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Bumping freighters and criminal flags

First post
Author
Ammzi
Dreddit
Test Alliance Please Ignore
#81 - 2013-09-15 14:28:43 UTC
If you didn't exist, this thread wouldn't have been derailed.
Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#82 - 2013-09-15 14:31:14 UTC
Ammzi wrote:
If you didn't exist, this thread wouldn't have been derailed.

But I do exist.

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..... :)

Casanunda
Sebiestor Tribe
Minmatar Republic
#83 - 2013-09-15 14:36:03 UTC
Infinity Ziona wrote:
Ammzi wrote:
If you didn't exist, this thread wouldn't have been derailed.

But I do exist.

Unfortunately.

Dis gon be gud

The fact that I am not a gazillionaire Gallente aristocrat with the sexual capacity of a rutting rhino is a constant niggle.

handbanana
State War Academy
Caldari State
#84 - 2013-09-15 14:38:14 UTC
What the hell happened to this thread?

“It takes a big man to cry, but it takes a bigger man to laugh at that man.”    -Jack Handy

Tippia
Sunshine and Lollipops
#85 - 2013-09-15 14:39:40 UTC  |  Edited by: Tippia
Infinity Ziona wrote:
You wouldn't have to change "the whole physics engine" you would only have to modify that function.
…which means modifying the physics engine — possibly very large parts of it to ensure the right data is available everywhere it's needed — which they're loath to do because it's such a brittle and critical system. You would also have to make it interact with completely new systems that now have to fight for processing time, which could prove to be a bad thing.

Quote:
And no, we were talking in the context that he was designing his OWN game.
In that particular post, he said that there was no need for a physics engine because there was no point in having one to simulate movement. So no, he said that if there is no physics, then there's no need for physics engine to simulate those effects — maybe one would be needed if collisions were involved…

Earlier, he said — talking about an actual physics engine — that “collision detection *IS* the physics model. […] that's the PRIME job of a physics engine, is to work out collisions.”, which was in the context of EVE, as shown by the paragraphs surrounding it.

Quote:
Tippia, even EvE has a particular physics model. It may not simulate real physics but it is a physics that translates to all ships, involving mass and thrust and other variables. So yes even EvE has a physics engine to simulate movement, if it didn't and just made it up then all our ships even when they're exactly the same, would behave completely differently to each other. They do not.

…except that that's not a certain outcome. Just because movement is all made up doesn't mean that ships of the same type would move differently. In fact, having it all made up tends to ensure that they move more the same than if it was all run through a (fuzzy-precision and possibly non-deterministic) simulation. If you ever saw a multiplayer game with gameplay-irrelevant physics modelling, you will have noticed how physics objects have a nasty tendency not to act the same for different players.

Go play a good old side-scroller — I like Silkworm, personally. It has no physics engine. It has parallax scrolling to simulate constant movement of the player's ship. It has fixed x- and y-movement to simulate (momentarily) slowing down or speeding up in relation to that constant movement. It has a few dozen different enemies that move across the screen in pre-determined patterns at pre-determined times to simulate stuff coming at you or flying/driving away from you or you flying (and driving) towards them. A jump is simulated by following a pre-determined path along the y axis — no physics is used to determine either height or length of the jump.

All of it is made up. All of it simulates movement of various kinds. All of it is also highly consistent and predictable (which is where the skill is supposed to come in — timing your movement with the frames of animation of the enemies).
Lady Areola Fappington
#86 - 2013-09-15 14:40:40 UTC
Dragging this again, screaming, right back to the silly topic it is....


When you can derive intent from two spheres colliding with each other, we can then discuss implementing "bumping flagging" in EVE.

EVE ships are simply spheres with a direction and speed, in the physics system. The physics system is what handles collision detection. In doing this, please do not add any more load on a node system that quickly gets overloaded as-is.

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

Tippia
Sunshine and Lollipops
#87 - 2013-09-15 14:45:06 UTC
Lady Areola Fappington wrote:
Dragging this again, screaming, right back to the silly topic it is....


When you can derive intent from two spheres colliding with each other, we can then discuss implementing "bumping flagging" in EVE.

EVE ships are simply spheres with a direction and speed, in the physics system. The physics system is what handles collision detection. In doing this, please do not add any more load on a node system that quickly gets overloaded as-is.

…and all that to “solve” something that's not actually a problem to begin with.
Renault T'Bonin
Doomheim
#88 - 2013-09-15 14:52:36 UTC
I can solve this problem. Really.

Don't take a freighter to Jita or any major trade hub. Alternatively... learn how to fly it.

1. Never land a freighter at the most popular station. Dock at the least popular station.

2. Carry a transport plus appropriate fitting to retrieve or deliver items to/from the most popular station. If you cannot fly transports... forget flying a freighter.

3. Any station you frequent in a freighter should have an instawarp corporate bookmark created to "get out fast".

4. Move expensive stuff at low population times. This means you're docked up on the weekends.

5. Webbing alt/friend. If you don't have one sell the freighter.

6. If you really need to move more than a billion in items, employ a couple of scouts. You've been warned.

7. Train to freighter 5. It helps. But it can't fix stupid.

8. As much as possible, don't use a jump freighter in highsec. If you can afford a jump freighter... just buy a regular freighter as well. A jump freighter is a bigger target because it's loss creates massive tears.

9. For the love of God- don't keep a schedule or be predictable. Been to Jita this week already? Go to Dodixie or Rens. Yea it's a pain.

10. Keep your cargo value under 1 billion. And even then.. some will be tempted.

Transport is a profession unto it's own. It requires you to know what you are doing. It requires teamwork. Just like PVP/Mining/Industry. If you can't think creatively to solve your problem and work with others or multibox- you are going to get popped.

The problem with the transport part of the game, is if you lose your freighter you are out billions perhaps even more.

Bumping... can be a prelude to ganking. Don't be in that position. Learn the profession. Autopilot is for losers.
Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#89 - 2013-09-15 14:54:49 UTC
Tippia wrote:
Infinity Ziona wrote:
You wouldn't have to change "the whole physics engine" you would only have to modify that function.
…which means modifying the physics engine — possibly very large parts of it to ensure the right data is available everywhere it's needed — which they're loath to do because it's such a brittle and critical system. You would also have to make it interact with completely new systems that now have to fight for processing time, which could prove to be a bad thing.

Quote:
And no, we were talking in the context that he was designing his OWN game.
In that particular post, he said that there was no need for a physics engine because there was no point in having one to simulate movement. So no, he said that if there is no physics, then there's no need for physics engine to simulate those effects — maybe one would be needed if collisions were involved…

Earlier, he said — talking about an actual physics engine — that “collision detection *IS* the physics model. […] that's the PRIME job of a physics engine, is to work out collisions.”, which was in the context of EVE, as shown by the paragraphs surrounding it.

Quote:
Tippia, even EvE has a particular physics model. It may not simulate real physics but it is a physics that translates to all ships, involving mass and thrust and other variables. So yes even EvE has a physics engine to simulate movement, if it didn't and just made it up then all our ships even when they're exactly the same, would behave completely differently to each other. They do not.

…except that that's not a certain outcome. Just because movement is all made up doesn't mean that ships of the same type would move differently. In fact, having it all made up tends to ensure that they move more the same than if it was all run through a (fuzzy-precision and possibly non-deterministic) simulation. If you ever saw a multiplayer game with gameplay-irrelevant physics modelling, you will have noticed how physics objects have a nasty tendency not to act the same for different players.

Go play a good old side-scroller — I like Silkworm, personally. It has no physics engine. It has parallax scrolling to simulate constant movement of the player's ship. It has fixed x- and y-movement to simulate (momentarily) slowing down or speeding up in relation to that constant movement. It has a few dozen different enemies that move across the screen in pre-determined patterns at pre-determined times to simulate stuff coming at you or flying/driving away from you or you flying (and driving) towards them. A jump is simulated by following a pre-determined path along the y axis — no physics is used to determine either height or length of the jump.

All of it is made up. All of it simulates movement of various kinds. All of it is also highly consistent and predictable (which is where the skill is supposed to come in — timing your movement with the frames of animation of the enemies).

I don't see how you have that sort of information unless you yourself are or were an EvE developer. Its hardly likely they would have let you have a look at the code if you were not.

If that is the case, what you described would be required then the code is very poorly written imo. In OOP you should be able to pass data items with all the information of the object being examined (a ship) and use it very easily. You should be able to access that data in different functions very easily. It why they invented OOP so you could do just that without data getting locked into or out of functions or messing up other functions when something is changed in another.

In EvE ships seem to all work exactly the same. You fit a module to two ships of the same type and they move exactly the same. They don't appear to be randomly assigned different attributes.

Anyway as I said before I don't know nor have I seen EvE's code and that's why I was being general and stated that specifically in a prior post.

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
#90 - 2013-09-15 15:03:28 UTC
Renault T'Bonin wrote:
1. Never land a freighter at the most popular station. Dock at the least popular station.

[etc]
…also, learn the alternate routes into the different hubs. Taking a less travelled gate often only adds one jump (and might even lead you down a completely different route entirely — one that has far fewer observers in it).

Infinity Ziona wrote:
I don't see how you have that sort of information unless you yourself are or were an EvE developer. Its hardly likely they would have let you have a look at the code if you were not.
It's been described in some detail in blogs and presentations at various conferences.

Quote:
In EvE ships seem to all work exactly the same. You fit a module to two ships of the same type and they move exactly the same. They don't appear to be randomly assigned different attributes.
…and no-one said that they would be. The similarity in movement is largely due to the (by necessity) very simplistic vector+ball modelling of ships used in the “physics” simulation, and also due to the cluster acting as the single arbiter of reality. The imprecision is so small as to not matter and is systemic so it works the same everywhere for everyone.
Domanique Altares
Rifterlings
#91 - 2013-09-15 16:11:48 UTC
Renault T'Bonin wrote:
I can solve this problem. Really.


This was a fantastic and well-reasoned post by someone who obviously understands how to mitigate many potential risks while operating a freighter in high security space.

Sadly, I fully expect that it will receive the same treatment from other freighter captains as all such posts do: It will be railed against as being impractical or outright wrong, and ignored.
Ralmar Kimnot
Okorer
#92 - 2013-09-15 16:39:26 UTC  |  Edited by: Ralmar Kimnot
Some of the suggestions on this thread, honestly.

If the ship is moving at great speed in a forward direction using a MWD and bumps into something.... etc. Any solution that attempts to differentiate a malicious gank bump from an accidental 'get out of my way' bump just won’t work.

The only way to add a penalty for bumping and a bit more realism to eve is to add collision damage. If a small fast ship slams into a big fat slow ship, the front of the small fast ship caves in and dies.

To prevent issues around trade hubs, star gates, etc bump damage will not apply in the following places:

Inside a POS shield
Within [insert distance] km’s of a star gate
Within [insert distance] km’s of a station

If a ‘solution’ of this type is implemented you will just get gank fleets using several battleships to bump instead.
If they want to gank you, they will find a way, regardless of any changes made to make the current method obsolete or harder.

So, my suggestion, just leave it alone and find something better to post about Big smile
Mr Epeen
It's All About Me
#93 - 2013-09-15 17:04:36 UTC
Bumping is just about the the most ****** up mechanic in the game.

But it's there and it's not going anywhere soon so learn to minimize the situations that will put you in the crosshairs if you are in a vulnerable ship. Plenty of people manage to do just that and even manage to make a good income by it.

What would be worse than bumping is flagging bumping. Although it would make the forums full of entertaining threads.

Mr Epeen Cool
ISD Dorrim Barstorlode
ISD Community Communications Liaisons
ISD Alliance
#94 - 2013-09-15 17:14:37 UTC
I've removed an off topic post. Please keep it on topic and civil, thank you.

ISD Dorrim Barstorlode

Senior Lead

Community Communication Liaisons (CCLs)

Interstellar Services Department

Renault T'Bonin
Doomheim
#95 - 2013-09-15 17:31:08 UTC
Domanique Altares wrote:
Renault T'Bonin wrote:
I can solve this problem. Really.


This was a fantastic and well-reasoned post by someone who obviously understands how to mitigate many potential risks while operating a freighter in high security space.

Sadly, I fully expect that it will receive the same treatment from other freighter captains as all such posts do: It will be railed against as being impractical or outright wrong, and ignored.


That's fine by me. I don't relish tears from griefing people.

I do admit to enjoying tears shed by the willfully ignorant. Freighter ganking is completely appropriate in this game because there are ways of avoiding it.
Lady Areola Fappington
#96 - 2013-09-15 18:03:12 UTC
Renault T'Bonin wrote:

That's fine by me. I don't relish tears from griefing people.

I do admit to enjoying tears shed by the willfully ignorant. Freighter ganking is completely appropriate in this game because there are ways of avoiding it.


I've never gotten why victims will so willfully fuel the tear machine with whinging and crying after a gank.

I've been gotten on my industrial alt a few times. Rather than sending pages full of "OMG U SUX GO DIAF", I just say "Hey, good gank, caught me napping. Next time you won't be so lucky!"


Some people just invest entirely too much emotional clutter into a video game.

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

Renault T'Bonin
Doomheim
#97 - 2013-09-15 18:17:39 UTC
Lady Areola Fappington wrote:
Renault T'Bonin wrote:

That's fine by me. I don't relish tears from griefing people.

I do admit to enjoying tears shed by the willfully ignorant. Freighter ganking is completely appropriate in this game because there are ways of avoiding it.


I've never gotten why victims will so willfully fuel the tear machine with whinging and crying after a gank.

I've been gotten on my industrial alt a few times. Rather than sending pages full of "OMG U SUX GO DIAF", I just say "Hey, good gank, caught me napping. Next time you won't be so lucky!"


Some people just invest entirely too much emotional clutter into a video game.


I understand it completely. I'm human.

People spend a lot of time getting in game items... losing them is a loss. That's not an inappropriate response.

Misunderstanding that point, is to lack empathy.

The problem... is undocking with something you are not willing to lose. That's the issue. That's what needs to be corrected.

But enjoying the tears when someone loses something they care about? I'm not part of that crew.
Captain Tardbar
Deep Core Mining Inc.
Caldari State
#98 - 2013-09-15 18:23:41 UTC
Bumping wouldn't be so bad if the physics were more realistic. Small ships bumping large objects shouldn't happen. Its like moving a stationary bullet proof car with a bullet.

Looking to talk on VOIP with other EVE players? Are you new and need help with EVE (welfare) or looking for advice? Looking for adversarial debate with angry people?

Captain Tardbar's Voice Discord Server

Jonah Gravenstein
Machiavellian Space Bastards
#99 - 2013-09-15 18:28:43 UTC  |  Edited by: Jonah Gravenstein
Captain Tardbar wrote:
Bumping wouldn't be so bad if the physics were more realistic. Small ships bumping large objects shouldn't happen. Its like moving a stationary bullet proof car with a bullet.

Tugboat, small ship used for changing the direction of, and propelling, much larger ones via pushing (bumping) and pulling.

In the beginning there was nothing, which exploded.

New Player FAQ

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Shalua Rui
Rui Freelance Mining
#100 - 2013-09-15 18:29:26 UTC
Captain Tardbar wrote:
Bumping wouldn't be so bad if the physics were more realistic. Small ships bumping large objects shouldn't happen. Its like moving a stationary bullet proof car with a bullet.

True... but "bumping" as a gameplay element will not be around forever, I recon... vOv

"ginger forum goddess, space gypsy and stone nibbler extraordinaire!" Shalua Rui - CEO and founder of Rui Freelance Mining (RFLM)