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How the EVE Online Servers Deal with a 3,000 Person Battle

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Re: How the EVE Online Servers Deal with a 3,000 Person Battle

#81
post #53

[Edit: this comment turned out not to really be about Eve and more about the difficulty of real time MMOs] This blows my mind. I've been thinking about writing a small multiplayer game for a few weeks. And today I was actually doing back of the napkin calculations. The thing that quickly became clear is bandwidth is O(n^2) where n is the number of players in the same location, since you have to share the location and…

Hey, I used to be a games networking programmer, and your estimate is pretty good. A few corrections that bring it down to something not entirely unaffordable:

* You can bit-pack your structures a lot more efficiently - let's say 2 bytes for a local player ID, 10 bytes for each of velocity/orientation (quaternion represention and heavily quantizing the theta component), and 10 bytes for the location. Clients are never allowed to determine the canonical physics simulation, so all of the above are really just for display purposes, and can be trimmed down as appopriate - we don't need to worry about desyncing (as I'll explain in a bit)

* 30 packets-per-second is way too high for network play, with a game of EVE's mechanics you could probably get away with something perhaps as low as 1 pps. Intermediate simulation of the player entities is done by a technique called dead reckoning that's linked earlier (though in practice you'd use a slight improvement on it to stop entities leaping around the world).

* Sometimes game mechanics allow you to strongly cut down the number packets you send. For example, in EVE, it might be desirable to not send information about a ship if it's completely occluded by another ship, or to only send information about ships that are in a frontal cone ahead of you. This usually doesn't affect the bandwidth function (though sometimes it does), but you can almost always cut a constant factor of (rule of thumb) 50% off the bill.

So that ends up being 32 * 1 * 3000 * 3000 ~= 250MB/s, which looks about right to me. One thing you didn't account for is that you don't typically allow MMO game clients to connect to each other, but to multiplex everything through a server. So it ends up being twice as large as that - 500MB/s.

Good luck with your game! 100 interacting players in an MMO is a challenging target but not an unreachable one for a single-developer game, and it's definitely a very interesting project to undertake.

Re: How the EVE Online Servers Deal with a 3,000 Person Battle

#82
post #17
post #11

Earlier quoted context omitted.

That feeling of "My ship! My beautiful, beautiful ship!" is offset by the fact that major alliances tend to have strong reimbursement programs. If your dreadnought goes boom in a fleet op, you get the cost of another hull and gear, and get to draw on corp/alliance stores as well. Otherwise, they'd never get their supercap pilots out of the hanger :)

What would be the point of having all this cool stuff if no one else even gets to see it and you don't get to use it?

Strategy isn't just about throwing everything out as soon as it's created and ready to go pew-pew.

Re: How the EVE Online Servers Deal with a 3,000 Person Battle

#83
The environment EVE creates in almost every aspect of the game is just fascinating.

It is the only game I ever played I actually felt an enormous thrill and adrenaline rush when playing pvp. It doesn't matter if you're pvping alone or with a fleet. The fact that you actually lose/gain on a fight differentiates the game from any other MMO. Events that you may have experienced in-game can be recorded forever and actually impacts the whole game universe.

I really hope more companies invest into having one persistent world in their MMOs. Instead we see this segregated servers in which great players/achievements/events are limited to this little server. It ends up lessening the interest of many players, specially older ones.

Funny thing is that, normally, when the hit MMO stops being a hit they end up merging lots of servers anyways. Which IMHO end up lessening even more the time people have spent on that game.

Re: How the EVE Online Servers Deal with a 3,000 Person Battle

#84
post #71

Fun facts: This fight was between the Honeybadger Coalition (HBC) and the Clusterfuck Coalition (CFC). The core of the Honeybadger Coalition is TEST Alliance, and the core of TEST Alliance is Dreddit, the "original" Reddit-based corp (there are / have been several, some of which predate Dreddit and have since folded). HBC routed the CFC, which has Goonswarm as its core, which is organized around the Something Awful f…

Admittedly I haven't followed Eve politics for over a year, but I would be very surprised to see Test and Goons get in a "real" fight (e.g. over sovereignty or revenue-generating moons). They both treat the game in the same way (a strange mix of competence, incompetence, and irreverence) and have too much shared history. I suspect the only reason they're even hostile right now is because they have absolutely no exter…

Fits with what I read on Reddit when it came up. Was a fun fight and TEST won but no one is really mad at anyone else:)

Re: How the EVE Online Servers Deal with a 3,000 Person Battle

#85

Earlier quoted context omitted.

They already had more than 10 titans. There were almost 3000 ships in the battle at its height. Also, this battle is a bit different in that it happened in low-sec space, where certain rules are enforced by the game's NPC Empire. So you can't use the Titan's most powerful weapon, which makes it vulnerable. Conversely, you can't use area denial interdictors, so many of the CFC's ships were able to escape when it becam…

Excuse my complete ignorance but I can't resist. Why was everyone trying to stick it to Something Awful ?

They play to have a fun laugh and how much you expend is upto you. Like any big entity at the top then they get haters and fans alike. But they do it basicly for shits and giggles and don't roleplay the honour card unless it suits them at the time for a laugh.

Re: How the EVE Online Servers Deal with a 3,000 Person Battle

#87
post #56

Earlier quoted context omitted.

I think one thing Eve has going for it (and this is only an assumption) is that it wouldn't need to sync each player's position on each frame. It could reduce the load dramatically by only sending the acceleration / orientation data for a ship. So if a ship has set a course and has stopped accelerating it doesn't need to send anything else unless that course is changed.

I haven't really played Eve, so I can't say. I'm imagining ships flying around and changing course constantly in a battle, but if someone can give a better description, I'd appreciate it. It'd be further reduced by several players sharing a ship... no idea how common that is. What I'm describing is definitely leaning more towards players that are constantly moving around though. It helps explain to me why in Asheron'…

If you check the video you'll see it's very slow paced and the ships basically don't seem to move at all (maybe tiny unseen ones do I don't know)

http://www.pcgamer.com/2013/01/28/eve-online-battle-asakai/

Re: How the EVE Online Servers Deal with a 3,000 Person Battle

#88

Earlier quoted context omitted.

Excuse my complete ignorance but I can't resist. Why was everyone trying to stick it to Something Awful ?

Hopefully someone can give you a better answer, but you might have heard of 4chan? Something Awful is where they came from. They're actually a major cultural force in EVE. ("Shoot blues" "Little bees") They're a bit like America in international relations, except there are fewer redeeming qualities.

>you might have heard of 4chan? Something Awful is where they came from.

It's actually more the other way around.

Re: How the EVE Online Servers Deal with a 3,000 Person Battle

#89

Earlier quoted context omitted.

Excuse my complete ignorance but I can't resist. Why was everyone trying to stick it to Something Awful ?

Hopefully someone can give you a better answer, but you might have heard of 4chan? Something Awful is where they came from. They're actually a major cultural force in EVE. ("Shoot blues" "Little bees") They're a bit like America in international relations, except there are fewer redeeming qualities.

4chan might literally be "something awful", but the site Something Awful came FROM 4chan. As did half the "meme" sites on the internet, unfortunately...

Just reinforcing JonnieCache's point.

EDIT: Apparently SA was around before 4chan. grr. In any case, they are fairly independent cultures. One charges $10 to register, the other doesn't require a username/login...

Re: How the EVE Online Servers Deal with a 3,000 Person Battle

#90

Earlier quoted context omitted.

Hopefully someone can give you a better answer, but you might have heard of 4chan? Something Awful is where they came from. They're actually a major cultural force in EVE. ("Shoot blues" "Little bees") They're a bit like America in international relations, except there are fewer redeeming qualities.

>you might have heard of 4chan? Something Awful is where they came from. It's actually more the other way around.

I'm not very familiar with either site's history, but Something Awful was around for a few years before 4chan.
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