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New Dev Blog: Time Dilation Video Demo

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Will DestroyYou
#141 - 2011-10-01 22:34:38 UTC  |  Edited by: Will DestroyYou
Will DestroyYou wrote:

Fix the source of the problem. The blobs. You don't need 1000 (or 2000 with this dilation system) people firing on a single target. Change the game mechanics to split them over multiple targets (optimally in multiple grids or even systems). Change the mechanics to make NAPfests a disadvantage. Change the game to make alliances pay a price for becoming bloated.

Fix the cause, don't just patch up the symptoms. This is exactly why eve has always had lag issues.


GeeShizzle MacCloud wrote:

you're not wrong that a huge amount of people are the cause of lag, but Eve Online is the ONLY game in the world that doesnt actually enforce limitations on player participation, in MMO's it is its Unique Selling Point and eve without it wouldnt be Eve!

on the subject of NAPs, they will happen regardless of any constructs that u place. ive been in fleets engaging only particular reds and making sure other alliances red to us, that were on grid werent shot at, on prior agreement. you cannot enforce the eradication of NAPS


All I am saying is enforce limits at a level that keeps it just under the node's ability.

-or-

Force blobs to split up with mechanics and spread the load. Have the number of guns shooting a target effect tracking and missile damage (with a max effective dps on the target being proportional to sig radius).

Basicly, fix the problem at the source.
Zirse
Risktech Analytics
#142 - 2011-10-01 22:38:29 UTC
Question for you Veritas- can you describe the scaling procedure?

I've heard that at tidi: 10%, 10 RL seconds = 1 ingame second/tick.

Does that mean at 90% dilation we're looking at 1.5 minutes for each in game second? That seems abusrd?!
CCP Veritas
C C P
C C P Alliance
#143 - 2011-10-01 23:44:50 UTC
Aineko Macx wrote:
The one things that seems odd is that you plan on also reducing the client fps when time dilation kicks in.


I never have planned that and I continue to not plan that. Where'd you get the idea that I ever did plan to do that?

CCP Veritas - Technical Director - EVE Online

Vincent Athena
Photosynth
#144 - 2011-10-01 23:44:57 UTC
Will DestroyYou wrote:
........


Force blobs to split up with mechanics and spread the load. Have the number of guns shooting a target effect tracking and missile damage (with a max effective dps on the target being proportional to sig radius).

Basicly, fix the problem at the source.


Using game mechanics is a good idea, but so far every idea I have seen will not work. Take your example above. Fleets already subdivide into "firing groups" (all of which are on grid). With your suggestion the firing groups would be sized to minimize the penalties and maximize their total DPS. Now the fleet with the most firing groups can attack the most enemy ships at once. Hence bigger you blob the better.

You might say "make the penalties be based on fleet size". Then players will make many small fleets and blob them.

You might say "Make it based on the number of ships on your side". Then players will drop standings and use out of game tools to keep track of who is the enemy, and keep right on blobbing.

You might say "limit the number of players on one system". Then a system can be held just by filling it up with your players.

Its a really hard problem, its why we have blobs.

When you consider a possible mechanic, also think "What would the most devious metagamer do to get around it or take advantage of it"?

Know a Frozen fan? Check this out

Frozen fanfiction

Vincent Athena
Photosynth
#145 - 2011-10-01 23:50:22 UTC  |  Edited by: Vincent Athena
Zirse wrote:
Question for you Veritas- can you describe the scaling procedure?

I've heard that at tidi: 10%, 10 RL seconds = 1 ingame second/tick.

Does that mean at 90% dilation we're looking at 1.5 minutes for each in game second? That seems abusrd?!



90% means 10 RL seconds = 9 in game seconds.

TiDi amount = ( In game seconds ) / ( RL seconds )

A values I call Gamma, after the term used in Relativity.

CCP Veritas: Really liked the test. On seeing the "slowed camera" I find its fine the way it is. I expected something much worse. But if you slow time below 10% I would leave the camera at the 10% level.

Know a Frozen fan? Check this out

Frozen fanfiction

CCP Veritas
C C P
C C P Alliance
#146 - 2011-10-01 23:52:00 UTC
Zirse wrote:
Question for you Veritas- can you describe the scaling procedure?

I've heard that at tidi: 10%, 10 RL seconds = 1 ingame second/tick.

Does that mean at 90% dilation we're looking at 1.5 minutes for each in game second? That seems abusrd?!

Gettin' the numbers switched around. The way I'm describing it, normal speed is 100%, paused is 0%, 10% is, well, one tenth of the way from paused to normal speed.

So at 10% speed, 1 simulation second takes 10 wallclock seconds.
At 90% speed, 1 simulation second takes 1.11 wallclock seconds.

CCP Veritas - Technical Director - EVE Online

Zirse
Risktech Analytics
#147 - 2011-10-01 23:58:14 UTC
I see, thanks.
Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#148 - 2011-10-02 00:04:02 UTC  |  Edited by: Salpun
CCP Veritas wrote:
Zirse wrote:
Question for you Veritas- can you describe the scaling procedure?

I've heard that at tidi: 10%, 10 RL seconds = 1 ingame second/tick.

Does that mean at 90% dilation we're looking at 1.5 minutes for each in game second? That seems abusrd?!

Gettin' the numbers switched around. The way I'm describing it, normal speed is 100%, paused is 0%, 10% is, well, one tenth of the way from paused to normal speed.

So at 10% speed, 1 simulation second takes 10 wallclock seconds.
At 90% speed, 1 simulation second takes 1.11 wallclock seconds.


Sounds like a good wiki artical to me. I would write it but some one would call me a lier.

sounds like a graph needs to be made to

and while we are on the subject there really needs to be a expected fps graph linking expected fps with high and low range computers, the low mediam and high graphics settings both in space and in the CQ. With a graph like that people could tell if they are in the expected zone or if there are other things wrong with their computerTwisted

If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide

See you around the universe.

ThisIsntMyMain
Doomheim
#149 - 2011-10-02 00:31:12 UTC
Will DestroyYou wrote:
All I am saying is enforce limits at a level that keeps it just under the node's ability.

-or-

Force blobs to split up with mechanics and spread the load. Have the number of guns shooting a target effect tracking and missile damage (with a max effective dps on the target being proportional to sig radius).

Basicly, fix the problem at the source.


The "source" of the problem is Us - The players.

You cannot stop us blobbing in a system by artificially limiting numbers in the system because we will find ways to exploit this by

  • Stacking those numbers in our favour by filling the system with our bigger blob before you are ready -or-
  • If the attacker and defender numbers are balanced by CCP to be say 400v400, then you can forget 3 way fights, surprise hot drops, and having that hidden subcap fleet one titan bridge away.


You cannot force us to split up by using multiple simultaneous objective because you will hand a massive advantage to the defenders. Why ...

  • If the attacker must complete all objectives the defender needs only to defend at one point -or-
  • If the attacker must complete the majority ( say 3 out of 5), Attacker must attack 5 times, defender must defend only 3 times.


Its easy to SAY "fix the problem at source". I don't like "blobbing" any more than you do, but its a reality of Eve. I also, probably like you, really really HATE the completely FUBARed chaos that is an overloaded node.

Yes, TiDi is a compromise, but please stop whining about how you don't want it because you will only accept your own version of a "perfect" solution.
Will DestroyYou
#150 - 2011-10-02 01:19:41 UTC  |  Edited by: Will DestroyYou
ThisIsntMyMain wrote:
Will DestroyYou wrote:
All I am saying is enforce limits at a level that keeps it just under the node's ability.

-or-

Force blobs to split up with mechanics and spread the load. Have the number of guns shooting a target effect tracking and missile damage (with a max effective dps on the target being proportional to sig radius).

Basicly, fix the problem at the source.


The "source" of the problem is Us - The players.

You cannot stop us blobbing in a system by artificially limiting numbers in the system because we will find ways to exploit this by

  • Stacking those numbers in our favour by filling the system with our bigger blob before you are ready -or-
  • If the attacker and defender numbers are balanced by CCP to be say 400v400, then you can forget 3 way fights, surprise hot drops, and having that hidden subcap fleet one titan bridge away.



Earlier I suggested time dilation be changed to effect the ones causing the server problems more. If people exploit this it is no different to dropping cans or any other lag causing exploit, and should be handled the same way as those. Temporary (or permanent if they are repeat offenders) bans, or other appropriate punishments.

It has been deemed "not ok" to dump large numbers of cans to create lag, where is the difference? Exploiting lag is exploting lag.


ThisIsntMyMain wrote:
You cannot force us to split up by using multiple simultaneous objective because you will hand a massive advantage to the defenders. Why ...

  • If the attacker must complete all objectives the defender needs only to defend at one point -or-
  • If the attacker must complete the majority ( say 3 out of 5), Attacker must attack 5 times, defender must defend only 3 times.



Easy fixed by making each structure matter. eg: Add more system upgrades (including guns, NPC defenders, more levels of current upgrades, etc), and each one you do not defend means you loose something important, decreasing your ability to defend or taking other advantages away.


ThisIsntMyMain wrote:
Its easy to SAY "fix the problem at source". I don't like "blobbing" any more than you do, but its a reality of Eve. I also, probably like you, really really HATE the completely FUBARed chaos that is an overloaded node.

Yes, TiDi is a compromise, but please stop whining about how you don't want it because you will only accept your own version of a "perfect" solution.


I never said my solutions are perfect, but at least they address the cause instead of fixing the symptoms temporarilly.

Large alliances don't/won't like it for obvious reasons (and i really don't care - I want a fun game, not a laggy blob game), but there is a more thorough solution here (on the old forums):
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1569381
el caido
School of Applied Knowledge
#151 - 2011-10-02 01:27:53 UTC
This seems like a technically-sound temporary improvement to a permanent problem. Cheers, CCP. However, disguising system/client/node lag with a spiffy 'EVE physics' excuse seems like a cup-and-ball game to me.

I hope CCP continues to work towards additional optimizations which would, ideally, replace this workaround in the future.
GeeShizzle MacCloud
#152 - 2011-10-02 04:07:00 UTC  |  Edited by: GeeShizzle MacCloud
Will DestroyYou wrote:


I never said my solutions are perfect, but at least they address the cause instead of fixing the symptoms temporarilly.

Large alliances don't/won't like it for obvious reasons (and i really don't care - I want a fun game, not a laggy game), but there is a more thorough solution here (on the old forums):
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1569381


omg that apparent solution has....

'i want to farm moon generated ISK from my safe NAP fortress deep in nullsec protected by layers of passive defensive stuff and turn Eve online into even more of a Supercaps Online than it is now!'


.............AAAAAAAAAAAAaaaaaaaaaaaaaaaaaall over it!

if thats your idea of fun then count me the **** out!
Aineko Macx
#153 - 2011-10-02 05:18:01 UTC
CCP Veritas wrote:
Aineko Macx wrote:
The one things that seems odd is that you plan on also reducing the client fps when time dilation kicks in.

I never have planned that and I continue to not plan that. Where'd you get the idea that I ever did plan to do that?

When you showed the slowed down panning in the video the fps seemed to be tied to the simulation speed factor. Sure, scene complexity also pushes down the client fps, but this looked heavier than what I'm used to (the largest battle of eve: I was there), but it might just be that your machine is weak Blink
GeeShizzle MacCloud
#154 - 2011-10-02 05:23:16 UTC
Aineko Macx wrote:
CCP Veritas wrote:
Aineko Macx wrote:
The one things that seems odd is that you plan on also reducing the client fps when time dilation kicks in.

I never have planned that and I continue to not plan that. Where'd you get the idea that I ever did plan to do that?

When you showed the slowed down panning in the video the fps seemed to be tied to the simulation speed factor. Sure, scene complexity also pushes down the client fps, but this looked heavier than what I'm used to (the largest battle of eve: I was there), but it might just be that your machine is weak Blink


go view --> http://youtu.be/qgXp0S0-wPA

and come back enlightened
Maldranan
Arma Artificer
#155 - 2011-10-02 06:30:38 UTC
Perhaps this has been asked already, but from your simulations Veritas what can we expect with regards to overall fleet fight time? If one of the goals of time-dilation is to preserve game mechanics, will that possibly have the effect of reducing the net fleet fight time, or will it increase it regardless?

For example, will the ability to properly control weapons result in killing the enemy fleet more effectively, thus reducing lag and the time-dilation amount, with a net reduction in the fleet fight time despite the time added by time-dilation? Hope that made sense. Smile
Will DestroyYou
#156 - 2011-10-02 06:32:35 UTC
GeeShizzle MacCloud wrote:
Will DestroyYou wrote:


I never said my solutions are perfect, but at least they address the cause instead of fixing the symptoms temporarilly.

Large alliances don't/won't like it for obvious reasons (and i really don't care - I want a fun game, not a laggy game), but there is a more thorough solution here (on the old forums):
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1569381


omg that apparent solution has....

'i want to farm moon generated ISK from my safe NAP fortress deep in nullsec protected by layers of passive defensive stuff and turn Eve online into even more of a Supercaps Online than it is now!'


.............AAAAAAAAAAAAaaaaaaaaaaaaaaaaaall over it!

if thats your idea of fun then count me the **** out!


What part of many mid/low HP structures instead of a few high HP ones encourages supercaps exactly?

Did you even read it?
Fallicious
A-OK Logistics and Fabrication
StoneGuard Alliance
#157 - 2011-10-02 08:01:05 UTC
I just want to know if CCP pays GeeShizzle, or does his fan boi love for them goes so deep he can't see them spoon-feeding us bull**** and trying to pass it off in the name of innovation. "Oh hai, we make camera choppy and turn a circle from green to red, you're all welcome!!! Want monocle now for $10??"
ThisIsntMyMain
Doomheim
#158 - 2011-10-02 08:33:12 UTC
Will DestroyYou wrote:
Easy fixed by making each structure matter. eg: Add more system upgrades (including guns, NPC defenders, ......


WTF? Guns and NPC defenders ? Seriously ? Do you even live in 0.0 or is that actually your real main that's lived in an Empire NPC corp all its life ?
GeeShizzle MacCloud
#159 - 2011-10-02 10:28:21 UTC  |  Edited by: GeeShizzle MacCloud
Will DestroyYou wrote:


What part of many mid/low HP structures instead of a few high HP ones encourages supercaps exactly?

Did you even read it?


i was on about the idea on the old forums ur championing, the only way you would be able to forcefully take sov, is sort of the waay its still done now. You'd need to lag a system out quickly to discourage defenders trying to defend, best way ive seen something do that is by blobing supers, so you'd pump supers into a system early before any timers come out, regardless of their HP.
Logging in and undocking is still kind of jumping into a system and trying to load grid.. so the aggressors could kill anything desyncing.

then after the defenders call it quits/decide theres no point loosing more ships due to the server lagging out, the aggressors start raping through the low HP structures with the 100's of supers they'll have in system

High HP structures werent the reason super blobs rose to being used soo often. primarily it was to discourage defenders from trying to defend by making it more than likely, any shiney ships they use to defend, will more than likely not load grid or desync and die needlessly before accounting for any form of defence.
GeeShizzle MacCloud
#160 - 2011-10-02 11:00:12 UTC
Fallicious wrote:
I just want to know if CCP pays GeeShizzle, or does his fan boi love for them goes so deep he can't see them spoon-feeding us bull**** and trying to pass it off in the name of innovation. "Oh hai, we make camera choppy and turn a circle from green to red, you're all welcome!!! Want monocle now for $10??"



lol obviously u never saw my post on the old forum using CCP Soundwaves actual name and calling him a disgrace to mankind with his piece in the "greed is good" scandal.

i support this idea because ive read pretty much every aspect of its development, ive heard pretty much every argument against it, and i understand how it works & how its intended to work very thoroughly!
so when someone says something inherently dumb or something intended to just derail the conversation, i take it personally cause ive spent a lot of effort helping people understand it, and in my own way, developing it in the Assemley Hall.