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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 ​% TIDI number. If it says, for example, 10% TIDIthis 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 linearTo that endTIDI 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 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 launcherNormally, if just a few people drive their cars on the road, traffic goes smoothly. But if you have 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 nodethe 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
  
training/game_mechanics/time_dilation.1487134179.txt.gz · Last modified: 2017/02/15 04:49 by conscript