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blankseplocked If each system is a separate instance
 
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343conspiracy43345
Posted - 2007.09.23 14:18:00 - [1]
 

Then why can't battles be?

It seems each system is.

Arana Tellen
Gallente
Clan Death Corps
Posted - 2007.09.23 14:20:00 - [2]
 

You want it to lag MORE when you warp into a battle? Also the way the servers work means it probably cant do it anyway.

343conspiracy43345
Posted - 2007.09.23 15:31:00 - [3]
 

Originally by: Arana Tellen
You want it to lag MORE when you warp into a battle? Also the way the servers work means it probably cant do it anyway.
It would lag less.

Fswd
Gallente
Psychotic Sea Monkeys
Posted - 2007.09.23 15:49:00 - [4]
 

There is more to eve than motsu and jita

An Anarchyyt
Gallente
GoonWaffe
Goonswarm Federation
Posted - 2007.09.23 15:52:00 - [5]
 


Shevar
Minmatar
Target Practice incorporated
Posted - 2007.09.23 15:54:00 - [6]
 

Edited by: Shevar on 23/09/2007 15:56:15
Originally by: 343conspiracy43345
Then why can't battles be?

It seems each system is.


Because having battles inside deadspace with acceleration gates would be lame.

It would require you totally ban PvP from normal space, otherwise people would just either camp the acceleration gates themselves or just not PvP at all. And that is even worse then the current situation.

Now what bout it being possible that you post on your main and not some ******ed large name which screws up the layout of the forums and even has numbers in it?

shady trader
Posted - 2007.09.23 16:02:00 - [7]
 

first systems are not instanced in the normal sence. An instrance is a copy of something designed to run in parallel with other identical copys that are spawned as needed. Also once an instance has started it is very hard for other people to enter due to the parrallel nature. CCP have stated in the past that they do not beleive that instancing is good for a game like Eve.

Each system is a seperate entity that exists permenantly, in some cases stored on disk and not active. As people do things in a system the status of the system changes (loot cans, wrecks less ore etc). After the group has self the system if it was an instance is would despawn. The next group of people to enter would find it identical to the state then the first group entered the system.

From that you have said you could need each system having its own node. Not all systems have there own node, most systems share a note with several others. Only the realy big systems have there own node.

To run just a battle on its own node, you would require that there is a spare nodes avaiable, that CCP have time before the battle to set it up (steller objects, network traffic routing etc). Also as single battle is normally on the same grid, I can see this being expoited.

For starters you would have 4 possibly 6 grids next door, where there would not be a reason for a loading like then you jump, so if you include them in the node you have then got to think about the ones at there edge till you end up with the whole system anyway.

Mithfindel
Amarr
Ordo Crucis Argenteus
Posted - 2007.09.23 16:14:00 - [8]
 

Edited by: Mithfindel on 23/09/2007 16:16:23
If I remember correctly the somewhat recent news considering upgrading the hardware infrastructure behind EVE, they're researching into this. Each grid is separate, anyway, so this does partially make sense. If virtualization is used, the data should be easy enough to change to another CPU in somewhat-acceptable time.

What this would need would be virtualization (the grids don't see what node they are on, just the data interface) and some reliable measure for computing power required per grid. And some failsafes making sure that Jita and the Caldari macroraven centrals don't grab all the CPUs.

EDIT: "easy enough" doesn't mean "easy", though. Depends on the exact amounts of data we're talking about, and the philosophies how this is used. It might be easier to swap the grids with low power requirements to other nodes than the 400 vs. 400 fleet lag fest.

Kessiaan
Minmatar
Vagrants Inc
Posted - 2007.09.23 17:04:00 - [9]
 

Edited by: Kessiaan on 23/09/2007 17:04:46
I'm actually a little curious about this...

Is the lag in heavily populated systems caused because the server can't keep up with all the activity going on, or because the game thinks everyone needs to know what everyone else is doing at all times (even when it can't possibly make any kind of difference, like telling the guy who just jumped through the gate that there's someone 100 AU away blasting an asteroid) and thus overloading its own connection?

Krazy Bitsch
Posted - 2007.09.23 17:23:00 - [10]
 

Originally by: Arana Tellen
Also the way the servers work means it probably cant
do it anyway.


so...in al your wisdom and fancy intelligence, do tell us how the servers work...im intrigued as how YOU and only you know this...

Okkie2
Posted - 2007.09.23 18:20:00 - [11]
 

Edited by: Okkie2 on 23/09/2007 18:30:40
Originally by: Krazy Bitsch
Originally by: Arana Tellen
Also the way the servers work means it probably cant
do it anyway.


so...in al your wisdom and fancy intelligence, do tell us how the servers work...im intrigued as how YOU and only you know this...


A single system includes local, being able to warp to every single point in that system etc. If you want to have a fleet battle on a separate node part of that system is running on a different node. So that node has to communicate to the 'normal' node for local, have some kind of method to have people entering the fleet battle to transfer to a different node (usually this is done by a gate but you don't want to enter a fleet battle through a gate).

This means the architecture of the system has to change to be able to do this, furthermore because of the extra overhead (like transering people from one node to the other, have local the same on both node) it's always the question how much faster it will be.

And about the link of yours, you enter a system through a gate, if you try to fly towards it you will not really enter the system (some people have tried and they said you can see the system like it is but without rats, stations etc.)


 

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