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Player Features and Ideas Discussion

 
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Hardener rework for less lag in big battles

Author
Ronny Hugo
KarmaFleet
Goonswarm Federation
#1 - 2015-01-08 20:33:16 UTC  |  Edited by: Ronny Hugo
The hardener could work like a module with no cycle. Like the cloak. Just turn it on, and it remains on until it is switched off. For the right capacitor cost it would simply increase the cap recharge time by the approximately correct amount. This way it would be, I think (I'm no expert in the eve code), no more server-consuming than a cloaky sitting cloaked. Instead of tons of hardeners continually cycling.
Also, wouldn't it be better on servers if the dreadnoughts had their own damage mods that only adjusted damage multiplier, not reload?

EDIT: It should be noted that I'm only assuming that this would lower server load, and lots of others assume it won't. Neither of us know the code personally, it does not invite us to Christmas dinner.
Lugh Crow-Slave
#2 - 2015-01-08 20:40:38 UTC
Ronny Hugo wrote:

Also, wouldn't it be better on servers if the dreadnoughts had their own damage mods that only adjusted damage multiplier, not reload?


Huh?

as for hardeners this would break them seeing as if they just alter cap recharge then they wouldn't shut off when cap reached 0
Nariya Kentaya
Ministry of War
Amarr Empire
#3 - 2015-01-08 22:38:42 UTC
wouldnt change anything, really it wouldnt, if anything it would icnrease lag as the server is having to account for yet another variable on every ship (altered recharge time from additional modules).

the server works on 1-second ticks, this means it checks the situation once every second and updates, as long as a module is active, "cycled" or not, it receives the same check and therefore produces the same degree of lag, because even if a module is cycled, it only gives an on/off notification at every tick, the same as a module that is, say, on or off without a cycle.
FireFrenzy
Cynosural Samurai
#4 - 2015-01-08 22:45:39 UTC
Except that i have neuted people so hard their DAMAGE CONTROLS turn off... And had my own turned off, along with all my invuls and such due to neuting...

If that stopped being a problem there suddenly stops being a SINGLE REASON to fit any sort of passive hardner... (well what we now think of as a passive hardner anyways)

And i doubt the lag would be particularly great next to all the shooting and drones and all the other junk of that ilk... But i might be wrong...
Daichi Yamato
Jabbersnarks and Wonderglass
#5 - 2015-01-09 00:35:42 UTC  |  Edited by: Daichi Yamato
i think nariya's got this mostly right. You make it like a cloak and it must check for each hardener every second to see whether its been turned off or still going.

However i dont think the hardener needs to check every second to see if the mod has been activated. When you click the mod it sends a message to the server to turn it on. It then doesnt check it again for another ten seconds unless you manually turn it off.

If you want hardeners to be less laggy, do what they did to drone tracking links. Up the cap cost and make the duration longer.

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Lugh Crow-Slave
#6 - 2015-01-09 00:47:49 UTC
Daichi Yamato wrote:
.

If you want hardeners to be less laggy, do what they did to drone tracking links. Up the cap cost and make the duration longer.



this would still be a buff since you cycle slower its harder to nuet them out when using a cap booster
Zan Shiro
Doomheim
#7 - 2015-01-09 02:50:45 UTC  |  Edited by: Zan Shiro
not seeing this have an effect really. Its not active hards on drones that I have seen lag a system (they don't have them), its the body count of them being there. As mentioned the server ticks and checks go on no matter what is there to report.

And maybe just me but ccp if they found this viable could just up passive resist values to be more appealing. Not t2 hard strength of course, but something to have you think about running more as an option. I'd even take the caveat of more fitting needs for them to offer a downside. magic number they could get could also be assumed skill level 5 so an added 40+ days to get the full reward. Currently unless ocd or in passive resist cap you 4 these and stop.


As is, this idea off the bat too me is just another -1 really to using passive resists. I when lazy run them to have less clicks at this point. It to me is their best selling point.
Ronny Hugo
KarmaFleet
Goonswarm Federation
#8 - 2015-01-09 04:36:53 UTC  |  Edited by: Ronny Hugo
Lugh Crow-Slave wrote:
Ronny Hugo wrote:

Also, wouldn't it be better on servers if the dreadnoughts had their own damage mods that only adjusted damage multiplier, not reload?


Huh?

as for hardeners this would break them seeing as if they just alter cap recharge then they wouldn't shut off when cap reached 0


If capacitor less than n active status set to 0. 

you're arguing over technicalities that you yourself would've solved if you took a half second to think about it. Your bladar ECM keeps topic on topic due to its radar strength.

Lugh Crow-Slave wrote:
this would still be a buff since you cycle slower its harder to nuet them out when using a cap booster

see above.