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Warfare & Tactics

 
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Locking Delay - Kinda annoying

Author
Dave Viker
Do you even Exist.
#1 - 2015-01-08 13:54:42 UTC
Good Day,

I don't know if a similar thread was already posted before, but lately I have stepped on a problem several times:
After I successfully lock a target and hyperspam my point, it often just does nothing for ~500ms, just to give me the "Warp interrupts bla bla lock not possible" message and my target's safely cuddling with it's warp bubble.

Question is, does EVE really have such a giant Ping?
Or am I just doing it wrong?

What's the fasted way to lock a target?
Manually lock it with CTRL+Click then point, or click point first and then directly on the target? (Auto lock N point)

I like missed >that< much kills just because of this "delay".

Oh, and another question:
After the lock timer ran out, the animation says "Locked" and is blinking like a rabbit for like another 0.5 seconds.
Is this intended? Like a fixed 0.5 seconds on top of your locktime?

Sorry if my questions were answered somewhere before, but I could not find any thread yet :c

Indie GameDev & Audiophile

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Hitech Trance, Chillout, Acoustic Stuff.

Thanatos Marathon
Moira.
#2 - 2015-01-08 14:47:20 UTC
Dave Viker wrote:

What's the fasted way to lock a target?
Manually lock it with CTRL+Click then point, or click point first and then directly on the target? (Auto lock N point)


Activate point first, wait for target, click on target. Note that this will not work on someone who is untargetable.
Dave Viker
Do you even Exist.
#3 - 2015-01-08 14:53:35 UTC
Ah thanks, I'll try it that way now.

Indie GameDev & Audiophile

Checkout my Soundcloud page.

Hitech Trance, Chillout, Acoustic Stuff.

Gully Alex Foyle
The Scope
Gallente Federation
#4 - 2015-01-08 15:49:06 UTC
Server ticks are 1 second.

I think it can happen that your client counts the lock timer down to zero, assumes you got a lock (and tells you so), but then the server says 'nope, sorry, he warped off already'.

That's why most people agree that having an align time under 2 seconds is useless, the way the server works 2 seconds is enoughto aavoid being locked, even if your theoretical lock time is 0.3 seconds.

Make space glamorous! Is EVE dying or not? Ask the EVE-O Death-o-meter!

Dave Viker
Do you even Exist.
#5 - 2015-01-08 15:54:48 UTC
Gully Alex Foyle wrote:
Server ticks are 1 second.

I think it can happen that your client counts the lock timer down to zero, assumes you got a lock (and tells you so), but then the server says 'nope, sorry, he warped off already'.

That's why most people agree that having an align time under 2 seconds is useless, the way the server works 2 seconds is enoughto aavoid being locked, even if your theoretical lock time is 0.3 seconds.


Well this is interesting.
Does the server compute in one-second ticks or communicate in that interval?

This must also be the reason for i.e. the Movement Speed of Vessels only updating every Second.

But thanks for that info, that clears up a lot!

Indie GameDev & Audiophile

Checkout my Soundcloud page.

Hitech Trance, Chillout, Acoustic Stuff.

Gully Alex Foyle
The Scope
Gallente Federation
#6 - 2015-01-08 16:19:21 UTC
Dave Viker wrote:
Gully Alex Foyle wrote:
Server ticks are 1 second.

I think it can happen that your client counts the lock timer down to zero, assumes you got a lock (and tells you so), but then the server says 'nope, sorry, he warped off already'.

That's why most people agree that having an align time under 2 seconds is useless, the way the server works 2 seconds is enoughto aavoid being locked, even if your theoretical lock time is 0.3 seconds.


Well this is interesting.
Does the server compute in one-second ticks or communicate in that interval?

This must also be the reason for i.e. the Movement Speed of Vessels only updating every Second.

But thanks for that info, that clears up a lot!
Both. I also believe it can happen that the command you give based on the info the server gave you at T0 will not get back and be processed before T2. That's where Than's advice helps (pre-queueing the 'Point!' command)

Make space glamorous! Is EVE dying or not? Ask the EVE-O Death-o-meter!

Andre Vauban
Federal Defense Union
Gallente Federation
#7 - 2015-01-08 17:29:00 UTC
Dave Viker wrote:
Gully Alex Foyle wrote:
Server ticks are 1 second.

I think it can happen that your client counts the lock timer down to zero, assumes you got a lock (and tells you so), but then the server says 'nope, sorry, he warped off already'.

That's why most people agree that having an align time under 2 seconds is useless, the way the server works 2 seconds is enough to aavoid being locked, even if your theoretical lock time is 0.3 seconds.


Well this is interesting.
Does the server compute in one-second ticks or communicate in that interval?

This must also be the reason for i.e. the Movement Speed of Vessels only updating every Second.

But thanks for that info, that clears up a lot!


The server computes in one second internals, it communicates constantly. This may be wrong/over simplified, but I think the problem boils down server ticks. Assume all the processing happens at integer numbers and commands are sent/received during real numbers. If you request to activate a point on a locked target at time 1.000000001, then that request won't be processed until time 2. If the target is supposed to enter warp at time 1.9999, then the target is gone when the server processes the point command. In essence, the target warps off at the same exact time you try to point him.

Somebody did a good write up of Eve server ticks in a PDF document that I remember reading. Try Googling for "Eve server ticks" or something and maybe you can find it.

.

Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#8 - 2015-01-08 18:55:57 UTC
start locking and then spam module u want to activate while locking.

This is the fastest way.
Plato Forko
123 Fake Street
#9 - 2015-01-08 19:25:23 UTC
CTRLCTRLCTRLCTRLCTRLCTRLCTRLCTRLCTRCLFUCK!!! repeat
Iyokus Patrouette
University of Caille
Gallente Federation
#10 - 2015-01-08 22:45:52 UTC
Screw points, use bubbles.

---- Advocate for the initiation of purple coloured wormholes----

ShahFluffers
Ice Fire Warriors
#11 - 2015-01-09 04:22:30 UTC  |  Edited by: ShahFluffers
Gully Alex Foyle wrote:
Dave Viker wrote:
Gully Alex Foyle wrote:
Server ticks are 1 second.

Well this is interesting.
Does the server compute in one-second ticks or communicate in that interval?

This must also be the reason for i.e. the Movement Speed of Vessels only updating every Second.

But thanks for that info, that clears up a lot!
Both. I also believe it can happen that the command you give based on the info the server gave you at T0 will not get back and be processed before T2. That's where Than's advice helps (pre-queueing the 'Point!' command)

^^ This

Every second the server will receive any new (series of) commands, process them, and update your client in the following second. This is why align times (in to warp) that are under 2 seconds are effectively "unlockable" (unless you are living right next to the servers in London).

There was a DEV blog about this a LOOOOOOOONG time ago detailing how the server functions and what its Achilles heel*** is.
In a way, this 1Hz speed is good because it allows for so many people to function at the same time in the same general area without many problems. However it is frustrating when dealing with very fine maneuvers.


*** EVE's coding architecture can't make use multi-core processors due to its single threaded design (it was built before multi-cores) and time sensitive nature of the information. The former is being worked on as we speak though. The latter can't really be helped.
Dave Viker
Do you even Exist.
#12 - 2015-01-09 08:29:20 UTC  |  Edited by: Dave Viker
ShahFluffers wrote:

*** EVE's coding architecture can't make use multi-core processors due to its single threaded design (it was built before multi-cores) and time sensitive nature of the information. The former is being worked on as we speak though. The latter can't really be helped.

This is the exact same problem as Blizzard with World of Warcraft has to deal with.
So you're saying that the SERVERS actually run on single-threaded solo processors?
That's where tidi comes from then.

Edit:
Quote:

The server computes in one second internals, it communicates constantly.

I think it is the other way around, constant communication and 1Hz Computing Ticks Server-Side would make absolutely no sense, if you think of it.

Indie GameDev & Audiophile

Checkout my Soundcloud page.

Hitech Trance, Chillout, Acoustic Stuff.