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Author |
Thread Statistics | Show CCP posts - 9 post(s) |
Liet Ormand
Sons of Bacchus
23
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Posted - 2015.04.30 14:35:15 -
[31] - Quote
It sounds like BIAB is a major effort in coding, congratulations to the whole programming team responsible for what must have been a difficult job.
CCP Habakuk wrote: Brain in a Box: On Tranquility all your skills are recalculated each time you jump to a different system and then the skills are re-applied to your ship.
I find this strange, honestly. Is the purpose of recalculation at that time simply because it's likely that many of the numbers change when this transition happens? E.g. fleet bonuses, wormhole system effects, and also changes to the base skills (skill queue items completing)? Does everything get recalculated as opposed to eg. precalculating the effect of modules and rigs in a ship and storing the intermediate result?
I'm guessing the bulk of the CPU effort shifted to BIAB is to perform DB queries for the basic data then a lot of math to apply the formulas?
Just curious :)
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Suede
Caldari Provisions Caldari State
25
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Posted - 2015.04.30 21:34:42 -
[32] - Quote
CCP Habakuk wrote:Masao Kurata wrote:Oh god, I'm not sure I wanted to know some of those Dogma implementation details, I would never have guessed it was that bad.
Can we rely on statistics displayed in the client matching their actual performance in game or does that need to be tested too? e.g. if the interface says I have 83% thermal resistance and this matches what I should have on TQ, do I still need to test that I am indeed only receiving 17% of the raw damage from a thermal source? This is one of the big problems actually. W spend quite some time testing that the information is correct in all places (on the server, in the client internally and in the displayed UI). A good example are the values on drones, which are currently not updated with skills (even on TQ they are only correct in the drone bay and not in space). But: If you are just helping in the mass test - feel free to ignore these details. If you want to go a bit further with testing: Send us details in bug reports if you assume that something does not match. We have then further tools to poke at the values directly.
What are your plans over the Attributes are you going to remove them as it been talked about,
in the CSM9 Winter Summit Minutes, (read the Minutes here), in the session with Team Size Matters on Day 1, the matter of character attributes was discussed:
Removal of attributes was also mentioned, but the idea is still in quite an early stage. ItGÇÖs something [CCP GamesGÇÖ devs] want to do as itGÇÖs on the level as learning skills, so that people donGÇÖt have to get locked into training skills in a non-optimal order for use, in order to train at the optimal speed. There is still some discussion around what would possibly be done with learning implants (keep them, flat bonus, something else). There are also questions as to what the rate would be with the changes. Ali [Aras] brought up some feedback that some veteran players like the space it gives you to optimize your character, but overall supports removing attributes. There was also the point of learning implants [as a] disincentive [to] PVP, especially in null and WH. |
Alpho
Maple Leafs Nation Dark Pride Alliance
0
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Posted - 2015.05.01 12:39:52 -
[33] - Quote
Short Feedback: That's what i get: http://c2n.me/3h2THTC.jpg That's what i should get: http://c2n.me/3h2TOCP.png That's what i think have happened: http://c2n.me/3h2TRex.png
SIsi is not applying Virtue (and from 810 imp) bonuses. |
Bob Shaftoes
New Caldari Bureau of Investigation
47
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Posted - 2015.05.01 14:23:28 -
[34] - Quote
Yeah implants are totally broken currently , including mindlinks
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Soldarius
Naliao Inc. Test Alliance Please Ignore
1262
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Posted - 2015.05.01 15:27:10 -
[35] - Quote
Makari Aeron wrote:Schr+¦dinger's Missile. I dig it.
BIAB is imo the single biggest change to come to eve since I've been playing. And while what we see is a miniscule fraction of what is going on, I don't doubt that the scope of changes are huge with the potential to break pretty much everything. I have faith in the abilities of Team Gridlock to make this happen.
Let us pray.
Our missiles, who art in launchers, hallowed be thy payload. Thy warhead come, our enemies be done, in nulsec as it is in hisec. Give us this isk Our daily isk, And forgive us our Warp Core Stabs; for we will not forgive those that use them against us. And lead us not into bubbles; But deliver us from scramblers. For thine is the thermal, the explosive, and the kinetic. EM.
http://youtu.be/YVkUvmDQ3HY
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Justin Cody
Tri-gun
260
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Posted - 2015.05.03 08:06:14 -
[36] - Quote
Makari Aeron wrote:CCP Prism X wrote:Just to make things a bit more convoluted: There are certain modifiers that only apply under certain conditions. For an example it makes little sense to waste processing power on contructing the complete attribute state of a missile that is located in the cargohold of a ship that you own but is just chilling in a safespot in the system you are in. You wont be firing that missile anytime soon. But you could perhaps do a show info on that missile, and that would query all sorts of information for you to show you the correct info. The querying of this information requires the missile to be properly initialized and everything works fine and when you switch to that ship, and load your missile launcher, everything is correct. But if you do not do the show info then you do not initialize the attribute before moving the missile to the launcher and firing it, because you do not request the attribute value until damage application. This might potentially take a completely different codepath to apply these previously mentioned modifiers. In one case you initialized and applied modifiers, in the other you initialized and had to request modifiers that had already been set up but not applied. If something is broken one codepath but not the other you might now have a different state on the missile just because you didn't show info on the missile before loading it. So attempting to observe the existence of a problem can be enough to make it go away. But like Habakuk says you shouldn't worry about these things. We worry about these things, I'm just describing the problem because I like saying Dogma is kind of like quantum physics, observing the dogma state will change it. It's a silly joke. Carry on! Schr+¦dinger's Missile. I dig it.
Can we get that missile as a redeemable/collectible when the feature is released? |
Danna Blueblade
KarmaFleet Goonswarm Federation
8
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Posted - 2015.05.04 09:44:55 -
[37] - Quote
Makari Aeron wrote:Schr+¦dinger's Missile. I dig it. Does that mean that the missile is simultaneously exploded and unexploded ordinance until it is observed to be one or the other? |
Soldarius
Naliao Inc. Test Alliance Please Ignore
1263
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Posted - 2015.05.04 13:41:53 -
[38] - Quote
This past weekend we (TEST) held our usual AT practice session. This included a skirmish team from another alliance. We found the following:
Skill implants (fitting) were completely non-functional. No bonuses were applied.
High slot modules would spontaneously offline. Typically these were high-fitting requirement modules like remote reps or command links. These modules could not be onlined despite sufficient fitting and cap. We would get the insufficient fitting resources message. Relogging would clear this issue. How do I know?
I personally got disconnected a number of times upon docking or undocking. When I logged back in the above offlined modules were able to be onlined normally.
Other members of our team and the opposing team were also experiencing identical issues.
http://youtu.be/YVkUvmDQ3HY
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elitatwo
Eve Minions Poopstain Removal Team
660
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Posted - 2015.05.05 02:04:00 -
[39] - Quote
Spooky actions in a distance..
I have something that might be of interest to a few more pilots. Everytime your ship is destroyed it leaves you in a zombie-state. The client displays you still in your ship and a new ship is created that cannot be interacted with - your escape pod.
Since your client doesn't 'speak' to the engine anymore, you stay in that zombie-state until that agression time is up and you force a system change via /moveme.
In case of the 'offline' modules, the client 'offlines' your modules when you change your ship in a station and onlines them when you sit in it. Undocking now changes the states to offline again and your fitting screen in space as online.
Because your fitting is showing them as online, onlining now causes the client to overfit your modules with the same modules twice so they are deactived or at least it appears so.
Doesn't happen with all ships, just some (the ones that require a fitting implant to work).
Tired of low and nullsec? Join Eve Minions and experience the beauty of wormholes!
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CCP Habakuk
C C P C C P Alliance
1325
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Posted - 2015.05.05 10:53:48 -
[40] - Quote
Thank you all for your help with testing.
Singularity has now been reverted to be running code very close to TQ. All skill training data of the last few days is gone as part of this (but /copyskills should work again).
CCP Habakuk | EVE Quality Assurance | Team Gridlock
Bug reporting | Mass Testing
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elitatwo
Eve Minions Poopstain Removal Team
662
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Posted - 2015.05.05 11:35:18 -
[41] - Quote
CCP Habakuk wrote:Thank you all for your help with testing. Singularity has now been reverted to be running code very close to TQ. All skill training data of the last few days is gone as part of this (but /copyskills should work again).
Thank you!
And keep at it, I liked that the fitting browser was loading all of my fits in a second without having to scroll down the list once to have them ready to scroll through as fast as the hangar items.
Tired of low and nullsec? Join Eve Minions and experience the beauty of wormholes!
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msu320
Royal Black Watch Highlanders DARKNESS.
6
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Posted - 2015.05.05 17:34:52 -
[42] - Quote
Are there any plans to extend the BIAB concept to make drones and missiles less costly to put on grid? some missile/drone attributes in a box type thing? |
TheSmokingHertog
TALIBAN EXPRESS
311
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Posted - 2015.05.05 20:35:51 -
[43] - Quote
msu320 wrote:Are there any plans to extend the BIAB concept to make drones and missiles less costly to put on grid? some missile/drone attributes in a box type thing?
Someone suggested Ship in the Box, that would work. But it was a long way out according to CCP.
"Dogma is kind of like quantum physics, observing the dogma state will change it." ~ CCP Prism X
"Schrödinger's Missile. I dig it." ~ Makari Aeron
-= "Brain in a Box on Singularity" - April 2015 =-
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Ishukone Billboard
State War Academy Caldari State
0
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Posted - 2015.05.06 20:48:09 -
[44] - Quote
According to the fanfest presentation Fleet-Bonusses are a special, if not weird, peace of code. One thought:
When "receiving" Bonusses isn't a Dogma, "having" Bonusses only depends on having the related skill/skills trained and being in Fleet. The Leadership skill points wouldn't become useless and server side process doesn't depends on random circumstances (like if or which Fleet-/Wing-/Squad-Booster is in the same system or not... downsized to Boolean "is at least another fleet-member in same system? 0/-1"... or better: same grid, but that's another story).
The impact of command links could be addressed by transforming them into Implants (which still require related Leadership skills). Of course it wouldn't be as versatile as command links... but if someone's still believing being in need of some extra speed, web-/scram-range and what not... there you go.
I would be happy with the mentioned drawbacks, if i gain less time waiting to complete a system-jump, dock/undock... as Fleet-Bonusses should become a more static attribute from server point of view. |
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