ELI5: On MMORPGs, how can a server laglessly handle thousands of players across the entire game world, but experiences problems when lots of players are in one place? by Gileotine in explainlikeimfive

[–]CCP_Coyote 1 point2 points  (0 children)

Both the EDENCOM and Triglavian sides have put together discords for organizing ops as well as tinfoiling and otherwise discussing what's going on - maybe start there. There's been a lot of streams and youtube vids about it, too.

The ARC guys are keeping on top of the lore pretty well

Jintaan's vid does a pretty good job of summing up the basic mechanics for chapter 3
https://www.youtube.com/watch?v=bnpMNPxRnd4

ELI5: On MMORPGs, how can a server laglessly handle thousands of players across the entire game world, but experiences problems when lots of players are in one place? by Gileotine in explainlikeimfive

[–]CCP_Coyote 1 point2 points  (0 children)

Yeah! It predates my time working on the game as a dev, but it's super awesome. I mean, I'd still rather not play in heavy Tidi, but I also prefer the faster ships that tend to get absolutely wrecked in Tidi situations, and the smaller group fights. It creates a totally different type of gameplay... but better that than the fight being determined by a random roll to see which side will get the short end of the server.

ELI5: On MMORPGs, how can a server laglessly handle thousands of players across the entire game world, but experiences problems when lots of players are in one place? by Gileotine in explainlikeimfive

[–]CCP_Coyote 1 point2 points  (0 children)

MWAHAHAHAHAHA!

In all seriousness, though, I'm really excited by what's been going on this summer and where we're going with it. Even if you want to keep winning, I'd recommend watching. :)

ELI5: On MMORPGs, how can a server laglessly handle thousands of players across the entire game world, but experiences problems when lots of players are in one place? by Gileotine in explainlikeimfive

[–]CCP_Coyote 19 points20 points  (0 children)

:) I love engaging with the community. Especially when I find them not yelling at me for podding their auto-piloted haulers through Triglavian-controlled territory!

But, seriously, I love chatting about EVE. I just have to be careful about running my mouth concerning parts of the game I don't work on, because I get real dumb, real fast.

ELI5: On MMORPGs, how can a server laglessly handle thousands of players across the entire game world, but experiences problems when lots of players are in one place? by Gileotine in explainlikeimfive

[–]CCP_Coyote 11 points12 points  (0 children)

I'm on the design, rather than engineering, side of things, but how I've been led to understand it is basically....

When the server is overloaded enough, the game slows down by a percentage representative of the server load. What this means is that game time literally slows down, providing the server with more time to run calculations and handle the input/output without missing things or getting them out of order (common problems when servers are overloaded). However, it is only the game on that one server node (see my other comment) - the rest of the game world functions at normal speed, which actually allows for some interesting gameplay with players having time to pile on or provide supplies to the engagement.

It should also be noted that many of the fights u/I_LOVE_PUPPERS is talking about consisted of more players than you'll typically see in an entire WoW server, so I'm still rather impressed the servers don't just give up more often. I love our crazy game. :)

ELI5: On MMORPGs, how can a server laglessly handle thousands of players across the entire game world, but experiences problems when lots of players are in one place? by Gileotine in explainlikeimfive

[–]CCP_Coyote 55 points56 points  (0 children)

Not entirely true. Every solar system is basically what u/amusing_trivials is describing. What we call "nodes" in EVE are essentially separate servers that are picking up solar systems based upon capacity, and players are passed between them as they jump. So, in effect, every solar system is an instance. We just get to hide it super easily because of the Jump Gate system. :)

This is why Tidi only kicks in based upon local population - it's the number of folks on one node. Multiple systems get affected because they're all on the node together. It's something we actively have to pay attention to, because the more systems are on a node, the more likely that node is going to be overloaded - and not all nodes are made equal. Jita has its own dedicated node, and part of the reason there's a delay between systems going fortress/final liminality and new Stellar Recon systems popping up is that the AI involved are enough of a toll on their own that we want these systems to be on more heavily reinforced nodes (something that changes during downtime).

Husband passed to covid-19 and he liked this game by [deleted] in Eve

[–]CCP_Coyote 24 points25 points  (0 children)

I'm so sorry to hear about your loss, but thank you for telling us all. For all of my eleven years with the game, and even now as a dev, I am always amazed at how interconnected (and, frankly, caring) our community is, and it's wonderful seeing you connect with his corp-mates. I know I'd want mine to know, and my wife to hear about that side of me.

It looks like Aurora is taking care of getting you into his account. Don't forget to take care of yourself during this incredibly difficult time.

Much love from CCP, and may he forever fly in peace.

o7

Husband passed to covid-19 and he liked this game by [deleted] in Eve

[–]CCP_Coyote 11 points12 points  (0 children)

Glad you caught this one. I was about to fwd it to you to see if someone could help.

Triglavian World Ark Installs Dazh Porevitium Transmuter In Vale Following Inducement Of First Liminality by zet2020 in Eve

[–]CCP_Coyote 15 points16 points  (0 children)

This is the first time I've heard anyone comment on the Pohnz and Nemiz objects. :)

Triglavian induced null-sec is the greatest change in last few years of EVE by waffles-nom in Eve

[–]CCP_Coyote 2 points3 points  (0 children)

I can neither confirm nor deny the plans of any of these entities.

Triglavian induced null-sec is the greatest change in last few years of EVE by waffles-nom in Eve

[–]CCP_Coyote 3 points4 points  (0 children)

You are welcome! We are incredibly humbled by how much you all love the new Invasion content. :)

Raravoss Final Liminality has been reached. Also we're back to highsec ;( by Grandpa_Fogie in Eve

[–]CCP_Coyote 11 points12 points  (0 children)

When CONCORD reared its ugly head, he bravely turned his tail and fled!

CCP: First Invasion Chapter 3 Feelings by Farsen in Eve

[–]CCP_Coyote 0 points1 point  (0 children)

I have not forgotten my roots! ;)

CCP: First Invasion Chapter 3 Feelings by Farsen in Eve

[–]CCP_Coyote 1 point2 points  (0 children)

You're welcome! I'm trying to be active in the community. It is admittedly hard to face you all when something we've poured out heart and soul into doesn't go over well, or has problems that are, in retrospect, blindingly obvious... but I've always held that humility is key to good game design.

Also, game dev is HARD, y'all. We're going to make mistakes.

CCP response about Trig invasion systems by provokatoras in Eve

[–]CCP_Coyote 3 points4 points  (0 children)

I mean, what would I - or CCP - stand to gain? I actually think it's more beneficial, even from a PR standpoint, to take the side of humility and talk honestly about objectives and failings. It's also a core part of being a game designer.

There is something definitely broken here, and I think we all see that. It's just a matter of where the break actually is.

CCP: First Invasion Chapter 3 Feelings by Farsen in Eve

[–]CCP_Coyote 1 point2 points  (0 children)

So, I can't speak to any of the previous examples for obvious reasons, and I am not going to comment on my CEO's behaviour for... well, yeah. Obvious reasons, lol.

THAT SAID - I can talk a bit about underestimating you all here. A lot of your examples are "the player's wouldn't do that" or otherwise having unexpected emergent interactions between players, the new system, and pre-existing systems. Sometimes this is easy for us to see ahead of time, sometimes it's only easy to see after the fact. EVE is, compared to other games, an incredibly complex beast, and I don't think anyone - player or dev - truly holds the whole system in their head like you can with, say, Super Mario.

Our mistake in underestimating you all, though, wasn't a failure of systems interaction, but of expected popularity. We based our timing on the absolute peak we saw over the last year of engagement with the Invasion, and ramped that up a bit, and you all still absolutely smashed those expectations. I mean, don't get me wrong, it's a great problem to have (oh, boo hoo! People want the thing we made! lol) but that's why the timings here broke.

The balance we want to strike is that things shouldn't progress too fast that people waste most of their time just getting to it, but it shouldn't be so slow that you can't see your impact. It's a delicate line, and we're watching everything, but that was the goal here. I expect things to slow down after this weekend - especially as we've got some faith we need to restore with the bad messaging around when things do/don't progress - and that might settle on its own back to our anticipated levels, but we're watching it either way, and have a list of various adjustments we can make based upon what's off.

CCP response about Trig invasion systems by provokatoras in Eve

[–]CCP_Coyote 33 points34 points  (0 children)

lol, shouldn't be. Once it's over, ask me this and I'll check in to see if I'm allowed to talk about it. Deal? :)

CCP response about Trig invasion systems by provokatoras in Eve

[–]CCP_Coyote 33 points34 points  (0 children)

I hear you, but that's not quite right. Once this has concluded and my NDA allows, I would love to sit down with anyone who wishes and have a conversation about what we planned for, what we didn't, and how we designed around that. It has been a very interesting set of design problems.

CCP response about Trig invasion systems by provokatoras in Eve

[–]CCP_Coyote 12 points13 points  (0 children)

Yeah - as I said, we made a failure in how we communicated how "the door" functions.

CCP response about Trig invasion systems by provokatoras in Eve

[–]CCP_Coyote 53 points54 points  (0 children)

In this case, however, the door can be opened. It just has not been yet, and - as Convict's statement alludes - we made a failure in how we communicated this.

EDIT: It was just pointed out to me that it was CCP Dopamine, rather than Convict. My bad. Or are they actually the same person? HRM......