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Increase server ticks to 2hz+

Author
Bubanni
Center for Advanced Studies
Gallente Federation
#21 - 2013-02-13 12:25:43 UTC
seth Hendar wrote:
colera deldios wrote:
How about if you are gonna gate camp you drop cans around the gate to prevent cloacking ? As there is a very simple solution to catching any Nullified and stabbed T3 what you propose is really, not a valid reason to up the feq.

no, this is not allowed by CCP, we did it using probes / massive drone blobs, with a pretty nice success, until a few of them petitionned.

CCP statement on this was clear => mechanic abuse, we were told not to do it anymore

Their actual statement is.. we are not allowed to create "excessive lag" it is okay to use objects for decloaking and such around a gate as long as you don't do that. However, there is no number on how many drones your allowed to drop for an example. So even 200 drones can be too many depending on the mood of the GM... this is a flawed policy, their own argument is that if they allow a certain amount of drones on a gate, then everyone will put that number of drones on ALL the gates in eve... that thinking is flawed also if you ask me, as only the people already doing it will continue doing it.

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#22 - 2013-02-13 12:35:26 UTC  |  Edited by: Sergeant Acht Scultz
colera deldios wrote:
How about if you are gonna gate camp you drop cans around the gate to prevent cloacking ?



This is considered as an exploit, if you get petitioned this might end bad for you. (of course depends on the number of cans/drones and GM mood)

removed inappropriate ASCII art signature - CCP Eterne

seth Hendar
I love you miners
#23 - 2013-02-13 13:57:40 UTC
Bubanni wrote:
seth Hendar wrote:
colera deldios wrote:
How about if you are gonna gate camp you drop cans around the gate to prevent cloacking ? As there is a very simple solution to catching any Nullified and stabbed T3 what you propose is really, not a valid reason to up the feq.

no, this is not allowed by CCP, we did it using probes / massive drone blobs, with a pretty nice success, until a few of them petitionned.

CCP statement on this was clear => mechanic abuse, we were told not to do it anymore

Their actual statement is.. we are not allowed to create "excessive lag" it is okay to use objects for decloaking and such around a gate as long as you don't do that. However, there is no number on how many drones your allowed to drop for an example. So even 200 drones can be too many depending on the mood of the GM... this is a flawed policy, their own argument is that if they allow a certain amount of drones on a gate, then everyone will put that number of drones on ALL the gates in eve... that thinking is flawed also if you ask me, as only the people already doing it will continue doing it.

you are right, this is exactly how the GM explained the situation, and we came at the same conclusion as you regarding the number VS the GM mood, and the only way to be sure avoiding issues is to just not do it.

yes, this is flawed
Gabriel Karade
Coreli Corporation
Pandemic Legion
#24 - 2013-02-13 18:28:40 UTC
Nariya Kentaya wrote:
sabre906 wrote:
Click on point, click on target. No delay after locking.

We don't need twice as much lag.

this, what kind of moron, ESPECIALLY an "experienced" nullsec tackler, targets THEN activates? you activate WITH your target.

some people.
Sadly, for both of you, while your client 'thinks' you've achieved target lock and activated point, the server gives a resounding "NON!"

Manifesting itself in those circumstances where it appears you have a lock, but actually you can't do bugger all, target warps off then some scrub declares "ZOMG! you guys suck!"

War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293

Cloora
APEX Unlimited
APEX Conglomerate
#25 - 2013-02-13 18:37:36 UTC
Sergeant Acht Scultz wrote:
colera deldios wrote:
How about if you are gonna gate camp you drop cans around the gate to prevent cloacking ?



This is considered as an exploit, if you get petitioned this might end bad for you. (of course depends on the number of cans/drones and GM mood)



Well according to the petition I did of this about a year ago, the GM said it ISN'T an exploit as long as there is no excessive server lag from it.

I got caught in Aunenen by some pirates in a cloaky T3. I got away but I petitioned because I thought it was an exploit. Then I was told it was not. Then PL does it and we get our drones removed. vOv

http://www.altaholics.blogspot.com

Bubanni
Center for Advanced Studies
Gallente Federation
#26 - 2013-02-13 19:20:59 UTC
Gabriel Karade wrote:
Nariya Kentaya wrote:
sabre906 wrote:
Click on point, click on target. No delay after locking.

We don't need twice as much lag.

this, what kind of moron, ESPECIALLY an "experienced" nullsec tackler, targets THEN activates? you activate WITH your target.

some people.
Sadly, for both of you, while your client 'thinks' you've achieved target lock and activated point, the server gives a resounding "NON!"

Manifesting itself in those circumstances where it appears you have a lock, but actually you can't do bugger all, target warps off then some scrub declares "ZOMG! you guys suck!"


Well the server confirms the lock for all parties, (for the people who been locked even), but often are able to warp during this lock if you warp within 1 sec of the yellow box, if you ever jumped into a gate camp, you can often notice if you try to gate crash, that you will get yellow boxed, and then only after a sec all the points and webs will activate, giving most people enough speed to make it back.

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

marVLs
#27 - 2013-02-13 20:36:58 UTC
Seriusly?
All about You want to be able to catch ship that's design to be not catchable and cost 10x more and SP loss when destroyed?
With the most lame game mechanic in EVE (and probably all games ever released) - and yes, been there, done that, still think's it's just lame.
Maybe someone should start topic: those dramiels are too fast!!!1Sad CCP make TiDi goes full when any ship on grid starts moving faster than 3km/s so i can easily put 3webs on him in time



Blink
Bubanni
Center for Advanced Studies
Gallente Federation
#28 - 2013-02-13 22:04:37 UTC
You guys need to stop acting like you know what will happen with 2hz ticks
https://forums.eveonline.com/default.aspx?g=posts&m=1570777#post1570777 read this post with veritas

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

Nariya Kentaya
Ministry of War
Amarr Empire
#29 - 2013-02-14 04:49:11 UTC
marVLs wrote:
Seriusly?
All about You want to be able to catch ship that's design to be not catchable and cost 10x more and SP loss when destroyed?
With the most lame game mechanic in EVE (and probably all games ever released) - and yes, been there, done that, still think's it's just lame.
Maybe someone should start topic: those dramiels are too fast!!!1Sad CCP make TiDi goes full when any ship on grid starts moving faster than 3km/s so i can easily put 3webs on him in time



Blink

they wont have to worry for long, after T3 nerf, nullified T3's (or any for that magtter) wont be sue danymore, sicne it would be more cost-efficient to fly T2.

then all they will ahve to whine about is blockade runners, cov ops, interceptors, etc.
sabre906
The Scope
Gallente Federation
#30 - 2013-02-14 05:38:19 UTC
Gabriel Karade wrote:
Nariya Kentaya wrote:
sabre906 wrote:
Click on point, click on target. No delay after locking.

We don't need twice as much lag.

this, what kind of moron, ESPECIALLY an "experienced" nullsec tackler, targets THEN activates? you activate WITH your target.

some people.
Sadly, for both of you, while your client 'thinks' you've achieved target lock and activated point, the server gives a resounding "NON!"

Manifesting itself in those circumstances where it appears you have a lock, but actually you can't do bugger all, target warps off then some scrub declares "ZOMG! you guys suck!"


Server activates point in the same tick that it determines lock is achieved, instead of [at best] the next tick if you activate point after locking. Ppl asked about this ages ago [naturally], and it was explained by CCP ages ago. And no, I'm not searching the old forums for you, go do it yourself.Roll

In any case, no reason to change something so fundamental as server ticks, likely at great risk, for the sole purpose of giving kms to people who don't know how to avoid the extra tick and refuse to learn.
Larloch TheAncient
Freindly Mining Corporation
#31 - 2013-02-14 12:57:30 UTC
Many of us wanted the increased server reaction speed for completely seperate issue like manual piloting or more control over efficient gameplay.

I for one miss the days when I could turn my ship when I actually told the ship to turn.
Sedstr
#32 - 2013-02-14 13:57:15 UTC  |  Edited by: Sedstr
I agree, I myself have a 400ms ping, and it makes a difference.
I've suggested before, some type of network traffic QoS inside EVE, so you can prioritize network traffic, eg market orders, chat text, overview and drones, etc etc.
It would be great if we had a selection of types of traffic and what priorities to apply.
Would add a level of complexity to the scheduler, but I don't think FIFO is appropriate most of the time so perhaps this could be looked...

...

Bubanni
Center for Advanced Studies
Gallente Federation
#33 - 2013-02-14 15:13:11 UTC  |  Edited by: Bubanni
sabre906 wrote:
Gabriel Karade wrote:
Nariya Kentaya wrote:
sabre906 wrote:
Click on point, click on target. No delay after locking.

We don't need twice as much lag.

this, what kind of moron, ESPECIALLY an "experienced" nullsec tackler, targets THEN activates? you activate WITH your target.

some people.
Sadly, for both of you, while your client 'thinks' you've achieved target lock and activated point, the server gives a resounding "NON!"

Manifesting itself in those circumstances where it appears you have a lock, but actually you can't do bugger all, target warps off then some scrub declares "ZOMG! you guys suck!"


Server activates point in the same tick that it determines lock is achieved, instead of [at best] the next tick if you activate point after locking. Ppl asked about this ages ago [naturally], and it was explained by CCP ages ago. And no, I'm not searching the old forums for you, go do it yourself.Roll

In any case, no reason to change something so fundamental as server ticks, likely at great risk, for the sole purpose of giving kms to people who don't know how to avoid the extra tick and refuse to learn.


No it doesn't... CCP Veritas confirmed this... you obviously don't know anything about the subject. Look in my thread about module activation delay... where Veritas confirms it, and that he is in favor of making prefired modules serversided to fix that problem... obviously I always prefire my modules when I try to tackle someone.

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

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