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KalOfTheRathi
Nec Tributis
959
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Posted - 2014.02.13 00:36:00 -
[1] - Quote
From a programming standpoint that is not a simple solution. This is a networked many client to one server system.
A simple programming solution is to reduce the resource requirement of the uplinks and other equipment. The many sound sources, the animated overlay for each item could be dramatically reduced and one might hope that it would reduce the load on the system.
I doubt it personally as recently I have experienced several problems normally associated with equipment spam while there was no equipment being spammed. Which indicates a more fundamental problem versus overeager Mercs desperate to get WP to increase they SP payout.
And so it goes.
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KalOfTheRathi
Nec Tributis
965
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Posted - 2014.02.14 11:40:00 -
[2] - Quote
Cross Atu wrote:I've been asking this in other threads related to the subject, and will ask again here.
What specifically makes 'uplink spam' a problem in your eyes? What are the implications of it that have a negative effect on game play and what would the battlefield look like in your ideal vision?
More constructive feedback can be given, as well as more meaningful responses to your OP, when the relevant context of answers to the above has been provided.
Cheers, Cross In my eyes, nothing. Noisy and too bright but that is all.
I have tested spamming uplinks and hives and found absolutely no problems in my game. No log, skipping or freezes. Aeon Amaldi asked for help testing the spam and he got dc'd every test. But I didn't nor did two of the other Logis helping spam. We even ran back and forth shooting so the hives would run out, all while the team was spawning in on our little farm. I would suspect that there are network issues that are going to be difficult to find.
However, I suspect that there is a fundamental problem that CCP/Shanghai is unable to debug. They are grasping at straws trying to find something to pin the blame on. Uplinks and Hives are the available targets, soon to get the Nerf Hammer in 1.8
And so it goes.
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KalOfTheRathi
Nec Tributis
965
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Posted - 2014.02.14 11:54:00 -
[3] - Quote
AmlSeb wrote:Programming might indeed be hard but for the server it-¦d be ways easier. it has to handle one Spawnpoint and every other deployed uplink would be nothing more than some parameters that are being changed.
it could be done for Nano Hives as well. Have you coded multiple client to one server network solutions? They don't fall easily off the truck. The potential for dead lock is high, the method they have is based on EVE Online* and is (IMO) ill suited for the task.
Nothing more than some parameters being changed. Yeah, I bet that's the solution. /snark
A faster, simpler solution is to reduce the load of the suspected problems (uplinks and hives). Drop their high level of animation and audio load. Much of the PC and FW problems appear to be audio related, a one week test would add some data that CCP is unable to acquire in their normal QA. If one should even call it QA as they either play with us or on their non-loaded systems, resulting in false positives (meaning they cannot reproduce the problem in their test environment).
If the lighter load produces no better results then doing the extra coding to handle your special case solution would not be needed. Know the problem before throwing code at it is a better tactic.
* EVE Online has ping times ~200ms. For a point and click spreadsheet in space that is fine. However for a FPS it is tragically slow.
And so it goes.
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KalOfTheRathi
Nec Tributis
969
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Posted - 2014.02.16 11:26:00 -
[4] - Quote
AmlSeb wrote:Too much Equipment 1) gets the server laggy 2) prevents a view from the tactical map. Seriously, if you can-¦t see the enemy anymore because there are uplinks everywhere there must be something wrong. There is no actual data that confirms #1, in fact the tests I did showed that uplink and hive farms made no difference. Some got dc'd though, so it is most likely network related not server related.
#2 is esthetics and really who cares about being too pretty in space*? The tactical map is a hash up and is not nearly as useful as it used to be. Most of the detail is gone and one is lucky if they can find their own squad much less any red berries.
Just imagining CCP/Shanghai trying to resolve a network problem is entertaining in itself. For EVE Online the solution was to slow the server up by 90%. And they can still get lag in the area of minutes even then.
Imagine if you will - pull trigger - wait two minutes for one round to leave the gun.
It will just get worse from there.
* Well, I do but mostly it is because of the distracting texture pop-in from all the fiddly work the blasted artists have been keeping themselves overly busy with.
And so it goes.
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