These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Drones are broken. Please fix them

First post First post
Author
penifSMASH
ElitistOps
Deepwater Hooligans
#101 - 2014-01-07 20:09:12 UTC
Argh I keep banging my head into this brick wall and the wall doesn't break. I'm too scared to use my sledgehammer because I might lose it. CCP please nerf walls. -- some russian/goon idiot, 2014
Deishuu Kaiki Teikitsu
Adversity.
Psychotic Tendencies.
#102 - 2014-01-07 20:22:35 UTC
HY RWO wrote:
Venomous Lox wrote:
Need fix lags (TD) because of drones and fix alfa damage from assist drones. Currently gameplay broken.



this dude just copy pasted something from google translate and has no idea whats going on.

This really just happened...

- The fake is of far greater value. In its deliberate attempt to be real, it's more real than the real thing.

vivat77
Russian SOBR
#103 - 2014-01-07 20:22:54 UTC  |  Edited by: vivat77
Manfred Sideous wrote:
Mystic Rebel wrote:
Manfred Sideous wrote:
Despite what people think we simply use whatever ship comp we need to use to be able to handle the task at hand. When you are fighting a foe that brings Domis , Phoons , Tengus , Ishtars , Bombers , Ceptors & other fleet comps at the same time and outnumbers you on average 4:1 you need a durable fleet comp. Slowcats & Wrecking Ball provide that . The hostiles knowing we are going to bring slowcats have a multitude of options on how to deal with us. The most obvious one is using there own capitals and supercapitals. The gist is there is counterplay to slowcats and wreckingball. Which is the definition of balanced gameplay in a sandbox.


Now drones are entities much like missiles once were. The same missiles AAA & Stainwagon used with wild abandon despite the fact that using a missile based concept caused massive lag. They didn't use missile base ships to intentionally cause lag they used them because it was the best tool they had at their disposal. Do drones need to be reworked so they don't create excessive server load? Maybe so maybe not only CCP can answer that. As CCP stated in regards to the last few node crashes they had nothing to do with server load and everything to do with a error in the code.



I think the discussion CCP is having about drone assign is the correct approach. Its not a question of is this or that overpowered . Instead they are looking at it from the pov of : How much control should of your ship should you give over to another person. So things like fleet warps are part of that question. I personally think bombers are way overpowered. In heavy TIDI there is near 0 counterplay to stopping bombers. Since bombers can warp cloaked together you have 0 warning till they decloak and launch bombs and tidi removes the problem of having fast reactions. So bombers are already prepared to drop their bombs and warp off.

It's funny that OP has nothing to do with either drone assist or carrier OP-ness, but while you're at this dumb preventive damage control, lets have a chat on subj.

Lets start with the objective well-balanced game conception, which CCP has been feeding us for years: every ship has its combat role and niche. But with carrier blobs what we really get is all sub-caps (xept suicide dictors) are totally useless once carriers are deployed, because any subcapital ship within 200k range from carriers gets instapoped, including ceptors orbiting carrier blob at 40k. There was once an ultimate anti-subcap weapon for titans, maybe even twice with tracking version and sub-cap dd, remember what happened to it?

I don't think there really should be an ultimate cap ship which cuts down all sub-cap classes. And even sieged dreads melt under carrier focused fire like matches, one by one. Speaking of dreads btw, they do have own niche of anti-battleship capitals, which is ok and relatively balanced. But not carriers. I'm pretty sure even 100 dreads will lose to 100 carriers. Is it intended game mechanic as well?

I personally know a few ways to counter carrier blobs with capitals, but the problem is still the lag: dreadnaught guns cycle for 3-5 min, sc fb's get smartbombed (which you have plenty of time to fit in TD) after gettign a few carrier kills and even titan doomsdays are not the solution, because they have about 2 hour cooldown. So you end up with having 20-30 kills for the whole night of fighting, not even mentioning the node survival chance Ugh And this exactly is the matter of my concern.

Also I agree that bombers are currently OP.




Bring even numbers to all fights and ill fly something other than subcaps. Don't say to me to make more friends because all 0.0 pilots are either on your side or mine and your side is much much much larger. I would love to fly a BS concept or a T3 concept and have a fighting chance but when you are so greatly outnumbered by such a diversity of fleet comps you must go to a tank concept. Slowcats are the tank. So your side then has a choice to counter slowcats by using your own capitals and supercapitals. To this point you fail to make that leap and one can speculate why. But that is your problem not mine and not CCP's. We are not flying some spaceship that your party doesn't have access too. This isn't 2004 where most of the game couldn't use T2 guns making those that can overpowered. This is 2013 in a game thats been around for 10 years. You're group has very old alliances and players within it. You have carriers you have dreadnaughts you have supercarriers you have titans. Use them and stop crying "UNFAIR UNFAIR".

I am sorry that a knife loses in a gun fight 99% of the time. I am sorry that a machine gun will kill better than a pistol. I am sorry that a grenade will kill better than a machine gun. I am sorry a bomb will kill better than a grenade. " ITS UNFAIR WHY CANT I KILL THE GUY USING A IED WITH MY BUTTER KNIFE". Moron go buy a nuke.


Give dreadnaughts cannons assist without lock!!!
Sur Jel
Sniggerdly
Pandemic Legion
#104 - 2014-01-07 20:34:37 UTC
vivat77 wrote:

Give dreadnaughts cannons assist without lock!!!


Maybe if you bring short range dreads to the fight you wouldn't have to do that?
Blood Viper Johnson
Gallente Federation
#105 - 2014-01-07 20:42:01 UTC
ccp nerf tengu- she too op! And return dd aoe
vivat77
Russian SOBR
#106 - 2014-01-07 20:46:25 UTC
Sur Jel wrote:
vivat77 wrote:

Give dreadnaughts cannons assist without lock!!!


Maybe if you bring short range dreads to the fight you wouldn't have to do that?


Maybe you lock target? before cause damage.
Sarah Nahrnid
KarmaFleet
Goonswarm Federation
#107 - 2014-01-07 20:51:43 UTC
vivat77 wrote:
Sur Jel wrote:
vivat77 wrote:

Give dreadnaughts cannons assist without lock!!!


Maybe if you bring short range dreads to the fight you wouldn't have to do that?


Maybe you lock target? before cause damage.


We do or at least someone
Jindan Belt
Sheriff.
Caldari Tactical Operations Command
#108 - 2014-01-07 21:00:39 UTC
Let's agree that root of the problem is huge TiDi. Nobody should like when node has TiDi and if somebody is intentionally making TiDi or server lag then they're using "exploit". We cannot speculate here if somebody is using drones to intentionally cause a server lag, so let's look at the root of the problem.

I have no deep knowledge of EVE infrastructure, but I can speculate from mine experience.
Could that be node network problem?
Each drone at least represented as separate object in grid. Let's assume that each drone is represented quite optimally from network POV by:

  • Position, which, optimally will be in local grid coordinates, only 2 bytes per dimension, so 6 bytes.
  • Id, which also can be just 2 bytes, or 4 top
  • Owner, as we need to know at least it's owner ticker, 4 bytes, as there's definitely more than 2^16 people registered and could be possibly more than 2^24 (16.7kk), so we'll need 4 bytes for that. It can be optimized down to 2 bytes if server has special mapping of virtual IDs to their full IDs, as usually there's less than 2^16 (65k) concurrent users.

I've ignored some of information, like health etc, as it can be sent just on purpose/request.
So this information should be sent about each drone to each person in grid, once a second. In case of grid having 3k drones and 1k pilots it will lead us to 274 MBit/s traffic for node. Which is more than OK, it's easy to rent 1 Gbit/s port in data centers for anything. Also in case if EVE server has "prediction" for objects, then it will not send positions, reducing traffic significantly, and only sending this info when needed.
Yes node should still send info about any actions, these drones are doing, but abandoned drones then will not lead to any new traffic, ideally. But it is, so networking is not main problem with drones.

Could that be computing problem?
In the same case of 1k pilots and 3k drones one can think of several situations where it's needed to process 3kk iterations or be in any way computation heavy:

  • Going through all the objects in grid to send or check the need of sending info to clients about this object. I assume that CCP haven't made this error and are creating big batch of visible objects that are shared between all clients, so in this case they should only need to go through 3k drones once, not 1k times.
  • Checking available actions. These could be client or server based. In terms of drones it could be availability of scooping it, or looting, in terms of Titans - using portal or fitting services, etc. It's wise to leave it mostly client-side, so it will not generate the need of doing 3kk checks, or, if based on server, to organize each grid in such way it would take less iterations to go through all available options.
  • Making collision checks. These as well should be turned off for drones, and could be easily optimized with proper space partitioning. However this could lead to big lags, when huge number of ships are present in very compact location, where multiple collisions can occur often. But in this case any blob of subcaps with numbers around 1k should cause comparable TiDi, which is not the case from my observations.
  • It also can be problem with basic cache-misses, as with that much objects in grid one need to prefetch data ahead of time to effectively iterate through. And this depends heavily on how data is organized, as for purpose of making drones or any other objects cache-friendly CCP need to pack relevant data together.
  • It could be the problem with amount of actions performed by drones. 3k active drones will perform huge number of actions which should be sent to players in grid.

Most of above assumptions should not be the case, if CCP have proper server architecture.

However to find the source of the problem with massive TiDi in presence of huge amount of drones testing or profiling is needed. Profiling can only be done by CCP, but testing can be done by players on test server:

  • To test networking, 100+ players should deploy and abandon several thousands of drones in one grid and take a look at their traffic. It could be speculated, that if without drones traffic is X, and with 3k drones traffic is Y for one person, than server need to output (Y-X)/3000 per drone per person, so it could be scaled up to any number of players on grid with any number of drones on grid. If traffic with and without abandoned drones are pretty much the same - it could not be the problem.
  • To test computational problems same players should make node to have TiDi down to 10-20%, then test how TiDi scales with number of players present in grid with drones. There could be strong correlation - then it has something to do with amount of iterations needed for node to do something with those drones, either checking if player should receive any info about this exact object, or checking collisions/actions/anything, only CCP can profile it further to pinpoint the problem. Or there could be no or weak correlation, then TiDi is only caused by these objects present in space.
  • To test computational problems,caused by actions, same players should gather a huge blob of drone boats and shoot something way out of range (so object will not receive any damage) and something in range (so there will be damage involved).

All test scenarios can be easily produced on test servers if anybody is up to it, or it could be done internally by CCP, as they, I assume, have proper instruments of achieving the same thing in an easy way.

This is a very short list of possible problems, which can be written in 5k chars. Some are really simple to fix, some are not, but without further knowledge of server code and architecture it's hard to find out what really causing problems described in original post.
Wixy
Goodvin's corporation
#109 - 2014-01-07 21:04:40 UTC
fix drones 07
Krasavitca
Solar Dragons
#110 - 2014-01-07 21:05:41 UTC
hahaha. PL and NC. dont cry, it's only fix broken game mechanics. We believe you will find a new way to abuse the game.
DOKTOP PvP
OEG
Goonswarm Federation
#111 - 2014-01-07 21:05:57 UTC
fix drones!
Mystic Rebel
Galaxy in danger proj.
#112 - 2014-01-07 21:16:17 UTC
Manfred Sideous wrote:

Bring even numbers to all fights and ill fly something other than subcaps. Don't say to me to make more friends because all 0.0 pilots are either on your side or mine and your side is much much much larger. I would love to fly a BS concept or a T3 concept and have a fighting chance but when you are so greatly outnumbered by such a diversity of fleet comps you must go to a tank concept.

PL has never had any issues with outblobing the enemy. Recall 2012 Delve war? Where PL had to call CFC yet having HBC on their side to deal with such ****** allianes like AAA and Nulli Lol
So don't try to play the grrr blob card.
Quote:
Slowcats are the tank. So your side then has a choice to counter slowcats by using your own capitals and supercapitals. To this point you fail to make that leap and one can speculate why. But that is your problem not mine and not CCP's. We are not flying some spaceship that your party doesn't have access too. This isn't 2004 where most of the game couldn't use T2 guns making those that can overpowered. This is 2013 in a game thats been around for 10 years. You're group has very old alliances and players within it. You have carriers you have dreadnaughts you have supercarriers you have titans. Use them and stop crying "UNFAIR UNFAIR".

I am sorry that a knife loses in a gun fight 99% of the time. I am sorry that a machine gun will kill better than a pistol. I am sorry that a grenade will kill better than a machine gun. I am sorry a bomb will kill better than a grenade. " ITS UNFAIR WHY CANT I KILL THE GUY USING A IED WITH MY BUTTER KNIFE". Moron go buy a nuke.

Do you moron even read what I'm posting?
We ALREADY used caps to counter carrier blob. And the main thing that prevented your total annihilation was not your amazing pvp skills, but TIME, which was greatly delayed (15min rewarps, 5 min dread gun cycles) because of tons and tons of drones and in the end resulted in node crash Ugh
That simply means that it's impossible to kill 200 carriers from eu evening prime time till the next DT.
By reducing the lag caused by drones the chance of dealing with carrier blob is increaced significantly.
M1k3y Koontz
House of Musashi
Stay Feral
#113 - 2014-01-07 21:17:02 UTC
Food for thought: Are sentry drones too good, or do all other drones suck?

How much herp could a herp derp derp if a herp derp could herp derp.

vivat77
Russian SOBR
#114 - 2014-01-07 21:19:52 UTC  |  Edited by: vivat77
Or give turrets and launchers assist mechanics for balance. And fix drone lag. We are slowly killing the carrier, than it comes with reinforcements on the other side of the galaxy, if you remove an assist drones, it will take away the appeal of this format and solve the problem without the need to rewrite the code of the game.
M1k3y Koontz
House of Musashi
Stay Feral
#115 - 2014-01-07 21:20:47 UTC
Mystic Rebel wrote:

You can't be that stupid not to notice the fact that drones cause 80% of the lags, not 2k ppl.



There is massive Tidi when 2000 people are in system, drones in, waiting for a fight to start. To blame drones for the problem you (and your allies in the CFC) bring upon yourselves in the apocalyptic wasteland that is nullsec sov warfare is ignorant.


In b4 "nomad", "u mad bro?", and "Show me on the doll..."

How much herp could a herp derp derp if a herp derp could herp derp.

Andski
Science and Trade Institute
Caldari State
#116 - 2014-01-07 21:20:54 UTC
M1k3y Koontz wrote:
Food for thought: Are sentry drones too good, or do all other drones suck?


good question, compare the DPS of a dominix with sentries and a rail megathron at long range

then compare the tracking

then compare how fast each one goes through ammo

Twitter: @EVEAndski

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths."    - Abrazzar

Loki Feiht
Warcrows
THE OLD SCHOOL
#117 - 2014-01-07 21:22:15 UTC  |  Edited by: Loki Feiht
Could make drones 'die' if left abandoned for more than a set period of time?

Sometimes the arguments i see on the forum remind me of when i was a child arguing with my brother about who shot who first and who was dead....

More NPC - Randomly Generated Modular Content thread https://forums.eveonline.com/default.aspx?g=posts&t=220858

M1k3y Koontz
House of Musashi
Stay Feral
#118 - 2014-01-07 21:30:52 UTC
This thread is so going places...

How much herp could a herp derp derp if a herp derp could herp derp.

Harvey James
The Sengoku Legacy
#119 - 2014-01-07 21:34:01 UTC  |  Edited by: Harvey James
it seems strange that carriers can use sentries which are effectively battleship sized guns and they are OP to boot....
remove drones from carriers
remove drone assist mechanic

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

M1k3y Koontz
House of Musashi
Stay Feral
#120 - 2014-01-07 21:38:49 UTC
ALL SUPERCAPS JUMP wrote:
Manfred Sideous wrote:
Despite what people think we simply use whatever ship comp we need to use to be able to handle the task at hand. When you are fighting a foe that brings Domis , Phoons , Tengus , Ishtars , Bombers , Ceptors & other fleet comps at the same time and outnumbers you on average 4:1 you need a durable fleet comp. Slowcats & Wrecking Ball provide that . The hostiles knowing we are going to bring slowcats have a multitude of options on how to deal with us. The most obvious one is using there own capitals and supercapitals. The gist is there is counterplay to slowcats and wreckingball. Which is the definition of balanced gameplay in a sandbox.



We understand it and we have no problem with you using best game mechanics against subcap blob.

CCP should somehow fix drone lags (they fixed missiles after-all).

Fights, when there are 180+ carriers bubbled by 100 man fleet (around 390 ppl in local, i was there) shouldn't cause 10% ti-di.
It should be brutal and fast, for both sides.






A fight in nullsec with less than 500 dudes?! Pics or it never happened Roll

How much herp could a herp derp derp if a herp derp could herp derp.