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blankseplocked [Proposal] I have fixed lag.
 
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Ezereth
Posted - 2011.02.21 22:14:00 - [181]
 

Yeah slow motion would be really Badass :)

Ranud Sunraker
Minmatar
Brothers of Destiny
Phobia.
Posted - 2011.02.22 01:04:00 - [182]
 

I don't know if it feasible, but it sounds a lot better than 'Soul Crushing Lag',Ghost Ships etc.

Supported.

Arklan1
Dunedain Rangers
Posted - 2011.02.22 01:44:00 - [183]
 

i stand by my support of this, unchanged.

one thing though - might i suggest a title change? it seems to me this thread may not be getting the traffic, particularly dev wise, it deserves, nay, needs to get it noticed and get soem actual input from ccp on.

something descriptive... "intentional slowmo bullettime lag counter" maybe?

StryP1
Posted - 2011.02.22 02:52:00 - [184]
 

+1 I support this.

Bawsk
Posted - 2011.02.22 03:10:00 - [185]
 


Botia Macracantha
Minmatar
Volition Cult
Posted - 2011.02.22 18:30:00 - [186]
 

If this is even vaguely possible, with no unintended exploitable angles its a no-brainer +100 signed from me.

Zirse
Minmatar
Brutor Tribe
Posted - 2011.02.22 22:45:00 - [187]
 

This would be great interim fix until the tech catches up.

Supported.

Kwashi
Adhocracy Incorporated
Adhocracy
Posted - 2011.02.24 08:40:00 - [188]
 

Good idea.

May actually reduce the number of laggy situations if bringing enough players to crash a node is no longer a valid strategy.

lwxsky oli
Minmatar
FACTS on EVE
Posted - 2011.02.24 17:33:00 - [189]
 

Am I understanding it right??

If lag happens, the server till reset all mods to have longer duration time??

Like, if the lag is 3 seconds, all mods will have 10 seconds more duration time??

If I'm right, I would support this idea.

GeeShizzle MacCloud
Caldari
Posted - 2011.02.24 17:46:00 - [190]
 

Originally by: lwxsky oli
Am I understanding it right??

If lag happens, the server till reset all mods to have longer duration time??

Like, if the lag is 3 seconds, all mods will have 10 seconds more duration time??

If I'm right, I would support this idea.


you're starting to get the idea :)

say the node that the fight is on can support up to 500 players completely lag free, and then another 500 jump in and start fighting, you'll experience lag.
your modules cycle and dont disengage or dont turn on when u click them, contacts that are already dead still appear on ur overview for a moment longer than normal etc....
the server would slow down everything that has a combat or navigation element in it in the system.
So DPS is reduced, Alpha is not, reps per minute is reduced, speed is reduced, explosion velocity reduced etc... everything used in combat and navigation that has a time based element in the calculations.

what this means for the server is less requests by pilots trying to do stuff and because of that the lag is reduced/removed.

so those extra 500 pilots that jumped in would force the server to add bullet time to 100% so everything that took say 10 secs to cycle would take 20secs to cycle. and because of that the server would be able to handle twice as many pilots that it originally could, without lag as such.

Orboro Naheema
Posted - 2011.02.24 19:56:00 - [191]
 

Anything to reduce the lag monster.

EdTeach
Posted - 2011.02.25 00:05:00 - [192]
 


Facepalm simple on the face of it.

Let's Do The Time-warp Again!


There has to be a nerdy coding catch somewhere, but we should be giving CCP enough money to hire the Princes of Nerdom to code this in somehow.


It would seem that anyone who is inside a system when it enters this time-warp mode would have to be tagged in some way. Tagged players cannot just jump in and out of the time-warp due to some wierd-@ss spatial distortion effects on your clone or something.

The tag is a timer(running on time warp speed as it adjusts on the fly) that makes a pilot wait before being able to re-enter.

----

In addition, I think that the system and every connecting system would have to be included in the time-warp to keep gate games to a minimum. Ratters/Plexers/Miners would just have to deal.

----

It seems to me that once a system enters the time-warp, every pilot in that system becomes a copy that only exists as long as the system is in that state or until that clone dies or logs. Re-integration with all other aspects of the toon/account would take place after one of the trigger events.

This keeps skillpoints/researching/etc still churning along with no coding changes needed. The battle copy is trapped in the time-warp.

----

It is like the system is cloned into it's own sisi-like spacetime, so the rest of EVE can access it is some ways, but it does not affect EVE.

----

-




Kerri Desdemonia
Posted - 2011.02.25 01:27:00 - [193]
 

The idea, though clever and certainly unique, is self-defeating.

No matter how you achieve the slowdown in system (increased cycle-times, distorted / expanded time, et cetera), you invite more and more people to enter the battle. Because deaths would be slower, the battle would last longer. Remember the rest of the EVE-world is chugging along at normal speeds. More time to bat-phone friends, reship when destroyed, whatever.

New parties would be jumping onto the field like never before. Currently, if you can't race to a system in time, you get to drool over KMs missed. But under this proposal, you have plenty-o-time.

And with each new entry / reentry, that distorted time becomes worse and worse. Allowing for entire alliances to call up their b-teams to get to the fray from further and further distances. And their friends. And so on and so on.

While the system wouldn't crash like it does now, you would have fleets of ships just looking at each other (perhaps making rude gestures out the window) and doing little else. For those of you who have been on the test server, imagine "move" requests en masse on tranquility so you can go to work, kiss the GF / wife, develop old-age, to get out of the battle.

Points for a clever idea. But IMO - counterproductive.

Slade Trillgon
Endless Possibilities Inc.

Posted - 2011.02.25 01:55:00 - [194]
 

Edited by: Slade Trillgon on 25/02/2011 01:55:25

Very interesting indeed.

Supported.


Slade

GeeShizzle MacCloud
Caldari
Posted - 2011.02.25 20:25:00 - [195]
 

Originally by: Kerri Desdemonia
The idea, though clever and certainly unique, is self-defeating.

No matter how you achieve the slowdown in system (increased cycle-times, distorted / expanded time, et cetera), you invite more and more people to enter the battle. Because deaths would be slower, the battle would last longer. Remember the rest of the EVE-world is chugging along at normal speeds. More time to bat-phone friends, reship when destroyed, whatever.

New parties would be jumping onto the field like never before. Currently, if you can't race to a system in time, you get to drool over KMs missed. But under this proposal, you have plenty-o-time.

And with each new entry / reentry, that distorted time becomes worse and worse. Allowing for entire alliances to call up their b-teams to get to the fray from further and further distances. And their friends. And so on and so on.

While the system wouldn't crash like it does now, you would have fleets of ships just looking at each other (perhaps making rude gestures out the window) and doing little else. For those of you who have been on the test server, imagine "move" requests en masse on tranquility so you can go to work, kiss the GF / wife, develop old-age, to get out of the battle.

Points for a clever idea. But IMO - counterproductive.


this would be the end result if and only if the node being used to conduct the battle on was an amstrad or sinclaire spectrum. i hate it when people exadurate their points to the absolute extreme, its ridiculous and completely unnecisary!
Firstly this measure is to counter lag and only lag, its not a full proof way of having 2000+ player battles on any single server blade.
the idea is to keep gameplay remotely playable between a mass of players converging and overwhelming a server and ccp reinforcing the node to allow full speed gameplay.

Allerthy
Ministers Of Destruction.
-Mostly Harmless-
Posted - 2011.02.26 19:34:00 - [196]
 

Great idea! Supported

MisterOizo
Posted - 2011.02.27 12:18:00 - [197]
 

I support it, just hope the space-time continuum stuff is ok with it too. Laughing

Daxel Magmalloy
Posted - 2011.02.27 13:44:00 - [198]
 

Seems like a practical and sensible approach to minimising lag and making the game playable in large fleet fights. Supported.

Flaming Lies
Posted - 2011.02.28 13:47:00 - [199]
 

Strange idea..... but.... yes!
supported

Azgard Majik
Gallente
UK Corp

Posted - 2011.02.28 14:15:00 - [200]
 

Like it.

Jonny Evil
Caldari
AfterMath.
Broken Toys
Posted - 2011.02.28 19:00:00 - [201]
 

I Agree, sound like a plan!

Blastfizzle
THE R0NIN
Posted - 2011.02.28 19:38:00 - [202]
 

Originally by: Jonny Evil
I Agree, sound like a plan!


If you really want to support this idea, you ought to check "Support this topic: Check here if you want to give your support to the idea/discussion going on" checkbox - it's in the reply to topic/edit post screen.



By the way, I will keep bumping this topic until I die... or until the idea is implemented into the game, wichever comes first.

Saidin Thor
Posted - 2011.03.02 00:12:00 - [203]
 

Very cool idea. It would need some testing to see how effective it would be, but, assuming it works as I think it would, this would be a great way to help reduce the lameage of large fleet fights.

Karles
Posted - 2011.03.02 06:27:00 - [204]
 

I think will be better to solve the lag but I think is better than wait 40 minutes to see that you are in a pod. I support it.

Gaius Duilius
Posted - 2011.03.03 23:59:00 - [205]
 

Great idea! Ensures the game is playable in otherwise laggy situations and allows CCP to work on reducing lag without constantly being shouted at about how lag is breaking the game.

Originally by: klyeme
I see 1 large problem in this.

While time for the people fighting would slow down, other areas left in the game wouldn't. This would allow large numbers of support ships to come to the aid of the fleet in that system, inducing a metagame "slow down the system so our reinforcements have something to reinforce when they get there."

The only solution I can see is to make the gates and cynos only allow jumps out of the system when the system goes into this state.




I like that idea especially since it will force the fight to be broken up across multiple systems, something CCP has said they want to see. Reinforcing fleets arriving on the scene too late will have to fight in near by systems unless they want to just sit around and wait for the temporal distortions to end. There should probably be some time delay between when a system enters bullet time and when it gets locked down, though. That way if you're planning to hot drop on someone, your bait fleet doesn't get hung out to dry when the system suddenly gets locked down.

Arklan1
Dunedain Rangers
Posted - 2011.03.04 00:08:00 - [206]
 

exactly how i see it. bullet time engages, theres a window of oppurtunity to jump in system, after which only exiting is allowed and gates/cyno are locked, thus preventing the ever worsening of the bullet time effect, and potentially spreading the fight to other systems as fleets attempt to reach the locked system.

Tarikan
Minmatar
Hardcore p0wnography
Posted - 2011.03.04 03:31:00 - [207]
 

supported, would be a good idea and should at least be tried out on SiSi

Yu Lee
Infinite Improbability Inc
-Mostly Harmless-
Posted - 2011.03.07 23:27:00 - [208]
 

nice idea

supported

SammyullJackson
Posted - 2011.03.09 02:58:00 - [209]
 

You really should stop bumping... if it's a good idea, it'll stay afloat on it's own. Filling it with literally a full page of bumps just makes you (the OP) look bad.

That said, while it's a good idea, the problems with it have already been covered. There's no way you can justify slowing the whole game down whenever a big fleet engagement goes down, and the only other solution is to somehow prevent the metagaming (since time has slowed down in that system only, they just need to call their alliance in and wait for reinforcements). As said, this can be done by preventing jumps, but then this kind of ruins the strategy of having vanguards -- basically, you're forcing the attackers to either commit their full force or only part of it, since they won't be able to reinforce.

But heck, what am I saying, it's all been covered in this thread probably dozens of times already.

GeeShizzle MacCloud
Caldari
Posted - 2011.03.09 11:13:00 - [210]
 

Originally by: SammyullJackson
You really should stop bumping... if it's a good idea, it'll stay afloat on it's own. Filling it with literally a full page of bumps just makes you (the OP) look bad.

That said, while it's a good idea, the problems with it have already been covered. There's no way you can justify slowing the whole game down whenever a big fleet engagement goes down, and the only other solution is to somehow prevent the metagaming (since time has slowed down in that system only, they just need to call their alliance in and wait for reinforcements). As said, this can be done by preventing jumps, but then this kind of ruins the strategy of having vanguards -- basically, you're forcing the attackers to either commit their full force or only part of it, since they won't be able to reinforce.

But heck, what am I saying, it's all been covered in this thread probably dozens of times already.


yes i do believe those comments were made and i do believe that both were met with counters that logically solved them without any game breaking situations, in fact i believe they actually started to achieve what CCP wants from large scale fleet fight + reinforcements, and that was a broken up engagement consisting of the main fight with smaller secondary fights in surrounding systems.


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