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New Turrents Effects

Author
Adrodius
Old Ass Gamers
#1 - 2011-11-20 18:32:17 UTC  |  Edited by: Adrodius
I've been waiting for so long about that feature because i believe it gives a better feel into the game. Right now it's just so ridiculous, and I was also hoping for improve graphics for all firing animation.

Can someone please expalin for me why CCP haven't found a solid solution to this yet?
http://www.eveonline.com/devblog.asp?a=blog&nbid=3089
Pyre leFay
Doomheim
#2 - 2011-11-20 18:39:48 UTC  |  Edited by: Pyre leFay
Adrodius wrote:
Can someone please expalin for me why CCP haven't found a solid solution to this yet?


They tell you why there are limits to the miss system right there in the blog. Sending information about every shot to everyone in a fleet battle would be a huge increase to server load. The very thing they have been trying to lessen for years now. And that faking isn't acceptable either. They are enhancing what they can without adverse affects. And the art team is all tried up in new v3 ships, nebula lighting, warp effects etc. I'm sure it is on the list but only so many things at once.
Adrodius
Old Ass Gamers
#3 - 2011-11-20 18:41:54 UTC
Buy better servers? Shocked
Pyre leFay
Doomheim
#4 - 2011-11-20 19:00:00 UTC  |  Edited by: Pyre leFay
Adrodius wrote:
Buy better servers? Shocked

Currently TQ uses IBM blade servers with 280 total cores, and more than 4.8 terabytes of local storage. The Tranquility cabinets require 79 kilowatts of power and are housed in a cold-aisle containment system
And CCP was the first client for one of IBM's newest $50k servers this year.
What a brilliant idea.
Jack Dant
The Gentlemen of Low Moral Fibre
#5 - 2011-11-20 19:00:15 UTC
Adrodius wrote:
Buy better servers? Shocked

Why didn't anyone think of this before? What genius! CCP hire this man!

The years old problem of server lag in large fleet battles, solved in 3 words by a person with not one PVP kill to his name!

What happens in lowsec, stays in lowsec, lowering the barrier to entry to lowsec PVP: https://forums.eveonline.com/default.aspx?g=posts&m=476644&#post476644

Antal Marius
Allied Operations
Mechanicus Macabre Immortale
#6 - 2011-11-20 20:12:31 UTC
Adrodius wrote:
Buy better servers? Shocked



This guy..... needs to keep up on what we got already
Covert Kitty
SRS Industries
#7 - 2011-11-20 21:10:43 UTC
There is only one solution to this and it isn't one that they would like to take. Right now there is no way for a client to know if an unrelated shot hits or misses, the information is simply not sent. So the obvious solution is to send it, but that does increase the amount of information sent, and therefore the bandwidth consumed.

That said, the minimal amount of additional information to transmit would only be 1 bit. That's not terribly substantial if you can actually pack it as 1 bit in the stream. That's where the technical complication comes in, the minimum amount of information you can send over the wire in most cases is 1 byte, not 1 bit. So while 1 bit would likely not be a big deal, 1 byte could be. The question then becomes, is there a byte already being sent in an update packet that will never need more than 3 bits of information, and therefore be a good place to hide this extra bit. Also, does the compression they are using pack this additional bit in such a way that it does not actually cause more information to be sent.

Those are questions I don't have answers for, but that's a quick rundown on why such a seemingly simple problem is something they would have to spend some time looking into.
Jack Dant
The Gentlemen of Low Moral Fibre
#8 - 2011-11-20 22:27:23 UTC
It's not "just one more bit", that would be trivial. The server does not send a message to every client for every single shot on the grid. When a ship starts firing on another one, the server sends "Ship A firing on Ship B, such weapon, rate of fire, 5 seconds". Eventually, it sends the "Ship A stopped firing" message.

Adding an individual message for each shot scales exponentially. For an engagement with 200 pulse abaddons on grid, that would be 40000 messages sent every 5 seconds. EVE now uses 64bit IDs, so that's 256 bits just for firing ship, target, weapon type and ammo (different lasers, different colors), plus say another byte minimum for the hit/miss info. Times 40k, we are talking of 10 megabits bandwidth just for that. And 200 people on grid is just a medium sized 0.0 fight.

What happens in lowsec, stays in lowsec, lowering the barrier to entry to lowsec PVP: https://forums.eveonline.com/default.aspx?g=posts&m=476644&#post476644