
Fester Addams
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Posted - 2003.06.23 12:24:00 -
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The way I see it some GM's some in the CCP want a solution, like so many have stated the sutuation is causing ALOT of complaints.
The central problem is not gate camping, its not the blockade its dumpster lagging.
So what to do, repetedly CCP have claimed that we the players should sort it out by ourselves, well it has been tried, a fleet went in scampered the m0o at great personal losses but not desiering gate camping themselves they left... back to square 1.
As long as the campers have the patience to go back the issue will never be resolved.
In any case all methods of removing for example the m0o from their blockade will only move the problem, naturaly some other corps will want to copy m0o and camp the gate just like them on a more or less frequent basis so even wiping m0o's chars will not remove the problem.
The problem is in the game mecanics, by placing 100s or items at the reentry points you can lag the game for the person arriving, this is as far as I can tell bugabuse/systemabuse but the real problem does not lie with the people who use the bug, they are lets face it pathetic as they must abuse known weaknesses to be able to succede, the problem is game mecanics.
As far as I have been able to gather (not having access to sourcecode) when you jump to a location the suroundings load (DUH!), naturaly they need to load BUT the question is in wich order things happen.
Now it seems there is no check that compares what I have access to and what the server sends to other players who are in my vicinity.
So in short, the people waiting at the reentry point see me comming before the location has loaded for me.
This is a moronic way to do it, why should you send out information in all directions as fast as you can?
The sensible way is for the server to first make sure I have arrived, I have loaded the location I am moving to and then send the information that I have arrived.
As the ship has a few seconds of being irresponsive after a jump at wich time I can give no orders it would not place the advantage any more in my corner then intended, if the jumper gets too much of an edge then a simple tewak of the irresponsive period can simply be extended a sec or two.
If the system was changed to work this way then 1: we would not have thousands of cargo containers in multiple systems that lag down the server 2: dumping hundreds of containers at a reentrypoint together with mines and what not would work as intended, ie make it hard to target things cluttered with all the junk.
On a completely different trail of thought based on the same problem, How is it possible to stargate into the cluttered area? to me it feels very strange to travel at a speed that transports a ship from one solar system to another in a matter of seconds and still be capable of reentering within a few thousand meters of the intended target and in a man made asteroid field to boot.
scatter stargating players more, the bigger the area you have to guard the harder it will become and if the reentry is cluttered above lag level, move the reentry so it is clear of the lag!
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