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[Proposal] New form of Delayed Local for Known Space.

Author
Xorv
Questionable Acquisitions
#101 - 2012-06-14 19:52:04 UTC
Ribikoka wrote:

Man, the dscan was instantly before patch which is changed to 2 sec. The CCP said same things what Travelbuoy linked:

"CCP Atlas: "There is a new 2 second delay in using the directional scanner. This has been done for server performance reasons."

Everyone can understand this who want. You just trying to evade.

"An automated system doesn't mean it has to update constantly" That's mean update to everyone and send automatically all data from server to all client which connected the server.
Sometimes this means 40-50k players. This is at least 10x times more data queries. So, you wrong again.


I'm not sure what it is you think I'm trying to evade? I should clarify that automatic doesn't mean that every player in the game has it running, as it's still something that ought to be initiated. However, what if every player did have it it running, the server has to register all kinds of things with every player/client in the game, why should the information provided by DScan be any different? Your grasping at straws to defend keeping Local Intel, nothing more.
Ribikoka
Royal Amarr Institute
Amarr Empire
#102 - 2012-06-14 19:57:54 UTC
Xorv wrote:
Ribikoka wrote:

Man, the dscan was instantly before patch which is changed to 2 sec. The CCP said same things what Travelbuoy linked:

"CCP Atlas: "There is a new 2 second delay in using the directional scanner. This has been done for server performance reasons."

Everyone can understand this who want. You just trying to evade.

"An automated system doesn't mean it has to update constantly" That's mean update to everyone and send automatically all data from server to all client which connected the server.
Sometimes this means 40-50k players. This is at least 10x times more data queries. So, you wrong again.


I'm not sure what it is you think I'm trying to evade? I should clarify that automatic doesn't mean that every player in the game has it running, as it's still something that ought to be initiated. However, what if every player did have it it running, the server has to register all kinds of things with every player/client in the game, why should the information provided by DScan be any different? Your grasping at straws to defend keeping Local Intel, nothing more.


No, i defend game from idiotic ideas which bring more lag, and more bad game mechanics.
Easy to see why is so bad your idea.
Xorv
Questionable Acquisitions
#103 - 2012-06-14 20:14:45 UTC
Ribikoka wrote:

No, i defend game from idiotic ideas which bring more lag, and more bad game mechanics.
Easy to see why is so bad your idea.


Even other posters that also want Local Chat to retain it's current Intel functions think your arguments/comments are terrible, and want to be dissociated from you. Please stop filling my thread up with crap, your not helping your cause and your dumbing down the discussion of this thread.
Lord Zim
Gallente Federation
#104 - 2012-06-14 20:25:51 UTC
Xorv wrote:
That to me implies you accept my statement as true, but consider it a reasonable state justified by your rhetorical question that followed. Maybe it would be best if you simply clarified what exactly it is you're trying to say.

No, I was mostly ignoring whether or not it was true or false, and going off on a completely different tangent which would then double back to prove a point.

Anyhow, I've had a think, and I can only really think of two games where losses actually matter, darkfall and mortal online. I haven't tried either of them, but I believe at least one of them is without a "show people near you" style, i.e. I've seen tons of people get robbed by people who just followed them out of eyesight. The problem with comparing this game to EVE, however, is a matter of scale and how things work. In the other two games, RPGs, the act of sneaking up on someone is something which takes a fairly long while, giving the victim ample time to unscrew his head and spot the perp. In EVE, however, if the hunter isn't bad, he'll be able to cut the response time from when he's visible on a 14AU directional scan, till he's got you locked and warpscrammed, down to 6 seconds or so. While this may sound like ample time, and it would be if there were something other than the mindnumbing activities of mining or ratting for hours on end to contend with, the mere fact that the hunted is sitting around and not doing overly much stimulating means that the chances of the dscan warnings coming in time to allow the guy to take evasive maneuvers are pretty slim. Your idea of cutting down the distance the broader width you scan down to 1AU cuts the response time down to however long it takes for someone to slow down from warp sufficiently to start locking you.

I mean, it's not like the 30 seconds or whatever is the current best time from appearing in local, till you can land on someone if you do everything right is preventing that many from dying like muppets, so I'm not sure why the urgency to change this (well, in Caliph's case, the reason is fairly clear cut, he just wants ganking to be easier so he'll suck less).

Ribikoka wrote:
No, i defend game from idiotic ideas which bring more lag, and more bad game mechanics.
Easy to see why is so bad your idea.

The lag isn't even the thing you should be overly worried about (even though it would put an added strain on a server during 1000+ fights). The main problem with the idea of switching over to a dscan style intel gathering, is that it drastically cuts down the possible response time of the hunted, and puts literally all the initiative in the hand of the hunter. However fun it might be for a while (and believe me, if this change did come to pass, I'd dust off my T3 and go to town all over the place), it just strikes me as a bad game balance change.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Xorv
Questionable Acquisitions
#105 - 2012-06-14 21:36:06 UTC
Lord Zim wrote:

Anyhow, I've had a think, and I can only really think of two games where losses actually matter, darkfall and mortal online. I haven't tried either of them, but I believe at least one of them is without a "show people near you" style, i.e. I've seen tons of people get robbed by people who just followed them out of eyesight. The problem with comparing this game to EVE, however, is a matter of scale and how things work. In the other two games, RPGs, the act of sneaking up on someone is something which takes a fairly long while, giving the victim ample time to unscrew his head and spot the perp. In EVE, however, if the hunter isn't bad, he'll be able to cut the response time from when he's visible on a 14AU directional scan, till he's got you locked and warpscrammed, down to 6 seconds or so. While this may sound like ample time, and it would be if there were something other than the mindnumbing activities of mining or ratting for hours on end to contend with, the mere fact that the hunted is sitting around and not doing overly much stimulating means that the chances of the dscan warnings coming in time to allow the guy to take evasive maneuvers are pretty slim. Your idea of cutting down the distance the broader width you scan down to 1AU cuts the response time down to however long it takes for someone to slow down from warp sufficiently to start locking you.


I played Beta for MO, and Beta and live for some time on Darkfall, as I recall neither showed other players that were near you, perhaps MO had some function like that on the live servers but I doubt it. I don't think UO did, and Shadowbane didn't although it did have tracking which might be thought of as a more powerful DScan. Shadowbane also had slightly less severe losses on the individual level since you couldn't loot equipped gear, but it did get damaged and anything in your pack was lootable. There's a commonality between all these games, they're Sandbox PvP focused MMOs with full or in the case of Shadowbane partial loot, but unlike EVE Stealth as a tactic is much more viable because none have the equivalent of Local Chat.

Where I do agree with what you seem to be saying Zim, is in the sense that it really isn't ideal to have a system where hunting and ambushing others is nearly as effortless as it is currently in evading such predation by using Local. It should require effort and player skill to find, ambush, and kill someone. But, it should also require effort and player skill to evade, escape, and defend from other players. Presently Local Chat offers all that on silver plate, free from all but the tiniest portions of player effort and skill.

Balance is a rather subjective thing, but I am looking for a balanced outcome. If you accept the notion that accessing the valuable farms and fields of the game should mean being subject to the potential of unwanted PvP combat and that it should be possible for players to be able to both sneak about and predate other players then there's hope of coming to common ground here. From those that accept those things I really appreciate criticism and the presentation of alternate ideas, from those that don't it's largely a waste of time, since we want an entire different type of gameplay that isn't compatible.

This discussion in one form or another needs to happen as removing Local and adding cloak hunting are both on CCPs mind.
Ribikoka
Royal Amarr Institute
Amarr Empire
#106 - 2012-06-14 21:54:26 UTC
Lord Zim wrote:
Ribikoka wrote:
No, i defend game from idiotic ideas which bring more lag, and more bad game mechanics.
Easy to see why is so bad your idea.

The lag isn't even the thing you should be overly worried about (even though it would put an added strain on a server during 1000+ fights). The main problem with the idea of switching over to a dscan style intel gathering, is that it drastically cuts down the possible response time of the hunted, and puts literally all the initiative in the hand of the hunter. However fun it might be for a while (and believe me, if this change did come to pass, I'd dust off my T3 and go to town all over the place), it just strikes me as a bad game balance change.



"CCP Atlas: "There is a new 2 second delay in using the directional scanner. This has been done for server performance reasons."

But do you know better than any CCP Dev.
Oh man.
Delayed local generating more lags. Why ?
Because all players need to use always the dscan continously. CCP dont want to create from a stupid idea a massive laggenerator.
And wasting server resources for this stupid delayed local it's a fail. Easy to understand.


Lord Zim
Gallente Federation
#107 - 2012-06-14 22:21:55 UTC
Ribikoka wrote:
"CCP Atlas: "There is a new 2 second delay in using the directional scanner. This has been done for server performance reasons."

But do you know better than any CCP Dev.

Sigh. You didn't read my post, did you? I'm also going to guess that you haven't seen the devblog which they gave out after they did the change, where they said that the average CPU usage per player dropped by around 10% or so. And I'm fairly certain they mentioned bots being the main culprit behind why they did the change.

So yes, it uses CPU on the server side. I've also said it does. It's still not the biggest problem with the idea of removing local.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Wolodymyr
Breaking Ambitions
#108 - 2012-06-14 22:26:10 UTC  |  Edited by: Wolodymyr
Ribikoka wrote:
Wolodymyr wrote:
And now for a networking traffic tutorial.

The current D scan sends a query to the server whenever you press the D-scan button. That's why doing it more than once every 2 seconds bogs down the server.

For a new intel tool the server could just pipe all the relevant information to the users client once when they enter system, then a little bit here and there whenever something in local changes, people logging on or off, docking and undocking, and jumping in and out of system. Then the client would handle all the intel tool math and feed you info (as per game mechanics) based on local data and wouldn't have to query the server every 2 seconds for you to press the D-scan button.

Also an intel tool that makes you press a button every 2 seconds is dumb. That stuff should happen automatically.


Man dont talk stupid things.
Automaticaly intel ? LOL Network traffic tutorial ? I've never seen dumbest things.

You want a more server intensive queries for all players ???
Already not all players use directional scanner, maybe just 10-20% of players using and they not using that continuously. Every times when scanner refreshing datas the server need to send all scannable objects to the clients of players. That's would be generate massive lag if all players need to get datas continuously and automatically from server.
That'ss why bad idea directional scanner spamming every two seconds or automatically dscan, and this delayed local should be generating more active dscan spamming to see enemies, because all players need to use this when they dont see local instantly.

So, delayed local is a bad idea just a lag generator.

OK learn to read a post before you criticize it. Also some comprehension of network traffic would help too.

OK let me dumb this down for you.

Let's say you had one shared document between 10 users. Each user needs to see the changes that each other user is making to the document (Remember Google Wave anyone?)

So the dumb way of doing it that you think we are talking about, is to keep everyone up to date by constantly downloading the entire document every 2 seconds.

The clever way is for everyone to download the document once when they first see it. Then when one user makes a change, the server pipes that change to everyone else looking at it. If no changes are made for half an hour then nobody gets a change from the server. If one person makes one small change then everyone else only gets broadcasted the one change and not the whole document.

Now replace the word "document" with "stuff in system with you" and "changes to the document" with "different stuff comming in and out of local"

so you have 10 guys ratting in a system for half an hour. Local hasn't changed, nobody has docked or undocked, jumped in our out, So they don't get an update on what's in local from the server.

Now an 11th person comes into local. The other 10 clients are piped the info on the new ship (not a full D-scan query) and their clients start doing the new intel tool gameplay timer thing locally so it doesn't bog down the server.

The 11th person comming into local doesn't have an up to date copy of what's in local. So their client does a full query (pretty much the same amount of data in a regular D-scan) then like everyone else their client starts doing the new intel tool gameplay timer thing locally so it doesn't bog down the server.

And as long as these 11 people are floating around in space without anyone leaving or comming in the server won't pipe any more data to any more people until something changes.

Automatic intel tool, time based detection, low network traffic.

And I'd be willing to bet this "only update on new information" trick is how most shared chat channel programs work too. If that's the case then this new intel tool wouldn't add any more network traffic than being in one additional chat channel. And someone coming into local wouldn't cause any more lag than them saying hello in a chat channel.

I honestly think PoCo based sov is a good idea https://forums.eveonline.com/default.aspx?g=posts&m=1417544

Ribikoka
Royal Amarr Institute
Amarr Empire
#109 - 2012-06-14 22:33:09 UTC
Lord Zim wrote:
Ribikoka wrote:
"CCP Atlas: "There is a new 2 second delay in using the directional scanner. This has been done for server performance reasons."

But do you know better than any CCP Dev.

Sigh. You didn't read my post, did you? I'm also going to guess that you haven't seen the devblog which they gave out after they did the change, where they said that the average CPU usage per player dropped by around 10% or so. And I'm fairly certain they mentioned bots being the main culprit behind why they did the change.

So yes, it uses CPU on the server side. I've also said it does. It's still not the biggest problem with the idea of removing local.


No, you just evade. Simple you answer is not true.
Never was the problem the botters for dscanners. Link it where they wrote. But you wont be find it, because this CCP answer is not existing.
Maybe you need to read the old devblogs again.

The real problem that was, everyone spammed the scanner buttons, i'm too and those server packet asking generated too much lag. (botters was just a little part of players 1 or 2 percents)

Lord Zim
Gallente Federation
#110 - 2012-06-14 22:37:24 UTC
Xorv wrote:
Where I do agree with what you seem to be saying Zim, is in the sense that it really isn't ideal to have a system where hunting and ambushing others is nearly as effortless as it is currently in evading such predation by using Local. It should require effort and player skill to find, ambush, and kill someone. But, it should also require effort and player skill to evade, escape, and defend from other players. Presently Local Chat offers all that on silver plate, free from all but the tiniest portions of player effort and skill.

If you just look at local as something which you glance at to "get intel", then yes, it's "no effort". The effort aspect comes in when you factor in the need to keep constant watch, hour after hour. There's a reason people keep getting caught.

Xorv wrote:
Balance is a rather subjective thing, but I am looking for a balanced outcome. If you accept the notion that accessing the valuable farms and fields of the game should mean being subject to the potential of unwanted PvP combat and that it should be possible for players to be able to both sneak about and predate other players then there's hope of coming to common ground here. From those that accept those things I really appreciate criticism and the presentation of alternate ideas, from those that don't it's largely a waste of time, since we want an entire different type of gameplay that isn't compatible.

The main problem I have with this is that I think the risk/reward of nullsec for the individual pilot is, right now, "mostly okay". If it's made more risky, the thing that'll happen is that people'll just go back to L4s in hisec instead, because the risk/effort/reward makes more sense than it would do in nullsec with this change.

Where I'd prefer to see more danger, however, is more on the alliance level, to encourage more skirmishes over systems, which I believe is a bit more of the right place to do tweaks.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Ribikoka
Royal Amarr Institute
Amarr Empire
#111 - 2012-06-14 22:51:57 UTC  |  Edited by: Ribikoka
Wolodymyr wrote:
blabla.


Ok learn game mechanics before you talking idiocracy. Such as "if you can warp 3AU with a ship and you move to 30 AU distance your travel time will be 10 sec :P
And now starting your eve client and try it.

And dont talk dumb thing as you download a document. Man. the Dscan download objects not one or not just two documents, you will downloading all objects in solar system. POS ships, etc datas in small packets with different angles.
Everytime when you push scan button you will get all objects from database which is not allowed to save on your client. (prevent cheats)
If the players not see local, the all players need to scanning continously, because they dont want to die and they need intel from scanner. That's would be horrible for server performance when 50k players spamming the dscan button within 2 seconds again and again. Time to time.
No matter if manual or automatic scanner will you use, you need gathering and download the datas from server side.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#112 - 2012-06-14 23:03:19 UTC
Xorv wrote:
Lord Zim wrote:

Anyhow, I've had a think, and I can only really think of two games where losses actually matter, darkfall and mortal online. I haven't tried either of them, but I believe at least one of them is without a "show people near you" style, i.e. I've seen tons of people get robbed by people who just followed them out of eyesight. The problem with comparing this game to EVE, however, is a matter of scale and how things work. In the other two games, RPGs, the act of sneaking up on someone is something which takes a fairly long while, giving the victim ample time to unscrew his head and spot the perp. In EVE, however, if the hunter isn't bad, he'll be able to cut the response time from when he's visible on a 14AU directional scan, till he's got you locked and warpscrammed, down to 6 seconds or so. While this may sound like ample time, and it would be if there were something other than the mindnumbing activities of mining or ratting for hours on end to contend with, the mere fact that the hunted is sitting around and not doing overly much stimulating means that the chances of the dscan warnings coming in time to allow the guy to take evasive maneuvers are pretty slim. Your idea of cutting down the distance the broader width you scan down to 1AU cuts the response time down to however long it takes for someone to slow down from warp sufficiently to start locking you.


I played Beta for MO, and Beta and live for some time on Darkfall, as I recall neither showed other players that were near you, perhaps MO had some function like that on the live servers but I doubt it. I don't think UO did, and Shadowbane didn't although it did have tracking which might be thought of as a more powerful DScan. Shadowbane also had slightly less severe losses on the individual level since you couldn't loot equipped gear, but it did get damaged and anything in your pack was lootable. There's a commonality between all these games, they're Sandbox PvP focused MMOs with full or in the case of Shadowbane partial loot, but unlike EVE Stealth as a tactic is much more viable because none have the equivalent of Local Chat.

Where I do agree with what you seem to be saying Zim, is in the sense that it really isn't ideal to have a system where hunting and ambushing others is nearly as effortless as it is currently in evading such predation by using Local. It should require effort and player skill to find, ambush, and kill someone. But, it should also require effort and player skill to evade, escape, and defend from other players. Presently Local Chat offers all that on silver plate, free from all but the tiniest portions of player effort and skill.

Balance is a rather subjective thing, but I am looking for a balanced outcome. If you accept the notion that accessing the valuable farms and fields of the game should mean being subject to the potential of unwanted PvP combat and that it should be possible for players to be able to both sneak about and predate other players then there's hope of coming to common ground here. From those that accept those things I really appreciate criticism and the presentation of alternate ideas, from those that don't it's largely a waste of time, since we want an entire different type of gameplay that isn't compatible.

This discussion in one form or another needs to happen as removing Local and adding cloak hunting are both on CCPs mind.


1.) It's currently very difficult to catch an alert ratter/miner... and even unalert miners/ratters that actually practice safe habits are very hard to catch.

2.) We all know you like the notion of sneaking around, and you like the notion of ganking the gatherers of EvE. Both of these start off with good intentions of adding more risk to the game and enhancing the "cloaky" playstyle. On the surface, I fully believe that nullsec needs more risks, and that allowing people to "hide" is a good thing. However, a balance between the hunters and hunted is extremely important to maintain for a healthy lowsec/nullsec. CCP tends to lean game mechanics in favor of the hunted, and for good reason. Overhunting results in the extinction of your herd!! Xorv, in general your proposal overwhelmingly supports the hunters (especially cloaked hunters), the consequences of which I think you're oblivious or willfully ignorant of.

When the people you hunt cannot truly defend themselves nor have a realistic opportunity to detect you and get safe before they are within your gun's sites, you break the predator prey balance! Last I read, your proposal really lacks any viable options for the hunted to counter your cloaky-sneaky ganks.

Think about it: I can make 15m an hour (easily and very safely) in highsec running missions and the like. In most of nullsec, the rewards are NOT that much greater. Pretend I can make 30m an hour (which is not nearly as common as you'd hope). Pretend I'm thrifty, which means I make this ratting in an 60m isk drake. To keep pace with my highsec counterpart, I would need to rat ~4 hours before losing a drake. Do you really think that's possible with your scheme? There's only 3000 nullsec systems, and only 20% of those are actually regularly used. With an average of 25,000 players online, how many of those ratting systems can be successfully ratted for 4 hours before a cloaky gang destroys them???
Wolodymyr
Breaking Ambitions
#113 - 2012-06-14 23:03:35 UTC
Ribikoka wrote:
Wolodymyr wrote:
blabla.
There are some very educational words in there that you are missing out on.

Ribikoka wrote:
Everytime when you push scan button you will get all objects from database which is not allowed to save on your client. (prevent cheat)
Then down't broadcast the information in clear text. Honestly this is something CCP should be doing anyway. Remember the "Locator agent ship type" exploit that got used in this years alliance tournament? Don't send the client information in clear text and it fixes a lot of problems.

Ribikoka wrote:
If the players not see local, the all players need to scanning continously, because they dont want to die amd they need intel from scanners. That's would be horrible for server performance when 50k players spamming the dscan button within 2 seconds again and again. Time to time.
If you had been paying attention then you'd have read that people's game clients won't be constantly D-scanning to get intel.

At this point you aren't bothering to read or comprehend anything anyone is saying. And you aren't adding anything new to the conversation, just repeating talking points that have already been proven wrong.

You are basically just empty posting at this point, which is only bumping a topic that you disagree with and just don't understand.

I honestly think PoCo based sov is a good idea https://forums.eveonline.com/default.aspx?g=posts&m=1417544

Ribikoka
Royal Amarr Institute
Amarr Empire
#114 - 2012-06-14 23:07:12 UTC  |  Edited by: Ribikoka
Wolodymyr wrote:
***


Read again and learn.

Ok learn game mechanics before you talking idiocracy. Such as "if you can warp 3AU with a ship and you move to 30 AU distance your travel time will be 10 sec :P
And now starting your eve client and try it.

And dont talk dumb thing as you download a document. Man. the Dscan download objects not one or not just two documents, you will downloading all objects in solar system. POS ships, etc datas in small packets with different angles.
Everytime when you push scan button you will get all objects from database which is not allowed to save on your client. (prevent cheats)
If the players not see local, the all players need to scanning continously, because they dont want to die and they need intel from scanner. That's would be horrible for server performance when 50k players spamming the dscan button within 2 seconds again and again. Time to time.
No matter if manual or automatic scanner will you use, you need gathering and download the datas from server side.

PS
"Locator agent ship type" Man that was python inject code, a cheat which is saved the all object positions in system to client.
The game client in normal state (cheat free) not save these positions. Thats why they dont enable to save the object positions/bookmarks etc to your client. And you know python code inject is a cheat and you get instantly ban when CCP found you ?
Xorv
Questionable Acquisitions
#115 - 2012-06-15 01:37:37 UTC  |  Edited by: Xorv
Lord Zim wrote:

The main problem I have with this is that I think the risk/reward of nullsec for the individual pilot is, right now, "mostly okay". If it's made more risky, the thing that'll happen is that people'll just go back to L4s in hisec instead, because the risk/effort/reward makes more sense than it would do in nullsec with this change.


Gizznitt Malikite wrote:

Think about it: I can make 15m an hour (easily and very safely) in highsec running missions and the like. In most of nullsec, the rewards are NOT that much greater. Pretend I can make 30m an hour (which is not nearly as common as you'd hope). Pretend I'm thrifty, which means I make this ratting in an 60m isk drake. To keep pace with my highsec counterpart, I would need to rat ~4 hours before losing a drake. Do you really think that's possible with your scheme? There's only 3000 nullsec systems, and only 20% of those are actually regularly used. With an average of 25,000 players online, how many of those ratting systems can be successfully ratted for 4 hours before a cloaky gang destroys them???


Ok on this issue your both preaching to the choir. As I've stated all over these forums I believe the valuable Farms and Fields should all be in dangerous space. High Sec should either be made much more dangerous or have it's PvE gutted, This is the norm for MMOs that describe themselves as "Sandbox" and build themselves around conflict. Pre Trammel UO, Shadowbane (except newbie zone) Darkfall, and Mortal Online all have their PvE in areas outside the protection of NPCs. EVE should be the same, and if it were, all these concerns that players will flee to High Sec will vanish.

The whole idea that you separate PvE from PvP is from Themepark MMOs. When players go to do PvE activities in EVE it should be also with PvP in mind. Even the crappiest PvE content becomes interesting when you add PvP into the mix. However, if you add any PvE content that is both free from the risks of PvP and remotely close to the same rewards, it becomes the most efficient means of gaining the rewards of PvE, and thus just about everyone feels compelled to only do that form of PvE. This is what has already happened to EVE, and why so many characters are in High Sec already compared to the rest of space. This issue of High Sec PvE isn't a reason to reject my proposal, it's reason for us all to put pressure on CCP to fix the problem of largely PvP free PvE in a Sandbox MMO.
Pink Marshmellow
Caucasian Culture Club
#116 - 2012-06-15 03:21:19 UTC
As someone who's flown in nullsec for a good amount of time, I agree that local is simply too much and too easy of an intel gatherer. The idea of stealth does not work when everyone is alerted of an intruder's presence.

What I propose is a 30 second delay for local update for both parties.

What I propose for cloaking is that the inorder to receive intel update, the pilot must remain uncloaked for 30 seconds to receive intel up. If he cloaks before the 30 second timer complete, it restarts. But at the same time his presence will not be revealed as long he remains cloaked and does nothing. If he remains uncloaked for 30 seconds his presence will be revealed.

If the cloaked pilot warps however, he will be revealed in 30 seconds even while under cloak.

Stealth will have more meaning in the game and more deaths to ratting bots.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#117 - 2012-06-15 20:59:34 UTC
Pink Marshmellow wrote:
As someone who's flown in nullsec for a good amount of time, I agree that local is simply too much and too easy of an intel gatherer. The idea of stealth does not work when everyone is alerted of an intruder's presence.

What I propose is a 30 second delay for local update for both parties.

What I propose for cloaking is that the inorder to receive intel update, the pilot must remain uncloaked for 30 seconds to receive intel up. If he cloaks before the 30 second timer complete, it restarts. But at the same time his presence will not be revealed as long he remains cloaked and does nothing. If he remains uncloaked for 30 seconds his presence will be revealed.

If the cloaked pilot warps however, he will be revealed in 30 seconds even while under cloak.

Stealth will have more meaning in the game and more deaths to ratting bots.


You can't travel through a system within 30 seconds, so your proposal does nothing to hide your pressence. The only stealth in your idea comes from entering a system, cloaking, and slowboating into a position while cloaked. This isn't all that appealing to me...

Also, 30 seconds is a very long time to remain out of local. IMO, that's too long, as a quality skirmisher will be in warp to a target before appearing in local. IMO, 10-15 seconds is a much more reasonable vale.

++++++++++++++++++++++++++++++++++

I really think the best solution is for the entrance of a player into system to be announced quickly to all people in system.... This means everyone becomes alerted to a new person in local.

However, NO information (who they are, what they fly, etc) is given on the new player until they get reconned them through an intel system. Cloaky ships can't be reconned, and remain anonymous.

Then, you can travel through a system, and if nobody recons you, you are just an anonymous traveler...
It gives skitish ratters warning enough to get safe.

As long as the intel system does NOT automatically transmit information about who is blue and who is neutral, systems with lots of blue traffic become easy to sneak through, and require sentires to identify hostile traffic.

As long as there are no static structures to autoscan (POS modules, sov upgrades), then the value of intel is significantly increased!
Xorv
Questionable Acquisitions
#118 - 2012-06-16 20:33:34 UTC
Gizznitt Malikite wrote:

I really think the best solution is for the entrance of a player into system to be announced quickly to all people in system.... This means everyone becomes alerted to a new person in local.

However, NO information (who they are, what they fly, etc) is given on the new player until they get reconned them through an intel system. Cloaky ships can't be reconned, and remain anonymous.

Then, you can travel through a system, and if nobody recons you, you are just an anonymous traveler...
It gives skitish ratters warning enough to get safe.

As long as the intel system does NOT automatically transmit information about who is blue and who is neutral, systems with lots of blue traffic become easy to sneak through, and require sentires to identify hostile traffic.


No this wouldn't really change much at all, since I'm sure organized alliances and bot programs would figure out some way to communicate the presence of friendlies in a system, and then by process of elimination easily know if a new ship entering a system was a neutral/hostile.

If you combined your ideas above with a new Chat that was Regional wide not just System wide, then it would be a real improvement. I swear I recall even Zim suggesting someplace that Local become a Regional chat. It's not my preferred option but it would be a marked improvement over what we currently have.
Lord Zim
Gallente Federation
#119 - 2012-06-17 12:21:46 UTC
Xorv wrote:
No this wouldn't really change much at all, since I'm sure organized alliances and bot programs would figure out some way to communicate the presence of friendlies in a system, and then by process of elimination easily know if a new ship entering a system was a neutral/hostile.

Wouldn't this, by definition, be "player-side effort"?

Nevermind how bots would circumvent the system, since by that process of elimination removing local would make bots even more overpowered, since you could just put a bot account on each entrance to the system (and spread evenly across the solar system so you had a 100% coverage, too). And unlike humans, they wouldn't have a lapse in concentration. You have to design systems which would not make humans stab themselves in the foot so something else will hurt more.

Remember, this is a game, if you want proper cockstabbing it turns out you'll want 1.7.1 of dayz.

Xorv wrote:
If you combined your ideas above with a new Chat that was Regional wide not just System wide, then it would be a real improvement. I swear I recall even Zim suggesting someplace that Local become a Regional chat. It's not my preferred option but it would be a marked improvement over what we currently have.

Yeah, I hate to tell you, but I was on a small troll-chain there, just to see how easy it was to get people to rage while on the "other side of the fence". Turned out it was pretty easy in some cases.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Sarah Schneider
Native Freshfood
Minmatar Republic
#120 - 2012-06-17 17:58:37 UTC  |  Edited by: Sarah Schneider
Xorv wrote:
Ribikoka wrote:

Man, the dscan was instantly before patch which is changed to 2 sec. The CCP said same things what Travelbuoy linked:

"CCP Atlas: "There is a new 2 second delay in using the directional scanner. This has been done for server performance reasons."

Everyone can understand this who want. You just trying to evade.

"An automated system doesn't mean it has to update constantly" That's mean update to everyone and send automatically all data from server to all client which connected the server.
Sometimes this means 40-50k players. This is at least 10x times more data queries. So, you wrong again.


I'm not sure what it is you think I'm trying to evade? I should clarify that automatic doesn't mean that every player in the game has it running, as it's still something that ought to be initiated. However, what if every player did have it it running, the server has to register all kinds of things with every player/client in the game, why should the information provided by DScan be any different? Your grasping at straws to defend keeping Local Intel, nothing more.

There's a difference between giving people a tool for something that they need occasionally and enforcing a tool that they will need to run continuously (whether they choose to or not). Unlike other MMOs, Eve runs in a single shard environment, which means, every single bit of globally frequent server queries will have be reduced to their minimum.

Simplified, the way it works now, for the dscan+local perspective, for every player in each system the client queried people available in that system, that's it, only when they pressed dscan, the client pulls out a request for space objects within that dscan scope on demand, even offgrid objects, which is not something that's queried automatically on every session changes. During a certain timespan, only a handful of clients would put such a request. Even with this kind of mechanics, CCP decided to put a 2s delay on every dscan requests.

With an automated dscan and delayed local, people will be forced to use this just to gather information which should be there in the first place, even with 5 or 10 seconds delay, imagine the increase of strain to the server would be, and remember, since (in a sense) local info is not there, people would be more likely to turn this 'feature' on.

This is also not a matter of "CCP should code it better", no. This is how client-server communication works on MMOs, it's not the issue of how big the packet size is for each instance, it's a matter of how frequent those requests are. Let's say, 40k people are online at one time, say 1/8 of them are in space, so that's 5000, imagine a quarter of them plays in nullsec and ratting, or doing missions of something, so thats 1250, imagine almost half of them are using the automated dscan, so that 620 people. For a 2s delay, you're talking about adding 310 number of pings active, each second, continously, and that's even the best scenario possible, and judging by your idea of a (sort-of) removal of local, it should be at least twice or three times that number. So yes, the server-strain argument is indeed, valid.


Wolodymyr wrote:
The clever way is for everyone to download the document once when they first see it. Then when one user makes a change, the server pipes that change to everyone else looking at it. If no changes are made for half an hour then nobody gets a change from the server. If one person makes one small change then everyone else only gets broadcasted the one change and not the whole document.

Now replace the word "document" with "stuff in system with you" and "changes to the document" with "different stuff comming in and out of local"

A good analogue, but it doesn't apply to this case. MMO packets are different than shared online documents, the biggest difference would be an extensive timeslicing on the server side caused by how frequent the packet requests are. On your analogue, it addresses the point where huge size file downloads are not necessary because of the incremental update. In MMOs, a relatively small packets are sent and received continously throughout time on the servers. The main issue is the amount of packets received, not to mention the database queries needed before the server responded. This brings out another thing that differentiate Eve and documents, it may be true, while clients can cache ship informations (hulls, character avatars, etc), we can't cache their positions and state, hence it's not as simple as sending "an update of one change".


Regardless, i'm not fully against the idea. The purpose of it, is nice, the solution offered however, imo might need another alternative. While it seemed balanced, people might view it as a complete nerf of local while not providing any incentive towards those who don't like it. This drastic of a change without any incentives rarely works. If you think the public emorage coming from the incarna expansion is bad? try removing local and see what happens.

"I'd rather have other players get shot by other players than not interacting with others" -CCP Soundwave