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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

#111
post #90

Earlier quoted context omitted.

>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.

You're right of course, and that's actually what I meant to say. This'll teach me to post late at night.

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

#112

Earlier quoted context omitted.

AWS has lower upfront cost, doesn't require hardware management, and it's easier to provision consistent servers during growth or temporary peaks. Ideal for an unstable clustered system being run by a startup. I'm mainly talking about EC2, since some other offerings aren't suitable for responsive games. I tried a SimpleDB backend to be hip a couple years back, but it has latency and designed failure rates that are im…

I haven't done the math but I'm guessing that with a popular game the costs of hardware and hiring someone to do server management would be wiped out by EC2 costs pretty quickly. Not sure how spikey game traffic is, but it would seem unlikely that your game is super popular for a day and then drops right off the next as would be the case for many websites. For example if your game business model is charging some nomi…

Doesn't Sony Japan or Amiga Japan use EC2 for their Playstation 3 servers?

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

#113

Earlier quoted context omitted.

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

They're the most powerful faction and have been for ages. They've also mastered metagaming and have pioneered some new, truly evil tactics. For example, Sovereignty Wars in EVE (taking territory from others) is a long, gruelling process that can go on for months. So the goons started launching their attacks at 3 or 4 AM on a monday, to force their adversaries to wake up and go into work with no sleep. They'd do this…

All's fair in love and Eve, :p.

In a case like this, it seems the non-SA folk got fed up and ganged up on them. As it should be. No dominant force can remain dominant; if they piss off enough folk, either by being evil or just by owning all the things, said folk will band together and take them on.

And that's one part I love about Eve (despite not playing it); the dynamic and self-organizing nature of the universe and its market.

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

#114

Earlier quoted context omitted.

I haven't done the math but I'm guessing that with a popular game the costs of hardware and hiring someone to do server management would be wiped out by EC2 costs pretty quickly. Not sure how spikey game traffic is, but it would seem unlikely that your game is super popular for a day and then drops right off the next as would be the case for many websites. For example if your game business model is charging some nomi…

Doesn't Sony Japan or Amiga Japan use EC2 for their Playstation 3 servers?

Not sure, though I think the Sony servers are simply used for matchmaking and authentication services and do not actually host most of the games themselves, that is delegated to consoles.

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

#115
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…

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.

And in Eve, this is even more feasible because, unlike an FPS or even MMO's like WoW, movement is generally slow and controlled. You don't have direct control over your ship; instead, you can only issue commands like 'head for this waypoint', 'orbit this point of interest', etcetera. This would, I think, greatly simplify server communication of movement and such, compared to direct user input where they could change their orientation much more suddenly.

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

#116

Earlier quoted context omitted.

Have you got more details? Links?

I haven't been public about my process of building the server or its details (I just don't have time), but the game is at: http://firstearthgame.com Someday I'll make time to blog about the server.

Wow, those screenshots look impressive!

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

#117

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.

My guess is they only sync location on transaction (when you fire upon/are fired upon).

And even that can be optimized away - after all, in Eve, you basically issue commands like 'lock onto this ship' and 'activate this cannon', which will then fire every X seconds - all each client has to know is the target, ship information, and a toggle command for a given weapon, the rest can then be determined completely on the client-side when it comes to the visuals. Every X ticks, data (like health) of the target ship can be sent through - although I reckon that too would be optimized away and only sent on-demand, i.e. when the user actually selects the ship under attack.

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

#119
post #43
post #8

The report of the battle they link to ( http://www.pcgamer.com/2013/01/28/eve-online-battle-asakai/ ) is even more fascinating to me. You spend hours and hours of effort in order to get a ship, and one way of thinking about them is as the time spent to earn them compressed into 3d form. Unlike (most) other MMO's, battles actually destroy things. So in that youtube clip, you're watching years and years of effort getti…

Here's a much more in depth report of the battle. http://themittani.com/news/asakai-aftermath-all-over-cobalt-... It's a very fascinating read.

It's a lot better read than the PCGamer article, considering that it points out the negative metagame aspects of Time Dilation (TiDi). Part of what made that battle a slowly increasing shitstorm was the fact that reinforcements could arrive much faster than combat could resolve.

That means that what socially could be called a flash crowd accretes in that sector and drags the servers further and further down.

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

#120
post #109
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…

Can't you do a P2P system when a lot of users are interconnected and then send some information to the prime server?

The server controls everything. Clients just display whatever the server tells them to (plus maybe some temporal interpolation).

If you start doing P2P, you're opening yourself to all kinds of hacks, and increasing the amount of duplicate data traveling around.

So if you're in a battle of 3000 people, you would have to somehow connect to 3000 people, send 3000 times more data. This would probably saturate your uplink and get you banned by your ISP as a suspected botnet victim.

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