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Can't rely on basic ship navigation?

First post
Author
Lug Muad'Dib
Funk'in Hole
#41 - 2015-01-03 23:13:51 UTC
Max Deveron wrote:
What? uhm, get a shuttle at least. Chalk it up as lesson learned and move on sheesh


Already kill 2 lepoards in the same way Cool
Yarda Black
The Black Redemption
#42 - 2015-01-04 00:11:10 UTC
You never noticed that after jumping through a gate, you don't appear on the exact same spot every time? You appear at a random point around 12K off the gate. Massive RNG right there.

You could have saved yourself all this trouble after the second time you jumped a gate.
Gully Alex Foyle
The Scope
Gallente Federation
#43 - 2015-01-04 01:08:16 UTC
Yarda Black wrote:
Massive RNG right there.
lololol

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

Primary This Rifter
Mutual Fund of the Something
#44 - 2015-01-04 02:46:32 UTC
Velicitia wrote:
Alec Arbosa wrote:
Velicitia wrote:
Alec Arbosa wrote:
Its not a margin of error I can control, then what's the point of it existing except to be some random distance from 0 you will land?



it's not "some random distance" from 0.

For standard warping, you will land on a sphere of r=2500 meters from the "0-point" of your warp destination (be it a bookmark, station, POS, gate, whatever). It will be anywhere on the sphere, so assuming the "0 point" of a WTZ command for a gate is 2000 meters from the gate model (i.e. shows a distance of 2000 meters to the gate), you can land anywhere from "-500" to 4500 meters away. However, these two instances are pretty rare (as there is only one point based on the vector you're travelling that would get either of them), so you will typically land somewhere closer to 2,000 meters, and then coast in. On most gates, this is fine, as the activation radius is rather large.


This is the same as cynoing, except that incoming caps land on a sphere of r=5000.



So it is random, but within some limits? correct? That's still random.


No. You ALWAYS land 2,500 meters from the coordinate that you're intending to hit (be it bookmark, etc).

...And the spot on this sphere of radius 2500 meters is still random.
Primary This Rifter
Mutual Fund of the Something
#45 - 2015-01-04 02:48:32 UTC
It's interesting to me that there are so many people who don't even understand a concept as relatively simple as randomness. They think that because the generated position is subject to constraints means that there is no random element.

You know what else has randomness? Turret damage.
Velicitia
XS Tech
#46 - 2015-01-04 03:55:18 UTC
Primary This Rifter wrote:
Velicitia wrote:
Alec Arbosa wrote:
Velicitia wrote:
Alec Arbosa wrote:
Its not a margin of error I can control, then what's the point of it existing except to be some random distance from 0 you will land?



it's not "some random distance" from 0.

For standard warping, you will land on a sphere of r=2500 meters from the "0-point" of your warp destination (be it a bookmark, station, POS, gate, whatever). It will be anywhere on the sphere, so assuming the "0 point" of a WTZ command for a gate is 2000 meters from the gate model (i.e. shows a distance of 2000 meters to the gate), you can land anywhere from "-500" to 4500 meters away. However, these two instances are pretty rare (as there is only one point based on the vector you're travelling that would get either of them), so you will typically land somewhere closer to 2,000 meters, and then coast in. On most gates, this is fine, as the activation radius is rather large.


This is the same as cynoing, except that incoming caps land on a sphere of r=5000.



So it is random, but within some limits? correct? That's still random.


No. You ALWAYS land 2,500 meters from the coordinate that you're intending to hit (be it bookmark, etc).

...And the spot on this sphere of radius 2500 meters is still random.


My point was that the landing distance is constant (i.e. 2500m).

However, yes, due to the relationship of a landing target and nearby object, you may end up some other distance from that other object.

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Ned Thomas
Sebiestor Tribe
Minmatar Republic
#47 - 2015-01-04 04:30:34 UTC
Hasikan Miallok wrote:
On a slighly related note, there does seem a change on gate jumps recently as covops ships can now land close enough to the gate to decloak but not jump for a few seconds. Not everytime but often enough to be noticeable.


I've noticed that and wondered if it was a new-ish thing. I've started decloaking once I'm within 100 km of the gate. Seems to help.
Nexus Day
Lustrevik Trade and Travel Bureau
#48 - 2015-01-04 04:47:14 UTC
Hay, here is an idea. Give all ships jump drives and get rid of gates. Now you don't have to worry about gate camps and hunters have to actually hunt.

Lazy developers are lazy. But not as lazy as gate campers.
Kaarous Aldurald
Black Hydra Consortium.
#49 - 2015-01-04 04:52:15 UTC
Nexus Day wrote:
Hay, here is an idea. Give all ships jump drives and get rid of gates. Now you don't have to worry about gate camps and hunters have to actually hunt.

Lazy developers are lazy. But not as lazy as gate campers.


The game lacks enough ways to force a fight as is, gates are one of the very few chokepoints in the game. They are natural spots for predators.

If they took gates away, people like you would just move on to crying about camping stations.

Nevermind that this game is designed with a grid system for a reason, it's basically a roguelike like that. Gates are a major lag saving mechanism.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Tisiphone Dira
Garoun Investment Bank
Gallente Federation
#50 - 2015-01-04 07:13:21 UTC
Herzog Wolfhammer wrote:


(Of course that was also before "kill everything that moves for no reason" gate camping as a KB full of rookie ships and noob pods was a disgrace back when standards were higher)


Don't forget shuttles!







@ OP You are the one who took out a npc corp pod in jita yesterday using a thrasher, nice troll.


This almost happened to me last week actually. Was running with crim flag and landed just short of the gate range, almost got done in. He got scram on me anyway and I took a few dents. Trying to kill my pod, I mean really, how rude.

At gates, in 400+ thrasher ganks, I've seen the opportunity to do it maybe 5 times, I think it happened once without a sebo, but then I can't know what the other guy was doing, maybe he cancelled the jump or for some reason warped to zero instead of jumping. If I wanted to do it I'd just run smartbombs, forget sebo'ing a thrasher.

There once was a ganker named tisi

A stunningly beautiful missy

To gank a gross miner

There is nothing finer, cept when they get all pissy

Chainsaw Plankton
FaDoyToy
#51 - 2015-01-04 08:25:50 UTC
one of my first losses was due to me landing in a drag bubble in my interceptor and then bouncing off the gate when I flew to it.

Oh well, I didn't want that crow anyways.

@ChainsawPlankto on twitter

Xercodo
Cruor Angelicus
#52 - 2015-01-04 08:40:55 UTC
Blake Lowe
Catgirl Exhibition and Rental Agency
#53 - 2015-01-04 10:26:35 UTC
Primary This Rifter wrote:
It's interesting to me that there are so many people who don't even understand a concept as relatively simple as randomness. They think that because the generated position is subject to constraints means that there is no random element.

You know what else has randomness? Turret damage.

Depending on how you intemperate "Method" (Quote, the definition of "Random") it could be said that it's not random at all.
McChicken Combo HalfMayo
The Happy Meal
#54 - 2015-01-04 11:02:39 UTC  |  Edited by: McChicken Combo HalfMayo
Velicitia wrote:
For standard warping, you will land on a sphere of r=2500 meters from the "0-point" of your warp destination (be it a bookmark, station, POS, gate, whatever). It will be anywhere on the sphere, so assuming the "0 point" of a WTZ command for a gate is 2000 meters from the gate model (i.e. shows a distance of 2000 meters to the gate), you can land anywhere from "-500" to 4500 meters away.

I had thought the WTZ points on a gate were always at the 0m border of the gate though. If so and the max deviation is truly 2,500m it's a bit odd that you can land further than 2,500m out from the gate's 0m sphere. Unless it's that you land 2,500m away max once your ship has coasted to 0 and that small window is when you can be caught?

Nexus Day wrote:
Hay, here is an idea. Give all ships jump drives and get rid of gates. Now you don't have to worry about gate camps and hunters have to actually hunt.

Lazy developers are lazy. But not as lazy as gate campers.

The most lazy are the people getting caught in gate camps that could have avoided it by scouting first.

There are all our dominion

Gate camps: "Its like the lowsec watercooler, just with explosions and boose" - Ralph King-Griffin

JackknifedII
The Congregation
RAPID HEAVY ROPERS
#55 - 2015-01-04 11:15:52 UTC
You were lucky. Back in my day there was no warp to 0. Everything was always an extra 15km away.

Minmatar....we are generally unpleasant to be around....

https://www.youtube.com/channel/UC81MDW6dFa41VdNTt-pTl1Q

Always recruiting

Koebmand
Silverflames
#56 - 2015-01-04 11:26:41 UTC
You always land +-2500m from your warp target, that is why people make bookmarks 2500 inside everything to use it instantly up on arrival.

Yes, you have to go there once, make a bookmark 2500m inside (can be a little hard one some gates), then when going through again you warp to the bookmark, and as soon as out of warp you issue the Jump/Dock etc command.

Yes, it does feel rather stupid to need a bookmark for every gate and station in Eve.
Harrison Tato
Yamato Holdings
#57 - 2015-01-04 13:14:02 UTC
Your ship usually only lands short of the gate when there is someone there waiting to kill you. I never have it happen on an empty gate :)
Primary This Rifter
Mutual Fund of the Something
#58 - 2015-01-04 14:02:54 UTC
Blake Lowe wrote:
Primary This Rifter wrote:
It's interesting to me that there are so many people who don't even understand a concept as relatively simple as randomness. They think that because the generated position is subject to constraints means that there is no random element.

You know what else has randomness? Turret damage.

Depending on how you intemperate "Method" (Quote, the definition of "Random") it could be said that it's not random at all.

Well it uses a pseudorandom number generator (probably MT19937), so if your point is that the numbers aren't truly random then I suppose that's true.
But otherwise I don't see what you're trying to say.
Tear Jar
New Order Logistics
CODE.
#59 - 2015-01-04 14:20:28 UTC
Alec Arbosa wrote:
Abrazzar wrote:
There is always a certain deviation bubble from your warp target location. The smaller your ship, the more obvious the discrepancy, with pods being really small, thus more likely to end up at a distance to whatever you wanted to warp to. Fly a ship next time.


So it is rng basically? Puts me off playing this game really, same reason I won't touch hearthstone.


You can counter it by setting up bookmarks on top of where you want to go, which have no rng in them.
Velicitia
XS Tech
#60 - 2015-01-04 16:00:58 UTC  |  Edited by: Velicitia
McChicken Combo HalfMayo wrote:
Velicitia wrote:
For standard warping, you will land on a sphere of r=2500 meters from the "0-point" of your warp destination (be it a bookmark, station, POS, gate, whatever). It will be anywhere on the sphere, so assuming the "0 point" of a WTZ command for a gate is 2000 meters from the gate model (i.e. shows a distance of 2000 meters to the gate), you can land anywhere from "-500" to 4500 meters away.

I had thought the WTZ points on a gate were always at the 0m border of the gate though. If so and the max deviation is truly 2,500m it's a bit odd that you can land further than 2,500m out from the gate's 0m sphere. Unless it's that you land 2,500m away max once your ship has coasted to 0 and that small window is when you can be caught?



You're partially right - there is a sphere that contains all of the landing points for the gate or station. This "zero sphere" , as with the docking / activation radius for the station / gate is of sufficient size to encompass the entire model. Due to differing shapes, and odd protrusions on some of the models, and direction you're approaching from, your landing mark may or may not actually be within docking radius. This is why people will set up "true WTZ" bookmarks for stations. Gates are sufficiently large, and have a sufficiently large activation radius that you normally don't need to set a "true WTZ" bookmark for the gate.

One of the guys from E-Uni (IIRC, might've been one of the other big alliances) gave a speech on the landing mechanics during either the 2014 (or was it 2013?) Fanfest.

The reason a "zero sphere" is used, is because if you were actually to hit the zero point of the model (i.e. where the bracket is, more or less), you would ALWAYS bounce off in some random direction, going a bazillion m/sec. Think getting ejected from a POS shield when your CEO disallows corp usage (without the password), or getting rammed by a Mach while in something like a cruiser.


Now, what I meant by "2000 meters away" was that the zero sphere will always land you around a point that is some distance from the actual zero coordinate of the station. However, this is VERY model dependent -- both for your warp target, and on what you're flying. From the station / gate side, if you're landing in/near a part of the model that extends outward (Like this one), you can still be "2000 meters away" from the station, though your distance shows "zero" in your overview still. On the other hand, a station like this is likely to have a much tighter "zero sphere" as you ascend the "skyscraper" part, so you're likely to end up "farther away" if your starting location decides your ending location will be up there (rather than down near the undock).


Because of these discrepancies in the landing sphere, the model's "true zero", and the activation sphere, you have some instances where you have to be closer, or can get away with being farther than normally. For exapmle, on Caldari inter-regional gates (the ones that look like a pair of pillars) and hitting from the "narrow end" -- I've been 3-4,000 meters away (per overview) and still gotten through.

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia