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Locality -or- I missed my target and struck dead the man next to him.

Author
Valdr Auduin
Sebiestor Tribe
Minmatar Republic
#1 - 2017-06-19 21:16:31 UTC
Newb Question #3,924, but has anyone suggested this concept before?

On a missed shot, the degree of inaccuracy is compared against any nearby ship in the same line of fire and some fiddly math done to see if the shot or burst or beam "accidentally" causes a glancing hit on the unfortunate bystander, the greater degree of a miss, the wider the cone of potential targets and the wider the central "you missed all this" deadzone around the original target vessel.

More or less, larger guns with lower tracking values would become very good at harassing blobs. Nobody likes blobs, right?
Nevyn Auscent
Broke Sauce
#2 - 2017-06-19 21:28:51 UTC
Congratulations, you melted the servers.
Also you totally changed the way weapons work.

If it didn't melt the servers this would be a potentially decent idea to change weapons to actual line of effects with angle scatter to force paying attention to the position of other ships.

Though there is the issue of BS dueling a super low sig frigate, and the frigate flies right next to a mission BS, you shoot at the frig but kill the mission BS without concord since it's just 'misses'.
And if you get concorded for misses, then you fly a bloated sig ship right next to mission targets and get the mission runner concorded for their misses instead.
There is no good solution for this problem of who gets concorded.
Valdr Auduin
Sebiestor Tribe
Minmatar Republic
#3 - 2017-06-19 22:09:33 UTC  |  Edited by: Valdr Auduin
I really wish it wouldn't melt the servers~

Only workaround I can think of is replacing line of effect with a damage bubble, with an internal minimum deadzone, that does the damage of a glancing hit on a single target that meets the same selection parameters as the line-of-effect method. Not as pretty, but it'd work to emulate the effect with less math.



  • miss target, run line
  • Map Beaten Zone: find all objects within range x where x is equal to (fancy numbers based on distance, tracking, falloff penalties, and transversal velocity equating to "how badly did you miss?")
  • Map Deadzone: exclude all objects within range y (y is always a smaller value than x and always larger than the longest radial dimension of the original target)
  • Cinematic Clean-up: exclude all objects that cannot be damaged
  • CONCORD Safety Algorithms: exclude all objects that are not engaged in combat/are not hostiles (prevents being concorded for defending yourself inside security zones, I'll assume anywhere you can't be concorded will not have this enabled)
  • You Still Missed: create number of "miss chance" targets based of CCP magic and fairy dust ratios
  • select random target from list of those validated (fancy numbers that weight against volume (i.e. bigger bodies) and having a similar transversal velocity to original target (blobs))
  • deal damage to selected target


so that's two bubbles to map, two to four exclusions to run on the initial lottery (depending on how the code works mechanically), a magic ratio list modification, and a second accuracy table to run and deal damage to- all in all, seven to nine extra operations added to the server for every missed shot out of a turret if I understand things correctly (I probably don't), but that should be a mess easier compared to tracing rays and running them through scatter cones
Nevyn Auscent
Broke Sauce
#4 - 2017-06-19 22:22:44 UTC
Except each of those bubble mappings is massively more than a single operation. So you are still melting servers.

And magically excluding ships based on safety settings means you end up with a weapon that works differently in the different areas of space. I can't think of anything that currently has that exception where the same weapon has different rules.
Valdr Auduin
Sebiestor Tribe
Minmatar Republic
#5 - 2017-06-19 22:33:11 UTC
Nevyn Auscent wrote:
Except each of those bubble mappings is massively more than a single operation. So you are still melting servers.

Hmm, wouldn't it be more of a
*grab everything within range x of target
*exclude everything within range y, also more exclusions for reasons a and b, check if exclusion b is valid

"bubble" probably the incorrect term to use since it's just a relative range reference of everything currently on the immediate grid, which I'm pretty sure you can take out of the same lines being run by the overview tab

I'm trying to think of the correct way to say it in EVE jargon, would "damage cloud that targets just one thing and ignores anything within the minimum range" make enough sense to convey the idea?

Quote:
And magically excluding ships based on safety settings means you end up with a weapon that works differently in the different areas of space. I can't think of anything that currently has that exception where the same weapon has different rules.

Make it a module thing sold by CONCORD? Anyone who doesn't mount one alongside weapons in hi-sec gets a free concord escort and an hourly fine for services used or something inconvenient to ne'r-do-wells, but that has major implications to how security would work from then on.
Nevyn Auscent
Broke Sauce
#6 - 2017-06-19 22:41:03 UTC
'Grab anything within range x' is actually a complex set of calculations. Since objects are stored as xyz positions. So it would need to calculate all the xyz positions down to exact range. Smart optimisation you could exclude some based on simple x values etc without calculating the exact numbers, but still needs a significant set of checks.

Overview tab I believe is actually a visual locally calculated from the xyz's. And would also only work if you were shooting at a player, not a drone, or structure or anything that doesn't generate an overview, even if it's server side calculated.
Valdr Auduin
Sebiestor Tribe
Minmatar Republic
#7 - 2017-06-19 22:43:40 UTC
So some targets would generate extra calculations.

Can you even miss a station?
Nevyn Auscent
Broke Sauce
#8 - 2017-06-19 22:47:32 UTC
Valdr Auduin wrote:
So some targets would generate extra calculations.

Can you even miss a station?

Yes, because your orbit matters as well. It's the relative change of angle between the two of you, not simply the targets movement.
Valdr Auduin
Sebiestor Tribe
Minmatar Republic
#9 - 2017-06-19 23:26:03 UTC
Nevyn Auscent wrote:
Valdr Auduin wrote:
So some targets would generate extra calculations.

Can you even miss a station?

Yes, because your orbit matters as well. It's the relative change of angle between the two of you, not simply the targets movement.

If you're running a whole new hit calculation, yes, but that wasn't what I suggested in the rework.
Nevyn Auscent
Broke Sauce
#10 - 2017-06-19 23:38:49 UTC
Valdr Auduin wrote:

If you're running a whole new hit calculation, yes, but that wasn't what I suggested in the rework.

No, as in right now it's how it works. Ok, It's pretty hard to miss a station, but it's 100% possible.
Valdr Auduin
Sebiestor Tribe
Minmatar Republic
#11 - 2017-06-19 23:45:52 UTC
Nevyn Auscent wrote:
Valdr Auduin wrote:

If you're running a whole new hit calculation, yes, but that wasn't what I suggested in the rework.

No, as in right now it's how it works. Ok, It's pretty hard to miss a station, but it's 100% possible.

Ah, no, I thought you were talking about the secondary target mechanism caused by a miss.
Daichi Yamato
Jabbersnarks and Wonderglass
#12 - 2017-06-20 02:13:23 UTC
There are fleet fights that cause 10% tidi without this...

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Valdr Auduin
Sebiestor Tribe
Minmatar Republic
#13 - 2017-06-20 23:08:57 UTC
Daichi Yamato wrote:
There are fleet fights that cause 10% tidi without this...

Might want to go on a diet then. Haha. But, more seriously, that's not even really constructive or at all very relevant- of course adding a new core feature to combat would cause further disparity in server load, it's a given and if that's your only complaint... well, trim your corporate waistband.
Dark Lord Trump
Infinite Point
Pandemic Horde
#14 - 2017-06-21 00:32:29 UTC
Valdr Auduin wrote:
Daichi Yamato wrote:
There are fleet fights that cause 10% tidi without this...

Might want to go on a diet then. Haha. But, more seriously, that's not even really constructive or at all very relevant- of course adding a new core feature to combat would cause further disparity in server load, it's a given and if that's your only complaint... well, trim your corporate waistband.

Did you seriously just suggest someone purges active members of his corporation because he has too many members for your terrible ideas to not melt the servers? Maybe instead, oh, I don't know, find a way to do this that doesn't generate more load on the servers or just give up?

I'm going to build a big wall that will keep the Gallente out, and they're going to pay for it!

Valdr Auduin
Sebiestor Tribe
Minmatar Republic
#15 - 2017-06-21 01:02:50 UTC
Dark Lord Trump wrote:
Valdr Auduin wrote:
Daichi Yamato wrote:
There are fleet fights that cause 10% tidi without this...

Might want to go on a diet then. Haha. But, more seriously, that's not even really constructive or at all very relevant- of course adding a new core feature to combat would cause further disparity in server load, it's a given and if that's your only complaint... well, trim your corporate waistband.

Did you seriously just suggest someone purges active members of his corporation because he has too many members for your terrible ideas to not melt the servers? Maybe instead, oh, I don't know, find a way to do this that doesn't generate more load on the servers or just give up?

I suggested he field less ships in his fleets at any one time and/or location if he was so aggrieved of TiDi. Any feature adds server load, adding ships to a fleet increases server load, adding eight operations onto a missed shot increases server load, graphical updates increase server load. If you'd like to show me how and where the concept can be pruned and streamlined to achieve a similar effect while minimizing potential server load, I'd be far more courteous than if I had to take your angst about TiDi as a legitimate complaint and not spurious whining.

That does give me an idea on how to further reduce the process, instead of generating "miss targets" just have the mechanic activate a percentage of the time, not only does it simplify the code, but it also massively cuts out the frequency the mechanic is run saving processing cycles.

See? Even uncivil conversation and nonconstructive commentary can still be used to contribute- more work on my end though.
Axure Abbacus
Center for Advanced Studies
Gallente Federation
#16 - 2017-06-21 01:03:19 UTC
That would turn any weapon into an area of effect weapon. There are many events that would be damaging that aren't because it's a game coding for everything would be a pain. Ship explosions should also be aoe and using missiles at point blank Range should have splash damage. 20 year old game and still works cause they kept some things simple.

It's not safe out here. It's wondrous, with treasures to satiate desires both subtle and gross. But it's not for the timid.

Valdr Auduin
Sebiestor Tribe
Minmatar Republic
#17 - 2017-06-21 01:18:55 UTC
Axure Abbacus wrote:
That would turn any weapon into an area of effect weapon. There are many events that would be damaging that aren't because it's a game coding for everything would be a pain. Ship explosions should also be aoe and using missiles at point blank Range should have splash damage. 20 year old game and still works cause they kept some things simple.

A sort-of AoE, yes, it looks like gameplay suffers for its lack, the way I see talk about blobs and formations going around. I feel a very minor instance of this sort of simulationism would provide a benefit to the gameplay and give it that little flair of organic function without completely destroying the feel, flow, and overall balance of how mechanics currently work. And as I've been arguing, I don't think it would severely hamper concerns like exacerbating TiDi if designed neatly.

The biggest concern outside of niggling technical details is how the behavior should function inside of CONCORD security to avoid everyone and their brother from getting blown out of the sky because of a fracas near a busy gate.
Cade Windstalker
#18 - 2017-06-21 01:27:16 UTC  |  Edited by: Cade Windstalker
FYI AoE is just as server-melting as "lets check what's behind that guy" since it's basically "lets check what's near that guy".

Anyone who has ever been in a not-quite-TiDi null fight can attest to the effect a large Bomber attack has on server performance. Turning all guns into an AoE effect of *any* kind, let alone ray-tracing them, would result in puddles of silicon.

And no, there is no way to "design neatly" to make this not happen. There is exactly one efficient way to grab everything near an object in a 3D environment and it is exponentially more CPU intensive than saying "I shoot that guy".
Sterling Blades
Windstalker Security Corp
United Neopian Federation
#19 - 2017-06-21 03:32:27 UTC
I like the concept, but I have to concur with Cade here unfortunately. Unless there's a spontaneous breakthrough in server processing capability and heat disipation, we're going to be looking at liquified TQ/SiSi server room photos.

While I'd greatly enjoy seeing missed shots possibly hitting secondary targets, its not currently feasible. Impossible? No. But it could very well break crimewatch and the servers as a whole if something goes even slightly screwy(which, considering CCP's track record, its a 50/50)

The gods are out there. They watch us. They guide, they manipulate. We rally behind the ones we adore, and rain fire against those who rally behind the ones we hate. The question now is, to whom does your allegiance fall behind, dear Empyreans?

Daichi Yamato
Jabbersnarks and Wonderglass
#20 - 2017-06-21 06:55:30 UTC
Tells me im not constructive. Then tells me i should not let people fly with me if i don't want to suffer 10% tidi for even a mid size fight.

Why don't you see what a fight is like in tidi? Have you tried warping in 10% tidi? Can you even imagine aligning for 20 seconds in an interceptor? For over a minute in a battleship? Can you imagine a warp taking 10x as long? And then there's lock times, module cycles, reloading/switching ammo takes nearly two minutes. And even then it STILL lags with modules not cycling because of the load on the server. At the moment this only happens in big fights, but you want to dramatically lower the threshold for things like this happening. Can you imagine this being jita 24/7? Or even moderate fights in factiom warfare being like this?

Of course you cant imagine that. You live in your own little bubble. How narcissistic do you have to be to put everyone through that for such a mechanic as this?

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

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