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New dev blog: I don‘t always miss, but when I do...I do it with style.

First post
Author
Louis deGuerre
The Dark Tribe
#21 - 2011-11-18 15:23:59 UTC
squa·mous adj \ˈskwā-məs also ˈskwä-\

Definition of SQUAMOUS

1
a : covered with or consisting of scales : scaly
b : of, relating to, or being a stratified epithelium that consists at least in its outer layers of small scalelike cells
2
: of, relating to, or being the anterior upper portion of the temporal bone of most mammals including humans

Origin of SQUAMOUS

Middle English, from Latin squamosus, from squama scale
First Known Use: 15th century
Related to SQUAMOUS

Synonyms: scaled, scaly
Antonyms: scaleless

Gameplay quality : Enhanced
Language Vocabulary : Increased

Devblog approved ! P
TheButcherPete
KarmaFleet
Goonswarm Federation
#22 - 2011-11-18 15:25:10 UTC
How does one pronounce Choloepus?


Otherwise, I like this new feature, it's fun watching Serpentis miss Lol


♥ CCP

[b]THE KING OF EVE RADIO

If EVE is real, does that mean all of us are RMTrs?[/b]

Anvil44
Avedis Corporation
The Vanguard Syndicate
#23 - 2011-11-18 15:28:45 UTC
Give someone a piece of bread and they want butter with it. Give them a sandwich and they ask for roast chicken...Roll

As you posted, this is a great first step, all limitations considered. Your compromises are well thought out and the reasoning behind them is very sound. I look forward to seeing this.

Thanks for more awesome pew pew eye candy!

I may not like you or your point of view but you have a right to voice it.

Seismic Stan
Freebooted Junkworks
#24 - 2011-11-18 15:33:55 UTC
I love this feature, it's quite possibly my favourite element of Crucible.

I don't want to sound negative or ungrateful, but I was a little disappointed to read that my client will only render missed shots at or from my ship. I was looking forward to observing some spectacular dogfights between third parties.

Is there any possibility that the feature could be amended to provide inaccurate fire animation for whichever ship is the focus of the camera (and the target thereof)? This wouldn't generate any additional traffic, but would just shift the focus to allow convincing spectator immersion.

BeanBagKing
The Order of Atlas
#25 - 2011-11-18 15:37:26 UTC
/me huggles CCP
I love you guys again, so much epic material this winter

I really hope to see other players shots missing on day as well, it would really make fleet fights look epic. I don't like the idea of guesswork, but I don't like the current situation (for others, new content is awesome), and I don't like the idea of so much information being passed that it creates lag. Kinda a catch-22, but I agree with the blog, I think "rough simulation of appx miss chance" (i.e. intelligent guesswork) is probably the way to go. Take everything known by the client, average everything else (say assume level 3 or 4 skills, give a 10% chance for using an implant/booster that would affect it, etc), and then decide if it's hit or miss.

Another semi-related issue I'd love to see addressed. Can we please (one day) get shots that hit in a wider variety of places on the model? In othe words, do this, take a bunch of laser abaddons or something out and start shooting a POS. watch ALL the lasers hit either one of the little arms on the side or the bottom part about 3/4ths of the way down. It really looks un-realistic. It's not something you notice as much on ships or in fleet fights, but it's there. It would be great if you really peppered the enemy in a bunch of different places as your shots hit.

Thanks again
-BBK
Nanohasan
Republic Military School
Minmatar Republic
#26 - 2011-11-18 15:39:13 UTC
Really nice update. Once you guys manage to extend it to any ship for a client, you could make those "stray shots" into hitting other targets then the orginal one like what could happen in a real space combat.

Of course it in the hope you won't get shot into the sun like you seem to fear atm P
CCP Choloepus
C C P
C C P Alliance
#27 - 2011-11-18 15:43:38 UTC
Seismic Stan wrote:
I love this feature, it's quite possibly my favourite element of Crucible.

I don't want to sound negative or ungrateful, but I was a little disappointed to read that my client will only render missed shots at or from my ship. I was looking forward to observing some spectacular dogfights between third parties.

Is there any possibility that the feature could be amended to provide inaccurate fire animation for whichever ship is the focus of the camera (and the target thereof)? This wouldn't generate any additional traffic, but would just shift the focus to allow convincing spectator immersion.


Thanks, and believe me that we're disappointed that we can't do this yet either!

The look-at suggestion is a great one however. It limits the amount of extra information sent whilst still allowing you to spectate on those dogfights properly, I'll have to bring this one along to Gridlock and see what can be done.

Plus, even if we get the client-side simulation working, it would gives us a properly accurate option for important targets layered on top.
Tahna Rouspel
Viziam
Amarr Empire
#28 - 2011-11-18 15:45:32 UTC
Nanohasan wrote:
Really nice update. Once you guys manage to extend it to any ship for a client, you could make those "stray shots" into hitting other targets then the orginal one like what could happen in a real space combat.

Of course it in the hope you won't get shot into the sun like you seem to fear atm P


I don't think that would happen without the servers blowing up.
Damion Rayne
Panoptic
#29 - 2011-11-18 15:51:27 UTC
Jarnis McPieksu wrote:
Would it really add that much to include a single bit (hit/miss) to the information your client receives about shots around you that are not directed at you?

I mean, the client must already receive information about all the gunfire because it can render it... and server must be the one deciding what hits and what misses (if it weren't, EVE would already be hacked to bits) so... there must be a steady flow of packets during fleet fights to every participant about every shot being fired on grid as it happens according to the server simulation.

We. Are. Talking. About. A. Single. Bit. Some Pro coding will embed it nicely into the current data (just steal one bit off some value that is being sent about each shot and use it for this), so the added amount of data would be zero.

0/1. Miss/Hit. The rest can be made up by the local (client side) rendering code.


The audacity of this post blows me away, you are obviously not a programmer.

ROA

War Kitten
Panda McLegion
#30 - 2011-11-18 15:51:47 UTC
I like the new feature, it's great for gauging how often a fast moving ship is being hit when manual-piloting.

Please don't do any averaging or guessing for 3rd party misses though, I'd rather see accurate misses or none at all. It might look neat to see the misses from a third party perspective, but it will totally break the immersion the first time an estimated miss blows up the target.

I don't judge people by their race, religion, color, size, age, gender, or ethnicity. I judge them by their grammar, spelling, syntax, punctuation, clarity of expression, and logical consistency.

CCP Choloepus
C C P
C C P Alliance
#31 - 2011-11-18 15:53:58 UTC
BeanBagKing wrote:
/me huggles CCP
I love you guys again, so much epic material this winter

I really hope to see other players shots missing on day as well, it would really make fleet fights look epic. I don't like the idea of guesswork, but I don't like the current situation (for others, new content is awesome), and I don't like the idea of so much information being passed that it creates lag. Kinda a catch-22, but I agree with the blog, I think "rough simulation of appx miss chance" (i.e. intelligent guesswork) is probably the way to go. Take everything known by the client, average everything else (say assume level 3 or 4 skills, give a 10% chance for using an implant/booster that would affect it, etc), and then decide if it's hit or miss.

Another semi-related issue I'd love to see addressed. Can we please (one day) get shots that hit in a wider variety of places on the model? In othe words, do this, take a bunch of laser abaddons or something out and start shooting a POS. watch ALL the lasers hit either one of the little arms on the side or the bottom part about 3/4ths of the way down. It really looks un-realistic. It's not something you notice as much on ships or in fleet fights, but it's there. It would be great if you really peppered the enemy in a bunch of different places as your shots hit.

Thanks again
-BBK


Thanks!

Something which has been suggested on these fora and which I really liked the sound of: as the quality of the shot increases (grouped weapons assumed), you have more hits arrive at the same point on the model. So a wrecking shot would look like current TQ, but a standard hit would hit different points on the ship, and light/barely hits would partially miss the target.

The last is currently in testing and art approval by the way, it may not arrive with Crucible but I'll try to get it live as soon as possible.
Bienator II
madmen of the skies
#32 - 2011-11-18 15:54:17 UTC
CCP Choloepus wrote:
Seismic Stan wrote:
I love this feature, it's quite possibly my favourite element of Crucible.

I don't want to sound negative or ungrateful, but I was a little disappointed to read that my client will only render missed shots at or from my ship. I was looking forward to observing some spectacular dogfights between third parties.

Is there any possibility that the feature could be amended to provide inaccurate fire animation for whichever ship is the focus of the camera (and the target thereof)? This wouldn't generate any additional traffic, but would just shift the focus to allow convincing spectator immersion.


Thanks, and believe me that we're disappointed that we can't do this yet either!

The look-at suggestion is a great one however. It limits the amount of extra information sent whilst still allowing you to spectate on those dogfights properly, I'll have to bring this one along to Gridlock and see what can be done.

Plus, even if we get the client-side simulation working, it would gives us a properly accurate option for important targets layered on top.

thinking this further you could scale this feature using the FOV box and intelligent LOD. Only transfer hit info of shots which are in your view frustum and also near enough to be seen "in the foreground" from the client.

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Alastar Frost
The Scope
Gallente Federation
#33 - 2011-11-18 15:56:47 UTC
What i could imagine without adding too much load is sending the information about the hits or misses to the other clients based on the situation:

-Pass the hit information for small fights (like fights with only <10 people involved)
-Pass the information when an alpha kill is possible (Sniper BS shooting at interceptors)
-Pass the info based on camera angle and focus (if i choose to "look at" the inty, it can be assumed that i am interested in seeing if he is hit or not).
-pass the information based on locked targets (along with the decrease of the HP-Bars, maybe try to guess the hits from the passed HP-Losses to save packets)
-Broadcast the info to spectators (ships that dont fight but watch, maybe the packets for those can somehow be optimized).


-Dont pass the information if too many ships are on grid (aka: stop sending all those additional packets once time dilatation kicks in)

For larger fights noone looks at the hit animation anyways (at least not too closely). But when a sniper from a gatecamp fires at a kiting frig or if a small fight goes on, then everyone watches.
Letrange
Chaosstorm Corporation
#34 - 2011-11-18 16:04:03 UTC
CCP Choloepus wrote:
Seismic Stan wrote:
I love this feature, it's quite possibly my favourite element of Crucible.

I don't want to sound negative or ungrateful, but I was a little disappointed to read that my client will only render missed shots at or from my ship. I was looking forward to observing some spectacular dogfights between third parties.

Is there any possibility that the feature could be amended to provide inaccurate fire animation for whichever ship is the focus of the camera (and the target thereof)? This wouldn't generate any additional traffic, but would just shift the focus to allow convincing spectator immersion.


Thanks, and believe me that we're disappointed that we can't do this yet either!

The look-at suggestion is a great one however. It limits the amount of extra information sent whilst still allowing you to spectate on those dogfights properly, I'll have to bring this one along to Gridlock and see what can be done.

Plus, even if we get the client-side simulation working, it would gives us a properly accurate option for important targets layered on top.

Or at least provide this information for everything we have a target lock on. Since the client needs to see when the target's shield/hull/structure take damage, it can probably estimate how many misses went into the damage we're seeing vs how much incoming fire is landing.
CCP Choloepus
C C P
C C P Alliance
#35 - 2011-11-18 16:07:02 UTC
War Kitten wrote:
I like the new feature, it's great for gauging how often a fast moving ship is being hit when manual-piloting.

Please don't do any averaging or guessing for 3rd party misses though, I'd rather see accurate misses or none at all. It might look neat to see the misses from a third party perspective, but it will totally break the immersion the first time an estimated miss blows up the target.


Thanks for the feedback. If we can't do anything to negate such immersion-breakers, I think we'll most likely provide an option to disable the feature for third party interactions.
CBBOMBERMAN
The Scope
Gallente Federation
#36 - 2011-11-18 16:07:03 UTC  |  Edited by: CBBOMBERMAN
i fear for the lag this can create in battles cos of sync....

hmm a shot missed does not have to be drawn exactly the same for all clients...
that is to say that it the shot is a miss it does not have to reproduce it exactly for each client....alot of overhead. Best is if miss shot, let each client random generate path of laser maybe....this way the only thing that has to be synched is the message of miss and nothing else....
based on the position of ships, each client can more or less "tell" the angle of the miss shot...it does not have to be perfect....
Its a dirty fix i know.....
Nanohasan
Republic Military School
Minmatar Republic
#37 - 2011-11-18 16:08:22 UTC  |  Edited by: Nanohasan
Tahna Rouspel wrote:
Nanohasan wrote:
Really nice update. Once you guys manage to extend it to any ship for a client, you could make those "stray shots" into hitting other targets then the orginal one like what could happen in a real space combat.

Of course it in the hope you won't get shot into the sun like you seem to fear atm P


I don't think that would happen without the servers blowing up.


In coding it'll maybe be a drag to do but to make things simple, shot are simply lignes. Therefor, by adding to the shot attributes this info, the client on your side (not the server) could evaluate wether that "ligne" crosses your ship's signiture sphere. Based on that, the standard damage algorithm could evaluate the damage done to your ship as if it was targetted and send it back to server for reporting to the firing ship and damage updates for third parties.
Anvil44
Avedis Corporation
The Vanguard Syndicate
#38 - 2011-11-18 16:10:19 UTC
CCP Choloepus wrote:
BeanBagKing wrote:
stuff


Thanks!

Something which has been suggested on these fora and which I really liked the sound of: as the quality of the shot increases (grouped weapons assumed), you have more hits arrive at the same point on the model. So a wrecking shot would look like current TQ, but a standard hit would hit different points on the ship, and light/barely hits would partially miss the target.

The last is currently in testing and art approval by the way, it may not arrive with Crucible but I'll try to get it live as soon as possible.


Or to paraphrase: "We are not only giving you some yummy chocolate cake, but we will also have some ice cream to go with it."

Not only great work, but you are responding to the posts here quite often. Thanks guys!

I may not like you or your point of view but you have a right to voice it.

Taedrin
Federal Navy Academy
Gallente Federation
#39 - 2011-11-18 16:13:23 UTC
CCP Choloepus wrote:
BeanBagKing wrote:
/me huggles CCP
I love you guys again, so much epic material this winter

I really hope to see other players shots missing on day as well, it would really make fleet fights look epic. I don't like the idea of guesswork, but I don't like the current situation (for others, new content is awesome), and I don't like the idea of so much information being passed that it creates lag. Kinda a catch-22, but I agree with the blog, I think "rough simulation of appx miss chance" (i.e. intelligent guesswork) is probably the way to go. Take everything known by the client, average everything else (say assume level 3 or 4 skills, give a 10% chance for using an implant/booster that would affect it, etc), and then decide if it's hit or miss.

Another semi-related issue I'd love to see addressed. Can we please (one day) get shots that hit in a wider variety of places on the model? In othe words, do this, take a bunch of laser abaddons or something out and start shooting a POS. watch ALL the lasers hit either one of the little arms on the side or the bottom part about 3/4ths of the way down. It really looks un-realistic. It's not something you notice as much on ships or in fleet fights, but it's there. It would be great if you really peppered the enemy in a bunch of different places as your shots hit.

Thanks again
-BBK


Thanks!

Something which has been suggested on these fora and which I really liked the sound of: as the quality of the shot increases (grouped weapons assumed), you have more hits arrive at the same point on the model. So a wrecking shot would look like current TQ, but a standard hit would hit different points on the ship, and light/barely hits would partially miss the target.

The last is currently in testing and art approval by the way, it may not arrive with Crucible but I'll try to get it live as soon as possible.


Have you considered having the server calculate a running average of hit chance for each ship, and then sending that to the clients occasionally? I would *presume* that you already have to occasionally send overview information to all of the clients on grid - why not just add an extra byte of data with the overview?

I.E. instead of the server telling the client when each shot hits or misses, the server tells client Ship A had an 80% hit chance for the past 30 seconds, Ship B had a 70% hit chance for the past 30 seconds, Ship C had a 90% hit chance for the past 30 seconds, etc etc...

The client is still "guessing", but now it's an accurate guess directly correlated to what is actually happening and conveys the same information as if you were being 100% accurate. At the same time, the client isn't trusted with any information which can be peeked at by third party applications.
Thelron
Science and Trade Institute
Caldari State
#40 - 2011-11-18 16:17:33 UTC
CCP Choloepus wrote:

Thanks!

Something which has been suggested on these fora and which I really liked the sound of: as the quality of the shot increases (grouped weapons assumed), you have more hits arrive at the same point on the model. So a wrecking shot would look like current TQ, but a standard hit would hit different points on the ship, and light/barely hits would partially miss the target.

The last is currently in testing and art approval by the way, it may not arrive with Crucible but I'll try to get it live as soon as possible.


That would be a very nice improvement (for some reason, this actually bugs me more than misses-that-hit), even if the shots just picked a random point on the target ship without regard to the quality of shot so I'm not always hitting the *exact same* part of the target. (while you're at it... perhaps making MOT the preferred "hit" zone? I've noticed a lot of targets take hits on "end bits" quite consistently)

All in all though, good stuff!