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Author |
Thread Statistics | Show CCP posts - 62 post(s) |
EvilweaselSA
GoonWaffe Goonswarm Federation
1191
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Posted - 2015.11.14 15:33:55 -
[91] - Quote
CCP Claymore wrote:Kalestrom Crendraven wrote:Are you going to be looking into drag/stop bubble mechanics with this? Could you expand on this? What would we be looking into? Drag bubbles work if the bubble is on-grid with the destination point (and on the travel vector). That becomes...interesting...when the grid is 7800km instead of ~250km. I don't know if it needs changes but you'd have to think about it. |
Nevyn Auscent
Broke Sauce
2699
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Posted - 2015.11.14 23:35:18 -
[92] - Quote
Has a thought been given as to how much longer it will take a ship to land on grid with this. Especially Battleships. You will have massive amounts of warning when something appears on your overview. So it will be a lot harder to surprise someone on grid to tackle them.
I.E. Could a warping ship not appear on grid till it actually exits warp properly. Not just based on distance. |
Kosetzu
Aeons Multiplied
144
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Posted - 2015.11.15 01:31:29 -
[93] - Quote
CCP Claymore wrote:Anthar Thebess wrote:Disable this grids on gates , pls - make them a special case. When you jump in to a 1k local , the last thing you want is to die before even loading the grid.
This is to be tested yet, but it is on the list. Could it perhaps be changed that grid loads based on distance? So closer ships load in first, and outside 250km is not required to be "ready" to start moving your ship or something? I know this isn't inside the grid test itself but bears considering when massive fleets are about.
Also since you commented on the 500km lock range and asked for bug report on it, is it feasible to get reimbursement for ships lost from rats over 250km away? Had this happen to me before...
[Edit] Also can't select any ship on sisi right now. Says I am in a ship on login screen but nothing in station, and can't select any ship to activate or undock. Not sure what to do with this to be able to do anything but sit in captains quarter now. |
Gosti Kahanid
Farstriders Apocalypse Now.
97
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Posted - 2015.11.15 14:03:31 -
[94] - Quote
What I would like to see is a small change so your Overwiew won-¦t show you things on your grid that are more than 1.000 or 1500km away from you. Then everything coud be on the same grid, but because it is too far away, your short range scanners can-¦t see it. That is what the D-Scan is for. (exept of things like station, Celestials and so on which you already see through the whole system) |
Syzygium
ISK Unlimited
108
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Posted - 2015.11.15 14:51:06 -
[95] - Quote
keep in mind that, if you change the distance an acceleration gate warps a player so you cannot see into distant rooms, also the time to warp there changes. a warp of 10.000km is much faster than one of some million km or even a few AU. This changes the chances you have to catch/escape when aiming for PvP in such a mission/plex/deadspacepocket.
Maybe implement a warpspeedfactor to acceleration-gates that in fact pushes ships over their normal warp-acceleration, to bring the warp times down to their current values? |
Moneta
Gilded Goose Brokerage
4
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Posted - 2015.11.15 16:40:51 -
[96] - Quote
Haven't checked if it's been mentioned, but lots of people use secure containers as resource caches around hostile space. Normally, aside from spending hours dropping bookmarks old-fashioned pr+¬-probing style, there's no way to find them. However, with grids getting amazingly big, the chances of finding these by way of managing to drop a bookmark on the same grid rise dramatically I'd say.
I would really not like to lose this ability to leave sekrit supply points all over the place. For a semi-solo playstyle this is a very usefull option. |
Celthric Kanerian
Ascendance Of New Eden Workers Trade Federation
530
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Posted - 2015.11.16 09:13:20 -
[97] - Quote
Since the grid range will be increased to 7800 km (According to CCP Nullabor's tweet), will the view range then also be increased from the small ~100 km? |
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CCP Claymore
C C P C C P Alliance
231
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Posted - 2015.11.16 13:51:56 -
[98] - Quote
Aralieus wrote:CCP Claymore wrote:Omnathious Deninard wrote:As far as the anomalies and mission pockets are considered, you could increase the distance between them to make sure they never could part of the same grid.
Maybe 4~5 times the grid distance apart. We are looking at numbers as we speak. Wouldn't that make mission times longer with longer warps between dead spaces? Maybe make accel gates warp you at a higher warp speed to compensate.
Potentially it will make the missions take a little longer, this is still something we are working out what is best to do.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
231
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Posted - 2015.11.16 13:53:32 -
[99] - Quote
Cosmosexual wrote:I hope this doesn't introduce more lag, it's hardly bearable as it is since BIAB was implemented.
We will be thoroughly testing this as the last thing we want to do is reduce performance in any way.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
231
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Posted - 2015.11.16 13:56:22 -
[100] - Quote
EvilweaselSA wrote:CCP Claymore wrote:Kalestrom Crendraven wrote:Are you going to be looking into drag/stop bubble mechanics with this? Could you expand on this? What would we be looking into? Drag bubbles work if the bubble is on-grid with the destination point (and on the travel vector). That becomes...interesting...when the grid is 7800km instead of ~250km. I don't know if it needs changes but you'd have to think about it.
This is something you could already do with grid manipulation(grid-fu) I believe.
However anchoring them at that range becomes harder the farther you go, and your target will be able to warp to the gate if they manage to escape.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
231
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Posted - 2015.11.16 14:04:52 -
[101] - Quote
Nevyn Auscent wrote:Has a thought been given as to how much longer it will take a ship to land on grid with this. Especially Battleships. You will have massive amounts of warning when something appears on your overview. So it will be a lot harder to surprise someone on grid to tackle them.
I.E. Could a warping ship not appear on grid till it actually exits warp properly. Not just based on distance.
We can't do that because the battleship is still on grid.
At the moment we will not be changing anything around this, players can still see you coming on d-scan long before you ever land on the grid.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
231
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Posted - 2015.11.16 14:07:58 -
[102] - Quote
Kosetzu wrote:CCP Claymore wrote:Anthar Thebess wrote:Disable this grids on gates , pls - make them a special case. When you jump in to a 1k local , the last thing you want is to die before even loading the grid.
This is to be tested yet, but it is on the list. Could it perhaps be changed that grid loads based on distance? So closer ships load in first, and outside 250km is not required to be "ready" to start moving your ship or something? I know this isn't inside the grid test itself but bears considering when massive fleets are about. Also since you commented on the 500km lock range and asked for bug report on it, is it feasible to get reimbursement for ships lost from rats over 250km away? Had this happen to me before... [Edit] Also can't select any ship on sisi right now. Says I am in a ship on login screen but nothing in station, and can't select any ship to activate or undock. Not sure what to do with this to be able to do anything but sit in captains quarter now.
We are not going to be changing anything about how the grid loads or how people on the grid load, we are just changing the size and trying to make sure we do not break anything.
If you lost the ship on TQ you can try submitting a petition, but I can't say what the result of that would be.
I will take a look at your character and try and fix your ship issue on sisi, it is fallout from another change we made, getting quite a few reports about it and trying to fix as we speak. Really do not want that hitting TQ.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
231
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Posted - 2015.11.16 14:11:00 -
[103] - Quote
Gosti Kahanid wrote:What I would like to see is a small change so your Overwiew won-¦t show you things on your grid that are more than 1.000 or 1500km away from you. Then everything coud be on the same grid, but because it is too far away, your short range scanners can-¦t see it. That is what the D-Scan is for. (exept of things like station, Celestials and so on which you already see through the whole system)
That is not something Game of Drones will be changing with this grid change, but some other feature team could take it on in the future if they wanted.
It might be kind of cool to have that range dependent on the size and type of ship, but that will not be coming from Game of Drones.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
231
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Posted - 2015.11.16 14:12:18 -
[104] - Quote
Syzygium wrote:keep in mind that, if you change the distance an acceleration gate warps a player so you cannot see into distant rooms, also the time to warp there changes. a warp of 10.000km is much faster than one of some million km or even a few AU. This changes the chances you have to catch/escape when aiming for PvP in such a mission/plex/deadspacepocket.
Maybe implement a warpspeedfactor to acceleration-gates that in fact pushes ships over their normal warp-acceleration, to bring the warp times down to their current values?
It is something we will keep in mind, but we have not worked out yet exactly how we will fix the mission rooms.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
231
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Posted - 2015.11.16 14:15:11 -
[105] - Quote
Celthric Kanerian wrote:Since the grid range will be increased to 7800 km (According to CCP Nullabor's tweet), will the view range then also be increased from the small ~100 km?
That is not something Game of Drones will be changing, but maybe something Psycho Sisters will consider as the new camera currently has a very large look range, possibly infinite, it is not something I have played with too much.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
231
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Posted - 2015.11.16 14:17:33 -
[106] - Quote
Moneta wrote:Haven't checked if it's been mentioned, but lots of people use secure containers as resource caches around hostile space. Normally, aside from spending hours dropping bookmarks old-fashioned pr+¬-probing style, there's no way to find them. However, with grids getting amazingly big, the chances of finding these by way of managing to drop a bookmark on the same grid rise dramatically I'd say.
I would really not like to lose this ability to leave sekrit supply points all over the place. For a semi-solo playstyle this is a very usefull option.
You will still be able to have them, they will just need to be farther away now.
Quality Assurance Analyst
Team Game of Drones
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Kosetzu
Aeons Multiplied
144
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Posted - 2015.11.16 14:54:08 -
[107] - Quote
CCP Claymore wrote:I will take a look at your character and try and fix your ship issue on sisi, it is fallout from another change we made, getting quite a few reports about it and trying to fix as we speak. Really do not want that hitting TQ. Thanks, it seems to be fixed for all my characters now (not just this one). Last time I was logged in was likely around the last mass test (though didn't get to attend), so it must've been after that that the bug happened. Wish I had any more specific data to show for the bug, but it's been bug reported at least. |
Jonn Duune
Radical Astronauts Plundering Eve WormHole Occupation and Resource Exploitation
20
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Posted - 2015.11.16 14:56:21 -
[108] - Quote
Do you have a default grid size in mind? 1000km a side? 10k km? 100k? or is to too early to have something narrowed down like that? |
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CCP Claymore
C C P C C P Alliance
231
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Posted - 2015.11.16 14:58:42 -
[109] - Quote
Kosetzu wrote:CCP Claymore wrote:I will take a look at your character and try and fix your ship issue on sisi, it is fallout from another change we made, getting quite a few reports about it and trying to fix as we speak. Really do not want that hitting TQ. Thanks, it seems to be fixed for all my characters now (not just this one). Last time I was logged in was likely around the last mass test (though didn't get to attend), so it must've been after that that the bug happened. Wish I had any more specific data to show for the bug, but it's been bug reported at least.
I moved that character, please check sisi email
We have a fix that will go out tomorrow on sisi that should fix this for everyone affected.
Thank you for the bug report, they are so important to help us track down the reason for these issues.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
233
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Posted - 2015.11.16 15:08:55 -
[110] - Quote
Jonn Duune wrote:Do you have a default grid size in mind? 1000km a side? 10k km? 100k? or is to too early to have something narrowed down like that?
At the moment, the numbers we are running are 7800km from the center point.
So if you imagine a station is the center point, the grid will expand 7800km in 6 directions from that point.
These numbers are subject to change depending on performance testing.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
234
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Posted - 2015.11.16 16:18:56 -
[111] - Quote
Capqu wrote:any planned changes for bubbles re: how far they pull from?
currently any bubble on your destination grid on your vector pulls you to the closest bubble, obviously with much bigger grids the potential distance pulled can be much bigger
admittedly you could make bubbles very far on grid already, but it involved a lot of grid manipulation and would not persist through downtime
also wondering about the ESS, as currently you need to extend a grid 3001km from a station/stargate to place it on grid - which results in a very powerful bubble as it warns you in local when something lands in it if grids are much bigger can we expect them to be modified too?
also abou the moon thing, i've had poses on the same grid as station undocks before (until downtime), it's not a big deal load wise and its kinda cool to see the only issue is you can gun up to infinite range with the tower (unless this changed with brain in a box) so you can make sentry guns do strange things
We took a look at the ESS and this is not something we really want to have happen so will probably up that minimum range.
Thank you for bringing it to my attention, it is not something I have ever personally used in EVE so was not familiar with how powerful it could be in this format.
Quality Assurance Analyst
Team Game of Drones
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Khan Wrenth
Ore Oppression Prevention and Salvation
272
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Posted - 2015.11.16 17:43:50 -
[112] - Quote
CCP Claymore wrote:At the moment, the numbers we are running are 7800km from the center point.
Good lord that's a heck of an update.
Let's discuss overhauling the way we get intel in EvE.
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Esnaelc Sin'led
The Unchained Club
39
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Posted - 2015.11.16 18:50:23 -
[113] - Quote
Sorry if it has been asked already but, could it be possible that 'thanks to' this extended grid, you could potentially change the minimum distance required to warp (150km actual could be, 300km), and also extend the options beyond 100km, let's say up to 500km ? 700km ?
Those are pure random thrown numbers, it oviously needs more reflexion to come up with reasonable good ones. |
Aquila Sagitta
Blue-Fire Great Blue Balls of Fire
675
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Posted - 2015.11.16 19:34:44 -
[114] - Quote
So by my calculations this means any pos thats within 1300kms of a station could pos gun undock. Anyone know where this occurs in eve?
ref Large Artillery with Nuclear or Lead loaded on Minmatar Control Tower
Blue-Fire Best Fire
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Gosti Kahanid
Farstriders Apocalypse Now.
97
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Posted - 2015.11.16 22:25:59 -
[115] - Quote
CCP Claymore wrote:At the moment, the numbers we are running are 7800km from the center point.
So if you imagine a station is the center point, the grid will expand 7800km in 6 directions from that point.
These numbers are subject to change depending on performance testing. Wait. Does this mean the Grid is actually a cube? I always thought it is a sphere around the center point... |
Esnaelc Sin'led
The Unchained Club
40
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Posted - 2015.11.16 22:28:02 -
[116] - Quote
Gosti Kahanid wrote:CCP Claymore wrote:At the moment, the numbers we are running are 7800km from the center point.
So if you imagine a station is the center point, the grid will expand 7800km in 6 directions from that point.
These numbers are subject to change depending on performance testing. Wait. Does this mean the Grid is actually a cube? I always thought it is a sphere around the center point...
no it's a potatoe. |
Kalestrom Crendraven
Neighbor of Punc E11
6
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Posted - 2015.11.17 03:48:49 -
[117] - Quote
CCP Claymore wrote:EvilweaselSA wrote:CCP Claymore wrote:Kalestrom Crendraven wrote:Are you going to be looking into drag/stop bubble mechanics with this? Could you expand on this? What would we be looking into? Drag bubbles work if the bubble is on-grid with the destination point (and on the travel vector). That becomes...interesting...when the grid is 7800km instead of ~250km. I don't know if it needs changes but you'd have to think about it. This is something you could already do with grid manipulation(grid-fu) I believe. However anchoring them at that range becomes harder the farther you go, and your target will be able to warp to the gate if they manage to escape.
Yea, its possible now with grid-fu. Was just wondering if there might be a maximum considered, since a 1.6m grid has been shown, and even the default grid size you are working with would take a decent amount of grid-fu to accomplish with 250km grids |
Torgeir Hekard
I MYSELF AND ME
214
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Posted - 2015.11.17 07:21:13 -
[118] - Quote
Any ETA on tower anchoring fixes? |
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CCP Claymore
C C P C C P Alliance
237
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Posted - 2015.11.17 09:37:30 -
[119] - Quote
Esnaelc Sin'led wrote:Sorry if it has been asked already but, could it be possible that 'thanks to' this extended grid, you could potentially change the minimum distance required to warp (150km actual could be, 300km), and also extend the warp-to options beyond 100km, let's say up to 500km ? 700km ?
Those are pure random thrown numbers, it oviously needs more reflexion to come up with reasonable good ones.
This is not something that Game of Drones will be doing for this release, and at this late stage in development I can't see any team doing it for December, but that is not to say that some team might decide to do it in the future.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
237
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Posted - 2015.11.17 09:39:24 -
[120] - Quote
Aquila Sagitta wrote:So by my calculations this means any pos thats within 1300kms of a station could pos gun undock. Anyone know where this occurs in eve? ref Large Artillery with Nuclear or Lead loaded on Minmatar Control Tower
They potentially could have, except we decided that this is not something we want
The POS has or will get a slight tweak in numbers so that it can't have infinite lock and shoot range.
Quality Assurance Analyst
Team Game of Drones
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