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Player Features and Ideas Discussion

 
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FiS?

Author
Nikk Narrel
Moonlit Bonsai
#21 - 2012-02-09 16:18:01 UTC
mxzf wrote:
You really don't get the kind of data transfer that would have to go on to support anything happening in sub-second intervals on the Eve servers. You can't just "match damage amounts between the games", there's far more going on than damage and FAR more data that would have to be transfered, it would be a MASSIVE server overhead for no real benefits (other than making non-console players whine even more about not being able to fly their ships manually).

If you don't know much about the technical side of how server/client relationships work and the code behind it, please don't post about how "easy" it would be, since you have no clue at all. It's not "easy", it's quite difficult (or, in this case, impossible).

Actually I do. I have a degree in electronics engineering, to be specific.

The damage amounts would take up no more overhead than an instant message, and many game systems already have cross platform communications. The drone behavior can be reduced to heading towards, or simply orbiting, targets they are engaging.

What you have, to the server, amounts to:
(Substituting english for shorthand variables here)
(DRONE PLAYER ID) does X damage to (EVE SHIP ID)
The pilot did a fantastic barrel roll, and a strafing run, hitting the destroyer with his EM rounds.
The DUST side, receiving the resists from the EVE side, can even take over handling drone damage amounts in these cases, reducing server load in exchange for communication.
or
(DRONE PLAYER ID) goes to range X with (EVE SHIP ID)
The DUST pilot is ordered to change attack to a Scimitar cruiser, so he punches his MWD and races into battle, guns locking on...
The EVE side would just see the drone changing to a new target, and trying to orbit that instead. No change from current behavior, and the algorithm handling drone behavior is unloaded from the server while the DUST side provides the info.
mxzf
Shovel Bros
#22 - 2012-02-09 16:28:22 UTC
How much coding do EE guys do where you come from? In my experience they do next to none at all.

There is far more data than just the damage that has to go back and forth, the server has to know where a pilot is and when and the pilots all have to know where everything else is. There are many, many limitations and difficulties that you're simply glossing over and dismissing.
myFORUMalt alts
Doomheim
#23 - 2012-02-09 16:45:08 UTC
oh snap

Yes, I complain about things I don't like.

Nikk Narrel
Moonlit Bonsai
#24 - 2012-02-09 16:51:12 UTC
mxzf wrote:
How much coding do EE guys do where you come from? In my experience they do next to none at all.

Actually that's just what my degree is in, I actually work with databases for the last couple of years. Noone actually fixes computers anymore... they just part swap. Folks don't really understand what it took to repair something before systems became so modular like that... sorry, I ramble sometimes. Switching over to the actual data side was a natural to me, since I enjoyed the puzzles handed to me by people on that level.
Pleasure to meet you, BTW.

mxzf wrote:
There is far more data than just the damage that has to go back and forth, the server has to know where a pilot is and when and the pilots all have to know where everything else is. There are many, many limitations and difficulties that you're simply glossing over and dismissing.

No, that's the beauty of it, they don't need locational data beyond a very basic level.

The DUST side only needs to know which ships are present. Any time a drone engages a new ship, unless it is very local, the drone kicks in it's MWD. In further simplification, the DUST client can actually be told no ships are local to each other, creating a buffer for communication by taking advantage of MWD time.

The EVE side already has default drone behavior. All the DUST side needs to update is which ship has the drone's attention, (for orbit and subsequent targeting), and how much damage is done to the target ship.

From the perspective of the EVE player, drones will be the same as before, just sometimes act flaky more often.
Astrid Stjerna
Sebiestor Tribe
#25 - 2012-02-09 18:10:08 UTC
myFORUMalt alts wrote:

And on a final note, if joysticks were tried years and years ago in the beginning and they didn't work right because faster computers and connection speeds wouldn't it be worth trying again. Back in 2003, not everyone had a high-speed connection, now they are the norm. a 2003 computer couldn't touch the specs on my computer now, wouldn't it be reasonable to assume that a high enough percentage of eve players could now effectively meet the requirements to make it effective?


It's not the connection speed that's the issue, it's how the server processes control input.

While a keyboard only needs to process data if a key is actively being pressed, a joystick has to continually monitor the X-Y position of its control column and communicate with the server to stay synchronized with what you see on-screen.

What this means is that each time the joystick's control column is moved, it has to send a new signal to the server with updated X-Y data. By that time, the joystick has likely been moved again, requiring another signal to the server when it (the server) hasn't yet responded to the first set of X-Y data.

As a result, your ship will behave erratically, becaause the joystick will get one response from the server on one tick, and then a second response with the updated control data on the next tick. On a single-player desktop, that's no problem (because there's only one signal and the CPU is more than equipped to deal with it), but there's only so much the server can do with thirty to sixty thousand continally-updating control signals in play.

I can't get rid of my darn signature!  Oh, wait....

Nikk Narrel
Moonlit Bonsai
#26 - 2012-02-09 22:28:26 UTC
Astrid Stjerna wrote:
myFORUMalt alts wrote:

And on a final note, if joysticks were tried years and years ago in the beginning and they didn't work right because faster computers and connection speeds wouldn't it be worth trying again. Back in 2003, not everyone had a high-speed connection, now they are the norm. a 2003 computer couldn't touch the specs on my computer now, wouldn't it be reasonable to assume that a high enough percentage of eve players could now effectively meet the requirements to make it effective?


It's not the connection speed that's the issue, it's how the server processes control input.

While a keyboard only needs to process data if a key is actively being pressed, a joystick has to continually monitor the X-Y position of its control column and communicate with the server to stay synchronized with what you see on-screen.

What this means is that each time the joystick's control column is moved, it has to send a new signal to the server with updated X-Y data. By that time, the joystick has likely been moved again, requiring another signal to the server when it (the server) hasn't yet responded to the first set of X-Y data.

As a result, your ship will behave erratically, becaause the joystick will get one response from the server on one tick, and then a second response with the updated control data on the next tick. On a single-player desktop, that's no problem (because there's only one signal and the CPU is more than equipped to deal with it), but there's only so much the server can do with thirty to sixty thousand continally-updating control signals in play.

Check out the last few posts above yours.

A variation was proposed that used DUST 514 as a reference, and a way to minimize EVE server side load using it.
Astrid Stjerna
Sebiestor Tribe
#27 - 2012-02-09 22:58:21 UTC  |  Edited by: Astrid Stjerna
Nikk Narrel wrote:

A variation was proposed that used DUST 514 as a reference, and a way to minimize EVE server side load using it.


It's not the server-side load that's the problem, is what I'm saying -- it's how the individual commands are dealt with on a technological level. As I understand it, the EvE server updates the client's data at a set interval, and a joystick transmits its X-Y data too often to match that interval properly.

Basically, a joystick presents a constant flow of data, but the server is programmed to store the data and only send an update once per 'tick'.

Of course, I may be way off-base -- I'm not a programmer. after all :)

I can't get rid of my darn signature!  Oh, wait....

Aggressive Nutmeg
#28 - 2012-02-10 02:13:29 UTC
I thought this thread was going to be about Fornication In Station.

Oh well.

Never make eye contact with someone while eating a banana.

Nikk Narrel
Moonlit Bonsai
#29 - 2012-02-10 15:33:22 UTC
Astrid Stjerna wrote:
Nikk Narrel wrote:

A variation was proposed that used DUST 514 as a reference, and a way to minimize EVE server side load using it.


It's not the server-side load that's the problem, is what I'm saying -- it's how the individual commands are dealt with on a technological level. As I understand it, the EvE server updates the client's data at a set interval, and a joystick transmits its X-Y data too often to match that interval properly.

Basically, a joystick presents a constant flow of data, but the server is programmed to store the data and only send an update once per 'tick'.

Of course, I may be way off-base -- I'm not a programmer. after all :)

That is the key. We are not using EVE ships here, so the actual EVE servers don't need to be involved beyond a minimal role. We are using the drones, for two reasons.
1. They are small enough to actually dogfight, (even frigates are too big to be agile on this level).
2. The EVE servers have them AI preset to such a simple level, that passing over detail controls to another server can be nearly invisible. EVE players need never see the fancy flying and tactics done by the drones, they can see the regular orbits with damage exchanges as usual.

The DUST servers, by isolating themselves for the planetary battles already, are placed in a very good position to handle this aspect as well.

The EVE server is simply updated on Drone focus, (which ship it is targeting, and therefore orbiting), and damage done by drone. It responds with damage done to drone by the ships.

To the EVE player, the drones are still orbiting the target as usual, and the player controlling the drone is a nearly invisible detail.

What might become interesting, is if opposing drones cross engage, allowing the DUST servers to handle the dogfight, whether the enemy drone is an AI standard, or another player.
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