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Summary of complimentory additions to the manual control change (WSAD)

Author
Adrie Atticus
Caldari Provisions
Caldari State
#21 - 2014-11-29 16:34:41 UTC
Harry Saq wrote:
Here is the feature demonstrated by JonnyPew...

https://www.youtube.com/watch?v=LlgTZQtwpQQ

I stand by the recommended features to make this better over time...


To make manual control better or to make Eve Online better?
Harry Saq
Republic University
Minmatar Republic
#22 - 2014-11-30 22:14:10 UTC
Both
Harry Saq
Republic University
Minmatar Republic
#23 - 2014-12-01 17:06:27 UTC
More specifically, I just spent most the weekend in big fleets where I was zoomed way out across three toons relying on orbit, keep at range, and alignment broadcasts for any and all navigation. So in terms of line member type piloting in big fleets sucking down 10% TIDI, the current navigation is adequate in that specific circumstance (I was in battleships).

My third toon however was scouting in various areas in a cloaky frig, and also used the same navigation, however there were several close calls where I had to double click here there and everywhere to get out of bubbles while avoiding incoming inties burning at my last blip before I cloaked. In this circumstance it would have been way more immersive for both myself and the pursuers I am sure, if we had more direct control. In those circumstances I find myself really disconnected from the ship and I am more fighting the navigation mechanics to get to where I can warp. I don't think about orientation, or the 3D environment around me really, just, am I aligned and how quickly can I warp to a perch or a celestial so I can go back to being zoomed out and scoping the big picture. That entire sequence presents an opportunity to expand that particular game experience with the new mechanics. The game isn't fundamentally changing, just getting more interesting and immersive for moments that require it.

I will say, it would be pretty frustrating trying to fly a MWD tackler in a massive fight in 10% TIDI, if you just went on manual, but maybe not. As long as the current mechanics are there you can go back and forth between orbiting, keeping at range, and aligning to manual inputs and actual ship orientation (given the changes recommended, not with just the WSAD only change).
Harry Saq
Republic University
Minmatar Republic
#24 - 2014-12-08 16:33:19 UTC
1 more day until the release...curious what the feedback is going to be, and if this feature will be lost in all the new UI stuff, or enhanced a bit more by it.

Be sure to post feedback once you have tried it!
TheExtruder
TheExtruder Corporation
#25 - 2014-12-08 19:41:43 UTC  |  Edited by: TheExtruder
i think manual control has a lot of potential, and i am glad ccp is exploring the possibilities. its such a instinctual way for people to navigate in a game.

idea:

what if you did have 100% manual control and you set a goal for youself to align toward something (so you are ready to warp out if some frigate suddenly charges at you).

So after having just warped in, you quickly look around for whatever you can align to that is closest to the nose of your ship (so that you dont have to take as much time to turn your ship).

What im suggesting is an audio/visual based guidence system that will signal you with beeping sounds or whatever (while you are turning) that you are getting closer and closer to where you want the nose of the ship to be, once you are somewhat facing the right direction the ship will automatically adjust itself so that you are in 100% alignment toward your goal destination (an auto correction system takes over).

how does eve know where your goal is to go? you will have to pre-assign certain destinations (plants, stations, gates) to certain hotkey buttons, and then when you click on button C for example then that means your goal is to go to planet5 (if thats the destination you assigned button C to)
TheExtruder
TheExtruder Corporation
#26 - 2014-12-09 12:09:31 UTC
Probably the biggest problem with manual control is that there is no sense of constraints/boundaries b3cause there is no clear road, and roads have boundaries.

Idea:

What im suggesting is basically some sort of road which is only viewable on a pilots UI (it doesnt really exist and it is customizable by the pilot depending on his intensions and style of pvp.

A "holographic visual roadmap" will have to exist so that you know you are slowly steering your ship in the right direction (like a big truck on the highway or a bus is constantly checking if he is on course or not while he is slowly adjusting the direction)

Currently you have two main points of comparison, nose of the ship and the destination you are trying to point the nose toward, i think pilots will ultimately need another source of comparison (you need more than two points of comparison, the nose of the ship, the destination and everything in between).
Harry Saq
Republic University
Minmatar Republic
#27 - 2014-12-09 18:08:56 UTC
So like a forward (or rather directional) flight track vector?

Something like this?: http://www.jmargolin.com/svr/auvsi_answer_files/image026.jpg

That may be an offshoot of item number 2, but where is is a projected arrow that curves according to the user's input?:
2- Some form of orientation reference when zoomed out, either on the tactical or a mini hud/zoom-in ship window, or both

That may be something interesting as part of the tactical overlay, and maybe like a vector layer that is optional.
Harry Saq
Republic University
Minmatar Republic
#28 - 2015-01-06 17:59:10 UTC
Now that this feature has been in awhile, what are everybody's thoughts on it?
Has anyone been using it really, or was it just simply a "wow, look at how I can move my ship", then back to the same old same old?
Anybody find any novel uses for it?
Liet Ormand
Sons of Bacchus
#29 - 2015-01-07 17:49:30 UTC
Quote:
Let's remember what EVE is, it's not a first person flight sim, the WASD controls are fixing a fairly terrible manual movement system but shouldn't be taken to that much depth. That said, cockpit view might be a cool gimmick for pretty views...


I want to point something out for purposes of this discussion: What's stated in the quote above is probably the technical limit of what Eve could be changed to do. IE, it's actually impossible to make Eve into a first person space combat sim even if you made all the changes OP suggests and changed the controls. Here's why... please bear with my wall of text, I'll put a Tl, DR; down at the bottom.

In any MMO, you have to achieve several goals if you want to keep getting subscription money. The game has to be (obviously) fun and interesting. It also has to handle degraded network conditions well - if your game gets unplayable when the Internet glitches, then you're going to have a lot of unhappy people because the Internet isn't reliable and fast world-wide yet. The game has to be fair, it has to be designed to avoid cheating. Usually this means server-mediated architecture... if you permit decisions made on the client to determine anything non cosmetic, the game can be exploited. So the server does everything... it works like a GM in tabletop gaming. Clients tell the server what they want to do, the server tells them whether they can do it.

Directly opposed to that last one is the need to keep server hardware and software needs under some reasonable cost limit. Since this is a subscription game, at the very least the server must not cost more per month than monthly revenue. Usually you want it to cost much, much less. Ideally you don't even want multiple shards because each copy of the server hardware costs a lot of $$. The server needs a lot of horsepower because it's doing everything for the game multiplied by the number of players online.

If you think about the standard MMO like WoW in this sort of way, you see how much work the server has to do for every single character... the client says "I want to run SE at full speed" and the server has to figure out whether the client collides with a wall or if there's a door, whether moving that way will aggro a monster, whether the player can move at all, and if he's escaping from a fight at what point he actually moves so it can determine how much damage he takes.

MMOs based in that kind of world have to do lots of calculations to simulate a 3d world around a player. This is actually why you don't see any MMOs that simulate combat on a twitch level... the calculations involved to determine if a player hit something based on their body position and arm swing are even worse than basic 3d stuff, they really can only be done fast enough for single player games. Even running WoW on a supercomputer wouldn't be enough. All these calculations have to be done in real time so the player doesn't notice a lag or worse lose a fight because the server didn't raise his shield fast enough.

So.. back to Eve. Eve amazingly works even on poor net connections, there's not a lot of advantage to having an extra fast net connection, everyone is on one shard... in short, it does some apparently impossible things for an MMO. How?

If you like you can read the following:

http://www.gamasutra.com/view/feature/132563/infinite_space_an_argument_for_.php

..for (somewhat dated) information on Eve's server architecture. The primary thing I want to note here is that Eve is always pushing the boundaries of the hardware in the server; There is no massive surplus of server memory/CPU/storage available for extra work, CCP puts it all out there and barely keeps ahead of the upgrades required by new code and new users.


I want to give an explanation here of why FPS type gaming in the Eve client/server model wouldn't work, but it would take pages. So I'm just going to summarize very quickly and hopefully you'll understand.

Eve is able to handle more people on one shard than any other MMO I'm aware while keeping their experience not only good but responsive and lag free using some smart design decisions. Many of these revolve around designing to keep the server's workload to a minimum. A big part of this is avoiding collision detection where possible and designing to enable easy prediction of future game state. The easier it is to predict the game state, the less network traffic there needs to be.

One of these good decisions is the setting of Eve... space. In space, there's no ground, no trees, no mountains or uneven terrain. This means there's no need to avoid collisions with any of these, nor adjust player altitude so they're on the ground, nor to check if they slowed down due to mud or fell in a hole... this choice alone removes a huge amount of overhead required for other MMO servers, especially those that operate at a first person non vehicle level. Another important point is that the path any object in space takes is determined by a simple equation... even setting aside classic newtonian physics for things like higgs anchors, it just takes a few math operations to not only locate a ship but to predict where it'll be in X ticks from now, which I'll get to in a bit.

(continued in following post)

Liet Ormand
Sons of Bacchus
#30 - 2015-01-07 18:23:07 UTC
The second great design decision CCP made is the model for determining how much math has to be done to check for collisions in space. They use a path projection based on your ship's bounding box and speed. Essentially, they use motion prediction (which itself is computationally cheap math) to figure out where your ship could potentially be in a number of ticks dependent on your speed and direction and ship size, then determine if that overlaps with anything else (other ship's predicted paths, structures, etc). This cuts down further the number of calculations needed to figure out who hits what. Instead of the million calculations the WoW servers have to do to figure out if a player makes it out a door, the Eve servers do a couple of geometric equations to determine if a player's ship is near enough to anything to interact with it (a station, another ship, etc). If not (which is 99% of the time) the server just updates the client with a position and state and goes on to serve other players.

Have you ever watched your ship try to auto-pilot around an obstacle, wobbling back and forth at low speed like a blind man looking for the door? That's the bounding box... it only projects forward a little at low speed, so your ship literally does not "see" that it has to turn 90 degrees and thrust away to get clear... it only sees a few feet, beyond that it can't predict.

Even the events that would need collision detection (which again generates load) are handled in ways that avoid it. For example docking in a station. Ever wonder why you just fly up to a station and request to dock, then you get towed in? You'd think it'd be simpler and more fun to just mark a blinking landing pad for everyone and let them fly in, or maybe have robot arms grab your ship as it goes by. The answer is that an automated docking sequence avoids needing collision detection entirely. Once the player is approved to dock, their ship is removed from space and they're docked.

You might also have noticed that ship attitude doesn't matter much except for looks. Even if the blasters on the port (left) side of your ship are facing away from the target, they can still fire and hit. Eve models account for this by putting extra copies of the weapons on either side of the ship, so it doesn't look like they're firing through their own hulls. Not having to take ship attitude and angle into account when figuring out anything also keeps calculation cost way down.

Combat in Eve is likewise kept computationally cheap. For any weapons fire event you calculate hit and damage based on the positions and speed of both ships, the stats of the weapon, skill levels of the player, any environmental items, any effects from modules, etc. and get a couple numbers out. It's essentially solving one medium complexity equation after which numbers go to the client. Just like a GM rolling dice.

Also in order to keep Eve's server and network load to a minimum, Eve doesn't update client state more than a couple times per second. That means slow networks can keep up with the traffic load, the Eve servers can keep up because the only have to update everyone's position a couple times a second, and client PCs get a break, too. While this would make for horrible play in Counter-strike, in Eve it works because the client and server can easily predict the game state and show what's happening in between ticks and they're rarely getting different answers. This is the major reason Eve is playable world wide, so it's a huge win for CCP.. a bigger market means more players.

So... back to the original comment. Hopefully if you read the above you'll see that trying to put basic flight sim mechanics into Eve won't work without a major re-write of the entire game. Sure, you can turn/move your ship with WASD now, but taking the step to allow ships to "line up" on other ships and fire with the press of a trigger would require the server (can't use the client, remember, because it's exploitable) to do calculations for ship attitude and most critically would require a near real-time response level from the server... which would require faster network updates than Eve can do. That right there kills the possibility of twitch anything in Eve.

Plus player input for anything besides ship attitude means a lot of calculations, too. Right now the game saves itself a lot of math by prediction of ship locations (simple equations, remember) which would be impossible if a player could change ship direction like a fighter maneuvering by pressing a button. Think about it - allowing a player to really fly a ship would require the client to receive/send network updates to the servers at 10x (at least) the current speed, and there would still be lag. The server would have to perform ship collision calculations at a proportionally increased rate (lots of 3d geometry), the number of locations a ship could be in in the future few seconds would be much greater and harder to predict (humans are unpredictable) requiring a lot more path to cover all possibilities, and all these calculations would have to be multiplied by the number of players online at a given time, many of whom are interacting with each other in the same system.

Also remember that the way Eve handles extreme load at the moment is TD... slowing down its update rate, giving the servers more time to predict future positions and game state. That's the opposite of what they'd have to do for fighter style combat, you want more updates, not less. The number of people who could be flying in a single system at once would be cut to 10% of the current number or less.



TL, DR; Eve's big design wins that let us have everyone on one shard and good play with slow networks directly oppose the changes needed for twitch gaming or manual flight. Changing this requires a complete re-write and more hardware than players would want to pay for. Effectively, it's impossible to do.

Harry Saq
Republic University
Minmatar Republic
#31 - 2015-01-27 22:53:19 UTC
I more or less concur with your analysis, and my original post was in trying to keep this in mind.

More specifically, my overall feeling of Eve is that it is too reliant on multiple accounts, and also way to easy to run multiple accounts (in some cases, kind of necessary, well not necessary, but convenient). In addition to that, I actually run multiple accounts because it is boring as crap to just run one, so if I am running three accounts at once, I am probably pulling as much load as if the game was able to totally entertain me with just the one and I was interacting slightly more with the client.

I preface that with saying, by no means should this be a FPS type game, it absolute shouldn't. I just think that the direction and design of the game should be towards driving people to only one account (disregarding all the cat calls for profits etc). It is just more elegant to design in this way.

Making the piloting more immersive and "space" like, over driving submarines while zoomed way the hell out would be a step in that direction. I have experienced a ton of gameplay like what is represented in the "This is Eve" trailer, and the thing that gave me the most chills seeing that video was actually seeing ships. I never ever look at my ships (and I always run multiple accounts), and maintain a zoomed out perspective both because I can, and it is all but required for situational awareness.

Anyway, alot of what makes this game great, and always pulls me back is the single shard aspect. I use my multiple toons not as avatars for me in an FPS, but more like a team of toons like starcraft. It would be better if mechanics that drove pilots to multiple accounts were shifted towards other mechanics that allow us to only need one toon. An example would be having an alt run several jumps ahead, or scan remote systems. That task is boring and overly simple (and actually not very satisfying) for an actual human to do exclusively. Little mechanics like remote probes (with cameras etc) that essentially eliminate the need, or atleast provide a viable alternative, would provide that task and not break immersion if done correctly. The same for cyno alts. I am sure the intention was to promote a team/group dynamic, but in practice it is just an alt doing what a remote fighter/drone/thing could do. It could still be shootable and function like any other ship so it can be prevented in the same way.

Just saying, stuff like that would help keep the unique SPACE COMMANDER aspect of the game, while moving us all back to a single toon/commander or whatever.
Harry Saq
Republic University
Minmatar Republic
#32 - 2015-01-28 22:54:59 UTC  |  Edited by: Harry Saq
Watch this video then read below: http://youtu.be/4UieJcWI-YM (S.N.S Super Nerdy Slicer (ING) - recent in-game frigate fighting and maneuvering analysis using the double click mechanic we have known for years)

This manual piloting through clicking is a less efficient method, but necessary as you see how far he is necessarily zoomed out, and thus uses the center of the concentric circles to reference where to spam the clicking, and has to constantly reposition the camera. I would argue that implementing some of my OP would mitigate this to some degree and make the kind of PvP experienced in this awesome video, a bit more intuitive.

Even though this video is awesome, and the gameplay is quite intense (to our keenly trained eyes), it is still quite aesthetically unsatisfying, as you are essentially keeping a huge set of concentric circles (might as well be an atom at the center) at some range and in some relative motion to floating brackets.

By focusing on the types of modifications to the experience I mentioned in the OP, we can totally change the feel, immersiveness and translatability (making people actually want to do this) to a much broader audience, while still keeping the core gameplay mechanics. So none of this would be driving eve to a first person shooter, but rather aid in situational awareness and enhancing ones ability to use BFM - Basic Fighter Maneuvering (as he references it) to position your ship to optimize your automated weapons platforms.
Harry Saq
Republic University
Minmatar Republic
#33 - 2015-01-29 01:28:55 UTC
Also, note he was killed by a rapier in the last segment, which speaks to tunnel vision through UI design, and the need for design around situational awareness (we are after all a disembodied brain intimately connected to the ship, and should have a higher level of awareness of our surroundings...)
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