Pages: 1 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Tisanta
Amarr Dragonfire Intergalactic Crusaders of Krom
|
Posted - 2007.02.16 18:37:00 -
[1]
I think beam lasers should be altered so they are a beam.. unlike pulse... so a pulse will deliver a high impact single shot.. where as a beam laser will constantly fire at a target.
i think it would be a great effect to have 8 lasers all locking down the beaming across enamy ships like that video on youtube... where its crusader vs taranis and crusader beams off the wing and the taranis explodes... that was good... anyway went off topic a bit there.
keep all the game mechanics the same but alter the ammo to have it per 0.1 of a second so you would be perminantly damaged... nothing changes really other than there would be no alpha.. though you could keep tachyons the same so they have alpha. ---
Please resize image to a maximum of 400 x 120, not exceeding 24000 bytes, ty. If you would like further details please mail [email protected] - Cortes |
Tisanta
Amarr Dragonfire Intergalactic Crusaders of Krom
|
Posted - 2007.02.16 18:37:00 -
[2]
I think beam lasers should be altered so they are a beam.. unlike pulse... so a pulse will deliver a high impact single shot.. where as a beam laser will constantly fire at a target.
i think it would be a great effect to have 8 lasers all locking down the beaming across enamy ships like that video on youtube... where its crusader vs taranis and crusader beams off the wing and the taranis explodes... that was good... anyway went off topic a bit there.
keep all the game mechanics the same but alter the ammo to have it per 0.1 of a second so you would be perminantly damaged... nothing changes really other than there would be no alpha.. though you could keep tachyons the same so they have alpha. ---
Please resize image to a maximum of 400 x 120, not exceeding 24000 bytes, ty. If you would like further details please mail [email protected] - Cortes |
Dristra
Amarr Shadows of the Dead Aftermath Alliance
|
Posted - 2007.02.16 18:46:00 -
[3]
guess you want lag really bad :P
It's great being Amarr isn't it. |
Dristra
Amarr Shadows of the Dead Aftermath Alliance
|
Posted - 2007.02.16 18:46:00 -
[4]
guess you want lag really bad :P
It's great being Amarr isn't it. |
Tisanta
Amarr Dragonfire Intergalactic Crusaders of Krom
|
Posted - 2007.02.16 19:50:00 -
[5]
Originally by: Dristra guess you want lag really bad :P
wouldnt make a differnce .. eve lags anyway:P ---
Please resize image to a maximum of 400 x 120, not exceeding 24000 bytes, ty. If you would like further details please mail [email protected] - Cortes |
Goumindong
Amarr Merch Industrial We Are Nice Guys
|
Posted - 2007.02.16 20:23:00 -
[6]
Originally by: Tisanta
Originally by: Dristra guess you want lag really bad :P
wouldnt make a differnce .. eve lags anyway:P
Yea it would.
There would be two ways to do it.
1. Very high ROF
2. Status Effect DOT
Now status effect would be bad because it would essentialy extend the RoF of the weapons[low time status effects bad] and would require a lot of coding
Very high ROF would be bad because you have to send data to the server for all of it. This is why frigates dont get ROF bonuses. ---------------------------------------- Thou Shalt "Pew Pew" |
Tisanta
Amarr Dragonfire Intergalactic Crusaders of Krom
|
Posted - 2007.02.16 20:27:00 -
[7]
Originally by: Goumindong
Originally by: Tisanta
Originally by: Dristra guess you want lag really bad :P
wouldnt make a differnce .. eve lags anyway:P
Yea it would.
There would be two ways to do it.
1. Very high ROF
2. Status Effect DOT
Now status effect would be bad because it would essentialy extend the RoF of the weapons[low time status effects bad] and would require a lot of coding
Very high ROF would be bad because you have to send data to the server for all of it. This is why frigates dont get ROF bonuses.
and you know this because you work with the Dev team and coded Eve? ---
Please resize image to a maximum of 400 x 120, not exceeding 24000 bytes, ty. If you would like further details please mail [email protected] - Cortes |
Morreia
|
Posted - 2007.02.16 20:37:00 -
[8]
Please Please say yes. I'm starting to find this person is getting on my nerves.
|
Christopher Dalran
|
Posted - 2007.02.16 20:38:00 -
[9]
Originally by: Tisanta
Originally by: Goumindong
Originally by: Tisanta
Originally by: Dristra guess you want lag really bad :P
wouldnt make a differnce .. eve lags anyway:P
Yea it would.
There would be two ways to do it.
1. Very high ROF
2. Status Effect DOT
Now status effect would be bad because it would essentialy extend the RoF of the weapons[low time status effects bad] and would require a lot of coding
Very high ROF would be bad because you have to send data to the server for all of it. This is why frigates dont get ROF bonuses.
and you know this because you work with the Dev team and coded Eve?
Or the fact that any time you do something your computer and the server MUST communicate. Its not realy a coding issue, its more like if you want your arm to move (ie. gun to fire) your brain (your computer) has to tell your arm (the server) to move.
|
pigofparadise
Minmatar S-44 Tre Kroner
|
Posted - 2007.02.16 21:02:00 -
[10]
Make it work as it currently does, just make the FX constant. Would look stupid on an Abbadon firing at an orbiting ceptor though
|
|
Valora Grear
|
Posted - 2007.02.20 03:32:00 -
[11]
Think Babylon 5...have the beems go out a certain distance and simply follow the `ceptor.
I like the idea, long as it dosen't effect lag.
|
Jack'O Blades
Minmatar
|
Posted - 2007.02.20 04:10:00 -
[12]
Scatter F1 to F8 using tachyon.. voila!!! 'constant' beam fireworks... and a messy sound effect... Sig: Forum PvP encounter
Noob (Jack'O Blades): "Please... please don't ban me (or edit my posts into oblivion)... Dont I have free speech???"
Evil Dev/GM: "YARRR!!! u fool!!! ...snip.." |
Tarminic
|
Posted - 2007.02.20 04:23:00 -
[13]
Originally by: Tisanta
Originally by: Goumindong
Originally by: Tisanta
Originally by: Dristra guess you want lag really bad :P
wouldnt make a differnce .. eve lags anyway:P
Yea it would.
There would be two ways to do it.
1. Very high ROF
2. Status Effect DOT
Now status effect would be bad because it would essentialy extend the RoF of the weapons[low time status effects bad] and would require a lot of coding
Very high ROF would be bad because you have to send data to the server for all of it. This is why frigates dont get ROF bonuses.
and you know this because you work with the Dev team and coded Eve?
I'm fairly certain any first year Comp Sci student could tell you that. Being a 4th year Comp Sci student, I can tell you that more.
It's true, I swear. |
Bardi MecAuldnis
Amarr Pirates of Destruction Union Freelancer Alliance
|
Posted - 2007.02.20 06:25:00 -
[14]
A buddy and I were kicking this idea around, and we pretty much dismissed it because of the whole lagfest thing. While it would be nice, I have enough trouble with combat as it is (I have never been able to see a fight with more than 6 combatants). --- Hey hey let's go kenka suru! Taisetsuna mono protect my balls! Boku ga warui so lets fighting! LET'S FIGHTING LOVE!!! |
Goumindong
Amarr Merch Industrial We Are Nice Guys
|
Posted - 2007.02.20 06:44:00 -
[15]
Originally by: Tarminic
I'm fairly certain any first year Comp Sci student could tell you that. Being a 4th year Comp Sci student, I can tell you that more.
I got a C in the only comp sci course i ever took [introductory C++] and i can still tell you that. ---------------------------------------- Thou Shalt "Pew Pew" |
Wild Rho
Amarr Sharks With Frickin' Laser Beams
|
Posted - 2007.02.20 08:55:00 -
[16]
Originally by: Tisanta
Originally by: Goumindong
Originally by: Tisanta
Originally by: Dristra guess you want lag really bad :P
wouldnt make a differnce .. eve lags anyway:P
Yea it would.
There would be two ways to do it.
1. Very high ROF
2. Status Effect DOT
Now status effect would be bad because it would essentialy extend the RoF of the weapons[low time status effects bad] and would require a lot of coding
Very high ROF would be bad because you have to send data to the server for all of it. This is why frigates dont get ROF bonuses.
and you know this because you work with the Dev team and coded Eve?
Actually some time ago frigates had their ROF bonus changed to a damage bonus just because it was generating noticable lag. This was actually stated by a Dev at the time.
I have the body of a supermodel. I just can't remember where I left it.
|
dot me
|
Posted - 2007.02.20 09:21:00 -
[17]
Edited by: dot me on 20/02/2007 09:24:40
Originally by: Christopher Dalran
Originally by: Tisanta
Originally by: Goumindong
Originally by: Tisanta
Originally by: Dristra guess you want lag really bad :P
wouldnt make a differnce .. eve lags anyway:P
Yea it would.
There would be two ways to do it.
1. Very high ROF
2. Status Effect DOT
Now status effect would be bad because it would essentialy extend the RoF of the weapons[low time status effects bad] and would require a lot of coding
Very high ROF would be bad because you have to send data to the server for all of it. This is why frigates dont get ROF bonuses.
and you know this because you work with the Dev team and coded Eve?
Or the fact that any time you do something your computer and the server MUST communicate. Its not realy a coding issue, its more like if you want your arm to move (ie. gun to fire) your brain (your computer) has to tell your arm (the server) to move.
i'm sorry .. i think you are missing the point. let me enlighten you, since you have no idea how to code client/server application.
1. the computer already is comunicating with the server every single move it does(what it targets,what it shoots, what damage it does,etc etc). the code is already there.
however
2. you do not need to comunicate to the server EVERY single detail, this includes visual effects. as far as coding is concerned you are firing at a specific target (the server already receives that info), all you need is to do the client side visual effects.
so considering the above .. the only thing this feature could add is CLIENT SIDE LOAD(load not lag), but since it is a visual feature, you can disable it and also it means that havving a good sistem also helps with dealing with a higher cpu/graphic load.
this however has no importance since you people are missing the entire point of the OP. the visual effects are already there (lasers hitting the targeted ship). the OP however states that they are exactly backwords.
Beam should have the graphic of the Pulse and viceversa. if you are to take into account the name, pulse should be a breef, high power surge of laser energy(exactly how beam in eve behaves) and beam should be a continous, less powerfull laser stream(hence beam) directed at a target (exactly how pulse behaves in eve).
yet another example where CCP got it the other way around :D
|
Di Jiensai
Gallente Rage of Angels Morsus Mihi
|
Posted - 2007.02.20 09:28:00 -
[18]
I think Damage over time effects would suit eve well. They dont have to be coded with continous server/client messaging, just the start/end would have to be announced.
but, i imagine it would mess with the graphics a bit, as mentioned the beams vs. ceptors thing might look strange, but i'm quite sure that problem can be solved.
Technical details aside, i like the idea quite a lot. Some other modules could be changed to that type too, like nos, or repairers.
|
Gamae
|
Posted - 2007.02.20 10:23:00 -
[19]
Decent idea, and can be achieved with fairly little lag, all you would need to do is change the animation for beams to last a while longer. No need to implement new code or DoT or fast firing rate. Just make a cosmetic change and voila.
But I must say, I would rather the devs spent that time fixing beams (fitting, dmg, cap use, whatever) and not messing around with graphics that are just going to be changed for the new engine anyhow.
Yarr. --this sig is having technical difficulties. |
Pinky Denmark
|
Posted - 2007.02.20 10:29:00 -
[20]
simple solution would most likely be to keep it as it is and perhaps redo the graphics...
|
|
Goumindong
Amarr Merch Industrial We Are Nice Guys
|
Posted - 2007.02.20 10:48:00 -
[21]
Originally by: dot me
2. you do not need to comunicate to the server EVERY single detail, this includes visual effects. as far as coding is concerned you are firing at a specific target (the server already receives that info), all you need is to do the client side visual effects.
As far as coding is concerned you are firing at a specific target and every time your weapon cycles, the server needs to know whether it was turned off or on. Then the server has to tell the client that is being targeted and the client that is shooting how much damage was done and what type of hit it was. Then it needs to update both as to the hit poitns of either.
All of these increase packet size and read/write load and the higher you have RoF the more you have to do this.
Large battles lag because of this, you have to update the information of all the ships on the grid.
And, as has been stated, frigates lost their RoF bonuses a good while ago because the rate of fire bonus was causing noticable lag. ---------------------------------------- Thou Shalt "Pew Pew" |
Vathar
Destructive Influence Band of Brothers
|
Posted - 2007.02.20 11:05:00 -
[22]
Well, would also be nice if one day, graphic engine actually allowed GRAPHICAL misses ...
As for the constant damage effect, even if it was possible to have an extreme rof for relatively low damage, it would also radically change the way beams act (not necessarily a bad thing, I just wanted to point out that) into a constant and reliable source of damage.
Originally by: Radeberger If you plan to make your alliance combat based, recruit pvpers with mining alts rather than miners with pvp alts
|
dot me
|
Posted - 2007.02.20 11:07:00 -
[23]
Edited by: dot me on 20/02/2007 11:09:50
Originally by: Goumindong
Originally by: dot me
2. you do not need to comunicate to the server EVERY single detail, this includes visual effects. as far as coding is concerned you are firing at a specific target (the server already receives that info), all you need is to do the client side visual effects.
As far as coding is concerned you are firing at a specific target and every time your weapon cycles, the server needs to know whether it was turned off or on. Then the server has to tell the client that is being targeted and the client that is shooting how much damage was done and what type of hit it was. Then it needs to update both as to the hit poitns of either.
All of these increase packet size and read/write load and the higher you have RoF the more you have to do this.
Large battles lag because of this, you have to update the information of all the ships on the grid.
And, as has been stated, frigates lost their RoF bonuses a good while ago because the rate of fire bonus was causing noticable lag.
*sigh* let me ask you one think. have you read point 1. of my argument?
the server as it is coded right now does exactly what you say RIGHT NOW. as in it already comunicates what ships you target, what ships you are firing at, etc etc etc. what he asked is to modify a visual effect. this visual effect only needs to know what already is included in the current data transfer betwin server and client .. so WHY ON EARTH would it increase the data transfer thus leading to lag?
you would only have a point IF the calculations are made client side and uploaded to the server side but i highly doubt it, and further more even if this would be the case still enough info exists at both clients and server side to make the calculation of the visual effect client side. on a second thought it doesn't matter because i can prove to you that there is enough info updated client side to make the calculations for the visual effect without further server assistance.
edit: here is a simple example how you can mod this effect with easy just based on the log(something that is already included in the data transfer). you can determine the target and the firing ship, miss, crit and number of weapons used just from the log itself!!!
what you are saying is further denied by the fact that this visual effect already exists!!!!!!
|
Goumindong
Amarr Merch Industrial We Are Nice Guys
|
Posted - 2007.02.20 11:29:00 -
[24]
Originally by: dot me snip
Originally by: OP
keep all the game mechanics the same but alter the ammo to have it per 0.1 of a second so you would be perminantly damaged... nothing changes really other than there would be no alpha.. though you could keep tachyons the same so they have alpha.
---------------------------------------- Thou Shalt "Pew Pew" |
Goumindong
Amarr Merch Industrial We Are Nice Guys
|
Posted - 2007.02.20 11:29:00 -
[25]
Originally by: dot me snip
Originally by: OP
keep all the game mechanics the same but alter the ammo to have it per 0.1 of a second so you would be perminantly damaged... nothing changes really other than there would be no alpha.. though you could keep tachyons the same so they have alpha.
---------------------------------------- Thou Shalt "Pew Pew" |
dot me
|
Posted - 2007.02.20 11:49:00 -
[26]
then i missed the point of the OP. stoopid work.
also means you haven't read carefully my first post :P as I was arguing that the visual effect itself does not add in any way to lag. and that CCP got pulses and beams the other way around.
o well point taken.
|
dot me
|
Posted - 2007.02.20 11:49:00 -
[27]
then i missed the point of the OP. stoopid work.
also means you haven't read carefully my first post :P as I was arguing that the visual effect itself does not add in any way to lag. and that CCP got pulses and beams the other way around.
o well point taken.
|
hattifnatt
Gallente The Movement
|
Posted - 2007.02.20 12:05:00 -
[28]
Make autos have infinite effect to :)
Originally by: Nicholas Barker i tackled somebody in the middle of nowhere, and told them i wouldn't leave untill they stripped on web cam. Who wants the video?
|
Danh
|
Posted - 2007.02.20 13:53:00 -
[29]
Edited by: Danh on 20/02/2007 13:50:32 I think what the OP is trying to convey is that the beams would be cooler if they were more lasery (beam is constantly on the target until it blows up, loses tracking, or shuts off).
They could do a couple things to make that kind of implementation relatively painless. They could just fix the graphic so that it stays lit up on the target until a miss or deactivation (which wouldn't change anything mechanically). It'd effectively be a lot like the tractor beam effect (which is constantly on it's target until interrupted or shut off).
Or they could also change the mechanics to set a given damage over time on each cycle (so instead of a regular hit doing 100 damage every 5 seconds, it'd do 20 damage per second, then next cycle if it would have been a regular hit of 125, it'd do 25 damage per second). The problem in developing that kind of mechanic would be the resistances. You'd have to recalculate and apply them a little differently to keep the overall values the same. Anyway, it gets messy and annoying and no reason to do it.
But anyway, yeah, they could very easily adjust the graphic to keep a target lit up until a miss or end of cycle (with no continuing start cycle) happens without adding anything to lag and not much to load (nothing if you're in the habit of keeping effects off).
And yes, simply giving the weapons insane ROF and low damage is a bad idea in general, but messing with the visual effect won't change anything except maybe make it look prettier.
|
|
|
|
Pages: 1 :: [one page] |