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Just an Immersive Idea, small but maybe effective?

Author
Kimmi Chan
Tastes Like Purple
#21 - 2012-06-29 01:40:10 UTC
Agony Etain wrote:
Kimmi Chan wrote:
Agony Etain wrote:
Crunchie Attuxors wrote:
Akirei Scytale wrote:
that's a whole lot of artist and developer time for something that is a rather minor aesthetic bonus.


Not only that, but while on the client side the option can be turned off, the server still has to track them.

And were this aesthetic addition would be awesome, which is in huge fleet battles, is were the servers are most strained, already, with TiDi being a crawl in most battles.

So yeah, nice spirit, nice idea, totally unworkable until technology improves.


You forgot, I also mention the server can "remove" wrecks itself? I dont think it'd be to unfeasible to think the server can maintain X amounts of wrecks, and when X is obtained, it removes X amounts of wrecks to make room for X more.

Say the server is set to hold 1,000 wrecks (Obviously it'd be way more, but just throwing numbers out), Now 1,000 wrecks are achieved, the server then removes 200 wrecks by "popping them", in which CCP can even have lore that goes with it "After awhile, some wrecks may obtain decompression and hull unbalance, and be completely destroyed on its own" that of course, is the server "popping" them or removing them to allow new wrecks to be seen. So when 1,000 wrecks is achieved it "pops" 200 to make room.



And how many times a day would this operation have to run? What other operations will be slowed because the resources that would have been used are being used to complete this other operation that you would like to see added? The database would need to track which wrecks are still in space, how long each wreck has been there, how many does it need to eliminate to compensate for all the new ones, etc. As it stands wrecks last 2 hours unless salvaged. Are you wanting them to stay there for 2 hours despite being salvaged? That means the database has to include a boolean value for whether a wreck is salvageble still or not. There is more coding involved here than just the graphical representaion of crap floating around in space.


Right, which most of it already is there to begin with, your assuming it'd have to add additional information, apart from the information of showing a hull in space.. which it wouldnt. Nothing is different except the fact you see a large hull floating in space, not twisted hunks of metal, which you see now, and instead of them disappearing, they stay there after its salvaged, (which adds just a small line of script of whether its still salvageble or not)

To what the server already tracks, to what it doesnt, there is not a large amount of extra script being adding.

As for resources, I dont pretend to know how the servers run, but having an automated check every hour wouldnt be hard, just as 1 quick idea. When the amount of wrecks exceeds, or comes close to exceeding the X value, the system does a mathematical equation of how many ships to remove, this mathematical equation would always be set as a check, which would tell the server in seconds how many wrecks to remove. Since the server already logs the time for literally everything that happens inside it, it'll know to eliminate the oldest wrecks, which it already will know which those are.


*Takes a deep breath*

IF thats not possible.. than just let them last for 2 hours like the wreckage already does...


I think that the 2 hour timer is fine. If you have operations reading and writing to table in a database every hour that hoses the system, even if it's not noticible,, during the run of that operaiton. I do like the idea but:


  • This only increases the graphical immersivness of the game and does not really afford any kind of use in terms of functional content
  • I think it's safe to say that CCP has other things that need to be addressed before beginning a venture like this (I'd imagine it is only a matter of time before Tao gets in here to rage about the UI)

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Agony Etain
Black Thorn Elites of EVE
#22 - 2012-06-29 04:45:45 UTC


  • This only increases the graphical immersivness of the game and does not really afford any kind of use in terms of functional content
  • I think it's safe to say that CCP has other things that need to be addressed before beginning a venture like this (I'd imagine it is only a matter of time before Tao gets in here to rage about the UI)


Its not just graphical Immersion, Its Roleplaying immersion, as well as realistic immersion, and making EVE be a sense that every capsuleer, even in death, leaves a mark, which is what EVE is all about to begin with, every action every player does, will leave some type of mark on other players, this only adds to that, even if its just adding the sense of a more lively universe.

Just think about it. Whats better?

Situation A: You fly by a stargate, and find 4 wrecks, nothing special, you think nothing of it, you dont even look to see what type of wreck or who its of.

Situation B: You fly be a stargate, although you dont really care about the 4 wrecks, you can see the tall tale signs of what probably was a pretty good battle. 1 Large Freighter 3x the size of your own ship, crippled, and destroyed, with another battleship hull lying dormant, and wrecked, with 2 frigates 30KM out drifting lifeless as well.

Just from this, you can see what happend, and even have an idea of how the battle possibly unfolded, and what might of happend afterword. Even if you dont necessarily care about salvage, just the wrecks themselves tell a story. A story which is easier to see and get more immersed in, than Situation A. This is an easier story and more exciting story to see, a story created by players, for players who, may want to get somewhat immersed in it.

Granted once you jump, its gone, a nice thing to see as your travelling, something to make the world feel more alive, more real, more vibrant, and.. that much more dangerous. This is exactly what CCP is trying to give us the players, and I feel even a simple thing as showing wrecks, can do that in a large scale, in many ways.


Crunchie Attuxors
Always Another Corporate Venture
#23 - 2012-06-29 07:13:45 UTC
Agony Etain wrote:
Crunchie Attuxors wrote:
Akirei Scytale wrote:
that's a whole lot of artist and developer time for something that is a rather minor aesthetic bonus.


Not only that, but while on the client side the option can be turned off, the server still has to track them.

And were this aesthetic addition would be awesome, which is in huge fleet battles, is were the servers are most strained, already, with TiDi being a crawl in most battles.

So yeah, nice spirit, nice idea, totally unworkable until technology improves.


You forgot, I also mention the server can "remove" wrecks itself? I dont think it'd be to unfeasible to think the server can maintain X amounts of wrecks, and when X is obtained, it removes X amounts of wrecks to make room for X more.

Say the server is set to hold 1,000 wrecks (Obviously it'd be way more, but just throwing numbers out), Now 1,000 wrecks are achieved, the server then removes 200 wrecks by "popping them", in which CCP can even have lore that goes with it "After awhile, some wrecks may obtain decompression and hull unbalance, and be completely destroyed on its own" that of course, is the server "popping" them or removing them to allow new wrecks to be seen. So when 1,000 wrecks is achieved it "pops" 200 to make room.



then it is not awesome.
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