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Weapon Accuracy Score is nice, but needs to go with Ship Evasion Score

Author
Reaver Glitterstim
The Scope
Gallente Federation
#41 - 2016-04-28 18:01:40 UTC
Serendipity Lost wrote:
Bigger targets are easier to hit.
Smaller targets are harder to hit.
Fast targets are difficult to hit.
Slow targets are easier to hit.
Targets going around you are really hard to hit.

In before people whining that Reaver's Tornado wrecks frigates but my Tornado can't hit the broad side of a barn



When Tornadoes came out, I was honestly frightened that it was going to turn this game into Tornadoes Online. This was after I had used a Maelstrom to blap frigs. I thought people would figure out how to do it and it would become a standard tactic.


Serendipity Lost wrote:
Boiling this down further:

4. Press fire
5. Cross fingers

I don't cross my fingers when I fire my 1400mm artillery. I fire at the right time, and I hit.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Serendipity Lost
Repo Industries
#42 - 2016-04-28 18:15:05 UTC
Reaver Glitterstim wrote:
Serendipity Lost wrote:
Bigger targets are easier to hit.
Smaller targets are harder to hit.
Fast targets are difficult to hit.
Slow targets are easier to hit.
Targets going around you are really hard to hit.

In before people whining that Reaver's Tornado wrecks frigates but my Tornado can't hit the broad side of a barn



When Tornadoes came out, I was honestly frightened that it was going to turn this game into Tornadoes Online. This was after I had used a Maelstrom to blap frigs. I thought people would figure out how to do it and it would become a standard tactic.


Serendipity Lost wrote:
Boiling this down further:

4. Press fire
5. Cross fingers

I don't cross my fingers when I fire my 1400mm artillery. I fire at the right time, and I hit.



Just my way of reminding folks to not overcomplicate the game. Sure there's a lot of math and computer stuff happening behind the scenes, but really... it's all about having some fun. Shooting something in this game is both basic and easy. The difficult part is knowing which thing to shoot first and why. Lucky for me there aren't any equations for that.
Reaver Glitterstim
The Scope
Gallente Federation
#43 - 2016-04-28 18:34:03 UTC
Serendipity Lost wrote:
The difficult part is knowing which thing to shoot first and why. Lucky for me there aren't any equations for that.

I'm glad you can do without the equations, but for some people knowing that they could gain an advantage studying this math makes them feel like it is important for them to study it, and that's not fun. Sometimes dumbing the game down a bit makes it more fun for experts and veterans.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Memphis Baas
#44 - 2016-04-29 15:38:50 UTC  |  Edited by: Memphis Baas
The accuracy rating number is stupid when it's displayed in the Show Info window.

It's like the other stupid they've done since the beginning of the game: your gun does damage x, and then they display the calculated values vs. imaginary "shields" and imaginary "armor", confusing everyone.

They need to put this Accuracy number in the Overview, replacing the angular velocity column. So we can tell (again) at a glance whether our guns will hit or not.

Why are CCP behaving like morons so often? They mostly do ok with their changes, but then we periodically get **** like this.
Serendipity Lost
Repo Industries
#45 - 2016-04-29 15:48:57 UTC
Memphis Baas wrote:
The accuracy rating number is stupid when it's displayed in the Show Info window.

It's like the other stupid they've done since the beginning of the game: your gun does damage x, and then they display the calculated values vs. imaginary "shields" and imaginary "armor", confusing everyone.

They need to put this Accuracy number in the Overview, replacing the angular velocity column. So we can tell (again) at a glance whether our guns will hit or not.

Why are CCP behaving like morons so often? They mostly do ok with their changes, but then we periodically get **** like this.



I like angular velocity. How about instead of replacing it, just add the new thing as and option to put in a column just like all the current ones.
Jennifer en Marland
Shiny Violent Killing Toys
Astral Battles
#46 - 2016-04-29 17:08:43 UTC
Eli Stan wrote:
On the test server there has been the introduction of the concept of a Weapon Accuracy Score for turrets. (Thanks Ja'e.) This new number utilizes both tracking and signature resolution to create a score that's directly comparable across different turrets. Previously, a gun with 0.12 rad/s tracking could have extremely different accuracy compared to a different gun with 0.12 rad/s tracking if the two guns had extremely different signature resolutions. With this new score, a gun with 40 WAS is known to be exactly as accurate as a different gun with a 40 WAS.


I just wanted to draw attention to the fact that the combined 'tracking plus sig resolution' stat doesn't seem to have made it onto TQ; from what I can tell, 'weapon accuracy score' is just the old tracking value multiplied by 1000, and guns still have a separate signature resolution score. I don't think the mechanics have changed at all, but rather CCP have just given tracking a more intuitive name and more easily digested numbers Smile I'm happy to accept I might be wrong though Cool

Army of dolls stole all your perfect imperfections.

Reaver Glitterstim
The Scope
Gallente Federation
#47 - 2016-04-29 19:12:12 UTC
Memphis Baas wrote:
They need to put this Accuracy number in the Overview, replacing the angular velocity column. So we can tell (again) at a glance whether our guns will hit or not.

I think that's too easy. I like the idea of showing the target's evasiveness in the overview, with you being able to check your updated weapon accuracy from the info tab at your leisure. There needs to be some work for the end user, but it should be accessible to nearly all players.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Eli Stan
Center for Advanced Studies
Gallente Federation
#48 - 2016-04-29 20:00:14 UTC
Jennifer en Marland wrote:

I just wanted to draw attention to the fact that the combined 'tracking plus sig resolution' stat doesn't seem to have made it onto TQ; from what I can tell, 'weapon accuracy score' is just the old tracking value multiplied by 1000, and guns still have a separate signature resolution score. I don't think the mechanics have changed at all, but rather CCP have just given tracking a more intuitive name and more easily digested numbers Smile I'm happy to accept I might be wrong though Cool


You are correct in that the mechanics and the math behind determining whether and how hard you hit has not changed at all.

However you are wrong about whether the displayed stat has been changed on TQ. The 1000 multiplier is true for light guns, since light guns had a signature resolution of 40m, and 40000m / 40m = 1000. However, medium guns had a signature resolution of 125m so their Accuracy Score is old tracking times 320.

Previously for Heavy Neutron Blaster II:
Tracking - 0.12 rad/sec
Sig res - 125 m

Currently for Heavy Neutron Blaster II:
0.12 * 40000 / 125 = 38.4

The "to hit" calculation (ignoring range) remains 0.5^( (Evasion Score / Accuracy Score)^2 ).

Expand the Evasion Score using my suggestion and the Accuracy Score as presented by CCP, and you'll get the exact same equation that CCP has always used. Nothing has changed except how the info is displayed.


Memphis Baas
#49 - 2016-04-29 20:06:16 UTC  |  Edited by: Memphis Baas
Unfortunately, they didn't replace it with a hard number, they replaced it with a percentage of sorts.

Before: You compare 0.023 vs. 0.536 (rad/s) and it's a yes/no comparison, do I hit or do I not hit.
After: How do you compare 60% "evasiveness" vs. 80% "accuracy"? Hmm?

It's completely different; "evasiveness" is vs. 100% accurate guns, and "accuracy" is measured vs. a static target (0% evasiveness). So you have to mentally 0.4 * 0.8 = 32% chance of hitting a 60% target with your 80% guns? Where the **** is the "easy" in this math?

No. They need to put the ONE number in the overview and let us see it without having to do any math. Damage reduction, as a percentage from 0 to 100, due to all factors. Out of range, show 0. Tracking issues, explosion radius or sig resolution, explosion velocity or tracking, whatever the **** the reasons combine them all together and show me the number.

If they want to simplify.

Because, before, it was a simple comparison, and multiplication or addition are more complicated mental effort tasks than a simple comparison.

I'm ok with an optional column instead of removing the angular. Everybody will just add it to their "unfuck your overview" guides and **** CCP and their idiocy. We already have a million guides to work around their stupid UI choices.
Eli Stan
Center for Advanced Studies
Gallente Federation
#50 - 2016-04-29 21:06:36 UTC
Memphis Baas wrote:
Unfortunately, they didn't replace it with a hard number, they replaced it with a percentage of sorts.

Before: You compare 0.023 vs. 0.536 (rad/s) and it's a yes/no comparison, do I hit or do I not hit.
After: How do you compare 60% "evasiveness" vs. 80% "accuracy"? Hmm?

It's completely different; "evasiveness" is vs. 100% accurate guns, and "accuracy" is measured vs. a static target (0% evasiveness). So you have to mentally 0.4 * 0.8 = 32% chance of hitting a 60% target with your 80% guns? Where the **** is the "easy" in this math?

No. They need to put the ONE number in the overview and let us see it without having to do any math. Damage reduction, as a percentage from 0 to 100, due to all factors. Out of range, show 0. Tracking issues, explosion radius or sig resolution, explosion velocity or tracking, whatever the **** the reasons combine them all together and show me the number.

If they want to simplify.

Because, before, it was a simple comparison, and multiplication or addition are more complicated mental effort tasks than a simple comparison.

I'm ok with an optional column instead of removing the angular. Everybody will just add it to their "unfuck your overview" guides and **** CCP and their idiocy. We already have a million guides to work around their stupid UI choices.


Err... No, it's not a percentage. It's still a rad/sec number, but it's been scaled by a factor (which varies based on gun size) to make it more human readable. And the math is easy. When the Weapon Accuracy Score and the Ship Evasion Score are equal, there's a 50/50 chance to hit. When the Ship Evasion Score is twice the Weapon Accuracy Score, there's a 6.25% chance to hit. When the Ship Evasion Score is half the Weapon Accuracy Score, there's an 84% chance to hit.

Since a ship can equip three different kinds of guns with three different Accuracies and ranges, it's not possible to present a single "To Hit Chance" stat on the overview for each target. However, it's certainly possible for CCP to present the Ship Evasion Score, and a simple comparison between that and your Weapon Accuracy Score will tell you whether you're more or less likely than 50% to hit something.
Jennifer en Marland
Shiny Violent Killing Toys
Astral Battles
#51 - 2016-04-29 23:33:04 UTC
Eli Stan wrote:
Jennifer en Marland wrote:

I just wanted to draw attention to the fact that the combined 'tracking plus sig resolution' stat doesn't seem to have made it onto TQ; from what I can tell, 'weapon accuracy score' is just the old tracking value multiplied by 1000, and guns still have a separate signature resolution score. I don't think the mechanics have changed at all, but rather CCP have just given tracking a more intuitive name and more easily digested numbers Smile I'm happy to accept I might be wrong though Cool


You are correct in that the mechanics and the math behind determining whether and how hard you hit has not changed at all.

However you are wrong about whether the displayed stat has been changed on TQ. The 1000 multiplier is true for light guns, since light guns had a signature resolution of 40m, and 40000m / 40m = 1000. However, medium guns had a signature resolution of 125m so their Accuracy Score is old tracking times 320.

Previously for Heavy Neutron Blaster II:
Tracking - 0.12 rad/sec
Sig res - 125 m

Currently for Heavy Neutron Blaster II:
0.12 * 40000 / 125 = 38.4

The "to hit" calculation (ignoring range) remains 0.5^( (Evasion Score / Accuracy Score)^2 ).

Expand the Evasion Score using my suggestion and the Accuracy Score as presented by CCP, and you'll get the exact same equation that CCP has always used. Nothing has changed except how the info is displayed.




I see, thanks for pointing that out Big smile

Army of dolls stole all your perfect imperfections.

Ophira Fermont
Center for Advanced Studies
Gallente Federation
#52 - 2016-05-26 21:54:16 UTC
The inclusion of an Evasion Score column in the overview would be a great complement to the newly introduced Weapon Accuracy Score.

Having to do mental math or putting a post-it note with a bunch of pre-calculated values on your monitor does not interestingly enrich gameplay. It just makes the to-hit mechanic unnecessarily arcane and more difficult to pick up for new players.
elitatwo
Zansha Expansion
#53 - 2016-05-27 01:17:14 UTC
Ophira Fermont wrote:
The inclusion of an Evasion Score column in the overview would be a great complement to the newly introduced Weapon Accuracy Score.

Having to do mental math or putting a post-it note with a bunch of pre-calculated values on your monitor does not interestingly enrich gameplay. It just makes the to-hit mechanic unnecessarily arcane and more difficult to pick up for new players.


My advice, stop shooting and your ship in any fight and take a few minutes to think about this, change your overview and look at all the rows and columns why everyone will shoot you regardless of anything the overview would tell them - ezpz.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Ophira Fermont
Center for Advanced Studies
Gallente Federation
#54 - 2016-05-27 18:08:07 UTC
elitatwo wrote:
My advice, stop shooting and your ship in any fight and take a few minutes to think about this, change your overview and look at all the rows and columns why everyone will shoot you regardless of anything the overview would tell them - ezpz.

Your post is actually a perfect analogy here: Sure, people can still figure out what you were trying to say if they spend a bit more effort on trying to parse that sentence, but that process is neither interesting nor does it add any depth.

Instead, it would have made more sense to express that thought coherently in the first place, just as it would make more sense for Eve to communicate the to-hit chance in a less indirect and convoluted manner.
Althalus Stenory
Flying Blacksmiths
#55 - 2016-06-21 12:39:12 UTC
Little love for this post, as it's still required..

Please, either replace angular/radial/transversal velocity in the overview to add "Evasion Score", or allows us to have again the tracking speed somewhere (in addition to the WAS).

This actually means nothing while playing pve/pvp, it only helps comparing turrets, but it does not help knowing what we can / cannot hit.

Moreover, it's now pain in the ass to explain to new players WHY they miss, or, well, we can explain to them, but they'll never understand clearly on how to know if they can / cannot hit a target, as tracking speed isn't visible anymore.



EsiPy - Python 2.7 / 3.3+ Swagger Client based on pyswagger for ESI

Blade Darth
Room for Improvement
Good Sax
#56 - 2016-06-21 15:04:20 UTC
Reaver Glitterstim wrote:
Memphis Baas wrote:
They need to put this Accuracy number in the Overview, replacing the angular velocity column. So we can tell (again) at a glance whether our guns will hit or not.

I think that's too easy. I like the idea of showing the target's evasiveness in the overview, with you being able to check your updated weapon accuracy from the info tab at your leisure. There needs to be some work for the end user, but it should be accessible to nearly all players.

"evasiveness" *cringe* It's called angular velocity.

Combining sig radius and transversal into one is imho bad, useless info for missile users since they look at target distance speed/ sig and angular does not matter at all, and useless for turret users since what they are interested in is a) angular b) distance, it doesn't really matter if the target is a dread or a frig, even if it has big sig but moves too fast, you not gonna hit it, and who cares about sig radius if you got 8000 alpha and the 120 m sig target is not moving at all, ya gonna blap it anyway.

My comet has 500 score, omen navy 20. Is it 25 times better at tracking? If target is moving at 0.5 rad/s am I going to hit? How do i get useful info out of this magic stat? Captain?
Daenika
Chambers of Shaolin
#57 - 2016-06-22 18:58:32 UTC
It's unfortunately rather unlikely that they'll add this. Why? Because right now, the client does not expose the signature radius of other ships at all. The "size" column on the overview is the physical size of the object (which has no bearing on anything at all), not the sig radius (example, my Sabre has an overview "size" of 276m, but has a sig radius of 78m, and the "size" on the overview doesn't change when I light an MWD).

Now, it would certainly be nice to have such an evasive score, as it would allow direct comparison to the accuracy score. I'm just not sure they'd be willing to expose that information. Could be arguably added to the fitting window, however (40,000 * max velocity / sig radius).

As for the computation argument earlier, it's largely moot. The server already has to calculate angular velocity for every target relative to every other target on grid. Multiplying that value by a constant and a variable that doesn't change super often (relative to how often angular velocity changes, which is literally every tick, for every ship on field relative to every other one) and is specific to that ship (rather than relative to every other ship) is fairly trivial in the way of additional computational load. It's not a zero effect, but it's not a large one, compared to the existing load of angular competition already being done.

Quote:
useless for turret users since what they are interested in is a) angular b) distance, it doesn't really matter if the target is a dread or a frig, even if it has big sig but moves too fast, you not gonna hit it, and who cares about sig radius if you got 8000 alpha and the 120 m sig target is not moving at all, ya gonna blap it anyway.


You don't understand the turret equations, apparently. Your tracking is directly multiplied by the ratio of your turret's sig resolution to the target's sig radius.

If you have a large turret (sig resolution 400m) with tracking of 0.05 radians per second, and you shoot it at a battleship target (sig 400m) moving at 0.05 radians per second (say, moving with a tangential velocity of 500 m/s at 10km), you have a 50% chance to hit it.

If you shoot the same turret at a target moving the same angular speed, but this time the target is a shield Tengu (sig 200m), you'd have only a 6.25% chance to hit, the same chance you'd have against the original battleship target if it were moving twice as fast (0.10 radians/s).

If a Legion suddenly landed on field and started moving at the same angular speed, but he had his MWD on (sig 800m), you'd have an 84% chance to hit, the same chance as against the original battleship if it were moving half as fast (0.025 radians/s).

So no, it moving fast doesn't mean you aren't going to hit it. A Moros moving at 2000 m/s is still going to get nailed on every single shot by a battleship, even if it's only a couple kilometers from that battleship and that battleship is fitting large Rails with Spike. By the same token, a frigate orbiting at 400 m/s with no prop mod at 5km is going to be flat impossible to hit (without some whiplash gimmicks) with those railguns. The size of the target has an immense effect.
Blade Darth
Room for Improvement
Good Sax
#58 - 2016-06-23 02:09:21 UTC
Looks like being too salty is bad for projecting clear thoughts, ms. NerdX above is correct.

If mwd affects locking time, which shows up as ETA on client, sig radius is theoretically visible to everyone on grid already.
So making the "avoidance" column in overview shoule be easy (multiply on client side). Theoretically.
Pls make it so that if my guns say "accuracy score 500" and target has "500" or less in avoidance list, chance to hit for full damage (in optimal) is 100% ish.
Rowells
Blackwater USA Inc.
Pandemic Horde
#59 - 2016-06-23 07:52:33 UTC
Ebag Trescientas wrote:
Frostys Virpio wrote:
Dirritat'z Demblin wrote:
You mean all the data we already have ready in the overview?

Yes, I'm sure it won't increase the load if the server has to send only what it already is sending.


I though we only had small, medium or large and not the actual numerical value.



http://puu.sh/ojhG0/3523923a60.png


You can even get the sig size of stations and stars, if you want.

That is size, not sig radius. An almost useless value actually.
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