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Herr Wallenquist
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Posted - 2011.05.26 06:44:00 -
[1]
WASD Key to move around and about instead of just clicking in open space and assuming your ball er ship floats to that direction, atleast have it as an option for hot keys maybe? or joy-stick implentation
And a hot-key to set a manual firing rate for a turret? Like Bobba Fett's Slave; you would be all like mashing keys and it'll actually be interesting to have a real-physical esport of a type of competitive gaming; seeing eve PvP battles from just a viewer's eye is quite boring but there's more scientifically approach as it seems because there's really just white squares and t he lazy movement of ships
And have implement a player set direction where he can "command rally points" or put white lines into space just like in the strategic layer option
Or have 'real' damage when ship bump to each other, atleast just a minor shield depletion upon impact so that it won't look silly that lazy pew pew ships just float around in space and... Pew pew
More hands on approach! And it can add realism i.e scientifically realistic in a sci-fi sorta way |
Kara Sharalien
Gallente Federal Navy Academy
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Posted - 2011.05.26 06:53:00 -
[2]
Ah, this weeks joystick implementation thread. I was starting to get worried, its Thursday and one hadn't shown up yet. Seriously, the mods should start banning people who don't read the commonly proposed ideas thread.
WASD controls: 2d controls in a 3d space.
No.
Joystick control:
eve updates once a second, and most clients have a latency of around 3 seconds. Imagine trying to fly a plane that only reacts once a second, and reacts to what you did 3 seconds ago.
Won't work.
We're done here.
Originally by: Thuul'Khalat WHY YOU VIOLENCE MY BOAT?!
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Amaroq Dricaldari
Amarr Vengeance Industrial Militia
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Posted - 2011.05.26 07:03:00 -
[3]
Then they make manual input an optional feature and put it on the test servers. ____________ ___481599___ ^^My Signature is Better than Yours^^ |
Apolion
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Posted - 2011.07.12 21:18:00 -
[4]
The speed of EVE responding to directional inputs is an issue that causes manual flight to be "less fun" than the people posting this issue would imagine.
I still would like it implemented with a specific point in mind. I would like to see line of sight targeting. Without this, manual flight really serves no purpose. This would add another level of tactics that would really add to the experience. Being that most of the process of game play is server side, it would require the targeting to be client side so that the calculations would not bog down the server.
I understand that CCP doesn't like to give the client too much so that people don't hack the game and cause an unfair advantage. What I propose to support this topic's main point is "Line Of Sight targeting" a minimal change; simply and in a very general explanation of the process, your computer would be the one calculating line of sight. If your ship has line of sight you can have the target locked. Any fire command issued to guns or missiles will execute. If you loose line of sight you loose target lock and any further fire command will clear from modules. Yes this will make a major fight much more hands on, as any fight should be. The amount of overhead to the server should be small but not = to 0 since more request for target lock will be issued by players and auto-targeting modules.
Even a 3000 player fight should not see too many target requests since only your computer is determining if the specific target you are choosing can be targeted or not. It doesn't even have to process all the players in your field of view only the ones you are targeting and/or trying to target. Of course this is assuming that even the module's repeating function is client side. If the module's cycling is server side then there will be a delay until the server receives the client's request to unlock as when a target goes behind something that can block line of sight. This would mean you would have to be behind something for some time possibly a few seconds until the lock has been removed. To implement this in a "perfect" manner cannot be done without a major change in game mechanics and programming would be substantial.
As it stands CCP is going to have to make a decision in regards to how much information is passed to and from client - server. We now have 2000 plus pilot fights and this is barely acceptable. The only way to escalate EVE beyond twice the number of pilots subscriptions we have today is to bring in the power of the client computers. By having them them do the negotiation of the firing results between the opposing ships.
In an attempt to reduce possible hacking advantage, the load of calculating the results of damage to a ship should be negotiated between the opposing computers involved in the fight. The computer with the best CPU will serve as the favored but not ultimate DPS calculator. A randomly seeded algorithm will determine intimately what computer gets the responsibility to process the DPS function between opponents. If this can't be negotiated then there has been tampering to one or both of the clients and no combat can ensue. Both clients get tagged for hacking intervention and must download a CRC check script for checking client's integrity. Hacking is punishable by account death. This is a topic that will continue to pop back up because that is a very human way of looking at things. We see "fun" in spacial relationships and expect and understand that, if there is a drone hive between you and twenty ships, your not supposed to be able to shoot at them or they you!
I truly wish some day to be able to fly my ship behind an asteroid so I can shield my self from a murderous pilot that has caught me out in the open... or maneuver behind another ship that's too slow to get our of the way, even cause real damage to a ship by ramming into him. But that's another topic.
I only hope you guys look at this post with an open mind and imagination.
Fly safe
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Velator Nador
Gallente Center for Advanced Studies
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Posted - 2011.07.13 05:22:00 -
[5]
Edited by: Velator Nador on 13/07/2011 05:29:20 Edited by: Velator Nador on 13/07/2011 05:25:51 Taht just gave me a perfect idea.
Take the normal veiwpoint of click and point. have the first person 3d view! then add a rotate on a half/partial/viewed sphere with the option to click to move just like now(using his idea of a curser). Then you aren't live flying just first person clicking(and in the proper plane of reference to even the current games design). Then add optional quick referene points for view so you can select other spots around the ship as your main focus! First person piloting!!
No lag on server just perspective change and some geometry. then add joystick and add the extra buttons to work as functions!
In other words you take first person outside the ship from cameras mounted on the hull(storyline) and you put the mouse point on a sphere around the ship. BASIC GEOMETRY and of teh current system. Then you click. it is technically the way the game should be flying now. And the FP could use points with limited rotation or just use the current full range.
I would think limited rotaion of a camera could add character. And it would be nice for looking around. If the nodes can be quick changed I would see no problem! It would be realy cool to watch a titan watch from different parts of the ship like the drone bay or ship bays etc.
You literally just project the curser on a current plane around the ship it will be just like it is now. Except first person! anything inside the plane or out can still be collected if you don't actually give the cursor position on teh plane but use it a as reference. AKA a hypothetical plane for scale. It could physically be there thought to give same reference if needed. but if it's just literally whatever the cursor is on you can just let it go since it could be relative.
There is no reason not to have first person in this game. the server does not need to calculate as you move the mouse. It just needs the click like now and enough buttons on the joystick(that is your problem though! 8p)
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