These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
12Next page
 

Increase server ticks to 2hz+

Author
Bubanni
Center for Advanced Studies
Gallente Federation
#1 - 2013-02-10 21:31:27 UTC
Hello, I play eve online a lot... mainly as a tackler for PL... I have come to be very annoyed at a few "flaws" with the eve online mechanics/server ticks... mainly the fact that eve online runs at 1hz ticks.

This means that basicly everything that happens in space, in eve... only happens every 1 sec/1hz...
Annoyance number 1: Modules activate 1 whole second after you get a confirmed lock on your target, this gives the target an entire extra server tick to warp away before you have them pointed/scrammed... to put this into perspective... if you take 1 sec to lock a target, it will actually take you 2 sec before they are pointed.... (some frigates are about to warp in less than 2 sec, making them almost impossible to catch without a bubble..... more to this later.......)...

Now for my main annoyance, t3 covert ops nulified to bubbles... I am very good at decloaking them, sadly the game mechanics also makes it very hard to point them before they warp... and for 2 reasons... first we have to actually get within 2km of them to decloak, I do this by using skirmish links and a fast dramiel with implants, going almost 9.5 km/s not overheated... this makes me able to pass straight through them, with the overview showing between 750m and 1500m sometimes... the entire time I am spamming lock by rapidly pressing ctrl, (where it will say I can't lock them because they are basicly in the process of cloaking)...
Here comes the kicker... I am able to fly through them, and straight past them, having been in range to stop their cloaking and to decloak them... yet they wont be decloaked because I am going fast enough to cross the 2km range they will be decloaked (on both sides of their ship)... before the server tick registeres it, (1 sec = 9.5km distance traveled for me at max speed)

This happens to me the most, that I can pass through someone without decloaking them, often I can ask the person, and they would also have seen me within distances as close to 14m sometimes.

A covert t3 tengu can be made to warp in 3.1 sec or less with the right rigs, even down to 2.2s with the right implants.... this creates a scenario where it will always be impossible to decloak and tackle before they warp away, unless they spawn next to something after jumping through the gate...

My main problem with the engine is that these ships get away because the game is not "responsive enough". and I hope that we can get to see a eve with faster ticks within the next few years...

oh, and when you say we can just put cans or drones around the gate.. we tried that, 200 drones, and then a GM comes to remove them :3 http://www.youtube.com/watch?v=Ue14P_2mxak ... I don't know if I am most annoyed at the fact that covert t3 can align so fast while warping cloaked and through bubbles, or the fact that the game is not responsive enough to allow them to be decloaked and tackled without putting a ton of objects around a gate

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

Rroff
Antagonistic Tendencies
#2 - 2013-02-10 21:48:34 UTC  |  Edited by: Rroff
tbh I think nullified t3s _should_ be almost uncatchable - I'm not quite sure given the nature of eve tho how to make it balanced. Given the cost and other variables IMO it would be terribly unbalanced if they were reliably catchable and kind of makes the role redundant. (For this reason I consider can/drone spamming a gate to extreme measures somewhat of an exploit even tho its against my nature really to condemn creative tactics).

Feel your pain tho on the tackle aspect bit of a slap in the face when you pull off an epic tackle, get the scrambled notification then watch them warp off anyhow.
Bienator II
madmen of the skies
#3 - 2013-02-10 22:08:48 UTC
i think increased update frequency would be well received in general, not only for tackling. For example: two kiting frigs which fight each other can move from max point range to scram range within one single server tick and you cant do anything about that.

Its like remote controlling a formula one race on mars from earth ;)

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

sabre906
The Scope
Gallente Federation
#4 - 2013-02-10 22:56:26 UTC
Click on point, click on target. No delay after locking.

We don't need twice as much lag.
colera deldios
#5 - 2013-02-11 01:29:35 UTC
How about if you are gonna gate camp you drop cans around the gate to prevent cloacking ? As there is a very simple solution to catching any Nullified and stabbed T3 what you propose is really, not a valid reason to up the feq.
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#6 - 2013-02-11 02:46:55 UTC
I think .5 seconds would make a lot of things seem ten times smoother


But.. what about the blob?

BYDI recruitment closed-ish

Alvatore DiMarco
Capricious Endeavours Ltd
#7 - 2013-02-11 03:06:46 UTC  |  Edited by: Alvatore DiMarco
colera deldios wrote:
How about if you are gonna gate camp you drop cans around the gate to prevent cloacking ? As there is a very simple solution to catching any Nullified and stabbed T3 what you propose is really, not a valid reason to up the feq.


I'm pretty sure CCP doesn't appreciate spamming cans around the gate. When I say "don't appreciate", I actually mean "they don't want you doing it and will remove them."
Nariya Kentaya
Ministry of War
Amarr Empire
#8 - 2013-02-11 04:41:46 UTC
sabre906 wrote:
Click on point, click on target. No delay after locking.

We don't need twice as much lag.

this, what kind of moron, ESPECIALLY an "experienced" nullsec tackler, targets THEN activates? you activate WITH your target.

some people.
Paikis
Vapour Holdings
#9 - 2013-02-11 04:51:37 UTC
Consider flying a slower ship?
Bubanni
Center for Advanced Studies
Gallente Federation
#10 - 2013-02-11 07:07:59 UTC  |  Edited by: Bubanni
sabre906 wrote:
Click on point, click on target. No delay after locking.

We don't need twice as much lag.


That is what I do always, apparently your too dim to notice the 1 sec delay from after you lock to when the pre fired modules actually activate... an problem I have made other threads about and videos proving the problem... which is in my signature... the delay is there and confirmed by ccp veritas

Also, twice as fast ticks does not mean twice as much lag...


As for getting a slower ship just because the engine can't support the faster ship... that's just stupid.

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

Carniflex
StarHunt
Mordus Angels
#11 - 2013-02-11 11:13:20 UTC
I think 2 Hz would be nice to have. Now, I'm no tackler, but it is annoying to me as well than when I carebear and end up, with, lets say, RoF of 7.2 seconds I am wasting large amounts of time (over the time of my carebearing session) reactivating my guns on next target when they pop.

Assuming it would be possible to increase the tick frequency without affecting the server performance hugely. If it is computationally costly then perhaps make the tick frequency function of a node load. For example, there is perhaps 20 guys in node, doing whatever they do, server ticks at 4 Hz, for example. Whoops, local spiked, the node hit, lets say 20% load, ticks slow down to 2 Hz, At 50% you drop it to 1 Hz, and when you hit 80% or more you can drop it probably as low as 0.2 Hz (altho thats already sort of into the time dilatation territory).

Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... THWONK! GOT the bastard.

suid0
Pandemic Horde Inc.
Pandemic Horde
#12 - 2013-02-11 13:04:23 UTC
sabre906 wrote:
Click on point, click on target. No delay after locking.

We don't need twice as much lag.


Not the first time I've seen you post bad/wrong advice.

http://www.youtube.com/watch?v=KRQ7yF4a4dg

the entire enemy support fleet is dead except for one interdictor a titan could easily finish off with drones  - Commander Ted

Jane Travelstar
Caldari Provisions
Caldari State
#13 - 2013-02-12 01:56:16 UTC
I like the idea of having the tick-rate bumped up.
Larloch TheAncient
Freindly Mining Corporation
#14 - 2013-02-12 22:05:03 UTC  |  Edited by: Larloch TheAncient
Supported, although for none of the OP's listed reasons.


I want my manual flying back! (to how it originally was)


(and who is the douche who said good fight in your vid? Is that what PL claims is a fight now days?)
colera deldios
#15 - 2013-02-12 23:40:53 UTC
Alvatore DiMarco wrote:
colera deldios wrote:
How about if you are gonna gate camp you drop cans around the gate to prevent cloacking ? As there is a very simple solution to catching any Nullified and stabbed T3 what you propose is really, not a valid reason to up the feq.


I'm pretty sure CCP doesn't appreciate spamming cans around the gate. When I say "don't appreciate", I actually mean "they don't want you doing it and will remove them."


CCP does not care about you droping cans as eve server cluster is seperated by nodes so it only effects one node. And all unanchored cans in space are automatically removed by DT cleanup process. So your argument is really derp.
Bum Shadow
Viziam
Amarr Empire
#16 - 2013-02-13 00:18:06 UTC
I'm in 2 minds. More so about the example you give.


On one hand I hate gate camps and to make them even harder to escape is in my mind a bad idea.


However, the T3 being one of the best ships for this I think is also a bit ridiculous. To me, a T3 is too powerful a ship for this blockade running ability. This kind of blockade running capability should be for... blockade runners. Not an extremely capable at everything T3.


For the most part though, I think a nullsec gate camp is powerful enough.

As for the game tick. Hard to say, there would be an obvious computational requirement. And it may also make client ping more noticable where as currently your own ping doesnt really have a serious drawback. If the servers were running much faster Those players closer to the server may get that small vital edge.

Domanique Altares
Rifterlings
#17 - 2013-02-13 00:22:00 UTC
TLDR; My boosted Dramiel goes too fast and works against me.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#18 - 2013-02-13 00:47:57 UTC

I understand your frustration... but I think enhancing the server tick rate to 2 hz actually will hinder game play...

Currently, lag spikes occasionally result in people getting locked before they can cloak... If you speed up the server tick rate, this will become much more common place... Given that this is a 1-server universe, where the majority of players don't even live on the same continent as the server, I think 1 hz is just about perfect....
seth Hendar
I love you miners
#19 - 2013-02-13 09:50:15 UTC  |  Edited by: seth Hendar
sabre906 wrote:
Click on point, click on target. No delay after locking.

We don't need twice as much lag.

the thing is that the actual situation results in event reported in game, but not registered on server.

i've stopped counting the number of target that were pointed, but still managed to warp out.

and NO, they were not stabbed because this happen on pods, shuttles, or any other target that are pointed by a heavy dictor( so the nb of wcs they have is irrelevant).

the process is always the same, you lock and point it, notifications shows up, your mod run, you take sentrys (in low) BUT the ship still manage to warp out.

and this is getting worse and worse.

just yesterday night, i had 4 pods pointed, at 2 km from me, reported pointed by other corpmembers (we have heavy SEBOED ships), and still, they warped out, wich make 50% of the successfully pointed pod able to escape where they shall have been destroyed


so this is getting my full support, fix it, 2Hz tick is really needed
seth Hendar
I love you miners
#20 - 2013-02-13 09:53:14 UTC
colera deldios wrote:
How about if you are gonna gate camp you drop cans around the gate to prevent cloacking ? As there is a very simple solution to catching any Nullified and stabbed T3 what you propose is really, not a valid reason to up the feq.

no, this is not allowed by CCP, we did it using probes / massive drone blobs, with a pretty nice success, until a few of them petitionned.

CCP statement on this was clear => mechanic abuse, we were told not to do it anymore
12Next page