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== Mechanics == | == Mechanics == | ||
The server tick has some unique limitations: it can’t do anything that would require directly talking to most of the database servers, since those can have long lags. A typical server node handles hundreds of systems, so even though there's a tick every second for each grid, it might only have one hundredth of a second or less to do all the work for the tick for a single grid. That's not enough time to talk to a database! | The server tick has some unique limitations: it can’t do anything that would require directly talking to most of the database servers, since those can have long lags. A typical server node handles hundreds of systems, so even though there's a tick every second for each grid, it might only have one hundredth of a second or less to do all the work for the tick for a single grid. That's not enough time to talk to a database! | ||
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== Examples == | == Examples == | ||
* If you’re trying to jump through gate, EVE will mark you as "jumping through the gate" the instant that it receives the message, and will send back an acknowledgement right away that you’re jumping. However, everyone else on the grid won’t know that you’ve started jumping until the next server tick. | * If you’re trying to jump through gate, EVE will mark you as "jumping through the gate" the instant that it receives the message, and will send back an acknowledgement right away that you’re jumping. However, everyone else on the grid won’t know that you’ve started jumping until the next server tick. | ||
* If you activate a turret module, it’ll immediately calculate the damage, and immediately apply it to the target. It’ll send back a packet right away, telling you, "I activated this module for you." However, you won’t receive information about how much damage was dealt until the next tick—and neither will the target. This means you can be dead for up to a second (or up to 10 seconds, in the case of severe [[ | * If you activate a turret module, it’ll immediately calculate the damage, and immediately apply it to the target. It’ll send back a packet right away, telling you, "I activated this module for you." However, you won’t receive information about how much damage was dealt until the next tick—and neither will the target. This means you can be dead for up to a second (or up to 10 seconds, in the case of severe [[time dilation]]) and not know it yet! This is also how EVE handles weapons that can fire more than once per tick: it simulates them properly, and then both shots appear on the next tick. | ||
* If you activate a warp scrambler, it’ll immediately tackle the target. But the "X has warp scrambled Y" global notification won’t appear until the next tick. | * If you activate a warp scrambler, it’ll immediately tackle the target. But the "X has warp scrambled Y" global notification won’t appear until the next tick. | ||
* [http://eve.501gu.de/misc/travelceptor_vs_instalocker.png This example] shows the two outcomes of a confrontation between an interceptor fitted for fast alignment and entry to warp ("Travelceptor") and a ship fitted to lock up and tackle targets rapidly ("Instalocker"), one of the most frequently encountered examples of server ticks interacting perceptibly with gameplay. | * [https://web.archive.org/web/20210111174108/http://eve.501gu.de/misc/travelceptor_vs_instalocker.png This example] shows the two outcomes of a confrontation between an interceptor fitted for fast alignment and entry to warp ("Travelceptor") and a ship fitted to lock up and tackle targets rapidly ("Instalocker"), one of the most frequently encountered examples of server ticks interacting perceptibly with gameplay. | ||
== See also == | == See also == | ||
* [[Gatecamps]] for the mechanics around gatecamping, a highly tick-influenced activity. | * [[Gatecamps]] for the mechanics around gatecamping, a highly tick-influenced activity. | ||
* [[ | * [[Time dilation]] for the mechanics that revolve around Time Dilation in highly populated systems. | ||
[[Category:Game mechanics]] | [[Category:Game mechanics]] | ||