Idea for changes to Tidi

Surely, the other way around just the same.

I don’t care though, I’m not a fan of big TIDI battles or any other 6k player …ing anyway.

I am just a programmer who looks at the problem technically and gives possible approaches.

Exactly, this will be abused by all sides all the same. Fixed number fights are no solution.

My other approach would be a Borg mothership with XK players against another, but that would be too boring and even for eve totally unrealistic. :sweat_smile: Goons Death Star vs PAPI Death Star! :exploding_head:

No they don’t. The expected outcomes do not happen because half the time the conditions that were in place when you started an action are not in place when your commands are received and processed by the server.

It reduces the amount of computations required at any one time.

How does it do that and how does it compare to what’s already running?

Currently all clients can send any and all commands and actions to the server at anyone time.

My option allows only those who are assigned to the current action window to send commands to the server. Which the amount would be configured by CCP based on their capabilities at that moment.

No difference to normal combat then

The amount of times i’ve seen “x deactivates because its target is no longer locked” or that x begins to explode is pretty damn high lol

Which is what happens currently, i’m not sure if you understand how its done but in EVE actions happen in the order the server receives and processes them, if i press F1 before you then my input gets processed first, the difference is without TiDi you’re not as aware of the delays as it seems “instant”, as i mentioned above its the same reason you’ll see messages about not being able to do something or that your modules deactivate for x given reason

TiDi is the most elegant solution to the lag problem because it doesn’t change how the game is fundamentally played, all it does is slow down the speed at which things happen in order for the server to be able to process everything properly

I get that people don’t like TiDi, but there really isn’t a better solution until the simulation is able to run entirely in real time regardless of the load

I’m sorry you’re not understanding what I’m saying.

Right now, Eve receives any and all calls from any and all players. They then process those in the order they are received. They are probably sync to account for lag which is why we have a server tick.

My solution does not allow any calls except for those assigned during the current window.

But no it’s not how Eve functions currently.

That spreads out the computations over time, but does not actually reduce them.
In the end people still need to issue all of their commands and they all have to get processed.

So you want two or more groups of people being able to take turns.

Do you realize that this would multiply the time it takes playing the game for everyone?

You have one group, then the next group, then the next group.
They all have to go sequentially. Two groups = double the time, three groups = tripple the time.

Do you realize?

Right. You understand this would be for Max Tidi which currently increases the time it takes for the game to play. It can take 10 minutes before your guys cycle. It can take 10 minutes to reload.

So you are getting what I’m saying.

Basically by removing the congestion of the server trying to handle 10000 player actions at once which is going to greatly reduce the performance and stability of a server, you are creating a application level flow control which allows the server to process as many actions as it can in a given window of time. It would improve the efficiency of the server.

But again this isn’t for normal every day Eve.

THIS IS FOR MAX TIDI.

That’s a fair point, I guess …
… but ultimately doesn’t help it anyway.

While the game definitely isn’t going to turn turn-based … (heh)
… max TiDi or not …
… always keep learning, mate!

Fair enough. Like I said when I wrote that post was it was just a design idea. And It’s just fun to think of new ways for Eve to approach their game.

I don’t mind having a discussion the only thing I ask is that you read my post before commenting. We could have saved a lot of this back and forth if you had.

Have a great day and fly safe.

Yes, EVE is more complex than some players want to admit and I’m sure that CCP has mulled over hundreds if not thousands of ideas, good and bad.

Whatsmore, the Devs don’t seem so keen to listening to players so I think it’s a huge waste of time to present ideas and suggestions.

It is what it is. Play the damn game and enjoy yourselves seems to be the order of the day everyday.

Well, they have actually listened to player feedback. For example, talk about getting rid of asset safety and making guaranteed drops for citadels preceded Forsaken Fortress and Quantum Cores. Of course, there were probably some CSM’s in support of these ideas as well, but ideas from unrepresented play styles can be put in as well (for example, fixing the HIC perfect agility “exploit” removed an option that WH’ers used to roll wormholes, so CCP introduced the Zero Point Mass Entangler to make them happy again). So, it is possible to get CCP to listen to ideas, but you probably need to be persuasive and build a consensus first.

All that being said, yeah, good philosophy. Play the game and enjoy yourself.

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The biggest issue with your idea is that it would split the players into separate groups and it would limit who can do what to whom and in what timeframe. It would break the idea of everyone being able to affect anyone else.

That was your mistake in introducing your idea.
NO ONE playing EVE wants to even HEAR about “Turn Base Game” including me.

I bet most readers got turned off as soon as they read that. I know I did.

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