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Make the 'Stop Ship' command actually do what it says on the tin

Author
Donna Blitzenn
Comprehensive Logistics And Warfare Supply
#1 - 2012-06-16 05:19:02 UTC  |  Edited by: Donna Blitzenn
Edit: Please note that I am not suggesting that the existing command be removed! If you think I am, you haven't read the whole post. It should be renamed, and a new command added to perform the 'stop' function correctly.


Imagine for a moment that you're driving a car, but this particular model of car has no brakes. You have two options for reducing speed: Putting it in neutral and coasting, relying on drag to slow you down (would not work on a downhill slope, obviously), or use engine braking (the closest equivalent to how a spaceship in EVE would operate).

Now imagine that this was a drive-by-wire car, and that the designers for some reason chose to make your 'stop' command simply put it in neutral and coast. Stopping faster than that (or on a hill) was possible only by skilled manual gimmickry.

The Stop Ship command, as it currently exists, is mislabeled and/or misleading.

What the command actually does is to shut off your ship's engines and let it coast - as if you had put your car in neutral - as far and as long as its momentum will carry it, until the drag from EVE's funky 'space resistance' gradually brings you to a low enough speed that it might as well be zero (and in a heavy ship that can take quite a while).

It is possible - but tricky - to bring yourself to a halt much, MUCH faster by setting a course opposite the direction you are currently traveling (by looking backwards and double clicking in space), and then - if you can compensate for lag and time it right - use 'stop ship' when your speed is as close as possible to zero. This method can be difficult to pull off, especially in a faster ship, on a slower computer, or under high lag conditions. The result is that it can be unreliable and the level of success can vary widely, from a near-perfect stop to going nearly full-speed in the opposite direction, or even missing your intended stopping point by kilometers. It also has you looking away from your target or destination, and takes much more time to perform than a simple, easy keyboard shortcut like 'control-space'.

You should not have to mess around with gimmicky tricks like this just to perform such a basic and simple form of navigational control.

Please... Fix this command so that it does what it says it does, and what any halfway decent spaceship pilot should be able to do easily. Remember, we're not just 'halfway decent', we're capsuleers - we should be able to do this in our sleep!

If you, as a player, or as a developer at CCP, feel that you must have a command which makes a ship coast slowly to an approximate halt the way the current Stop Ship command does, then please, by all means, add a "Shut Off Engines" or "Coast" command for that purpose! But please don't try to use "players like the current behavior" as an excuse to not include brakes on our cars - sorry, I mean internet spaceships. Cool


On a closely related topic, other navigation commands could benefit from similar fixes. The 'keep at range' command should also apply thrust more intelligently, for example to avoid colliding with the target, or passing it / 'bouncing' off to the side if the target is moving transversely. And both that and the 'approach' command should make your ship compensate for your target's transverse velocity, and apply thrust correctly to create an intercept course. (Approach should, for obvious reasons, not reduce your closing speed toward the target.)

This stuff is not rocket science - well, I guess it supposedly is... Lol But you know what I mean: The calculations needed are well understood and not terribly complex. I can google keywords that tell me how to program this in a matter of minutes. Heck, I could give you a decent first draft of the necessary calculations off the top of my head. It doesn't need to do anything difficult like take into account the target's acceleration or try to predict the curvature of its flight path if it's orbiting something or approaching something that's moving; just base it on the target's current velocity and distance from your ship and the difference between your ship's and the target's velocities. (There has to be some room for the pilot of a maneuverable target to evade, after all.)

Edit to add a couple of examples in the form of demo applets I found online:
http://www.red3d.com/cwr/steer/PursueEvade.html - This is what "Approach" should do.
http://www.red3d.com/cwr/steer/Arrival.html - Combine this with the above and a distance offset for what "Keep at Range" should do. The result is similar to: http://www.red3d.com/cwr/steer/LeaderFollow.html
Tomcio FromFarAway
Singularity's Edge
#2 - 2012-06-16 08:17:36 UTC
No.

Because that would eliminate any need for manual piloting. There is certain player skill in manual navigation. It is something that separates better pilots from worse pilots.
Transversal reduction, keeping proper distance, interception, effective approach - in order to do it properly you need certain amount of navigation skill ( YOUR skills not your char ).

You would like to eliminate player skill involved in navigation. With your solution it would be just - point and click. Sure you can do it already but the game is not doing it well enough - that is the way it should be.

You want automation - you get lesser effectiveness.
You want better effectiveness - you need to put some effort into it.
Donna Blitzenn
Comprehensive Logistics And Warfare Supply
#3 - 2012-06-16 09:37:17 UTC  |  Edited by: Donna Blitzenn
If everyone's connection to the EVE servers was identical, the servers always responded with minimal latency, and everyone's computer ran at 60 FPS - or if EVE was a different sort of game - I'd be much more inclined to give some credit to the "player skill = manual piloting; you want to take that away" argument. Alas, the world is not so perfect, and EVE is what it is, and improvements to the navigation commands would merely serve to help balance the playing field. The need for skill would not be reduced.

Skill is not necessarily about having the best reaction time with the mouse and keyboard like some FPS game. It is much more important in EVE to know what the best course of action is for a given situation and to keep a cool head than it is to have the best mouse-twitching reflexes and such.

Regarding the primary focus of my suggestion, stopping your ship would still take time - less time, yes, but you're certainly not going to bring your Megathron or even your Machariel to an instant, screeching halt. If you intend to stop at a certain position, you'll still need to time it properly. That's still going to require skill. And if you have a plan which involves to come to a halt (IT'S A TRAP! comes to mind), your foes would have less time to realize what you're doing before you do it, without you having to micromanage the simple operation of stopping quickly. On the other hand, not moving makes you easier to hit. A skilled player understands the conditions in which coming to a halt would be... unwise... and would not use that command. A less skilled player might not understand this, and if used improperly, it could lead to bad things happening to them. (And as I mentioned, there's nothing preventing the current stop command's "coasting" behavior from remaining part of the game, under an appropriately altered name.)

As for the additional changes I suggested, remember that a skilled player also knows how to use the various navigation commands to their best advantage. If you're orbiting a target too closely or too quickly for your guns to track, for example, you won't be as effective. If you're trying to approach a faster target which is orbiting you or otherwise controlling the range, no amount of computer-controlled intelligent navigation is going to make you match course, much less catch up. Using the right commands and understanding the strengths and weaknesses of you and your opponents' ships is arguably much more important than focusing on manual navigation, and it frees you (or at least your mouse) up to be managing other things. And knowing which command is the right one to use is also more important than the exact details of how those commands work. Thus, making them work better is not going to unbalance the game in terms of player skill.

You may also want to consider not only what a skilled player would supposedly lose, but also what they would gain and how it would benefit them. Manual piloting can be klunky, unreliable, and subject to lag, as stated regarding using it to stop your ship. Even if you're the best manual pilot in the game, you simply cannot navigate your ship as accurately or efficiently as the game itself could. And that's hardly the only benefit to be found.

Finally, consider what the purpose of manual piloting should be. Should a player be required to manually control their course when they are engaging with an opponent? Of course not, we wouldn't have any automatic nav commands at all if that was true. Then should they be required to pilot manually in order to engage their opponent effectively as you claim?

I believe the answer to THAT question should be 'No.'

EVE is not a game where you fly your ship with a joystick, whether it's a physical joystick or a virtual one simulated by rapid-fire mouse clicks. It never will be, for both technical and game design reasons. Trying to hold on to the supposed "benefits" of manual piloting is not the direction EVE should be taking.

Setting a straight line course should be required only when you're attempting to (a) set a straight line course (duh) in a direction where there is no object to approach, or (b) you want to perform some creative maneuver which does not already exist in the form of an automatic navigation command.

Besides, I don't think you really need some artificial advantage like having "less skilled" players (or less technologically advantaged players, as I referred to in my first paragraph) being relegated to using poorly implemented, decade-old navigation commands in order for your skill to put you on top.

Yes, it would be a change, and if you are among the people who think it is unnecessary or would reduce the advantages of your preferred play-style, I can respect that opinion. However, I believe it's a change which would be beneficial to the majority of EVE players, of all skill levels, and that the decade-old, rarely touched navigation controls are in sore need of improvement.
Tomcio FromFarAway
Singularity's Edge
#4 - 2012-06-16 10:52:21 UTC
Donna Blitzenn wrote:
If everyone's connection to the EVE servers was identical, the servers always responded with minimal latency, and everyone's computer ran at 60 FPS - or if EVE was a different sort of game - I'd be much more inclined to give some credit to the "player skill = manual piloting; you want to take that away" argument. Alas, the world is not so perfect, and EVE is what it is, and improvements to the navigation commands would merely serve to help balance the playing field.


First of all EvE is not a game where split second reactions are necessary in most situations. Especially when it comes to piloting under most circumstances.
FPS drops argument is invalid. If someone has problems with FPS then that's the problem on their side and they should adjust graphics level accordingly. The game is not especially demanding in terms of hardware requirements when you reduce some of those funky effects.
Lag is a problem in ALL multiplayer games ( including games where split second reactions are necessary like shooters, racing games and such ).
Also remember that manual piloting is not that precise really. Some lagging is not problematic here. You really don't have to do it on a second to second basis to make it effective. It is more about thinking and NOT clicking.
The lag argument is generally failed simply because it also applies to ALL other actions you perform ( like module activation ). There is no real difference in pointing your ship to fly in certain direction and activating a module - it is all subject to the same lag.

Donna Blitzenn wrote:

The need for skill would not be reduced.


If you make the game do all this stuff by itself then there is no need for player skill. Players, who are now unskilled/lazy would benefit from it greatly. It would make them as good as skilled pilots for free. I'm not fond of 'improvements' that are reducing player skill involved.

Donna Blitzenn wrote:

Regarding the primary focus of my suggestion, stopping your ship would still take time - less time, yes, but you're certainly not going to bring your Megathron or even your Machariel to an instant, screeching halt. If you intend to stop at a certain position, you'll still need to time it properly.


So what would that change really?
It would still be about timing.

Donna Blitzenn wrote:

You may also want to consider not only what a skilled player would supposedly lose, but also what they would gain and how it would benefit them. Manual piloting can be klunky, unreliable, and subject to lag, as stated regarding using it to stop your ship.


They would gain nothing outside of ease-of-use while unskilled/lazy pilots would gain everything in that regard.
How is it unreliable?
Everything is subject to lag in MMO environment.

Donna Blitzenn wrote:

Finally, consider what the purpose of manual piloting should be. Should a player be required to manually control their course when they are engaging with an opponent? Of course not, we wouldn't have any automatic nav commands at all if that was true. Then should they be required to pilot manually in order to engage their opponent effectively as you claim?


Of course yes - sometimes.
Sometimes you need to use manual navigation. Sometimes you can rely on automatic navigation. Depends on situation really.
And yes I believe that you should put some effort/skill to fly your ship EFFECTIVELY.
Tomcio FromFarAway
Singularity's Edge
#5 - 2012-06-16 10:52:30 UTC
Donna Blitzenn wrote:

Besides, I don't think you really need some artificial advantage like having "less skilled" players (or less technologically advantaged players, as I referred to in my first paragraph) being relegated to using poorly implemented, decade-old navigation commands in order for your skill to put you on top.


Yes having developed certain skill is an advantage. How is it artificial?Shocked
You can do the same you know.

Donna Blitzenn wrote:

However, I believe it's a change which would be beneficial to the majority of EVE players.


It would be beneficial for those, who refuse to learn how to pilot their ship and those, who are too lazy to do so.
Eli Green
The Arrow Project
#6 - 2012-06-16 10:59:34 UTC
Last time I checked EVE was set in space, and having some realism is ok. It also seems like your trying to solve your own problems. For instance how often does a hauler need to use the stop ship command? or a miner, or even a mission runner to some extent.

wumbo

Donna Blitzenn
Comprehensive Logistics And Warfare Supply
#7 - 2012-06-16 12:12:25 UTC  |  Edited by: Donna Blitzenn
Tomcio, your point of view is more interesting than your initial flat-out "No" led me to believe. I disagree with you on the major point - but rather than turning this into a back and forth argument between just two individuals and getting nowhere, I'd like to wait and see what other points of view other players might have. So I'll keep this (relatively) short and try to focus on where we seem to have the biggest lack of communication.

Tomcio FromFarAway wrote:
If you make the game do all this stuff by itself then there is no need for player skill. Players, who are now unskilled/lazy would benefit from it greatly. It would make them as good as skilled pilots for free. I'm not fond of 'improvements' that are reducing player skill involved.

Surely you aren't claiming that manual piloting is the only player skill involved in EVE, or even a significant fraction of the skill involved in EVE! That would be a gross exaggeration.

It is true that such changes would be of greater benefit to pilots who are "less-skilled" at manual navigation than others, but certainly not to the degree you fear. It would not "remove the need for skill" or "make everyone as good as a skilled pilot for free". And what about accessibility concerns? If someone is simply incapable of using input devices as well as the average person, for whatever reason, why should they be penalized for their "lack of skill" in a game where the use of that type of skill is not one of its core, defining features?

I already said that skill in EVE is much more than knowing how to make your ship perform a function that it should be able to perform for everyone, automatically and accurately. No spaceships of the sizes capsuleers can pilot would have a navigation computer incapable of performing even the simplest of intercepts. The ability to work around this limitation of the game is hardly worthy of being glorified as "skill"! Yes, it is a skill, meaning something most people can learn to do, but that is not even a major portion of "what skill is" in EVE!

Tomcio FromFarAway wrote:
Donna Blitzenn wrote:

Finally, consider what the purpose of manual piloting should be. Should a player be required to manually control their course when they are engaging with an opponent? Of course not, we wouldn't have any automatic nav commands at all if that was true. Then should they be required to pilot manually in order to engage their opponent effectively as you claim?

Of course yes - sometimes.
Sometimes you need to use manual navigation. Sometimes you can rely on automatic navigation. Depends on situation really.
And yes I believe that you should put some effort/skill to fly your ship EFFECTIVELY.

Capsuleers with their neural interfaces are supposed to be able to control their ships effortlessly, as if they were simply moving their own bodies. So why should the game interface be allowed to have controls of such poor quality? Why should this old, imperfect interface not be improved upon? CCP is doing that all the time with all kinds of aspects of the game. There was a whole slew of UI improvements not that long ago.

I do strongly agree with one thing you said - EVE is about thinking, not clicking. That means that the less work the pilot has to do to turn their thoughts into actions, the better. The more smoothly you can control your ship, with the game helping you instead of hindering you with outdated, overly simplified, and unrealistic controls - the better. We may not be real capsuleers, but that doesn't mean the game should make it painfully obvious that we are so lacking in comparison to the characters we play.

Your argument seems to boil down to the idea that ironing out those imperfections in the game and making your ship easier to control would eliminate an element of player skill which should be integral to EVE, making it less than what it should be. But EVE, at its heart, is not really about the type of player skill you're referring to. Nor is it supposed to require significant effort or skill to cause your ship to do very simple, straightforward things, like fly efficiently.

EVE is about other forms of skill, and you seem to be mostly ignoring them - which is understandable, considering that their overwhelming importance really undermines the 'less skill' argument. "EVE is about thinking, not clicking" - I couldn't have said it better myself.



As I said at the start, I'd like to hear others' thoughts on this subject as well, so I'd like to avoid revisiting the "skill" topic unless somebody adds something interesting to it. I think we've both made our opinions clear on it now. Cool
Donna Blitzenn
Comprehensive Logistics And Warfare Supply
#8 - 2012-06-16 12:53:37 UTC  |  Edited by: Donna Blitzenn
Eli Green wrote:
Last time I checked EVE was set in space, and having some realism is ok. It also seems like your trying to solve your own problems. For instance how often does a hauler need to use the stop ship command? or a miner, or even a mission runner to some extent.

Are you supporting this suggestion? I can't tell.

"Realism is good" is an argument in support of it, but the rest of your post seems to be "why do we need this." Your examples of a hauler or mission runner are both cases where I have wished for the improvements I've described. Haulers are not very maneuverable to begin with, and having to navigate to a cargo can is trouble enough without drifting past it and going out of range as you come out of warp. Having the ability to "apply the brakes" would be nice. And there are certainly missions where better navigation control of all kinds would be more than welcome, not to mention incursions.

I tend to fly a lot of different sizes and speeds of ships, and it would be really nice to not have to struggle to micromanage my MWDing proteus's speed as I approach a small, heavily webbed Sansha, in range for blaster fire but doing horrible damage or missing entirely because my own ship keeps drifting in an utterly stupid manner that's nearly impossible to counter with manual navigation due to the coarse grain imposed by various lag factors. (No, it's not a "bad tracking" issue, Proteus with TC can get great tracking. It's just too hard to match speeds manually.) So I get to pretty much waste quite a few rounds of ammo while waiting for my ship to coast down to a slower velocity.

Yes, I'm trying to solve my own problems - and others'. The solution would benefit everyone. But isn't basically anyone who posts here trying to solve a problem that they or their friends experience or improve the game in a way that would benefit themselves as well as others? There's nothing wrong with that sort of self-interest. Big smile
Skorpynekomimi
#9 - 2012-06-16 14:45:00 UTC
So, you want a 'reverse' command, not a 'shut the engines off' one?

Spin the camera around, double-click behind you, then hit stop.

Economic PVP

Donna Blitzenn
Comprehensive Logistics And Warfare Supply
#10 - 2012-06-17 00:50:55 UTC
Skorpynekomimi wrote:
So, you want a 'reverse' command, not a 'shut the engines off' one?

Spin the camera around, double-click behind you, then hit stop.

Someone who obviously did not read the entire post.
Kiran
Sebiestor Tribe
Minmatar Republic
#11 - 2012-06-17 09:12:51 UTC
You have a thing in space called inertia. Its common physics and well know facts about space travel. Your lucky you do not have the real life physics involved like Elite did if you find navigation difficult.

Example.
Ship traveling forwards at 100m/s would need the same amount of thrust going forwards to stop it, but this would take time to achive. The bigger the mass the more opposite thrust is needed to slow the ship down and stop it which means it will take longer to stop the ship.

You can actualy make the larger ships in Eve slide if you use a AB or MWD and turn them quickly this is also inertia in effect, and it will take longer for you to align to your target and warp away due to the sliding. In Elite this was a tactic used in combat set a forward motion cut engines and spin the ship to strafe the target. You don't need to do this in Eve as we have turrets that do that for use.

Donna Blitzenn
Comprehensive Logistics And Warfare Supply
#12 - 2012-06-17 10:52:05 UTC  |  Edited by: Donna Blitzenn
Kiran wrote:
You have a thing in space called inertia. Its common physics and well know facts about space travel. Your lucky you do not have the real life physics involved like Elite did if you find navigation difficult.

Example.
Ship traveling forwards at 100m/s would need the same amount of thrust going forwards to stop it, but this would take time to achive. The bigger the mass the more opposite thrust is needed to slow the ship down and stop it which means it will take longer to stop the ship.

You can actualy make the larger ships in Eve slide if you use a AB or MWD and turn them quickly this is also inertia in effect, and it will take longer for you to align to your target and warp away due to the sliding. In Elite this was a tactic used in combat set a forward motion cut engines and spin the ship to strafe the target. You don't need to do this in Eve as we have turrets that do that for use.

Is my post confusing for some people? I thought I clearly stated that I have no problem with allowing ships to coast with their engines cut, if that's what the pilot intends to do.

This existing command is useful behavior and should not be removed. That is not what I'm suggesting. It should be kept. However, I do believe it should be renamed to properly reflect its actual behavior, such as "Coast" or "Engines Off" because that is what it actually does.

If the pilot wants to come to a halt as fast as possible, there should be a command which uses your engines to do this, without having to engage in the tricky, unreliable, "manually reverse-course and then try to cut your engines at the right moment and hope lag only messes it up a little bit instead of a lot" that you currently have to do if you don't want to coast.

I think that the new command which properly uses your engines to halt you quickly should be called "Stop Ship" while the current command by that name should be renamed as I described.
Angst IronShard
#13 - 2012-06-17 12:27:55 UTC
so it is STOP engine or STOP ship ?
I choose STOP !

I'd rather prefer a real joystick command for piloting ships than others automatic commands...

Donna Blitzenn
Comprehensive Logistics And Warfare Supply
#14 - 2012-06-17 13:23:22 UTC
Angst IronShard wrote:
so it is STOP engine or STOP ship ?
I choose STOP !

I'd rather prefer a real joystick command for piloting ships than others automatic commands...

"Stop Engine" and "Stop Ship" don't mean the same thing.

Yes, stopping your engines in EVE will eventually cause your ship to stop moving. Eventually. It can be done much faster by using your ship's engines to counteract your ship's velocity. The current "Stop Ship" command does not do this. It just turns off your engines and leaves you drifting.

As for joystick control... That's a different, unrelated topic, and there are already threads for it.
Mitchell Hagen
Grey Chook Industries
#15 - 2012-06-17 15:02:40 UTC
If the ship that you are in stopped too quickly your clone would be splattered all over the inside of the pod.
sabre906
The Scope
Gallente Federation
#16 - 2012-06-17 15:22:33 UTC
Tomcio FromFarAway wrote:
No.

Because that would eliminate any need for manual piloting. There is certain player skill in manual navigation. It is something that separates better pilots from worse pilots.
Transversal reduction, keeping proper distance, interception, effective approach - in order to do it properly you need certain amount of navigation skill ( YOUR skills not your char ).

You would like to eliminate player skill involved in navigation. With your solution it would be just - point and click. Sure you can do it already but the game is not doing it well enough - that is the way it should be.

You want automation - you get lesser effectiveness.
You want better effectiveness - you need to put some effort into it.


We don't have manual piloting. That's not "piloting skill" you're referring to, it's double clicking as known by non-Evetards.Lol
Tomcio FromFarAway
Singularity's Edge
#17 - 2012-06-17 17:30:51 UTC
Donna Blitzenn wrote:

Surely you aren't claiming that manual piloting is the only player skill involved in EVE,


Of course not, that would be ridiculous.

Donna Blitzenn wrote:

or even a significant fraction of the skill involved in EVE! That would be a gross exaggeration.


It is "significant fraction" as far as small scale combat pvp ( even pve with certain ships ) goes. I have no experience with huge fleet battles but I assume that this skill is not as important there.

Donna Blitzenn wrote:

It would not "remove the need for skill" or "make everyone as good as a skilled pilot for free".


No but it would greatly reduce the impact of this skill. It would be severely lessened.

Donna Blitzenn wrote:

And what about accessibility concerns? If someone is simply incapable of using input devices as well as the average person, for whatever reason, why should they be penalized for their "lack of skill" in a game where the use of that type of skill is not one of its core, defining features?


All games place certain requirements on the players. If someone can't ( for any reason ) fulfill those requirements they will simply not play such game ( people with certain disabilities cannot play most games ). There are different activities players can undertake here and most of them do not involve manual piloting. Even combat ( both pve and pvp ) can be done without it.

Donna Blitzenn wrote:

Your argument seems to boil down to the idea that ironing out those imperfections in the game and making your ship easier to control would eliminate an element of player skill which should be integral to EVE, making it less than what it should be. But EVE, at its heart, is not really about the type of player skill you're referring to. Nor is it supposed to require significant effort or skill to cause your ship to do very simple, straightforward things, like fly efficiently.


Oh, but what is this "imperfections ironing" if not a skill?
Give one sculptor a simple chisel.
Give another sculptor a full set of state-of-the-art sculpting equipment.
If both of them achieve the same effect in the end then - which one of them is more skilled than the other?
Knowledge, thinking and "imperfections ironing" - skill is composed of all those things
Tomcio FromFarAway
Singularity's Edge
#18 - 2012-06-17 17:50:07 UTC
One more thing.

What I call "piloting skill" is not simply clicking it's whole thinking process behind it, knowledge and spatial awareness.
Knowing how fast your ship accelerates and turns. 'Guessing' where actually click to intercept or reduce/increase transversal. Also knowing how to maintain proper distance. Automatic commands like 'keep distance', 'approach' and 'orbit' help with those things but as I said before they are not perfect and that's where player skill matters.
Donna Blitzenn
Comprehensive Logistics And Warfare Supply
#19 - 2012-06-19 00:29:40 UTC
Tomcio FromFarAway wrote:
Donna Blitzenn wrote:

Surely you aren't claiming that manual piloting is the only player skill involved in EVE,

Of course not, that would be ridiculous.
Donna Blitzenn wrote:

or even a significant fraction of the skill involved in EVE! That would be a gross exaggeration.

It is "significant fraction" as far as small scale combat pvp ( even pve with certain ships ) goes. I have no experience with huge fleet battles but I assume that this skill is not as important there.

'Ridiculous' is exactly my point. That was a rhetorical question, you know.

Even claiming that it is a 'significant fraction' of the set of skills involved in PVP is going way too far. Take it away and most people wouldn't miss it - in fact, I'm betting most people would be pleased to have the ship controls function better.

Tomcio FromFarAway wrote:
Donna Blitzenn wrote:

It would not "remove the need for skill" or "make everyone as good as a skilled pilot for free".

No but it would greatly reduce the impact of this skill. It would be severely lessened.

Of this one skill, yes. You're absolutely correct in that. The entire point of this suggestion is obviously to lessen the need for such a skill. I think that's been made abundantly clear, and there is no need to continue beating that dead horse.

Your narrow focus on this one individual skill out of the large set of skills involved in EVE, and PVP especially, only makes it look like you dislike the idea because you're afraid it would significantly reduce your advantage over people who don't know how to use manual control to make up for the deficiencies of the automatic controls. Try thinking about all the other skills you are better at than your opponents. If you have trouble listing them, then your fear may be valid, but I doubt you'll find it very hard to come up with at least a few if you put your mind to it. Big smile

Also, let me make something clear: This change would reduce my advantage as well! I'm not proposing this because I'm QQing or "bad at manual piloting" - just the opposite. Let me try to put this in as non-boastful a manner as possible: I'm skilled enough at manual piloting that I am highly aware of the significant difference between the performance our ships are capable of and the lackluster performance granted by the built-in navigation commands available to all pilots.

I find this performance gap unacceptable as well as distasteful. The built-in navigation commands are there to serve a purpose. They do not serve it nearly as well as they are supposed to. EVE is not primarily a game based on direct, manual control of your ship. Therefore, it shouldn't take significant effort to pilot it, and the navigation commands should be improved so that players have less need for manual control. Having to resort to it any time you want the best performance possible is shameful, and shows just how broken the automatic navigation commands are. Well, they need to be fixed!

Do you have anything else to say about the suggestion that isn't 'oh noes, less skill'? If so, by all means, offer some constructive feedback. (Otherwise please refer to rule 1 of this forum.)
Reaver Glitterstim
The Scope
Gallente Federation
#20 - 2012-06-19 01:27:11 UTC
I agree with the OP. This stuff is positively elemental in execution, yet due to lag it is often very difficult to actually make it happen. And there are plenty more impressive maneuvers that wouldn't be automatic.

In short: if you feel that this update would increase the skill with which you fly your ships, then I don't want to fleet with you.

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."

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