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Proposal: Do away with turret signature resolution stat

Author
Aebe Amraen
Dreddit
Test Alliance Please Ignore
#121 - 2014-07-05 07:18:58 UTC
Bohneik Itohn wrote:
Aebe Amraen wrote:


Your argument is ignorant and wrong. Once again,

My proposal changes literally nothing about how damage is applied, so it makes no difference in game balance.


I'm sure you enjoy saying it, but it doesn't make it true. Skills, modules, and implants will have an entirely different effect on the new tracking value, and since no skill, module, or implant has any effect on turret sig res that expands their efficacy. Changing their values will change how they scale, which will necessarily require other things like ship signature radius to scale with them. Now that that's changed, what about how missiles interact with sig radius? Oops... Back to the grindstone, guys, we've got more work to do...


An obscure branch of mathematics known as "algebra" says you're wrong and I'm right. I believe wikipedia has a page on it.
Doggy Dogwoofwoof
New Eden Corporation 98713347
Brotherhood of Spacers
#122 - 2014-07-05 08:43:52 UTC
Bohneik Itohn wrote:
Aebe Amraen wrote:


Your argument is ignorant and wrong. Once again,

My proposal changes literally nothing about how damage is applied, so it makes no difference in game balance.


I'm sure you enjoy saying it, but it doesn't make it true. Skills, modules, and implants will have an entirely different effect on the new tracking value, and since no skill, module, or implant has any effect on turret sig res that expands their efficacy. Changing their values will change how they scale, which will necessarily require other things like ship signature radius to scale with them. Now that that's changed, what about how missiles interact with sig radius? Oops... Back to the grindstone, guys, we've got more work to do...

He wants to Normalize The Sig Res of the guns. The OP is just TERRIBLY worded about it. The only real Diffrence between this and the current formula is what your guns Tracking speed is only shows the True value vs cruisers, Frigs would be about a 3rd of it and BSs 3 times it.
Sigras
Conglomo
#123 - 2014-07-05 10:28:04 UTC
Aebe Amraen wrote:
Sigras wrote:
The only issue I see with this is it causes un-intuitive things to happen in game.

Say we normalize gun sig radii to 100 m^2 so the tracking speed on my Rokh's Neutron Blaster Cannons goes down to .01778 rad/s

We would still need to explain to new players why you can hit a battleship that is orbiting you faster than that, or why you cant hit an interceptor going around you at exactly that speed.

I understand it wouldnt change the game balance, but it would increase confusion for new players not decrease it.

Bigger ships are easier to hit than smaller ships. Seems pretty intuitive to me.

it would be... except for the fact that people use transversal on their overviews...

See as it is right now, guns shooting at a target more or less their size (medium guns shooting at a cruiser, or large guns shooting at a battleship) track around their listed transversal, but with your proposal, you could have a battleship shooting at another battleship with 3x the transversal as is listed on the gun and still hit them perfectly...

This would require explanation...
Gully Alex Foyle
The Scope
Gallente Federation
#124 - 2014-07-05 10:38:44 UTC
Sigras wrote:
Aebe Amraen wrote:
Sigras wrote:
The only issue I see with this is it causes un-intuitive things to happen in game.

Say we normalize gun sig radii to 100 m^2 so the tracking speed on my Rokh's Neutron Blaster Cannons goes down to .01778 rad/s

We would still need to explain to new players why you can hit a battleship that is orbiting you faster than that, or why you cant hit an interceptor going around you at exactly that speed.

I understand it wouldnt change the game balance, but it would increase confusion for new players not decrease it.

Bigger ships are easier to hit than smaller ships. Seems pretty intuitive to me.

it would be... except for the fact that people use transversal on their overviews...

See as it is right now, guns shooting at a target more or less their size (medium guns shooting at a cruiser, or large guns shooting at a battleship) track around their listed transversal, but with your proposal, you could have a battleship shooting at another battleship with 3x the transversal as is listed on the gun and still hit them perfectly...

This would require explanation...
To be fair, you could also argue that there are so many things affecting sig radius that 'angular velocity vs. tracking speed' is rarely an accurate hit quality predictor. Range will always be much more straightforward.

Still, I agree with you. It's easier for me to think:

. Guns larger than target --> need to stay far away, severly slow down the dude, paint him
. Guns smaller than target --> tracking isn't an issue anymore
. Target has unbonused MWD --> \o/ easier to hit
. Target is passive shield tanked --> \o/ easier to hit

...while still using angular velocity as shown on overview as a reference point.

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

Aebe Amraen
Dreddit
Test Alliance Please Ignore
#125 - 2014-07-05 14:53:49 UTC
Sigras wrote:
Aebe Amraen wrote:
Sigras wrote:
The only issue I see with this is it causes un-intuitive things to happen in game.

Say we normalize gun sig radii to 100 m^2 so the tracking speed on my Rokh's Neutron Blaster Cannons goes down to .01778 rad/s

We would still need to explain to new players why you can hit a battleship that is orbiting you faster than that, or why you cant hit an interceptor going around you at exactly that speed.

I understand it wouldnt change the game balance, but it would increase confusion for new players not decrease it.

Bigger ships are easier to hit than smaller ships. Seems pretty intuitive to me.

it would be... except for the fact that people use transversal on their overviews...

See as it is right now, guns shooting at a target more or less their size (medium guns shooting at a cruiser, or large guns shooting at a battleship) track around their listed transversal, but with your proposal, you could have a battleship shooting at another battleship with 3x the transversal as is listed on the gun and still hit them perfectly...

This would require explanation...


I think I've explained it like 5 times in this thread.

Bigger targets are easier to hit.

Not that hard.
Linkxsc162534
Silent Scourge
#126 - 2014-07-05 18:06:35 UTC
Aebe Amraen wrote:


I think I've explained it like 5 times in this thread.

Bigger targets are easier to hit.

Not that hard.


But it is. You want to put everything into tracking so noobs have an easier time understanding... but if my gun cant physically track the target, how the hell are we hitting him??

Its like this. Rite nao. A frigate shooting a frigate, if your able to track him, you know that you should be hitting him.
post change, youll need to have a tracking more than 2x their angular to score about 50% of shots. This is because the sig will be the defining factor because the gun sig is too high.

To a newbie with a lack of understanding of the mechanics how is it more understandable that even though they "should" be tracking a target they cant hit it?
Aebe Amraen
Dreddit
Test Alliance Please Ignore
#127 - 2014-07-05 19:00:37 UTC
The same problem exists right now, even worse. A frigate can track a battleship whose angular velocity is 10x the tracking speed of their guns? How do you explain that?

If anything, my proposal alleviates the problem (though does not solve it entirely).
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#128 - 2014-07-05 19:01:18 UTC
Aebe Amraen wrote:
Sigras wrote:
Aebe Amraen wrote:
Sigras wrote:
The only issue I see with this is it causes un-intuitive things to happen in game.

Say we normalize gun sig radii to 100 m^2 so the tracking speed on my Rokh's Neutron Blaster Cannons goes down to .01778 rad/s

We would still need to explain to new players why you can hit a battleship that is orbiting you faster than that, or why you cant hit an interceptor going around you at exactly that speed.

I understand it wouldnt change the game balance, but it would increase confusion for new players not decrease it.

Bigger ships are easier to hit than smaller ships. Seems pretty intuitive to me.

it would be... except for the fact that people use transversal on their overviews...

See as it is right now, guns shooting at a target more or less their size (medium guns shooting at a cruiser, or large guns shooting at a battleship) track around their listed transversal, but with your proposal, you could have a battleship shooting at another battleship with 3x the transversal as is listed on the gun and still hit them perfectly...

This would require explanation...


I think I've explained it like 5 times in this thread.

Bigger targets are easier to hit.

Not that hard.
That same trait comes over in the current system as well. A weapon hits what it's made to hit as well as it states and has issues with things smaller while hitting bigger things better. What your arguing is that it makes sense to abstract the tracking on a gun from it's "intended" targets in favor of some arbitrary focal point.
Aebe Amraen
Dreddit
Test Alliance Please Ignore
#129 - 2014-07-05 19:06:30 UTC
Tyberius Franklin wrote:
Aebe Amraen wrote:
Sigras wrote:
Aebe Amraen wrote:
Sigras wrote:
The only issue I see with this is it causes un-intuitive things to happen in game.

Say we normalize gun sig radii to 100 m^2 so the tracking speed on my Rokh's Neutron Blaster Cannons goes down to .01778 rad/s

We would still need to explain to new players why you can hit a battleship that is orbiting you faster than that, or why you cant hit an interceptor going around you at exactly that speed.

I understand it wouldnt change the game balance, but it would increase confusion for new players not decrease it.

Bigger ships are easier to hit than smaller ships. Seems pretty intuitive to me.

it would be... except for the fact that people use transversal on their overviews...

See as it is right now, guns shooting at a target more or less their size (medium guns shooting at a cruiser, or large guns shooting at a battleship) track around their listed transversal, but with your proposal, you could have a battleship shooting at another battleship with 3x the transversal as is listed on the gun and still hit them perfectly...

This would require explanation...


I think I've explained it like 5 times in this thread.

Bigger targets are easier to hit.

Not that hard.
That same trait comes over in the current system as well. A weapon hits what it's made to hit as well as it states and has issues with things smaller while hitting bigger things better. What your arguing is that it makes sense to abstract the tracking on a gun from it's "intended" targets in favor of some arbitrary focal point.


True. Because I think having "0.1" mean the same thing as "0.1" when you're looking at tracking makes more sense then "well you can probably track things roughly the same size as you..."
Medalyn Isis
Doomheim
#130 - 2014-07-05 19:14:17 UTC
There is no need for any change. The current method makes perfect sense and isn't too difficult to understand at all. No point in dumbing things down just for the sake of it.
Medalyn Isis
Doomheim
#131 - 2014-07-05 19:15:39 UTC  |  Edited by: Medalyn Isis
Aebe Amraen wrote:
True. Because I think having "0.1" mean the same thing as "0.1" when you're looking at tracking makes more sense then "well you can probably track things roughly the same size as you..."

Nothing complicated. If you see a target which is twice times less than the sig of your turret then you simply half the tracking like most people do at the moment.

Plus you actually need to half it yet again because your damage will be heavily dropping off at exactly 100% of your tracking. So by your logic we should also do away with that because it is difficult for some people to understand. No thanks, leave it as it is.
Aebe Amraen
Dreddit
Test Alliance Please Ignore
#132 - 2014-07-05 19:19:11 UTC
Medalyn Isis wrote:
There is no need for any change. The current method makes perfect sense and isn't too difficult to understand at all. No point in dumbing things down just for the sake of it.


7 pages of people who don't understand it in this thread argues otherwise.
Sigras
Conglomo
#133 - 2014-07-05 19:55:23 UTC
Aebe Amraen wrote:
Sigras wrote:
Aebe Amraen wrote:
Sigras wrote:
The only issue I see with this is it causes un-intuitive things to happen in game.

Say we normalize gun sig radii to 100 m^2 so the tracking speed on my Rokh's Neutron Blaster Cannons goes down to .01778 rad/s

We would still need to explain to new players why you can hit a battleship that is orbiting you faster than that, or why you cant hit an interceptor going around you at exactly that speed.

I understand it wouldnt change the game balance, but it would increase confusion for new players not decrease it.

Bigger ships are easier to hit than smaller ships. Seems pretty intuitive to me.

it would be... except for the fact that people use transversal on their overviews...

See as it is right now, guns shooting at a target more or less their size (medium guns shooting at a cruiser, or large guns shooting at a battleship) track around their listed transversal, but with your proposal, you could have a battleship shooting at another battleship with 3x the transversal as is listed on the gun and still hit them perfectly...

This would require explanation...


I think I've explained it like 5 times in this thread.

Bigger targets are easier to hit.

Not that hard.

I understand the concept... that doesnt make it less confusing when explained to a noob
Kaerakh
Obscure Joke Implied
#134 - 2014-07-05 21:58:37 UTC
Aebe Amraen wrote:
Medalyn Isis wrote:
There is no need for any change. The current method makes perfect sense and isn't too difficult to understand at all. No point in dumbing things down just for the sake of it.


7 pages of people who don't understand it in this thread argues otherwise.


You should retake some public school classes if you're having trouble understanding functions. Lol
Phaade
LowKey Ops
Snuffed Out
#135 - 2014-07-06 00:12:01 UTC
arguably one of the worst idea's I've ever heard.

How does the OP not understand that signature resolution is an entirely seperate mechanic from tracking speed.

This entire thread is disgusting.

There is literally no way to do away with one and not absolutely destroy the other.
Gypsio III
State War Academy
Caldari State
#136 - 2014-07-06 00:46:39 UTC
Phaade wrote:
arguably one of the worst idea's I've ever heard.

How does the OP not understand that signature resolution is an entirely seperate mechanic from tracking speed.


Please explain further.
Aebe Amraen
Dreddit
Test Alliance Please Ignore
#137 - 2014-07-06 04:42:11 UTC
Phaade wrote:
arguably one of the worst idea's I've ever heard.

How does the OP not understand that signature resolution is an entirely seperate mechanic from tracking speed.

This entire thread is disgusting.

There is literally no way to do away with one and not absolutely destroy the other.


Arguably one of the worst responses in this thread.

How does Phaade not understand that signature resolution is indistinguishable from tracking speed.

This response is disgusting.

There is literally no way to separate the effects of signature resolution and tracking speed.
Reaver Glitterstim
The Scope
Gallente Federation
#138 - 2014-07-06 05:51:46 UTC
Ignore the masses of posts from people who don't get the math. I get it.


I feel like whether it's done your way or not, people are largely not going to understand it. So I think either way, we just need a tutorial that explains it well. Not like the currently-existing tutorials, mind you, but something that's actually good. Something that engages the player in seeing differences and watching how they directly affect combat.

But I like the current system better. To someone who isn't a math whiz (99% of most games' playerbase, 95% of EVE's playerbase), it can be summed up as follows:


  1. Frigate guns track frigates at approximately the listed rate, cruiser guns track cruisers at approximately the listed rate, etc.
  2. Bigger sig radius means guns track it faster, smaller sig radius means guns track it slower
  3. A cruiser would have to go a lot faster than a frigate to evade guns just as well


With your system, it would be:


  1. All guns track (x ship size) by the listed rate
  2. Bigger sig radius means guns track it faster, smaller sig radius means guns track it slower
  3. Large guns track way slower and so are only useful against large ships, while small guns track way faster and can hit small ships


It's essentially the same learning curve when presented in this fashion, but the first style allows the learned pilot to easily estimate how fast a turret will track a similar-size target due to the listed tracking value being close to the actual tracking value--with a minor adjustment for difference between sig radius and sig resolution, a good estimate can be obtained by someone lousy at math. Also pilots who do not understand it at all can still read the tracking value and expect it to be basically right against the right size class of ships.

Your version would be more convoluted to the casual player even though it would make it easier for mathematically-oriented people to gain an intrinsic understanding of it.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Reaver Glitterstim
The Scope
Gallente Federation
#139 - 2014-07-06 06:30:47 UTC
Deerin wrote:
I believe there is an easier fix to make things more "readable":

Right now the angular velocity and tracking values are in rad/sec which is a hard to understand term. Change it to deg/s and suddenly it wil become much clearer for people.
You miss the point of applying radians: If you are orbiting Aebe Amraen's Eagle in your Vagabond and trying to outmaneuver his 250mm Railguns, that you have to be able to travel 0.01011 radians per second around him to outmaneuver, adjusted a bit by his Motion Prediction skill and any difference in your Vagabond's signature radius from 125 meters.

How does this make the math easier? Simple. You travel 1 radian around him when you travel a distance in the orbit equal to the distance from him to you. Say he is 14,216 meters away from you, well punch into a calculator 14,216 x 0.012 (adjusting upwards for tracking skill and shield extenders) and you get 170.6 meters per second you should be traveling to match his tracking. Since at this range you might even make 340m/s without afterburner, you should be able to lazily drift around him without getting hit, provided he doesn't do any fancy maneuvering. But he's a pretty sharp guy so I'm sure he won't give in that easily. Still, being able to make such an estimation quickly on the fly is important for judging your opponent's abilities.

Also, this thread is proof TEST is better at math than the rest of EVE.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Sodabro
Doomheim
#140 - 2014-07-06 06:40:15 UTC
Ko'Ahi wrote:
I think you're a NERD.

that, and that OP got it all wrong. so very wrong.

signature resolution for turrets is for comparing with the target's SIZE. it has nothing to do with speed if you only consider that specific factor.