20260406 - Tranquility server node death (Atioth)

At 18:30 UTC today, the server node holding the system of Atioth died while a fight was on-going. The system was automatically moved to a new fleet fight node.

Atioth remains stressed as it is trying to recover.

Please, hold on tight. Thank you!

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Is there a way for the game to release the pressure on certain nodes when they are reinforced thru disabling certain calculations like ratting anoms or other systems not used during such big fights

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What happens if node dies again

It really is time to consider ā€œAlternativeā€ methods of alleviating Ti-Di or Node Pressures in big flights.

E.g.

Removing Drones from non-bonused Ships
Forcing Fleet Formations and ship speeds
Turning Missiles into delayed Guns
No Rookie Ships able to enter Reinforced System
Remove Anomalies, Belts, Rats from the reinforced system

I am sure we can all come up with a ton of ideas. But these massive flights don’t follow the standard rules/gameplay loop anyway!

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Ongoing? It hadn’t even started

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apologies for poor english

where were you when atioth dies

i was at home waiting for timer when phone ring

ā€˜atioth is die’

ā€˜no’

and you???

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Can we have layered system like in WOW? 5k per layer so server don’t crash and we still have big battles with tidi. Characters are split into layers, structures are shared between them.

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Client crashes, ram explosions…. happened even before we loaded the field….

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Maybe don’t ram 10k neckbeards in 1 system.

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Good luck!! This is the most players I’ve seen active in a single system!

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Thanks CCP for this ā– ā– ā– ā–  show

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Just FYI: This was already implemented years ago. What you see as missiles is only client side rendering.

On that note, I miss the time when missiles were physical objects that you can click and zoom in on. It was kind of giving the bullet time vibe from Sniper Elite :laughing:

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I thought this too! But i think it was only a client side graphics things. They are still objects that are tracked, or else Firewalling wouldn’t work!

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Nope. Firewalling is just (smart) math. Ok, it puts some stress on the server, but not that much compared to them being physical objects :slight_smile:

Well I withdraw that suggestion then! :smiley:

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Other ones are pretty much valid.

I’d add my observation from the fight in 49-U a couple of months ago. Everything was relatively smooth until carriers/supers launched their squadrons. As soon as they launched, TiDi jumped to 10%.

Problem is, you take fighters out of the equation, and thats 2 entire ship classes and part of the cap escalation chain removed. But yeh, Drones/Fighters simply have to be huge amounts of server load as their entire operation, movement, etc has got to be calculated server side

then we’d have phasing and ppl would find a way to manipulate and avoid dying

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Can’t do that as one side will try to cram all theirs and barely let the other side in

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can we have massive fights without tidi please lol