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[proposal] proximity Alert sounds

First post
Author
Herping yourDerp
Tribal Liberation Force
Minmatar Republic
#21 - 2011-09-12 19:08:40 UTC
idea is bad let thread die
TheExtruder
TheExtruder Corporation
#22 - 2011-09-12 21:32:19 UTC
Herping yourDerp wrote:
idea is bad let thread die


oh yeah? how so? mind elaborating?

I figured i'll ask while the thread is still on the top list, you have such authority when you just decided to shut down my thread like thatRoll
FloppieTheBanjoClown
Arcana Imperii Ltd.
#23 - 2011-09-12 23:10:45 UTC  |  Edited by: FloppieTheBanjoClown
Giving away ship fittings breaks so many game mechanics and negates so many strategies...that idea alone clearly indicates you don't understand this game very well.

Telling you the specifics of what someone is doing (orbiting or approaching versus free-flying) gives you information you should not have. You aren't supposed to be able to see what options they are choosing, only the results. This would be the equivalent of being in a dogfight and hearing "opposing pilot is banking left".

In major fleet fights, there would be WAY too much information. No thanks.

I can get on board with alerts for hostiles coming into system (unless CCP finally lets us sort hostiles to the top of the local list) and hostiles on grid, but that's about all.

Founding member of the Belligerent Undesirables movement.

TheExtruder
TheExtruder Corporation
#24 - 2011-09-12 23:42:46 UTC
FloppieTheBanjoClown wrote:
Giving away ship fittings breaks so many game mechanics and negates so many strategies...that idea alone clearly indicates you don't understand this game very well.

Telling you the specifics of what someone is doing (orbiting or approaching versus free-flying) gives you information you should not have. You aren't supposed to be able to see what options they are choosing, only the results. This would be the equivalent of being in a dogfight and hearing "opposing pilot is banking left".

In major fleet fights, there would be WAY too much information. No thanks.

I can get on board with alerts for hostiles coming into system (unless CCP finally lets us sort hostiles to the top of the local list) and hostiles on grid, but that's about all.


Cute arguments, but there is many flaws in what you are saying, so I dont quite agree for several reasons. And also, nice touch on the smacktalk, you did quite wellBlink but I care more about the idea itself, so I wont indulge too much

1. You say that knowing if somebody is orbiting me or if somebody is approaching me, that its too much information... I dont think I even have to explain just how weird/stupid that sounds considering that I can visually check that information in a seconds time, knowing that information is what keeps me alive when i engage fleets, and you say its too much information. wtf?
2. I dont take this thread as seriously as many of you seem to think i do, you take my words so literally and focus on the flaws of my presentation. I dont give a rats ass about my poor presentation skills, I care more about the idea itself and im here to discuss it. So when I was saying 'Also it would be nice with additional warning sounds such as the hostile is a sniper fit' it was meant as an idea to be taken lightly, meaning I wasn't actually suggesting it, I was merely putting it out there as a possibility.
3. You say in major fights it would be too much information? well first of all, you dont need to have your sound on (i often dont), and you will obivously be able to customize which warnings you wil receive. Second, in major fleet battles I happen to believe it is especially good to know what the enemy is up to, because the list of hostiles is so high, and it is increasingly hard to not miss out on any information, so yeahh.
4. I am not really sure about your idea of an alert about local spiking up... I wouldnt have much use of that, but thats just me. keeping an eye on local has always been easy IMHO.
Botleten
Perkone
Caldari State
#25 - 2011-09-12 23:57:07 UTC
You are obviously someone with no experience in nullsec. Imagine the scenario of small gang battles (let alone large fleet battles): I would rather stab myself in the leg than have to hear a voice saying 16 times in a row "so-and-so is aligning to you" then 16 more times "so-and-so has targeted you", then 16 times of hearing "so-and-so is shooting you with (whatever)".... and thats not even considering the fact that this would add even more lag in addition to taking valuable developer time away from things that actually matter (such as fixing bugs and balance issues) in order to add an annoying, lag-inducing voice alert to something that you already admitted can be figured out without having this voice in the background.
TheExtruder
TheExtruder Corporation
#26 - 2011-09-13 00:33:11 UTC  |  Edited by: TheExtruder
Botleten wrote:
You are obviously someone with no experience in nullsec. Imagine the scenario of small gang battles (let alone large fleet battles): I would rather stab myself in the leg than have to hear a voice saying 16 times in a row "so-and-so is aligning to you" then 16 more times "so-and-so has targeted you", then 16 times of hearing "so-and-so is shooting you with (whatever)".... and thats not even considering the fact that this would add even more lag in addition to taking valuable developer time away from things that actually matter (such as fixing bugs and balance issues) in order to add an annoying, lag-inducing voice alert to something that you already admitted can be figured out without having this voice in the background.


I do have experience in nullsec, which might be a big surprize to you, which is important for some reason? but anyway, yeah you're right, I do more 'small gang' (between 5-40 people fights) and the sound options would be a bigger help in keeping you alive in those scenarios, and less of an annoyance probably too.
But before you rush to say the idea is bad because it will cause some kind of lag and annoyance, you need to consider two things. That there are already many existing sounds in eve, few more wont exactly cause any large scale lags of epic proportions, if you think about it. And secondly, if a sound annoys you, you will have option to not receive it, but at the cost of the survival rate of your fleet..

I would think that the more each soldier is informed and is up to speed on what is happening on the battlefield, the better the whole squad and in turn the whole fleet will be. For example Let us say this idea gets accepted and becomes popular (which I realize it is not) but lets play with the idea.... And you go to one of your 'major nullsec battles' are you honestly telling me that you would rather skip the 'annoying warning sounds' by turning that option off, rather than having your fleet function at a higher efficiency? I mean you have to at the very least agree with me when I say that every small detail matters in a big fleet engagement, and that if everybody knows exactly what is happening, the fleet or 'the unit' will function at a higher efficiency. Hence improving your chances of winning important battles.
Henry Haphorn
Killer Yankee
#27 - 2011-09-13 03:52:15 UTC
I get the part of the alarm going off when someone is approaching you, but you're practically pushing it with the "sniper" bit.

Adapt or Die

FloppieTheBanjoClown
Arcana Imperii Ltd.
#28 - 2011-09-13 04:13:56 UTC
TheExtruder wrote:

1. You say that knowing if somebody is orbiting me or if somebody is approaching me, that its too much information... I dont think I even have to explain just how weird/stupid that sounds considering that I can visually check that information in a seconds time, knowing that information is what keeps me alive when i engage fleets, and you say its too much information. wtf?


It's not always easy to see the difference between being orbited and someone approaching another ship. Knowing the destination of your opponent is a significant tactical advantage. I know they would get the same information, but it's just absurd to think that you should get that. You have all the information in front of you as to what their ship is currently doing, but you should NOT know whether they've selected orbit or approach. I don't understand why you could possibly expect to know what actual command was issued in the enemy ship.

It's YOUR JOB to determine the meaning of their actions. You're either being lazy, or you're too daft to interpret what you see on the screen.

TheExtruder wrote:
2. I dont take this thread as seriously as many of you seem to think i do, you take my words so literally and focus on the flaws of my presentation. I dont give a rats ass about my poor presentation skills, I care more about the idea itself and im here to discuss it. So when I was saying 'Also it would be nice with additional warning sounds such as the hostile is a sniper fit' it was meant as an idea to be taken lightly, meaning I wasn't actually suggesting it, I was merely putting it out there as a possibility.


When you suggest something in a proposal thread, it's going to be taken seriously. BECAUSE YOU'RE PROPOSING IT. This isn't really the right place for "oh hey this might be cool". Just like commands issued by the commander of an enemy vessel, the contents of the vessel should not be known to you. Again, I don't know why you think it's at all fair to be instantly informed how your enemy's ship is fit. Proprietary knowledge.

TheExtruder wrote:
3. You say in major fights it would be too much information? well first of all, you dont need to have your sound on (i often dont), and you will obivously be able to customize which warnings you wil receive. Second, in major fleet battles I happen to believe it is especially good to know what the enemy is up to, because the list of hostiles is so high, and it is increasingly hard to not miss out on any information, so yeahh.


If thirty people orbit you, you're going to be bombarded with so much information you won't be able to use it. When you're primaried by a fleet it's hard enough to know what kind of damage your guns are doing, as the text is so quickly overwritten by incoming damage reports. Good luck actually getting something useful out of a system like you're proposing.

What I see happening with a mechanic like this is savvy fleets using it to create information overload. Spam the orbit button to flood pilots with crap information, that sort of thing.

TheExtruder wrote:
4. I am not really sure about your idea of an alert about local spiking up... I wouldnt have much use of that, but thats just me. keeping an eye on local has always been easy IMHO.


I'm not talking about a local spike. I'm talking specifically about hostiles being in system. Ever try to spot a war target in Jita? Not the easiest thing with Eve's crap scroll bars. When local has several hundred people in it, it's hard to watch. The best solution is to be able to sort the local list.

It all comes down to this: your overview can show you relative and absolute speeds as well as distance. That should be all the information you need, and it's a permanent display. Pick your target and they're highlighted so you can easily find their information. Whether they are orbiting you or someone else or free flying is irrelevant; that can change every second, what matters is whether they're in range and you can track them. In a fleet fight you should have a competent FC calling targets anyway, so it doesn't matter what they're doing. If you're going solo your target count should be small enough that you don't need information like what you're looking for.

TL;DR: All the information you want is available in your overview. Learn to use that before you ask CCP to create a system to spam us with more messages and/or audio alerts. Oh, and don't ask that the game give you free intel. That's like asking Blizzard to turn off the fog of war in Starcraft.

Founding member of the Belligerent Undesirables movement.

FloppieTheBanjoClown
Arcana Imperii Ltd.
#29 - 2011-09-13 04:17:19 UTC
If they create align and orbit alerts, what will happen is those gangs/fleets who know how to fly without using those options will decimate the ones who depend on the information cues. Instead of aligning, just fly in their direction. Instead of orbiting, make course corrections manually to keep range.

Founding member of the Belligerent Undesirables movement.

FloppieTheBanjoClown
Arcana Imperii Ltd.
#30 - 2011-09-13 04:19:07 UTC
Henry Haphorn wrote:
I get the part of the alarm going off when someone is approaching you, but you're practically pushing it with the "sniper" bit.


I don't even get that. Maybe, MAYBE a real proximity alert: you could set an alarm to sound if any non-blue ships come within x meters of your ship, but most of the time that's going to be useless and only a tool for afk miners. The one place I could see it being useful is for cloakers who are getting in close, setting an alarm to warn them if they get within 5-10 km of an object that would decloak them.

Founding member of the Belligerent Undesirables movement.

TheExtruder
TheExtruder Corporation
#31 - 2011-09-13 04:59:59 UTC
FloppieTheBanjoClown wrote:
Henry Haphorn wrote:
I get the part of the alarm going off when someone is approaching you, but you're practically pushing it with the "sniper" bit.


I don't even get that. Maybe, MAYBE a real proximity alert: you could set an alarm to sound if any non-blue ships come within x meters of your ship, but most of the time that's going to be useless and only a tool for afk miners. The one place I could see it being useful is for cloakers who are getting in close, setting an alarm to warn them if they get within 5-10 km of an object that would decloak them.



"maybe, MAYBE" you havent done very much solo work? where one little mistake gets you instantly blobbed to death. Because then you wouldnt be so quick to say that this idea can only be a tool for afk miners. You are obviously jumping to conclusions when you obviously dont often engage bigger fleets. I personally enjoy kiting around big ass fleets, its a important part of PvP and you cannot just ignore it by saying 'this idea would only be useful for when cloakers are getting to close' because that is just not a valid argument. Again, you have clearly not factored in certain aspects of the game. And yes, I copied and pasted your use of caps lock, it felt appropriate and well deserved.
Botleten
Perkone
Caldari State
#32 - 2011-09-13 05:13:30 UTC
TheExtruder wrote:

That there are already many existing sounds in eve, few more wont exactly cause any large scale lags of epic proportions, if you think about it. And secondly, if a sound annoys you, you will have option to not receive it, but at the cost of the survival rate of your fleet..


You don't know how servers work do you? They operate off of the amount of outgoing information that has to be sent to the connected computers..... adding these sounds as you suggest, EVEN if muted, would create extra significant extra workload on the server and would in fact create lag. In a battle with 250 ppl on each side, if the fleets approach each other then youre creating an alert for each ship to each enemy ship, which would be 250 x 250 (62,500) sounds the server then has to send out... if you don't think thats gonna create lag then youre living in world of denial.

TheExtruder wrote:
you go to one of your 'major nullsec battles' are you honestly telling me that you would rather skip the 'annoying warning sounds' by turning that option off, rather than having your fleet function at a higher efficiency? I mean you have to at the very least agree with me when I say that every small detail matters in a big fleet engagement, and that if everybody knows exactly what is happening, the fleet or 'the unit' will function at a higher efficiency. Hence improving your chances of winning important battles.


This paragraph is quoted for emphasis that you have ABSOLUTELY no clue what youre talking about AT ALL when it comes to nullsec battles.... they include an FC over voice comms calling out primary and secondary targets, and EVERY SINGLE PERSON would turn off this option so they could hear the FC calling out orders. Therefore, you'd have a completely unused element that does nothing but add to the lag (because even if its turned off the server still has to work to send out the information for the sounds, even if it isn't utilized.) Even if your laughably inaccurate idea of nullsec combat were the case then everyone would still keep it off because there would be no human way that any usable info could be gleamed from the number of voice alerts coming at you at once, as there is simply too much going on.
TheExtruder
TheExtruder Corporation
#33 - 2011-09-13 05:21:36 UTC
"TL;DR: All the information you want is available in your overview. Learn to use that before you ask CCP to create a system to spam us with more messages and/or audio alerts. Oh, and don't ask that the game give you free intel. That's like asking Blizzard to turn off the fog of war in Starcraft."


"all the information you want is available on your overview" well duh

its so cute how you think im asking somebody to do something, ccp at that.

And even if I were asking ccp to have the option of receiving certain (certain is highlighted so you stop being fixed on what i said about orbiting, it was only one of 20 ideas i threw out there lol) information in the form of audio, its a perfectly legit request, there is nothing weird about it lol, so i dont know what the fuss is about... I was only curious to know what people though of having more 'warning sounds', because I hear that sound quite often when my shields are going down, or when i hit structure, and as far as I know there is nothing annoying/laggy/spam like or anything else that you guys thrown at me as an argument agains this.

TheExtruder
TheExtruder Corporation
#34 - 2011-09-13 05:46:23 UTC
Botleten wrote:
TheExtruder wrote:

That there are already many existing sounds in eve, few more wont exactly cause any large scale lags of epic proportions, if you think about it. And secondly, if a sound annoys you, you will have option to not receive it, but at the cost of the survival rate of your fleet..


You don't know how servers work do you? They operate off of the amount of outgoing information that has to be sent to the connected computers..... adding these sounds as you suggest, EVEN if muted, would create extra significant extra workload on the server and would in fact create lag. In a battle with 250 ppl on each side, if the fleets approach each other then youre creating an alert for each ship to each enemy ship, which would be 250 x 250 (62,500) sounds the server then has to send out... if you don't think thats gonna create lag then youre living in world of denial.

TheExtruder wrote:
you go to one of your 'major nullsec battles' are you honestly telling me that you would rather skip the 'annoying warning sounds' by turning that option off, rather than having your fleet function at a higher efficiency? I mean you have to at the very least agree with me when I say that every small detail matters in a big fleet engagement, and that if everybody knows exactly what is happening, the fleet or 'the unit' will function at a higher efficiency. Hence improving your chances of winning important battles.


This paragraph is quoted for emphasis that you have ABSOLUTELY no clue what youre talking about AT ALL when it comes to nullsec battles.... they include an FC over voice comms calling out primary and secondary targets, and EVERY SINGLE PERSON would turn off this option so they could hear the FC calling out orders. Therefore, you'd have a completely unused element that does nothing but add to the lag (because even if its turned off the server still has to work to send out the information for the sounds, even if it isn't utilized.) Even if your laughably inaccurate idea of nullsec combat were the case then everyone would still keep it off because there would be no human way that any usable info could be gleamed from the number of voice alerts coming at you at once, as there is simply too much going on.


haha you have obviously not had the pleasure of playing starcraft2, wonderful game.. every time you click on a unit, it gives off a sound. So if we leave aside your professional and somewhat non-optimistic view on lag, are you seriously telling me that I cannot be on teamspeak and play a game such as starcraft2 where there are constantly sounds coming off the units when I click on them? If I wanted to I can listen to hardcore rock, talk on teamspeak with clan mates, and receive those so called "disturbing and potentially game ending sounds" from my units all at the same time with perfect ease.
So i dont quite agree with you when you say that I will have a hard time following what the FC is saying, and honestly i think you need to tweak with your audio settings and just raise the voice settings higher than everything else, since you keep telling me that these sounds will overpower everything else and ruin the whole game for you.

And about your opinions on potential lag issues. I would say to you, lighten up, if the idea is good enough, no obstacle will be able to stop it, not in cyberworld, and especially not in the hands of ccp. There is no need for that capslock action, we are all friends here
Mocam
Aliastra
Gallente Federation
#35 - 2011-09-13 08:10:09 UTC  |  Edited by: Mocam
Herping yourDerp wrote:
idea is bad let thread die


Naw - not a bad idea.

Audio functions that could displace the "spreadsheets in space" UI we use. Angular and Transversal on the Overview, speed...

Some folks could actually remove several columns being as the audio side would pick it up, freeing up many to see more of the game vs more "text".

It's got some merits if refined and looked into with the intent of freeing up visual queues.

then again, I can see many who joke about "what? EVE has sound?!?!" losing it if they can't simply use the mp3 player, while lulz'ing it on TS, if they want that freed up screen real-estate.

Those folks? I can see some serious complaints about this suggestion... "I don't WANT to turn on sound!!!" P

[edit] kind of like SC2 "more vespan gas required..." with the 'yeah, yeah, like I can't figure this out on my own? grr...' still handy at times.
Meissa Anunthiel
Redshift Industrial
Rooks and Kings
#36 - 2011-09-13 12:01:05 UTC
Audio notification on "new hostile" (or neutral) entering your grid is fine, the rest is not. Notifications should be notifications, not intelligence.

Member of CSM 2, 3, 4, 5, 6 and 7

TheExtruder
TheExtruder Corporation
#37 - 2011-09-13 16:57:38 UTC
Meissa Anunthiel wrote:
Audio notification on "new hostile" (or neutral) entering your grid is fine, the rest is not. Notifications should be notifications, not intelligence.


"notifications should be notifications, not intelligence" now thats a quality argument.

I'de say its a matter of perspective, and also that its not exactly intelligence, its more like the computer will highlight the information (that you previously customized) to tell you about something that you already know will inevitably happen, it will only help you with the timing of it and also to help you not to oversee any important tactical information that you constantly watch for visually. Not all people are visual, some people are more kinestetic and some are more sound based. Not to mention how conditioned we are by movies to hear all kinds of warning alerts, I imagine it would be entertaining too to say the least.
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