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 1 
 on: Yesterday at 20:00:03 
Started by allerie - Last post by allerie
Neue Konzeptzeichnungen
           




       
     
Unsere Galerie für Konzeptzeichnungen wurde um zwei neue Werke aus dem Diablo-Universum erweitert. Nehmt euch einen Augenblick Zeit und und werft einen Blick auf diese neuen Beiträge, die einen Einblick in den kreativen Gestaltungsprozess dieser virtuellen Welt bieten.
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http://feedproxy.google.com/~r/wow-europe/news-de/~3/BnVz9Y4sXa0/
           

 2 
 on: Yesterday at 20:00:03 
Started by allerie - Last post by allerie
Cataclysm: Fragen und Antworten zum Eschental
           




       
     
Heute beschäftigen wir uns mit den Änderungen, die in World of Warcraft: Cataclysm auf das Eschental zukommen, während der Kriegshymnenclan und die Silberschwingen auch weiterhin um die Vorherrschaft in diesem Gebiet kämpfen. Die Questdesigner Eric Malhoof und Steve Burke haben sich mit uns zusammengesetzt und darüber diskutiert, was es bedeutet, eine altgediente und wohlbekannte Zone in Kalimdor weiterzuentwickeln.

Weitere Details zu dieser Vorschau und weiteren kommenden Inhalten findet ihr auf unserer Cataclysm-Webseite, wir wünschen viel Spaß!
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 3 
 on: Yesterday at 19:00:02 
Started by allerie - Last post by allerie
Jita 2000+


On Sunday, 5 September 2010, the (player-chosen) primary market hub of EVE Online, Jita, reached the highest official player count in EVE's long history.  At 20:00 GMT this popular location peaked at 2023 players in a single solar system in efforts to stress test new software and hardware solutions from the EVE Development and Operations teams. Getting here has been a long road of improvements in the code and upgrades in the  hardware allowing players to flourish in New Eden.
Figure 1: Growth of maximum player population in Jita since 2008.
Before we released StacklessIO (which was a part of the Quantum Rise expansion) on 16 Sep 2008, Jita would reach a maximum of about 800-900 pilots on Sundays.  It would be "rather unresponsive" at that number of pilots as detailed in CCP Explorer's blog on StacklessIO and not really enjoyable.
Since that release we have continued, for two years now, constantly and regularly updating and upgrading EVE.  The latest milestone reached was this past Sunday when 2023 pilots populated Jita, which is 2.5-fold capacity compared to two years ago.
Figure 2: Players in Jita on 5 September 2010.
Figure 3: CPU usage on the Jita node 5 September 2010.
Some of the fixes we have made over the last two years have been specific to market hubs, such as Jita, or specific to mission hubs, such as Motsu, but most have had an equal effect across the cluster.  For example, the latest software changes we made, the Character Nodes, benefit pilots in any situation, whether that's in a market hub, a mission hub or a fleet fight.
Looking at the historical population graph in Jita (see figure 1 above) it is clear that we made a significant jump now.  We had gone from 800 to 1400 pilots but the population limit had been stable at 1400 for about a year, with a record of 1420 pilots.  Then we jump to 2023 pilots all of a sudden.  This was made possible by the latest software changes that we have detailed in recent dev blogs and by new hardware specifically tailored for Jita.
With the new hardware we are taking advantage of new features in the Intel chipset like Turbo Boost as well as seeing the advantages of lower latency memory even though the clock rate on the CPUs is not significantly higher than our previous servers.  CCP has been working closely with the IBM engineering team to capture the details that get EVE vertical performance increases in a very horizontal CPU market.
While Jita is a starting point for the collection of baseline performance metrics under predictable load, it is not the only place we are taking new hardware and software solutions.  The next big step is finding out if the changes we are making help fleet fights move to the levels players are demanding.
Beginning next week the test blade used in Jita will start taking on fleet fights to capture more performance data and the impact of the new chip architecture and memory on them.
Note that the software improvements are already everywhere on the cluster.
Figure 4: Server Specifications, IBM HS22, 1 x Xeon 4C X5667 95W 3.06GHz/1333MHz/12MB, 6 x 8GB PC3-10600 CL9 ECC DDR3 1333MHz VLP RDIMM, 146 GB 2.5in Slim-HS 10K 6GB SAS HDD, Hyper Threading disabled, Turbo Boost set to max.
Enjoy!
CCP Explorer and CCP Yokai
P.S. To conclude, here are some of the dev blogs we have written in the last two years on performance optimisations and hardware improvements:

The Jita Conundrum
StacklessIO or: How We Reduced Lag
EVE64
My node was equipped with the following...
Introducing: The EVE Performance Group
Weapon Grouping
The EVE Client - A Love Story
Apocrypharrrrrdware!
Debugging Jita Live is For Real Men
Networking changes on TQ
Making Our Backside Bigger
Encore: EVE Online 'Core'
'We Are Aware of the Problem'
TQ Level Up
Fixing Lag: Fostering meaningful human interaction, through testing and communication
The Long Lag
Fixing Lag: And I, for one, welcome our new automaton overlords
Fixing Lag: Module Lag - Why Not All Bugfixes Are A Good Idea
Fixing Lag: Character Nodes






 


http://www.eveonline.com/devblog.asp?a=blog&bid=792

 4 
 on: Yesterday at 15:00:03 
Started by allerie - Last post by allerie
Fixing Lag:  Well, this one doesn't really...


When Dominion was released we started getting reports about pilots being horribly stuck for minutes, sometimes stretching into hours when jumping en-masse into highly loaded systems.  We were never able to reproduce this issue in-house which left us with little investigative material.
After spending weeks, nay, months reading code, analyzing logs, hacking at the console, trying to grab fights in action (you people fight at ungodly hours) to dig into running code, trying to trace a case of a stuck pilot before he relogs or the node dies or everybody just quits, we finally figured out where they were stuck.
When you jump, the handover between systems involves a combination of a server handover and establishing new client connections to the destination system, where the last part is a client session attach which signals to the server that you need a fresh state uploaded.  If for any reason you finish the server handover part, but fail to provide a session attach the receiving system will force your ship into space and you can be shot at.  This is necessary because there is no reliable way of distinguishing between a disconnect, a cheat or lag.  We cannot have pilots in-between systems, and we can't reliably back out of the operation at this point; it's simply too late.
When anything is added or removed from a ticking solarsystem, a lock must be held to ensure that the operation isn't interrupted during critical paths.  This includes the case when you're attaching the aforementioned client session to the system.  If a fleet jumps into a highly loaded system, a queue of client requests forms waiting on this lock and this is where you're stuck; server handover part has completed, so you're "there" as far as the server is concerned, but your client never finishes attaching to it and thus never gets the initial solarsystem state.
Now, this pileup of requests only happens if the node is under heavy load to begin with.  At that point a sudden surge in these requests can send the server into a death-spiral where each thread holds the lock a little bit longer and thus the delay is a bit longer between requesting it and getting it, and thus the queue of waiting threads grows larger and thus more time elapses between the lock being released by one thread until the next one requesting it gets to run etc, etc.  This is about the same time players get frustrated and start to spam click all their buttons, relog, try their alt characters and such, further compounding the issue and adding to the already problematic load and horror-queuing.
So, I did some code monkeying using like, science and stuff, to figure out exactly what the critical paths were that we we're guarding with this lock and what exactly we were guarding against.  Result being much more granular exclusive locks on session attaches and detaches.  Yay.
This was actually done a few months ago, but since this was a very low layer change with massive fallout potential, we left it to simmer on Singularity for a while after testing and then carefully activated the new code manually on selected fleet fight nodes. When nothing blew up, we left it enabled on fleet fight nodes, followed by staggered deployment to Jita and mission hubs and finally making it the default way to do things on the 29th of July.
Now, much tighter locks don't lighten the load on the server at all.  The same amount of work still needs to happen for any given jump; we're just mixing the tasks up better so it's fair to those wanting in on it. In effect it means that someone else blocks you a lot shorter when you jump, which means you get added to the fight at the other end sooner allowing you, dear pilot, to activate your modules and drones and whatnot and thus actually adding to the existing load and increasing the existing lag. 
And that is a good thing.  Right?  You wanted in, right?  I mean, you did press the "Jump" button (repeatedly probably) knowing that there was a fleet waiting for you?
 - CCP GingerDude
PS.  Just to make it clear.  Performance improvements are being worked on.  Several optimizations are already on Tranquility and more are in the deployment pipeline and even more are being worked on.  Lagfixing is not a bugfix. It's a granular process with occasional big wins.  Don't go all "why're you doing this when you should've fixed lag?"  Infrastructure must be upgraded when you want to optimize.
PPS.  We believe we've uncovered a rather rare (statistically speaking) seperate old issue of not loading the grid.  I realize that it's pretty darn impossible for a player to distinguish between being blocked on a lock and that issue, but in the latter case it's actually a client issue.  We are working on that.
 





 


http://www.eveonline.com/devblog.asp?a=blog&bid=791

 5 
 on: Yesterday at 14:00:04 
Started by allerie - Last post by allerie
Fixing Lag:  Well, this one doesn't really...


When Dominion was released we started getting reports about pilots being horribly stuck for minutes, sometimes stretching into hours when jumping en-masse into highly loaded systems.  We were never able to reproduce this issue in-house which left us with little investigative material.
After spending weeks, nay, months reading code, analyzing logs, hacking at the console, trying to grab fights in action (you people fight at ungodly hours) to dig into running code, trying to trace a case of a stuck pilot before he relogs or the node dies or everybody just quits, we finally figured out where they were stuck.
When you jump, the handover between systems involves a combination of a server handover and establishing new client connections to the destination system, where the last part is a client session attach which signals to the server that you need a fresh state uploaded.  If for any reason you finish the server handover part, but fail to provide a session attach the receiving system will force your ship into space and you can be shot at.  This is necessary because there is no reliable way of distinguishing between a disconnect, a cheat or lag.  We cannot have pilots in-between systems, and we can't reliably back out of the operation at this point; it's simply to late.
When anything is added or removed from a ticking solarsystem, a lock must be held to ensure that the operation isn't interrupted during critical paths.  This includes the case when you're attaching the aforementioned client session to the system.  If a fleet jumps into a highly loaded system, a queue of client requests forms waiting on this lock and this is where you're stuck; server handover part has completed, so you're "there" as far as the server is concerned, but your client never finishes attaching to it and thus never gets the initial solarsystem state.
Now, this pileup of requests only happens if the node is under heavy load to begin with.  At that point a sudden surge in these requests can send the server into a death-spiral where each thread holds the lock a little bit longer and thus the delay is a bit longer between requesting it and getting it, and thus the queue of waiting threads grows larger and thus more time elapses between the lock being released by one thread until the next one requesting it gets to run etc, etc.  This is about the same time players get frustrated and start to spam click all their buttons, relog, try their alt characters and such, further compounding the issue and adding to the already problematic load and horror-queuing.
So, I did some code monkeying using like, science and stuff, to figure out exactly what the critical paths were that we we're guarding with this lock and what exactly we were guarding against.  Result being much more granular exclusive locks on session attaches and detaches.  Yay.
This was actually done a few months ago, but since this was a very low layer change with massive fallout potential, we left it to simmer on Singularity for a while after testing and then carefully activated the new code manually on selected fleet fight nodes. When nothing blew up, we left it enabled on fleet fight nodes, followed by staggered deployment to Jita and mission hubs and finally making it the default way to do things on the 29th of July.
Now, much tighter locks don't lighten the load on the server at all.  The same amount of work still needs to happen for any given jump; we're just mixing the tasks up better so it's fair to those wanting in on it. In effect it means that someone else blocks you a lot shorter when you jump, which means you get added to the fight at the other end sooner allowing you, dear pilot, to activate your modules and drones and whatnot and thus actually adding to the existing load and increasing the existing lag. 
And that is a good thing.  Right?  You wanted in, right?  I mean, you did press the "Jump" button (repeatedly probably) knowing that there was a fleet waiting for you?
 - CCP GingerDude
PS.  Just to make it clear.  Performance improvements are being worked on.  Several optimizations are already on Tranquility and more are in the deployment pipeline and even more are being worked on.  Lagfixing is not a bugfix. It's a granular process with occasional big wins.  Don't go all "why're you doing this when you should've fixed lag?"  Infrastructure must be upgraded when you want to optimize.
PPS.  We believe we've uncovered a rather rare (statistically speaking) seperate old issue of not loading the grid.  I realize that it's pretty darn impossible for a player to distinguish between being blocked on a lock and that issue, but in the latter case it's actually a client issue.  We are working on that.
 





 


http://www.eveonline.com/devblog.asp?a=blog&bid=791

 6 
 on: Yesterday at 00:00:04 
Started by allerie - Last post by allerie
Update - Thursday, September 9, 2010
            


Automated Tournaments

Updated the 2010 Automated Tournament Series Trophy in the Great Temple of Balthazar.
Updated the Automated Tournament map rotation.

Bug Fixes

Fixed a bug that prevented Holy Wrath, when recast, from resetting the number of times attack damage can be dealt back to the source.


            

http://www.guildwars.com/support/gameupdates/default.php
            

 7 
 on: Yesterday at 00:00:02 
Started by allerie - Last post by allerie
Live Event Herald - 9/9/2010
            


Due to issues affecting server performance in the Capitol City regions on live servers, we have disabled the Live Event Herald NPC. We anticipate that these NPC’s will be re-enabled following next week’s normal maintenance, currently scheduled for Tuesday, 9/14/2010. PLEASE NOTE: This does not affect players ability to complete all of the tasks associated with the Wild Hunt, simply the ability to collect the rewards associated with the Live Event. Players will once more be able to collect their rewards once the Live Event Herald has been re-enabled following weekly maintenance. As a result of the Live Event Herald being temporarily disabled, we will be extending the period in which players are able to collect their rewards for the Wild Hunt by a week. As a reminder, the Wild Hunt Live Event will conclude on 9/14/2010, so be sure to complete your tasks prior to Tuesday’s maintenance. We apologize for the inconvenience and thank you for your continued support.
            

http://herald.warhammeronline.com/warherald/NewsArticle.war?id=1275
            

 8 
 on: 09 September 2010, 19:00:04 
Started by allerie - Last post by allerie
Fixing Lag: Character Nodes



EVE has a deadly cobra strike force team alpha of extremely dedicated and proficient developers fighting the Lagmonster tooth and nail as their only mission. Through their work and the work of others, there's now, at this moment, a perfect storm within the company and we have a great number of fixes in the pipes that will knock your socks off.
Our hope is that very soon our beloved Tranquility will be able to support fleet fights of a scale that far exceeds anything you've seen before, hopefully going beyond the roof of roughly one thousand on a dedicated node.
That's tough talk, and we mean it. We will continue to go into detail in our ongoing series of dev blogs, some of which have previously been outlined in a dev blog by CCP Zulu. As soon as the optimizations are ready they will be pushed out to Tranquility individually and you will be able to gauge the difference yourself.
Character Nodes
In this blog I am going to talk about one of the optimizations we've been working on over the past few months: Character Nodes which we have already started deploying to Tranquility with phenomenal success.
The EVE Server is architected such a way that functionality is split into logical load balancing units and these units are statically assigned to a node which is a server process running on a single CPU core (since the server process is single-threaded). As long as any individual load balancing unit does not exceed the capacity of that CPU core we're fine since we can just add more nodes if the load becomes too high. However, if a single load balancing unit needs to do more work than a single CPU core can handle then we're in trouble.
A market region (Forge, Lonetrek, etc) is an example of a load balancing unit. We have multiple market regions living on a single node and currently four nodes servicing all the market regions. If the load on the market increases we can just increase the number of nodes dedicated to that task and decrease the number of markets on a given node. What this means is that when you're in Jita and browsing the market, you're not talking to the Jita node at all and don't feel any Jita lag effects (up until the point where you buy or sell something in which case the Jita inventory system gets involved).
Another example of a load balancing unit is a solar system. Typically we will have multiple, even hundreds of solar systems living on a single node. We call these types of nodes Location Nodes. Typically these solar systems have such low load that they can be mapped onto a node with a lot of other systems in the same way as the market is. However, now comes the gotcha: If a single solar system exceeds the capacity of the CPU core we have lost the ability to further balance it.
This is the problem in solar systems like Jita and in systems where fleet fights are occurring. We cannot split the solar system up into more units and spread them out and we cannot spread the work out onto multiple cores. We are effectively stuck between a rock and a hard place (stupid GIL!).
Because of these absolute constraints it's important that any work that doesn't need to be done by the location node is taken elsewhere. Therefore things like planets (in Planetary Interaction), markets, corporations and alliances are load balanced separate of the solar system you're in and if your EVE Client calls these services (such as when you are viewing your corp bulletins) then it's talking to different node than your location node. Your client is at any one time talking to half a dozen different nodes, depending on the call context.
Because of the very strict request-response model that we employ (you click a button (make a request), the server does work, you get a response back) in our business logic a lot of the game systems lend themselves very well to distributed load balancing (e.g. away from your location). However, historically the location node has been viewed as your 'primary' node for a lot of the auxiliary logic that runs on the cluster. If a particular call doesn't have a specific place to go to it will get routed to your location node. Now, that's just lazy.
Today, after years of optimizations the only true remaining bottleneck on the tranquility cluster is the solar system location and we need to shave off every single cpu cycle that we can. With this in mind we introduced the concept of the Character Node in Tyrannis and have been moving services over to this paradigm since.

Figure 1: Node configuration
Figure 1 shows what this look like. Calls that would otherwise have gone to 'Location' are now routed to 'Character', which is a set of nodes that is very easily load balanced according to number of logged-in characters. This fits nicely with the schema that is already in place. We need roughly 8 character nodes (out of the total of 204 sol nodes in the cluster) to handle the load and this is very predictable.
Now that most of these changes have been deployed, when your client makes a call for things that aren't directly related to your location, that call will typically be routed to your dedicated character node where your character happily ‘lives' along with tens of thousands of other characters.
Since the work coming from an individual client has a long way to go before it exceeds the capacity of a single CPU core and is easily predictable, we're in a good place. The client still makes the same number of calls to the cluster as before and the amount of work done on the cluster is unchanged. All that is different is that other nodes perform the work.
Changing this isn't very glorious or filled with a lot of eureka! moments. It's mostly just eating your vegetables and rearranging logic. The benefits, however, are substantial since, as it turned out, the majority of the calls that a client makes in a given period can be serviced by any node and therefore should not go to the location node.
The results
Okay, all the wall-of-text above was just to explain how the system works. Now that you've eaten your vegetables it's time for the sugar-laden dessert. Let's see the effect this had on Jita last week, comparing the performance before and after the phase #2 of these changes were deployed to Tranquility on 12 August.

Figure 2: Network traffic on the Jita node
In Figure 2 you can see the number of calls made onto the Jita node in four consecutive runs. After moving some services over to the character nodes, up to 80% of the calls were routed elsewhere freeing Jita up for important things like inventory operations and scams in local.

Figure 3: CPU utilization on the Jita node
As expected, moving services away from the Jita node had a good effect on CPU and has allowed us to scale Jita beyond the 1400 pilot limit that has capped its population for a while. Hopefully you should not be towed to another star system when you log in on Sunday evenings for a while.
Even though the metrics that we have gathered are for the Jita node, this change will have a positive effect on all loaded nodes in the cluster--with Jita and Fleet Fight nodes benefiting the most. The reason I use Jita here is that it has a very predictable load pattern whereas fleet fights are anything but. However, the same principles apply. Before this change you would be making something like 5-10 server calls to your location node to finish jumping, each one of these calls could take a long time to complete. Now you'll be making something like 4, with the rest returning very quickly.
We're hoping you'll be able to tell the difference the next time you decide to invade your nearest friendly neighbor. :-)
Also keep in mind that the other benefit of this type of offloading is that you don't "feel" the lag as much. Take Jita for example. If you're just browsing the market you don't notice that it's laggy since you're not talking to that node, you're talking to the market node. With the character node changes that we're doing much of the user experience will be improved greatly since the buttons that you're clicking end up on a lightly loaded node, even if clicking around in space is laggy. This can make a big difference in the overall playing experience.
We have been deploying the character node changes piecemeal to Tranquility throughout August and have a few more going out over the next few weeks. These should give you better performance in fleet fights as well as allow us to push Jita's concurrent player boundaries further.
This is all well and good but keep in mind that ‘lag' hasn't been ‘fixed' once and for all and it might not be in the foreseeable future, but we are pushing the boundaries of the cluster more aggressively these days than we have been for a while. Like I mentioned before, this is just one of the many things that we are working on right now. More services are being moved to character nodes this autumn and we will have plenty of more awesome fixes aimed at fleet fights coming in over the next weeks and months.
Fleet fight tests on Singularity
As stated before, it is very important for us to get as many people as possible involved when we are testing on the Singularity test server (SiSi). Please join in when the tests are advertised and help us test the performance improvements so that they can be deployed onto Tranquility as quickly as possible.
A word about fleet fight notifications
A fleet fight which happens on a node with a hundred other systems is not a good experience for anyone involved since often times the node only has 30% left of its CPU capacity when the fight starts. You can help make sure that the solar system you will be fighting in is on a dedicated node.
Use the Fleet Fight Notification form to let us know about a pending fleet fight. Sending in a petition is not the right way to report this, you must use the form. If you report the fight well in advance we can make sure that the fight is as smooth as we can make it.
Jon Bjarnason Technical Director EVE Online, CCP Games







 


http://www.eveonline.com/devblog.asp?a=blog&bid=782

 9 
 on: 08 September 2010, 19:00:02 
Started by allerie - Last post by allerie
Hot Fixes - 9/8/2010
            


Greetings!The following Hot Fixes were implemented during today's maintenance:General Changes and Bug FixesItemsFixed an issue where certain crafting items were not able to be properly salvaged. User InterfaceFixed an issue where the casting bar graphic would occasionally disappear during casting.
            

http://herald.warhammeronline.com/warherald/NewsArticle.war?id=1272
            

 10 
 on: 08 September 2010, 18:00:02 
Started by allerie - Last post by allerie
Neue Fankunst: Hohn!
           




       
     
Heute haben wir für euch Theodoras Werk mit dem Titel "Hohn!" unserer Galerie für Fankunst hinzugefügt. Diese mutige Draenei Kriegerin lässt ihre Gegner bereits lautstark wissen, was sie erwartet, bevor sie zum Angriff übergeht!

Wir freuen uns sehr über neue Beiträge für unsere Galerie! Hier gibt es weitere Informationen rund um deren Einsendung.
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