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Is there any logical reasoning behind this game mechanic?

First post First post
Author
James Amril-Kesh
Viziam
Amarr Empire
#21 - 2013-12-29 05:21:08 UTC
Logan Revelore wrote:
Tbh, that's a lame mechanic. I'm all for people being able to gank other people, but when we start to break down logic to enable people to do this, well that annoys me.

Nobody's forcing you to play in nullsec.

Enjoying the rain today? ;)

Seven Koskanaiken
Shadow Legions.
SONS of BANE
#22 - 2013-12-29 05:26:23 UTC  |  Edited by: Seven Koskanaiken
Gate in range of celestial. Warp to celestial. Overview to everything. Dscan.
Gate not in range of celestial. Dump cap. Partial warp to gate. Overview to everything. Dscan.
No bubbles. Go.
Bubbles, no drones/cans. Approach from celestial/nonaligned safe.
Bubbles, cans, drones, ships, find some other way.
Nariya Kentaya
Ministry of War
Amarr Empire
#23 - 2013-12-29 05:53:42 UTC  |  Edited by: Nariya Kentaya
ErrorRon wrote:
A way to check gates that arent within scan range or have any celestials in scan range is by draining your capacitor so you can't make the full warp.
Initiate warp and cancel over and over til your cap is dried up enough to not be able to make the full warp.
That way you'll warp most of the way there, but not the whole way. Stopping you before you hit grid and making it able to scan.

Also leave bubble mechanics alone pls thx

hehe, i love bubbles, hearing N3 guys half drunk and/or asleep in fleets roaming bitching and whining about the bubbles all around their space and getting stuck.

i remember, one guy was screaming and ranting for a good 20 minutes wondering waht kind of idiot puts several dozen bubbles all around a gate out to 250km, how they must be some kind of sadistic idiot, yadda yadda, towards the end i reminded him, that HE was the one who put the bubbles out the night before.

sometimes i miss null, sometimes not.
James Amril-Kesh
Viziam
Amarr Empire
#24 - 2013-12-29 05:56:55 UTC
The only thing I hate about bubbles is how they look when you have a dozen or so of them on top of one another.

Seriously, you can't see anything in that ****. I doubt that's intended. If CCP could fix that all would be good.

Enjoying the rain today? ;)

ISD LackOfFaith
ISD Community Communications Liaisons
ISD Alliance
#25 - 2013-12-29 05:58:28 UTC
James Amril-Kesh wrote:
The only thing I hate about bubbles is how they look when you have a dozen or so of them on top of one another.

Seriously, you can't see anything in that ****. I doubt that's intended. If CCP could fix that all would be good.

I haven't seen a pile of bubbles like that since their graphical change. Does it still impair visibility?

ISD LackOfFaith

Captain

Community Communication Liaisons (CCLs)

Interstellar Services Department

I do not respond to Eve Mail or anything other than the forums.

James Amril-Kesh
Viziam
Amarr Empire
#26 - 2013-12-29 06:02:54 UTC  |  Edited by: James Amril-Kesh
ISD LackOfFaith wrote:
James Amril-Kesh wrote:
The only thing I hate about bubbles is how they look when you have a dozen or so of them on top of one another.

Seriously, you can't see anything in that ****. I doubt that's intended. If CCP could fix that all would be good.

I haven't seen a pile of bubbles like that since their graphical change. Does it still impair visibility?

I never noticed it impairing visibility until after the change. For each bubble you have to look through it gets brighter and brighter, to the point where if you're looking through 5+ bubbles it's so ridiculously bright you can't see anything, not to mention it puts a lot of stress on my computer.

Individual bubbles look great, but when they're stacked it's absolutely horrific. I'll get a screenshot here soon.

Enjoying the rain today? ;)

I Love Boobies
All Hail Boobies
#27 - 2013-12-29 06:05:33 UTC
Fly a Strategic Cruiser with the warp bubble nullification subsystems and you won't have to worry about bubbles. Lol Or for a cheaper more infuriating option to those with the bubbles, fly an interceptor. Lol
ASadOldGit
Doomheim
#28 - 2013-12-29 06:40:49 UTC
Erm, this thread seems to have evolved into a "how to bypass bubbles" thread, but the point I think the OP was making was that his ship is being influenced by bubbles, even though the entirety of his actual flightpath was outside the range of the bubble.

If I've got this correct, a T2 large bubble anchored at 10 KM from a gate would affect an area up to 50 KM from the gate, assuming it's lined up between the 2 gates. If you warp to 100 KM, you haven't reached it yet to be affected by it.

I'm wondering if the server calculations are being done in the wrong order, i.e.

  1. Draw a line between Source and Destination gate
  2. Check for existence of bubbles. If so, mark ship as being drag-able.
  3. THEN check for modifiers to destination (e.g. -100 KM)

The destination is not the gate! So why is the server thinking there's a bubble in his flightpath?

I'm only guessing, but I thought I read somewhere that anything warp-related is calculated in advance, and not done per server-tick. Is that true?

If that is the case, I'm surprised none of you have complained that you can't anchor a bubble after someone has initiated warp. Can someone verify that that is the case, or do you still get dragged out after warp is initiated (assuming there were no bubbles when you started)?

This signature intentionally left blank for you to fill in at your leisure.

James Amril-Kesh
Viziam
Amarr Empire
#29 - 2013-12-29 06:49:05 UTC
ASadOldGit wrote:
Erm, this thread seems to have evolved into a "how to bypass bubbles" thread, but the point I think the OP was making was that his ship is being influenced by bubbles, even though the entirety of his actual flightpath was outside the range of the bubble.

Doesn't matter. What matters is that the bubble lies along the vector of his flight path, and that it's on grid with the end-point of his warp.

ASadOldGit wrote:
If I've got this correct, a T2 large bubble anchored at 10 KM from a gate would affect an area up to 50 KM from the gate, assuming it's lined up between the 2 gates. If you warp to 100 KM, you haven't reached it yet to be affected by it.

No, that's just the area of its warp disruption. The drag/catch effects of a bubble extend at least a few hundred km outward. I'm not entirely sure exactly how far it is. It may be the entire grid, or a bit shorter, or even a bit further.

ASadOldGit wrote:
If that is the case, I'm surprised none of you have complained that you can't anchor a bubble after someone has initiated warp. Can someone verify that that is the case, or do you still get dragged out after warp is initiated (assuming there were no bubbles when you started)?

If there was no bubble when warp was initiated, then it has no drag/catch effect. Conversely, if I initiate warp with a bubble at the other end which subsequently pops/goes down or whatnot, it still drags/catches me when I exit warp.

Enjoying the rain today? ;)

ASadOldGit
Doomheim
#30 - 2013-12-29 07:05:29 UTC  |  Edited by: ASadOldGit
James Amril-Kesh wrote:
(some interesting stuff)

Thanks - I actually learnt something.

I think that's probably what he's complaining about, though. The calculations are "highly simplified", and not done in "real-time" (i.e. server-ticks). Understandable for a developer to not want to over-complicate things in the early days, though, but it would be nice if basic mechanics like that were reviewed every so often (but perhaps they are, and no changes were deemed necessary).

I wasn't around at the time, but has "warp to a distance" not always been an option? i.e. it always used to be "warp to 15 KM", then they added "warp to zero" and "warp to other distances" after bookmark-spam?

At what point were bubbles introduced? I'm just wondering if they inherited an unintended/unexpected mechanic.

Edit: it would be nice if the module description would mention its sphere of influence, not just scramble range.

This signature intentionally left blank for you to fill in at your leisure.

James Amril-Kesh
Viziam
Amarr Empire
#31 - 2013-12-29 07:15:22 UTC
I'm fairly sure warp to a distance has always been a thing, it's just that the minimum distance was 15 km.

Enjoying the rain today? ;)

ISD LackOfFaith
ISD Community Communications Liaisons
ISD Alliance
#32 - 2013-12-29 08:47:13 UTC
It works like this: http://i.imgur.com/wCKxdWb.png The blue arrows are intended warps, while the red marks indicate where warps get stopped and where you get "dragged" to.

The calculation on whether you land on the gate or in a bubble is done at the time your ship enters warp, not when you enter grid. This actually prevents a "cheap" tactic of the camper up the bubble (using an interdictor or such) as the target is already helplessly in warp, making scouting / d-scanning actually effective.

The calculation is so "simple" since even as it is, it can be fairly difficult to get a good spot for a bubble, particularly if you're aiming for a drag bubble.

If you're in an interceptor or a nullified T3, you are also immune to these "drag" effects in addition to being able to warp from within the bubble.

ISD LackOfFaith

Captain

Community Communication Liaisons (CCLs)

Interstellar Services Department

I do not respond to Eve Mail or anything other than the forums.

Barrogh Habalu
Imperial Shipment
Amarr Empire
#33 - 2013-12-29 10:04:31 UTC
Ishtanchuk Fazmarai
#34 - 2013-12-29 10:19:03 UTC
ISD LackOfFaith wrote:
It works like this: http://i.imgur.com/wCKxdWb.png The blue arrows are intended warps, while the red marks indicate where warps get stopped and where you get "dragged" to.

The calculation on whether you land on the gate or in a bubble is done at the time your ship enters warp, not when you enter grid. This actually prevents a "cheap" tactic of the camper up the bubble (using an interdictor or such) as the target is already helplessly in warp, making scouting / d-scanning actually effective.

The calculation is so "simple" since even as it is, it can be fairly difficult to get a good spot for a bubble, particularly if you're aiming for a drag bubble.

If you're in an interceptor or a nullified T3, you are also immune to these "drag" effects in addition to being able to warp from within the bubble.


So EVE definition of a trap is "something that will catch you if you as much as walk in its direction even if you don't really reach it".

I wonder how much alcohol and 16 hour nights it takes until something like that makes sense... Ugh

Roses are red / Violets are blue / I am an Alpha / And so it's you

Capt Starfox
GoonWaffe
Goonswarm Federation
#35 - 2013-12-29 10:22:12 UTC
Working as intended.

Abandon all hope ye who x up in fleet

James Amril-Kesh
Viziam
Amarr Empire
#36 - 2013-12-29 10:27:41 UTC
Ishtanchuk Fazmarai wrote:
ISD LackOfFaith wrote:
It works like this: http://i.imgur.com/wCKxdWb.png The blue arrows are intended warps, while the red marks indicate where warps get stopped and where you get "dragged" to.

The calculation on whether you land on the gate or in a bubble is done at the time your ship enters warp, not when you enter grid. This actually prevents a "cheap" tactic of the camper up the bubble (using an interdictor or such) as the target is already helplessly in warp, making scouting / d-scanning actually effective.

The calculation is so "simple" since even as it is, it can be fairly difficult to get a good spot for a bubble, particularly if you're aiming for a drag bubble.

If you're in an interceptor or a nullified T3, you are also immune to these "drag" effects in addition to being able to warp from within the bubble.


So EVE definition of a trap is "something that will catch you if you as much as walk in its direction even if you don't really reach it".

I wonder how much alcohol and 16 hour nights it takes until something like that makes sense... Ugh

Because the trap pulls you in. Seriously? Come on now.

Enjoying the rain today? ;)

Malcanis
Vanishing Point.
The Initiative.
#37 - 2013-12-29 10:28:51 UTC
Ryan Cady wrote:
Too many times have I been in my stealth bomber and been warped to the edge of a mobile warp disruptor, when I select warp at 100km resulting in a loss of my ship.

Frankly, I don't understand why this happens. Does this happen to anyone else?

The situation explained more clearly:

A group sets up a gate camp and has a mobile warp disruptor within 10km of the gate.

I warp to the gate at 100km to scout the gate. I actually end up warping right to the edge of the bubble 10km from gate.

Does anyone else feel this is a bit ridiculous? Is there a logical reason for this happening? Please tell me!

Thanks!



Yes. The warp disruption bubble disrupts your warp. That's pretty much the point of them.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Malcanis
Vanishing Point.
The Initiative.
#38 - 2013-12-29 10:32:21 UTC
Ishtanchuk Fazmarai wrote:
ISD LackOfFaith wrote:
It works like this: http://i.imgur.com/wCKxdWb.png The blue arrows are intended warps, while the red marks indicate where warps get stopped and where you get "dragged" to.

The calculation on whether you land on the gate or in a bubble is done at the time your ship enters warp, not when you enter grid. This actually prevents a "cheap" tactic of the camper up the bubble (using an interdictor or such) as the target is already helplessly in warp, making scouting / d-scanning actually effective.

The calculation is so "simple" since even as it is, it can be fairly difficult to get a good spot for a bubble, particularly if you're aiming for a drag bubble.

If you're in an interceptor or a nullified T3, you are also immune to these "drag" effects in addition to being able to warp from within the bubble.


So EVE definition of a trap is "something that will catch you if you as much as walk in its direction even if you don't really reach it".

I wonder how much alcohol and 16 hour nights it takes until something like that makes sense... Ugh


Such traps are not difficult to evade, if you care to go to the trouble of making any effort to do so. Generally, warping to a nearby moon then warping to a gate will allow you to completely ignore such snares. If the route is one you travel frequently, make bookmarks a few hundred kilometres to the side of/above/below the gates and use those.

Drag bubbles only catch the lazy

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

James Amril-Kesh
Viziam
Amarr Empire
#39 - 2013-12-29 10:34:23 UTC
James Amril-Kesh wrote:
ISD LackOfFaith wrote:
James Amril-Kesh wrote:
The only thing I hate about bubbles is how they look when you have a dozen or so of them on top of one another.

Seriously, you can't see anything in that ****. I doubt that's intended. If CCP could fix that all would be good.

I haven't seen a pile of bubbles like that since their graphical change. Does it still impair visibility?

I never noticed it impairing visibility until after the change. For each bubble you have to look through it gets brighter and brighter, to the point where if you're looking through 5+ bubbles it's so ridiculously bright you can't see anything, not to mention it puts a lot of stress on my computer.

Individual bubbles look great, but when they're stacked it's absolutely horrific. I'll get a screenshot here soon.

Here's a few shots for you:

http://i.imgur.com/SJY0ch1.png
http://i.imgur.com/LaG4PBM.png
http://i.imgur.com/P0b9xIw.png

It's a little ridiculous.

Enjoying the rain today? ;)

Mallak Azaria
Caldari Provisions
Caldari State
#40 - 2013-12-29 10:34:28 UTC
Hey guy, I launched a bubble with my Sabre & died because I couldn't warp away. Is there any logical reasoning behind this game mechanic?

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