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Player Features and Ideas Discussion

 
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Bumping freighters and criminal flags

First post
Author
Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#21 - 2013-09-15 09:33:54 UTC  |  Edited by: Infinity Ziona
Kaarous Aldurald wrote:
Quote:
Its very easy for the server to tell the difference between deliberate bumping and accidental bumping.

Deliberate -

Ship is moving at great speed.
Ship is repeatedly colliding with the bumped ship while moving at great speed in a forward direction.
Ship is moving away at high speed to get range for next bump.
vs

Undocking

Ship is moving at slow speed
Ship is bumping another ship at slow speed while moving up down, sideways.
Ship is not moving away at high speed to get range for next bump.

Simple.


Ok, great. Now the second you tell me how to code that in a decade-old 3-dimensional underwater simulation model that was conscripted into use as a spaceship game for whom none of the original programmers still work for the company, we can get started.


Pretty easy

CollisionCnt = 0

On Collision

If ship1.LastCollision - Timer = 0 then ship1.CollisionCnt = 0

IF ship1.speed > SpeedLimit AND ship2.speed < SpeedLimit AND Ship1.MwdActive = TRUE THEN Ship1.CollisionCnt = Ship1.CollisionCnt + 1

If CollisionCnt > MaxCollisionsAllowed then Ship1.SuspectFlag = TRUE


How many times have you ever collided repeatedly with a ship at speed while your microwarpdrive was active??

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Myriad Blaze
Common Sense Ltd
Nulli Secunda
#22 - 2013-09-15 09:55:14 UTC  |  Edited by: Myriad Blaze
Lady Areola Fappington wrote:
Myriad Blaze wrote:
I agree that it should be possible to code a proper "bumper detection method" if the devs want that ... but checking for the usuage of a MWD is not a good idea as anyone could legally activate that mod on undock.


Lets say two soccer balls are rolling down the streat, and hit each other head on. Absent any other information, can you determine which one hit the other?

That's how the server sees you, as a bunch of different sized balls bouncing around a grid. If you can derive "intent to bump" out of just that, more power to you.

Don't forget, a computer cannot judge intent. Anything you get to protect yourself, I get to use too. Lets say CCP makes "Faster moving ship=bumper". Well, I'll just take a speedy interceptor, park it at a dead stop in front of your barge/freighter/orca, and wait for CONCORD to do the killing work for me, when you trigger the bumping flag.


CCP has an excellent system in place, that protects both sides. Bumpers can bump, till it's shown they are going out of their way to target one person. To invoke that rule, the bumpee has to make an effort to escape being bumped (the current definition we use for escape is "Move far enough away that the bumpers must use locator agents to find you."

You are reading more into my post than I wrote and if you believe that you can not code a method to deal with bumping - if you want such a method - you would be plain wrong.
Kaarous Aldurald
Black Hydra Consortium.
#23 - 2013-09-15 09:55:55 UTC
Infinity Ziona wrote:
Kaarous Aldurald wrote:
Quote:
Its very easy for the server to tell the difference between deliberate bumping and accidental bumping.

Deliberate -

Ship is moving at great speed.
Ship is repeatedly colliding with the bumped ship while moving at great speed in a forward direction.
Ship is moving away at high speed to get range for next bump.
vs

Undocking

Ship is moving at slow speed
Ship is bumping another ship at slow speed while moving up down, sideways.
Ship is not moving away at high speed to get range for next bump.

Simple.


Ok, great. Now the second you tell me how to code that in a decade-old 3-dimensional underwater simulation model that was conscripted into use as a spaceship game for whom none of the original programmers still work for the company, we can get started.


Pretty easy

CollisionCnt = 0

On Collision

If ship1.LastCollision - Timer = 0 then ship1.CollisionCnt = 0

IF ship1.speed > SpeedLimit AND ship2.speed < SpeedLimit AND Ship1.MwdActive = TRUE THEN Ship1.CollisionCnt = Ship1.CollisionCnt + 1

If CollisionCnt > MaxCollisionsAllowed then Ship1.SuspectFlag = TRUE


How many times have you ever collided repeatedly with a ship at speed while your microwarpdrive was active??



To answer your question, while undocking I have done it plenty of times. You ever been to Jita? Seen the traffic in that station during peak times? I could rack up a killboard so green you could see it from space if bumping could flag someone.

Secondly, oh, wonderful, I see that EVE runs on basic IF>THEN statements!. Praise be to Infinity Ziona, who has saved us all from the vagaries of 3D representative modeling code and fluidic physics engines!

You really are an idiot, you know that, right? Did you expect me to believe that tripe?

Honestly, when I saw that I almost swallowed my tongue laughing at you. You have just proved, beyond a shadow of a doubt, that you have no idea what you are talking about.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Kaarous Aldurald
Black Hydra Consortium.
#24 - 2013-09-15 09:57:41 UTC  |  Edited by: Kaarous Aldurald
Quote:
You are reading more into my post than I wrote and if you believe that you can not code a method to deal with bumping - if you want such a method - you are plain wrong.


They've outright said in the past that they are having trouble trying to fix POS'es because the guys who coded the game back then are long gone from the company, the code is ludicrously complicated, and they didn't leave notes.

Seems pretty clear cut to me.

Oh, and I love how many wannabe programmers there are, who think you can just wave a sparkly magic wand and your programmers can accomplish whatever your little heart desires.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Myriad Blaze
Common Sense Ltd
Nulli Secunda
#25 - 2013-09-15 10:07:42 UTC
Kaarous Aldurald wrote:
Quote:
You are reading more into my post than I wrote and if you believe that you can not code a method to deal with bumping - if you want such a method - you are plain wrong.


They've outright said in the past that they are having trouble trying to fix POS'es because the guys who coded the game back then are long gone from the company, the code is ludicrously complicated, and they didn't leave notes.

Seems pretty clear cut to me.

Oh, and I love how many wannabe programmers there are, who think you can just wave a sparkly magic wand and your programmers can accomplish whatever your little heart desires.

Not sure what your problem is.
All I said is that you CAN code a method to detect bumping if you want that. I didn't say it would be easy nor did I say that it should be done. And while we're at it, there are already ideas in this thread that might work. All I say is that it's POSSIBLE if you really want such a method.
Kaarous Aldurald
Black Hydra Consortium.
#26 - 2013-09-15 10:13:33 UTC
Myriad Blaze wrote:
Kaarous Aldurald wrote:
Quote:
You are reading more into my post than I wrote and if you believe that you can not code a method to deal with bumping - if you want such a method - you are plain wrong.


They've outright said in the past that they are having trouble trying to fix POS'es because the guys who coded the game back then are long gone from the company, the code is ludicrously complicated, and they didn't leave notes.

Seems pretty clear cut to me.

Oh, and I love how many wannabe programmers there are, who think you can just wave a sparkly magic wand and your programmers can accomplish whatever your little heart desires.

Not sure what your problem is.
All I said is that you CAN code a method to detect bumping if you want that. I didn't say it would be easy nor did I say that it should be done. And while we're at it, there are already ideas in this thread that might work. All I say is that it's POSSIBLE if you really want such a method.


It's also possible that Paraguay might fund the next moon landing. It's possible I might get run over by a semi in the city park.

But, they've not only said that they consider bumping to be fine and an example of emergent gameplay, they also referenced several times, that because the original programmers are all gone that there isn't much they can do to change the engine.

Why else do you think the most complicated code they've added to the game in a long time is loot spew? Otherwise most of what they change are ship stats, which aside from the artwork are little more than several reference tables (as EFT has shown us). Valkyrie is a good example of that as well. Some of their guys working in their spare time can build an engine from the ground up more easily and more quickly than they can develop changes for the existing one.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Myriad Blaze
Common Sense Ltd
Nulli Secunda
#27 - 2013-09-15 10:41:55 UTC
Kaarous Aldurald wrote:
Myriad Blaze wrote:
Kaarous Aldurald wrote:
Quote:
You are reading more into my post than I wrote and if you believe that you can not code a method to deal with bumping - if you want such a method - you are plain wrong.


They've outright said in the past that they are having trouble trying to fix POS'es because the guys who coded the game back then are long gone from the company, the code is ludicrously complicated, and they didn't leave notes.

Seems pretty clear cut to me.

Oh, and I love how many wannabe programmers there are, who think you can just wave a sparkly magic wand and your programmers can accomplish whatever your little heart desires.

Not sure what your problem is.
All I said is that you CAN code a method to detect bumping if you want that. I didn't say it would be easy nor did I say that it should be done. And while we're at it, there are already ideas in this thread that might work. All I say is that it's POSSIBLE if you really want such a method.


It's also possible that Paraguay might fund the next moon landing. It's possible I might get run over by a semi in the city park.

But, they've not only said that they consider bumping to be fine and an example of emergent gameplay, they also referenced several times, that because the original programmers are all gone that there isn't much they can do to change the engine.

Why else do you think the most complicated code they've added to the game in a long time is loot spew? Otherwise most of what they change are ship stats, which aside from the artwork are little more than several reference tables (as EFT has shown us). Valkyrie is a good example of that as well. Some of their guys working in their spare time can build an engine from the ground up more easily and more quickly than they can develop changes for the existing one.


You seem to be the guy who said "they will never get it up" when the Wright brothers tried to launch their plane. And after it's launch your only comment would have been "they will never bring it down". Big smile

There's usually more than one approach to accomplish something. The question is usually not "can it be done?" but "how much does it cost?" ... and immediatly after that "is it worth it?". And as time goes by the answers to these questions can change.
As long as the devs think bumping is fine as it is, they won't change it (that's obvious). But there are examples that the devs changed their minds about certain things. And if someone in charge comes to the conclusion that bumping needs to be changed, it will be changed (there should be no doubt about that).


Lady Areola Fappington
#28 - 2013-09-15 10:53:06 UTC
Kaarous Aldurald wrote:
Myriad Blaze wrote:
Kaarous Aldurald wrote:
Quote:
You are reading more into my post than I wrote and if you believe that you can not code a method to deal with bumping - if you want such a method - you are plain wrong.


They've outright said in the past that they are having trouble trying to fix POS'es because the guys who coded the game back then are long gone from the company, the code is ludicrously complicated, and they didn't leave notes.

Seems pretty clear cut to me.

Oh, and I love how many wannabe programmers there are, who think you can just wave a sparkly magic wand and your programmers can accomplish whatever your little heart desires.

Not sure what your problem is.
All I said is that you CAN code a method to detect bumping if you want that. I didn't say it would be easy nor did I say that it should be done. And while we're at it, there are already ideas in this thread that might work. All I say is that it's POSSIBLE if you really want such a method.


It's also possible that Paraguay might fund the next moon landing. It's possible I might get run over by a semi in the city park.

But, they've not only said that they consider bumping to be fine and an example of emergent gameplay, they also referenced several times, that because the original programmers are all gone that there isn't much they can do to change the engine.

Why else do you think the most complicated code they've added to the game in a long time is loot spew? Otherwise most of what they change are ship stats, which aside from the artwork are little more than several reference tables (as EFT has shown us). Valkyrie is a good example of that as well. Some of their guys working in their spare time can build an engine from the ground up more easily and more quickly than they can develop changes for the existing one.



Amusingly, every programmer I've known who work on games, the absolute core rule has been "Don't touch the physics engine unless you absolutely must!" I expect CCP is the same, and since CCP has a system they're satisfied with....


It's always people who've never been near the industry who scream "Code, fix it, it's EASY do it!" Normally followed by a rant about wasting "dev time" when the art team makes something new.

7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided. --Eve New Player Guide

Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#29 - 2013-09-15 10:53:12 UTC  |  Edited by: Infinity Ziona
Kaarous Aldurald wrote:
Infinity Ziona wrote:
Kaarous Aldurald wrote:
Quote:
Its very easy for the server to tell the difference between deliberate bumping and accidental bumping.

Deliberate -

Ship is moving at great speed.
Ship is repeatedly colliding with the bumped ship while moving at great speed in a forward direction.
Ship is moving away at high speed to get range for next bump.
vs

Undocking

Ship is moving at slow speed
Ship is bumping another ship at slow speed while moving up down, sideways.
Ship is not moving away at high speed to get range for next bump.

Simple.


Ok, great. Now the second you tell me how to code that in a decade-old 3-dimensional underwater simulation model that was conscripted into use as a spaceship game for whom none of the original programmers still work for the company, we can get started.


Pretty easy

CollisionCnt = 0

On Collision

If ship1.LastCollision - Timer = 0 then ship1.CollisionCnt = 0

IF ship1.speed > SpeedLimit AND ship2.speed < SpeedLimit AND Ship1.MwdActive = TRUE THEN Ship1.CollisionCnt = Ship1.CollisionCnt + 1

If CollisionCnt > MaxCollisionsAllowed then Ship1.SuspectFlag = TRUE


How many times have you ever collided repeatedly with a ship at speed while your microwarpdrive was active??



To answer your question, while undocking I have done it plenty of times. You ever been to Jita? Seen the traffic in that station during peak times? I could rack up a killboard so green you could see it from space if bumping could flag someone.

Secondly, oh, wonderful, I see that EVE runs on basic IF>THEN statements!. Praise be to Infinity Ziona, who has saved us all from the vagaries of 3D representative modeling code and fluidic physics engines!

You really are an idiot, you know that, right? Did you expect me to believe that tripe?

Honestly, when I saw that I almost swallowed my tongue laughing at you. You have just proved, beyond a shadow of a doubt, that you have no idea what you are talking about.

Firstly you are saying that you have accidentally and repeatedly collided with the same ship at MWD speed over and over again while undocking? I say you haven't.

Secondly, that is not BASIC code lol, that's psudocode, I program in C, C++, Visual C, Visual Basic and BASIC. I was actually a teacher for 10 years at TAFE here in Australia and taught it. The code above is more OOP C like code than BASIC though.

:)

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Rhivre
TarNec
Invisible Exchequer
#30 - 2013-09-15 10:56:59 UTC
So, when I am burning to a gate, in my inty and a freighter lands in front of me, I should get flagged?

Also, I have repeatedly bumped freighters off the undock in my freighter, its a common occurrence at a congested station, so, red flags all round?
Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#31 - 2013-09-15 11:00:49 UTC
Lady Areola Fappington wrote:
Kaarous Aldurald wrote:
Myriad Blaze wrote:
Kaarous Aldurald wrote:
Quote:
You are reading more into my post than I wrote and if you believe that you can not code a method to deal with bumping - if you want such a method - you are plain wrong.


They've outright said in the past that they are having trouble trying to fix POS'es because the guys who coded the game back then are long gone from the company, the code is ludicrously complicated, and they didn't leave notes.

Seems pretty clear cut to me.

Oh, and I love how many wannabe programmers there are, who think you can just wave a sparkly magic wand and your programmers can accomplish whatever your little heart desires.

Not sure what your problem is.
All I said is that you CAN code a method to detect bumping if you want that. I didn't say it would be easy nor did I say that it should be done. And while we're at it, there are already ideas in this thread that might work. All I say is that it's POSSIBLE if you really want such a method.


It's also possible that Paraguay might fund the next moon landing. It's possible I might get run over by a semi in the city park.

But, they've not only said that they consider bumping to be fine and an example of emergent gameplay, they also referenced several times, that because the original programmers are all gone that there isn't much they can do to change the engine.

Why else do you think the most complicated code they've added to the game in a long time is loot spew? Otherwise most of what they change are ship stats, which aside from the artwork are little more than several reference tables (as EFT has shown us). Valkyrie is a good example of that as well. Some of their guys working in their spare time can build an engine from the ground up more easily and more quickly than they can develop changes for the existing one.



Amusingly, every programmer I've known who work on games, the absolute core rule has been "Don't touch the physics engine unless you absolutely must!" I expect CCP is the same, and since CCP has a system they're satisfied with....


It's always people who've never been near the industry who scream "Code, fix it, it's EASY do it!" Normally followed by a rant about wasting "dev time" when the art team makes something new.

Its not the physics engine at all. The physics don't need to change. Its a detection method for bumping which has nothing to do with the EvE physics.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Kaarous Aldurald
Black Hydra Consortium.
#32 - 2013-09-15 11:03:02 UTC  |  Edited by: Kaarous Aldurald
Quote:
Firstly you are saying that you have accidentally and repeatedly collided with the same ship at MWD speed over and over again while undocking? I say you haven't.


EVE while drunk. It's a whole other game.

Quote:
Secondly, that is not BASIC code lol, that's psudocode, I program in C, C++, Visual C, Visual Basic and BASIC. I was actually a teacher for 10 years at TAFE here in Australia and taught it. The code above is more OOP C like code than BASIC though.


I didn't say code, I said statement. Mouth, meet foot.

Secondly, I also didn't say "Basic" the code. Basic, as in, introductory.


Quote:
Its not the physics engine at all. The physics don't need to change. Its a detection method for bumping which has nothing to do with the EvE physics.


"This just in, collision detection is decoupled from the physics engine, and the sky is actually red."

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#33 - 2013-09-15 11:04:37 UTC
Rhivre wrote:
So, when I am burning to a gate, in my inty and a freighter lands in front of me, I should get flagged?

Also, I have repeatedly bumped freighters off the undock in my freighter, its a common occurrence at a congested station, so, red flags all round?

No. My pseudo-code has a variable that counts the number of times you have bumped the same person while moving at MWD speeds. It also has a timer which resets the variable to 0 after an unspecified time. And it has a mechinism for flagging a person as suspect after the variable reaches an unspecified number of bumps.

Where did you get you'll be flagged bumping someone once at undock from when that doesn't meet any of the requirements for flagging, even if you bumped them 500,000 times it still wouldn't?

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Lady Areola Fappington
#34 - 2013-09-15 11:07:07 UTC
Infinity Ziona wrote:

Firstly you are saying that you have accidentally and repeatedly collided with the same ship at MWD speed over and over again while undocking? I say you haven't.

Secondly, that is not BASIC code lol, that's psudocode, I program in C, C++, Visual C, Visual Basic and BASIC. I was actually a teacher for 10 years at TAFE here in Australia and taught it. The code above is more OOP C like code than BASIC though.

:)



OK, so we implement the "MWD=bumping" code. Bumpers promptly come up with a system using plates and overdrives. Might be a little slower, but hey, we just replace that with numbers.


How bout if I just shut down the MWD before the actual collision? Also, where are we getting the extra clock cycles from, to do these interacting physics to active module checks. Tis a little more complex than the current system. No, the current system doesn't check for active modules when it comes to bumping. Activating a MWD changes stats on the ship, which is much easier to do the compares on. In fact, from my own poking, I don't think there's any direct checks from physics model to modules. The modules change a DB entry for ship stats, that the physics engine looks at when needed. "When needed" is lots easier on a DB system than "real-time".

7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided. --Eve New Player Guide

Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#35 - 2013-09-15 11:07:09 UTC
Kaarous Aldurald wrote:
Quote:
Firstly you are saying that you have accidentally and repeatedly collided with the same ship at MWD speed over and over again while undocking? I say you haven't.


EVE while drunk. It's a whole other game.

Quote:
Secondly, that is not BASIC code lol, that's psudocode, I program in C, C++, Visual C, Visual Basic and BASIC. I was actually a teacher for 10 years at TAFE here in Australia and taught it. The code above is more OOP C like code than BASIC though.


I didn't say code, I said statement. Mouth, meet foot.

Secondly, I also didn't say "Basic" the code. Basic, as in, introductory.


Quote:
Its not the physics engine at all. The physics don't need to change. Its a detection method for bumping which has nothing to do with the EvE physics.


"This just in, collision detection is decoupled from the physics engine, and the sky is actually red."

You're unfortunately making a fool of yourself and you fail to realise it :)

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Tippia
Sunshine and Lollipops
#36 - 2013-09-15 11:20:37 UTC
Maliandra wrote:
How is it logical that using a warp disruptor raises a criminal flag but preventing someone from warping by bumping into their ship endlessly does not?
One is an offensive module that triggers all kinds of mechanisms on behalf of both the target and the aggressor, the other does not.

Quote:
CCP should sit down and come up with a solution.
What's the problem?
Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#37 - 2013-09-15 11:25:41 UTC  |  Edited by: Infinity Ziona
Lady Areola Fappington wrote:
Infinity Ziona wrote:

Firstly you are saying that you have accidentally and repeatedly collided with the same ship at MWD speed over and over again while undocking? I say you haven't.

Secondly, that is not BASIC code lol, that's psudocode, I program in C, C++, Visual C, Visual Basic and BASIC. I was actually a teacher for 10 years at TAFE here in Australia and taught it. The code above is more OOP C like code than BASIC though.

:)



OK, so we implement the "MWD=bumping" code. Bumpers promptly come up with a system using plates and overdrives. Might be a little slower, but hey, we just replace that with numbers.


How bout if I just shut down the MWD before the actual collision? Also, where are we getting the extra clock cycles from, to do these interacting physics to active module checks. Tis a little more complex than the current system. No, the current system doesn't check for active modules when it comes to bumping. Activating a MWD changes stats on the ship, which is much easier to do the compares on. In fact, from my own poking, I don't think there's any direct checks from physics model to modules. The modules change a DB entry for ship stats, that the physics engine looks at when needed. "When needed" is lots easier on a DB system than "real-time".

Plates and overdrives won't work like a MWD'ing Mach.

Its not like there will be more thousands of people bumping lol. I'm sure the cluster can handle a few checks when ships collide. They already do. Even at peak hour there's probably 50 people bumping at undock in Jita. If you consider 50 people bumping, that's 100 tasks for the server.

If you consider one person entering system, that's (lets say there are 2000 people in local) the server has to do 2000 tasks just to update everyone with the new person. Every message in local 2000 tasks and so on. Every time a person undocks, everyone on grid needs to see them, all overviews need to see them and so on. Its miniscule in comparison.

Its not anything to do with the physics model. Its collision detection. I don't how EvE does it and you don't either but I doubt the collision detection is intertwined with the physics code itself.

It would be more likely that when a collision detection function detects a collision, the function generates a call to the physics engine to update it so that it changes velocity, applies whatever friction it needs, changes the angle of the ships travel.

Programming is modular. Its all divided into functions. The functions usually are as independent of each other as possible which is called loose coupling. Its like that so you can change a function, say collision detection, and you get as little carry over to other functions as possible.

Edit: as to the deactivating MWD, it would be extremely difficult to calculate a point to start mwd and deactivate it before a) you hit the ship and b) before it turns off and you decelerate. MWD don't just switch off instantly.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Liafcipe9000
Critically Preposterous
#38 - 2013-09-15 11:31:42 UTC
because bump
Lady Areola Fappington
#39 - 2013-09-15 11:42:38 UTC
Infinity Ziona wrote:

Plates and overdrives won't work like a MWD'ing Mach.

Its not like there will be more thousands of people bumping lol. I'm sure the cluster can handle a few checks when ships collide. They already do. Even at peak hour there's probably 50 people bumping at undock in Jita. If you consider 50 people bumping, that's 100 tasks for the server.

If you consider one person entering system, that's (lets say there are 2000 people in local) the server has to do 2000 tasks just to update everyone with the new person. Every message in local 2000 tasks and so on. Every time a person undocks, everyone on grid needs to see them, all overviews need to see them and so on. Its miniscule in comparison.

Its not anything to do with the physics model. Its collision detection. I don't how EvE does it and you don't either but I doubt the collision detection is intertwined with the physics code itself.

It would be more likely that when a collision detection function detects a collision, the function generates a call to the physics engine to update it so that it changes velocity, applies whatever friction it needs, changes the angle of the ships travel.

Programming is modular. Its all divided into functions. The functions usually are as independent of each other as possible which is called loose coupling. Its like that so you can change a function, say collision detection, and you get as little carry over to other functions as possible.



Step one, it isn't the cluster handling the bumps, it's that single shard running the system. Jits is on it's own speshul system, so using that as a comparison is right out.

Collision detection *IS* the physics model. I mean, that's the PRIME job of a physics engine, is to work out collisions.

Also, again IIRC, there is no friction in EVE collision. Someone worked out the math long ago, but the rebound is simply done via a percent comparison based off of mass and velocity. This is why MWD works so well for bumping, it adds both.

Yes, programming is modular in a perfect world, in brand new code straight off the CVS. Now add ten years of patches, hacks hooks, and "just make it works".

You've still danced around exactly what I proposed. Rather than a simple DB call and compare at the (as you put it yourself) the rare instance of intentional collision, you want to install an overarching real-time module to physics engine check that does not currently exist. We're also doing this when the vast majority of the EVE playerbase, and CCP itself is happy with the current system of human evaluation of intent, if-when needed.



Anyway, lets say we install your system. After X MWD in Y timeframe, CONCORD shows up and kills the bumpers. No problem. I'll only bump in Y+1 time, and bring enough buddies to fill in the time. Make 5 minutes your timeframe, sure. I'll bring 25 buddies to bump (not hard at all). That's a bump per 15 seconds.

Any code fix you try to employ, is a fix I can work around. The only way to stop bumping is to ban it, and...CCP likes bumping. They've coined it as the "poor man's point" and toss it up as an example of unplanned emergent gameplay.

7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided. --Eve New Player Guide

Lord LazyGhost
Sebiestor Tribe
Minmatar Republic
#40 - 2013-09-15 11:45:59 UTC
what is not logical is that somthing the size of a interceptor can fly at 5k mps and slab into the size of something the size of a freighter and take no damage. That's like saying right i have a speed boat i am going to crash into the side of this oil tanker to move it. speed boat would just go pop.