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Problem being podded? (just a warning to others with expensive pods)

First post
Author
Jack Dant
The Gentlemen of Low Moral Fibre
#81 - 2011-12-09 12:21:29 UTC
At the risk of getting flamed.

We already have something like 10 seconds of invulnerability for ships coming out of warp, presumably to let them load grid. Would it be too gamebreaking to extend that to pods as the ship dies?

What happens in lowsec, stays in lowsec, lowering the barrier to entry to lowsec PVP: https://forums.eveonline.com/default.aspx?g=posts&m=476644&#post476644

Eisen Obliema
Lamellar
#82 - 2011-12-09 14:40:42 UTC  |  Edited by: Eisen Obliema
Myself and several members of my alliance have experienced all of these issues. However we have noticed them since Incarna, so they are not new to Crucible. In fact if you read the EvE blogs, you can see that these issues have been around since Incarna with no real response from the Devs. (All have been petitioned and reported only to receive the standard canned response. "Our logs show no errors") Each time I was in a fleet and my fleet verified that they were seeing the same thing I was seeing in real time. ie my ship wasn't popped early, or before my client indicated it, etc.

While not scrammed, ship is already aligned at full speed. Select warp, all HUD indications are that ship should be in warp, unable to enter any commands receiving the response (You cannot do that while in warp) yet ship sits on grid still aligned not responding to commands. This has also happened while webbed (but not pointed) which should have resulted in an insta warp, instead resulting in ship sitting on grid long enough to watch my armor and hull slowly chipped away.

Taking fire while sitting on a gate. Attempt to jump through gate while still having plenty of shields left in an armor tanked ship. Nothing happens. Click jump again get the message that session change is already in progress. Try another command, same message. Sit there and watch as armor and hull is slowly stripped away again. Start trying to spam warp, get the message that session change is already in progress. Suddenly appear in pod, on the other side of the gate! Which shouldn't have been possible given the 30 second session change timer following ship loss. Which indicates that my ship should have jumped through the first time I clicked jump.

Since Crucible, lots of lag during session changes, etc.

EvE Online, where client malfunctions and bugs substitute for gameplay mechanics.

Cearain
Plus 10 NV
#83 - 2011-12-09 15:08:44 UTC  |  Edited by: Cearain
GM Homonoia wrote:

I think that GM message has been misinterpreted or taken out of context. After your ship is destroyed you go into a session change, namely moving from your ship to your pod. This means that you cannot jump, dock, or go through any other session change for 30 seconds (which is now 20 seconds). It is certainly not an exploit to spam the warp button.

Time dilation should not affect it.

And your pod following the command you gave your ship is most likely caused by the fact that often when you still see your ship on your screen, on the server you re already in your pod. Thus the server thinks you gave that command to your pod and not your ship, which was already removed server side.



Thank you for your post!

Let’s assume what you say explains this.
Ok so basically people lose their pods when they see that they are still in a ship but their opponent, do to having a better internet connection or better computer, see they are in a pod. Would you agree that as long as you are spamming warp or autopilot trick there is nothing more you can do as a player? BTW which is better: autopilot or spam warp?


Assuming you can't do anything more than spam warp or use the autopilot trick then it seems the whole business of whether you get a pod kill or not has nothing to do with ability in the game but is really just a matter of what sort of internet or computer you have.

I think that is the inescapable conclusion. But this sort of poisons the game for solo and small gang players in empire. Because it means if you have a good computer or internet connection you can have ships with 50% more armor,(slaves) or 40% more speed(snakes) or 40% more shield boost(crystals) than others. Sure if you are used to flying in fleets where its 50 vs 20 this won't make much difference. But for those of us who like solo and small scale pvp this is really significant.
That is why I posted this originally:

Cearain wrote:
When MMOs first came out I didn't bother with them because it was understood that being good at them had more to do with your computer and internet connection than any actual game skill.

EVE suffers from this in the extreme when it comes to podkilling mechanics.


But now let me suggest that perhaps what you explain is not the only problem and the whole thing is may be riddled with problems. The first two scenarios are why I suggested that it seems the pod is responding to a command you actually gave your ship. The third point is just an explanation that the problems go deeper than you describe.

1) After I lose my ship the warp out button is “unpressable.” I realize that due to the session timer change I shouldn't be able to dock or jump through a gate but I should be able to warp. Yet right after my ship explodes the warp out button does not "press." It’s frozen for a couple seconds. This freeze up seems to happen after my ship is lost. So I conclude that perhaps the pod is reacting to a command given while I am in my ship.

2) One time I was fighting a destroyer in a range fit frigate. I started to dip into armor so I warped away. I did a few warps to let my aggession go and then I docked. Well the destroyer was at the station. The ship said it was docking but it didn't dock. I spammed dock. The destroyer locked me. Started firing. My armor went then I went into hull. So I picked a distant celestial and started to spam the warp out button to at least save my pod. Well I ended up in my pod in station. But in my pod with my implants! Now I was glad I had my pod but this should not have happened. This was before incarna so there should have been a 30 second session timer before i could dock. The only explanation I can come to is my pod instantly acknowledged the command I gave my ship.

3) Your explanation doesn't explain what can be very extensive client side lag. One time I was spaming warp for quite a while when I while in structure. I was fighting a merlin without a sensor booster. Now there is no way I was already in my pod when I started spamming warp and the logs verified that. But nevertheless I was podded. Now according to eft a merlin with all level 5 skills should take 3.8 seconds to target a pod. There is no way my spamming the warp button would have left a 3.8 second gap. Some of the warp commands must not have been coming through at all.

In sum even if your explanation is correct the pod mechanics in eve poison the game for solo and small scale pvp in empire. But it’s quite likely that the mechanics are even more problematic than your explanation suggests.

Again I think eve is awesome. The actual ship fights are not determined by these things. But this podding mechanic often causes me to think why should I play this game when it’s more of a test of internet connection than any game ability.
Some people can fly with pirate implants and almost never get podded, others can’t take advantage of those. Don’t you think ccp should look at making this game mechanic reliable? I mean I don’t care if you always lose a pod or if you can always warp out. But eve shouldn’t be just a test of your computer.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Duvida
The Scope
Gallente Federation
#84 - 2011-12-09 18:48:17 UTC
So, pod and warp problems should be ruled by game mechanics and not by coding problems. I can agree with that.

As for the person telling the nerds to 'shut up'... does that include all the nerds that developed EVE Online or even all the nerds that developed computers and computer gaming in the first place? Ugh
AkJon Ferguson
JC Ferguson and Son Ltd
Ferguson Alliance
#85 - 2011-12-09 18:51:40 UTC
Jack Dant wrote:
At the risk of getting flamed.

We already have something like 10 seconds of invulnerability for ships coming out of warp, presumably to let them load grid. Would it be too gamebreaking to extend that to pods as the ship dies?


Yes, it would. God, you're a scrub.

If you panic, you die. If you rage, you die. If you're in a bubble, you die.

If you calmly hit/spam the warp button and there's no bubble trouble, you live.

That's how it has worked. That's how it should work. Or high-priced implants will only be used by carebears and the game will lose even more of its luster.

OP lost a couple of billion because CCP yet again broke their game with an expansion. (None of the ships on his killmail could have locked him in less than a few seconds.) Fix the game, CCP!
Bienator II
madmen of the skies
#86 - 2011-12-09 19:09:58 UTC  |  Edited by: Bienator II
GM Homonoia wrote:

And your pod following the command you gave your ship is most likely caused by the fact that often when you still see your ship on your screen, on the server you re already in your pod. Thus the server thinks you gave that command to your pod and not your ship, which was already removed server side.

this was a mistake and probably even the cause for the whole problem.

if you want to escape with your ship you will want to escape in your pod too... All that spamming is ONLY to make sure that the pod knows to warp out after the session changes. Thats a workaround for the technical issue of the session change.

if you now apply button spamming filters on the servers you make it only worse since you didn't understood the root cause.

in short:
cause for spaming the dscan button != cause for spamming the warp button while your ship explodes

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

Jack Dant
The Gentlemen of Low Moral Fibre
#87 - 2011-12-09 19:15:24 UTC
AkJon Ferguson wrote:
If you panic, you die. If you rage, you die. If you're in a bubble, you die.

If you calmly hit/spam the warp button and there's no bubble trouble, you live.

That's how it has worked. That's how it should work. Or high-priced implants will only be used by carebears and the game will lose even more of its luster.

You could argue relying on buggy mechanics as a balance feature is no way to design a game.

Of course, if you argued that, you might as well quit EVE, so...

What happens in lowsec, stays in lowsec, lowering the barrier to entry to lowsec PVP: https://forums.eveonline.com/default.aspx?g=posts&m=476644&#post476644

Bienator II
madmen of the skies
#88 - 2011-12-09 19:20:47 UTC  |  Edited by: Bienator II
the next thing to fix is client side performance when your ship is exploding. You still get unresponsive UI and even a progress bar (!) which is actually not acceptable for a pvp game if you think about that.


if CCP really can't improve the issue think about implementing automatic warpout.

pod warps automatically 1000km in a random direction, the only way to prevent it is to have a bubble.

reasoning:
- if warpout jamming, client freezes etc WOULD be fixed in future, there would be no podkills in lowsec anymore anyway
- podkills in low ONLY happen because of technical issues
- or pilot mistakes forgetting about session timers, for example pilot wants to dock or jump (again: technical issues)

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

Jack Dant
The Gentlemen of Low Moral Fibre
#89 - 2011-12-09 19:25:39 UTC
Bienator II wrote:
reasoning:
- if warpout jamming, client freezes etc WOULD be fixed in future, there would be no podkills in lowsec anymore anyway
- podkills in low ONLY happen because of technical issues
- or pilot mistakes forgetting about session timers, for example pilot wants to dock or jump (again: technical issues)

Not really, they mostly happen because of players getting excited and fumbling with the right click menus, misclicking, and so on.

What happens in lowsec, stays in lowsec, lowering the barrier to entry to lowsec PVP: https://forums.eveonline.com/default.aspx?g=posts&m=476644&#post476644

Bienator II
madmen of the skies
#90 - 2011-12-09 19:29:26 UTC
Jack Dant wrote:
Bienator II wrote:
reasoning:
- if warpout jamming, client freezes etc WOULD be fixed in future, there would be no podkills in lowsec anymore anyway
- podkills in low ONLY happen because of technical issues
- or pilot mistakes forgetting about session timers, for example pilot wants to dock or jump (again: technical issues)

Not really, they mostly happen because of players getting excited and fumbling with the right click menus, misclicking, and so on.

again: they happen because the client does not react.

player counter with button spamming
ccp counters with with filters (or whatever) and makes it only worse without fixing the root cause

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

Bienator II
madmen of the skies
#91 - 2011-12-09 19:37:49 UTC
random guy on twitter 5s ago:

"killed and podded in one second, while STILL in warp, by a smartbomb... i am VERY mad bro. #tweetfleet"
https://twitter.com/#!/RaidEn_EVE/status/145224568091586560

he does not know that:
- client did not knew that user was dead on the server
- user warped -> happy
- died in warp -> very unhappy

with fixed meachnics the would die on the field in the smartbomb and all would be good and interpreted as fair game

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

Jack Dant
The Gentlemen of Low Moral Fibre
#92 - 2011-12-09 19:44:44 UTC
Smartbombs do kill stuff coming in and out of warp.

What happens in lowsec, stays in lowsec, lowering the barrier to entry to lowsec PVP: https://forums.eveonline.com/default.aspx?g=posts&m=476644&#post476644

Bienator II
madmen of the skies
#93 - 2011-12-09 19:53:14 UTC
Jack Dant wrote:
Smartbombs do kill stuff coming in and out of warp.

but not in warp

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

Hainnz
Imperial Academy
Amarr Empire
#94 - 2011-12-09 21:21:46 UTC
Eh, big deal if I lose my pod.
Cearain
Plus 10 NV
#95 - 2011-12-09 22:07:30 UTC
Hainnz wrote:
Eh, big deal if I lose my pod.



In most blobs the actual benefits of the implants don't really matter. Since many eve pvpers just blob others they don't need to bother with them. But for those of us who do small scale or solo pvp the benefits from pirate implants can be very substantial.

Losing them do to unreliable game mechanics can really start to hurt.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Ivan Joukov
Soviet System
#96 - 2011-12-09 22:37:49 UTC
Bienator II wrote:
the next thing to fix is client side performance when your ship is exploding. You still get unresponsive UI and even a progress bar (!) which is actually not acceptable for a pvp game if you think about that.


if CCP really can't improve the issue think about implementing automatic warpout.

pod warps automatically 1000km in a random direction, the only way to prevent it is to have a bubble.

reasoning:
- if warpout jamming, client freezes etc WOULD be fixed in future, there would be no podkills in lowsec anymore anyway
- podkills in low ONLY happen because of technical issues
- or pilot mistakes forgetting about session timers, for example pilot wants to dock or jump (again: technical issues)


+1 one that, I had the same problem and there's clearly a post-patch problem and client-side odds with podding.

 Davai!

Bienator II
madmen of the skies
#97 - 2011-12-09 22:41:35 UTC
Hainnz wrote:
Eh, big deal if I lose my pod.

don't warp if you don'T want to. you decide. right now its just influenced by server load or client performance.

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

Cearain
Plus 10 NV
#98 - 2011-12-09 23:22:44 UTC
AkJon Ferguson wrote:

If you calmly hit/spam the warp button and there's no bubble trouble, you live.!



It depends on client and internet lag. You don't always live. Even before incarna it was glitchy.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Jenshae Chiroptera
#99 - 2011-12-10 00:10:03 UTC
On a related note. I went from high sec into the worm hole, saw a ganker camping, waited a bit with default cloak then decided best thing to do would be to jump back out.

One session change failure later, my ship is gone but I fortunately managed to warp my pod away.

CCP - Building ant hills and magnifying glasses for fat kids

Not even once

EVE is becoming shallow and puerile; it will satisfy neither the veteran nor the "WoW" type crowd in the transition.

Cearain
Plus 10 NV
#100 - 2011-12-10 11:39:44 UTC
Eisen Obliema wrote:
Myself and several members of my alliance have experienced all of these issues. However we have noticed them since Incarna, so they are not new to Crucible. In fact if you read the EvE blogs, you can see that these issues have been around since Incarna with no real response from the Devs. ....



I heard that when they went with the carbon ui it caused more client side lag.

Again I don't really care if ccp wants to make it so we always get podded or never get podded but the game mechanics should be reliably based on how you play the game not your computer.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815