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Bubanni
ElitistOps Pandemic Legion
853
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Posted - 2015.09.18 15:12:41 -
[1] - Quote
Hey CCP, I have returned to the game... Back 4 years ago, I started complaining about modules activating 1 whole second after locking targets, making anything that could warp in less than 2 seconds technically impossible to catch. (1 sec to lock, 1 sec delay of nothingness, then the point activates...)
This delay wasn't always noticeable as became a problem around the time Incarna was released. That is the time I noticed it at least. (before that I was able to oneshot small ships sometimes, without even seeing them locked almost).
Back then I suggested makeing modules that have been activated before locking a target, server sided... To make the modules activate the same server tick as you would get lock on the target. I have also suggested making the eve servers tick at 2hz instead of 1hz... or even just make a few actions in space tick at the higher rate, as to not overload the servers completly... I suggested a form of "reverse tidi" where the servers could work at the 2hz tick rate when not under heavy load. (wouldn't be 2 times as fast, it would only calculate actions twice every second... no you wont fly twice as fast then, or at least that is how they should program it to not do).
Well, here we are 4+ years later, and the problem is still the same.
Am I asking for such a change for personal gain? Of cause I am, it has been my main annoyance for years, that you can get a lock on a target, only to see it warp away 1 sec later... module activation delay is literally the worst thing for me in eve... (that followed by decloaking mechanics being too slow too, I have flown straight through cloaky ships, only to see them cloak anyway while I am spamming lock target on them. (overview showing 1.5km or less sometimes, but because of my speed I would get enough distance from the target again before the server even considers calculating my distance from the guy trying to cloak). (if I you are flying more than 4km sec, you can in theory fly straight through a target without decloaking him..)
This is a rant, but also a hope that CCP will consider fixing/improving this side of eve one day... Until they do, I am also mainly flying around in a 2sec align time interceptor. :P
Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759
Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934
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Thron Legacy
White Zulu Scorpion Federation
14
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Posted - 2015.09.18 15:34:18 -
[2] - Quote
Bubanni wrote:Back then I suggested makeing modules that have been activated before locking a target, server sided... To make the modules activate the same server tick as you would get lock on the target. I have also suggested making the eve servers tick at 2hz instead of 1hz... or even just make a few actions in space tick at the higher rate, as to not overload the servers completly... I suggested a form of "reverse tidi" where the servers could work at the 2hz tick rate when not under heavy load. (wouldn't be 2 times as fast, it would only calculate actions twice every second... no you wont fly twice as fast then, or at least that is how they should program it to not do) That IS making the servers work twice as fast. Your ship speed (as a mere example) has nothing to do with that. First get your IT knowledge then suggest server stuff. (sorry that im so stinky at times)
EDIT: smartbombs are a thing you know? |
Bubanni
ElitistOps Pandemic Legion
853
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Posted - 2015.09.18 15:52:42 -
[3] - Quote
Thron Legacy wrote:Bubanni wrote:Back then I suggested makeing modules that have been activated before locking a target, server sided... To make the modules activate the same server tick as you would get lock on the target. I have also suggested making the eve servers tick at 2hz instead of 1hz... or even just make a few actions in space tick at the higher rate, as to not overload the servers completly... I suggested a form of "reverse tidi" where the servers could work at the 2hz tick rate when not under heavy load. (wouldn't be 2 times as fast, it would only calculate actions twice every second... no you wont fly twice as fast then, or at least that is how they should program it to not do) That IS making the servers work twice as fast. Your ship speed (as a mere example) has nothing to do with that. First get your IT knowledge then suggest server stuff. (sorry that im so stinky at times) EDIT: smartbombs are a thing you know?
What I was trying to illustrate was that what I was suggesting isn't like exactly like tidi, where things will move faster (or slower). And your comment about understanding IT is unfounded... I understand it just fine :)
https://namamai.wordpress.com/2014/06/25/the-server-tick-or-wtf-why-didnt-my-point-turn-on/ https://forums.eveonline.com/default.aspx?g=posts&t=289533 https://www.reddit.com/r/Eve/comments/2mbf8t/will_ccp_ever_increase_the_server_tickrate/ https://forums.eveonline.com/default.aspx?g=posts&m=1180934
Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759
Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934
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Leto Aramaus
Spiritus Draconis Spaceship Bebop
245
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Posted - 2015.09.18 16:51:10 -
[4] - Quote
If and when technically possible, make the servers tick at 1ms.
That's the goal we should be striving for. Of course it's not feasible yet, but maybe someday. In the meantime, let's slowly decrease the server tick interval as much as we can.
+1
The UI update we deserve
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Frostys Virpio
KarmaFleet Goonswarm Federation
2218
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Posted - 2015.09.18 17:01:33 -
[5] - Quote
Leto Aramaus wrote:If and when technically possible, make the servers tick at 1ms.
That's the goal we should be striving for. Of course it's not feasible yet, but maybe someday. In the meantime, let's slowly decrease the server tick interval as much as we can.
+1
Or just nerf agility so nothing can achieve under 2 second align... Then no more server resources are needed. |
Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
2628
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Posted - 2015.09.18 22:01:56 -
[6] - Quote
I think you might be experiencing the same problem I am. You might take a look at this post.
As for the proposal, I have long wanted such a mechanism in-game. I am quite certain similar methods are used all across the industry to mask the latency--when you press a button, something happens immediately and when the server response comes back it has automatically adjusted for what your client just displayed on the screen. In the event that there is a mismatch, the server tells your client what really happened, and your client updates it then--but with advanced tricks the client can be made to accurately show a fluid gameplay that almost seems not to have any latency at all.
EVE Online is particularly lacking in this area.
Pirate ship Nightmare, can you fathom
Larger but with smaller spikes than Phantasm
The Succubus looks meaner
But the Revenant cleaner
Seems as they get bigger, the smaller spikes they has'm
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