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Posted - 2011.03.23 17:56:00 - [61]

Edited by: Shiganaru on 23/03/2011 17:57:18
Now, if only the market would load and react faster. It takes longer to empty a hangar of items in Jita, than say New Caldari, just because I'm waiting to view market data.

Also, this seems like a good place to put this: In an effort to reduce fleet fight lag, I would look into adding the option to not display ship models.

During large fleet fights, recently in O2O in Geminate, I noticed that my client would lag/freeze right before a new set of ships would become visible on the field; however, no new ships had jumped/warped into the battle. I guess that lag could explain this as ship type data could've been delayed in reaching my client, but the overview had loaded and appeared to updating normally with all ship-types visible.

I plan to turn a couple of hardware monitors/logs on the next time I go into a major fleet fight, and see if I can confirm that this is just network lag, or if there is increased harddrive/memory usage when this happens.

But anyway, at least CCP is making the effort to improve the game and game performance.

Dorn Val
Posted - 2011.03.23 20:32:00 - [62]

I have a problem fitting my Legion that started over a week ago, and I'm wondering if it is due to the changes to the database:

The only way I can change subsystems is to precisely place the one I want to use on top of the current one. Simply dragging and dropping the subsystem onto the fitting window does not work, and the right click option to fit the subsystem to the current ship does not work.

After changing a subsystem I get an error that my moduals are invalid, even if I completely strip my ship and try to re-add them. So far the "solution" that the GMs have used is to repackage my ship (destroying the rigs), repackaging all my moduals, and re-assembling the ship. The problem just returns as soon as I change a subsystem.

I've cleared my cache and all my settings twice.

Peek-A-Boo Bombers
Posted - 2011.03.23 21:34:00 - [63]

Originally by: TheSpyInCorp
Saying this just tells me that you know nothing about data analysis and programming and you just want ccp to spit up an answer. Fixing code isn't at all like fixing a car's engine when you have millions of lines of code, and thousands of events happening at the same time that use that code, spread between dozens of server nodes. Why do you think CCP Veritas used jita, a dedicated node, as the most accurate data model? In your example, you knew what the problem was (poor engine performance) and exactly where the problem was coming from. In this case, ccp knows what the problem is, but there are a million places it could come from. So the only option to remedy the problem is to optimize it bit by bit, and this is one of those optimizations. Did you really think they [or anyone] could just fix lag as quickly as you're asking it to be?

So no, you have not been reading the dev blogs, you have been skimming the dev blogs and looking for a "we fixed it" answer because CCP Veritas already explained it perfectly:

Originally by: CCP Veritas

get over yourself and your "expectations" and appreciate these optimizations as breakthroughs in the fight against lag.

And your post shows that you know nothing about any kind of diagnosis, repair, and follow-on testing cycle of any kind. I've been programming for over 24 years, and performing maintenance on everything from computers to defense avionics to the ion implantation tools that make the chips in all your fancy little toys for 18. You do realize the vast majority of vehicles manufactured today are run by computers, right? Just because it isn't in a server building or on your desk/lap doesn't mean it isn't a computer.

I am perfectly aware that there are millions of lines of code all interacting together. Nor did I have any expectation or state that I was expecting an insta-fix to lag. I was saying that I wanted some data to back up the assertion that the work performed was working as intended. You therefore fail at reading comprehension.

As I pay for the game, I have every right to express my concerns regarding the upkeep and improvements of the game. If you don't want to read them, don't come here. I don't see you writing anything constructive or expressing legitimate concerns.

CCP Veritas, (and to a certain extent the raging flamer above), I went back and reread the blogs. The first one was over 3 months ago and I did need a refresher. Everything I wanted to know was right there as you said. I simply had forgotten it. The setification of inventory is directly related to missile lag.

Since I rarely go to Jita, I felt like CCP was taking an issue that was important to me and transforming it into a reason to make improvements for station spinners rather than ship flyers and fleet fighters. That is no one's fault but my own.

Thank you for pointing out more clearly your intent for this blog. If your reason for this one was indeed just to let us know that the fixes have been implemented without incident then I would say CCP has been successful. Don't think for a second I don't appreciate the work you and Team Gridlock are doing. It's through your hard work that we the players get game improvements.

To anyone that thinks that CCP isn't watching, CCP Veritas was in O20 local during the St. Patrick's Day supercap battle, and even stated to those present that he had gathered some valuable data. I was just expecting to see more in this blog.

CCP Veritas, I apologize for insinuating that you weren't working as hard as you can on the problem of lag. I will endeavor not to jump to conclusions in the future, and to stay more up to date on the relevant materials.

Posted - 2011.03.23 22:31:00 - [64]

"I hoped I could capture load from popular missioning systems, which tend to be more consistent in load than most and also involve lots of missiles, but systems like that do not have a consistent mapping on the cluster. What I mean by that is that on any given day, the systems around any given mission hub could be grouped together in many sorts of ways, with any number of other systems thrown into a mix. Looking at the CPU usage of such nodes is going to be extremely noisy depending on what other solar systems got introduced into the mix."

Can't you lock this down? It might help to if you actually got players to test various styles of play too. For example, you can get a group of players of a specific number in one system doing missions with guns, one with drones, and one with missiles to get a scientific comparison.

Rasz Lin
Uitraan Diversified Holdings Incorporated
Posted - 2011.03.25 10:48:00 - [65]

Edited by: Rasz Lin on 25/03/2011 10:47:57
Upshot being that searching and removing things from inventories is expected to be considerably faster than before, with increasing win as inventories grow.

This is simply not the case. 490 items in my station, and every time I drop 10 Giant secure containers into it (select all in ships cargo and drop as a group) my game freezes
same when I repackage them.

It only started freezing when I do this recently.

Posted - 2011.04.01 21:41:00 - [66]

50%+ load reduction in Jita almost across the board? Kudos, my good man.

Ku. Dos.

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