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Is the new "bullet time" / time diliation feature going to completely KILL EvE?

First post
Author
Alexeph Stoekai
Stoekai Corp
#101 - 2011-09-12 12:52:17 UTC
Oh, hey. Seems my old suggestion of abbreviating it "TiDi" caught on. Big smile
Vincent Athena
Photosynth
#102 - 2011-09-12 14:12:23 UTC
Alexeph Stoekai wrote:
Oh, hey. Seems my old suggestion of abbreviating it "TiDi" caught on. Big smile


Now will my suggestion of calling the amount of time slowing "Gamma" catch on? And the idea of displaying Gamma somewhere on the screen? Gamma would usually be 100% then drop as time slows.

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Frozen fanfiction

Skylar Thorne
Photosynth
#103 - 2011-09-12 14:28:15 UTC
Gamma sounds as good as anything I guess.
Alexeph Stoekai
Stoekai Corp
#104 - 2011-09-12 15:12:28 UTC
Vincent Athena wrote:
Alexeph Stoekai wrote:
Oh, hey. Seems my old suggestion of abbreviating it "TiDi" caught on. Big smile


Now will my suggestion of calling the amount of time slowing "Gamma" catch on? And the idea of displaying Gamma somewhere on the screen? Gamma would usually be 100% then drop as time slows.

Personally, if I was playing a game and something started to change the game's gamma value, I'd expect the brightness to change.
Cybele Lanier
Viziam
Amarr Empire
#105 - 2011-09-12 21:57:11 UTC
J0HN RAMB0 wrote:
I guess time dilation will be a huge nerf for Titans and SCs as they profit from lag usually.


It's going to be interesting to see the giga-fleets having to use tactics based on other things than lag--right now, it's probably most powerful force in 0.0, never mind the Russians. Smile

One thing's for sure--when this comes in (and has been patched a couple of times, naturally), I'll be right back in 0.0.

"You don't need luck. You need theft things and run."

Mara Rinn
Cosmic Goo Convertor
#106 - 2011-09-13 02:08:14 UTC
Malcanis wrote:
You really are getting the wrong idea about Time Dilation. Listen carefully:

TIME DILATION WILL NOT MAKE FLEET FIGHTS LAST LONGER THAN THEY ALREADY DO


Will the same number of shots need to be fired at a ship to make it blow up? Yes.

Will those shots take more time? Yes.

Will some module activations now be possible that weren't before (e.g.: shield transporters)? Yes.

Therefore, Time Dilation will indeed make fleet fights last longer than they already do. QED.

You might think that black screens and module lag currently make fights last longer, but all Time Dilation will be doing is allowing logistics boats to actually get reps on ships before they blow up due to incoming DPS (and no, I'm not claiming that Time Dilation will help logistics save boats that are blown up by a single salvo, I'm claiming that Time Dilation will allow logistics to get reps on ships at all). The removal of black screens and module lag will be countered by thhiiiiinnnngggss tttaaaaaaakkiiiiing looooonggeeeeerr toooo haaaaappppeeeeenn. Fights will take at least the same amount of time, it's just that now you click a button and stuff will happen. As opposed to nothing happening, or your button not even being there to click.

Combine that with 10 seconds of "grid time" taking, say, 15 seconds of real time, and suddenly getting reinforcements en route to a big fight ASAP will actually mean something. The fight might still be in progress when reinforcements arrive. Pilots who lose ships simply re-ship and head back into the fracas.

I do not doubt that there is a very real possibility of Time Dilation leading to "perpetual fights", given enough ships cramming onto grid. As a parallel to "Time To Penis" used to dismiss ideas of player-contributed content, I'll propose a "Time To Perpetual", in which we can run a book on how long it will be from the time Time Dilation is available and working on Tranquility to the time a massive fleet fight occurs which sucks in every available ship and pilot from 50 jumps, because suddenly every ship does matter, and people actually go to work and come back ten hours later to find the same fight still running.

If a X v X fight takes half an hour to resolve, how many ships will need to be on grid to make Time Dilation stretch that fight out to an hour? What about two hours? Will it be linear or exponential dilation (i.e.: doubling the number of people more than doubles the duration of a grid-second).

Also, SAYING THINGS IN CAPS DOES NOT ALLOW YOU TO ESCAPE LOGIC.
PotatoOverdose
Handsome Millionaire Playboys
Sedition.
#107 - 2011-09-13 03:27:17 UTC  |  Edited by: PotatoOverdose
TiDi sounds pretty cool, but I'm curious, how will it apply to chat channels? Currently it is entirely possible in some of the larger fleet fights to loose the functionality of all of your chat channels due to lag.

Would TD slow down local?

Would it influence fleet chat e.g. if I need to 'X' in fleet would there be some time delay between the time i hit 'enter' and the time my fleetmates see the x?

Would there be a delay in new messages from non-TiDi systems e.g. an alliance member in a non TiDi system types something in alliance chat, would I see that immediately, or would there be some sort of dilation effect?

Likewise, if I'm in a dilated system, would my text be delayed from going to non dilated systems?

In the same vein, how will it apply to broadcasted targets? Many larger fleets rely heavily on the fc broadcasting targets, and broadcasting for reps is essential.

Lastly, if there is no artificial TiDi applied to chat/broadcast, will TiDi reduce chat/broadcast lag in general?
DarkJacena
Deep Core Mining Inc.
Caldari State
#108 - 2011-09-13 05:28:04 UTC
Hmm... this is interesting, It'll be tough to imagine how this'll really turn out..

Malcanis
Vanishing Point.
The Initiative.
#109 - 2011-09-13 06:28:53 UTC  |  Edited by: Malcanis
Mara Rinn wrote:
Malcanis wrote:
You really are getting the wrong idea about Time Dilation. Listen carefully:

TIME DILATION WILL NOT MAKE FLEET FIGHTS LAST LONGER THAN THEY ALREADY DO


Will the same number of shots need to be fired at a ship to make it blow up? Yes.

Will those shots take more time? Yes.

Will some module activations now be possible that weren't before (e.g.: shield transporters)? Yes.

Therefore, Time Dilation will indeed make fleet fights last longer than they already do. QED.

You might think that black screens and module lag currently make fights last longer, but all Time Dilation will be doing is allowing logistics boats to actually get reps on ships before they blow up due to incoming DPS (and no, I'm not claiming that Time Dilation will help logistics save boats that are blown up by a single salvo, I'm claiming that Time Dilation will allow logistics to get reps on ships at all). The removal of black screens and module lag will be countered by thhiiiiinnnngggss tttaaaaaaakkiiiiing looooonggeeeeerr toooo haaaaappppeeeeenn. Fights will take at least the same amount of time, it's just that now you click a button and stuff will happen. As opposed to nothing happening, or your button not even being there to click.

Combine that with 10 seconds of "grid time" taking, say, 15 seconds of real time, and suddenly getting reinforcements en route to a big fight ASAP will actually mean something. The fight might still be in progress when reinforcements arrive. Pilots who lose ships simply re-ship and head back into the fracas.

I do not doubt that there is a very real possibility of Time Dilation leading to "perpetual fights", given enough ships cramming onto grid. As a parallel to "Time To *****" used to dismiss ideas of player-contributed content, I'll propose a "Time To Perpetual", in which we can run a book on how long it will be from the time Time Dilation is available and working on Tranquility to the time a massive fleet fight occurs which sucks in every available ship and pilot from 50 jumps, because suddenly every ship does matter, and people actually go to work and come back ten hours later to find the same fight still running.

If a X v X fight takes half an hour to resolve, how many ships will need to be on grid to make Time Dilation stretch that fight out to an hour? What about two hours? Will it be linear or exponential dilation (i.e.: doubling the number of people more than doubles the duration of a grid-second).

Also, SAYING THINGS IN CAPS DOES NOT ALLOW YOU TO ESCAPE LOGIC.


I bolded the assumption you have made that is most incorrect. Have you been in a heavy lag fight? Are you aware of what it does to weapon cycling?

EDIT: Also logis are of much less use when everybody's guns can be relied on to work not just more frequently, but at the same time.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Tallian Saotome
Nuclear Arms Exchange Inc.
#110 - 2011-09-13 06:49:08 UTC
Malcanis wrote:
Mara Rinn wrote:
Malcanis wrote:
You really are getting the wrong idea about Time Dilation. Listen carefully:

TIME DILATION WILL NOT MAKE FLEET FIGHTS LAST LONGER THAN THEY ALREADY DO


Will the same number of shots need to be fired at a ship to make it blow up? Yes.

Will those shots take more time? Yes.

Will some module activations now be possible that weren't before (e.g.: shield transporters)? Yes.

Therefore, Time Dilation will indeed make fleet fights last longer than they already do. QED.

You might think that black screens and module lag currently make fights last longer, but all Time Dilation will be doing is allowing logistics boats to actually get reps on ships before they blow up due to incoming DPS (and no, I'm not claiming that Time Dilation will help logistics save boats that are blown up by a single salvo, I'm claiming that Time Dilation will allow logistics to get reps on ships at all). The removal of black screens and module lag will be countered by thhiiiiinnnngggss tttaaaaaaakkiiiiing looooonggeeeeerr toooo haaaaappppeeeeenn. Fights will take at least the same amount of time, it's just that now you click a button and stuff will happen. As opposed to nothing happening, or your button not even being there to click.

Combine that with 10 seconds of "grid time" taking, say, 15 seconds of real time, and suddenly getting reinforcements en route to a big fight ASAP will actually mean something. The fight might still be in progress when reinforcements arrive. Pilots who lose ships simply re-ship and head back into the fracas.

I do not doubt that there is a very real possibility of Time Dilation leading to "perpetual fights", given enough ships cramming onto grid. As a parallel to "Time To *****" used to dismiss ideas of player-contributed content, I'll propose a "Time To Perpetual", in which we can run a book on how long it will be from the time Time Dilation is available and working on Tranquility to the time a massive fleet fight occurs which sucks in every available ship and pilot from 50 jumps, because suddenly every ship does matter, and people actually go to work and come back ten hours later to find the same fight still running.

If a X v X fight takes half an hour to resolve, how many ships will need to be on grid to make Time Dilation stretch that fight out to an hour? What about two hours? Will it be linear or exponential dilation (i.e.: doubling the number of people more than doubles the duration of a grid-second).

Also, SAYING THINGS IN CAPS DOES NOT ALLOW YOU TO ESCAPE LOGIC.


I bolded the assumption you have made that is most incorrect. Have you been in a heavy lag fight? Are you aware of what it does to weapon cycling?

EDIT: Also logis are of much less use when everybody's guns can be relied on to work not just more frequently, but at the same time.

It only take 20 alpha maels to instapop any subcap in the game. It may make the fight as a whole go fast because splitting fire at the squad level will actually begin to make sense so you don't have as much wasted dps, and a large fleet can take out entire squads of the enemy fleet in a single Volley (200 maels in a 250 man alpha fleet, 200/20= 10, 10 ships in a squad).

I didn't understand why FCs never called multiple targets that way until I got into my first lag fight Lol

Inappropriate signature removed, CCP Phantom.

Florestan Bronstein
Ministry of War
Amarr Empire
#111 - 2011-09-13 07:04:49 UTC
Malcanis wrote:

I bolded the assumption you have made that is most incorrect. Have you been in a heavy lag fight? Are you aware of what it does to weapon cycling?

As the situation TiDi tries to prevent - one fleet getting unpredictable and heavy lag gets crushed by a fleet that is experiencing much less lag - tends to result in relatively short fights I think it is plausible that TiDi will lead to longer fights on average.
ThisIsntMyMain
Doomheim
#112 - 2011-09-13 07:11:17 UTC
Mara Rinn wrote:


Will those shots take more time? Yes.



This assumption is almost certainly wrong.

With lag you get uncontrolled degradation of the server - pilots manually cycle their guns and many possible shots never occur - pilots keep shooting at targets long after they should be dead - active tanks keep cycling and magically creating EHP out of nothing - Capacitor levels don't decrease etc etc etc.

With controlled server slowing all of these ghost effects will disappear - Guns cycle at their "correct" rate - Pilots will change targets when targets die - targets actually receive damage when shot - Capacitor actually drains at the "correct" rate etc etc.

How this actually pans out in practice is anybody's guess. Please don't pretend that you know the answer.
Mara Rinn
Cosmic Goo Convertor
#113 - 2011-09-13 07:30:43 UTC
ThisIsntMyMain wrote:
How this actually pans out in practice is anybody's guess. Please don't pretend that you know the answer.


I'm not pretending anything. The stated aim of time dilation is to make everything take longer to happen. The "correct" rate for that Tengu's HMLs to fire is once every 3.4 seconds. Under Time Dilation, that 3.4s of simulation time ends up taking 8s of real time. Shots will take longer to happen.
Jita Alt666
#114 - 2011-09-13 07:44:35 UTC
CCP Veritas wrote:
Malcanis wrote:
Which kind of lag do you prefer?

(1) Unevenly applied, unpredictable, causes weird effects like ships remaining in space, benefits some types of ships disproportionately

(2) Evenly applied, predictable, everything works as normal, just somewhat slower overall


Quoting this post as it's a good summary of what we're hoping to achieve with Time Dilation. #1 is what we have currently when the server becomes overloaded, #2 is what we'd greatly prefer happen.

As for this signifying us becoming lazy about server optimization, that's a fair concern, as it'll certainly make the pain of being overloaded less acute. At the same time, it's not cool to leave a painful thing alone just because it reminds us that performance is important. I have a baseball bat for reminding people of that.

Fate willing, we'll be doing public tests of Time Dilation in the coming weeks' mass tests, so you can get a first-hand impression of it there~



I find it amusing that the Devs reply to the good summary has more "likes" than the good summary. Some people like to have brown noses.
Malcanis
Vanishing Point.
The Initiative.
#115 - 2011-09-13 07:56:52 UTC
Florestan Bronstein wrote:
Malcanis wrote:

I bolded the assumption you have made that is most incorrect. Have you been in a heavy lag fight? Are you aware of what it does to weapon cycling?

As the situation TiDi tries to prevent - one fleet getting unpredictable and heavy lag gets crushed by a fleet that is experiencing much less lag - tends to result in relatively short fights I think it is plausible that TiDi will lead to longer fights on average.


If it leads to "longer fights" because you get fewer people logging out in disgust, then I'm prepared to call that a win.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Naradius
Federal Navy Academy
Gallente Federation
#116 - 2011-09-13 08:30:33 UTC
TD , certainly has the power to get me back into 0.0. I loved huge system battles...unfortunately, I loathed the lag that was associated with it...it always seemed especially bad, for some reason, after expansion deployments Roll

"In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move." - Douglas Adams

Kristina Vanszar
MONOCLEGEDDON
#117 - 2011-09-13 09:37:41 UTC
My main concern is as follows:

if there is a big fight going on,a nd everything in that system is beeing slowed down, that means a fight might take double the time then it would normally.

that means that one f the sides has double the time to bring in reinforcments... or am i wrong with that?

What i imagine, is goons slowing down that system until they are able to bring 800 perfectly fitted and organized guys into the battle.

correct me if i am wrong please.
Niko Takahashi
Yoshitomi Group
#118 - 2011-09-13 10:03:35 UTC
Whiteknight03 wrote:
Do you know how much of a pain it is to rewrite code to take advantage of multi-core systems?

I'll take the solution that'll work without giving us EVE 2 thank you very much


Pretty much that is the only way though for the game to Grow to the vision that was presented.

It is not a question of IF but When [provided Eve will not go belly up of course]

Personally I think instead of optimizing too much it should be written to be compatible with this. I am not exactly familiar with all the issues that eve is facing however this makes programming much easier.

For the non technical this is equivalent of DirectX.


http://en.wikipedia.org/wiki/Grand_Central_Dispatch



Malcanis
Vanishing Point.
The Initiative.
#119 - 2011-09-13 10:05:07 UTC
Kristina Vanszar wrote:
My main concern is as follows:

if there is a big fight going on,a nd everything in that system is beeing slowed down, that means a fight might take double the time then it would normally.

that means that one f the sides has double the time to bring in reinforcments... or am i wrong with that?

What i imagine, is goons slowing down that system until they are able to bring 800 perfectly fitted and organized guys into the battle.

correct me if i am wrong please.


Good news! You are wrong.

TiDi won't make it any easier to execute a strategy like that than current lag conditions do now. I don't see why people have trouble recognising this simple fact. If anything, the battle will procede more quickly and give "goons" less time to assemble this hypothetical "perfectly fitted and organised" fleet (I have never before heard anyone accuse goons of bringing "perfectly fitted and organised" fleets.

Additionally, CCP really have done good work on fighting the lag monster in the last year or so. 800 guys won't cut it any more if you want to lag-bomb a system; more like 1800. There are limits to the numbers that even goons can muster, especially as they're not even the largest alliance, or in the largest coalition.

Finally, TiDi is nothing to do with goons. The idea was conceived and work began on it well before the current CSM was formed. It isn't a goon conspiracy, and people's concerns about it seem to be mainly based on a fundamental misunderstanding of what it will actually do and how lag works now.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Lady Go Diveher
Doomheim
#120 - 2011-09-13 10:05:18 UTC
Mara Rinn wrote:
ThisIsntMyMain wrote:
How this actually pans out in practice is anybody's guess. Please don't pretend that you know the answer.


I'm not pretending anything. The stated aim of time dilation is to make everything take longer to happen. The "correct" rate for that Tengu's HMLs to fire is once every 3.4 seconds. Under Time Dilation, that 3.4s of simulation time ends up taking 8s of real time. Shots will take longer to happen.


You seem to think time dilation needs to slow the system by 50% ... I cannot imagine this being true.

To 'solve lag' you only need to lower the server load by ONE PERCENT; from overloaded to 99% capacity.

For a reduction of 50% to be warranted, the fight needs to be double the capacity of a reinforced node. More importantly, it would speed up as the fight continued.

You all seem to think this is going to be the lobby scene from the matrix (which is slowed by 95-99%) when the real differences will likely be imperceptible without a stopwatch.