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EVE Online Battle Breaks Records (And Servers)

captainktainer writes "In one of the largest tests of EVE Online's new player sovereignty system in the Dominion expansion pack, a fleet of ships attempting to retake a lost star system was effectively annihilated amidst controversy. Defenders IT Alliance, a coalition succeeding the infamous Band of Brothers alliance (whose disbanding was covered in a previous story), effectively annihilated the enemy fleet, destroying thousands of dollars' worth of in-game assets. A representative of the alliance claimed to have destroyed a minimum of four, possibly five or more of the game's most expensive and powerful ship class, known as Titans. Both official and unofficial forums are filled with debate about whether the one-sided battle was due to difference in player skill or the well-known network failures after the release of the expansion. One of the attackers, a member of the GoonSwarm alliance, claims that because of bad coding, 'Only 5% of [the attackers] loaded,' meaning that lag prevented the attackers from using their ships, even as the defenders were able to destroy those ships unopposed. Even members of the victorious IT Alliance expressed disappointment at the outcome of the battle. CCP, EVE Online's publisher, has recently acknowledged poor network performance, especially in the advertised 'large fleet battles' that Dominion was supposed to encourage, and has asked players to help them stress test their code on Tuesday. Despite the admitted network failure, leaders of the attacking force do not expect CCP to replace lost ships, claiming that it was their own fault for not accounting for server failures. The incident raises questions about CCP's ability to cope with the increased network use associated with their rapid growth in subscriptions."

17 of 308 comments (clear)

  1. Kinda Cool by MarkvW · · Score: 4, Interesting

    I still don't think I'll sign over my credit card to a MM online game, but a game that lets you destroy THOUSANDS of dollars of stuff that other people value for the sheer malicious joy . . . well, that's perversely COOL!

  2. Why Am I Not Surprised by GammaKitsune · · Score: 5, Funny

    Only in EVE would the players decide that network failures are a factor they should take into consideration.

    --
    Gamertag: WyleType
    1. Re:Why Am I Not Surprised by cbhacking · · Score: 4, Informative

      Only in EVE would you try and have thousands of players meet in a single location to fight.

      From the sound of it, the number of people who were in that particular star system (or trying to get in) exceeds the number of players on many WOW instances. Yet, all in all, that was probably at most a few percent of the players online at the time, and they're all connected to the same game world.

      That said, a single star system on EVE is hosted by a single physical server. Less-used systems can be grouped together to save on hardware, but for a big fight like this CCP fires up their most powerful hardware and puts the relevant system(s) on dedicated servers. While they're getting good at this - a few years ago 200 ships was a big fight, these days it's a common occurrence - it's still going to be an awful strain on the server to support that many players in combat. In a situation like that, the players need to take the limitations of computer hardware into account, and plan accordingly.

      --
      There's no place I could be, since I've found Serenity...
    2. Re:Why Am I Not Surprised by Anonymous Coward · · Score: 5, Informative

      In this particular case, there were 1340 people in the same star system at peak. A star system is handled by a single server, due to code limitations - CCP have stated that they want to improve the code so that a single system can be managed by multiple servers, but they are not yet there. About a year ago, this number of people fighting in the same system would've been next to impossible. CCP later improved their code to be able to handle fleet fights of 1500+ players with reasonable responsiveness (IE, lagged but playable). Due to the fact that eve is more of a tactical simulator than an action sim, lag is not always such a big issue. A five or ten second weapons activation lag is actually playable in a fashion, unlike many other games.

      Now, keep in mind that this is actually 1340 players fighting on a single physical server, with upwards of 50,000 players logged in at the same time on the single world shard of eve. Compare this to many other MMOs, where you may have 1340 players total on a shard cluster.

      Now, EVE is not designed for 1340 players. The fact that that many players are able to play in a single solar system at all is a testament to the sandbox nature of eve, where the developers have decided to try to avoid hard limits as much as possible (IE, no 25-man raids or maximum players on the server), but instead allow the players to use as much as they can and want. This obviously results in situations where the servers cannot cope, which is a known problem with fleet fights. CCP's response has traditionally been "Yes, we allow you to do this, but be aware of the potential consequences - we won't reimburse you for lag or poor server performance". The alternative would've been hard limits on the number of people on a node, which would've favoured those who made it in first, with the most people on their side - there are no defined sides in eve, so you cannot for instance let in 100 red and 100 blue.

      The battle that the OP refers to was one of those cases. It was well known that server performance was unreliable after the Dominion patch. In many cases, this would prevent fleet fights from occurring, and when they did occur, they were often one-sided massacres. Knowing this, and despite being warned by their allies numerous times, the opposing force still decided to enter the system. Not only that, but they also decided to jump in at the same time, instead of staggering their jumpins - something that has been proven to reduce lag and avoid people getting stuck in loading - or jumping in to different "grids". In fact, leaked logs indicate that they did this knowingly with the intent of crashing an already overloaded node, so that they'd be at an even footing when the server came back up.

      In the end, this backfired and they lost their entire fleet as a result.

      Once again, CCP allows fleetfights with no hard limit on the number of participants, but their stance is "Yes, we allow you to do this, but be aware of the potential consequences - we won't reimburse you for lag or poor server performance".

  3. It was their own fault by Rakshasa+Taisab · · Score: 4, Insightful

    It's well known and not even contested that the forces bridging in to the system black-screened and never got to fight.

    However, they got what they deserved. The node in question was not reinforced due to the unexpected nature of the fight (as in; the notification system was not used to put the system on a dedicated server). And jumping into large fights was well know to be bugged since the expansion and the Fleet Commander was made aware by an alliance member that the specific way in which they were going to enter the fight would trigger the bug.

    They ignored all those warnings and decided to go ahead. Sources claim the intent was to crash the node and get a more even fight once it got up, multiple accounts even got banned for spamming local chat. Funny thing is the bug seems to be in the simultaneous transfer of 100+ ships into an overloaded system, and doesn't affect people warping around within a system once they are there. This being the worst possible situation for the attempted rescue of the system.

    --
    - These characters were randomly selected.
    1. Re:It was their own fault by Anonymous Coward · · Score: 5, Informative

      For those who don't know, there were already 750-800 players in the system when the defending forces decided to jump into the system. It was a stupid move on the part of the commanders, and they deserved to be shot down like they were.

      EvE has many thousands of systems, and many have very few players in them a large portion of the time. CCP requests that when large alliances are going to have a large fight that they notify them so they can put the system in question on a more powerful server to support the large number of players.

      Goonswarm, PL, and SOT knew that the system in question was going to be attacked and failed to inform CCP. After they lost the race to get players in the system first, they decided to attemp to crash the node by spaming the local chat channel and jumping everyone in at the same time, and then beat IT alliance back into the system when the server came back up, but they failed, and lost a record dollar value of ships for one fight. Before that fight there had only been about 15-20 titans killed across the whole game, and they lost 4 in one fight. Pretty epic.

  4. Here is video of the battle... by toxygen01 · · Score: 5, Informative
    1. Re:Here is video of the battle... by routerl · · Score: 4, Insightful

      That really looks terribly boring. After decades of big budget sci-fi movies, not to mention epic space battle video games like Homeworld, this is the best space combat system that EVE can offer? There didn't seem to be any maneuvering involved at all... might as well be a text based game.

      --
      Trust me, kids; don't drink and post.
  5. Re:I'm not sure about their policy... by Darinbob · · Score: 4, Insightful

    They're not real ships, and "thousands of dollars" were not lost.

  6. Re:EVE Online. by DMUTPeregrine · · Score: 4, Informative

    1) It takes about a month to fly an interceptor. I'd far rather have a newbie in an interceptor than a battleship, they'll be worthless learning in the battleship. This is just plain wrong.
    2) This has vastly improved with the creation of the internal affairs department. The problem with CCP is more incompetence (mostly on the part of the low-level GMs) than outright malice.
    3) The Reinforced node system helps, but is too limited. This is honestly the biggest issue with the game. The servers need to be able to support the player base.
    I play EVE because I enjoy small scale combat with meaningful risks. If I wanted to have epic battles with thousands of ships I'd probably be disappointed in it, but for 10-20 man roaming gangs it's very fun.

    --
    Not a sentence!
  7. Re:I'm not sure about their policy... by DrugCheese · · Score: 4, Insightful

    They're not real ships, and "thousands of dollars" were not lost.

    But it did take a lot of time to build up the in game credits to buy those ships. And you do literally pay real money for time in game.

    --
    *DrugCheese rants*
  8. Re:EVE Online. by cbhacking · · Score: 4, Interesting

    Mod parent up!

    You can have enough skill points to be useful in 0.0 (the unsecured space where players make all the rules and large alliances carve out empires) before the end the free trial. Sure, you won't be able to kill the most valuable NPCs or take on almost anybody in a solo fight, but you can make more than enough money to support buying the ships and gear that your skills allow you to use, and you can certainly be useful in a roaming gang or defensive camp. Heck, you might even get lucky and find some idiot with a hauler full of valuables and nobody escorting him (happened to me once) in which case you really only need a warp disrupter (cheap and easy to train for) and enough firepower to overcome the hauler's shield recharge rate (which you could get by your second day of playing the game).

    EVE and CCP may never completely live down poor decisions on the part of several employees, but the game itself goes on and for most people such events are scarcely newsworthy for a week. While we'd certainly prefer if such things had never happened, they're old news - almost irrelevant by now - and the CCP has taken some fairly solid steps to prevent such things from happening again.

    From the sound of it, this fight was executed wrong in almost every possible way, perhaps most importantly in that CCP wasn't notified ahead of time so they could put the system on high-end dedicated hardware. Consider also that having hundreds of people in the system used to be enough, by itself, to cause atrocious lag (even if they weren't fighting one another), a problem which is very rare today. Now, while fights with nearly 1000 player/side might still be a bit more than the game can handle, a few hundred per side is commonplace and a thousand total is well within the capabilities of the "reinforced" (with dedicated servers) nodes.

    --
    There's no place I could be, since I've found Serenity...
  9. Re:I'm not sure about their policy... by jameslore · · Score: 4, Informative

    Because we didn't get lag, we got a failure of the game system. We stared at a black screen for 2 and a half hours. My killmail is dated 30 minutes after I logged off.

    Lag is expected in a fleet fight of any size. You expect to be able to see that someone is present though, even if you're not sure if they're shooting you or not.

    Whether you like the Goons or not, that's not a fun game to play for either side. Hell, when IT and the Goons agree things are broken and need fixing you know there's either a problem or it's the end times.

  10. Re:I'm not sure about their policy... by Sobrique · · Score: 5, Insightful

    Well, sort of. But the bigger point is not so much 'money was lost' as a 'basis for comparison'. Lets face it, only a WOW player knows what 1 gold is worth, and only an EVE player knows what 1 ISK is worth. But to compare it to 'real money' is something everyone can understand - whether that's done 'legitimately' or not, the point remains you can buy in game currency on e.g. ebay, and that's about the only real baseline for comparison.
    My girlfriend doesn't 'get' what 60 billion isks means, but if you look at the exchange rate (which last I checked was about 300 mil for 20$?) quoting $4000 is something that ... makes more sense. (even if that does make us EVE players barking mad).

  11. Clarification by Zos23 · · Score: 4, Informative

    A lot of what was said here is incorrect. EVE usually allows for very nice fleet battles with small amounts of lag. However about a month ago a new expansion was introduced that includes a nasty bug which makes it extremely hard for people to load the grid that already contains many other players. There were several battles in the past month where one side was completely annihilated because of that bug. Everyone involved in that conflict was already aware of that. IT alliance had a strong presence in system for the whole day, preparing for possible battle. Their enemies decided to show up when it was almost over while boasting about crashing the node. Sov was neutral and both parties had the same starting position. IT was bringing in forces during the whole day, the other side did nothing about it and gambled it all on one moment and lost.

  12. Re:I'm not sure about their policy... by jameslore · · Score: 4, Insightful

    EVE is a ruthless game that encourages players to be ruthless; and apparently, exploiting bugs in the codebase, trying to crash servers etc. are considered acceptable tactics.

    EVE is a sandbox game that provides an environment and a permissive attitude as to what goes on within the sandbox. If people choose to be ruthless, great. If they choose to co-operate, great. But CCP have long been pretty clear that exploiting the game engine is out of bounds, despite all the Band of Developers history the old Goons like to rant about over the space-campfire.

    If someone can play the metagame and infiltrate Goonswarm and disband them, good luck to them! But when CVA was disbanded via an exploit recently, CCP rolled it back.

    I'm only a foot-solider, so don't take this as gospel, but my understanding is that the intention was not to exploit by crashing the server. It was acknowledged over TS however that a crash was a real possibility - they had a real large fleet, as did we. But admitting we were pushing the boundaries of the capacity and preparing for it is a very different kettle of fish to actively setting out to attack CCP's infrastructure.

    I still don't get your analogy, mind - I lost a group of pixels. It hurt me no more, nor anyone else on either side, than losing a pawn, or an evening of wiping in WoW. The only participant with a potentially broken nose is CCP, as they're the ones who'll suffer if people in 0.0 get bored with pre-emptive blobbing as a tactic and stop paying their monthly subscriptions.

  13. Re:Thousands? Far from accurate... by Zeelan · · Score: 5, Interesting

    Building a Titan' a quick overview.

    Very basic overview, with time requirements attached to give an idea how how much work goes into it.

    Materials: 30 man or more strip mining fleet running through some nullsec systems for materials.
    Time: Two three weeks of a few hours of mining every day.
    Skilltime: About three months of skill trainning to be able to do this job.

    Blueprints: 3 or 4 people needed to do Research on the blueprints and make copies of needed components. A player owned structure is needed for this with all maintenance done. Usually but another group of players.
    Time: Three to Six months of minimal research and development on blueprints to make them useful.
    Skilltime:Four to Six months minimal time needed to make an effective researcher in eve.

    Building: One Two or Three players depending on how you build to make a Titan.
    Time: Takes about two months to build components and then a full month to build the full ship.
    Skilltime: Nine months Minimum skill training time to have an effective industrialist.

    Flying: One person, usually a dedicated player that does nothing else.
    Time: Hours of sitting around waiting for something to happen followed by a few minutes pure terror as you take your alliances Titan into battle and hope to hell you don't lose it.
    Skilltime: One year of dedicated training minimum required to actually fly the thing.

    This is a very basic overview, and the support structure needed to make this all happen tends to take at least a few hundread people activily playing the game to make it happen.