CCP says it recently poured $3M into EVE Online’s server cluster upgrades to improve big battles

If you believe the prolific propaganda, EVE Online’s so-called “million-dollar battle” last week was derailed in part because of the game’s underlying tech.

CCP Falcon emerged from Reddit to deny to that claim in a new interview on Polygon, saying that CCP has ensured that the live game’s tech has been improved throughout the years; gamers are just bringing more bodies every time to watch and participate in these massive battles.

“When Tranquility could handle 1,000 pilots in the same location, our community would bring 2,000; when it could handle 3,000, then 5,000 arrive. Until [this recent] fight, the most recent record for concurrent number of players in the same location was 5,337 at the siege of M-OEE8. […] This time around, our players brought more than 6,100.”

Even still, Falcon argues, the live server didn’t go down, in spite of the “imbalance” between the fighters (encumbered by time dilation) and the defenders (repairing in real time).

That may be because, as CCP Guard reportedly argued, CCP has “recently” invested “more than three million dollars on upgrades to its server cluster” and is working on more ideas, specifically “software solutions,” to ensure that these massive battles go on in the future.

“We are actively working on projects that aim to distribute non-essential calculations and services from the main cluster to cloud services – that is definitely part of the solution, but will take some time. Then there are all kinds of longer term ideas floating around and the great thing about this battle for me is all the passionate conversations it has ignited around the office about the potential of our universe.”

Source: Polygon
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Nosy Gamer

Well, we know that CCP migrated to “TQ Tech III” back on February 29, 2016 when they not only upgraded all the hardware, but created 6 of the super-reinforced nodes that Jita and major fleet battles run on. Up until then, CCP only had 1. We also know that CCP finished upgrading to SQL 2016 in late March/early April of 2017. Those licenses cost a lot of money. Here’s a link to the hardware setup.

https://www.eveonline.com/article/tranquility-tech-3/

I don’t play out in null sec so I rarely experience time dilation myself. I hear that fights of 1000-1500 work pretty well and fights of 3000 are playable. I watched a stream of the latest fight. I’m really impressed the whole cluster didn’t crash, like would happen when I first started playing.

Oh, and that million dollar battle? People really believed an EVE player posting on Reddit?

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Armsman

If the headline is true – based on player reports of the latest/most recent “Huge EVE ship battle” – it was money wasted and NOT well spent; or pent on something not well designed/implemented; and just shows that CCP can’t even keep the ONE game they founded the company on running well enough to perform as they advertise.

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Jeffery Witman

If you’re going to push a narrative of a million dollar battle, but can’t handle 6k people on the field and spectating, I think you probably oversold your product and need to admit it.

Weren’t massive battles like that going on in other games without the same issues in years past? I know the main PVP zones in some games got to be pretty big at times. I remember all the people loading in at Restus in SWG causing problems now and then at prime battle times, but it never came to a stand still like this.

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Kickstarter Donor
Mailvaltar

No there weren’t. “Large” battles in whichever other game usually amount to a couple hundred players at the very most. “All the people” I have encountered in SWG were very rarely more than 100.
There has not been another game that came even remotely close to over 6k to my knowledge.

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Mailvaltar

P.S. CCP weren’t the ones pushing the narrative of a million dollar battle, that was started by a player. Sure, CCP are more than happy to jump on the bandwagon when such things happen, but so would you were you in their position.

PurpleCopper
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PurpleCopper

Think technology will ever become advanced enough so thousands of players can fight without time dilation?

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Sally Bowls

If it does, it may come to PCs last. Raph’s quote is that “the client is in the hands of the enemy” Which means all sorts of things that computer scientists would do to make that work – local caches, local calculations, pre-optimizations are not really viable because [some] gamers are not honest enough for that to be viable. A dev might be able to get away with that on an iOS or console since those are platforms have fewer of those sort of problems.

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Sally Bowls

On one hand, CCPs efforts and dedication to Massive is impressive and deserves respect.

OTOH, the problem for them – and really any older game – is that microprocessors design fundimentally changed. Back when older games were being designed, Moore’s Law was a thing and CPU power doubled about ever 18 months. But now, the power of each core is growing much slower if at all; there just are more and more threads running at once. Any of the older games designed as single thread applications are going to have issues going forward. CCP can easily get much more computing power by buying/renting more physical/virtual servers. What they can’t do is significantly increase the computing power of a single node.

After beta: I keep pushing for a MJ (someone who actually knows and is living it) interview on scaling and cloud computing in gaming today.

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Armsbend

Small potatoes to the people in Jita during the monoclegate protest.