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CCP if you're still trying to figure out how to solve local. Please read this.

Author
Zvaarian the Red
Evil Leprechaun Brigade
#21 - 2013-12-11 01:10:19 UTC  |  Edited by: Zvaarian the Red
A simpler solution would be to make local chat constellation based rather than system based (in low and null at least). That said, does CCP really even think this is a problem? If they did I would think they would've done something to fix it by now.
OFFICERoftheLawL
JERXX
#22 - 2013-12-11 01:19:11 UTC  |  Edited by: OFFICERoftheLawL
Zvaarian the Red wrote:
A simpler solution would be to make local chat constellation based rather than system based (in low and null at least). That said, does CCP really even think this is a problem? If they did I would think they would've done something to fix it by now.


That solution provides even more intel. They already stated they don't like local as it sits now. It also makes cloakies basically super powered
Zvaarian the Red
Evil Leprechaun Brigade
#23 - 2013-12-11 01:26:33 UTC  |  Edited by: Zvaarian the Red
OFFICERoftheLawL wrote:
Zvaarian the Red wrote:
A simpler solution would be to make local chat constellation based rather than system based (in low and null at least). That said, does CCP really even think this is a problem? If they did I would think they would've done something to fix it by now.


That solution provides even more intel. They already stated they don't like local as it sits now. It also makes cloakies basically super powered


It provides very little intel actually. You may know someone is somewhere in the constellation, but that's pretty useless for the most part.

And I didn't know they had said that. Does anyone have a link?
Flyinghotpocket
Small Focused Memes
Ragequit Cancel Sub
#24 - 2013-12-11 02:33:57 UTC
read the whole thing +1

Amarr Militia Representative - A jar of nitro

Rhavas
Noble Sentiments
Second Empire.
#25 - 2013-12-11 02:36:57 UTC
There was a whole blog banter on this about a year ago. You can read all the responses here:

Blog Banter 44: Local

Author of Interstellar Privateer Shattered Planets, Wormholes and Game Commentary

Teckos Pech
Hogyoku
Goonswarm Federation
#26 - 2013-12-11 06:19:41 UTC
Quote:
So the first thing we need to do is remove 'intel' from 'local' itself. Local should be an empty chatbox with the total number of players in the system. People who talk appear for a set amount of time then disappear, and people docked remain visible in local. Think about it. You're in a station and there are workers in the station that would report your arrival and departure. This will help pilots who first jump into the system to quickly assess their next move. It also helps the person who doesn't have a cloaky scout sitting outside station when they first log in after ratting in 0.0 the night before. The advantage of being in space and disadvantage of being docked up may cause more players to "rest" at POS's, increasing their value.


I'm not concerned with the back story of workers in station and such.

What I do wish to point out is that the above is intel.

If local chat works like other delayed chats, if I jump in and see Bob in local, I know for a fact he is docked. That tells me something....something potentially of value. And it is something of value I didn't have to do a damn thing to get other than jump into the system and glance at local.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Red Teufel
Calamitous-Intent
#27 - 2013-12-11 13:18:44 UTC
kill local window ples
Judas II
Dark-Rising
Wrecking Machine.
#28 - 2013-12-11 13:34:52 UTC
Good OP. I had a similair idea about the Dscan, I like it. I hope CCP takes note to this thread.
Sand Shardani
Viziam
Amarr Empire
#29 - 2013-12-11 17:04:31 UTC
Nothing to add, I just really like this idea.

+1
Bienator II
madmen of the skies
#30 - 2013-12-15 05:07:38 UTC  |  Edited by: Bienator II
OFFICERoftheLawL wrote:
Bienator II wrote:
dscan, local, probes. Its all connected. You can't fix one independently without having a bigger picture what you actually want to do. You would have to start from scratch, don't forget that you building a scifi game and not a chatroom, find out what is already 'canon' like for example active scanners, passive scanners, proximity chat, radars and how it all would work together.

Thats why they are afraid to change ANYTHING. It would be a high risk project since you really want it to succeed.


I don't see how. My entire post focuses mainly on Local as it sits, and what or who is shown in local. If someone is docked they show up in local. The number of players in system is displayed as a number which is currently the case. Basically the only thing thats really in depth is dscanning. Which instead of you manually clicking scan, it does it automatically at a set rate depending on various factors as described. What is shown in dscan is dependent of range, which is already done, things beyond your maximum range are not shown. Items within range are shown. Distances from celestials are also shown. The change would be showing player ships range further out than what is displayed on grid. Player distances are already shown in dscan when on grid. What is displayed about the target is dependent upon how far you are from the target relative to your max range skills. That is about the only thing I would think that would take some drastic new code. Everything else is already implemented in some form or another.

It appears you either didn't a. understand what i typed, or b. skimmed through it trying to get the 'jist' and completely failed or c. didn't read it at all


i did read it and fully agree with many of the points. At the end of the day the redesign would require the following intel mechanics:
- some form of radar (as you described, limited range proximity sensor, some games call it passive sensors)
- indirect sensors, probes, already done and everybody is happy
- long range radar (our good old dscan, some games call it active sensors)

active sensors usually come with a penalty. You could imagine if you using them others could see you with passive sensors, even though you are out of their passive sensor range.

this doesn't even discuss how you would display those sensors. You can't simply create a radar in eve since you can't expect that most clients can render all brackets twice in large fights. And in large fights you have basically everything on grid what is in system, which is the worst case scenario for the renderer.


this is just an example of a high level concept of the intel tools and could be implemented without even touching local. Now if this ground work is done you could think about how communication could work. Proximity chats (public channel with people on grid, delayed mode) and so on and on. My point simple was CCP has to create a huge foundation before they can even think of modifying how local works. In technical terms there are at a point where they can't refactor the system, they have to redesign it. If they don't have the big picture the task its doomed to fail since incremental patches are not enough to "fix" local/cloaking/dscan/you name it.

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Coyote Laughing
#31 - 2013-12-15 07:53:29 UTC
The D-Scan isn't particularly useful in any case, when it doesn't report the range.

I'm more in favour of a system that merely reports your presence in system - let people use a probe launcher if they want to find you (covert probe laucher with cloaky probes perhaps?).

There is some merit to the idea of lawless nullsec areas having no ID beacons to squark your location, just like wormhole space.

Also, how does D-scan read the name of a ship unless people paint in on the side? Should D-scan be able to identify the pilot, or just the ship type?

l8r \o/

Tauranon
Weeesearch
CAStabouts
#32 - 2013-12-15 09:03:47 UTC
- The D-scan requires maximum range to be available as numbers, not just a slider -

This is because I need to enter many figures around 10,000 to 40,000 and I need to be able to distinguish a wreck at 10,000 vs a player at 20,000 when seeking combat over a multi room signature. Its unlikely that a slider will have the required fidelity.
PavlikX
Scan Stakan
HOLD MY PROBS
#33 - 2013-12-15 10:07:03 UTC
Yes please. CCP do it.
OFFICERoftheLawL
JERXX
#34 - 2013-12-15 19:56:20 UTC
Bienator II wrote:
OFFICERoftheLawL wrote:
Bienator II wrote:
dscan, local, probes. Its all connected. You can't fix one independently without having a bigger picture what you actually want to do. You would have to start from scratch, don't forget that you building a scifi game and not a chatroom, find out what is already 'canon' like for example active scanners, passive scanners, proximity chat, radars and how it all would work together.

Thats why they are afraid to change ANYTHING. It would be a high risk project since you really want it to succeed.


I don't see how. My entire post focuses mainly on Local as it sits, and what or who is shown in local. If someone is docked they show up in local. The number of players in system is displayed as a number which is currently the case. Basically the only thing thats really in depth is dscanning. Which instead of you manually clicking scan, it does it automatically at a set rate depending on various factors as described. What is shown in dscan is dependent of range, which is already done, things beyond your maximum range are not shown. Items within range are shown. Distances from celestials are also shown. The change would be showing player ships range further out than what is displayed on grid. Player distances are already shown in dscan when on grid. What is displayed about the target is dependent upon how far you are from the target relative to your max range skills. That is about the only thing I would think that would take some drastic new code. Everything else is already implemented in some form or another.

It appears you either didn't a. understand what i typed, or b. skimmed through it trying to get the 'jist' and completely failed or c. didn't read it at all


i did read it and fully agree with many of the points. At the end of the day the redesign would require the following intel mechanics:
- some form of radar (as you described, limited range proximity sensor, some games call it passive sensors)
- indirect sensors, probes, already done and everybody is happy
- long range radar (our good old dscan, some games call it active sensors)

active sensors usually come with a penalty. You could imagine if you using them others could see you with passive sensors, even though you are out of their passive sensor range.

this doesn't even discuss how you would display those sensors. You can't simply create a radar in eve since you can't expect that most clients can render all brackets twice in large fights. And in large fights you have basically everything on grid what is in system, which is the worst case scenario for the renderer.


this is just an example of a high level concept of the intel tools and could be implemented without even touching local. Now if this ground work is done you could think about how communication could work. Proximity chats (public channel with people on grid, delayed mode) and so on and on. My point simple was CCP has to create a huge foundation before they can even think of modifying how local works. In technical terms there are at a point where they can't refactor the system, they have to redesign it. If they don't have the big picture the task its doomed to fail since incremental patches are not enough to "fix" local/cloaking/dscan/you name it.


The "radar or passive radar" that you are referring to is the dscan. Remember, the concept of radar, will just be an auto refreshing dscan. No other types of radar. Just make our dscan automated and add ranges to the ships it sees on d scan.


OFFICERoftheLawL
JERXX
#35 - 2013-12-15 19:57:05 UTC
Coyote Laughing wrote:


Also, how does D-scan read the name of a ship unless people paint in on the side? Should D-scan be able to identify the pilot, or just the ship type?



The dscan already shows the name of the ship.
Momiji Sakora
Omni Galactic
Central Omni Galactic Group
#36 - 2013-12-16 13:33:20 UTC
Cloakies could still have their d-scan, but not a ℅ nerf, just have it so all they can detect is that there is a shjip in space, perhaps its range too like you said, but the more refined checks unable to return info until uncloaked.

If a cloakie is 'actively pinging' dscan, have it show up, not range or anything, just that its 'there' maybe have a column specifically to say if a signal is actively running d-scan?

Over all I love the flavour and feel for this suggestion. Makes dscan more useful, and keeps in with the universe. I also like the idea that maybe introducing new skills for it, or existing ones, maybe skill for d-scan range, and also accuracy? Lower skills can decipher hull type; battleship, cruiser etc, higher skill showing the actual ship class?

Another suggestion would be returning scans with a profile image of the ship, the player would then need to cross check with the ISIS to figure out which ship it might be? Would be cool to add at longer ranges, not being able to tell if a hull is T1 or T2?
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