Domain: eveonline.com
Stories and comments across the archive that link to eveonline.com.
Comments · 101
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Re:Costs much less to maintain a MMORPG
Check out the EVE Dev Blogs for extremely detailed information on users, blades, racks, nodes, etc. They have some excellent data on how they balance users on a blade and how the action happening within drastically affects each blade.
Missile Module Impact pt 1
Missile Module Impact pt 2
Fixing the Lag Blog Series
Lots of really interesting in depth information about how the code works, the tools they use for finding problems within the code, how their servers are configured, etc. Great read from a technical point of view -
Re:Costs much less to maintain a MMORPG
Check out the EVE Dev Blogs for extremely detailed information on users, blades, racks, nodes, etc. They have some excellent data on how they balance users on a blade and how the action happening within drastically affects each blade.
Missile Module Impact pt 1
Missile Module Impact pt 2
Fixing the Lag Blog Series
Lots of really interesting in depth information about how the code works, the tools they use for finding problems within the code, how their servers are configured, etc. Great read from a technical point of view -
Re:Costs much less to maintain a MMORPG
Check out the EVE Dev Blogs for extremely detailed information on users, blades, racks, nodes, etc. They have some excellent data on how they balance users on a blade and how the action happening within drastically affects each blade.
Missile Module Impact pt 1
Missile Module Impact pt 2
Fixing the Lag Blog Series
Lots of really interesting in depth information about how the code works, the tools they use for finding problems within the code, how their servers are configured, etc. Great read from a technical point of view -
Re:Costs much less to maintain a MMORPG
Check out the EVE Dev Blogs for extremely detailed information on users, blades, racks, nodes, etc. They have some excellent data on how they balance users on a blade and how the action happening within drastically affects each blade.
Missile Module Impact pt 1
Missile Module Impact pt 2
Fixing the Lag Blog Series
Lots of really interesting in depth information about how the code works, the tools they use for finding problems within the code, how their servers are configured, etc. Great read from a technical point of view -
Killerfishmonkey
Eve Online at www.eve-online.com is exactly as you say " a sandbox where everybody has the same tools, yet everyone achieves different results" in eve.. you do have to level up, but it has a real world economic structure in the market where an individual person can have trillions worth of assets and steal or destroy thousands of dollars worth of asses in real world equivelent value download the video here >> http://www.eveonline.com/download/videos/Default.asp?a=download&vid=269 . I'm really supprised EVE is not more popular than WOW in the level of sandbox style gameplay
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Deep and Varied challenges
Eve Online and the Total War games offer a deep and varied challenge.
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That's ok
I buy platinum insurance for all my ships. Since I'm already at the top rate, it can't go up any further...
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Re:Why remake just FPS titles?
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Re:Or
My thought was "animated tattoos tied to pulse and temperature monitors so the tattoo could display imagery to indicate my current mood."
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Re:MMOs
I agree with you but EVE-Online is still a tiny MMO and going for 6 years (i think?).
Tiny by what measure? Peak play time on Sunday usually has 40-45k accounts logged in. Sometimes as high as 55k.
Paid account is somewhere around 340k, which is quite decent. The 2nd qtr 2010 QEN (sorry, it's a PDF link) gives that hard number towards the bottom of page 8.
300k+ is pretty big in the MMO market. Tiny by WoW/Blizzard standards, but then what isn't? -
Re:It's a challenging game
But someone has to play it.
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Re:I'm glad
Linux is for serious business.
Ah, but even internet spaceships aren't officially supported anymore...
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Re:Question for EVE players
I applaud CCP for that patch. PLEX was an out-of-band game object. Bringing it into the game completely--by not treating it special--was a great idea. This new patch transitions the PLEX into an actual commodity for trade, piracy and consumption like everything else from Zydrine to Cap Boosters. Unhindered by logistics, market forces should finally be able to create a better value for PLEX consumers.
The person making a run with more than 20 billion ISK worth of cargo in his holds exercised a profound lack of sound judgment by not providing for transport security equal to the risk of loss. The guy was making the run in a Kestrel, an insta-pop (one shot kill) frigate class missile boat with no escort. Running 20 billion ISK in cargo most certainly would have merited at minimum spending 30 million ISK on a cloaked ship. Transporting all 74 PLEX in a single run demonstrates a level of stupidity well beyond redemption.
I suspect that had this been a Ragnarok kill--a titan class ship, roughly valued around 50 billion ISK--I doubt many would be making much of ado about it, especially out of game.
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PLEX Can not be moved between stations
I'm a bit baffled by this news.... Last time I checked I found this about PLEX on the official website:
30 Day Concord Pilot License Extensions
What is a Pilot License Extension and how does it work?
What is PLEX?
A Pilot License Extension (PLEX) is an item that adds 30 days of game time to your EVE Online account. It can be converted from any game time code and, like any other item, it can be traded on the EVE market. Please keep in mind that PLEX cannot be moved between stations.
So explain to me, how did this happen again? -
Re:Wrong summary
Someone needs to tell CCP then - http://www.eveonline.com/news.asp?a=single&nid=4032&tid=7
The attacking pilots were unaware of the precious cargo and they immediately eliminated the wreck to deny any theft by scavenger pilots.
"I would probably be kicked out [of the alliance] if [PLEX] were to drop... I was the one that killed the wreck," concluded slickdog.
It doesn't exactly say the cargo was dropped but it's certainly implied.
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Re:bullshit
you been out of game for too long. http://www.eveonline.com/devblog.asp?a=blog&bid=776
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Re:Question for EVE players
You should read this: http://www.eveonline.com/devblog.asp?a=blog&bid=776
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Re:Eve sucks!
Tonight the record was broken and there were over 60,000 players online ^_^
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1331799&page=3
"The new record is 60,453 pilots online at 19:53 GMT on 6 Jun 2010." -
Re:CSM elected by less than 6% of the players
There has been a huge page banner to vote on the home page for a couple of months.
It's been on the in-game browser Home/News page for the same amount of time.
There is a section on the forum called Council of Stellar Management.
Some candidates have made campaign videos on YouTube.
Where have you been hiding, under Chribba's pile of Veldspar or something ?
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Re:Their thinking
Just in the past year, one of the CSM delegates resigned his position due to what amounts to taking advantage of the details of upcoming changes to try to further his own in-game goals, (Reference: A CSM Delegate Resigns)
Note: I do play EVE. It does feel like a job sometimes, a lot of the game is boring as hell, but it is a decent way to learn real-world diplomacy and leadership skills without the real-world consequences (i.e. Learning how to get people to do what you want them to do and dealing with other people that you don't get along with while not risking your real-world paycheck)
Mostly it's a glorified chat room with spaceships, though.
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Great! Im almost done..
...training Ice Harvesting!!
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Minmatar Frigate, anyone?
I'm surprised that there hasn't been a single EVE reference to this project yet.
Soon as I saw this project, I thought, "It's like they're developing a Minmatar frigate of some sort!"
With that in mind, I genuinely hope that this project exceeds expectations, and that we may see more projects like this in our near future. Good luck and best wishes.
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Re:Here is video of the battle...
The explanation for it being "boring" is the same explanation as to why an two elephants walking across an anthill looks boring - you're not watching the details.
One of the Titans they talk about in the summary is an Avatar. It has a volume of 155,000,000 m^3. If they were completely completely spherical, they'd have a radius of 333 meters.
In the opening of the battle (post jump I suppose?) I see at least 6 titans on "our" side of the camera. I'm guessing the distance between the closest ships on either side of the screen is 10 km as a minimum.
Now, one of the smallest ships I can find have a volume of 28,100 m^3. That's a radius of 19 meters. Try spotting those in a field that is tens of thousands meters across. Even if we go up to mid size ships like T2 Battlecruisers we only find a volume of 234,000 m^3, which is sphere with a diameter of 39 meters. Not going to be easy to spot either.
Essentially you're trying to spot the zodiacs in a carrier group picture. And keep in mind that the aircraft carrier in that picture is shorter that the radius of the Titan sphere.
Now, obviously the Titans aren't spheres. That is obvious from the pictures. They're probably on the order of two kilometre+ in length. Essentially the only thing we're seeing in the video is two elephants bluff charging on top of an anthill. It's going to be very boring to watch at a distance, but get up close and you'll see the ants scurrying about trying to fix their nest. But that's not something you can really show in these kinds of videos - that's something you can show in movies with large budgets.
And when you have weapons that can shoot hundreds if not thousands of kilometres in less than a second, and your ship cannot possibly get out of the line of fire, because it is simply too large a target, why would manoeuvring ever be important? It's important for the small ships, but in any kind of meaningful battle of this kind (meaning the ships are moving at identical vectors at almost identical speeds), the only thing manoeuvring can help you with when your ship is several hundred meters across, is turning to present the smallest cross section possible or present the biggest armour to the enemy. If the ship is small, then you can talk about dog fighting and running around trying not to get hit. But if you're watching that, you're going to miss out on the big picture.
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Re:Here is video of the battle...
The explanation for it being "boring" is the same explanation as to why an two elephants walking across an anthill looks boring - you're not watching the details.
One of the Titans they talk about in the summary is an Avatar. It has a volume of 155,000,000 m^3. If they were completely completely spherical, they'd have a radius of 333 meters.
In the opening of the battle (post jump I suppose?) I see at least 6 titans on "our" side of the camera. I'm guessing the distance between the closest ships on either side of the screen is 10 km as a minimum.
Now, one of the smallest ships I can find have a volume of 28,100 m^3. That's a radius of 19 meters. Try spotting those in a field that is tens of thousands meters across. Even if we go up to mid size ships like T2 Battlecruisers we only find a volume of 234,000 m^3, which is sphere with a diameter of 39 meters. Not going to be easy to spot either.
Essentially you're trying to spot the zodiacs in a carrier group picture. And keep in mind that the aircraft carrier in that picture is shorter that the radius of the Titan sphere.
Now, obviously the Titans aren't spheres. That is obvious from the pictures. They're probably on the order of two kilometre+ in length. Essentially the only thing we're seeing in the video is two elephants bluff charging on top of an anthill. It's going to be very boring to watch at a distance, but get up close and you'll see the ants scurrying about trying to fix their nest. But that's not something you can really show in these kinds of videos - that's something you can show in movies with large budgets.
And when you have weapons that can shoot hundreds if not thousands of kilometres in less than a second, and your ship cannot possibly get out of the line of fire, because it is simply too large a target, why would manoeuvring ever be important? It's important for the small ships, but in any kind of meaningful battle of this kind (meaning the ships are moving at identical vectors at almost identical speeds), the only thing manoeuvring can help you with when your ship is several hundred meters across, is turning to present the smallest cross section possible or present the biggest armour to the enemy. If the ship is small, then you can talk about dog fighting and running around trying not to get hit. But if you're watching that, you're going to miss out on the big picture.
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Re:Here is video of the battle...
The explanation for it being "boring" is the same explanation as to why an two elephants walking across an anthill looks boring - you're not watching the details.
One of the Titans they talk about in the summary is an Avatar. It has a volume of 155,000,000 m^3. If they were completely completely spherical, they'd have a radius of 333 meters.
In the opening of the battle (post jump I suppose?) I see at least 6 titans on "our" side of the camera. I'm guessing the distance between the closest ships on either side of the screen is 10 km as a minimum.
Now, one of the smallest ships I can find have a volume of 28,100 m^3. That's a radius of 19 meters. Try spotting those in a field that is tens of thousands meters across. Even if we go up to mid size ships like T2 Battlecruisers we only find a volume of 234,000 m^3, which is sphere with a diameter of 39 meters. Not going to be easy to spot either.
Essentially you're trying to spot the zodiacs in a carrier group picture. And keep in mind that the aircraft carrier in that picture is shorter that the radius of the Titan sphere.
Now, obviously the Titans aren't spheres. That is obvious from the pictures. They're probably on the order of two kilometre+ in length. Essentially the only thing we're seeing in the video is two elephants bluff charging on top of an anthill. It's going to be very boring to watch at a distance, but get up close and you'll see the ants scurrying about trying to fix their nest. But that's not something you can really show in these kinds of videos - that's something you can show in movies with large budgets.
And when you have weapons that can shoot hundreds if not thousands of kilometres in less than a second, and your ship cannot possibly get out of the line of fire, because it is simply too large a target, why would manoeuvring ever be important? It's important for the small ships, but in any kind of meaningful battle of this kind (meaning the ships are moving at identical vectors at almost identical speeds), the only thing manoeuvring can help you with when your ship is several hundred meters across, is turning to present the smallest cross section possible or present the biggest armour to the enemy. If the ship is small, then you can talk about dog fighting and running around trying not to get hit. But if you're watching that, you're going to miss out on the big picture.
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Re:Only a bridge ore
Thorium apparently also makes good railgun and particle blaster ammunition.
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Re:Will it be like Spore?
Making a math game fun is hard? Have you seen the kind of calculations people do about World of Warcraft?
To say nothing of the three hundred thousand players who log in to Excel Online every day.
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EVE Online bans
Reminds me of the recent bans on the EVE Online MMO, "Unholy Rage":
"While the number of accounts banned in the opening phase of the operation constituted around 2% of the total active registered accounts, the CPU per user usage was cut by a good 30%. That is a whole lot of CPU for the rest of you to play with, people."
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Re:Eve online runs Windows Server
To expand upon this, here's an line from their wiki regarding the Database specifically (not the Blade servers). Source = http://wiki.eveonline.com/wiki/Tranquility
>> The server used is an IBM x3850 M2 server with 128 GB RAM and two 2.6 GHz six core Xeons (Dunnington) running Windows server 2008 x64 Enterprise Edition and Microsoft SQL Server 2008.
The entire article is an interesting read, and they keep it very well documented and updated.
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Re:Where's the download for Mac?
You're stuck with eve online friend, sorry.
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Re:About time
Maybe you should bother reading up on EVE's servers before blathering on about them. After all, EVE is running on the largest supercomputing cluster in the entire gaming industry.
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Re:So is FPS comming to EVE Online as well?
Walking In Stations was always claimed to be based on an engine they were creating for an unrelated MMO.
For comparison, here is one of the screenshots of Dust in their press release, and a preview video of WIS.
However, to answer the GP, WIS won't include combat (at least in the first version), if for no other reason than it would clash with the established backstory for cloning (requires a lot of tech built into the players Pod to transmit current brain contents just before the moment of death), and thus make permadeath possible.
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Not a Fan of Class-Based Systems
I have never understood the fascination with classes. A person is capable of learning a lot of different things - so should a character in a same. Sure, you may start with a certain set of skills and characteristics that may make you better at one thing over another, but ultimately, nothing should stop a character from learning anything in a game.
This is why I prefer the World of Darkness rule set for PnP role playing over that of, say, AD&D. Your attributes will naturally make you able to better utilize certain skills, but you can still learn anything.
As far as MMOs go, this is also why I prefer Eve Online. Your character starts out with a certain set of skills based on your starting race, but after that, there's no restrictions on what your character can learn. I have heard that Ultima Online is similar.
In some games there may be a "Best Build", but in games with the depth of Eve (or if you have a good GM for the PnP RPGs), then there really isn't a "best" character. There is only "best" for a certain set of circumstances, which can change at any moment.
In Eve, people post on the forums, "What's the best ship for X" and "What is the best fitting for ship Y", and very rarely do the people reply with a unanimous answer. That's balance, especially in a game that has analyzed to hell and back.
Even better, I have seen month-old characters wreck incredible damage against an older character with more skill points and experience, simply because the younger player is more clever. I find that to be a good sign of balancing too - where a player's ability to think and respond actually does matter. A character's abilities on paper help of course, but they don't mean a damn thing without a brain controlling them.
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Re:So...
Uh, even my 8600M GT can handle most graphic effects in a stunning fashion if not amazing. I don't know what you're talking about but both Nvidia and ATI cards are handled pretty darn well on Linux nowadays.
People even use it for gaming! .
Maybe you should try running Linux. It's clear you aren't currently.
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Re:Interesting and Boring at the Same Time
EVE takes a while to get into. Its sand box nature that allows these scams and heist is what makes it fun. Personally, I find the battles in the outlands fun. Especially when 200 capitals die. http://www.eveonline.com/mb/news.asp?nid=3163
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Re:Slow news day?
Either way, I don't know why this is surprising except for one fact: That it didn't happen much, much sooner. That's what happens when there's no real world consequences for your behavior (or you think you can avoid them).
That's not surprising. It happened before and it will happen again.
EVE has a very rich history of large scale scams, reaching from investment scams like this one to long-planned infiltrations of alliances like the infamous heist by GHSC (who incidentally ripped assets to the tune of 200ish billion ISK off one of the major alliances again just recently).The only "surprising" and novel bit about this story is that he apparently/supposedly didn't do it for the e-fame or e-gain, but for RMTing the scammed ISK because of real life troubles, which was the reason for his subsequent banning.
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Re:Maybe these companies will wake up some day
CCP already has something like that in place in EVE Online.
You can buy a GTC (Game Time Code) and directly sell it to other players for ISK (ingame money) through a secured official system on the website or convert it into a in-game tradeable item called Pilot License EXtension (PLEX).
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Re:Lag.
EVE's problem isn't really Lag. That is what everyone calls it, but that isn't accurate. EVE's problem is their architecture wasn't build with the scale of play they encourage today in mind. In EVE a solar system is a discrete "zone", there are many thousands of solar systems. Each one is assigned a node on the server (blades actually) and that node may and probably does host more than one solar system. They have had limited success in beefing up big fights by moving solar systems with expected fights to a node by itself. Thereby offering as much power as their architecture will allow. However, they can only do this at "down time" which is one hour daily, so if a big fight breaks out in the middle of the day, there is no chance of it going well. Most of the REALLY big fights happen in systems that often have very low average traffic, so they are assigned to a shared node. Then for 8 hours, that system has 400 people in it, and the node is past it's limits very quickly. If they had coded the game so that a single solar system could use more than one node at a time, they could brute force the problem away entirely. But that isn't possible the way it's built. Even so, the EVE cluster is/was on the top 500 list of super computers. You can't say it's not for lack of trying. Why yes, I WAS an EVE player. From Beta till about a year ago. I finally gave up after countless fleet encounters were destroyed by CCP's clever, but impotent load balancing. The breaking point was when I realized that even when we had a dedicated node for every solar system in our territory, we still couldn't have a full out fleet battle without crashing the node. I'd have been happy to get half our fleet into combat, but we couldn't even do that. Granted, we had 800 ships or so and our opposition had at least 1000. I've yet to see any game that can put nearly 2000 players on a battlefield and still function. CCP does get credit though for effort. 3 years ago you'd be LUCKY to pull off a 200 man fight. Now you can put 500 or so into a system and get your fight on without major game breaking things happening. It won't be silky smooth, but you can get it done. Ironically, 3 years ago a 200 ship fleet fight was a rare and wondrous spectacle. While a year ago, I could assemble a 200 pilot fleet in 20 minutes. So what was a major event is now a typical saturday night. The servers got better, a lot better, but they aren't keeping up with the players.
I don't know if you have been keeping up with what they are doing to fix this problem but here are a bunch of dev blogs you should definitely look at. Letting CCP know that there is going to be a fight still helps, but they are able to support them a lot more now. http://www.eveonline.com/devblog.asp?a=blog&bid=589 http://www.eveonline.com/devblog.asp?a=blog&bid=588 http://www.eveonline.com/devblog.asp?a=blog&bid=584 http://www.eveonline.com/devblog.asp?a=blog&bid=632
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Re:Lag.
EVE's problem isn't really Lag. That is what everyone calls it, but that isn't accurate. EVE's problem is their architecture wasn't build with the scale of play they encourage today in mind. In EVE a solar system is a discrete "zone", there are many thousands of solar systems. Each one is assigned a node on the server (blades actually) and that node may and probably does host more than one solar system. They have had limited success in beefing up big fights by moving solar systems with expected fights to a node by itself. Thereby offering as much power as their architecture will allow. However, they can only do this at "down time" which is one hour daily, so if a big fight breaks out in the middle of the day, there is no chance of it going well. Most of the REALLY big fights happen in systems that often have very low average traffic, so they are assigned to a shared node. Then for 8 hours, that system has 400 people in it, and the node is past it's limits very quickly. If they had coded the game so that a single solar system could use more than one node at a time, they could brute force the problem away entirely. But that isn't possible the way it's built. Even so, the EVE cluster is/was on the top 500 list of super computers. You can't say it's not for lack of trying. Why yes, I WAS an EVE player. From Beta till about a year ago. I finally gave up after countless fleet encounters were destroyed by CCP's clever, but impotent load balancing. The breaking point was when I realized that even when we had a dedicated node for every solar system in our territory, we still couldn't have a full out fleet battle without crashing the node. I'd have been happy to get half our fleet into combat, but we couldn't even do that. Granted, we had 800 ships or so and our opposition had at least 1000. I've yet to see any game that can put nearly 2000 players on a battlefield and still function. CCP does get credit though for effort. 3 years ago you'd be LUCKY to pull off a 200 man fight. Now you can put 500 or so into a system and get your fight on without major game breaking things happening. It won't be silky smooth, but you can get it done. Ironically, 3 years ago a 200 ship fleet fight was a rare and wondrous spectacle. While a year ago, I could assemble a 200 pilot fleet in 20 minutes. So what was a major event is now a typical saturday night. The servers got better, a lot better, but they aren't keeping up with the players.
I don't know if you have been keeping up with what they are doing to fix this problem but here are a bunch of dev blogs you should definitely look at. Letting CCP know that there is going to be a fight still helps, but they are able to support them a lot more now. http://www.eveonline.com/devblog.asp?a=blog&bid=589 http://www.eveonline.com/devblog.asp?a=blog&bid=588 http://www.eveonline.com/devblog.asp?a=blog&bid=584 http://www.eveonline.com/devblog.asp?a=blog&bid=632
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Re:Lag.
EVE's problem isn't really Lag. That is what everyone calls it, but that isn't accurate. EVE's problem is their architecture wasn't build with the scale of play they encourage today in mind. In EVE a solar system is a discrete "zone", there are many thousands of solar systems. Each one is assigned a node on the server (blades actually) and that node may and probably does host more than one solar system. They have had limited success in beefing up big fights by moving solar systems with expected fights to a node by itself. Thereby offering as much power as their architecture will allow. However, they can only do this at "down time" which is one hour daily, so if a big fight breaks out in the middle of the day, there is no chance of it going well. Most of the REALLY big fights happen in systems that often have very low average traffic, so they are assigned to a shared node. Then for 8 hours, that system has 400 people in it, and the node is past it's limits very quickly. If they had coded the game so that a single solar system could use more than one node at a time, they could brute force the problem away entirely. But that isn't possible the way it's built. Even so, the EVE cluster is/was on the top 500 list of super computers. You can't say it's not for lack of trying. Why yes, I WAS an EVE player. From Beta till about a year ago. I finally gave up after countless fleet encounters were destroyed by CCP's clever, but impotent load balancing. The breaking point was when I realized that even when we had a dedicated node for every solar system in our territory, we still couldn't have a full out fleet battle without crashing the node. I'd have been happy to get half our fleet into combat, but we couldn't even do that. Granted, we had 800 ships or so and our opposition had at least 1000. I've yet to see any game that can put nearly 2000 players on a battlefield and still function. CCP does get credit though for effort. 3 years ago you'd be LUCKY to pull off a 200 man fight. Now you can put 500 or so into a system and get your fight on without major game breaking things happening. It won't be silky smooth, but you can get it done. Ironically, 3 years ago a 200 ship fleet fight was a rare and wondrous spectacle. While a year ago, I could assemble a 200 pilot fleet in 20 minutes. So what was a major event is now a typical saturday night. The servers got better, a lot better, but they aren't keeping up with the players.
I don't know if you have been keeping up with what they are doing to fix this problem but here are a bunch of dev blogs you should definitely look at. Letting CCP know that there is going to be a fight still helps, but they are able to support them a lot more now. http://www.eveonline.com/devblog.asp?a=blog&bid=589 http://www.eveonline.com/devblog.asp?a=blog&bid=588 http://www.eveonline.com/devblog.asp?a=blog&bid=584 http://www.eveonline.com/devblog.asp?a=blog&bid=632
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Re:Lag.
EVE's problem isn't really Lag. That is what everyone calls it, but that isn't accurate. EVE's problem is their architecture wasn't build with the scale of play they encourage today in mind. In EVE a solar system is a discrete "zone", there are many thousands of solar systems. Each one is assigned a node on the server (blades actually) and that node may and probably does host more than one solar system. They have had limited success in beefing up big fights by moving solar systems with expected fights to a node by itself. Thereby offering as much power as their architecture will allow. However, they can only do this at "down time" which is one hour daily, so if a big fight breaks out in the middle of the day, there is no chance of it going well. Most of the REALLY big fights happen in systems that often have very low average traffic, so they are assigned to a shared node. Then for 8 hours, that system has 400 people in it, and the node is past it's limits very quickly. If they had coded the game so that a single solar system could use more than one node at a time, they could brute force the problem away entirely. But that isn't possible the way it's built. Even so, the EVE cluster is/was on the top 500 list of super computers. You can't say it's not for lack of trying. Why yes, I WAS an EVE player. From Beta till about a year ago. I finally gave up after countless fleet encounters were destroyed by CCP's clever, but impotent load balancing. The breaking point was when I realized that even when we had a dedicated node for every solar system in our territory, we still couldn't have a full out fleet battle without crashing the node. I'd have been happy to get half our fleet into combat, but we couldn't even do that. Granted, we had 800 ships or so and our opposition had at least 1000. I've yet to see any game that can put nearly 2000 players on a battlefield and still function. CCP does get credit though for effort. 3 years ago you'd be LUCKY to pull off a 200 man fight. Now you can put 500 or so into a system and get your fight on without major game breaking things happening. It won't be silky smooth, but you can get it done. Ironically, 3 years ago a 200 ship fleet fight was a rare and wondrous spectacle. While a year ago, I could assemble a 200 pilot fleet in 20 minutes. So what was a major event is now a typical saturday night. The servers got better, a lot better, but they aren't keeping up with the players.
I don't know if you have been keeping up with what they are doing to fix this problem but here are a bunch of dev blogs you should definitely look at. Letting CCP know that there is going to be a fight still helps, but they are able to support them a lot more now. http://www.eveonline.com/devblog.asp?a=blog&bid=589 http://www.eveonline.com/devblog.asp?a=blog&bid=588 http://www.eveonline.com/devblog.asp?a=blog&bid=584 http://www.eveonline.com/devblog.asp?a=blog&bid=632
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Oops
I meant this technology. Apparently I'm bad at using the preview function.
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Re:Ideas rejected
Except that they implemented a work around in the last patch by just increasing the regular cargo bay size...
"Black Ops ships have gained +100m3 to their cargo bay."
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Re:Latency
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Been done, but not speficially on backstory
Look at the "Eve Never Fades" trailer (halfway down this page).
That was made by a fan who, IIRC, was given a high-end rig to make it on, and i assume someone got the rights / permission from JunkieXL to use that song. I seem to remember the creator being someone who'd made a bunch of movies that impressed everyone, and was thusly equipped to make the trailer, but that's where my recall of the facts might get hazy.
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Re:Not bad
Your wish is my command http://www.eveonline.com/ingameboard.asp?a=topic&threadID=783871 Well not the RTS bit
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Re:Not bad
Check out Clear Skies - Eve Online and Half-Life 2.
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=783871
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direct download
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Re:Wait... what... I 'm confused
From the article: The Breakout is the story on which this machinima is based.
The stories in EVE Chronicles are one of the things which sparked my interest in the game.
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Re:Sane/Insane referring to pages or posts loading
Another problem is that even with classic mode, the window is forced to have a minimum width of around 400 pixels, or you get a horizontal scroll bar and the text runs out of the window on the right, so you have to scroll left and right to read it. This is a hassle on small screens, and an annoyance on bigger screens.
on small screens (my phone) I read this version. on big screens whenever the CSS from a website pisses me off I just turn on author mode (no styles) in Opera and fit to width if needed. a perfect example of this is the E-O forum, which I constantly read but its so fucking eye gouging that I always have to turn plain text mode on.
Opera is especially helpful for this because some idiots still embed font and color attributes in HTML instead of using CSS only, and the author mode strips everything off.