How much stress do fighters and drones cause the servers? would this dramatically reduce TIDI?
If one drone or fighter is considered one person in a ship, removing drones would increase the capacity of large fights by the thousands and dramatically reduce TIDI. I believe that people would prefer no drones and much less TIDI over drones and TIDI. I understand there are some people that do not care for large fights, but the majority of those people do not care because the headache that TIDI causes.
I had a random idea and Iām sure a lot of people would come up with other ideas that could help. In order to decrease TIDI it might be worth it, change the game mechanic, and have drones or fighters to be similar to a DOT (damage over time) effect when selected as a module. It would be placed as an aura on the targeted ship that lasts a certain amount of time before having to re-cycle the ādrone moduleā or āfighter moduleā.
if there was a way to eliminate drones and fighters flying in space but still keeping drones and fighters, that could work with reducing TIDI.
some negatives in this would be:
you wouldnāt be able to target and shoot fighters and drones.
no visual effects of actual drones and fighters in space.
would negatively effect small gang pvp without being able to kill drones.
It would be a bummer to eliminate drones, but perhaps it would help in the large fleet fights. One thing to consider would be to just change the limits so that you can only deploy one drone, instead of five - but make that one drone 5x the damage, 5x the hit points - this is how CCP addressed the issue a long time ago.
YES! And in all honesty ban anyone who uses any AOE weapon in a tidi fight. And if we are at it: In all honesty also kill missiles. Nothing but direct damage weapons should be allowed in tidilagfests.
And if you think this is bad, just wait until you try to rematerialize your ship from a super in 9% tidi.+
No, we donāt because you donāt use these shipsā weapons in a 10% tidi fight with 5k+ people in system. Donāt be intentionally obtuse. This is not about your worthless little smallgang crap, this is about the real really bad big crap.
CCP needs to get rid of the fluff from mission sites that cause lag. I have noticed that the large amounts of ādebrisā, those annoying splotches of black flakes floating around the field does in fact cause more lag then most mission sites with solid rocks.
Iām a bit surprised TIDI is still a problem with EvE. A lot of companies used to struggle with similar problems, where it was hard for some reason or another to spread work load over multiple nodes. Most companies solved those problems, though, many years ago. You donāt see this problem much anymore. But the companies that struggled with it most are ones where some kind of real time info resides in memory, and shifting it to storing it in some kind of shared model, like a database or master server of some kind, would slow things down too much. But EvE already works on 1 second ticks. The difference between the response time of local memory and the response time of a database is measured in milliseconds. Those miliseconds can be an eternity for some kinds of applications, but not for ones that have a full second to spend. Seems like the tick-based system would give it way more than enough headroom to allow them to span multiple nodes for a single system. Even if it did introduce some small delay, I would think it would be a 1 or 2 tick delay, max, not anything on the order of magnitude of TIDIā¦ What am I missing?