These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE General Discussion

 
  • Topic is locked indefinitely.
12Next page
 

Is it possible Dev team...

First post
Author
flank steak
Deep Core Mining Inc.
Caldari State
#1 - 2011-11-03 04:31:20 UTC
That while you are re-skinning objects in space, you can adjust the physical parameters of the objects so they are more realistic?

One of the most aggravating experience I have in eve is when i get stuck on an invisible extension of a gate, asteroid, or the dreaded station.

I am not trying to sound whiny because it's not all that detrimental to my immersion, but why is it when I am aligned to a gate under a station I get stuck and bounce around?

Also many new players find it odd that they cannot weave through asteroids or the gaps between station sections.

Any comment as to why this happens or if it is going to be changed?
Xercodo
Cruor Angelicus
#2 - 2011-11-03 04:41:10 UTC
I'd agree that some tighter collision boxes would be MUCH appreciated....

The Drake is a Lie

flank steak
Deep Core Mining Inc.
Caldari State
#3 - 2011-11-03 04:48:49 UTC
Xercodo wrote:
I'd agree that some tighter collision boxes would be MUCH appreciated....


My good sire! a like for you untill CCP arrives! I hope it shall suffice
Kopfy
#4 - 2011-11-03 17:04:10 UTC
You need some help back to front page. Getting stuck between asteroids is very anoying.
Tristan North
The Scope
#5 - 2011-11-03 18:08:22 UTC
Support this.
Corina Jarr
en Welle Shipping Inc.
#6 - 2011-11-03 18:11:23 UTC
So supported. Collision boxes make for terrible manual flight when fighting in the roid field.
Abrazzar
Vardaugas Family
#7 - 2011-11-03 18:13:15 UTC
Yeah, nothing looks more like a rush job than sloppy hit boxes. The acceleration gates are pretty dreadful for example.
Kro0k
Garoun Investment Bank
Gallente Federation
#8 - 2011-11-03 19:29:04 UTC
Yes!
Tanya Powers
Doomheim
#9 - 2011-11-03 19:30:38 UTC
Supported
Katrina Oniseki
Oniseki-Raata Internal Watch
Ishuk-Raata Enforcement Directive
#10 - 2011-11-03 19:32:27 UTC
Invisible walls in submarine space. Welcome to EVE.

Katrina Oniseki

Rixiu
PonyTek
#11 - 2011-11-03 19:46:40 UTC
Agreed, if we were able to compare collision models with the actual model I doubt we could even see that they are the same thing.
Morganta
The Greater Goon
#12 - 2011-11-03 19:49:04 UTC
or those lovely stations where you can burn away for like 10 minutes before you get off zero....Roll
Heimdallofasgard
Ministry of Furious Retribution
Insidious.
#13 - 2011-11-03 20:01:10 UTC
Bumping for justice
SilentSkills
The Scope
Gallente Federation
#14 - 2011-11-03 20:04:38 UTC
not a bad idea
Alexsei Volkov
The Scope
Gallente Federation
#15 - 2011-11-03 20:06:45 UTC
Abrazzar wrote:
Yeah, nothing looks more like a rush job than sloppy hit boxes. The acceleration gates are pretty dreadful for example.


Dear god yes this. Damn gates bounce you around for 5 min without actually pushing you far enough away to use them.... Evil
Barbelo Valentinian
Federal Navy Academy
Gallente Federation
#16 - 2011-11-03 20:28:00 UTC
Heimdallofasgard wrote:
Bumping for justice


Ha, I see what you did there!

/signed
Black Dranzer
#17 - 2011-11-03 20:30:27 UTC
Hit boxes?

I'm pretty sure they're bounding spheres. I'm pretty sure they're ALL bounding spheres. Bounding spheres in a physics simulation being run at 1 FPS.
mkint
#18 - 2011-11-03 20:37:40 UTC
Morganta wrote:
or those lovely stations where you can burn away for like 10 minutes before you get off zero....Roll

lolumad?

Maxim 6. If violence wasn’t your last resort, you failed to resort to enough of it.

CCP Dropbear
C C P
C C P Alliance
#19 - 2011-11-03 20:40:34 UTC
It's not as straightforward a fix to apply as you might think. The more collision spheres you have, the large the performance hit that comes from deploying that object in space because more calculations need to be made whenever players interact with those spheres.

If that object is used in missions, then there's always many instances of it around on the server at any one point, which adds up to a lot of server load.

Acceleration gates are a pretty good example because they're absolutely bloody everywhere, not even just missions (which alone would be creating thousands of instances at any one moment). Adding just one more sphere to increase collision accuracy would effectively double the effect they have on server load. The end result could be more accurate acceleration gates, but decreased client/server performance.

All that said, I'm no engineer (far from it) but this is what I understand from having sat in a few meetings about this and listening to people who are. I remember a project around a year or two ago where content designers went in and simplified these spheres to increase server performance, so it seems they can have a significant impact (enough to warrant us going in there and changing hundreds of sites - which was no small task at the time).

The long and short of it is that we all may just have to bear it, as the alternative (increased load) is the greater of two evils.

mkint
#20 - 2011-11-03 20:44:50 UTC  |  Edited by: mkint
CCP Dropbear wrote:
It's not as straightforward a fix to apply as you might think. The more collision spheres you have, the large the performance hit that comes from deploying that object in space because more calculations need to be made whenever players interact with those spheres.

If that object is used in missions, then there's always many instances of it around on the server at any one point, which adds up to a lot of server load.

Acceleration gates are a pretty good example because they're absolutely bloody everywhere, not even just missions (which alone would be creating thousands of instances at any one moment). Adding just one more sphere to increase collision accuracy would effectively double the effect they have on server load. The end result could be more accurate acceleration gates, but decreased client/server performance.

All that said, I'm no engineer (far from it) but this is what I understand from having sat in a few meetings about this and listening to people who are. I remember a project around a year or two ago where content designers went in and simplified these spheres to increase server performance, so it seems they can have a significant impact (enough to warrant us going in there and changing hundreds of sites - which was no small task at the time).

The long and short of it is that we all may just have to bear it, as the alternative (increased load) is the greater of two evils.


How about changing warp-ins then? Nothing's worse than warping to an acceleration gate and landing right under the little weiner that hangs down and getting stuck on the damned thing, especially since there are occasional gates out there that won't let you cancel a warp. What if warp-in beacons were moved a little higher, and maybe tighten up the warp-in accuracy?

edit: new EVE meme... warping in and landing on the taint.

Maxim 6. If violence wasn’t your last resort, you failed to resort to enough of it.

12Next page