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TIDI is killing EVE Online

First post
Author
Scatim Helicon
State War Academy
Caldari State
#41 - 2015-04-01 17:24:53 UTC
SmilingVagrant wrote:
Clearly you never dealt with what happened before tidi. Which was: Defender packs system, attacker blackscreens upon entering and dies before their computer even recognizes that they have jumped in system.

You missed out the '7 hours later, Attacker's client updates to show them in a clone bay' part.

Every time you post a WiS thread, Hilmar strangles a kitten.

Malcanis
Vanishing Point.
The Initiative.
#42 - 2015-04-02 10:50:42 UTC
Scatim Helicon wrote:
SmilingVagrant wrote:
Clearly you never dealt with what happened before tidi. Which was: Defender packs system, attacker blackscreens upon entering and dies before their computer even recognizes that they have jumped in system.

You missed out the '7 hours later, Attacker's client updates to show them in a clone bay' part.


7hours? It was over 2 days before I was able to log in on Malc after P2TTL.

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

Grath Telkin, 11.10.2016

Malcorath Sacerdos
Republic University
Minmatar Republic
#43 - 2015-04-10 16:39:38 UTC
i partook in my first Tidi battle yesterday .. and altho we lost some ships before tidi came into play i must say that TiDi saved my day in many ways.

1 thanks to tidi a seriously confusing situation was instead just some what nervewrecking.

2 thanks to tidi i had time to react to shyte happening so i think a did do some good in the fight

3 thanks to tidi i didnt just black screen and wake up in station in a fresh clone.


so Thank you CCP for tidi !

solarius lunarian
Nebula Tactics
#44 - 2015-06-30 17:32:39 UTC
The problem is that as bad as TIDI was really the only viable solution from a programming standpoint to keep the game from breaking down completely and just not working at all

Without TIDI any alliance with more than 1000 people could just warp in and break jita for example, just cause the entire node to crash, the game in its current form is unplayable without TIDI
people act like they had a choice between TIDI and a bunch of other things

When they built up their playerbase beyond what their servers could handle they really had two options
1. TIDI
2. Set a maximum number of players in a system

As bad as #1 is, #2 is absolutely unthinkable, it would ruin Eve as we know it, it would completely destroy the sandbox nature of the game, what's the point of recruiting 10'000 pilots when you can only use 300 in the decisive battles? CCP would basically have to micromanage any large fight in the game.

That said TIDI does have serious systemic problems that some have brought up
-Favors blob warfare heavily( if a fight takes an hour there isn't time for every player in an alliance to get to a system, there isn't time to bat phone everyone in Eve to get involved, a fight that lasts ten hours gives time for all of this and more.
-unbalances ships, it doesn't matter what speed you warp at, because events going on in the TIDI are 10x slower, a ship that's balanced in a 100 man fight may become completely ineffective with 90% TIDI
-allows pilots to repeatedly come back to an engagement after dieing
-overemphasizes the importance of time zones and downtime, certain timezones have a ridiculous advantage, I'm actually a big advocate of variable downtimes
-makes the game less accessible to casual players

Malcanis
Vanishing Point.
The Initiative.
#45 - 2015-06-30 18:52:43 UTC
solarius lunarian wrote:


That said TIDI does have serious systemic problems that some have brought up
-Favors blob warfare heavily( if a fight takes an hour there isn't time for every player in an alliance to get to a system, there isn't time to bat phone everyone in Eve to get involved, a fight that lasts ten hours gives time for all of this and more.
-unbalances ships, it doesn't matter what speed you warp at, because events going on in the TIDI are 10x slower, a ship that's balanced in a 100 man fight may become completely ineffective with 90% TIDI
-allows pilots to repeatedly come back to an engagement after dieing
-overemphasizes the importance of time zones and downtime, certain timezones have a ridiculous advantage, I'm actually a big advocate of variable downtimes
-makes the game less accessible to casual players



TiDi does the reverse of these things. The thing that make things happen more slowly is that there are more commands per tick than the server node can process. The net effect is the same: very large fights take far longer than they should. TiDi makes this deficit occur more evely and gracefully, instead of doing random things like never letting one side load grid, or randomly ignoring turrets cycling (this was why 1400mm arty was so popular for fleet fits a few years ago; when your RoF is determined by the whim of the server hamsters rather than the stats of your weapon, then you want the most bang for your unpredictably rationed buck.

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

Grath Telkin, 11.10.2016

Saisin
Chao3's Rogue Operatives Corp
#46 - 2015-07-05 20:54:19 UTC
I have the same feeling/issue than the OP about Tidi, and I too look forward to the dogma and BiaB projects' completion.
I will not return to large scale fleets until those are rolled out.

Eve offers plenty other options though, and among those Solo PvP is the most exciting thing I have done since B-R5RB, as it is more like hunting and fishing at the same time, requiring the patience of a fisherman and the skills of a hunter (like not spooking your prey, getting a kill shot not a wounding shot, and learning about your hunting grounds).

Do not discard Eve because of the large fleet component.
At some point, CCP will get it working

This said, I believe they should seriously consider capping the number of players on the same server cluster, and increase this cap as the technology progresses.

Vote Borat Guereen for CSM XII

Check out the Minarchist Space Project

Darek Castigatus
Immortalis Inc.
Shadow Cartel
#47 - 2015-07-22 06:27:24 UTC
Saisin wrote:
This said, I believe they should seriously consider capping the number of players on the same server cluster, and increase this cap as the technology progresses.


It has been layed out many many times why this is a terrible idea, mainly because its so easy to metagame.

Pirates - The Invisible Fist of Darwin

you're welcome

shadow-storm
CONCORED INTERSTELLAR AFFAIRS
#48 - 2015-10-20 05:14:04 UTC
Steve Ronuken wrote:
Right now, session changes are expensive, time wise.

Watch a fleet taking multiple jumps, and you'll find it causing systems to go into TiDi.

BiaB takes the work that happens at session change, and caches it (basically. It's more complex than that, but it's a good approximation)

The dogma rewrite is something which is required to make that work.



http://www.youtube.com/watch?v=diGYlJNpPEo may be of interest.


Actually a better way would be multiple instances..thats a method that ´´Cry engine´´ uses for huge multiplayer battles
Rawketsled
Generic Corp Name
#49 - 2015-10-20 11:36:36 UTC
How would instancing make the game better? You'd be just dividing the world up into little boxes and taking away the grandeur of massive battles.
Freelancer117
So you want to be a Hero
#50 - 2015-11-01 23:23:25 UTC
There is no TiDi Cool

Do you think that's real air your character is breathing in game now?

Do you believe that your character being faster outside of TiDi has anything to do with your muscles in this place?

Regards, a Freelancer

PS: http://static.skynetblogs.be/media/32278/the_matrix_1999_blu-ray_pic01.gif

Eve online is :

A) mining simulator B) glorified chatroom C) spreadsheets online

D) CCP Games Pay to Win at skill leveling, with instant gratification

http://eve-radio.com//images/photos/3419/223/34afa0d7998f0a9a86f737d6.jpg

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