Dear CCP: Just add a checkbox waiver to the game login screen. Like the warnings on cigarettes.
“I declare myself to be in a rational mental state. I am not suicidal. I am aware that playing internet spaceships with the EVE community is harmful to my health. Many of my acquaintances find this habit absolutely disgusting.”
Of course, half the EVE players I know are deranged drunken lunatics. Give mittens another jagerbomb.
Dear CCP: Just add a checkbox waiver to the game login screen. Like the warnings on cigarettes.
“I declare myself to be in a rational mental state. I am not suicidal. I am aware that playing internet spaceships with the EVE community is harmful to my health. Many of my acquaintances find this habit absolutely disgusting.”
Of course, half the EVE players I know are deranged drunken lunatics. Give mittens another jagerbomb.
The problem basically is even with the most powerful computer, at some point you hit a wall in terms of fast memory (RAM) addressing multiple processor cores with all the exponential calculations per ship to all the other ships.
According to witness accounts, this lag was reasonable, less than a second or so, up to about 1,600 ships... after that, the scratch data for the calculations needs to cached to hard drive until the processor cores can catch up... eventually resulting in lag times of a few minutes while everyone is spamming their firing buttons.
In this instance, NC had 1,200 ships in system for the assault, then RA responded by bringing in another 1,000 ships to defend their territory. NC had the advantage, with less lag at the outset since they were already in position and didn't need to load grid.
So, the most elegant solution would be to set time intervals of how many ships each side can have in system. Let's say for every 200 alliance ships, you have a 15 minute cooldown til the next 200 can enter. This gives each side time to get in position until the next 200 arrive. It would also encourage those 200 to quickly engage the enemy 200 before the next interval.
So, while no hard cap would be imposed, it would change the dynamics of fleet fights enough that perhaps more ships would be destroyed before the next wave of 200 arrive.
For game lore, just say something like that's all the gates or hyperspace fabric will support... blah, blah, blah.
At least until they have a system node running 64 cores and 256 gigs of ram. Nomnomnom.
The problem basically is even with the most powerful computer, at some point you hit a wall in terms of fast memory (RAM) addressing multiple processor cores with all the exponential calculations per ship to all the other ships.
According to witness accounts, this lag was reasonable, less than a second or so, up to about 1,600 ships... after that, the scratch data for the calculations needs to cached to hard drive until the processor cores can catch up... eventually resulting in lag times of a few minutes while everyone is spamming their firing buttons.
In this instance, NC had 1,200 ships in system for the assault, then RA responded by bringing in another 1,000 ships to defend their territory. NC had the advantage, with less lag at the outset since they were already in position and didn't need to load grid.
So, the most elegant solution would be to set time intervals of how many ships each side can have in system. Let's say for every 200 alliance ships, you have a 15 minute cooldown til the next 200 can enter. This gives each side time to get in position until the next 200 arrive. It would also encourage those 200 to quickly engage the enemy 200 before the next interval.
So, while no hard cap would be imposed, it would change the dynamics of fleet fights enough that perhaps more ships would be destroyed before the next wave of 200 arrive.
For game lore, just say something like that's all the gates or hyperspace fabric will support... blah, blah, blah.
At least until they have a system node running 64 cores and 256 gigs of ram. Nomnomnom.
Well said Greg Waller, the PvP element of MMOs is usually based upon a sequence of move/countermove mechanics that is far evolved beyond FPS just "shoot them in the head". While gear in MMOs is very important, a player who knows when to stun/snare/silence an opponent has the opportunity to be very effective.
The PvE exists to give the world lore, a storytelling framework if done correctly, and in games like EVE, to recover your losses when the PvP odds are stacked against you.
Even the carebear players in EVE are PvPing the market, hoarding blueprints and research facilities, tracking prices, etc. And they are the ones that win when the PvP'ers drag their smoking pods back to station for another ship.
Brendan, love your EVE articles. Keep em coming. I've been playing about 18 months now, about 21 mil skill points. My corp regularly runs wormholes and L4s, but I have a lot of problems finding COSMOS agent missions or DED complexes, in highsec or lowsec.
One week I spent about 10 hours scanning about 20 solar systems, found a bunch of anoms and wormholes, but no DEDs. Really, really frustrating. Please post a guide to these in more detail.
Regarding previous posts, EVE is a deep game, and you are always learning new aspects of it, depending on your personal level of adventure, curiosity, and social ability to join other players for fleet operations. It is NOT a good solo game.
The rigid skilling mechanic is annoying, as are many clunky aspects of the UI. Many things in this game seemed to be designed in the least intuitive way possible. It's definitely an acquired taste.
The Mittani gets hit with ban and resigns in wake of EVE Online controversy
Apr 1st 2012 6:14AM (Massively)“I declare myself to be in a rational mental state. I am not suicidal. I am aware that playing internet spaceships with the EVE community is harmful to my health. Many of my acquaintances find this habit absolutely disgusting.”
Of course, half the EVE players I know are deranged drunken lunatics. Give mittens another jagerbomb.
End of fuckin story.
The Mittani gets hit with ban and resigns in wake of EVE Online controversy
Apr 1st 2012 6:10AM (Massively)“I declare myself to be in a rational mental state. I am not suicidal. I am aware that playing internet spaceships with the EVE community is harmful to my health. Many of my acquaintances find this habit absolutely disgusting.”
Of course, half the EVE players I know are deranged drunken lunatics. Give mittens another jagerbomb.
End of fuckin story.
EVE extended downtime has some unfortunate consequences
Nov 3rd 2010 8:19AM (Massively)Servers come back up, hilarity ensues.
One Shots: Apocalypse please
Nov 2nd 2010 5:54PM (Massively)The problem basically is even with the most powerful computer, at some point you hit a wall in terms of fast memory (RAM) addressing multiple processor cores with all the exponential calculations per ship to all the other ships.
According to witness accounts, this lag was reasonable, less than a second or so, up to about 1,600 ships... after that, the scratch data for the calculations needs to cached to hard drive until the processor cores can catch up... eventually resulting in lag times of a few minutes while everyone is spamming their firing buttons.
In this instance, NC had 1,200 ships in system for the assault, then RA responded by bringing in another 1,000 ships to defend their territory. NC had the advantage, with less lag at the outset since they were already in position and didn't need to load grid.
So, the most elegant solution would be to set time intervals of how many ships each side can have in system. Let's say for every 200 alliance ships, you have a 15 minute cooldown til the next 200 can enter. This gives each side time to get in position until the next 200 arrive. It would also encourage those 200 to quickly engage the enemy 200 before the next interval.
So, while no hard cap would be imposed, it would change the dynamics of fleet fights enough that perhaps more ships would be destroyed before the next wave of 200 arrive.
For game lore, just say something like that's all the gates or hyperspace fabric will support... blah, blah, blah.
At least until they have a system node running 64 cores and 256 gigs of ram. Nomnomnom.
The largest battle ever held in EVE Online is going on right now
Nov 2nd 2010 5:32PM (Massively)Hmmm... how to deal with the lag monster.
The problem basically is even with the most powerful computer, at some point you hit a wall in terms of fast memory (RAM) addressing multiple processor cores with all the exponential calculations per ship to all the other ships.
According to witness accounts, this lag was reasonable, less than a second or so, up to about 1,600 ships... after that, the scratch data for the calculations needs to cached to hard drive until the processor cores can catch up... eventually resulting in lag times of a few minutes while everyone is spamming their firing buttons.
In this instance, NC had 1,200 ships in system for the assault, then RA responded by bringing in another 1,000 ships to defend their territory. NC had the advantage, with less lag at the outset since they were already in position and didn't need to load grid.
So, the most elegant solution would be to set time intervals of how many ships each side can have in system. Let's say for every 200 alliance ships, you have a 15 minute cooldown til the next 200 can enter. This gives each side time to get in position until the next 200 arrive. It would also encourage those 200 to quickly engage the enemy 200 before the next interval.
So, while no hard cap would be imposed, it would change the dynamics of fleet fights enough that perhaps more ships would be destroyed before the next wave of 200 arrive.
For game lore, just say something like that's all the gates or hyperspace fabric will support... blah, blah, blah.
At least until they have a system node running 64 cores and 256 gigs of ram. Nomnomnom.
The Daily Grind: Why do you PvP in an MMO?
Oct 14th 2010 4:31PM (Massively)The PvE exists to give the world lore, a storytelling framework if done correctly, and in games like EVE, to recover your losses when the PvP odds are stacked against you.
Even the carebear players in EVE are PvPing the market, hoarding blueprints and research facilities, tracking prices, etc. And they are the ones that win when the PvP'ers drag their smoking pods back to station for another ship.
GDCO 2010: Running MMOs for the long haul
Oct 10th 2010 10:19AM (Massively)If you don't eat your meat, you can't have any disco! How can you have any disco if you don't eat your meat?
EVE Evolved: Exploration -- Loot and plunder!
Oct 3rd 2010 10:06PM (Massively)One week I spent about 10 hours scanning about 20 solar systems, found a bunch of anoms and wormholes, but no DEDs. Really, really frustrating. Please post a guide to these in more detail.
Regarding previous posts, EVE is a deep game, and you are always learning new aspects of it, depending on your personal level of adventure, curiosity, and social ability to join other players for fleet operations. It is NOT a good solo game.
The rigid skilling mechanic is annoying, as are many clunky aspects of the UI. Many things in this game seemed to be designed in the least intuitive way possible. It's definitely an acquired taste.
Aion: Assault on Balaurea podcast
Sep 7th 2010 6:41AM (Massively)The Daily Grind: What content will you never do again?
Sep 2nd 2010 12:27PM (Massively)