 people, each of those 2000 people receive 2000 updates from the server. basically, the server has to handle 2000x2000x the variables that are in action atm (absolute position, vector, damage calculations).


so, I wouldn't say that a processor that handles 100.000 ops can cleanly handle this, specially when you start to send data all over the entire cluster and to the players too. CCP came up with using Infiniband and pretty much refactoring the entire Stackless Python code on which they run to be able to move the processing threads about the entire cluster, so to spread out the load, or move stuff dynamically to a less loaded node, but I haven't heard of that in nearly 4 years already.


You, sir, are an intelligent individual. Hypothetical bests do not equate to reality. The problem is more complex than most people could ever understand. They see it from one angle, generally from the angle of some course they took once, and they think that is the solution. Multithread! Is often a battle cry of theirs. They don't understand that multi-core processors are actually a compromise. They are the result of the cost of the resources and manufacturing processes increasing faster than Mohr's Law. This resulted in the inability of chip manufacturers to put out a reasonably priced CPU. Their solution was to start manufacturing multi-core processors for general usage. They had existed beforehand as specialized products intended for applications where there were numerous operations that needed to be performed, but it didn't matter in which order they were performed. Code Optimization! Is another one they love. They don't understand that what they're being taught as code optimization is actually the new standard rules of programming. They say, well my teacher said I could do A, but to optimize it I should do B. They then proceed to write the program using B, and they call it optimization. They don't understand that doing so isn't optimizing anything, as there wasn't an already written program they were changing in order to make it better. They don't see that choice A and choice B are so generally exclusive of one another, incompatible to the point that interchanging them will cause errors in the program. Finding all instances of A and changing them to B is a huge undertaking. Their high school or college courses have them writing programs with maybe 1000 lines of code, which is HUGE to them. In reality, that is the tiniest program. EvE Online might have as many as 50 million lines of code. Can you imagine trying to find and replace all instances of A with B? And then having to ensure that all references to A have been changed to reference B. And then having to debug it for the issues that using B brings, while trying to find and remove all the fixes that were needed for A but won't work with B. They need more of a corn-field of code, instead of a kernel of code. Anyways, people will never be happy. They will always ***** and moan about something because they want the attention that it provides. Like the OP, who was doing this just to advertise his terribly written blog. Striking words for dramatic effect is terrible practice. His blog would take minutes to optimize. CCP would have to spend years trying to optimize the source code of EvE. If the OP can't be bothered to take minutes, why is he complaining that CCP won't spend years?
Grimpak
Aliastra
Gallente Federation
#329 - 2013-08-01 14:24:45 UTC
Xavier Higdon wrote:
If the OP can't be bothered to take minutes, why is he complaining that CCP won't spend years?


considering the time I've been here, lag was always a constant. not lag "lag", but actually soul-crushing lag. the servers would grind to a halt, and if they didn't crash, they started to chew data in a sort of cyclic redundancy-type of errors, pretty much blocking anything.

that said, CCP never stopped trying to fix lag. they've been doing it since beta days, and you would be astonished to see what they accomplished.

[img]http://eve-files.com/sig/grimpak[/img]

[quote]The more I know about humans, the more I love animals.[/quote] ain't that right

MeestaPenni
Mercantile and Stuff
#330 - 2013-08-01 14:24:45 UTC
Freakdevil wrote:
I painfully still remember when we didn't have TiDi. Anything, and I mean Anything is better than that. Fleet battles are such a beautiful thing to experience when done right.


Hells bells....I remember flying around Aunia, doin' nuttin, and lagging. It is so much nicer now.

I am not Prencleeve Grothsmore.

MeestaPenni
Mercantile and Stuff
#331 - 2013-08-01 14:26:33 UTC
Grimpak wrote:
lag was always a constant. not lag "lag", but actually soul-crushing lag. the servers would grind to a halt, and if they didn't crash, they started to chew data in a sort of cyclic redundancy-type of errors, pretty much blocking anything.


Oh yeah....the entire corp would be all, "uh oh....she's about to blow Cap'in....dock up."

I am not Prencleeve Grothsmore.

tiberiusric
Comply Or Die
Pandemic Horde
#332 - 2013-08-01 14:45:13 UTC
Erufen Rito wrote:
Holy ****, 16 pages and you are still bickering about TiDi being Lag or not Lag. Delaying actions or not.

The concept is very clean, and very simple. It's so simple, I can see how you are having difficulties grasping it.

For starters, Lag is not a delay. Lag is slang, lingo, internet talk, for the term "Latency". In layman's terms, it simply means that the host-client connection is having trouble transferring packages. It also means that some packages are being lost, as in, not delivered to either end of the connection. Latency can cause actions you input to not be received by the server at all, thus, not ever happening in the universe. It can also cause clients to be considered as "timed out" and dropped, since no reply from the client could be received. This is too different from slowing down the sequence of events, to allow for the hardware to compute the information. It's so different, that you sound ignorant drawing a comparison.

If you are basing your whole argument on TiDi=Lag because Lag=delayed response, you are very sadly mistaken, and misinformed.

The only thing TiDi does is slow down the sequence in which the events flow. If you need me to elaborate on this, you are too far gone, and you might as well just stop replying.
Instead of having a click every 10 seconds (not sure on this number, since i couldn't find the article that had the exact number), it will multiply it by a factor, which is directly dependent to the node load. What happens OUTSIDE of Eve is, as with every other thing, up to the players. I have heard of fights that wouldn't have been possible, not because of the server capabilities, but because of TiDi giving people enough time to form up.

Your rant is not about TiDi, it's all because you were holding on the short end of the stick, and are now raging about it. Want a tip? Bring a bigger stick next time.

/thread



look ill say it again, people dont give a damn about what the technical solution/definition is. If at your pc ie the client, and you are experiencing extremely slow response then to those people its LAG. Thats what we call it, and everyone in the world calls it, when we experience something like this. No one cares whether TiDi ensures that things happen, because it slows down the simulation, seriously NO ONE CARES. The usability of such a soluton is still pretty well, unuseable! The person is still experiencing the same infuriating slow down, where you have no idea what the hell is happening until 20/30 minutes later.
Its like when you keeping pressing buttons on your PC when its not responsive, (you know those type of people just kee bashing) the outcome is unpredicatable, there is only so much your server can queue up without getting totally confused and yourself for that matter.

How can you say that this is good? How? I just dont get you people, i really dont. Youll be satisified with any crap someone gives up. Yes it's a solution to sort of help the problem, but it is by no means THE solution. Can it ever be resolved? Probably not fully because people have different PC setups etc.
It just doesnt feel like an epic battle when you are playing it, when its running at 100th of the speed it should be, now does it?

All my views are my own - never be afraid to post with your main, unless you're going to post some dumb shit

Erufen Rito
The Dark Space Initiative
Scary Wormhole People
#333 - 2013-08-01 15:26:06 UTC
tiberiusric wrote:
Erufen Rito wrote:
Holy ****, 16 pages and you are still bickering about TiDi being Lag or not Lag. Delaying actions or not.

The concept is very clean, and very simple. It's so simple, I can see how you are having difficulties grasping it.

For starters, Lag is not a delay. Lag is slang, lingo, internet talk, for the term "Latency". In layman's terms, it simply means that the host-client connection is having trouble transferring packages. It also means that some packages are being lost, as in, not delivered to either end of the connection. Latency can cause actions you input to not be received by the server at all, thus, not ever happening in the universe. It can also cause clients to be considered as "timed out" and dropped, since no reply from the client could be received. This is too different from slowing down the sequence of events, to allow for the hardware to compute the information. It's so different, that you sound ignorant drawing a comparison.

If you are basing your whole argument on TiDi=Lag because Lag=delayed response, you are very sadly mistaken, and misinformed.

The only thing TiDi does is slow down the sequence in which the events flow. If you need me to elaborate on this, you are too far gone, and you might as well just stop replying.
Instead of having a click every 10 seconds (not sure on this number, since i couldn't find the article that had the exact number), it will multiply it by a factor, which is directly dependent to the node load. What happens OUTSIDE of Eve is, as with every other thing, up to the players. I have heard of fights that wouldn't have been possible, not because of the server capabilities, but because of TiDi giving people enough time to form up.

Your rant is not about TiDi, it's all because you were holding on the short end of the stick, and are now raging about it. Want a tip? Bring a bigger stick next time.

/thread



look ill say it again, people dont give a damn about what the technical solution/definition is. If at your pc ie the client, and you are experiencing extremely slow response then to those people its LAG. Thats what we call it, and everyone in the world calls it, when we experience something like this. No one cares whether TiDi ensures that things happen, because it slows down the simulation, seriously NO ONE CARES. The usability of such a soluton is still pretty well, unuseable! The person is still experiencing the same infuriating slow down, where you have no idea what the hell is happening until 20/30 minutes later.
Its like when you keeping pressing buttons on your PC when its not responsive, (you know those type of people just kee bashing) the outcome is unpredicatable, there is only so much your server can queue up without getting totally confused and yourself for that matter.

How can you say that this is good? How? I just dont get you people, i really dont. Youll be satisified with any crap someone gives up. Yes it's a solution to sort of help the problem, but it is by no means THE solution. Can it ever be resolved? Probably not fully because people have different PC setups etc.
It just doesnt feel like an epic battle when you are playing it, when its running at 100th of the speed it should be, now does it?

I like how you are generalizing, using terms such as "EVERYONE calls it lag" or "NO ONE CARES". It's pretty evident that this is a personal problem.

When TiDi kicks in, as we all know, the simulated time slows down. When you are lagging though, the simulation doesn't slow down. The server time continues at a normal rate, the events that do make it through the overloaded server happen in normal time, and the consequences of them too. The REASON why your client is being unresponsive is because, as I explained before, Latency. It simply skips motions, again due the package loss and latency and all of that good, technical stuff no one (you) seems to care about.

I don't think anyone has ever claimed that TiDi is THE solution, but I can assure you that mostly everyone who has fought in a huge battle pre-TiDi and post-TiDi will tell you to shut up, and go away.

We call it good, because we for one, understand how it works. We also have experienced latency on big fights, and we can see the improvement. Sure, it's not perfect. But until you can come up with a better solution, since you are so convinced TiDi is garbage, it's what we've got.

This is as nice as I get. Best quote ever https://forums.eveonline.com/default.aspx?g=posts&m=4137165#post4137165

Tron 3K
Caldari Provisions
Caldari State
#334 - 2013-08-01 15:47:56 UTC  |  Edited by: Tron 3K
Erufen Rito wrote:
tiberiusric wrote:
Erufen Rito wrote:
Holy ****, 16 pages and you are still bickering about TiDi being Lag or not Lag. Delaying actions or not.

The concept is very clean, and very simple. It's so simple, I can see how you are having difficulties grasping it.

For starters, Lag is not a delay. Lag is slang, lingo, internet talk, for the term "Latency". In layman's terms, it simply means that the host-client connection is having trouble transferring packages. It also means that some packages are being lost, as in, not delivered to either end of the connection. Latency can cause actions you input to not be received by the server at all, thus, not ever happening in the universe. It can also cause clients to be considered as "timed out" and dropped, since no reply from the client could be received. This is too different from slowing down the sequence of events, to allow for the hardware to compute the information. It's so different, that you sound ignorant drawing a comparison.

If you are basing your whole argument on TiDi=Lag because Lag=delayed response, you are very sadly mistaken, and misinformed.

The only thing TiDi does is slow down the sequence in which the events flow. If you need me to elaborate on this, you are too far gone, and you might as well just stop replying.
Instead of having a click every 10 seconds (not sure on this number, since i couldn't find the article that had the exact number), it will multiply it by a factor, which is directly dependent to the node load. What happens OUTSIDE of Eve is, as with every other thing, up to the players. I have heard of fights that wouldn't have been possible, not because of the server capabilities, but because of TiDi giving people enough time to form up.

Your rant is not about TiDi, it's all because you were holding on the short end of the stick, and are now raging about it. Want a tip? Bring a bigger stick next time.

/thread



look ill say it again, people dont give a damn about what the technical solution/definition is. If at your pc ie the client, and you are experiencing extremely slow response then to those people its LAG. Thats what we call it, and everyone in the world calls it, when we experience something like this. No one cares whether TiDi ensures that things happen, because it slows down the simulation, seriously NO ONE CARES. The usability of such a soluton is still pretty well, unuseable! The person is still experiencing the same infuriating slow down, where you have no idea what the hell is happening until 20/30 minutes later.
Its like when you keeping pressing buttons on your PC when its not responsive, (you know those type of people just kee bashing) the outcome is unpredicatable, there is only so much your server can queue up without getting totally confused and yourself for that matter.

How can you say that this is good? How? I just dont get you people, i really dont. Youll be satisified with any crap someone gives up. Yes it's a solution to sort of help the problem, but it is by no means THE solution. Can it ever be resolved? Probably not fully because people have different PC setups etc.
It just doesnt feel like an epic battle when you are playing it, when its running at 100th of the speed it should be, now does it?

I like how you are generalizing, using terms such as "EVERYONE calls it lag" or "NO ONE CARES". It's pretty evident that this is a personal problem.

When TiDi kicks in, as we all know, the simulated time slows down. When you are lagging though, the simulation doesn't slow down. The server time continues at a normal rate, the events that do make it through the overloaded server happen in normal time, and the consequences of them too. The REASON why your client is being unresponsive is because, as I explained before, Latency. It simply skips motions, again due the package loss and latency and all of that good, technical stuff no one (you) seems to care about.

I don't think anyone has ever claimed that TiDi is THE solution, but I can assure you that mostly everyone who has fought in a huge battle pre-TiDi and post-TiDi will tell you to shut up, and go away.

We call it good, because we for one, understand how it works. We also have experienced latency on big fights, and we can see the improvement. Sure, it's not perfect. But until you can come up with a better solution, since you are so convinced TiDi is garbage, it's what we've got.


If people don't complain or question things, nothing will ever change so to you guys THE SOLUTION is TiDi. Granted sometimes complaining or questioning won't change anything or help move things along in any way but I'd rather be in the group hoping for things to change than those that like the stagnant way it is now and just call it good.
Alavaria Fera
GoonWaffe
#335 - 2013-08-01 15:56:17 UTC
Love to dialate time erryday.

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Grimpak
Aliastra
Gallente Federation
#336 - 2013-08-01 18:29:02 UTC
Alavaria Fera wrote:
Love to dialate time erryday.

everyday we're shufflin'dilatin'

[img]http://eve-files.com/sig/grimpak[/img]

[quote]The more I know about humans, the more I love animals.[/quote] ain't that right

Grimpak
Aliastra
Gallente Federation
#337 - 2013-08-01 18:29:45 UTC
Tron 3K wrote:
If people don't complain or question things, nothing will ever change so to you guys THE SOLUTION is TiDi. Granted sometimes complaining or questioning won't change anything or help move things along in any way but I'd rather be in the group hoping for things to change than those that like the stagnant way it is now and just call it good.

if you have a better idea, do tell.

[img]http://eve-files.com/sig/grimpak[/img]

[quote]The more I know about humans, the more I love animals.[/quote] ain't that right

Xavier Higdon
Science and Trade Institute
Caldari State
#338 - 2013-08-01 20:20:12 UTC
Since quoting you guys would cause an enormous wall of text, let me just reply to Erufen and Tron this way. You guys seem to have a very odd view of what EvE is, and how it should be. You say they advertise about large, epic fleet battles but that they don't deliver because 4000 people caused the servers to overload, resulting in TiDi and desync. You have the opinion that because that many people participated in a battle it should be easy for them to handle on a regular basis. The fact is that such a number is absolutely huge, and in no way the starting point for epic fleet fights. 4000 people fights are the far end of that catchphrase. Epic fleet fights can take place between 100 people, it doesn't have to be 2000 or 4000 people to make it epic. What made this recent battle so special is simply the number of players involved. Of course quality and continuity of gameplay suffered, there were more participants than was expected or imagined. To some how believe that because a new limit was reached it should become the standard by which all similar things are compared is just plain silly. I won't say stupid, or moronic, because it isn't. I understand your desire for such events to be commonplace, I just don't understand why you insist on being negative because they aren't. Just as we have high-end and low-end products in real life, we have high-end and low-end fleet sizes. The fact that a fleet fight might be on the low end of things doesn't make it any less able to be epic. There advertisements in no way state that they have 4000 play fights on a daily basis without issues, without lag, and without TiDi. They advertise large, epic fleet fights, not of a specific size, just large. So let me ask you something. How many friends do you have that will assemble, fleet up and go out to fight with you? I'm not talking Goonswarm/CFC or TEST. I'm talking about people you can get a hold of right now, through Skype or TS3 or Mumble or their phone numbers, that will get online, make the trip to where ever you are and fight with you just because you asked them to. For most players that number is going to probably be pretty small. Maybe 20 people, or 50, or at the very most 100 people. That will result in a fleet fight of 40 to 200 people that will seem pretty darn epic to them. Are you going to tell them their fight wasn't epic, that NO ONE CARED? You might, but it won't make it any less epic to the participants. So to me it seems that their advertisement is pretty accurate.

Now on to your comment that without complaining there will be no improving. That's also a pretty silly thing to say. Complaining as you have, in a very negative manner without adding one bit of constructive criticism or advice, is pointless. Letting CCP know the issues that occurred during the fleet fights is a very good thing. You haven't really said what the issues were except LAGGGGGG ALGAAGGDSGDKSAKALKJBASKJ:KJND OHH EMMMM GEEEEE LAG! and I'm unsure if they have a fix for that. So if you want to be really helpful, and not just attention seeking, you'll make a new post cataloging the issues you experienced. Be as specific as possible, detailing the amount of lag you saw on top of the TiDi, what the issues this lag caused were, how you attempted to avoid these issues, so on and so forth. Otherwise you're just being unhelpful and annoying.
auraofblade
Caldari Provisions
Caldari State
#339 - 2013-08-01 20:40:22 UTC
*raises hand*

Ummm, you do realize that fights on the "mere" scale of 64v64 have caused the servers of virtually every other multiplayer game on the planet to either crash or convulse madly before booting everyone?

Do you even realize how large of a number 4000 is? Even just 2000? Maybe I'm just a not-EVE bittervet, but I'm used to the days when jamming 200 people into the same zone caused the equivalent of Red TiDi. Getting the darn thing to even run with 4000 is a miracle in comparison.
Jaangel
BLAMBER
#340 - 2013-08-01 21:22:15 UTC
Idiot: Doctor Doctor it hurts when i do this.
Doctor: well don't do it then.