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Changes to gridsize

First post
Author
CCP Claymore
C C P
C C P Alliance
#81 - 2015-11-13 23:26:32 UTC
Anthar Thebess wrote:
Disable this grids on gates , pls - make them a special case.
When you jump in to a 1k local , the last thing you want is to die before even loading the grid.


This is to be tested yet, but it is on the list.

Quality Assurance Analyst Team Psycho Sisters

CCP Claymore
C C P
C C P Alliance
#82 - 2015-11-13 23:28:01 UTC
Tridgit wrote:
Does this mean that the 249km lock distance restriction will be revised?

edit: Whoops, already answered. my bad.

(The answer is not yet, like 8 posts above mine)


No worries dude, glad to know you are interested.

And as I answered the ones before you, I will answer you P

This is not something Game of Drones will do with the change to grid size, but maybe in the future a team will take on the project.

Quality Assurance Analyst Team Psycho Sisters

Capqu
Half Empty
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#83 - 2015-11-13 23:28:45 UTC  |  Edited by: Capqu
CCP Claymore wrote:
Capqu wrote:
any planned changes for bubbles re: how far they pull from?

currently any bubble on your destination grid on your vector pulls you to the closest bubble, obviously with much bigger grids the potential distance pulled can be much bigger

admittedly you could make bubbles very far on grid already, but it involved a lot of grid manipulation and would not persist through downtime

also wondering about the ESS, as currently you need to extend a grid 3001km from a station/stargate to place it on grid - which results in a very powerful bubble as it warns you in local when something lands in it
if grids are much bigger can we expect them to be modified too?


also abou the moon thing, i've had poses on the same grid as station undocks before (until downtime), it's not a big deal load wise and its kinda cool to see
the only issue is you can gun up to infinite range with the tower (unless this changed with brain in a box) so you can make sentry guns do strange things


Could you file a bug report and put my name in the title with steps on how to setup the ESS thing and I will take a look? Bubbles are a this point in time on the list to be tested, but I have not done it yet.

Also, I can confirm that stations seeing POS and POS seeing stations is visually super cool! Lol


done

EBR-55801
CCP Claymore
C C P
C C P Alliance
#84 - 2015-11-13 23:31:13 UTC
Capqu wrote:
CCP Claymore wrote:
Capqu wrote:
any planned changes for bubbles re: how far they pull from?

currently any bubble on your destination grid on your vector pulls you to the closest bubble, obviously with much bigger grids the potential distance pulled can be much bigger

admittedly you could make bubbles very far on grid already, but it involved a lot of grid manipulation and would not persist through downtime

also wondering about the ESS, as currently you need to extend a grid 3001km from a station/stargate to place it on grid - which results in a very powerful bubble as it warns you in local when something lands in it
if grids are much bigger can we expect them to be modified too?


also abou the moon thing, i've had poses on the same grid as station undocks before (until downtime), it's not a big deal load wise and its kinda cool to see
the only issue is you can gun up to infinite range with the tower (unless this changed with brain in a box) so you can make sentry guns do strange things


Could you file a bug report and put my name in the title with steps on how to setup the ESS thing and I will take a look? Bubbles are a this point in time on the list to be tested, but I have not done it yet.

Also, I can confirm that stations seeing POS and POS seeing stations is visually super cool! Lol


done


Thank you sir, I will have a look at this and see what is what.

Quality Assurance Analyst Team Psycho Sisters

Lugia3
Federal Navy Academy
Gallente Federation
#85 - 2015-11-13 23:31:26 UTC
Very nice change.

It would be nice if we could warp to objects at ranges larger than 100km too. Increments up to 500km perhaps?

"CCP Dolan is full of shit." - CCP Bettik

Aquila Sagitta
Blue-Fire
#86 - 2015-11-14 03:02:37 UTC
Will warp distance be changed ?
Chainsaw Plankton
FaDoyToy
#87 - 2015-11-14 08:13:54 UTC
CCP Claymore wrote:
Ariete wrote:


Haha this is a good effort.

Genuine question, is this actually practical for catching an e-warp where it should be a concern?

didn't it get called an exploit a while back to probe out ships logging and in ewarp (generally applicable to caps due to align time/warp speed), where with grids that size would it be apparent that the ship is in ewarp? Although it doesn't seem to be on the list: https://support.eveonline.com/hc/en-us/articles/204873262-Known-Declared-Exploits

It probably isn't a reliable tactic to catch ships logging in, but I can see confusion happening with it. Although it has been a while since I've done something like study ewarp mechanics Blink

@ChainsawPlankto on twitter

Aralieus
Shadowbane Syndicate
#88 - 2015-11-14 08:16:26 UTC
CCP Claymore wrote:
Omnathious Deninard wrote:
As far as the anomalies and mission pockets are considered, you could increase the distance between them to make sure they never could part of the same grid.

Maybe 4~5 times the grid distance apart.


We are looking at numbers as we speak. Big smile


Wouldn't that make mission times longer with longer warps between dead spaces? Maybe make accel gates warp you at a higher warp speed to compensate.

Oderint Dum Metuant

Justin Cody
War Firm
#89 - 2015-11-14 08:18:38 UTC
CCP Claymore wrote:
Hello players,

With the latest update on Singularity you might notice some strange goings on.

For some of the work Team Game of Drones are doing in the build up to Citadels we have made the grid size bigger.

How much bigger?

MUCH BIGGER!

What is this going to affect?

As with many of the changes Game of Drones are making we really hope you will not notice much but there are some pretty big exceptions with this one.

1. Your safe spots are possibly not so safe anymore, other people can probably see you now.
2. When running some missions you will be able to see rooms you should not be able to see, we are aware of this and are working out what to do.
3. Anchoring POS might have some issues, we are aware of this.

Please let us know if you run into any issues by submitting a bug report through the F12 menu in the client. Please report the bug before restarting the client as your logs are super important for tracking down issues.

Thank you and fly safe.
o7

Known Issues:
1. You can't anchor a POS.
2. Some POS are close enough to stations they are visible and warpable from the station.
3. Certain mission with many rooms can show rooms they should not yet be showing.


My poor multi-year old insta undocks! How dare you! *sigh* time to go make NEW ones. 1st world problems...
Cosmosexual
Doomheim
#90 - 2015-11-14 09:50:14 UTC
I hope this doesn't introduce more lag, it's hardly bearable as it is since BIAB was implemented.
EvilweaselSA
GoonCorp
Goonswarm Federation
#91 - 2015-11-14 15:33:55 UTC
CCP Claymore wrote:
Kalestrom Crendraven wrote:
Are you going to be looking into drag/stop bubble mechanics with this?


Could you expand on this? What would we be looking into?

Drag bubbles work if the bubble is on-grid with the destination point (and on the travel vector). That becomes...interesting...when the grid is 7800km instead of ~250km. I don't know if it needs changes but you'd have to think about it.
Nevyn Auscent
Broke Sauce
#92 - 2015-11-14 23:35:18 UTC  |  Edited by: Nevyn Auscent
Has a thought been given as to how much longer it will take a ship to land on grid with this.
Especially Battleships. You will have massive amounts of warning when something appears on your overview.
So it will be a lot harder to surprise someone on grid to tackle them.

I.E. Could a warping ship not appear on grid till it actually exits warp properly. Not just based on distance.
Kosetzu
The Black Crow Bandits
Northern Coalition.
#93 - 2015-11-15 01:31:29 UTC  |  Edited by: Kosetzu
CCP Claymore wrote:
Anthar Thebess wrote:
Disable this grids on gates , pls - make them a special case.
When you jump in to a 1k local , the last thing you want is to die before even loading the grid.


This is to be tested yet, but it is on the list.

Could it perhaps be changed that grid loads based on distance? So closer ships load in first, and outside 250km is not required to be "ready" to start moving your ship or something? I know this isn't inside the grid test itself but bears considering when massive fleets are about.


Also since you commented on the 500km lock range and asked for bug report on it, is it feasible to get reimbursement for ships lost from rats over 250km away? Had this happen to me before...

[Edit] Also can't select any ship on sisi right now. Says I am in a ship on login screen but nothing in station, and can't select any ship to activate or undock. Not sure what to do with this to be able to do anything but sit in captains quarter now.
Gosti Kahanid
Red Sky Morning
The Amarr Militia.
#94 - 2015-11-15 14:03:31 UTC
What I would like to see is a small change so your Overwiew won´t show you things on your grid that are more than 1.000 or 1500km away from you. Then everything coud be on the same grid, but because it is too far away, your short range scanners can´t see it. That is what the D-Scan is for. (exept of things like station, Celestials and so on which you already see through the whole system)
Syzygium
Ventures Bar
#95 - 2015-11-15 14:51:06 UTC
keep in mind that, if you change the distance an acceleration gate warps a player so you cannot see into distant rooms, also the time to warp there changes. a warp of 10.000km is much faster than one of some million km or even a few AU. This changes the chances you have to catch/escape when aiming for PvP in such a mission/plex/deadspacepocket.

Maybe implement a warpspeedfactor to acceleration-gates that in fact pushes ships over their normal warp-acceleration, to bring the warp times down to their current values?
Moneta
State War Academy
Caldari State
#96 - 2015-11-15 16:40:51 UTC
Haven't checked if it's been mentioned, but lots of people use secure containers as resource caches around hostile space.
Normally, aside from spending hours dropping bookmarks old-fashioned pré-probing style, there's no way to find them. However, with grids getting amazingly big, the chances of finding these by way of managing to drop a bookmark on the same grid rise dramatically I'd say.

I would really not like to lose this ability to leave sekrit supply points all over the place. For a semi-solo playstyle this is a very usefull option.
Celthric Kanerian
Viziam
Amarr Empire
#97 - 2015-11-16 09:13:20 UTC
Since the grid range will be increased to 7800 km (According to CCP Nullabor's tweet), will the view range then also be increased from the small ~100 km?
CCP Claymore
C C P
C C P Alliance
#98 - 2015-11-16 13:51:56 UTC
Aralieus wrote:
CCP Claymore wrote:
Omnathious Deninard wrote:
As far as the anomalies and mission pockets are considered, you could increase the distance between them to make sure they never could part of the same grid.

Maybe 4~5 times the grid distance apart.


We are looking at numbers as we speak. Big smile


Wouldn't that make mission times longer with longer warps between dead spaces? Maybe make accel gates warp you at a higher warp speed to compensate.


Potentially it will make the missions take a little longer, this is still something we are working out what is best to do.

Quality Assurance Analyst Team Psycho Sisters

CCP Claymore
C C P
C C P Alliance
#99 - 2015-11-16 13:53:32 UTC
Cosmosexual wrote:
I hope this doesn't introduce more lag, it's hardly bearable as it is since BIAB was implemented.


We will be thoroughly testing this as the last thing we want to do is reduce performance in any way.

Quality Assurance Analyst Team Psycho Sisters

CCP Claymore
C C P
C C P Alliance
#100 - 2015-11-16 13:56:22 UTC
EvilweaselSA wrote:
CCP Claymore wrote:
Kalestrom Crendraven wrote:
Are you going to be looking into drag/stop bubble mechanics with this?


Could you expand on this? What would we be looking into?

Drag bubbles work if the bubble is on-grid with the destination point (and on the travel vector). That becomes...interesting...when the grid is 7800km instead of ~250km. I don't know if it needs changes but you'd have to think about it.


This is something you could already do with grid manipulation(grid-fu) I believe.

However anchoring them at that range becomes harder the farther you go, and your target will be able to warp to the gate if they manage to escape.

Quality Assurance Analyst Team Psycho Sisters