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training:game_mechanics:time_dilation [2017/02/15 04:49] conscript created |
training:game_mechanics:time_dilation [2019/04/14 15:37] (current) GeneralCamo |
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===== Time Dilation ===== | ===== Time Dilation ===== | ||
- | As explained in [[http://community.eveonline.com/devblog.asp?a=blog&bid=900 |a dev blog]] or several TIDI (tye-dye) is a method of allowing a server CPU with a finite compute capability to handle a much larger workload than it would normally be able to by slowing down the rate at which events are allowed to occur. | + | ---- |
- | TIDI has an icon indicating how much time is slowed down. The icon is to the left of the system name on your HUD (todo: get pikshure). When you mouse over the icon it will display a % TIDI number. If it says, for example, 10% TIDI, this means that everything not in the [[#Items NOT affected by TIDI|Items NOT affected by TIDI]] list will be happening 10% slower than normal. This effect is exponential, not linear. To that end, TIDI is capped at 90% as if it ever hit 100% time would stop, and no events would be processed (divide by zero error). | + | =====Overview===== |
+ | During large fleet engagements, lag usually occurs. The reason is that so many players are sending actions to the server of a system, that the server can't handle all those action in a timely manner.\\ | ||
+ | |||
+ | Imagine a bunch of houses with roads connecting to a building in downtown. Each house would be a person in EVE and the building in downtown would be the server. Now let's imagine that a car from a house is an action, like turning on your missile launcher. Normally, if just a few people drive their cars on the road, traffic goes smoothly. But if you have a huge number, then you get a traffic jam. | ||
+ | The actions being received/sent are not on a rhythmic pattern. Imagine lots of cars one minute and the next just a few. Thus there would be times of fast traffic and slow crawls (lag spikes).\\ | ||
+ | |||
+ | What CCP did to combat this is to implement Time Dilation (TiDi - pronounced 'tye-die'). TiDi would slow almost all actions. This is kind of like setting a speed limit on the road so that all the cars go at a steady smooth pace.\\ | ||
+ | |||
+ | TiDi affects a node, the hardware hosting specific regions in EVE space. When lots of players start to overload a node, TiDi takes place. This not only keeps a smooth pace but helps prevent players from lagging out (where their client disconnects).\\ | ||
+ | |||
+ | When TiDi occurs, it's like everything is in bullet time from The Matrix film. It's actually quite awesome the first time you see it.. | ||
+ | |||
+ | =====Time Dilation Math===== | ||
Now, some TIDI time-bending examples: | Now, some TIDI time-bending examples: | ||
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*90% TIDI it will take 100 seconds. | *90% TIDI it will take 100 seconds. | ||
- | The actual math is: '''Game Time''' / [1 - ('''TIDI Factor''' / 100)] = Actual wall clock time. where "Game Time" is the time the game says an action should take (10 seconds to load a missile launcher, 10 minutes for a non-bonused Cyno, etc). | + | The actual math is: |
+ | |||
+ | <WRAP center round box 60%> | ||
+ | Actual Time = Game Time / [1 - ( TIDI Factor / 100)] | ||
+ | </WRAP> | ||
+ | |||
+ | Where "Game Time" is the time the game says an action should take (10 seconds to load a missile launcher, 10 minutes for a non-bonused Cyno, etc). | ||
=== Tactical Implications === | === Tactical Implications === | ||
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However, capital ships can jump from beyond 5 jumps away, and might be able to stage in a system unaffected by TIDI. A [[training:game_mechanics:cynosural_field|Cynosural Field]] lit in a system with 90% TIDI will last for about an hour and a half. Those capitals have an hour or so to stage and jump in during a TIDI battle. This has happened before and does need to be considered. Your enemies, or allies, will have time to stage to help or hurt you. | However, capital ships can jump from beyond 5 jumps away, and might be able to stage in a system unaffected by TIDI. A [[training:game_mechanics:cynosural_field|Cynosural Field]] lit in a system with 90% TIDI will last for about an hour and a half. Those capitals have an hour or so to stage and jump in during a TIDI battle. This has happened before and does need to be considered. Your enemies, or allies, will have time to stage to help or hurt you. | ||
- | [[Alpha Fleet]] type engagements will be affected as well. Without passive targeters your enemies will have *quite* a bit of warning that they are being locked before they explode. This will give logistics time to react. | + | Alpha Fleet type engagements will be affected as well. Without passive targeters your enemies will have *quite* a bit of warning that they are being locked before they explode. This will give logistics time to react. |
- | === Items NOT affected by TIDI === | + | ===== Items NOT affected by TIDI ===== |
- | To-do: Add to this list. | + | |
* Anchoring timers for warp disruption spheres. | * Anchoring timers for warp disruption spheres. | ||
* Skill training | * Skill training | ||
+ | * Jump Fatigue Timer | ||