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Player Features and Ideas Discussion

 
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Time Dilation

Author
Kathamar
Galstrom Enterprises
#1 - 2012-01-18 19:40:00 UTC
so not sure if I'm just not getting to point. but basically you have added a UI feature showing how laggy the server is getting? correct me if I'm wrong....please....cuz I would hate to think that resources and manpower was wasted on a pie chart displaying lag. and please don't tell me that lag is a new feature now lol
Morgan North
Dark-Rising
Wrecking Machine.
#2 - 2012-01-18 19:48:14 UTC
it also slows down the server for you to see how long your instructions take to get to the server when its lagging
Lucjan
Deutzer Freiheit
#3 - 2012-01-18 21:40:29 UTC
better than a slideshow.
Danika Princip
GoonWaffe
Goonswarm Federation
#4 - 2012-01-18 22:55:05 UTC
Kathamar wrote:
so not sure if I'm just not getting to point. but basically you have added a UI feature showing how laggy the server is getting? correct me if I'm wrong....please....cuz I would hate to think that resources and manpower was wasted on a pie chart displaying lag. and please don't tell me that lag is a new feature now lol


They added a UI feature showing how much the server has slowed down. The server slowing down makes sure that all actions take place when they're supposed to. We don't get situations like your guns sending cycle after cycle at the guy you killed ten minutes ago while you try to lock up someone new, or where you basically flip a coin as to weather or not you warp when you try to, or blackscreen as you jump through a gate. Reps will cycle, guns will cycle, everything else will cycle, all commands sent to the server will be completed in order, it just has to slow things down in order to actually do it.

Would you rather have TiDi, or the old 'soul crushing lag' things?
Akatenshi Xi
Imperial Academy
Amarr Empire
#5 - 2012-01-18 23:46:02 UTC
Time Dilation means that now SOV Warfare will take an entire 12 hours instead of 2-6 depending on fleet composition and traffic conditions.
Mars Theran
Foreign Interloper
#6 - 2012-01-19 04:32:11 UTC
Akatenshi Xi wrote:
Time Dilation means that now SOV Warfare will take an entire 12 hours instead of 2-6 depending on fleet composition and traffic conditions.


Which is totally awesome.

..at least I think so. I'm smiling, happy, and feeling like everything is right in the world. I'm also glad that Nullsec battles will actually be worked out properly now, and something besides lag and node crashes will determine the winner.
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Welsige
The Scope
Gallente Federation
#7 - 2012-02-13 06:24:40 UTC
Personally i hate TiDi, just because it means i wont be able to take part in big battles anymore.

Even considering that "EVE is real", theres the other Real Life to care about, and when a battle that were suposed to take like 2-4 hours now really means just like 20 "effective" minutes, well, cant say I can spend 12 hours on a battle straight on, aftter all some people still have a job and family.

Besides, saw the little fancy pice even on a region where there was no big battles being fought nearby, with more or less 40 people in system.

It should have a lower limit above 10%, because thats simply too low, it would be more bearable it the lower it could get was 25%. Its ok if things take a little more time, but a real time game cant be slower than a play by email turn based game.

[b]~ 10.058 ~

Free The Mittani[/b]

Luba Cibre
Global Song Setup
#8 - 2012-02-13 07:43:03 UTC
Welsige wrote:
Personally i hate TiDi, just because it means i wont be able to take part in big battles anymore.

Even considering that "EVE is real", theres the other Real Life to care about, and when a battle that were suposed to take like 2-4 hours now really means just like 20 "effective" minutes, well, cant say I can spend 12 hours on a battle straight on, aftter all some people still have a job and family.

Besides, saw the little fancy pice even on a region where there was no big battles being fought nearby, with more or less 40 people in system.

It should have a lower limit above 10%, because thats simply too low, it would be more bearable it the lower it could get was 25%. Its ok if things take a little more time, but a real time game cant be slower than a play by email turn based game.


Warping 40AU with 10% TiDI is ******* awesome. Now i can go afk in a fleet without worrying to much about dying, just because dat long warp. Cool

"Nothing essential happens in the absence of noise." 

Tidurious
Blatant Alt Corp
#9 - 2012-02-13 07:55:36 UTC
Welcome to EVE, where lag isn't a problem - it's a FEATURE~!

All seriousness aside, I do understand that it makes sense, until they upgrade the servers to be able to handle the additional load. Now no one has the advantage because of a better connection to the server, etc. Just funny to make it a "feature", lol. It's lag, pure and simple...
Destination SkillQueue
Doomheim
#10 - 2012-02-13 09:40:12 UTC  |  Edited by: Destination SkillQueue
Tidurious wrote:
Welcome to EVE, where lag isn't a problem - it's a FEATURE~!

All seriousness aside, I do understand that it makes sense, until they upgrade the servers to be able to handle the additional load. Now no one has the advantage because of a better connection to the server, etc. Just funny to make it a "feature", lol. It's lag, pure and simple...


Then you don't really get it. There will never be a point where the servers can handle the load they will be under all the time, since that hardware will likely never exist or it's cost prohibitive to use. Meaning the problem will never just magically go away the hardware route. It also doen't just cause lag, it causes everything from minor to game breaking issues randomly to every player playing under those conditions, no matter how good their connection was. That makes the fights unenjoyable and the winner is often decided by a server made dice roll instead of actual fighting ability. Once you face that reality it becomes obvious you need an actual system to manage those situations, so that the problems aren't so severe or random and the game remains playable.

That's the beauty of the feature. It turns a random, game breaking situation, that isn't very enjoyable to anyone, to a predictable, working and much more enjoyable system for everyone. It's not just lag made a feature. It's accepting the reality of things and taking that bad situation and trying to make the best of it with what you have. It's not a perfect solution by any means, but it's still an infinitely better situation than you would have without it.
Jafit
Caldari Provisions
Caldari State
#11 - 2012-02-13 11:25:04 UTC
Kathamar wrote:
so not sure if I'm just not getting to point. but basically you have added a UI feature showing how laggy the server is getting? correct me if I'm wrong....please....cuz I would hate to think that resources and manpower was wasted on a pie chart displaying lag. and please don't tell me that lag is a new feature now lol


You are wrong.

Highsec probably won't have any experience with tidi apart from probably Jita. In large scale battles in nullsec it is a godsend.

Lets say you've got a battle somewhere, the server then has to send information about every ship to every other ship, where the ship is what the ship is shooting at etc. So in a small fight of 5 ships that's 5^2=25 loads of information per tick. When you have 100 ships all shooting at each other that's 10,000 loads of info per tick. 800 ships all shooting at each other is 640,000 loads of info... OH GOD THEY ALL LAUNCHED DRONES THE SERVER IS ON FIRE!

The server cannot process everything that happens in a system the time it has to process it if there's a huge fleet battle going on, so the information is delivered in a delayed manner, sporadically, in the wrong order or sometimes not at all. If you jump into a battle you may not even load grid, or you might crash the node, or you might be sitting there in front of the enemy unable to issue commands, then suddenly you're in a pod.

Time dilation slows the game down so that the server can process everything and deliver it to everyone involved consistently and correctly, at the cost of taking longer to deliver it. This system is far better than what we had to deal with in the past. It also has the added benefit that slowing the action down can make reinforcement fleets more viable, so you can die and reship and pick up where you left off.
Worzal Gumage
Doomheim
#12 - 2012-03-09 13:38:37 UTC
yeah but still dont change the fact that it now takes far to long to have a large fleet fight n most peeps cant afford to spend 12hrs a day playin jus for 1 fight....
Derth Ramir
Fight The Blob
#13 - 2012-03-09 15:42:23 UTC
Worzal Gumage wrote:
yeah but still dont change the fact that it now takes far to long to have a large fleet fight n most peeps cant afford to spend 12hrs a day playin jus for 1 fight....


Log off then.. ******

Fight The Blob.

Valea Silpha
Sebiestor Tribe
Minmatar Republic
#14 - 2012-03-09 18:37:52 UTC  |  Edited by: Valea Silpha
Also, realistically, no battles are taking 12 hours to happen. It might take 12 hours to muster the supers, wrangle the caps and shepherd the subcaps into the right place at the right time including setting up cyno chains, moving fuel, waiting on timers etc, but the the actual fighting even at 10% TiDi is seriously unlikely to run quite that long.

Simply because of the size of the fleets involved, the things tend to splat somewhat immediately. It might start at 1000 people, but once the shooting starts (ie when TiDi really kicks in) the number of ships starts dropping pretty fast. And as the ships die, the TiDi gets less severe.

Fights can certainly take a few hours to complete, but its certainly not 12.

As an example... A big fight in 92D-OI between raiden and pals agains goons and pals... As best as I can tell there were about 2000 in system, about 550 ship kills. From first kill to penultimate kill (there was a pod killed an hour after) took from 17:29 to 20:44. This is just going from killboards, so numbers aren't perfect, but should be good enough.

Now that's a LONG fight, and certainly a big fight. But it still only took 3 and a bit hours. I'm certain that fights have been bigger and more extreme, but still... If you can have that many people in system, that many deaths and still only take 3 hours then TiDi is working exactly as intended. No disconnects, no node crashes, all the fleets involved were able to actually able to use their modules, warp, jump in and out and generally do what they would have done otherwise.
Worzal Gumage
Doomheim
#15 - 2012-03-10 18:57:08 UTC
Well I guess it jus effects peeps in different ways cause my experience of it was terrible I cudnt do anything was like my screen was frozen but i cud use chat windows lol!! N yeah ah fight that usually lasted say 1 hr is now extended to at least 3-4hrs I have experienced it first hand havin been in some major fights myself, tidi sucks for some but not for others, sooner they work out why wud be great...
Valea Silpha
Sebiestor Tribe
Minmatar Republic
#16 - 2012-03-10 20:32:59 UTC
A 1 hour fight taking 3 hours isn't that bad though, and when the alternative is a fight that should last 1 hour crashing the node or black screening 50% of the participants, I'll take slow over comedy unstable.

As for the weird stuff you've been experiencing... Are you sure you aren't just misunderstanding how TiDi works ?

Do you in fact mean 'Things were moving so slowly it was like being frozen ?' because if so, that is TiDi working as intended and you don't understand how it works.

If the stuff on your screen was happening at even close to normal speed, but you couldn't do anything, thats not TiDi. That's good old fashioned lag, and that's more likely to be coming from your connection than from the server these days.
Worzal Gumage
Doomheim
#17 - 2012-03-10 21:01:14 UTC  |  Edited by: Worzal Gumage
Well up until tidi i got on fine, now cant do anything so have given up large fleet combat :(

I hardly got any lag at all the old way, again I took appropriate actions before a fight n it always paid off, most of the time got on all km's, I have a solid internet connection n a top end pc for playin eve. tidi like I said my screen freezes n I dont get on any kills then unfreezes when tidi stops its a weird one like

So yeah like I said in my earlier post sooner ccp work out why tidi works fine for some and not for others the better...