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Scatim Helicon
Caldari GoonFleet GoonSwarm
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Posted - 2010.01.29 13:41:00 -
[31]
Originally by: Neena Valdi Can't really blame CCP, tbh. 1600 players in local - its a huge load on the node... It just goes way beyond hardware capabilities to process that much of data in a real time. Impossible.
If this fight had happened during Quantum Rise both sides would have had a semi-playable experience with some lag and glitches, even with 1600 in local. Server performance since Dominion has crashed through the floor.
Some error has been introduced by CCP by the recent patch, so please, don't claim something is impossible when two months ago it was happening before our eyes.
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Tier Ha'i
Minmatar Militaris Industries Ushra'Khan
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Posted - 2010.01.29 14:17:00 -
[32]
yea ive seen 1700 in system and had lag delays under 10 seconds, that being said in the d-g fight i attempted to jump into the system and was lagged out for over a hour(not jumping into a grid with fighting happening, just into system) and when i logged back in a hour later with only 500 in local i was still lag bugged. so it effected everyone that wasnt in system b4 the fight started
lag effects everyone and the lag is nothing new, if your FCs make the call to jump into a heavily lagged system to fight well weve seen how thats been played off in numerous fights since dominion was released, prolly better to just abandon system and make stand at the next system back you can take the node b4 it becomes heavily lagged and make enemys jump into system and face the lag bomb.
tbh i dont see whats so hard about it, plan ahead or dont be surprised when **** goes bottom up
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ginlaaan
Gallente Paxton Industries Paxton Federation
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Posted - 2010.01.29 14:17:00 -
[33]
Who is CCP paying at pcgamer to vote this pile of crap game of the year. What was it pcgamer ukraine that voted it the best.
This game now makes frigging D&D look good and that is one horrid mmo.
--Ginlaaan-- |
Ga'len
Amarr Minmatar Ship Construction Services Ushra'Khan
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Posted - 2010.01.29 14:19:00 -
[34]
Originally by: Gixxer 1000 The real question is, did CCP Atlas get the killmails for all the ghost pods at the gate? I liked how he jumped to the gate, decloaked, and proceeded to wipe the gate clear of all the pods.
He wasn't killing pods, he was clearing objects from the grid. If you noticed, the pods that he was removing had no character names, they were "ghost objects" from pods that had already been killed.
CCP Atlas was manually clearing up objects that the server would normally clean up on it's own but couldn't due to the load. Removing these ghost objects helps to improve the server's performance.
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Le Ming
Gallente 1st Steps Academy Tread Alliance
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Posted - 2010.01.29 14:25:00 -
[35]
Originally by: Neena Valdi Can't really blame CCP, tbh. 1600 players in local - its a huge load on the node... It just goes way beyond hardware capabilities to process that much of data in a real time. Impossible.
Then, for gods sake, let the damn node crash and reshuffle the cards by doing so. Getting killed almost 2 hours after the client crashed is nothing but a bad joke and i DO blame CCP for that. Not that i care about my ship loss. But i do care about the way i actually lost it. Like many others do, i guess. Why were that many ppl allowed to get into system anyway, btw?
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Meno Theaetetus
Gallente Wildly Inappropriate Wildly Inappropriate.
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Posted - 2010.01.29 14:40:00 -
[36]
Edited by: Meno Theaetetus on 29/01/2010 14:45:40 Edited by: Meno Theaetetus on 29/01/2010 14:45:07 if (local > 1500 && cpu == 100%) { logofftimer = 0; if (clientTryingToJumpIn) { moveToAdjacentSystem(); } }
or even how about
if (cpu == 100%) { damagedealt=0; }
####################################### System is loading for all pilots Fighting will begin in xx mins All timers have been paused #######################################
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Neena Valdi
Gallente The Collective Against ALL Authorities
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Posted - 2010.01.29 14:44:00 -
[37]
Originally by: Scatim Helicon
Originally by: Neena Valdi Can't really blame CCP, tbh. 1600 players in local - its a huge load on the node... It just goes way beyond hardware capabilities to process that much of data in a real time. Impossible.
If this fight had happened during Quantum Rise both sides would have had a semi-playable experience with some lag and glitches, even with 1600 in local. Server performance since Dominion has crashed through the floor.
How would you know? The only time we had that kind of local was back a year ago in 49-u... 1700 players topped... We had no fight back then, though.
I agree that server performance seemed to be better at pre-Dominion days.
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Neena Valdi
Gallente The Collective Against ALL Authorities
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Posted - 2010.01.29 14:49:00 -
[38]
Edited by: Neena Valdi on 29/01/2010 14:49:17
Originally by: Le Ming
Originally by: Neena Valdi Can't really blame CCP, tbh. 1600 players in local - its a huge load on the node... It just goes way beyond hardware capabilities to process that much of data in a real time. Impossible.
Then, for gods sake, let the damn node crash and reshuffle the cards by doing so. Getting killed almost 2 hours after the client crashed is nothing but a bad joke and i DO blame CCP for that. Not that i care about my ship loss. But i do care about the way i actually lost it. Like many others do, i guess.
I feel sorry for you guys but it's mainly your FC's mistake. CCP of course need to look for the ways to improve the fleet performance but don't expect it to happen any time soon... As andys said you gotta adapt and look for the ways to use this issue to get advantage.
Originally by: Le Ming
Why were that many ppl allowed to get into system anyway, btw?
Because EVE is based on "open world" pvp - hence no limits...
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Butter Dog
Gallente The Littlest Hobos Ushra'Khan
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Posted - 2010.01.29 15:00:00 -
[39]
When we were turkey shooting dreads who had bounced from the POS that first time, lag was minimal, and I was really impressed.
When we started shooting the station, it was just awful. I had some kind of strange bug where brackets wouldn't turn off, so my FPS was terrible too. I went through about 15 seige cycles for just 300 stront. My guns fired once every 5-10 minutes.
The biggest problem in these high lag situations is always loading grid (be it due to dropping out of warp on a new grid, or jumping in for the first time). We all know that, so CVA made a very silly mistake when they jumped out that first time, then decided to jump in.
But actually the reason they lost so many caps, and killed so few, is not because lag was unevenly distributed (the server does not discriminate against alliance tickers). It was because they were being slaughtered, mostly, by 30+ supercaps they had no hope of being able to kill.
Our dreads were held back to kill the station/TCU, and didn't enter the fight until the last few minutes. The presence of the supercaps was far more decisive, imo, than any lag. ----------
~bitter dog~
etc |
Deja Thoris
Amarr Invicta. Cry Havoc.
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Posted - 2010.01.29 15:07:00 -
[40]
Originally by: floridajay dont get me wrong im in no way crying about lag ... but -a- is 1k friends needed to kill our newb fleets (cause most of our pilots are newbs all jokes aside)? if so i understand but at this rate itll never be a "fun" fight if you guys dont want fun fights then keep doing what your doing its fine with me my stuff is already evacd to jita
CVA and friends always bring massive overkill to fights and then say "We can't help it if people want to join our fleet" Well this time the roles were reversed. Fun isn't it?
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Sapphrine
Caldari Neh'bu Kau Beh'Hude Ushra'Khan
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Posted - 2010.01.29 15:07:00 -
[41]
Bluntly, CVA called full CTA and wanted to go all out with Caps so ofc we were going to bring an ass load of caps and a big fleet. If you know the enemy is going to bring 150-200 caps to the field why wouldn't you bring 200 yourself?
CVA called caps (not supercaps) with support in BC and lots of hics and dictors. Good in some ways but guaranteed loss in others. You've essentially lost by calling for inferior ships. whatever the CVA plan was, it could only be based on winning the isk war at this stage as they sure as hell weren't going to win the system with that as a form up.
Then there's their form up. They formed up out of system, later than we formed up in system. We were pumping people into local from about 20:00. Provi bloc formed up out of system and alot later. This was their turf. They could have had people logging off in system the day before. They had faster routes to get ships into local. they have titans and could have been bridging into local but they didn't.
Next they jumped in their caps at a deep safe and then got stuffed warping to the pos due to what can be assumed was pos pwd confusion. We decide to commit to the fight at the pos and go in. Given what they had to play with THIS was the break point in the system fight. Lag was still vaguely ok and you could fight tactically. If the Provi bloc command had made a stand, at a friendly pos with half our forces on the field and arguably a bit out of position 20 mins in, they could have had a chance of doing some damage. As I said earlier, they would still have lost due to fleet composition but short of having locked us out of system and bubbled all our staging POS they were never going to keep us out.
Poor intel, poor C+C and very poor tactical decisions from form up to finish are what made a gf at least we brought it last stand from Provi Bloc into a failed to kill anything of note meh fight which cost them 100-150 odd capitals and gutted their morale.
Despite still remembering CVA's deeply unsympathetic attitude way back in QR- all those years ago, i do feel for the average pilot on the ground, particularly among the holders. Paxton have born the brunt of the response for a mistake made by CVA and LFA. If I were there I'd be demanding some sort of reimbursement for the damage taken or seriously considering whether provi is the right place to be anymore.
Finally, CVA brought 90 pilots to the fight based on the -a- kb. CVA is the same size as u'k give or take a few pilots and were on the defence of what they consider home turf. U'K have an equal reason to show to the fight given it was the first outpost under CVA protection to be lost in many many years and we naturally wanted to be there. We brought 230 to the fight. I can't help but feel that shows a distinct lack of inclination to help defend a non CVA station held by a holder.
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Jack Winters
Gallente Smegnet Incorporated Libertas Fidelitas
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Posted - 2010.01.29 15:08:00 -
[42]
Originally by: Butter Dog When we were turkey shooting dreads who had bounced from the POS that first time, lag was minimal, and I was really impressed.
When we started shooting the station, it was just awful. I had some kind of strange bug where brackets wouldn't turn off, so my FPS was terrible too. I went through about 15 seige cycles for just 300 stront. My guns fired once every 5-10 minutes.
The biggest problem in these high lag situations is always loading grid (be it due to dropping out of warp on a new grid, or jumping in for the first time). We all know that, so CVA made a very silly mistake when they jumped out that first time, then decided to jump in.
But actually the reason they lost so many caps, and killed so few, is not because lag was unevenly distributed (the server does not discriminate against alliance tickers). It was because they were being slaughtered, mostly, by 30+ supercaps they had no hope of being able to kill.
Our dreads were held back to kill the station/TCU, and didn't enter the fight until the last few minutes. The presence of the supercaps was far more decisive, imo, than any lag.
no. just no.
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Butter Dog
Gallente The Littlest Hobos Ushra'Khan
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Posted - 2010.01.29 15:27:00 -
[43]
Originally by: Jack Winters
Originally by: Butter Dog When we were turkey shooting dreads who had bounced from the POS that first time, lag was minimal, and I was really impressed.
When we started shooting the station, it was just awful. I had some kind of strange bug where brackets wouldn't turn off, so my FPS was terrible too. I went through about 15 seige cycles for just 300 stront. My guns fired once every 5-10 minutes.
The biggest problem in these high lag situations is always loading grid (be it due to dropping out of warp on a new grid, or jumping in for the first time). We all know that, so CVA made a very silly mistake when they jumped out that first time, then decided to jump in.
But actually the reason they lost so many caps, and killed so few, is not because lag was unevenly distributed (the server does not discriminate against alliance tickers). It was because they were being slaughtered, mostly, by 30+ supercaps they had no hope of being able to kill.
Our dreads were held back to kill the station/TCU, and didn't enter the fight until the last few minutes. The presence of the supercaps was far more decisive, imo, than any lag.
no. just no.
You're probably just trolling, but... what specifically do you disagree with?
Do you feel the server DOES discriminate on the basis of alliance tickers? Do you think the supercaps made no difference? Do you believe the FC made a good move jumping the caps out then into the system again? Did we not hold the dreads back until the very last moment?
I'm struggling to see which part of what I said is not factually correct.
If you look at your 100+ dread losses, only the final dozen-ish have any dreads on their killmail at all. So, I'm all ears
----------
~bitter dog~
etc |
Hannibell
Amarr Genco Curatores Veritatis Alliance
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Posted - 2010.01.29 15:30:00 -
[44]
Originally by: Butter Dog The presence of the supercaps was far more decisive, imo, than any lag.
No.
while the outcome may have been a forgone conclusion due to numbers and experience, what was decisive was LAG and the fact that none of the Providence capitals could even see the field, much less lock a target to fire a shot in reply.
what is criminal is that 99% of those pilots had LOGGED OUT more than an hour before they were killed, and did so with NO HOSTILES on the grid/field at the time of logging.
Were bad decisions made? Absolutely, no question. But the game mechanics were/are fundamentally broken when you are killed more than an hour after you have left the game entirely, and that fault is entirely CCPs.
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Butter Dog
Gallente The Littlest Hobos Ushra'Khan
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Posted - 2010.01.29 15:36:00 -
[45]
Originally by: Hannibell
Originally by: Butter Dog The presence of the supercaps was far more decisive, imo, than any lag.
No.
while the outcome may have been a forgone conclusion due to numbers and experience, what was decisive was LAG and the fact that none of the Providence capitals could even see the field, much less lock a target to fire a shot in reply.
what is criminal is that 99% of those pilots had LOGGED OUT more than an hour before they were killed, and did so with NO HOSTILES on the grid/field at the time of logging.
Were bad decisions made? Absolutely, no question. But the game mechanics were/are fundamentally broken when you are killed more than an hour after you have left the game entirely, and that fault is entirely CCPs.
i think you need to face facts - in a straight up, zero-lag fight between your caps and AAA supercaps, you'd have lost everything for no kills in just the same manner (its not like your dictors lived longer than the first 2 minutes anyway)
or you can carry on swimming in your river of denial, up to you
----------
~bitter dog~
etc |
brutorans
Minmatar Gladiators of Rage Systematic-Chaos
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Posted - 2010.01.29 15:37:00 -
[46]
i think we can all agree this was a combo of poor FC orders and lag.
what we can take away, and what others allready have in other fights is that lag can be used as a tactic.
if you can lag out your enemy, more power to, its not like they wont see it comming.
i for one look forward to feedback from the lag testing on SISI and if ccp has found any previously un noticed bugs with there new loging code.
i feel sorry for CVA, without the lag they might have gone down fighting, they simply could not win against the numbers they faced.
still, its done now.
any one want to buy a dread?
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Kade Jeekin
Minmatar Kinda'Shujaa
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Posted - 2010.01.29 15:56:00 -
[47]
Originally by: floridajay dont get me wrong im in no way crying about lag ... but -a- is 1k friends needed to kill our newb fleets (cause most of our pilots are newbs all jokes aside)? if so i understand but at this rate itll never be a "fun" fight if you guys dont want fun fights then keep doing what your doing its fine with me my stuff is already evacd to jita
Providence has relied for its defence on its lack of material worth, its carebear haven status, and its reputation as a good place to roam for the bored power blocs.
As soon as you decided to step out into the light and play with the big boys you lost your noob protection.
CVA played its cards too soon and is now asking to be let back into the shadows. I hope that -A- aren't so forgiving and show you undue mercy. For CVA would show none. --------------------------------------- Outface the depths of evil with clarity --------------------------------------- |
Forlorn Wongraven
Caldari Universal Army Ushra'Khan
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Posted - 2010.01.29 16:13:00 -
[48]
When I saw the provibloc caps jumping out of their bubbled staging pos I knew that this will end well for us. Where has CVA been since the 22nd? AFK ratting? All previous fights were dominated by current dominion behaviour and supercarriers. Lag on station shooting was pretty bad, modules not working - going out of siege cause the server didn't registered stacked stront cycles. Than sieges without using stront at all. Guns recycling for complete strong cycles and so on. However we still kept fighting. And CVA kept dying. ____________________ We are the Ushra'Khan, and we come for our people. |
titanstory
Amarr Section XIII Sect1on XIII
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Posted - 2010.01.29 16:23:00 -
[49]
hey you cry about lag but... you had 1600 pilot in system, whith 20 titan/20 ms/lot of BS, and lot of dreads/carriers (whith drones)
how you want no lag this that... serously
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Atraxerxes
Caldari 22nd Black Rise Defensive Unit General Panic.
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Posted - 2010.01.29 16:29:00 -
[50]
So you're all basically saying fleet fights are not as advertised?
EVE promo trailer
AX
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Presidio
Minmatar Phantom Squad Atlas Alliance
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Posted - 2010.01.29 16:32:00 -
[51]
Originally by: Meno Theaetetus Edited by: Meno Theaetetus on 29/01/2010 14:45:40 Edited by: Meno Theaetetus on 29/01/2010 14:45:07 if (local > 1500 && cpu == 100%) { logofftimer = 0; if (clientTryingToJumpIn) { moveToAdjacentSystem(); } }
or even how about
if (cpu == 100%) { damagedealt=0; }
####################################### System is loading for all pilots Fighting will begin in xx mins All timers have been paused #######################################
System defense: Log on all your alts. -
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Tagami Wasp
Caldari Sarz'na Khumatari Ushra'Khan
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Posted - 2010.01.29 16:37:00 -
[52]
Up to the point of CVA jumping caps out and back in, there was no real lag. I was fighting support and was able to fly manually, assign drones to ceptors and even tackle enemy BCs that landed close to me (a Cane, LOL). After support warped in on the Provi POS and they started jumping caps out, lag increased drammatically. Even then, I could cycle launchers and tackle with slight delays. However, when CVA jumped back in, system went bonkers. So, the tactical mistakes made by CVA were their undoing... Well, then, they deserved to lose. plain and simple.
P.S. Only 90 CVA pilots in the fleet? How lame is that? CVA pets, enjoy being meatshields. |
Distructo
Minmatar The Professional's Club Fatal Ascension
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Posted - 2010.01.29 16:40:00 -
[53]
I was present for the whole battle in D-G and survived some how and quite franky it was a joke.
So much for blob warfare working with the update.
Basically its came down to who loads grid first wins and with up to 5 mins for anything to work or even show you just cant fight back and become a very expensive sitting duck.
Personnally if this is the case CCP has a lot to answer for cos losing a fleet of caps after firing only a cycle is not only a waste of resources but also a waste of my support for CCP actually doing anything to ensure the large blobs battle sheets work and arent one sided.
I can just see it happening over and over till PROV is gone and the whole game is run by who ever moves in first with the 1000+ blob, I believe the DCU would have been taking out with out the lag and the system still be contested even if the system was lost but this proved to be impossible with no ships firing.
Personnally i just came back to eve to see if they have made improvements and it seems like thats not the case so I may just put my money into another xbox game instead which i can actually do something with lol. |
Arra Lith
Caldari HUSARIA Curatores Veritatis Alliance
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Posted - 2010.01.29 17:37:00 -
[54]
Edited by: Arra Lith on 29/01/2010 17:45:32 Well solution for this is very easy. Its bug / bad design to allow locking people who havent finished loading system. With warp its simple - as long as ship is in "warp mode" noone can lock it (although smartbombs do work :P). Same should be with capitals jump in / ships jumping by bridge. As long as they loading system they shoudnt be lockable - "Error locking target: magnetic distortions from target's jump field makes it unlockable". Or something like that. Simple and guarantees fun fight for both sides, still giving advantage to those already in system (as they can shoot undefended sov structures).
Anyway CCP should change that Dominion trailer (cynos opening bringing huge amounts of capitals and other ships right into battle) - it doesnt work with EVE
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Crucifier
Caldari The Collective Against ALL Authorities
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Posted - 2010.01.29 17:45:00 -
[55]
Originally by: Atraxerxes So you're all basically saying fleet fights are not as advertised?
EVE promo trailer
AX
obviously
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Fayne Victormas
Gallente Genco Curatores Veritatis Alliance
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Posted - 2010.01.29 17:57:00 -
[56]
Originally by: Butter Dog
Originally by: Hannibell
Originally by: Butter Dog The presence of the supercaps was far more decisive, imo, than any lag.
No.
while the outcome may have been a forgone conclusion due to numbers and experience, what was decisive was LAG and the fact that none of the Providence capitals could even see the field, much less lock a target to fire a shot in reply.
what is criminal is that 99% of those pilots had LOGGED OUT more than an hour before they were killed, and did so with NO HOSTILES on the grid/field at the time of logging.
Were bad decisions made? Absolutely, no question. But the game mechanics were/are fundamentally broken when you are killed more than an hour after you have left the game entirely, and that fault is entirely CCPs.
i think you need to face facts - in a straight up, zero-lag fight between your caps and AAA supercaps, you'd have lost everything for no kills in just the same manner (its not like your dictors lived longer than the first 2 minutes anyway)
or you can carry on swimming in your river of denial, up to you
Cuz you know UK has so much experience with supercap battles. Seems like your trying to convince yourself more than anyone else since most everyone that was in that battle on both sides seems to disagree with you.
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Ethan Hunte
Gallente Ninjas With Frikkin StarShips
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Posted - 2010.01.29 18:03:00 -
[57]
just petition it. anyone killed after their 15 minute log off timer will get back their ship. that happened in the 4 titan loss with PL. they got back caps killed after the 15 minute aggro timer. the greatest poster ever |
Xyla Vulchanus
Amarr Neh'bu Kau Beh'Hude Ushra'Khan
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Posted - 2010.01.29 18:07:00 -
[58]
Originally by: Sapphrine Bluntly, CVA called full CTA and wanted to go all out with Caps so ofc we were going to bring an ass load of caps and a big fleet. If you know the enemy is going to bring 150-200 caps to the field why wouldn't you bring 200 yourself?
CVA called caps (not supercaps) with support in BC and lots of hics and dictors. Good in some ways but guaranteed loss in others. You've essentially lost by calling for inferior ships. whatever the CVA plan was, it could only be based on winning the isk war at this stage as they sure as hell weren't going to win the system with that as a form up.
Then there's their form up. They formed up out of system, later than we formed up in system. We were pumping people into local from about 20:00. Provi bloc formed up out of system and alot later. This was their turf. They could have had people logging off in system the day before. They had faster routes to get ships into local. they have titans and could have been bridging into local but they didn't.
Next they jumped in their caps at a deep safe and then got stuffed warping to the pos due to what can be assumed was pos pwd confusion. We decide to commit to the fight at the pos and go in. Given what they had to play with THIS was the break point in the system fight. Lag was still vaguely ok and you could fight tactically. If the Provi bloc command had made a stand, at a friendly pos with half our forces on the field and arguably a bit out of position 20 mins in, they could have had a chance of doing some damage. As I said earlier, they would still have lost due to fleet composition but short of having locked us out of system and bubbled all our staging POS they were never going to keep us out.
Poor intel, poor C+C and very poor tactical decisions from form up to finish are what made a gf at least we brought it last stand from Provi Bloc into a failed to kill anything of note meh fight which cost them 100-150 odd capitals and gutted their morale.
Despite still remembering CVA's deeply unsympathetic attitude way back in QR- all those years ago, i do feel for the average pilot on the ground, particularly among the holders. Paxton have born the brunt of the response for a mistake made by CVA and LFA. If I were there I'd be demanding some sort of reimbursement for the damage taken or seriously considering whether provi is the right place to be anymore.
Finally, CVA brought 90 pilots to the fight based on the -a- kb. CVA is the same size as u'k give or take a few pilots and were on the defence of what they consider home turf. U'K have an equal reason to show to the fight given it was the first outpost under CVA protection to be lost in many many years and we naturally wanted to be there. We brought 230 to the fight. I can't help but feel that shows a distinct lack of inclination to help defend a non CVA station held by a holder.
A very accurate analysis of what occurred and the arrogant contempt that embodies CVA.
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a newbie
Caldari Endless Possibilities Inc. Ushra'Khan
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Posted - 2010.01.29 18:21:00 -
[59]
Originally by: DeLaBu Edited by: DeLaBu on 29/01/2010 08:39:58 From a grunt's perspective:
As pointed out above, we probably made some critical tactical errors. What the lag did was to amplify the repurcussions of those errors for us.
Both sides had terrible lag - we just compounded our lag problems by making mistakes that are punished harshly by lag.
I think no one in provi will debate that AAA and friends are a more experienced big fleet fighting force than we are.
They will probably win equal engagements (numbers wise) most of the time. What leaves a bitter taste in the mouth, is that we could not at least give them an honorable "good fight" and go down in a blaze of glory, rather than sitting there like helpless turkeys.
I felt angry and stupid earlier the evening at losing my carrier due to a stupid mistake on my part (leave it parked in a pos shield AFK, doh). After the fiasco with our other caps, I suddenly feel more sorry for those guys that lost their caps in a manner that's even more meh than how I lost mine.
I think neither AAA nor Provi can say GF. And it was not either of their faults.
To be honest DeLaBu, I was one of those laughing at your misfortune with the afk carrier, but that's just general "haha he's got to be ****ed". I actually missed the fighting during the lag fest picking up my wife from work, but I was able to listen in before/after it, and there were indeed a lot of pilots who admitted to the fact that they preferred an actual fight. -A-/UK/and friends vs ProviBlock has seemed to have been a good thing overall, and you guys had not only gotten the short end of the stick, you looked down to find it gone and our fleet having all the stick. But if anyone was in our position, you can't back down. So along with the mistakes, the lag, and the admitted lesser experience (hope you guys gained something for next fight), you also go hit with the fact that -A- and friends were dedicated to clearing the system no matter the circumstances.
To the pilots who followed orders and lost everything, I commend your bravery, and please take comfort that not everyone just wants a result, but the experience, and both our sides were denied that this time around. D-G will be here, We will be waiting with hostile arms, but waiting none the less.
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Plukovnik
Caldari Quondam Souls of the Universe corporation R.A.G.E
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Posted - 2010.01.29 18:27:00 -
[60]
Well, when I just out of curiosity looked at -A- KB and saw that massacre, firt idea that came on my mind was that Provibloc got totally disgusted by the sov and game mechanics after Dominion, and decided to commit a mass suicide.
I was in battles with 1000+ in local, before Dominion it was "unpleasant". Now, with 500 on local its much worse than 1000+ before. CCP really made the game "optimized". Take some "station walking" and DUST ideas to another game, CCP, just make EVE spaceship fight possible.
I am not FC and my experiences are noobish compared to senior contributors to this thread, but in some older "FC manual" that I red, was written that FC must keep lag in mind as it may play certain role in large fleet engagements. "Certain role", well, that would be understandable. But as lag issue became CRUCIAL, if not the only element defining fleet tactics, then something is VERY VERY WRONG.
This Dominion trailer http://www.youtube.com/watch?v=zDVEHE10nHc looks beatiful, but shows nothing but lie. Hehe try switching turret effects on, even with 300 ppl on local. And tactical maneuvers? Ridiculous. Two gangs jump in, the one who lasts longer looking on empty grid wins. A tactical mistake, possibly - but that could mean you lose many ships... but ALL of them?
CCP WAKE UP AND DO SOMETHING!
I am in the North, so I am just reading with interest, comparing with my own experience with lags... its really frustrating.
I feel compassion with Provibloc pilots, for many of them must've felt like "dropping dead" rather than getting killed in battle.
And -A- , if you shoot a bear that is chained in a pit, can you really call that hunting?
I think in any fight regardless if you are on winning or losing side, anyone would appreciate if tactics and maneuvering were the decisive point, not lag.
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