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Asakai fight round up.

Author
highonpop
KarmaFleet
Goonswarm Federation
#21 - 2013-01-28 17:27:10 UTC
Alizabeth, since when did you start writing for TM.com? Smile

FC, what do?

Mag's
Azn Empire
#22 - 2013-01-28 17:28:45 UTC
We came across low sec node issues a few years back. Seems low sec is low, on the order of all things server side. Remember having bad lag with around 70 in local.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Vincent Athena
Photosynth
#23 - 2013-01-28 17:40:16 UTC
CCP can pause a solar system. They did it several times on Sisi during TiDi development. I remember panning about looking at explosions and missiles frozen in place. It was really odd.

So the method would be to set TiDi all the way to 100%, then move the busy solar system to a super node.

As CCP has not actually put this method into practice I assume there are issues that make it a difficult thing to do.

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Frozen fanfiction

Grey Azorria
Federation Industries
#24 - 2013-01-28 17:42:08 UTC
Caviar Liberta wrote:
Perhaps there could be a way to prioritize grids in a system. The larger the number of people on a grid with lots of state changes gets higher priority vs the solo or small group ratting in a belt or docking in a station. Crunch down everything else in the system to help keep the grid with the most activity going smoothly.

Not worth doing for the same reason that having one grid per node is not worth doing - namely that since 99.9% of the action is one that one grid, the resources going to any other grids are so tiny that they would not make a difference.

Do not argue with an idiot. He will drag you down to his level and beat you with experience.

Sometimes when I post, I look at my sig and wish that I'd follow my own god damned advice.

baltec1
Bat Country
Pandemic Horde
#25 - 2013-01-28 17:46:18 UTC
Veshta Yoshida
PIE Inc.
Khimi Harar
#26 - 2013-01-28 17:50:51 UTC  |  Edited by: Veshta Yoshida
Read it, didn't contain anything new except for a few choice quotes .. run of the mill clusterfuck .. been there done that, woke up in station Big smile

What struck me was that the vast majority of supers, were never in any real danger as they essentially all (heinously low bodycount!) made it out when the call came to skedaddle .. the fact that a random fight over a random moon on a random day even has supers on field is evidence that there are far too many of the blasted things floating around and that they need to die in far greater numbers.

So let me repeat myself (because repetition creates truth): Supers should lose their immunity when operating in Empire space and have it replaced with 5-7 points of warp stabilization.

Other than that, good write-up, not to biased which would have made it a chore to chew through.
Mag's wrote:
We came across low sec node issues a few years back. Seems low sec is low, on the order of all things server side. Remember having bad lag with around 70 in local.

Hell yes, great improvements on that front. The first 6-12 months of FW had people losing connections and nodes crashing when random roams butted heads .. excruciating that was.
Hannah Flex
#27 - 2013-01-28 17:56:38 UTC
baltec1 wrote:


Hey at least DBRB has the cajones to use his shiny things. Smile
AkJon Ferguson
JC Ferguson and Son Ltd
Ferguson Alliance
#28 - 2013-01-28 20:06:52 UTC
I refuse to accept the 'no solution' excuse. Smart people would have solved this problem years ago. Not-so-smart people would have solved this problem by now (10 years after launch.) I'll let you figure out what we have left.

Critical goal: Make activating modules, swapping modules and basic navigation commands in big fleet fights work for everyone every time (provided they're not spamming) in a reasonably timely manner.

Willing to sacrifice (once TiDi reaches max, or perhaps as it approaches max): Graphical effects, local, all chat, ungrouped guns, basically everything but the overview and even that could be put on a 30-second refresh. Any player activity (spamming) designed to overtax the server could be deemed an exploit or could result in said's players commands being completely ignored or in said player being forcibly disco'ed. Or maybe you could have an x actions per minute limit.

tl;dr It is vastly more important that big fleet fights on unreinforced nodes be playable than that they be pretty.

Frostys Virpio
State War Academy
Caldari State
#29 - 2013-01-28 20:27:31 UTC
AkJon Ferguson wrote:
I refuse to accept the 'no solution' excuse. Smart people would have solved this problem years ago. Not-so-smart people would have solved this problem by now (10 years after launch.) I'll let you figure out what we have left.

Critical goal: Make activating modules, swapping modules and basic navigation commands in big fleet fights work for everyone every time (provided they're not spamming) in a reasonably timely manner.

Willing to sacrifice (once TiDi reaches max, or perhaps as it approaches max): Graphical effects, local, all chat, ungrouped guns, basically everything but the overview and even that could be put on a 30-second refresh. Any player activity (spamming) designed to overtax the server could be deemed an exploit or could result in said's players commands being completely ignored or in said player being forcibly disco'ed. Or maybe you could have an x actions per minute limit.

tl;dr It is vastly more important that big fleet fights on unreinforced nodes be playable than that they be pretty.



Yeah lets prevent the server from handling the graphics. That way, the whole system will still lag because the graphic is handled locally on OUR machine. Thats why you can adjust it to whatever you like.

People really don't seem to ahve an idea of homy much data need to be processed just for a single grid when there are 2500 ships in there. Pretty sure there won't be any major coding modification just because that one time in EVE, DBRB made a misstake which caused an escalation followed by a counter-escalation followed by a counter-counter-escalation all over a small tower in low sec.
RubyPorto
RubysRhymes
#30 - 2013-01-28 20:30:28 UTC  |  Edited by: RubyPorto
AkJon Ferguson wrote:
I refuse to accept the 'no solution' excuse. Smart people would have solved this problem years ago. Not-so-smart people would have solved this problem by now (10 years after launch.) I'll let you figure out what we have left.

Critical goal: Make activating modules, swapping modules and basic navigation commands in big fleet fights work for everyone every time (provided they're not spamming) in a reasonably timely manner.

Willing to sacrifice (once TiDi reaches max, or perhaps as it approaches max): Graphical effects, local, all chat, ungrouped guns, basically everything but the overview and even that could be put on a 30-second refresh. Any player activity (spamming) designed to overtax the server could be deemed an exploit or could result in said's players commands being completely ignored or in said player being forcibly disco'ed. Or maybe you could have an x actions per minute limit.

tl;dr It is vastly more important that big fleet fights on unreinforced nodes be playable than that they be pretty.



Guess what. They are playable.

I had no trouble activating modules in a timely manner considering the amount of time everything was taking (i.e. considering that TiDi was over 90%, things took 10 times as long for everyone, so 10+ seconds to activate a module is timely).

As to your suggestions:
Graphics are dealt with on your local client (did you really think EVE's graphics only take up the 6kb/s of bandwidth EVE requires?).
Local and chat are (from what I understand) now on a different server than space.
And then you suggest discarding player actions to improve response to player actions? Wat

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Alizabeth Vea
Doomheim
#31 - 2013-01-28 20:50:50 UTC
highonpop wrote:
Alizabeth, since when did you start writing for TM.com? Smile


Recently, actually. This is my third article, second to be published,

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"Those who step into the light shall be redeemed, the sins of their past cleansed, so that they may know salvation." -Empress Jamyl Sarum I

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Lord Zim
Gallente Federation
#32 - 2013-01-29 08:34:52 UTC
Caviar Liberta wrote:
Perhaps there could be a way to prioritize grids in a system. The larger the number of people on a grid with lots of state changes gets higher priority vs the solo or small group ratting in a belt or docking in a station. Crunch down everything else in the system to help keep the grid with the most activity going smoothly.

Last I checked, currently moving your char from one system to another involves a lot of processing to detatch you from the current node and reattach you to the new node (if applicable). Cutting that down to something which is working on a per-grid basis is only going to cause this processing to happen more often, i.e. every time you stop warping.

And, this still doesn't stop us from hitting a hard processing power wall when 3000 fat nerds decide to try to fight over a few supers or an ihub or whateverthefuck.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Lord Zim
Gallente Federation
#33 - 2013-01-29 08:46:58 UTC
AkJon Ferguson wrote:
Willing to sacrifice (once TiDi reaches max, or perhaps as it approaches max): Graphical effects, local, all chat

Graphical effects are local and has absolutely nothing to do with the servers. Local (and by "local" I assume you mean the list of people and their standings) is most likely just a list of people the server node has to take care of, and as such takes little time to send to the client, and all general chat is on a separate server, and has nothing to do with the server the fighting is on.

AkJon Ferguson wrote:
ungrouped guns

So, what, the server should suddenly decide you're not able to have your groups in anything but one group?

AkJon Ferguson wrote:
basically everything but the overview and even that could be put on a 30-second refresh.

Pretty certain this'll have less of an effect than you think it does.

AkJon Ferguson wrote:
Any player activity (spamming) designed to overtax the server could be deemed an exploit or could result in said's players commands being completely ignored or in said player being forcibly disco'ed. Or maybe you could have an x actions per minute limit.

So, what you're saying is, "don't bring supers, carriers, dronesubcaps or missile boats into a node with TIDI, or you can result in your commands being completely ignored or you being forcibly disconnected"?

I'm sure that'll work out well.

AkJon Ferguson wrote:
tl;dr It is vastly more important that big fleet fights on unreinforced nodes be playable than that they be pretty.

Again, them being "pretty" is all clientside. You want your fleet fight experience to be more playable, turn down the graphics, switch off drone models, turn off brackets etc. Anything else is either on another server from the one doing the fighting, or something which must be simulated without dropping any commands.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

IHaveCandyGetInTheVan69
Crouching Woman Hidden Cucumber
#34 - 2013-01-29 09:34:24 UTC
Vincent Athena wrote:
CCP can pause a solar system. They did it several times on Sisi during TiDi development. I remember panning about looking at explosions and missiles frozen in place. It was really odd.

So the method would be to set TiDi all the way to 100%, then move the busy solar system to a super node.

As CCP has not actually put this method into practice I assume there are issues that make it a difficult thing to do.


If you could essentially pause a fight using 100% tidi would it not then be possible to have a few separate nodes specifically designed for bigfites(tm) . I know this would be quite a change to architecture. For example, Fight reaches a critical size, 100% tidi becomes active, data is transferred to a new special node for that grid only. New players joining the fight would experience a delay joining that grid as it would become a session change, however considering the lag in such big fights anyway this would probably be only a minor hindrance.

The result would be a little more clunky than the current system but you'd be able to run 1 fight on a truly dedicated node that deals with nothing else. I get it would represent a huge change and quite a lot of work to how the server handles things, however it seems that a dynamic system is the only possible long term solution. To try and give enough power to every system would be a massive waste of resources 99% of the time, and not possible with CCP's budget.


I think the only thing Asakai proved was that the reinforced node form is a joke, when a simple misclick from one pilot causes the biggest fight in the game it is clearly not a solution.
Frostys Virpio
State War Academy
Caldari State
#35 - 2013-01-29 10:01:11 UTC
IHaveCandyGetInTheVan69 wrote:
Vincent Athena wrote:
CCP can pause a solar system. They did it several times on Sisi during TiDi development. I remember panning about looking at explosions and missiles frozen in place. It was really odd.

So the method would be to set TiDi all the way to 100%, then move the busy solar system to a super node.

As CCP has not actually put this method into practice I assume there are issues that make it a difficult thing to do.


If you could essentially pause a fight using 100% tidi would it not then be possible to have a few separate nodes specifically designed for bigfites(tm) . I know this would be quite a change to architecture. For example, Fight reaches a critical size, 100% tidi becomes active, data is transferred to a new special node for that grid only. New players joining the fight would experience a delay joining that grid as it would become a session change, however considering the lag in such big fights anyway this would probably be only a minor hindrance.

The result would be a little more clunky than the current system but you'd be able to run 1 fight on a truly dedicated node that deals with nothing else. I get it would represent a huge change and quite a lot of work to how the server handles things, however it seems that a dynamic system is the only possible long term solution. To try and give enough power to every system would be a massive waste of resources 99% of the time, and not possible with CCP's budget.


I think the only thing Asakai proved was that the reinforced node form is a joke, when a simple misclick from one pilot causes the biggest fight in the game it is clearly not a solution.


The problem is, where do you find a machine that can churn more instruction than a current reinforced node since that would of gotten crushed too. From what I read, the code is not threaded so multicore barely help. You need a higher IPC and/or higher clock speed. The real problem then is that CPU amkers are pushing thier total IPC/chips by adding more core these days instead of making each core more efficient. You then need a faser chip.

CCP might be able to keep a few costom rigs handy with LN2 cooling to reach high enough stable clock speed to make a difference. It might work as long as you don't mind the high risk of complete system crash sending everybody back to login screen.
Lord Zim
Gallente Federation
#36 - 2013-01-29 10:01:36 UTC  |  Edited by: Lord Zim
IHaveCandyGetInTheVan69 wrote:
If you could essentially pause a fight using 100% tidi would it not then be possible to have a few separate nodes specifically designed for bigfites(tm) . I know this would be quite a change to architecture. For example, Fight reaches a critical size, 100% tidi becomes active, data is transferred to a new special node for that grid only. New players joining the fight would experience a delay joining that grid as it would become a session change, however considering the lag in such big fights anyway this would probably be only a minor hindrance.

There's not really that much which should suggest this should be impossible. CCP would only have to implement the possibility to transfer the data and get their proxy servers to redirect the players' data from one physical node to another.

IHaveCandyGetInTheVan69 wrote:
The result would be a little more clunky than the current system but you'd be able to run 1 fight on a truly dedicated node that deals with nothing else. I get it would represent a huge change and quite a lot of work to how the server handles things, however it seems that a dynamic system is the only possible long term solution.

Having a dynamic system which can react to load is, indeed, the "only possible long term solution". The main problem, however, is that the current way the eve cluster is designed, i.e. one solar system per node, means that there's a finite limit to how many people can be doing things in one solar system.

If CCP could reliably transform the way the servercluster was architectured to f.ex do the processing of player actions on a per player level and leave the solar system to just keep track of which players were where, then the architecture itself would scale much, much better.

If CCP did this, they could also do fancy things like make some sort of usage statistics to see which players are most commonly sitting in Jita doing absolutely nothing (and as such can easily be lumped into one node with other players routinely doing absolutely squat), while the players who f.ex routinely run around in large fleets and routinely launching fighterbombers etc could be evenly spread out across the entire server farm. There'd still be limits, but designing the architecture in this fashion would mean that the processing required would be spread across a lot of servers, and as such these limits would be much harder to reach, and much easier for CCP to "throw hardware at".

The downside to this is that there would be a lot of potential syncronization issues, timing issues because one guy is on a node which for some reason is more heavily loaded than others, etc etc etc. There are lots of very good and valid reasons why the current architecture is still a mostly monolithic 1 second tick design, and while it is easy to say "well they should just do x" (like move to a per-player processing architecture), actually executing that, reliably and robustly, is much, much harder.

IHaveCandyGetInTheVan69 wrote:
To try and give enough power to every system would be a massive waste of resources 99% of the time, and not possible with CCP's budget.

Not only would it be a massive waste of resources 99% of the time, we'd still find the limit. How many do you think we'd shove into a single system if we could? 2k? 5? 10? more?

Of course it would be more, and no matter what hardware CCP throws at this, given the current architectural design, we'll always find the limit.

IHaveCandyGetInTheVan69 wrote:
I think the only thing Asakai proved was that the reinforced node form is a joke, when a simple misclick from one pilot causes the biggest fight in the game it is clearly not a solution.

No, what Asakai proved was that while CCP has made huge strides in making large fleet fights viable, there's still room for improvement. 5 years ago, a "huge fleet fight on a single node in 0.0" was 100v100, and bluescreens were rampant even then. Now we had well over 2700 in a lowsec system. In case you don't see the significance of that, keep in mind there are a ton of rules which are active in lowsec (and as such sucks up precious processing power) which aren't a factor in nullsec fights.

And while reinforcing that particular system on its own superpowered node would've increased the playability, all we'd end up doing is stuffing more bodies in there, until we reach exactly the same problem of "oh god it's so slow".

Putting a solar system on a reinforcement node is a bandaid, tidi is a bandaid, but they're bandaids which, despite all the whines, actually does work in extending the limits of the current server cluster architecture.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

IHaveCandyGetInTheVan69
Crouching Woman Hidden Cucumber
#37 - 2013-01-29 10:35:02 UTC
Lord Zim wrote:
In case you don't see the significance of that, keep in mind there are a ton of rules which are active in lowsec (and as such sucks up precious processing power) which aren't a factor in nullsec fights.


With no area of effect warp disruption I can't help but think these rules must pale compared to checking every ship on grid to see if it is in range of every bubble / HIC on grid?

Yes all solutions still have a limit, most that will still be reached, that doesn't mean we shouldn't strive for them, else we could have just said 300 player fights are big, if we do anything to improve it players will just find a new maximum so why bother? Also before you consider such an improvement a feat on CCP's part its still pretty much follows Moore's law, we should expect ~8X more players in a fight now, and even those are playing at a 1/10th of normal speed. Tidi is a bandage, reinforced nodes are a farce. I'd hope CCP are still working on a solution that doesn't make 20minute fights take over 3 hours

I'm pretty sure we won't see client-side processing on eve, for obvious reasons.
Frostys Virpio
State War Academy
Caldari State
#38 - 2013-01-29 10:44:01 UTC
IHaveCandyGetInTheVan69 wrote:
Lord Zim wrote:
In case you don't see the significance of that, keep in mind there are a ton of rules which are active in lowsec (and as such sucks up precious processing power) which aren't a factor in nullsec fights.


With no area of effect warp disruption I can't help but think these rules must pale compared to checking every ship on grid to see if it is in range of every bubble / HIC on grid?

Yes all solutions still have a limit, most that will still be reached, that doesn't mean we shouldn't strive for them, else we could have just said 300 player fights are big, if we do anything to improve it players will just find a new maximum so why bother? Also before you consider such an improvement a feat on CCP's part its still pretty much follows Moore's law, we should expect ~8X more players in a fight now, and even those are playing at a 1/10th of normal speed. Tidi is a bandage, reinforced nodes are a farce. I'd hope CCP are still working on a solution that doesn't make 20minute fights take over 3 hours

I'm pretty sure we won't see client-side processing on eve, for obvious reasons.


Moore's law is only still working if you put threaded code ont he amchine. The IPC of any CPU is currently slowboating to higher level. As long as EvE is not completely re-written to handle more core efficiently, Moore's law cannot be applied to it. Rewriting all of it will cost thousands of man-hours. Will it be done? Maybe. In the meantime, TiDi is the solution to prevent the node crom crashing.

CPU design have hit a "wall" on clockspeed so more cycle/time is hard to get. Making these cycle more efficient by procession more instruction (IPC) is also hard and not really advancing that much ATM.
Caitlyn Tufy
Perkone
Caldari State
#39 - 2013-01-29 10:46:22 UTC
Frostys Virpio wrote:
People really don't seem to ahve an idea of homy much data need to be processed just for a single grid when there are 2500 ships in there.


Plus drones and missiles.
Skorpynekomimi
#40 - 2013-01-29 10:47:59 UTC
It seems TiDi is working as intended. The fight, entirely unexpected, happened, and was finished. There was an outcome other than 'the server crashed and dropped all connections for hours'.

Economic PVP