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Changes to gridsize

First post
Author
Ranzera Stez
Aliastra
Gallente Federation
#61 - 2015-11-13 19:57:58 UTC
CCP Claymore wrote:
Aebe Amraen wrote:
I hope that grids will be smaller than 1 million km across, so that when a ship logs off and ewarps they will end up off-grid.

In big battles it's not uncommon to have dozens of people logged off like that (computer crashed/whatever), and I'd rather not have them cluttering up my overview.

Alternatively, maybe add a distance filter to overview, or increase the ewarp distance.


E-warp should be fine. Lol


Ariete wrote:
Well i have been messing around with grids and so far ive been able to get and so far i have been able to get it to 1.8 million km.


Are you sure?
TheMercenaryKing
Collapsed Out
Pandemic Legion
#62 - 2015-11-13 20:04:28 UTC
Assuming the size of grids is going to be like 1 million KM, it would be amazing if in this release or next to add an overview filter option or tab to filter out select items over X distance. This means if we see ships and stuff on the overview that is 1000km away, well out of targeting range, we can hid them from our overview.

This is mainly for when/if you filter by Name, type, and so on. It will not display people who are beyond combat support (not counting off grid boosters). You will still see them in space and their tags, just hiding them from overview.
Shegunna Blow
Imperial Shipment
Amarr Empire
#63 - 2015-11-13 20:41:58 UTC
Khaelian Osiris wrote:
Idea:
-Signature radius and sensor strength affect distance that a ship will show on grid. Gives your ship a "footprint" similar to how probe-able you are currently.
-All ships show on grid under 250km regardless of stats.
-Combat recons get a role bonus where they are not visible on grid above the base 250km, and keep their d-scan immunity.

Example:
-Jump in to system in a cruiser, see a carrier 2 AU away on your grid, as well as several towers, and that's it.
-260 km from you, a Crow can see you, but you can't see him. Your footprint is bigger than his, and his is small enough that he doesn't show past 255km.

Edit - More ideas:
Low-profile bubble. Requires a higher anchoring skill, but doesn't show on grid outside of 250km.

Note: all items mentioned here would still show on d-scan, just not on overview.


This. Exactly this.
Shank Ronuken
TURN LEFT
#64 - 2015-11-13 21:22:56 UTC
Since you're making grids larger in addition to speed creep can we get the minimum warp distance increased to 250km? I know Gorski has made several posts and has been advocating for this. 150km is already too short with the current speed creep
Ariete
Aliastra
Gallente Federation
#65 - 2015-11-13 21:32:32 UTC
Ranzera Stez wrote:
CCP Claymore wrote:
Aebe Amraen wrote:
I hope that grids will be smaller than 1 million km across, so that when a ship logs off and ewarps they will end up off-grid.

In big battles it's not uncommon to have dozens of people logged off like that (computer crashed/whatever), and I'd rather not have them cluttering up my overview.

Alternatively, maybe add a distance filter to overview, or increase the ewarp distance.


E-warp should be fine. Lol


Ariete wrote:
Well i have been messing around with grids and so far ive been able to get and so far i have been able to get it to 1.8 million km.


Are you sure?


Yep

1.6 million Km grid
Chainsaw Plankton
FaDoyToy
#66 - 2015-11-13 21:35:56 UTC
CCP Claymore wrote:
Arionu wrote:
I already noticed on SISI that in several locations where a station is on the orbit of a moon you now have a POS and a station (or several stations) on the same grid. Previously having the POS on its own grid provided a certain amount of safety when your POS was hidden.

This makes many locations less desirable if you want to hide your POS and the mechanic is implemented as is regarding POS anchoring locations.


Can you provide me with some locations please? System, planet, moon, station?

This is the kind of thing we are looking for as we do not want to break gameplay, but we really want to make the grids bigger. Lol

FD-MLJ (I think that's it, its one of the moveme systems) at the top station I could see a pos or two. not sure if someone ejected a tower in a random spot on grid. but could see the one tower had a bunch of stuff anchored around it.

many stations are close to planets or moons so I can assume there could be a number of issues there.

also I remember some system where there was an outpost near a planet, but the poco and outpost were on separate grids, so the Poco grid was very squished and somewhere around 20km away from the poco you were on the outpost grid. not sure if gets resolved the way it should be or not.

@ChainsawPlankto on twitter

Phoenix Jones
Small-Arms Fire
#67 - 2015-11-13 22:04:51 UTC
You might want to consider some exceptions on dual moon pos's. It would be interesting to test out the implications of having more than 1 pos on grid. Since they are going out you have control over the test medium and probably have a years worth of free testing with the concept.

I don't think it would hurt to at least test it with the outgoing pos system to see if it conceptually works with the incoming citadel system.

Yaay!!!!

Anthar Thebess
#68 - 2015-11-13 22:26:40 UTC
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.
CCP Claymore
C C P
C C P Alliance
#69 - 2015-11-13 23:05:04 UTC
Arcos Vandymion wrote:
CCP Claymore wrote:
Atruin Egivand wrote:
Those new and awesomely oversized extra-big grids will surely break in totally new and exciting ways Roll

Can't say I'm a big fan of that.


Hopefully I do my job properly and we break them in new and exciting ways before we hit TQ. Ugh

One can't say that you guys don't have any humor. If a few years of interwebz taught me anything the crowd will break a product faster, more complete and in the most ridiculous way possible that the poor provider could never think of.

So yeah ... good luck with that.


In many cases you folks do things with our systems we do not consider, and then you manage to break them in ways that we did not think possible, which is great, as long as you tell us about them. P

But yes, a sense of humour is helpful in QA as not all days are fun as others, but then I remember what game I am working on. Big smile

Quality Assurance Analyst Team Psycho Sisters

CCP Claymore
C C P
C C P Alliance
#70 - 2015-11-13 23:08:18 UTC
MeBiatch wrote:
Great work... any chance now that the grid is bigger we can get more then 250km max target range?

There are so many ships and setups that can in theory target past that but we are cutt of for some silly reason


Max Target Range is not something Game of Drones will be changing with this, not to say some other team will not attempt this in the future, but it is not happening at the moment with this change.

Quality Assurance Analyst Team Psycho Sisters

CCP Claymore
C C P
C C P Alliance
#71 - 2015-11-13 23:09:34 UTC
Andre Vauban wrote:
Are you going to fix some of the NPC's? It has been a while, but I remember coming across some NPCs on stargate gates that didn't seem to have a lock or weapons range limit (ie was being damped, jammed, and shot from ~500km away)


Some examples would be great?

Otherwise it is something I can look into as this could potentially be a bigger problem now.

Quality Assurance Analyst Team Psycho Sisters

CCP Claymore
C C P
C C P Alliance
#72 - 2015-11-13 23:11:00 UTC
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?

Quality Assurance Analyst Team Psycho Sisters

CCP Claymore
C C P
C C P Alliance
#73 - 2015-11-13 23:11:57 UTC
NinjaTurtle wrote:
IN CLAYMORE WE TRUST
but seriously thank you for this, it's long overdue and based on how caps will be changing, completely necessary.


It is a Team Game of Drones effort, and we have lots of testing ahead to make sure that it is viable, but it is something we really want to make work.

Quality Assurance Analyst Team Psycho Sisters

CCP Claymore
C C P
C C P Alliance
#74 - 2015-11-13 23:13:31 UTC
Andi Onthatop wrote:
Cool change, big grids are awesome.

Have you made sure that it's not possible for sleeper sites (combat anomalies, data/relic sites) to spawn on the same grid as each other?

It would suck to want to do capital escalations and have two sites on the same grid, forcing you to escalate both of them at the same time and either not do the second site, or do a single wave in site 1, then a wave in site 2, etc.


So spawning of anomalies etc is on the list of things to test, but I have not actually tested it yet.

In my head they should be fine, but at some point I will be escalating some anomalies to make sure. Big smile

Quality Assurance Analyst Team Psycho Sisters

CCP Claymore
C C P
C C P Alliance
#75 - 2015-11-13 23:15:06 UTC
Khaelian Osiris wrote:
Idea:
-Signature radius and sensor strength affect distance that a ship will show on grid. Gives your ship a "footprint" similar to how probe-able you are currently.
-All ships show on grid under 250km regardless of stats.
-Combat recons get a role bonus where they are not visible on grid above the base 250km, and keep their d-scan immunity.

Example:
-Jump in to system in a cruiser, see a carrier 2 AU away on your grid, as well as several towers, and that's it.
-260 km from you, a Crow can see you, but you can't see him. Your footprint is bigger than his, and his is small enough that he doesn't show past 255km.

Edit - More ideas:
Low-profile bubble. Requires a higher anchoring skill, but doesn't show on grid outside of 250km.

Note: all items mentioned here would still show on d-scan, just not on overview.


Interesting ideas, but at the moment we do not want to change gameplay toooooo drastically with the change to grid size. At the moment we just want to make sure that EVE is still EVE but with bigger grids and more space. Big smile

Quality Assurance Analyst Team Psycho Sisters

CCP Claymore
C C P
C C P Alliance
#76 - 2015-11-13 23:18:37 UTC
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


Could you file a bug report and put my name in the title with steps on how to setup the ESS thing and I will take a look? Bubbles are a this point in time on the list to be tested, but I have not done it yet.

Also, I can confirm that stations seeing POS and POS seeing stations is visually super cool! Lol

Quality Assurance Analyst Team Psycho Sisters

CCP Claymore
C C P
C C P Alliance
#77 - 2015-11-13 23:20:52 UTC
TheMercenaryKing wrote:
Assuming the size of grids is going to be like 1 million KM, it would be amazing if in this release or next to add an overview filter option or tab to filter out select items over X distance. This means if we see ships and stuff on the overview that is 1000km away, well out of targeting range, we can hid them from our overview.

This is mainly for when/if you filter by Name, type, and so on. It will not display people who are beyond combat support (not counting off grid boosters). You will still see them in space and their tags, just hiding them from overview.


I shall ask CCP Karkur if this something that could potentially happen. Not saying that it will, but I can always ask.

Quality Assurance Analyst Team Psycho Sisters

Tridgit
Iron.Guard
Fraternity.
#78 - 2015-11-13 23:21:02 UTC  |  Edited by: Tridgit
Does this mean that the 249km lock distance restriction will be revised?

edit: Whoops, already answered. my bad.

(The answer is not yet, like 8 posts above mine)
CCP Claymore
C C P
C C P Alliance
#79 - 2015-11-13 23:22:28 UTC
Shank Ronuken wrote:
Since you're making grids larger in addition to speed creep can we get the minimum warp distance increased to 250km? I know Gorski has made several posts and has been advocating for this. 150km is already too short with the current speed creep


This is not something that Game of Drones will be touching with the change in grid size. Some team in the future might want to take a look, but at the moment Game of Drones are just increasing the grid size for the build up to Citadels.

Quality Assurance Analyst Team Psycho Sisters

CCP Claymore
C C P
C C P Alliance
#80 - 2015-11-13 23:24:29 UTC
Ariete wrote:
Ranzera Stez wrote:
CCP Claymore wrote:
Aebe Amraen wrote:
I hope that grids will be smaller than 1 million km across, so that when a ship logs off and ewarps they will end up off-grid.

In big battles it's not uncommon to have dozens of people logged off like that (computer crashed/whatever), and I'd rather not have them cluttering up my overview.

Alternatively, maybe add a distance filter to overview, or increase the ewarp distance.


E-warp should be fine. Lol


Ariete wrote:
Well i have been messing around with grids and so far ive been able to get and so far i have been able to get it to 1.8 million km.


Are you sure?


Yep

1.6 million Km grid


Haha this is a good effort.

Genuine question, is this actually practical for catching an e-warp where it should be a concern?

Quality Assurance Analyst Team Psycho Sisters