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New dev blog: I don‘t always miss, but when I do...I do it with style.

First post
Author
Rawls Canardly
The Scope
Gallente Federation
#101 - 2011-11-19 23:08:10 UTC
Well, easiest way I can think of to fix this, so other people can see...
the client knows when the shots should render. The client also knows when damage is rendered. If damage is below threshold of full damage, by estimate based on scale of craft involved, whatever percentage below that threshold,render a miss.all handled client side. If more than ten ships are fighting in vicinity, misses are not rendered. No extra server lag. an option to turn it off altogether would be nice for weaker systems...o
Alx Warlord
The Scope
Gallente Federation
#102 - 2011-11-20 07:07:55 UTC
CCP Choloepus wrote:

...
Unfortunately, it's a lot easier to think up pretty new things to do with this feature than it is to get everything done.
...


If you have the idea, and you know that you can do, it is just a matter of time to see it completed! This means that everyday your work is more amazing, as long you like what you do!
Evenus Battuta
#103 - 2011-11-20 10:03:21 UTC
Can you also make grouped weapons do not hit on a single point?
Evenus Battuta
#104 - 2011-11-20 10:22:53 UTC  |  Edited by: Evenus Battuta
Since the bottleneck of bandwidth is totally on server side, maybe you can try some P2P structure to exchange trivial messages only about graphical performance, in this case, hit/miss messages.

The load is huge for the server to boardcast hit/miss messages to everyone, but it's hardly a problem for client to recevie them, so maybe you can leave the distribution job totally between clients, server only need to boardcast list of IP address and socket number involved when necessary.

Every client is told by the server whether it's hit or not as currently is, then the client boardcasts this message to everyone in the IP/Socket List, as well as fetch messages from it.

This P2P structure may need some labor in building it but it can be also used in many other stuffs like generating window views in station. The potential is great.
Malcom Dax
Sebiestor Tribe
Minmatar Republic
#105 - 2011-11-20 10:26:54 UTC
Evenus Battuta wrote:
Since the bottleneck of bandwidth is totally on server side, maybe you can try some P2P structure to exchange trivial messages only about graphical performance, in this case, hit/miss messages.

The load is huge for the server to boardcast hit/miss messages to everyone, but it's hardly a problem for client to recevie them, so maybe you can leave the distribution job totally between clients, server only need to boardcast list of IP address and socket number involved.


Call me paranoid, but I don't really want CCP to be telling everyone my IP address.

.

Evenus Battuta
#106 - 2011-11-20 10:36:54 UTC  |  Edited by: Evenus Battuta
Malcom Dax wrote:


Call me paranoid, but I don't really want CCP to be telling everyone my IP address.


Others can know as much as IP address of Malcom Dax, but no one knows that is YOU.

Edit: For those think this is a problem, it can totally be made optional: you either participate and get others' message for accurate render or enjoy the fasle random simulation.
Malcom Dax
Sebiestor Tribe
Minmatar Republic
#107 - 2011-11-20 10:54:46 UTC
That's true. I'd not really differentiated between me and my character. I think I've played eve for too long P

.

ilmon
Legio Noviomagum
#108 - 2011-11-20 12:25:12 UTC
a very nice addition to the game this will make for a better experience had by all
FlameGlow
Perkone
Caldari State
#109 - 2011-11-20 14:34:00 UTC
Ok, so now turrets look even more awesome, but missiles are still lightball shooting out of ship's ass? Damn, when is the time for missile love? Roll
Dalilus
Federal Navy Academy
Gallente Federation
#110 - 2011-11-20 19:12:44 UTC  |  Edited by: Dalilus
CCP, are you starting to get metaphysical on me with the law of unintended consequences? Is this the start of "collateral damage" in EVE? Will missed shots connect to unintended targets and will that cause aggro? No more spherical firing squads? No more unorganized blobs? Will we have to actually adopt "real life" tactics so as not to kill our own or get killed by stray shots? For example suppose there is a gate camp, we know those are so rare, and the shooting starts - what happens if one or several corpies hit with stray shots the gate? Or a station? Or a CONCORD ship? Or a passing neut in high sec? Or whatever? If this is the end goal EVE would become much more dark, dangerous and interesting. Twisted
De'Vadder
Tribal Core
#111 - 2011-11-20 21:01:59 UTC
Seismic Stan wrote:


Is there any possibility that the feature could be amended to provide inaccurate fire animation for whichever ship is the focus of the camera (and the target thereof)? This wouldn't generate any additional traffic, but would just shift the focus to allow convincing spectator immersion.




THIS!
millsy4606
State War Academy
Caldari State
#112 - 2011-11-21 12:12:24 UTC
bit confused by this, so in lamens terms, when i shoot my auto cannons at a ship and i miss, instead of visualising that it actually hits the ship, it pings all round it??

so its a visual thing not something that happens freakily for no reason, just missing shots for the hell of it for example.

also like the idea of seing some individual damage, like the structure fire, maybe some visualisations of half shield, half armor etc, that would make my pee pee hard.
Karma
Vortex Incorporated
#113 - 2011-11-21 16:48:17 UTC
one way to simulate (or emulate?) the hit/miss ratios of the other people in a fleet fight would be:

once a minute (seldom enough that it doesn't affect the server's performance, is what I'm saying) the average hit ratio is calculated... and shared...

so instead of:
skills, relative velocity, hull bonuses, signature radius/resolution, turret type, ammunition/lenses, tracking enhancers/computers, tracking links, tracking scripts, rigs, implants, boosters, target painters, wormhole environmental effects... you get the idea

you'd have:
Hits / Shots Fired = Hit %

I wont pretend to know how you'd go about with the sharing of it to the fleet, obviously... so it might be impossible.

but it would be informative enough.
if you were paying attention to it, you could tell who in the fleet is a lousy shot... and guide them to get better.

Everyone vs. Everyone Online

"The universe is made of stories, not atoms"

Carfexus Ravenloff
Space Opera
#114 - 2011-11-21 19:05:12 UTC
So I take it, judging from the example screenshot, that ship trails are going back in?
Cygnet Lythanea
World Welfare Works Association
#115 - 2011-11-23 00:48:18 UTC
What a long, strange trip it's been....

So, now that we have this, when do we get LoS combat?
SwissChris1
Stimulus
Rote Kapelle
#116 - 2011-11-24 13:09:30 UTC
This is so awesome! I have been dreaming about this since I saw Clear Skies 3 Lol
Akiriy Azuriko
Kybernauts
Kybernauts Clade
#117 - 2011-11-28 14:09:58 UTC
MISSILES RABBLE RABBLE RABBLE

YOUR SO HALF ASSES CCP COMMON !