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Why no capacitor readout?

Author
Gully Alex Foyle
The Scope
Gallente Federation
#1 - 2014-05-23 09:11:41 UTC
In combat, we have instant info on everybody's position, speed, relative speed, etc.

We also have instant info on EWAR and cap warfare effects applied to us and who is applying them.

If you have the time to look and are familiar with the animations, you have instant info on self-buffs and remotely applied buffs/debuffs and who is applying them to whom. Including who is shooting whom.

If you target somebody, you have instant info on his shield/armor/hull hp.

Etc, etc, lots of useful combat info that the quick & savvy PVPer can have fun with.


Only 'hidden' info is enemy (and friendly) capacitor. Yeah, you can cargo scan to take snapshots and it's fairly evident when someone is completely out of cap. Twisted

But still, why no real-time readout on targeted ships' capacitor (both friendly and enemy)?

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lanyaie
Nocturnal Romance
Cynosural Field Theory.
#2 - 2014-05-23 09:12:53 UTC  |  Edited by: lanyaie
Because that would be stupid.
I'm quite sure you're smart enough to think of a good reason why that shouldn't be released yourself.

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Cypherous
Liberty Rogues
Aprilon Dynasty
#3 - 2014-05-23 09:16:26 UTC
Because its simple enough for your ships computer to take external readings of a ship to tell how damaged it is and its easy for the computer to also keep track of where someone is and what speed they are doing, speed trap cameras do this in real life all the time using radar :)

Anything internal, i.e under the hull, the computer cant see by default hence why you have a module that can take a snapshot of the internal contents of a ship, you answered your own question :P
Christopher AET
Federal Navy Academy
Gallente Federation
#4 - 2014-05-23 09:23:16 UTC
Was discussed at a round table at fanfest, would be an incredible load on the server. Only some ships in a fight are taking damage or reps or ewar at a time. ALL ships will be using capacitor with ALL their active modules. Transferring this data to ALL the clients would be quite a drain.

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Gully Alex Foyle
The Scope
Gallente Federation
#5 - 2014-05-23 09:29:26 UTC  |  Edited by: Gully Alex Foyle
Christopher AET wrote:
Was discussed at a round table at fanfest, would be an incredible load on the server. Only some ships in a fight are taking damage or reps or ewar at a time. ALL ships will be using capacitor with ALL their active modules. Transferring this data to ALL the clients would be quite a drain.

Thanks. I'm not a game developer so I'll have to take the dev's word on it.

It does sound a bit fishy though, all clients are already getting position and velocity vector info on every object on-grid, and shield/armor/hull info on anything targeted.

Maybe trade info about who is warp scrambling whom (which doesn't seem worthwhile to relay to all people on grid imo) for cap info? Smile


EDIT: actually each client also gets info on all effects and interactions, otherwise it couldn't graphically render them, right? And in any battle, every ship is either shooting, repping or applying ewar (or two, or even all three), unless they're out of range. So yeah, the server load excuse seems quite fishy, actually!

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Benny Ohu
Royal Amarr Institute
Amarr Empire
#6 - 2014-05-23 09:31:19 UTC
Quote:
Only 'hidden' info is enemy (and friendly) capacitor. Yeah, you can cargo scan to take snapshots and it's fairly evident when someone is completely out of cap. Twisted

i wanted ship/cargo scanners to be highslot modules so they'd be fittable (midslots are too precious but utility highs are not) but the thread i made died Sad
Gully Alex Foyle
The Scope
Gallente Federation
#7 - 2014-05-23 09:53:17 UTC
lanyaie wrote:
Because that would be stupid.
I'm quite sure you're smart enough to think of a good reason why that shouldn't be released yourself.

Yes, I'm sure it would make no difference at all to your toon's PVP activity (whoring on CONCORD Burn Jita killmails and shooting structures).

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March rabbit
Aliastra
Gallente Federation
#8 - 2014-05-23 09:56:34 UTC
agree: it's too much instant info in fight.....
Let's remove shield/armor/hull HP numbers totally. Or make it guessable but not instant.

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Trillian Darkwater
ACME HARDWARE
Exxitium
#9 - 2014-05-23 10:08:33 UTC
Precisely the same reason why you can't see how much/which type of ammo he has in his guns/launchers, scripts in various modules, etc.
It keeps people guessing, and makes PvP more interesting.
TBH, if it were up to me, they shouldn't show how much hull people have left, just leave it at the two main tanks...
BeBopAReBop RhubarbPie
University of Caille
Gallente Federation
#10 - 2014-05-23 17:09:07 UTC
Gully Alex Foyle wrote:
Christopher AET wrote:
Was discussed at a round table at fanfest, would be an incredible load on the server. Only some ships in a fight are taking damage or reps or ewar at a time. ALL ships will be using capacitor with ALL their active modules. Transferring this data to ALL the clients would be quite a drain.

Thanks. I'm not a game developer so I'll have to take the dev's word on it.

It does sound a bit fishy though, all clients are already getting position and velocity vector info on every object on-grid, and shield/armor/hull info on anything targeted.

Maybe trade info about who is warp scrambling whom (which doesn't seem worthwhile to relay to all people on grid imo) for cap info? Smile


EDIT: actually each client also gets info on all effects and interactions, otherwise it couldn't graphically render them, right? And in any battle, every ship is either shooting, repping or applying ewar (or two, or even all three), unless they're out of range. So yeah, the server load excuse seems quite fishy, actually!

Think of it this way. In a 1000 person fight, if 1 person is shot by 1 other person, that information is relayed 1000 times. If 1000 ships move, the new positions are relayed 1000 times each for 1 million calls. Velocity, angular velocity, and transversal velocity can all be calculated client side from the old and new positions. This means that in combat, module activations, absolute position, absolute position of drones, effects of drones (damage/ewar), and damage taken for targeted ships are the only things (that I can think of) that have to be relayed to participants.

if we assume weapons are grouped, for combat ships, there will usually be 1 weapon activation every 3+ seconds, and longer on prop mod, scrams, webs and other modules. My estimate is 1-2 module activations per second per ship on average. Add in 5 fields updated for drone positions, and some amount of damage taken, and we're looking at 20 or so data points per ship being broadcast, capacitor would be another point that would have to be updated every server tick, so it probably represents a 2-3% increase in server load (I'm assuming my 20 data points estimate is lower than reality). This would be significantly more manageable if only visible on locked targets, but its still another value that has to be updated every server tick.

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Christopher AET
Federal Navy Academy
Gallente Federation
#11 - 2014-05-23 17:17:54 UTC
If I remember rightly it was CCP greyscale who told me this...He is a pretty cool dude with a beer..before he nerfs all your things :P

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Kaarous Aldurald
Black Hydra Consortium.
#12 - 2014-05-23 17:28:42 UTC
Please don't encourage them to "improve" the UI any further.

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Shpenat
Ironman Inc.
Transgress
#13 - 2014-05-23 18:24:11 UTC
Gully Alex Foyle wrote:
Christopher AET wrote:
Was discussed at a round table at fanfest, would be an incredible load on the server. Only some ships in a fight are taking damage or reps or ewar at a time. ALL ships will be using capacitor with ALL their active modules. Transferring this data to ALL the clients would be quite a drain.

Thanks. I'm not a game developer so I'll have to take the dev's word on it.

It does sound a bit fishy though, all clients are already getting position and velocity vector info on every object on-grid, and shield/armor/hull info on anything targeted.

Maybe trade info about who is warp scrambling whom (which doesn't seem worthwhile to relay to all people on grid imo) for cap info? Smile


EDIT: actually each client also gets info on all effects and interactions, otherwise it couldn't graphically render them, right? And in any battle, every ship is either shooting, repping or applying ewar (or two, or even all three), unless they're out of range. So yeah, the server load excuse seems quite fishy, actually!


You are wrong. The client does not get informations about all effects and interactions. It gets information only about interactions related to you, some information you specially requested and some interactions which are being broadcasted.

Related interactions: things you have locked, things that are shooting you and things on your watchlist

Requested information: things like fitting. You will not see a fitting of enemy ship unless using "look at" functionality or directly interacting

Broadcasted interactions: are interactions that are being broadcasted once when they are started. then the client keep track of them untill recieving termination broadcast. No data are transmitted in between. Pointing is prime example as it goes even into the log.

The capacitor status would have to go into "related interactions" category which is also the most heavily impacting the server. Adding a single variable could lead to very severe server load. I can only imagine swapping it to some other variable yet I cant imagine any other being less important than the ones currently diplayed.
Nariya Kentaya
Ministry of War
Amarr Empire
#14 - 2014-05-23 18:58:08 UTC  |  Edited by: Nariya Kentaya
This is why we dotn need cap readouts:

"is it a cruiser or smaller? yep."
"Do both of our Sentinels have all three of their neuts on it? yep."
"So is it out of cap? Hell yep."

Not to mention the 2 TD per sentinel as well, 6 neuts and 4 TD make for a very sad anything.
Ranger 1
Ranger Corp
Vae. Victis.
#15 - 2014-05-23 19:06:01 UTC
There are plenty of reasons to supply less info to players in combat, many of which I would support if push came to shove.

However, to request a cap readout on a target THAT YOU ARE CURRENTLY PERFORMING CAP WARFARE ON is not a totally unreasonable request. The same could be said for those that you are currently cap boosting as well.

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BeBopAReBop RhubarbPie
University of Caille
Gallente Federation
#16 - 2014-05-23 20:59:31 UTC  |  Edited by: BeBopAReBop RhubarbPie
Ranger 1 wrote:
There are plenty of reasons to supply less info to players in combat, many of which I would support if push came to shove.

However, to request a cap readout on a target THAT YOU ARE CURRENTLY PERFORMING CAP WARFARE ON is not a totally unreasonable request. The same could be said for those that you are currently cap boosting as well.

Thank you for typing in large letters to help my eyes. Fortunately they work just fine, so spamming caps lock is not necessary.

A low performance hit way of doing his would be to have the targets current cap print in the log whenever activating a neut or nos on that target.

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Gully Alex Foyle
The Scope
Gallente Federation
#17 - 2014-05-23 21:06:33 UTC
Thanks for all your kind replies.

Especially Cristopher for further clarifying the source and BeBop for a very convincing analysis. I can see the difference between relaying module 'on/off' info compared to 'constantly changing' info. such as capacitor.

Further expanding on BeBop's analysis, I'm thinking that in a 1,000 man combat situation most of the ships' hp wouldn't constantly change either (if nothing is shooting at them) while almost every ship's capacitor changes continuously (even though it would need to be relayed only to the clients that are targeting the ship). So yeah, I now get the server load issues. Smile


From a gameplay perspective, whether having more intel (for everyone) is good or bad is rarely clear-cut imo.

On one hand, yes it makes things easier for everyone, but on the other, it creates opportunities for dedicated players.

For example, real time info on the primary's hp allows people to switch to the next primary before the ship actually visibly pops. It allows for more efficient use of fleet dps (minimizing wasted weapon cycles), but only a disciplined and well-trained fleet will fully take advantage of this. A sloppy fleet will waste dps anyway.

In the same way, cap info would allow more efficient neuting - less 'waste' and also easier identification of 'cap-vulnerable' ships (in addition to any knowledge or metagame intel on expected ship fittings).

Not sure if good or bad for the game (that's why I made a thread Big smile), but, if for example coupled with a flat nerf to all neuts, could maybe make neuting an even more sophisticated 'art'.

If not - Nariya's 'brute force' approach works too. Lol

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Ranger 1
Ranger Corp
Vae. Victis.
#18 - 2014-05-23 21:27:16 UTC
BeBopAReBop RhubarbPie wrote:
Ranger 1 wrote:
There are plenty of reasons to supply less info to players in combat, many of which I would support if push came to shove.

However, to request a cap readout on a target THAT YOU ARE CURRENTLY PERFORMING CAP WARFARE ON is not a totally unreasonable request. The same could be said for those that you are currently cap boosting as well.

Thank you for typing in large letters to help my eyes. Fortunately they work just fine, so spamming caps lock is not necessary.

A low performance hit way of doing his would be to have the targets current cap print in the log whenever activating a neut or nos on that target.

It's called emphasis on the key point, which you have apparently missed anyway.

I also was not addressing the remark to you, but thank you for assuming I give a damn who you are or what your opinion is (mistaken though you may be in that regard). Smile

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Doreen Kaundur
#19 - 2014-05-23 21:42:31 UTC
Someday a mod will be used to read cap levels on a ship. If you can scan cargo, you can scan cap energy levels.

Just give it time.

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Gully Alex Foyle
The Scope
Gallente Federation
#20 - 2014-05-23 21:49:57 UTC
Doreen Kaundur wrote:
Someday a mod will be used to read cap levels on a ship. If you can scan cargo, you can scan cap energy levels.

Just give it time.

Not sure if you're trying to troll, but:

Gully Alex Foyle wrote:
Yeah, you can cargo scan to take snapshots

...it's already a feature of cargo scanners.

I was wondering if it were possible and/or desirable to have real-time info on all active targets, without a mod.

Make space glamorous! Is EVE dying or not? Ask the EVE-O Death-o-meter!

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