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James Vayne
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Posted - 2010.07.23 12:37:00 -
[1]
At the moment you have to double click all about the place to fly your ship. While 'orbit' was invented, this is not suitable for those of us who PVP and have to manually fly our ships for various reasons
The ability for a ship to follow the line of sight of the camera would be awesome. as you turn your camera, so your ship turns to face the direction the camera is flying in, effectively allowing you to fly your ship much more smoothly if desired without all of the double clicking.
Thoughts?
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Ron Livingston
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Posted - 2010.07.23 12:45:00 -
[2]
I like it. If they did that, it be pretty easy to use a joystick or do some nice flying with a mouse.
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DuKackBoon
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Posted - 2010.07.23 13:21:00 -
[3]
This would convert the Lag monster into the Lag monster nation.
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James Vayne
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Posted - 2010.07.23 13:27:00 -
[4]
Edited by: James Vayne on 23/07/2010 13:27:58
Originally by: DuKackBoon This would convert the Lag monster into the Lag monster nation.
And you base this on what evidence, exactly? It is not such a great leap from the current double-click system in place.
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Ressiv
Cooperative Freelance Navigators Association
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Posted - 2010.07.23 13:30:00 -
[5]
Edited by: Ressiv on 23/07/2010 13:30:29 As long as the direction change isnt more often then 1/s I think this would be a realy nice idea! ========================== Nothing is true, everything is permitted. ========================== |
Grarr Dexx
Amarr GK inc.
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Posted - 2010.07.23 14:17:00 -
[6]
Ever wondered why those twitch-based games (most shooters) have a player cap? It's not just balance.
Data I/O is exponential. If you have ten players playing, that's nine players transmitting their location/status/direction to the 'tenth' player, ten times, so we have 90 calls. If you have 50 players playing, that's 49 players transmitting their location/status/direction to the 'fiftieth' player, 50 times, which makes for 2,450 calls.
Now, let's put this into eve perspective:
100 players = 9,900 calls 250 players = 62,250 calls (almost unplayable by today's standards) 500 players = 249,500 calls (complete lagfest) 1,000 players = 999,000 calls (jita)
Now, with Eve's current system (which I believe is either a two or three second total data ping), this is somewhat manageable by the servers. However, if we start accelerating the speed of these pings (50-100 ms for acceptable twitch gameplay), we get a completely unplayable game.
Is this understandable enough?
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Ressiv
Cooperative Freelance Navigators Association
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Posted - 2010.07.23 14:27:00 -
[7]
Edited by: Ressiv on 23/07/2010 14:28:00
Originally by: Grarr Dexx stuff
You dont PVP I guess ? There is no viable PVP without spamming d-click in space, unless you like to lose.
What I think the OP ment, is keep the same update of direction/position in space, but just ty it (optional) to the camera. ========================== Nothing is true, everything is permitted. ========================== |
Grarr Dexx
Amarr GK inc.
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Posted - 2010.07.23 14:41:00 -
[8]
I sure don't ever PVP.
I'm a big fan of fast frigates, and I believe you can already get a lot out of your game with double clicking and active use of the orbit distance changer.
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Ressiv
Cooperative Freelance Navigators Association
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Posted - 2010.07.23 14:57:00 -
[9]
Originally by: Grarr Dexx I sure don't ever PVP.
I'm a big fan of fast frigates, and I believe you can already get a lot out of your game with double clicking and active use of the orbit distance changer.
So, that double-clicking creates exactly what you just talked about above .... most people know this, and thus doubleclick.
There is not gonna be a change on server load if the camera would be followed at an x second interval or is there ?
And orbit @ is just ... well ... crap to catch someone, and if the other guy has half a brain, setting an orbit @ command will make it all the more easyer for him to dictate range. ========================== Nothing is true, everything is permitted. ========================== |
Grarr Dexx
Amarr GK inc.
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Posted - 2010.07.23 15:00:00 -
[10]
I don't think it would be viable in practice. Your camera would be in place, but your ship will still be flying in its previous direction for however much time it takes for the next ping to come.
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