When you have so much people it shuts down the server, you are rather happy as provider, that means the thing is popular.
I think that CCP is pretty confident that null with their titans, lots of alts and ISK, isnt the thing that needs solution for bigger battles. They have already monopolized that niche and have guiness confirming this. They can work on something else.
CCP will respond in some way because what you describe (and what logically appears to be what happened), isnāt sustainable. TiDi itself isnāt fun for anyone but the number of pilots willing to fight over a KS is such that the servers canāt handle it.
There is a solution but would require recoding the game to update the way the server handles player actions and numbers of actions on a given node. If banks can process millions of transactions in a small period of time CCP could as well in theory but that takes $$.
10k players, with fighters, drones, deployables, and a whole ton of other stuff. The fact we can even get 6k in and still get reliable gameplay is huge.
Can you ask them how much python code is still running on a node ā¦
⦠if the main loop has any python code in it ā¦
⦠and if systems are still running single-threaded?
Tbh in my opinion the only way CCP is fixing this big fight lagfest is if they drop the ā100% sandboxā and implement player limits for each side for timer fights. Similar how Lineage 2 had castle sieges.
Because no matter how high is the performance of your servers, players will always continue to pile up more and more into the system until lagfest occurs.
I donāt see how how they can define who is allowed on each side without people trying to game it.
Even if they made the timer pause when ever the system population was over a certain amount so both sides had to just sit and wait it out, people would still find ways to game it.
Imo it would be better to have a cap on how many citadels are allowed in each system and those citadels become a permanent fixture to that system, if the system is lost the new owner of the system gains control over all citadels in it.
Since system control already forces people to be in many places that alone will cause less lag. (not 100% sure if fozi sov is still the same havenāt done it in a long ass time.)
Are all the formulae regarding in-game mechanics actually known?
I mean like applied physics in general, applied warp-physics, weaponry related calculations, etc. etc.
Eve uni website has a lot of those formulaās, there is a lot of stuff missing obviously as ccp has never actually given us any of it, its all from player testing so there is always a chance that we think we know but we donāt actually.
It would be good to know in general terms. 4 years ago in discussion with one of the devs on EVE, it was clear that there was active work to move away from Python. There were a few languages that had been tested for new microservices (eg. Go and C++ were both tested and maybe others) and CCP were rewriting the back end, and anything new is not python.
Only screen grab I have from the discussion (which was about the tech stack for Project Legionā¦lol):
CCP dont even have a mechanism to differentiate sides of null conflict in the engine, so to treat sides of conflict with some kind of sorting. Also what if one part experiences some kind of system failure that would make other side victorious? Rollback of the server state?
I think CCP will rather do nothing. Players will have to adapt.