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Tonight's fleet fight in Z9PP-H

First post First post First post
Author
CCP Falcon
#581 - 2013-07-12 09:56:42 UTC

Keep it civil and on topic, and cut the bad language.

If you want to rumor monger with absolutely no evidence to back up wild accusations, then feel free to do so elsewhere. If you feel you have evidence of developer bias, contact internalaffairs@ccpgames.com.

It really is that simple.

CCP Falcon || EVE Universe Community Manager || @CCP_Falcon

Happy Birthday To FAWLTY7! <3

Mag's
Azn Empire
#582 - 2013-07-12 10:02:07 UTC
Xolve wrote:
Ace Uoweme wrote:
I play both games. What's your excuse? Scared of a goblin hurting your pee pee?
Lol


Do you have to connect the two in every post you make?
Pretty much.

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

ectweak
Viziam
Amarr Empire
#583 - 2013-07-13 18:52:08 UTC
CCP Falcon wrote:
Hey guys,

I've been through this thread and gathered a few questions, which were then forwarded on to everyone involved. What can be answered will be outlined briefly and directly in this post.

Firstly, there were a lot of questions about our reboot and node remapping mechanics in terms of aggression/log off timer persistence. Right now, there is no plan to change how this works. Had everything gone to plan this would have not been a factor, which means the key priority here is to identify the root cause of what happened and either enact change or put new systems in place to prevent a re-occurrence.


So the root cause of what happened isn't developer/sysadmin error (with a typo) and your system being flawed in accepting an erroneous entry and moving everything without proper precautions?


CCP Falcon wrote:

On Tuesday, we held a multi-disciplined postmortem of the chain of events that led up to the mass disconnect, and as a direct result we are making changes to our internal policies and our tools to ensure that this does not happen again. However, these changes do not include alterations to game mechanics that would lead to ships remaining in space, or changes that would lead to a solar system resuming the exact state it was after such an event.

In terms of addressing the costs associated with dedicating more computing power to meet the requirements of large fleet fights, we are always looking at avenues to improve server performance. However, in the same respect we recognize that as soon as performance is improved, our players will of course test the new limit and continue to push against it. This is a continuous battle for us, and something we remain heavily committed to.


I am glad that this is still a priority with the team, especially considering that large fleet fights is a big advertising point that has been used in recent expansions.

CCP Falcon wrote:

There were also questions raised regarding how we move systems from one node to another, in terms of why persistence occurs for drones and wrecks, but not for ships. This is a simple matter of players being governed by log off timers that cause their removal from space. Wrecks and drones do not have a logged in player tied to them.


But from what I am aware of, wrecks and drones DO have timers established for them. This, to me, seems to be a disparity in the thought, as why should having a "logged in player" be the requirement to them being in space or not? This was very clearly stated during the flagging changes that if you engage another capsuleer, you may lose your ship, and logging out won't save you. Instead with this it becomes more of "Everything stays persistent, except for players, because we don't see a reason to keep this data."

The wrecks were initially brought up because there is obviously something that is retained through a server hiccup/reset/mismanagement, so why shouldn't aggression timers and ship locations (as well as interdiction spheres and other items) be retained as well?

CCP Falcon wrote:

Finally, there were questions regarding Internal Affairs involvement in investigating what happened. Since the issue was immediately spotted, investigated and confirmed as a mistake, this negates the need for any IA investigation at this point.

This is all that can be said right now, so I hope this answers the bulk of the questions.

Smile




I think that this is being looked at and I am not one to tinfoil hat this as being an issue for IA to be involved in, however the topics I re-addressed here I would like some answers to...
Ace Uoweme
Republic Military School
Minmatar Republic
#584 - 2013-07-13 21:00:23 UTC
Ditrius Bedala wrote:
Don't comapre WoW and Eve.

You will never experience a large World PvP fight in WoW. During classic the fight of 40 Shamans Vs. 40 Paladins has crashed down the server. WoW is not designed for World PvP and Blizzard was constantly killing World PvP since BC(January 2007).


To cut it short how wrong you statement is: check the skeletons. It wasn't because of Galleon. Roll

Now imagine 4 40 man raids (over 160 players) rushing for that contested boss when he had a random spawn timer. Horde wanted it as badly as Alliance (oh, yeah world PvP happened with each trying to kill the other to tag the boss, not wasting time just pewpewpewing in Barrens).

One server (CRZ isn't enabled in MoP zones).

And it's non-instanced, open world (just like the Sha boss). You can see Galleon from near Halfhill (main hub in the region), and the raid in the process from that distance. Same with the Sha. Each of these bosses also doesn't have the vanilla/TBC loot nightmare of 40mans too.

_"In a world of universal deceit, telling the truth is a revolutionary act." _ ~George Orwell

Marlona Sky
State War Academy
Caldari State
#585 - 2013-07-14 17:27:40 UTC
CCP Falcon wrote:
Hey guys,

I've been through this thread and gathered a few questions, which were then forwarded on to everyone involved. What can be answered will be outlined briefly and directly in this post.

Firstly, there were a lot of questions about our reboot and node remapping mechanics in terms of aggression/log off timer persistence. Right now, there is no plan to change how this works. Had everything gone to plan this would have not been a factor, which means the key priority here is to identify the root cause of what happened and either enact change or put new systems in place to prevent a re-occurrence.

On Tuesday, we held a multi-disciplined postmortem of the chain of events that led up to the mass disconnect, and as a direct result we are making changes to our internal policies and our tools to ensure that this does not happen again. However, these changes do not include alterations to game mechanics that would lead to ships remaining in space, or changes that would lead to a solar system resuming the exact state it was after such an event.

In terms of addressing the costs associated with dedicating more computing power to meet the requirements of large fleet fights, we are always looking at avenues to improve server performance. However, in the same respect we recognize that as soon as performance is improved, our players will of course test the new limit and continue to push against it. This is a continuous battle for us, and something we remain heavily committed to.

There were also questions raised regarding how we move systems from one node to another, in terms of why persistence occurs for drones and wrecks, but not for ships. This is a simple matter of players being governed by log off timers that cause their removal from space. Wrecks and drones do not have a logged in player tied to them.

Finally, there were questions regarding Internal Affairs involvement in investigating what happened. Since the issue was immediately spotted, investigated and confirmed as a mistake, this negates the need for any IA investigation at this point.

This is all that can be said right now, so I hope this answers the bulk of the questions.

Smile



Very acceptable.
Xolve
GoonWaffe
Goonswarm Federation
#586 - 2013-07-15 20:10:47 UTC
Ace Uoweme wrote:
And it's non-instanced, open world (just like the Sha boss). You can see Galleon from near Halfhill (main hub in the region), and the raid in the process from that distance. Same with the Sha. Each of these bosses also doesn't have the vanilla/TBC loot nightmare of 40mans too.


Nobody cares.
Ginger Barbarella
#587 - 2013-07-15 20:22:51 UTC
CCP Falcon wrote:

Keep it civil and on topic, and cut the bad language.

If you want to rumor monger with absolutely no evidence to back up wild accusations, then feel free to do so elsewhere. If you feel you have evidence of developer bias, contact internalaffairs@ccpgames.com.

It really is that simple.


Who woulda thunk that tin foil hats in a pod wouldn't affect piloting!!!

"Blow it all on Quafe and strippers." --- Sorlac

Ace Uoweme
Republic Military School
Minmatar Republic
#588 - 2013-07-15 20:32:23 UTC
Xolve wrote:
Ace Uoweme wrote:
And it's non-instanced, open world (just like the Sha boss). You can see Galleon from near Halfhill (main hub in the region), and the raid in the process from that distance. Same with the Sha. Each of these bosses also doesn't have the vanilla/TBC loot nightmare of 40mans too.


Nobody cares.


People do care.

_"In a world of universal deceit, telling the truth is a revolutionary act." _ ~George Orwell

Alavaria Fera
GoonWaffe
#589 - 2013-07-15 22:24:40 UTC
ectweak wrote:
CCP Falcon wrote:
I've been through this thread and gathered a few questions, which were then forwarded on to everyone involved. What can be answered will be outlined briefly and directly in this post.

Firstly, there were a lot of questions about our reboot and node remapping mechanics in terms of aggression/log off timer persistence. Right now, there is no plan to change how this works. Had everything gone to plan this would have not been a factor, which means the key priority here is to identify the root cause of what happened and either enact change or put new systems in place to prevent a re-occurrence.

So the root cause of what happened isn't developer/sysadmin error (with a typo) and your system being flawed in accepting an erroneous entry and moving everything without proper precautions?

It is.

Does that matter? Apparently not much.

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?