Well, my decision was also caused by “era of scarcity” thing. I will wait till “new economic equilibrium” appears in the game to even think about returning.
Anyway best wishes to folks who lost their big stuff today, In current mining realities those toys are almost irrecoverable in na short run but I am sure you can cope with that.
So do we have any communication from CCP ? From my point of view, and I’m not part of this war, this is terrible for the game reputation. I heard / saw log with “population cap”, people that are dying but reappearing or still in their home system how this is even possible ?
My sentiments exactly!
Server was asked to load said titan, several calls get created, like calculate position on grid, load loadout, calculate stats of fully fitted ship, calculate player bonus, and finally finished loading ship. Some of these calls got deleted instead of delayed. ‘finished loading ship’ got called with a partial loaded ship as some of the calls got deleted. So we see all those killmails with dead titans only suffering from 1 million hp damage.
Exactly this. CCP has pushed EVE farther and farther away from ‘sandbox’ and consistently towards “move to Null and join a blob”. The recent economic changes are just another push in this direction. And players keep sending them subs to be part of that, so there’s no real reason for CCP not to do it.
Way too simplistic. Any of the alliances could simply fill a system themselves with whatever numbers needed, and then no one else could get in. They either need to go with that Cloud combat technology they were testing (although they stated this was not something in actual development for EVE battles at this time), or they need to get creative. It’s not something “easily” fixed.
They could go with something like a Mechwarrior “batchall” where both sides bid the forces they will put into battle against some sort of limiting factor, or they alter the game mechanics so that battles become self-limiting in size based on fleet composition per side. Or whatever other mechanic. But it definitely won’t be easy.
Sure it’s going to be an impossible task to keep up. They have never been ahead of the curve as once we see that the server can handle 6500 players we think it can handle more…which it can’t.
I await an official CCP announcement on this, but as a company I feel they are weighing up on two options: 1: Keeping Titan’s dead hope for people to stay in the game and hopefully buy PLEX to replace their losses, whilst potentially making those ‘Ghost Titan’s’ also dead. Blaming it on the players for not keeping to the limits of the server in the press.
2: Reimbursing losses where the server couldn’t cope and hopefully retain their membership and hope for a better managed fight that they can market again in the near future.
Whatever it is, someone will complain. Do they want to upset their current membership in Imperium who were forming in system so struck lucky with server performance and be slated in the media for not being able to handle the required server load of the membership or upset their membership in PAPI and be slated in the media for having a mechanic that means you don’t have to risk assets or have skill you just have to overload the server first to win.
Delays also happen in high sec all over the place with almost no population, so no excuse … high population bla…simply not able to have servers deliver any kind of performance, disqualifies CCP from being a serious company worth getting paid.
This doesn’t work in a sandbox. It works in other games because they are instanced anyway, or have multiple servers. The number of players must not be a considered value in the solution.
My proposal, make simulation not only time delayed but also blurry in any other dimension, by grouping ships together and calculate more coarse grained. The perihelion could be each fleet is one technical “ship”. Like the fighter mechanic.
They did and it’s exactly why it was a turkey shoot, almost all of the PAPI fleet was denied entry due to the pop cap (Goons alone used most of the cap). What they need is a cap per side.
Your first point is incorrect, in that number of players is probably the key factor that needs to be controlled.
The second point is valid and useful, in that reducing huge fine-grained fleets to workable “chunks” can improve processing time. CCP has already stated they’ve made some graphics, rendering and weapons changes to assist with this. The problem with that is unless you get drastic with it, you’re more likely to see a 10-20% improvement from this sort of change than an order of magnitude improvement, and that’s what they need.
It would also require a massive change in game mechanics, which might be interesting, but would more likely be a disaster given the implementation history of CCP’s coding teams. Something like a “Fleet A is dishing out XXXX damage, receiving YYY damage, and logi’ing ZZZ damage. So let’s apply XXXX damage to Fleet B, then apply YYY-ZZZ damage to fleet A randomly in chunks of 1-5%, and see what pops”.
Perhaps some kind of design where you ref a structure in 1 system and the structures in the surrounding systems connected to it become vulnerable at the same time. If we can’t fight in a single system perhaps try to spread the war over an ever-moving front line?
Anything to get away from this need to have 11.5k players in a system (which is what the total Imperium and PAPI fleets amounted to last night)
The “era of scarcity” began two years ago. There’s some content scarcity also. As I remember, there aren’t anymore many interesting players and groups in the game.
what i am hearing in the aftermath is that the general dissatisfaction with all of the recent changes was diverting people to the war effort instead of ratting and mining. the war effort is now perceived as dead. CCP needs to fix something fast or the account bleeding will become arterial flow.
“flooded” would mean intentionally and with perfect knowledge of what the server can handle. There is no proof that they “rigged the battle” or “abused the limitations”. No one knows the limitations. Both sides had huge numbers, no right or wrong there.
The alternative, that Goons should stay away so that PAPI can attack is funny at the very least.
Another alternative, negotiating what each side can put on grid for a battle is for this type of conflict the least likely to happen. Staged fights are as bad as fights not taking place because of hardware issues.
So did the other side, they experienced and “did” it before as well, in the same war.
Then why take the decision to jump in anyway ? Stopped thinking, started believing ? Against better judgement ? The other side should just relinquish and let a keepstar be destroyed without recourse ? And what about the next attack, flood the grid so that no defense force can enter ?
A solution would be better than a baseless, gratuitous accusation. It’s not because someone “lost” that the system was “rigged”.
Both sides thought they would/could have won if the battle would have taken place under the right conditions. Ask Asher, ask Vily, and compare their answers. Pull up the Talking in Stations stream from last night, both were interviewed by Matterall.
But that’s the point, how do you want to control that?
I see only one drastic way with the ESI change, so big anonymous groups will automatically fail after some time due to limitation of trust. Managing groups without trust is possible but less efficient.
I mean exactly that. In a WoW BG you can log in 40 Horde and 40 Alliance players per encounteronly. You know, my post was very simplified in description. The mechanic can be developed in many different ways.