Saturday, October 6, 2012

Eve Vegas: CCP Veritas has lots of Stuff to Talk About

Between Mittens presentation of Sov Warfare 101 and CCP Veritas I heard some murmurs of, "There is nothing about low sec" and I learned over and injected, "Correct and it is our own fault."

The break down of the conversation that I had with the gentlemen from Space Police went: I fully believe that it is our loner habits cause us to not find representation. To often it is 'I don't care' or 'I am not interested'. Low Sec attracts loners and our natural personality is our greatest detriment. The room is full of people from null and wormholes with a handful of carebears. Social reliance is greater with all of these groups then your average pirate corporation who is together because they want to be together. This is our greatest weakness. We are too individualist and it affects us in the level of the metagame.

CCP Veritas presents "Ticks"

What is a Destiny Tick?
----A routine of things the Eve Server does ever second.
----Advances the physical simulation.
----Communicate stuff to the client such as physics commands, module, lock, health status, visual elements.
-------------There are real seconds and simulated seconds which are for TIDI. Simulated seconds can last up to 10 real seconds.

What else happens on the Eve Server outside of the tick?
---Handling client messages, module cycle management, damage applications, AI Evaluation, a whole mess of game play stuff.
Example - If you are trying to jump a gate and mashing the jump button it is processed outside of the tick and then applied at the next tick.
Example - Damage. Even though you are not told about your damage state during the tick the damage has already been applied. You are damaged and you do not know it. At the tick the visual indicator of the damage is then applied. Meaning you are damaged before you are told visually.

Interaction between tick and non-tick.
---Queuing patterns. These are Actions in the no stick queue that are work/actions to be done in tick. Damage notifications for example.
---Complete autonomy. Some tasks have nothing to do with the tick. Doing a probe scan is here. A scan happens on its own without regard for the tick cycle.

What happens when the process is overloaded?
The tick always gets priority as best it can. Sometimes it can't (probing for instance formerly had a 4-5 second spike). Non tick jobs get queued up. Old style lag was also because of the priority issues. Things would get lost. Part of TiDi is that controlled by the behavior of this queue in an attempt to give the queue time to process everything and not lose commands.

Case study. Priming a module is a client thing. The server just knows the final activation. Lots of round trips and hte order of evens are not clear.

Priming a module - The Steps for the Server


Server tick sends creation information
Client requests lock, processed outside of server tick
When lock processing completes, queued for send
Server tick sends lock completion
Client immediately sends Activate request
Server non-Tick processes, activates immediately
Server Immediatly tells Client Activate start time
Server Tick tells client effects of the module

Tournaments (sigh)

New Eden Open: Kinda like the alliance tournament. Except not tied to alliances. With real money as the prize.

Major changes: Freeform teams, Bans, No flagships, Tweaked point values, team sizes, new format, denser schedule.

New Eden Open:
---Double Elimination makes every match matter.
---Pointless matches in ATX were lame.
---Much less temptation to throw a match.
---Less complication. More mixed up.
---Up to 70 matches in 6 days of coverage.
---Each day should be around four hours.
---Schedule sin't final.
---About 3 10 minute matches per hour is better then ATX was. More pewpew.

Team Prototyping rocks.

They are trying to take the older game play of eve and make it more engaging and more fun visually and socially. The first thing they are looking at is mining. They have some prototype stuff up now that is maybe more fun. It may or may not come into play in the future and we shall see.

Now for Q&A:

Q---Has he ever been compared to weird al before?
A---No.
Q---Would he be prepared to sing as him?
A---Maybe

Q---Where we can't see the prototypes of mining but has he looked into doing (making fun) that for other mini professions that are point click and get cookie?
A---The stuff should apply eventually, hopefully t everything.

Q---Where did he get the inspiration for the tick and timing systems?
A---This comes back from the founding of Eve Online. The original design was supposed to run on a modem so the physics system was important. This became the bedrock communication framework for the game.

Q---Back in 2003 we were promised for Eve to be accessible by any device. Will we ever get to pay Eve on our phones and tablets?
A---They have stuff in the pipe to do more functionality but he does not see a complete client porting happening.

Q---The tick system? Is this why you can warp your pod off so quickly? A---Yes. Because everything is processed between ticks. And the pod creation is made between ticks. This saves lives. So beware the day that ticks happen more frequently because podding will increase.

Q---TiDi how might it affect DUST in a dilated system?
A---I don't know how much has been made public. Dust is not slowed down by Eve TiDi.

Q---For logistics pilots who have ever been in a gatecamp. (this guy has target back turned on for some unknown reason). I have no idea what the question was. Something about targeting back and ticks maybe? CCP Veritas scolded him for having auto target on.

Q---Reward ships for tournaments? Do they plan to keep making these ships that no one uses ever because of their value?
A---Who knows is the answer. (I believe it was also suggested that the 2013 ships were already decided?)

Q---Can we have weekly arena competitions with ranks and stuff? Mini tournaments? (I actually said oh god not this again out loud. This is a regular forum subject). Just something that is pure PvP.
A---He does not see it happening because tournaments are so much work. (I say go and kill people if you want pure PvP).

Q---When Sov alliances do their thing are there plans to have dynamic backup servers so that they don't slam into TiDi in unreinforced systems that are not prepared for the fleet battle?
A---He'd love that to happen, its something they've wanted. Reinforced systems move to more powerful servers at downtime. They can't do it live. But they are looking at it for the future.

Q---Tournament, are players allowed to create a team of just themselves?
A---Yes. You can multibox your way to victory.

Q---How does plex create a bar of entry?
A---Its an option and one they've decided on. It starts there and its just to judge peoples interest. They will take other ideas on how to filter down the teams to 32 from how many potential teams they will have.

Q---Question for industrialistS. Mining has been a boring activity. But that leads to large scale multiboxing mining ops. If its more interactive its harder to multibox?
A---They are looking at making the interaction optional. The interaction might give better rewards but you can still do boring mining. He doubts they are taking the boring aspect away.

Q---How do people have fun multiboxing ten macks mining ice? It just supports botting!
A---There are different types of people in the world. Some people just enjoy resource gathering. He admits to being a gigantic carebear and he understands carebears are happy with things others call boring.

Q---Will ticks get faster? Hopefully in the future.
A---More stuff needs to be in place before large engagements can deal with it. (When? 5-10 years?) Right now its on Veritas' list but its not anywhere near the top.

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