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Is the new "bullet time" / time diliation feature going to completely KILL EvE?

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Author
xxxak
Perkone
Caldari State
#1 - 2011-09-09 17:32:29 UTC
I was an avid player of Star Wars Galaxies. I was a Jedi early on, I had the big multi-room starship, I had several of the large type homes on several planets.

That game died for me when the new combat system was released. I, and thousands of other players, quit overnight.

I worry about this bullet time feature that is coming to EVE.

Servers are extremely powerful today. Proper coding allows companies to run extreme simulations on multi-core setups.

The Devs want to be "lazy" and stick to the SINGLE-CORE CODE that STILL runs all of EvE.

I worry this will break the game.

Comments?

[u]The nerfs to supercaps will cause more super pilots to join the largest alliances who can properly "support" their deployment, further concentrating firepower/wealth in EVE. The end result will be fewer "fun" fights, and will hurt EVE in the long run.[/u]

Nicolo da'Vicenza
Viziam
Amarr Empire
#2 - 2011-09-09 17:38:22 UTC
I love you Nulli bros but that is an extremely superficial link you're making between sge 'bullet time' and EVE 'time dilation'
Xercodo
Cruor Angelicus
#3 - 2011-09-09 17:38:28 UTC
Can you provide a bit more background as to what was game breaking, I'm unfamiliar with the specific changes to STG

The Drake is a Lie

Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#4 - 2011-09-09 17:46:09 UTC  |  Edited by: Abdiel Kavash
I agree that TD has the potential to be terrible and break the game. But it is also possible than it will be better than watching guns cycle once every 15 minutes, which is what most hope for.
Malcanis
Vanishing Point.
The Initiative.
#5 - 2011-09-09 17:48:19 UTC
Which kind of lag do you prefer?

(1) Unevenly applied, unpredictable, causes weird effects like ships remaining in space, benefits some types of ships disproportionately

(2) Evenly applied, predictable, everything works as normal, just somewhat slower overall

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

malaire
#6 - 2011-09-09 17:48:36 UTC
The dev blog about bullet time / time dilation: introducing time dilation

New to EVE? Don't forget to read: The Manual * The Wiki * The Career Options * and everything else

CCP Zymurgist
C C P
C C P Alliance
#7 - 2011-09-09 17:50:06 UTC
Team Gridlock talks about this in their dev blog about Time Dilation that if you haven't read this already I highly suggest giving it a glance.

Zymurgist Community Representative CCP NA, EVE Online Contact Us at http://support.eveonline.com/pages/petitions/createpetition.aspx

xxxak
Perkone
Caldari State
#8 - 2011-09-09 17:54:36 UTC
CCP Zymurgist wrote:
Team Gridlock talks about this in their dev blog about Time Dilation that if you haven't read this already I highly suggest giving it a glance.


I have read that. And it actually might be a very cool feature/improvement.

But the Devil is in the details.

I am just saying that I hope that this is implemented very carefully, with a lot of user input and testing.

If you get it wrong, it could do a lot of damage to EVE.

[u]The nerfs to supercaps will cause more super pilots to join the largest alliances who can properly "support" their deployment, further concentrating firepower/wealth in EVE. The end result will be fewer "fun" fights, and will hurt EVE in the long run.[/u]

Xercodo
Cruor Angelicus
#9 - 2011-09-09 17:55:47 UTC
Ya i have a general idea of what Team Gridlock is working on but I'm seeing any possible way for "fixing lag" to break the game Ugh

I don't any mechanics changing, I just see that gun might act properly when there is 87241365 people on grid all firing

The Drake is a Lie

Skex Relbore
Center for Advanced Studies
Gallente Federation
#10 - 2011-09-09 18:11:54 UTC  |  Edited by: Skex Relbore
You are an idiot who should learn to do a bit more research before clueing the rest of the world into the fact.

CCP has explained already how multi-coring would not solve the current latency problem. At issue is ensuring that events take place in the proper sequence this requires actions to be processed in serial rather than parallel. The thing is that you can't have it calculating the position of a every asset and damage applied seperately because you'd have things happen like taking damage from a ship that's already destroyed or a ship getting hit once it's already out of range.

The places where massive amounts of parallel processing can be done is graphic rendering but all that is handled client side.

Time dilation is a brilliant solution to the problem of lag in massive fleet fights that actually came from a player and denotes one of those rare occasions when CCP actually listened to us.
Reeno Coleman
#11 - 2011-09-09 18:19:59 UTC
time dilation as i understand it will only change one thing:

It makes the lag equal for everyone, rather than having some lucky bastards among the pilots who can still lock and unlock reasonably well, while others are stuck in the lag void completely.

Dorian Wylde
Imperial Academy
Amarr Empire
#12 - 2011-09-09 18:31:58 UTC
Reeno Coleman wrote:
time dilation as i understand it will only change one thing:

It makes the lag equal for everyone, rather than having some lucky bastards among the pilots who can still lock and unlock reasonably well, while others are stuck in the lag void completely.




This guy has it right.

OP is why thumbs down needs to be added to the new forum, stupid people who's research consists solely of learning the name of a new feature need to be visibly flagged to everyone so we can ignore them.
CCP Veritas
C C P
C C P Alliance
#13 - 2011-09-09 18:43:37 UTC  |  Edited by: CCP Veritas
Malcanis wrote:
Which kind of lag do you prefer?

(1) Unevenly applied, unpredictable, causes weird effects like ships remaining in space, benefits some types of ships disproportionately

(2) Evenly applied, predictable, everything works as normal, just somewhat slower overall


Quoting this post as it's a good summary of what we're hoping to achieve with Time Dilation. #1 is what we have currently when the server becomes overloaded, #2 is what we'd greatly prefer happen.

As for this signifying us becoming lazy about server optimization, that's a fair concern, as it'll certainly make the pain of being overloaded less acute. At the same time, it's not cool to leave a painful thing alone just because it reminds us that performance is important. I have a baseball bat for reminding people of that.

Fate willing, we'll be doing public tests of Time Dilation in the coming weeks' mass tests, so you can get a first-hand impression of it there~

CCP Veritas - Technical Director - EVE Online

Arcon Telf
The Scope
Gallente Federation
#14 - 2011-09-09 18:47:45 UTC
It seems to me that time dilation is one of the best ideas yet for dealing with lag because it doesn't have to break immersion. In fact, it would be easy to write time dilation into Eve Online's "diegesis." Perhaps a new time dilation skill — which "upgrades" one's pod for better performance in large fights — should be required to enter nullsec. Obviously a 5-level skill that grants increasing bonuses makes no sense, but perhaps some kind of one off certification would work.

The point is that time dilation could be a rather elegant solution (not panacea) for lag — technically and in terms of the story in which we all participate.
Lady Go Diveher
Doomheim
#15 - 2011-09-09 19:13:21 UTC
The concept of time dilation is pretty ******* awesome. Shame on you OP for having no ******* clue and posting ****.

BTW time dilation works by solving the REAL issue with lag - the server reaching 100% cpu use. Once it hits 100%, the problems we all know and hate start. All time dilation needs to do, is slow the command stack enough that it can sit at 99%.

So in theory, the game may only need to be "slowed" by 1-10% to make it work with no issues. I can't say it would be easy to notice if my autocannons were cycling 2% slower .. so I fail to see any game-breaking mechanics it would introduce.

I <3 team gridlock
Dr Slaughter
Rabies Inc.
#16 - 2011-09-09 19:21:43 UTC
OP.. it's SO easy to re-write the GIL to take advantage of multi-core processors that's why no one has bothered to do it for YEARS

Roll
Florestan Bronstein
Ministry of War
Amarr Empire
#17 - 2011-09-09 19:25:38 UTC
CCP Veritas wrote:
Fate willing, we'll be doing public tests of Time Dilation in the coming weeks' mass tests, so you can get a first-hand impression of it there~

CCP Veritas wrote:
so you can get a first-hand impression of it there~

CCP Veritas wrote:
there~

CCP Veritas wrote:
~

xxxak
Perkone
Caldari State
#18 - 2011-09-09 19:27:46 UTC
CCP Veritas wrote:
Malcanis wrote:
Which kind of lag do you prefer?

(1) Unevenly applied, unpredictable, causes weird effects like ships remaining in space, benefits some types of ships disproportionately

(2) Evenly applied, predictable, everything works as normal, just somewhat slower overall


Quoting this post as it's a good summary of what we're hoping to achieve with Time Dilation. #1 is what we have currently when the server becomes overloaded, #2 is what we'd greatly prefer happen.

As for this signifying us becoming lazy about server optimization, that's a fair concern, as it'll certainly make the pain of being overloaded less acute. At the same time, it's not cool to leave a painful thing alone just because it reminds us that performance is important. I have a baseball bat for reminding people of that.

Fate willing, we'll be doing public tests of Time Dilation in the coming weeks' mass tests, so you can get a first-hand impression of it there~


This is actually a cool response.

1) I think the Devs are making a bigger effort to talk to us which is nice
2) I am actually excited to hear it is that close to testing, and I will help try it out.

[u]The nerfs to supercaps will cause more super pilots to join the largest alliances who can properly "support" their deployment, further concentrating firepower/wealth in EVE. The end result will be fewer "fun" fights, and will hurt EVE in the long run.[/u]

Tippia
Sunshine and Lollipops
#19 - 2011-09-09 19:46:28 UTC
Malcanis wrote:
Which kind of lag do you prefer?

(1) Unevenly applied, unpredictable, causes weird effects like ships remaining in space, benefits some types of ships disproportionately

(2) Evenly applied, predictable, everything works as normal, just somewhat slower overall
In addition, regardless of what other improvements they can make, time dilation offers a very good thing that will be needed sooner or later: graceful degradation (I keep using that term a lot these days…).

So let us say that the coding fairy grants their wish and they now have multi-core capable simulations. Yay. Now we can use a second core and get 50% (completely random number) more people in the fight. Great! So what happens?

Well, everyone obviously brings 50% more people and then we lag, just like now, and things start to break. So we add another two cores, adding another 50%, which again brings 50% more people and then stuff start to break. Se we add… no, we don't because those cores are occupied running Jita. So we're left with a fight that is just as broken as it is today — the lag is still there.

What this situation needs is the exact same thing that is needed right now: a way for the server to gracefully reduce its computational load, as opposed to the current, un-graceful “nah, I'm going to skip you — have fun watching a black screen”. One core or 59 (or one eighth of a shared core), the problem is always the same: there is a limit (that people will push) and once there, things break. So regardless of what other trickery they can implement, TD being there to reduce the breakage is unquestionably beneficial and unquestionably needed.
Whiteknight03
Trilon Industries and Exploration
#20 - 2011-09-09 19:49:44 UTC
Do you know how much of a pain it is to rewrite code to take advantage of multi-core systems?

I'll take the solution that'll work without giving us EVE 2 thank you very much
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