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Dev blog: HED-GP Technical Retrospective

First post First post First post
Author
Weaselior
GoonWaffe
Goonswarm Federation
#81 - 2014-01-24 19:59:22 UTC
Marlona Sky wrote:
Only having one objective to kill/protect in these sov related battles is terrible. But you can't just add more objectives in the same system because that is still the same load on on system. So the solution is to make the gates leading to the system being contested equally important. Now instead of one system trying to support thousands upon thousands of players, the weight is spread across a few systems. Each system on its own reinforced node.

Still one giant battle, but far more playable and hamster friendly. Blink

As good as this would be, I've never once seen an actual system proposal where the correct answer isn't still to blob up and hit each group of defenders/attackers one at a time if they split up.

Head of the Goonswarm Economic Warfare Cabal Pubbie Management and Exploitation Division.

stoicfaux
#82 - 2014-01-24 20:06:48 UTC
Weaselior wrote:
Marlona Sky wrote:
Only having one objective to kill/protect in these sov related battles is terrible. But you can't just add more objectives in the same system because that is still the same load on on system. So the solution is to make the gates leading to the system being contested equally important. Now instead of one system trying to support thousands upon thousands of players, the weight is spread across a few systems. Each system on its own reinforced node.

Still one giant battle, but far more playable and hamster friendly. Blink

As good as this would be, I've never once seen an actual system proposal where the correct answer isn't still to blob up and hit each group of defenders/attackers one at a time if they split up.

Defeat in detail. It's been around as a military concept for a loooooooooooooooooooooooooooong time.

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Frostys Virpio
State War Academy
Caldari State
#83 - 2014-01-24 20:17:06 UTC
James Amril-Kesh wrote:
Steve Ronuken wrote:
Destoya wrote:
Harvey James wrote:
besides caps being able to field 3x's the amount drones that of any other ship which seems strange in itself ( maybe nerf down to 10 and remove drones from caps altogether fighters only since their capital weapons and all) ... perhaps another way of reducing the amount of caps on field is too make fighters require actual pilots too fly fighters/bombers...

EVE Valkyrie comes too mind here..


To be clear, the majority of drones quoted in the post were sentry drones, not fighters or fighter bombers.

Also, carriers can only field 10 drones, and for most people only 9 since they havent put in the time for carrier 5.



Should I refer to Advanced Drone Interfacing?

Or is that still capped to 10, even with Drone Control Units?

Nobody fits drone control units in fleet PVP.


The question is, could people create a "bonus lag" fit with 15 drones? Call it crawlcat and slowdown the node more?
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#84 - 2014-01-24 20:18:58 UTC
The only way to stop blobs, is to remove the big timers.

Turn Sov fights into /lots/ of little fights, which have to happen over time.

Which is grinding. And this impacts on fun levels. (Though the current blob system isn't so much fun either. Or so it appears. I'm not involved)

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Frostys Virpio
State War Academy
Caldari State
#85 - 2014-01-24 20:22:00 UTC
Steve Ronuken wrote:
The only way to stop blobs, is to remove the big timers.

Turn Sov fights into /lots/ of little fights, which have to happen over time.

Which is grinding. And this impacts on fun levels. (Though the current blob system isn't so much fun either. Or so it appears. I'm not involved)


You still need an objective to shoot and it will have a timer to prevent people from using the other side's weak TZ to plow through countless systems...
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#86 - 2014-01-24 20:29:57 UTC
Frostys Virpio wrote:
Steve Ronuken wrote:
The only way to stop blobs, is to remove the big timers.

Turn Sov fights into /lots/ of little fights, which have to happen over time.

Which is grinding. And this impacts on fun levels. (Though the current blob system isn't so much fun either. Or so it appears. I'm not involved)


You still need an objective to shoot and it will have a timer to prevent people from using the other side's weak TZ to plow through countless systems...



Yup.

Something similar to FW wouldn't be perfect, but it does allow for grinding by small groups. And respawn rates would affect the rate you can grind down someone's systems.

Though something more interesting than button orbiting is a must. (Though a timer is needed)

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Kadl
Imperial Academy
Amarr Empire
#87 - 2014-01-24 20:32:53 UTC
Frostys Virpio wrote:
Steve Ronuken wrote:
The only way to stop blobs, is to remove the big timers.

Turn Sov fights into /lots/ of little fights, which have to happen over time.

Which is grinding. And this impacts on fun levels. (Though the current blob system isn't so much fun either. Or so it appears. I'm not involved)


You still need an objective to shoot and it will have a timer to prevent people from using the other side's weak TZ to plow through countless systems...


How about many battles over a long timeframe? This system switches if over the last 72 hours (or 1 week) X number of objectives points have been gained. You attack your opponent's weak timezone, and they defend in their strong timezone.

Again given the right setup this is a possible solution.
Marlona Sky
State War Academy
Caldari State
#88 - 2014-01-24 20:37:20 UTC
Kadl wrote:
Marlona Sky wrote:
Frostys Virpio wrote:
Marlona Sky wrote:
Only having one objective to kill/protect in these sov related battles is terrible. But you can't just add more objectives in the same system because that is still the same load on on system. So the solution is to make the gates leading to the system being contested equally important. Now instead of one system trying to support thousands upon thousands of players, the weight is spread across a few systems. Each system on its own reinforced node.

Still one giant battle, but far more playable and hamster friendly. Blink


Won't people send all they have to system 1 and if they win go to system 2 then 3 then whatever because they are facing smaller fleet distributed over numerous systems which can be moved to all the time thanks to power projection?

Not if winning means you need to win all the objectives at the same time.


All at same time means defenders only go to one. The obvious adjustment is "majority of encounters" and as you said they run simultaneously. It certainly looks like a possible method for consideration. Unfortunately HED has only two gates and one is in High Sec. I still like splitting the encounter between systems. Another idea is to reduce effectiveness of large fleets, thus limiting their deployment.

I like the high sec one. Shooting the objective would mean you gain a suspect flag and offers high sec players the chance to witness a null conflict up close and personal.
Drakun Kugisa
Talada Federation
#89 - 2014-01-24 20:44:34 UTC
Harvey James wrote:
besides caps being able to field 3x's the amount drones that of any other ship which seems strange in itself ( maybe nerf down to 10 and remove drones from caps altogether fighters only since their capital weapons and all) ... perhaps another way of reducing the amount of caps on field is too make fighters require actual pilots too fly fighters/bombers...


It had been stated in a previous devblog that carriers were supposed to be anti-subcap machines. I.e. IN current balance sentries. Removing normal drones is all well and good if you make fighters not completely useless against subcaps and not die when sneezed at by bombs.
Fix Lag
The Scope
Gallente Federation
#90 - 2014-01-24 20:46:54 UTC
CCP Veritas, how much extra load does refitting a ship in combat produce? Like, say, if a carrier fleet suddenly switches hardeners?

CCP mostly sucks at their job, but Veritas is a pretty cool dude.

Veldar Reku
Wu Xi Holdings
#91 - 2014-01-24 21:07:16 UTC
Quote:
This is one of the bounding scaling factors in large fleet fights, the unavoidable O(n2) situation where n people do things that n people need to see...


Unavoidable O(n^2) things don't exist. Certainly not in a game. You can always optimize and compromise to avoid them.

So what can you do to avoid these n^2 problems? How about turning off collision detection (except with POS force field, for example) when TiDi is above some limit? I'm assuming you do not do collision detection with warp bubbles already unless warp attempt is actually initiated.

Everything else in EVE is not O(n^2) complex since there are limits - lock limits, watch list limits, etc. Because those limits exist, interaction complexity should not be O(n^2). Network traffic may still scale at O(n^2), but that can be managed and optimized at other nodes, not grid node (for example, I don't care if ship at 100km updates its position as frequently as a ship at 15km)

The only event that a client needs to be told is when the ship dies. Player X does not care that a drone is orbiting player B, especially when drones are not visible to player B! Sort and compromise so things scale. Send aggregate updates to clients that actually need to know about sum of events, not specific event. Player X does not care that Drone 123 hit for 5 dmg and Drone 154 hit for 20. It only cares that Player X sustained 25 damage in a given tick *iff* Player X is either locked by player B or is in Player B's watchlist. If Player B does not lock player X (and not in watch list), then Player B does not care that player X sustains damage.


There is no need or reason to be able to see (or be notified of) drone fire, laser fire, nos effects, etc. when there is TiDi on a server. Simplify and compromise algorithms so you do not have O(n^2) under TiDi.
Frostys Virpio
State War Academy
Caldari State
#92 - 2014-01-24 21:27:26 UTC
Veldar Reku wrote:


There is no need or reason to be able to see (or be notified of) drone fire, laser fire, nos effects, etc. when there is TiDi on a server. Simplify and compromise algorithms so you do not have O(n^2) under TiDi.


They don't want mecanics to change because of TiDi. Veritas said so in this very thread. They want a solution always applied.
Highfield
Vanishing Point.
The Initiative.
#93 - 2014-01-24 21:39:55 UTC
Highfield wrote:
Would stripping sentry drones from all movement capabilties (ie. turning them into deployed turrets) help solve some of the lag related to them? After all, it takes all movement calculations out of the equations while nobody is going to miss that 1m/s..

stoicfaux wrote:

You mean turn a group of sentries into a single deployable?

PinkPanter wrote:

You mean so they are treated as guns?
They still need to be targetable but at least what you say makes sense :)



No not a single deployable. Basically everything stays the same, but they just lose the 1 m/s movement attribute they currently have. This means a whole lot less calculation work for movement + all the broadcasts of said movement to every client connected.

Essentially this turns them into stationary turrets (which was the designed purpose I think), nobody is going to miss 1 m/s movement. Turning them into deployable structure would be nice because they can benefit of the new code (and devs that actually know how that code works), but that wasn't part of my initial brainfart ;)
Vincent Athena
Photosynth
#94 - 2014-01-24 21:58:25 UTC  |  Edited by: Vincent Athena
CCP Veritas I got a question:

How far would TiDi have to have gone to keep Dogma Lateness at zero? 5%? 1%? 0.01%?

And a question to us all: Would more TiDi be preferable to what happened? Yes I know the best answer is "No lag, No TiDi". But what's second best?

Edit: I tried to estimate this from the Dogma lateness plot. At the worst point the server was getting behind by about 10 seconds of simulation time every 100 seconds of real time. As TiDi was at 10%, that means the server was getting 100 seconds farther behind every 100 seconds. Or: It was tasked with doing twice as much stuff as it could do. Thus: dropping to 5% TiDi may have done it.

Or: tightening the code by a factor of two. Or: finding a magic twice as fast server. Or: offloading half the work to a different server.

Whats scary is to get rid of TiDi altogether we need a speed increase of a factor of 20. Then to cover the case of a fight twice as big, another factor of 4.

So there is your task CCP Veritas: Speed up the server code by a factor of 80 and we will be happy.

Know a Frozen fan? Check this out

Frozen fanfiction

Rek Seven
University of Caille
Gallente Federation
#95 - 2014-01-24 22:07:01 UTC  |  Edited by: Rek Seven
I would like to ask a question regarding drones- Is one players group of drones treated as one entity or 5 individual entities (25 bandwidth?

If the latter, then wouldn't it be better to rework the drone system in a way that only allows people to launch 1 drone but maintains the performance of a group of drones?
Dersen Lowery
The Scope
#96 - 2014-01-24 22:11:00 UTC
CCP Veritas wrote:
Actual work has happened since Brain in a Box was announced. I don't want to go into amazing details 'cause it could be a devblog of its own, or maybe a Fanfest presentation or something


Oh yes, you do. You really do. Big smile

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

CCP Veritas
C C P
C C P Alliance
#97 - 2014-01-24 22:40:04 UTC
Allright, post-nap replyathon!

Frostys Virpio wrote:
How much does a drone "lost" in space cost in performance?

To someone already on grid, nothin'. They hurt a bit to someone coming on grid, which is why massed container spew on Jita 4-4 is unhappy and we hurt people who do that.

Frostys Virpio wrote:
How about entirely removing the auto attack behavior of drones

Yeah, a separate drone setting for that makes sense to me. I know I'd use it as a player for sure.

Highfield wrote:
Would stripping sentry drones from all movement capabilties (ie. turning them into deployed turrets) help solve some of the lag related to them? After all, it takes all movement calculations out of the equations while nobody is going to miss that 1m/s..

Yes. Removing their desire to approach and orbit would reduce the amount of messages they generate.

Weaselior wrote:
There's been some speculation that loading inventories is server-intensive and that capitals, due to multiple inventory bays, may cause higher lag - is that correct?

I haven't tested it specifically, but if there is an increased load due to their inventory I doubt it'd be directly because of multiple bays. Under the hood it's just one inventory with stuff identifying which bay it's in.

Weaselior wrote:
Also, what sort of lag does refitting in space put on the node? Does refitting trigger the same sort of intense calculations brain in the box is intended to fix, because you've suddenly got to apply all sorts of new bonuses to new mods?

No, it doesn't. The modifiers from skills and such are already set up they just get picked up by the new module. I don't expect refitting would cause much load but I haven't tested it.

Aryth wrote:
Prior to the fight CCP had to take down G-0 (our staging) and HED. This was because they were both located on the same node. This has occurred many times and has been escalated before. Why have more nodes not been put in the reinforcement pool?

Two reasons:
- We've only got one machine of that kind, so 4 nodes to use. Jita takes one, so there's 3 left for handling reinforcement requests
- A vast majority of days have no requests, so our most powerful machine is 3/4 wasted.

Fixable things of course. The second is yet another thing to prioritize vs everything else on Gridlock's plate ;)

Vincent Athena wrote:
How far would TiDi have to have gone to keep Dogma Lateness at zero? 5%? 1%? 0.01%?

I honestly don't know. It's entirely possible that the node would have needed to be nearly paused in order to keep up with all the non-time-scale load, which is Kinda Bad. Also, when the tick finally did advance, there'd be one helluva lot of processing to do for both clients and servers. That would not be fun.

CCP Veritas - Technical Director - EVE Online

Tauranon
Weeesearch
CAStabouts
#98 - 2014-01-24 23:14:33 UTC
Just make carrier sentry drones, that a carrier can only launch 5 of, that are basically 2 regular sentry drones (ie a double damage garde that degrades in effectiveness when half damaged would be perfect).

Make the highslot module let you field 1 of those instead of a regular drone. Call them sentinal drones if you like. No longer allow a carrier to field more drones than other ships, just give them a better sentry.

That way 400 carriers fielded is 2400 enttites again and not somewhere between 4000 and 4400.

The only thing that can fix the dominix blob is reducing the effectiveness of drone assist, but for obvious reasons that may be politically unpalatable right now.

I think drone assist should be squad only myself, but an intermediate point might be to try making it wing only. IMO a full fleet should have to announce on comms and manually synchronise if it wants full fleet alpha.
Weaselior
GoonWaffe
Goonswarm Federation
#99 - 2014-01-24 23:38:44 UTC  |  Edited by: Weaselior
CCP Veritas wrote:

Weaselior wrote:
There's been some speculation that loading inventories is server-intensive and that capitals, due to multiple inventory bays, may cause higher lag - is that correct?

I haven't tested it specifically, but if there is an increased load due to their inventory I doubt it'd be directly because of multiple bays. Under the hood it's just one inventory with stuff identifying which bay it's in.

Weaselior wrote:
Also, what sort of lag does refitting in space put on the node? Does refitting trigger the same sort of intense calculations brain in the box is intended to fix, because you've suddenly got to apply all sorts of new bonuses to new mods?

No, it doesn't. The modifiers from skills and such are already set up they just get picked up by the new module. I don't expect refitting would cause much load but I haven't tested it.

Thanks for the answers. I think it might be worth looking at the refitting issue as it does seem to cause lag (and that would be increased due to the mobile depot being very popular) just to confirm. But I appreciate all the work you're doing on this issue and that you're taking the time to answer all these questions.

Head of the Goonswarm Economic Warfare Cabal Pubbie Management and Exploitation Division.

Roddex
The Scope
Gallente Federation
#100 - 2014-01-24 23:57:22 UTC
CCP Veritas wrote:
Frostys Virpio wrote:
How about entirely removing the auto attack behavior of drones

Yeah, a separate drone setting for that makes sense to me. I know I'd use it as a player for sure.


Is this not what the Aggressive/Passive option does?