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New dev blog: I don‘t always miss, but when I do...I do it with style.

First post
Author
Dwindlehop
Imperial Shipment
Amarr Empire
#81 - 2011-11-18 20:51:39 UTC
Tork Norand wrote:

Send the Hit Ratio out to the clients every 10 seconds or so, and let the clients randomly show that number of targets getting hit.

Something along these lines would be sufficient to pick up on whether your fleet was tracking or not.

I fully support spending frame budget on impact effects. \o/
KFenn
State War Academy
Caldari State
#82 - 2011-11-18 21:08:55 UTC
Jarnis McPieksu wrote:
Would it really add that much to include a single bit (hit/miss) to the information your client receives about shots around you that are not directed at you?

I mean, the client must already receive information about all the gunfire because it can render it... and server must be the one deciding what hits and what misses (if it weren't, EVE would already be hacked to bits) so... there must be a steady flow of packets during fleet fights to every participant about every shot being fired on grid as it happens according to the server simulation.

We. Are. Talking. About. A. Single. Bit. Some Pro coding will embed it nicely into the current data (just steal one bit off some value that is being sent about each shot and use it for this), so the added amount of data would be zero.

0/1. Miss/Hit. The rest can be made up by the local (client side) rendering code.


ITT: Amateur computer scientists. BTW, this isn't how network data works at all. You can't just 'add a bit', you need to add context and other things.

Commanding Officer of the Treacle Tart Brigade

Leemi Sobo
#83 - 2011-11-18 22:16:01 UTC
I would suggest that projectile turrets should have 'no animation' in case of a miss instead of a 'miss animation'
because Sir Isaac Newton is the deadliest son of a b!tch in spaceBig smile

On the other side ... would be cool to miss a target @delve and insta-pop a noob ship somewhere in empire Pirate
Vincent Athena
Photosynth
#84 - 2011-11-18 22:30:49 UTC  |  Edited by: Vincent Athena
Could this be expanded to ships I have on my watch list, and/or ships I got targeted? The client does get information about those ships being hit, taking damage. Is it sufficient to allow miss animations?

Edit: read up and see this was already covered. So Ill add a new comment.

If you did send hit miss info to the 100 people in your above example, you would not send 100 packets to 100 people, you would send one packet with 100 hit-miss bits to 100 people. The trick to doing this is to keep the bandwidth down by clever encoding. The client would have to have some sort of ordering of ships it keeps internally, so it can associate each bit with each ship. Also, a bit would be set to "miss" if in that tick the weapon was not firing at all.

Also, showing all hits-misses could be a feature that is normally on, but gets turned off as soon as TiDi cuts in, or gets close to cutting in.

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Nova Fox
Novafox Shipyards
#85 - 2011-11-18 23:01:27 UTC
yeah Id hate to make these sorta changes to eve pre carbon it must be a nightmare.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Starbuck Mulligann
Auto Scoop Solutions
#86 - 2011-11-19 01:40:17 UTC
I've seen this on SiSi and it really adds a fantastic depth to combat. You can actually see the difference traversal makes!

Bravo!
Misanth
RABBLE RABBLE RABBLE
#87 - 2011-11-19 03:26:53 UTC
Couldn't care less. P

AFK-cloaking in a system near you.

EdwardNardella
Deep Core Mining Inc.
Caldari State
#88 - 2011-11-19 04:55:55 UTC
@CCP
You should not need to send information on every shot fired only the ones that miss. This should be much easier to implement.
Warde Guildencrantz
Caldari Provisions
Caldari State
#89 - 2011-11-19 05:47:00 UTC
Can missile graphics please get fixed before the end of the crucible set of expansions? People keep avoiding it, and its like ignoring a reasonable portion of the playerbase and giving something nice to everyone else in the playerbase with turret graphics.

TunDraGon ~ Low sec piracy since 2003 ~ Youtube ~ Join Us

Bienator II
madmen of the skies
#90 - 2011-11-19 06:08:09 UTC  |  Edited by: Bienator II
Vincent Athena wrote:

If you did send hit miss info to the 100 people in your above example, you would not send 100 packets to 100 people, you would send one packet with 100 hit-miss bits to 100 people. The trick to doing this is to keep the bandwidth down by clever encoding. The client would have to have some sort of ordering of ships it keeps internally, so it can associate each bit with each ship. Also, a bit would be set to "miss" if in that tick the weapon was not firing at all.

Also, showing all hits-misses could be a feature that is normally on, but gets turned off as soon as TiDi cuts in, or gets close to cutting in.

yeah. what he said. Maybe the problem even doesn't exist since its unlikely anyway that all ships alpha strike at exactly the same game tick. Its rather a constant very low data rate stream to the client than a big packet - totally neglectable compared to things like voicechat.

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

Ciar Meara
PIE Inc.
Khimi Harar
#91 - 2011-11-19 09:31:00 UTC  |  Edited by: Ciar Meara
This is something I wished for for quite awhile. Not that long though, 8 years or so. It is something awesome!


As someone else remarked in the test server thread, don't we get updates for all the guys in our watchlist? Couldn't those be used by the client allready? Or is this not the case?

What about all the guys who we got targeted?

And what about a "smart" feature that looks at what ships are on your screen itself and renders their hits. (Don't let the programmers and team gridlock kill me)

Anyway, excellent job and carry on!

- [img]http://go-dl1.eve-files.com/media/corp/janus/ceosig.jpg[/img] [yellow]English only please. Zymurgist[/yellow]

NorthCrossroad
Royal Amarr Institute
Amarr Empire
#92 - 2011-11-19 11:39:58 UTC
Great stuff guys, really enjoyable to see it on Sisi.

Couple suggestions:
1. "Shots which miss are picking a point to aim at based on the bounding sphere of the target which means misses might look a little too regular and vary quite a lot". To enhance the visual effects of this, you can still use the sphere radius but add a little random fluctuation in range of -10% to +10% each time. It doesn't require anything big in math, and in this way misses won't look that regular even when calculated close by.
2. +1 for the misses for a ship you're looking at. Might be really great :) It doesn't add much lag and definitely adds immersion effect.
3. Don't think that adding miss calculation to a small fights (<10) is a good idea because small fights can easily become big ones, and then it might be an additional level of problems when moving from "all-calculated" to "only for you".
4. Having miss effects for watchlist and your target list is nice, but it will definitely add network load and maybe some server load (guess it depends on how propagation of hits for watchlist and targets works).

And one last note - don't you think that missiles become more and more of a "dead child" in sence of UI representation? They don't have turrets visible, they don't have miss calculation. I really think that they need a close look!


But anyway, thanks a lot for the feature again.

North
Kadazer
The Scope
Gallente Federation
#93 - 2011-11-19 12:14:53 UTC
CCP Choloepus wrote:
Yup! This involves an artist making some nice impact effects, but otherwise shouldn't be too hard. We've also been discussing having a few more effects for when a shot punches through the last of your shield/armour and starts chewing away at the next layer of tank. This would need a bit of hysteresis built in to avoid it looking silly under reps.

All optional of course, as this kind of stuff would definitely add a small performance hit unless we can claw some frame time back elsewhere.

Unfortunately, it's a lot easier to think up pretty new things to do with this feature than it is to get everything done. Nevertheless it's much better to have a full backlog than the alternative!


That would give realism a great boost. I would suggest energy discharges for shield hits, spreading armor plate particles for armor hits and for hull hits the shots should go through the ship hull and exit on the other side or cause explosion inside the ship.
DeLaBu
CAF Industries
#94 - 2011-11-19 13:00:36 UTC
This is going to be quite helpful for turret users and ships that rely on not being hit to survive. Thank you CCP.

On a side note, I don't think you should simulate hits and misses for the rest of the fleet unless you can simulate it close to 100% on the client side.

You will get petitions like this and you will have to explain the whole bloody thing every time:
I was not paying attention, but my buddy clearly saw the Tempest's arty volley miss me, yet I still exploded. I want my ISKs back NOW!
Xavier Quo
Royal Amarr Institute
Amarr Empire
#95 - 2011-11-19 14:27:40 UTC  |  Edited by: Xavier Quo
this is brilliant and wonderful and amazing, but I have to disagree with this statement

Quote:
We could make any shots which do not involve your ship miss or hit on the flip of a coin, but if it's completely random this conveys no information. Worse, it pretends to be useful whilst actually providing misinformation, so we're not keen on that.


both current and suggested situations (fleet random hit/miss or always hit) are as visually tactically useless as the other, but one looks a lot better. People do not look at what is going on graphically now anyway, they use targetting, scanner or comms info to check the actual state of play.

I would definitely like a few tweaks like this on sisi over the next few months to see if it is popular or not. It could easily be a client side option to toggle random hits?
Imrik86
Caldari Provisions
Caldari State
#96 - 2011-11-19 16:09:33 UTC
That's one nice feature. Looking forward to see it extended for everybody in a fleet flight, it will look epic.

Now, CCP Choloepus, about missiles:

Given missiles never miss, but you have the explosion velocity stuff, it would be cool if the missile exploded a little "earlier", how far behind depending on explosion velocity and current target velocity. This would give the impression the target was able to outrun the explosion.
Jonathan Malcom
Center for Advanced Studies
Gallente Federation
#97 - 2011-11-19 17:00:46 UTC
Abdiel Kavash wrote:
Please don't never ever make any sort of guesstimation on whether a shot should be drawn as a hit or miss. If it ever becomes possible to draw others' shots accurately, I'm all for it, but don't make the client lie to us. I'd rather have all shots visually connect and know that they might or might not have missed, than to have some hits and some misses (even if in the right proportions), but have the target actually take damage when the shot visually misses. Providing no information is always better than providing false information.

I don't care about the ratio of hit/miss. I'm not going to stare at someone for a few minutes, watching him get shot at, to determine that approximately 60% of those shots actually mised. I want to see that the last three shots from the enemy battleship landed on the friendly interceptor, and he will most likely need repairs NOW.


You should either have him watch-listed (unlikely, with an interceptor) or be looking for broadcasts in your fleet window.

This is literally window-dressing. No one should be relying on actually watching a fight for reliable information. You have all the tools to get the information you need.

If they want to estimate incoming fire to make fights look more interesting, more power to them.

Consider: How is showing all shots hitting any more an inaccurate representation than having random shots miss based on the class of ships engaging eachother?
Mjana
Switzerland EVE Corp.
#98 - 2011-11-19 17:08:45 UTC  |  Edited by: Mjana
Ranger 1 wrote:
The individual shots themselves don't arc, but the burst "appears" to arc across the sky as the gun is tracking the target.

Yes, that's the situation right now on TQ afaik.

So the solution for artillery would be to have the shot-animation not "anchored" between the shooter and the target (and moving with them) but between a fixed position in space where the gun was when it fired and a fixed position in space where the target will be 0.3sec later when the shot hits (or misses).

For lasers, nothing changes, since light hits the target within the same millisecond anyways.

For hybrids, I'm not entirely sure:
I guess blasters would work like projectiles. Railguns however send out a short stream of plasma afaik, so that while the stream is leaving the gun, there would have to be a number of animations for each "particle" in the stream, starting from where the gun was when it fired that part of the stream and hitting where the target will be when that particle hits the target.
Same with the auto cannons, as mentioned by Nova Fox:
Nova Fox wrote:
Either way the shot arcs for auto cannons are not a phsyics thing is an accuracy thing you're leading your target so your entire volley winds up in the target instead of the first few bullets as the rest of the stream flys by.

(now I got what you meant, Nova Fox. Blink I was thinking of artillery shots and completely forgot that autocannons shoot a burst of projectiles, not just one)
Dietz0r Saraki
Perkone
Caldari State
#99 - 2011-11-19 20:58:49 UTC
Mjana wrote:

I guess blasters would work like projectiles. Railguns however send out a short stream of plasma afaik, so that while the stream is leaving the gun, there would have to be a number of animations for each "particle" in the stream, starting from where the gun was when it fired that part of the stream and hitting where the target will be when that particle hits the target.


It's the other way round. Rails shoot the whole cannister at someone, blasters do that plasma thingie
Phobos Vortex
#100 - 2011-11-19 23:00:16 UTC
I really could live with random hit/miss display on other ships. When you KNOW that the visuals on other ships provide no information the only difference between no hit/miss and random hit/miss is that the random thing looks better.
False information equals no information when you know that it is false. How about trying to get real information for the hit/miss animation for ships in your watchlist/fleet and random for all the rest? Would even that cause too much traffic?