Last year Ten Ton Hammer awarded
EVE Online
as the
Best
Community in a MMOG of the year. Why? Because the community
knows what it wants and has had a fundamental part in designing the
future of the game. Ten Ton Hammer caught up with Arnar Gylfason,
Senior Producer of
EVE
at gamescom 2010 to address some concerns that have been going about
the community. Lag, features backlog, and the future of the game are
our topics in this exclusive
EVE
Online interview from gamescom 2010.
Ten Ton Hammer: The EVE community has brought up
concerns with the performance and
the lag with the most recent expansion. Can you comment on this?
Arnar Gylfason:
Actually, this has come up a lot in recent interviews,
and naturally so. This is of concern to the community and a concern to
the developers as well.
I’m not sure that you’re familiar with the agile Scrum method of making
computer games. Basically, it’s teams of people working in two week
sprints. We have people who are extremely specialized in the networking
layer of the code and core mechanics of the code and would be the
perfect people to work on these problems. However,
EVE is a complex
game and we have ten years of development code to try to figure out
where the bottlenecks are and what the problem is. It’s not something
where you tell people: "you have two weeks; fix it!" That’s just not
going to happen.
An Amarr Fighter in EVE
Online
So we told these people, who were on scrum or other teams making
features or other stuff: "here’s a list for you guys. You have to set
aside time, each with your own strengths, to prod, investigate, and
research what the code is doing and why."
I call this epiphany development. You're working on a specific problem.
You sort of know what it is. You have to get all sorts of data on it;
you have to get reproduction on the problem. It’s all sort of iffy and
hazy, then one day, you have an epiphany on what the problem is and how
to fix it. Then actually fixing it takes a day of just coding, peer
reviewing the code, and testing. Then you’re done. But the process
leading up to that can take days or weeks or even months of
investigating, painful reconstruction of scenarios, and it often
entails a great deal of community interaction.
We’ve held mass tests where we get players on our test servers,
hundreds and hundreds of players, to recreate fleet battles to see why
this occurs in fleet battles. Why doesn’t this happen to all of these
people fighting NPCs all at the same time? What’s going on here?
So, that was the set up that we had and it was working fairly well. We
were hammering out some fixes all of the time, but they weren’t
groundbreaking fixes to the lag. I shouldn’t say 'fixes' because we’ll
never fix lag; we’ll just up the limit on what is acceptable, because
when we fix lag for 1000 people, then they’ll just bring in 1200
people. If we fix that, then it’ll be 2000 people. So, incrementally
upping the limit on the number of people who can be in fleet battles is
something we’ve been doing for a while.
Now, something broke somewhere along the way, probably in the Dominion
expansion or shortly after the Dominion expansion, where the
performance just decreased all over. We had these people working on it
in this fashion since then, and they’ve been investigating potential
causes. They’ve been fixing other problems. They find a lot of
side-line problems when they’re investigating these problems. So,
they’ve been fixing that and publishing that.
Now, obviously, the problem has reached critical mass. The performance
is not up to snuff on what we consider a playable experience for our
fleet battles. The developers themselves are getting more frustrated
that they can’t figure this out, or they feel sometimes that even if
they time set aside to do this, it’s not enough. So now, we’ve
formalized this team. We’ve taken pretty much the most brilliant minds
and clustered the technology and network layering technology in
programming and put them together into one team and it’s sort of a
skunkworks team. They are allowed to do pretty much what they want and
try theories that they want. We will facilitate them getting it out and
getting it tested. The combined experience is probably forty, fifty
years in high-end clustering technology application programming.
We are hoping, and like I said, we can’t give an exact time quote. I
can’t say that yes, in two weeks, we’ll fix lag because we have all of
these people working on it. But we do have all the people at CCP who
could be working on it are working on it dedicated 100 percent, and we
have teams of support personnel around them making sure that they have
everything they need, that they have the test servers they need, that
they have the reproduction stuff they need. We even have a separate
team building what we call thin clients, which is a client that runs on
a low CPU, low memory, and low ram, so that each computer can run tens
or hundreds of clients. We can recreate these fleet battles by
scripting these clients to behave as players would be running actual
clients. So, we’re able to basically make fleet fight in a can running
a small network of ten or twenty computers.
So, there’s a lot of effort going into this, not just for the five or
six people who are actively working on identifying where the problem
lies and how to fix it, but there is a whole team of developers making
support tools for them. Then there’s operational staff, customer
support staff, quality assurance staff, and community staff that are
supporting them. In all, we have about twenty-five people working on
this now.
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