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remove 250KM targeting limitaion

Author
Solstice Project
Sebiestor Tribe
Minmatar Republic
#21 - 2013-10-24 18:19:59 UTC
David Kir wrote:
Solstice Project wrote:
Rented wrote:
I've always assumed the targeting limit being at 250km was due to the grid always extending at least 250km from your position, so the game then doesn't have to deal with you targeting or interacting with things which could potentially be split into a different grid at the same time.
How is that possible when you sit at the edge of your grid ?


You never sit at the edge of your grid, you sit at the edge of someone else's grid.

Your grid extends to a 250 km radius from your ship, which means that you are always at the center of your grid.
If ship A sits at 249 km from you, it is on the edge of your grid, and you are on the edge of its grid.
Ship B that sits at 249 km from you but on the opposite side is also on the edge of your grid, but A and B do not see each other, as they are outside each other's grid radius, while you see both.

Maximum targeting range is only limited by the grid, if grid was extended your max targeting range would also increase.
The "your" wasn't meant as "ownership" but as "the grid you're in".

If the grid extends, max targeting range stays the same.
No idea if your last sentence is a mishap like my "your".

And no ... that's not how grids work.
At all.
AskariRising
State Protectorate
Caldari State
#22 - 2013-10-24 22:48:21 UTC
so apparently then the range was around 400km at one point? id love to know why CCP shrunk the box in their "sandbox" game.

many times there are modules that i just never fit on my ship, like sensor boosters, because the 250km limit wont allow me to get the full use out of it. other times ill only fit short range weapons because the long range weapons are well over the limit.

people use pulse lasers because they get too much range and compare favorably with beams. now we have MJD's to get us well within range for most weapons. i kind of feel like these grids are getting "smaller" and that CCP is favoring short range combat.

but short range combat leads to blob combat with everyone just warping in on top of each other like some kind of futuristic spaceship orgy...

i dont like being told how to play my games. i dont like being forced into certain styles of play by these limitations CCP put in in place. It stand against everything this game is about, so if there is some kind of game breaking technical reason why CCP needed to do it, then they should be going back and reviewing that decision to see if its still necessary. If it is, then fix the problem so we dont need this anymore
Hopelesshobo
Hoboland
#23 - 2013-10-24 23:43:13 UTC
AskariRising wrote:


people use pulse lasers because they get too much range and compare favorably with beams. now we have MJD's to get us well within range for most weapons. i kind of feel like these grids are getting "smaller" and that CCP is favoring short range combat.

but short range combat leads to blob combat with everyone just warping in on top of each other like some kind of futuristic spaceship orgy...



You can warp to something that's 150km away...
You can MJD to something thats 100km away...
Null can shoot out to 60km on an unbonused ship...

So basically if your FC equips a probe launcher and keeps 8 combat probes at 0.5 AU scan range on top of the fleet, you can see why you don't really need long range weapons on BS hulls. The best fixes I see at this point are;

1. Extend the maximum lock range
2. Increase the distance it takes to warp to something

This would make long range weapons on battleship+ hulls more viable.

Lowering the average to make you look better since 2012.

AskariRising
State Protectorate
Caldari State
#24 - 2013-10-25 08:02:34 UTC  |  Edited by: AskariRising
Bubanni wrote:
Ager Agemo wrote:
personally I would love if both grids and the server ticks were increased to 500km and 2hz.


That would be awesome.... honestly, grids on gates, stations and any other object really should be premade to avoid siturations where you have two grids really close to eachother.... a few weeks ago in amamake, one of the stations had 2 grids directly on the undock... you would basicly undock, and then 1 sec later slip into a different grid....

2hz server ticks would make the game so much more responsive, it would solve problems with ships that are basicly impossible to catch, specially now with nulified interceptors on the way.. it would make module activation delay less of a problem... you ship would respond faster to commands like, stop, accelerate, jump... change direction... all that

I think CCP should experiment some with 2hz tick rate on Sisi... to see how it would work out, specially performance wise with more people.


https://forums.eveonline.com/default.aspx?g=posts&t=289533&find=unread

So we got an answer on the 2hz server ticks... no go apparently. id like to know why.

so if they dont want to increase server ticks, then what else could they do that could let them open up the grid size?

and just out of curiosity, how does grid size affect the targeting range?
zbaaca
Republic Military Tax Avoiders
#25 - 2013-10-25 08:31:41 UTC  |  Edited by: zbaaca
extend locking range to 500 and u will see golem shoots to 410 km Big smile soloin every pve content ever possible
i think that would be interesting

Bugs are opportunities to cause unprecedented amounts of destruction. --Zorgn ♡♡♡

Ager Agemo
Rainbow Ponies Incorporated
#26 - 2013-10-27 14:47:06 UTC
AskariRising wrote:
Bubanni wrote:
Ager Agemo wrote:
personally I would love if both grids and the server ticks were increased to 500km and 2hz.


That would be awesome.... honestly, grids on gates, stations and any other object really should be premade to avoid siturations where you have two grids really close to eachother.... a few weeks ago in amamake, one of the stations had 2 grids directly on the undock... you would basicly undock, and then 1 sec later slip into a different grid....

2hz server ticks would make the game so much more responsive, it would solve problems with ships that are basicly impossible to catch, specially now with nulified interceptors on the way.. it would make module activation delay less of a problem... you ship would respond faster to commands like, stop, accelerate, jump... change direction... all that

I think CCP should experiment some with 2hz tick rate on Sisi... to see how it would work out, specially performance wise with more people.


https://forums.eveonline.com/default.aspx?g=posts&t=289533&find=unread

So we got an answer on the 2hz server ticks... no go apparently. id like to know why.

so if they dont want to increase server ticks, then what else could they do that could let them open up the grid size?

and just out of curiosity, how does grid size affect the targeting range?



CCP has stated before the server update rate is just a number they change in the source, technically wise its pretty cheap, but they mentioned the server load increase was considerable, it has been suggested many times to make it dynamic but so far there is no answer about it.
David Kir
Errantry Armaments
#27 - 2013-10-27 17:19:25 UTC
Solstice Project wrote:

And no ... that's not how grids work.
At all.


You are right and my 5-year long supposed grid knowledge stands corrected.

Friends are like cows: if you eat them, they die.

AskariRising
State Protectorate
Caldari State
#28 - 2013-10-28 00:01:45 UTC
Ager Agemo wrote:
AskariRising wrote:
Bubanni wrote:
Ager Agemo wrote:
personally I would love if both grids and the server ticks were increased to 500km and 2hz.


That would be awesome.... honestly, grids on gates, stations and any other object really should be premade to avoid siturations where you have two grids really close to eachother.... a few weeks ago in amamake, one of the stations had 2 grids directly on the undock... you would basicly undock, and then 1 sec later slip into a different grid....

2hz server ticks would make the game so much more responsive, it would solve problems with ships that are basicly impossible to catch, specially now with nulified interceptors on the way.. it would make module activation delay less of a problem... you ship would respond faster to commands like, stop, accelerate, jump... change direction... all that

I think CCP should experiment some with 2hz tick rate on Sisi... to see how it would work out, specially performance wise with more people.


https://forums.eveonline.com/default.aspx?g=posts&t=289533&find=unread

So we got an answer on the 2hz server ticks... no go apparently. id like to know why.

so if they dont want to increase server ticks, then what else could they do that could let them open up the grid size?

and just out of curiosity, how does grid size affect the targeting range?



CCP has stated before the server update rate is just a number they change in the source, technically wise its pretty cheap, but they mentioned the server load increase was considerable, it has been suggested many times to make it dynamic but so far there is no answer about it.


how would making it dynamic work to change things? would it increase the server rate without increasing the server load?
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