unfortunately, you can never trust what comes from the users.
So at the moment best way to defend a Keepstar is to fill the local and max the Tidi.
I was only able to warp and shoot two times on the keepstar. Disconnect and not able to come back. After battle and save Keepstar im able to login and im Dead keepstar save. Epic battle yes.
This large battle are not only player vs player itâs a attacker vs defender and bigbabo Tidi. This â â â â â â â timer sucks so hard. It runs with normal time⌠i donât get it why its only 15min. Why not 30 if the tidi is slower then slowmotion!? This is the only problem with this damned Keepstar.
I hear itâs because Citadel timers are tied the in-game clock, whichisnât affected by TiDi.
CCP Falcon said that TiDi only impacts the timers on one node. Repair timers are tracked across multiple nodes so ate not impacted by TiDi. Otherwise, in say max TiDi the repair timer would last over an hour and a half. In one case it favors the defender, the other the aggressor. I agree there need a to be some sort of scaling to cover this, but what exactly that is, I donât know.
As for CCP⌠6000+ peo9le in one system⌠With server having to communicate each action, plus fighters and drones⌠Iâm sorry, may be Iâm old and memories of days gone past clouds my mind, but very impressive. I remember FPS games where 6 vs 6 could get laggy even with good connections. Heck, I remember the first Xbox live game that could hold a chat with 20 people and the lag and crackly voices you would get. 6000 even functioning for a bit is amazing.
So props to CCP for managing this. Props to them for actually getting the hardware to do this too. May CCP get the hardware needed to have a 7500 battle next!
CCP did not fail, the attackers did, if you bring those numbers and use drones/fighters of course you are going to overwhelm the server. I pity the fools who wasted their time on a lost cause, the result was obvious to anyone with half a brain.
So the best way to win is not showing up? Looks like I have been winning eve for years in highsec thenâŚ
What is impressive about having 6k people in system - 2500 getting dcâed without the possibility of logging back in for several hours and a massive game-mechanic fail on top? The only impressive thing is that people fall over and over for such garbage fights Myself included.
Well, every problem haves a solution. CCP could afford battles of this size or even greater, ifâŚ
âŚif they just made them turn-based.
Itâs the silly pretense to be âreal timeâ what makes those battles a miserable experience. Create a special ruleset for massive battles, and that ruleset be turn-based, and that would be the end of lag.
You felt even in Highsec that something was going onâŚ
Just sayin.
It is clear that to save the game, CCP must wipe out huge chunks of its game mechanics.
It is clearly insane to try to ramp up technology to accommodate larger and larger numbers of players in a system.
No, the strategy should be to remove the desire to put that many in a system.
So:
- Wipe out any structure based bonuses.
- In fact, wipe out most structures.
- Wipe out all sovereignty. No one âownsâ territory. If you can utilize its resources, and defend industrial ships harvesting those resources, great. If you canât, well, then not your turf.
- Dynamic sec status, the more intensely a system is used (mining, manufacturing, ratting, traffic) , the more its sec status increases, with the corresponding decrease in ISK / hour potential. Conversely, a system that is little used will see its sec status drop.
- All resources are found in asteroid belts (bye bye static moon mining), and when a belt is depleted, it randomly shows up anywhere within, say 2-5 constellations away. The game mechanic already exists to some extent in wormholes.
- Wipe out local in all space. I would say high sec might remain, but what is good for the goose should be good for the gander. See point #3. If someone is harvesting resources in a system, and you donât know they are there, then that system is not yours. This would kill off the RMT cartelsâ automated warning systems based on using local. They would have to rely on bots that dscan constantly, and those would be imperfect, depending on the size of the system.
These would be a first step towards distributing the player base over larger areas. Of course, this also would be a dagger in the hearts of the RMT cartels that focus on a population intensive model. So therefore not a chance it will happen.
Ok, letâs see you create a game where even half that number or a third have a fight, while an additional 20k people are playing elsewhere in the same universe.
Yes, TiDi sucks. Yes in an ideal world with an infinite amount of computer power, it would not happen. Still, the fact that 6000 people could be involved, is impressive. Getting that many computers to pull data from a single server is impressive. Was it perfect, no. Where there problems, yes. Did it run as well as the big battle of BR, pretty much. Did it triple the number of people on system as BR in about 3 years time from, yup.
Yeah, I get it was a lag fest and not perfect. I get that s lot of screw ups happened because of lag, TiDi, and such, but man it was an impressive feet. And mind you, BR was prior to fighter/fighter bomber changes and so much more.
So yeah, it was not perfect. Still, for what it was, it was impressive.
I strongly (sadly) disagree. 6000 people in system were only posting memes and funky stuff in chat (which is located on a different server anyway). As soon as the fight started with the timer dropping a little and one side launched fighters the game was basically over for 30-50% of the players that lost connection. Not to mention a whole lot more that couldnât even launch their fighters at all.
I know this is a challenging task technically speaking and yes other mmos canât deliver such things. But for the love of god change the game mechanics so that this stuff doesnât happen again. Because right now this is the type of gameplay that is highly promoted and even reaches out to non eve players and what they saw yesterday was a massive disappointment.
How? What would you change? And given that in about 3 years, these groups brought double their numbers or more (as compared to BR), how do you future proof this so that next time you can handle the 10k people who will be in the fight?
What they need to do is split the single thread into distributed multiple threads which refer to a low latency cache host.
The issue is the majority of it is written in python from 2004.
You donât set up the system to handle 10K. You do what I suggested 3 posts ago.
You donât set up the system to handle 10K. You do what I suggested 3 posts ago.
Which does nothing because sooner or later two large groups will fight. It is not stoppanle. The idea that you can break up these large groups wonât happen. They formed and you canât put that cat back in the bag. Itâs out and that is the reality of the situation. Your suggestions would change nothing.
As for CCP ⌠6000+ people in one system ⌠very impressive.
Yes, in a âI managed to fit 6 elephants into my car, but now my car is crushedâ kind of way
Obviously i donât have the answer or a solution - i guess we donât have as a community. But we have to agree that this is not the acceptable form of massive gameplay?
Maybe the battle could have happened in a fun way with just 5-6k pilots shooting each other. From what I observed all the fighters on top were what made the server go from massive TiDi to totally erratic behavior.
The first wave of ships, mostly Jackdaws and Machs from what I saw, seemed to hit the keepstar. When the fighter had made their way over things started to get from very slow to broken.
I guess carriers and supers truly have a fighter screen. Launch enough fighters/drones at once and invoke the tidi. Looks like supers did die thoâŚ