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Weapon Accuracy Score is nice, but needs to go with Ship Evasion Score

Author
Frostys Virpio
State War Academy
Caldari State
#21 - 2016-04-15 18:02:37 UTC
Ebag Trescientas wrote:
Frostys Virpio wrote:
Dirritat'z Demblin wrote:
You mean all the data we already have ready in the overview?

Yes, I'm sure it won't increase the load if the server has to send only what it already is sending.


I though we only had small, medium or large and not the actual numerical value.



http://puu.sh/ojhG0/3523923a60.png


You can even get the sig size of stations and stars, if you want.


Guess it changed since the last time I checked what all the tabs did. Then it would only be a matter of CCP wanting the cleint to do it.
Ebag Trescientas
Center for Advanced Studies
Gallente Federation
#22 - 2016-04-15 19:04:35 UTC
Frostys Virpio wrote:

Guess it changed since the last time I checked what all the tabs did. Then it would only be a matter of CCP wanting the cleint to do it.



To be fair, I have no idea when they ninja'd it in. All I know is it made me very happy (as a heavy missile user). \o/

Want Pyfa, but with more features?

Pyfa.fit

Daichi Yamato
Jabbersnarks and Wonderglass
#23 - 2016-04-17 12:39:43 UTC
This is instead of tracking? That could be misleading.

With tracking i knew the way to avoid being hit was to orbit or spiral or whatever. With accuracy rating you could get people flying straight at an artie boat and wonder why they are being hit despite its low accuracy rating.

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Donnachadh
United Allegiance of Undesirables
#24 - 2016-04-17 14:30:35 UTC  |  Edited by: Donnachadh
I am conflicted on these numbers. One side of me says that a ship with the advanced computers ours would have could easily and probably would provide such information so I say why not. The other side of me tends to agree with Iain Cariaba and the continual dumbing down of the game, thus eliminating another of the things left that clearly differentiate the good pilots from the great ones and setting server load argument aside that would be a bad thing so I say NO to this idea.

A few response to things posted.

Frostys Virpio wrote:
Eli Stan wrote:
One multiplication, one division, zero server cycles. Easy.

TIL: calculation don't require CPU cycles.

Actually they do.
The CPU has to tell the memory and math portions of itself that they need to wake up and go to work.
While the actual math may be handled by the math co-processor portion of the chip the cpu still has a lot of work to do to make it all happen.

Eli Stan wrote:
Frostys Virpio wrote:
Eli Stan wrote:
One multiplication, one division, zero server cycles. Easy.


TIL: calculation don't require CPU cycles.


You both missed "the client" in my sentence.

And if has to be the servers that calculates (40000 * angular velocity / signature radius) and sends the results to the clients along with all the other overview data then YES I think the servers can EASILY handle that with absolutely ZERO noticeable impact to performance, even at 10% tidi. It's really an incredibly simple calculation, one multiplication and one division, and scales linearly. It's not some factorial behemoth.

Ah actually it can be a technical behemouth.
Given 500 ships, 100 drones and say 50 other objects in space on your grid we have a lot of "simple" math going on.
1st we have the calculations for the ships themselves so 500 x 500 = 250,000
2nd now the drones relative to the ships 500 x 100 = 50,000
3rd now the drones relative to each other 100 x 100 = 10,000
4th the ships and drones relative to the other objects 600 x 50 = 30,000

At this point we have 340,000 math operations per second, as the informercials would say but wait there is more.
To the computer your formula is actually handled as 2 separate math operations the multiplication and the division so we need to account for that so
340,000 x 2 = 680,000
Add in all of the other situations where this calculation may be needed on the same server and you could easily add several million more math operations per second and taken all by themselves that could initiate TIDI. And I do not know about you but I hate TIDI and increasing the chance of it happening for a gee this would be neat idea gets a NO from me.

Some of you feel that this would not add to the server load because it could be handled client side and I wonder if that is really true?
Since the damage calculations are run server side does your client have the signature data for every object?
Does the client receive all the relevant data about the drones?
If not then handling this client side simply replaces the math load on the servers with the data processing load required to move all this information to the clients of every active player in the node.

Having gone through all of that CCP obviously has found a way to handle this without adding to much server overhead or they would not have brought it to your local test server. Either that or they need the data from the test servers to determine if the additional load can be handled by Tranquility.
Ben Ishikela
#25 - 2016-04-17 14:40:43 UTC
Helsinki Atruin wrote:
Someone could probably even make this as an overlay, that works in real time, that is if it wouldn't get them banned.

Further, with the information the overview currently provides in addition to stats from the guns, ammo and ship bonuses combined with an estimate as to the targets sig radius, (you don't know if they are using shield extenders, halo implants, so this will only be an estimate) and display an estimated chance to hit.

All of this would be doable clientside, therefor no serverload SmileSmileSmile

Ideas are like Seeds. I'd chop fullgrown trees to start a fire.

Robbert Smith
Center for Advanced Studies
Gallente Federation
#26 - 2016-04-17 19:40:43 UTC
Donnachadh wrote:

Given 500 ships, 100 drones and say 50 other objects in space on your grid we have a lot of "simple" math going on.
1st we have the calculations for the ships themselves so 500 x 500 = 250,000
2nd now the drones relative to the ships 500 x 100 = 50,000
3rd now the drones relative to each other 100 x 100 = 10,000
4th the ships and drones relative to the other objects 600 x 50 = 30,000

At this point we have 340,000 math operations per second, as the informercials would say but wait there is more.
To the computer your formula is actually handled as 2 separate math operations the multiplication and the division so we need to account for that so
340,000 x 2 = 680,000


All this talk is getting out of hand. All you need is one logical evaluation to see if the object is currently visible in the overview and a few trivial math operations by the client on values the server is already sending you.

If you're worried about performance, turn that column off.

I do however, recall from one of the Fanfest presentations that the overview code is particularly "legacy"... so that's the only real thing I could see holding it up.
Iain Cariaba
#27 - 2016-04-18 04:26:30 UTC
Ben Ishikela wrote:
Helsinki Atruin wrote:
Someone could probably even make this as an overlay, that works in real time, that is if it wouldn't get them banned.

Further, with the information the overview currently provides in addition to stats from the guns, ammo and ship bonuses combined with an estimate as to the targets sig radius, (you don't know if they are using shield extenders, halo implants, so this will only be an estimate) and display an estimated chance to hit.

All of this would be doable clientside, therefor no serverload SmileSmileSmile

So you shunt the several hundred thousand to million more calculations per second off onto hardware that is inferior to the server, thus bogging down the computers running the client.

Yeah, this is another great Ben Ishikela idea here. Roll
Nevyn Auscent
Broke Sauce
#28 - 2016-04-18 06:44:49 UTC
Ben Ishikela wrote:

All of this would be doable clientside, therefor no serverload SmileSmileSmile

Funnily enough it's not. Client does not get information on the sig size of your target. We can argue over if it should or shouldn't, but this would actually give you relative information as to sig size of your target.
Ja'e Ambraelle
Center for Advanced Studies
Gallente Federation
#29 - 2016-04-18 15:46:25 UTC
Debating about whether or not it's feasible is really interesting, but I'm sure CCP can decide by themselves if it is or not.

Keep in mind this is an answer to the Weapon Accuracy Score on sisi.
As it stands today, the only value you have on sisi is that accuracy score and the standardized signature resolution of 40,000m.
The current signature resolution isn't shown anymore, as well as the tracking speed value in rad/s.

So if you think it isn't feasible to show that Evasion Score? Great! Go whine at CCP to bring back the old values. Because with only the Accuracy Score and nothing else to compare it to, it's super hard to tell if your guns can track something or not.
You think that's feasible? Great too! I think the Evasion Score versus Accuracy Score idea is easier to manipulate, even if I agree that it obfuscates a lot of the actual numbers behind it.
Gigiarc
The Scope
Gallente Federation
#30 - 2016-04-19 02:10:49 UTC
The change they have on sisi doesn't even make checking tracking easier to do. If you want to get a ballpark on what you can and can't track you still need to adjust for sig res/rad differences (because most ships don't have a 40km sig radius).

I don't know if this is just me being "back in my day we had to learn tracking uphill both ways", but I don't think this change is needed because turret mechanics aren't that hard to understand.
Donnachadh
United Allegiance of Undesirables
#31 - 2016-04-19 14:50:12 UTC
Robbert Smith wrote:
All this talk is getting out of hand. All you need is one logical evaluation to see if the object is currently visible in the overview and a few trivial math operations by the client on values the server is already sending you.

There you go again assuming(with all the negative connotations of that word) that the client is already receiving all of the information needed for your calculations.
Does the client receive all of the information?
Specifically since the damage calculations are run server side does the client receive the adjusted sig radius numbers from the server? Nevyn Auscent seems to be of the belief that the client does not and if he is correct then your entire argument of handling this client side with information the client already has falls apart because it does not have all of the required information. So send that information to the client you would say, and while that is easily accomplished it brings us right back to the server load issue only now that load is caused by moving more data between client and server instead of running the additional calculations sever side.

Your simple logical test for being on grid with you is irrelevant to this discussion.
IF the calculation is handled client side then as you say it would only work with numbers from the overview for this logical test is not needed since the client would only owrk with information from your overview. On the other hand IF these calculations are handled server side then your logic evaluation is not required because the server already knows who is on the same grid with you. But all of that still ignores this simple reality IF this was handled server side it still needs to run these calculations for EVERY object / ship / drone in that server nodes area of responsibility because even if you do not get the numbers the rest of the players who are on that node would be getting them, so again you simple logic test is irrelevant.

Robbert Smith wrote:
If you're worried about performance, turn that column off.

There you go again with the assumptions. This time it is the assumption that turning off this display would prevent the client from performing these calculations. While that is a possibility it is equally possible that CCP would chose to run the calculations anyway and simply allow for you to turn the display of these calculation on or off.

Robbert Smith wrote:
I do however, recall from one of the Fanfest presentations that the overview code is particularly "legacy"... so that's the only real thing I could see holding it up.

Yet another of your assumptions. There are significant reasons why implementing your idea could be problematic for the game as a whole and the overview being legacy code has nothing to do with any of them.
Ashterothi
The Order of Thelemic Ascension
The Invited
#32 - 2016-04-19 19:59:18 UTC
I agree with this, but can "Evasion Score" be on the locket targets information box as well?

I really don't care to have my overview expanded any further then it needs to be, and really I only care about the enemies evasion score if I have them locked and I am trying to fire.

Also allow us to see Accuracy Score on the module hover over, so we can make quick good decisions.
Ben Ishikela
#33 - 2016-04-20 12:10:13 UTC
Ashterothi wrote:
I agree with this, but can "Evasion Score" be on the locket targets information box as well?

I really don't care to have my overview expanded any further then it needs to be, and really I only care about the enemies evasion score if I have them locked and I am trying to fire.

Also allow us to see Accuracy Score on the module hover over, so we can make quick good decisions.

this totaly!
IF the overview wasnt updated.

Ideas are like Seeds. I'd chop fullgrown trees to start a fire.

Seymarr
Nobody in Local
Deepwater Hooligans
#34 - 2016-04-27 21:56:56 UTC
I agree that the introduction of an "Evasion Score" would be helpful for giving the "Accuracy Score" something to directly compare to - and would finally, *finally* solve the problem that the "angular velocity" column on the overview is almost meaningless without taking the target's signature radius into account. As both values are already provided by the server to the client, and both can already be put on the overview, it'd just be cutting down on mental math required to determine "am I likely to hit this target?"

There's good difficulty, and there's bad difficulty. I don't feel like "do mental math quickly to multiply two overview columns" is a useful kind of difficulty to keep.
elitatwo
Zansha Expansion
#35 - 2016-04-27 22:37:49 UTC
Robbert Smith wrote:
While some will complain that this is dumbing down Eve, I think this has been to difficult for even veterans to understand. I laugh every time someone encourages a new bro to add transverse velocity to their overview...

I think this is a great idea.


I don't get it?

There's one rule for transversal speed. High = bad, low = good. What is difficult to comprehend for a noob?

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This is the law of ship progression!

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Tzar Sinak
Mythic Heights
#36 - 2016-04-27 22:51:39 UTC
Why not boil it all down to a single number: % chance to hit displayed under the target icon when it is actively being shot at?

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Linoire Ironblade
Pandemic Horde Inc.
Pandemic Horde
#37 - 2016-04-28 06:09:02 UTC
The CPU discussion made me giggle. It's like I was BOOSHED back to 1992, unwillingly.

For those of you NOT still using a Commodore PET, read on.

If you have a crappy CPU operating at, say, 20 GFLOPS (billion floating-point math operations per second), this new calculation would require - according to the poor CPU pipelining example given above - approximately .0034% more CPU attention per second.

That is:

         680,000
÷ 20,000,000,000
----------------
        0.000034


So, if pipelining worked in a monolithic fashion - which it doesn't - and if it was truly 680,000 more calculations per second (which it's not), I think devoting another .0034% CPU to "dumb down" something that seems like it should be obvious - I'm all for it.

I don't think it's dumbing it down. I'm sorry so many of us were punished for so many years with having to "do things the hard way" and walking uphill, in the snow, with no shoes, both ways. But, putting shoes on, and hailing a cab are not EVILBAD solutions. You don't punish a new generation of people because YOU had it rough.

You also don't punish a new generation because they might be able to kick your ISK in battle because they have better, more sensible tools in this modern age of gaming.

I get it. I do. We had to do stuff the hard way. We didn't have to. We shouldn't resent that there are better ways.
elitatwo
Zansha Expansion
#38 - 2016-04-28 07:23:28 UTC
Since we are getting off-topic anyway, pipelining is not the only thing that influences processing speed.

Reading some whitepapers along the way, my cpu has 4 15 stage pipelines, does MADD, MUL and some other hardcoded math operations per cycle, actually several of them in one.

One of those calculations per cycle is completed so quickly that addressing the result in memory takes longer as riding from the US West Coast to the East Coast with a bike from the cpu's point of view.

In recent CPU architectures they have increased the speed a little and shortened the ways that result has to travel but from the CPU's point of view it's still slow.


Anyhow, that accuracy score leads the way to a stamina score for shields and armor, a mana storage capacity for cap and a dexterity score for ship speed and agility.

Next thing you know, we are picking up health potions at a moon.

Eve Minions is recruiting.

This is the law of ship progression!

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Reaver Glitterstim
The Scope
Gallente Federation
#39 - 2016-04-28 17:19:09 UTC  |  Edited by: Reaver Glitterstim
We should be able to track ship evasion score on the overview. It would be similar to tracking angular velocity, only it'll relate directly to weapon accuracy score.


I wouldn't say this is dumbing down EVE, it's more just ready information you can use to make split-second decisions. Given how little time you have to read the angular velocity and make use of that information, it's really not condensed in a form usable by most pilots. I myself am one of those rare math nerds who can understand exactly how it relates, and crunch those numbers in the important split seconds. I keep angular velocity on my overview and gain a distinct advantage over others with my ability to use that column so easily. Actually I don't even look at the angular velocity most fights, I can do it by eye. I have been known to score wrecking hits using 1400mm artillery against frigates at close range, and I find that stunt fairly easy to pull off any time a frigate ignores me long enough to forget I am a threat.


It's senseless that normal players should be expected to not only understand these advanced 3D Euclidean concepts but to discern information from mathematical output numbers to figure out when their guns will hit. I'm no master at EVE, look at my killboard. It's time everybody else had the chance to see what I see, to fight the way I fight. It's not cheating, it's just giving people more room for their skills to shine.


elitatwo wrote:
Anyhow, that accuracy score leads the way to a stamina score for shields and armor, a mana storage capacity for cap and a dexterity score for ship speed and agility.

Next thing you know, we are picking up health potions at a moon.

Slippery slope argument.

I know you're afraid that EVE will turn into WoW in Space, but please remember that our dev team is CCP, not Blizzard.

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."

Serendipity Lost
Repo Industries
#40 - 2016-04-28 17:45:53 UTC
OK guys I just crunched a whole lot of data from several sources. I ran 3 independent algorithms to verify my conclusions from different viewpoints. Here's what I came up with.

Bigger targets are easier to hit.
Smaller targets are harder to hit.
Fast targets are difficult to hit.
Slow targets are easier to hit.
Targets going around you are really hard to hit.
Targets moving toward you are the easiest to hit (more speed = better speed)
Targets moving away from you are also easy to hit (less speed = better speed)

Target painters help you.
Webs help you.
Tracking computers help you.
Signal amplifiers help you.

Sensor damps screw you (can't lock target) or help you (give you time to make tea while locking)

ECM Screw you.

New sensor boosters - didn't do the complex math on them yet, but the general feeling is they are good.


Your ship's speed helps you if you're moving toward or away from the target.
Your ship's speed doesn't help you if you're not.

There is a lot of deep (really deep) math behind this. To get the raw data - go to my website and download the stuff (63 page pdf and 16 spreadsheets).


Boiling this down further:

1. Hit approach
2. Apply point/scram
3. Apply webs and painters as available
4. Press fire
5. Cross fingers
6. Turn on reppers/call for reps/watch buffer melt away (as applicable)
7. Reload as necessary


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