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Daivey Crokite
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Posted - 2010.10.04 15:53:00 -
[1]
Hello Everyone
This has been an ongoing issue for quite some time now, and I am rather concerned as to why it is not being fixed, or even addressed more so then it should be.
What I would like to discuss first is the warp to 0. I realize that many years ago warp to 0 did not exist. I am grateful that this is no longer the issue and that we can now warp to 0 without flying that 15km, or having 10,000 bookmarks. That being said however warp to 0 is not working as intended. I am sure many of you have clicked the warp to 0 button, many a times, but the question is how many times has it warped you to exactly 0?
The issue is that when you click warp to 0, the distance you land often varies. Sometimes it is 0m but sometimes it can be as much as 2555 meters. What this means is that if you warp to a stargate and land at 2555meters, you have to fly about 50 meters to get into jump distance.
Other times when you warp to a station at 0 you often land between 0 and 1800 meters. Usually in high security systems this does not really matter û unless you are a wardecced. However this does matter in 0.0 and low security systems where things become a little bit more hostile. For example, say you land at a station at 1500 meters, there is a good chance you can get webbed down pretty severely and getting ganked before docking. I understand that this is a risk; however, here is the issue. First, CCP fixed most low sec kick out station, so that you do not get kicked out of dock range. What does this have to do with warp to 0 on stations? Well, you see on the one hand CCP doesnÆt like kick out stations, but on the other they are okay with you warping to a station to dock, but landing at 1555 meters. If fixing kick out stations was suppose to stop tears, then why not fix warp to 0? Secondly, warp to 0, means warp to 0, it doesnÆt mean ôanywhere within a 2km spread.ö Also, when warping to 0 km, sometimes in a larger ship, you also get bumped. Again, why canÆt it be a static distance? The problem is we donÆt know what to expect. Sometimes itÆs 0, sometimes itÆs 2555, etc. CanÆt the warp feature take you exactly to a specific distance? Next Topic: Acceleration Gates Acceleration gates should not be objects that you get stuck on. If they are objects that you can get stuck on, then fix WARP TO ZERO, so that you do not land in between them 50% of the time, and at 1500 meters the other 50% of the time, managing to get stuck and not be able to warp for 10 minutes as your ship rocks back and forth 10000000 times. This bug, error, whatever you want to call it is mind boggling to me. How a ship can get stuck between the acceleration gate teeth and not be able to unfree itself is ridiculous.
In conclusion these are in game issues that need to be addressed and fixed because they do exist and ruin the game for everyone.
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Lance Fighter
Amarr
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Posted - 2010.10.04 15:56:00 -
[2]
problem with accel gates is that you dont warp to the accel gate, you warp to a beacon (that is considerably smaller than the accel gate). As for stations, lol, set up insta dock bookmarks earlier.
Originally by: Cat o'Ninetails so i'm pretty much anti cat at the moment (lol)
x
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Joe SMASH
You Got A Purty Mouth
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Posted - 2010.10.04 16:02:00 -
[3]
Originally by: Daivey Crokite ...ruin the game for everyone.
Gross generalization.
Personally, I have never had an issue. Nullsec there are bubbles that might land you 20+km from gate, even with warping to 0. If you warp to 0 in lowsec and land at 2550m, you will be fine. Even in the largest gate worthy craft (Freighters) covering 50m is trivial and certainly not enough time to bump/kill you before you are able to jump through.
Warping to 0 on a station can be frustrating, but again, it will rarely get you killed, even in hostile space. The amount of space to cover if you land even 2km off a station is enough to get your heart beating, but not enough to get you killed, unless you are flying something completely untanked, which you should not be in the first place in hostile space. -----------------------------------
Originally by: Kali Zero Warp core stabilizers are like condoms. Nice and safe, but they make it a little less fun for everyone involved.
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Emma Murphy
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Posted - 2010.10.04 16:02:00 -
[4]
These "issues" ruin your game?
I'd suggest you find another game by a developer wishing to hold your hand throughout the entire process.
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Narisa Bithon
Caldari
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Posted - 2010.10.04 16:09:00 -
[5]
seriously the only warp to 0 fix needed is for freighters bouncing off amarr gates other than that there is nothing wrong with the current system
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Arous Drephius
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Posted - 2010.10.04 16:31:00 -
[6]
Originally by: Narisa Bithon seriously the only warp to 0 fix needed is for freighters bouncing off amarr gates other than that there is nothing wrong with the current system
Initiate warp manually and turn on AP while in warp. You should always jump.
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Doddy
Aliastra
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Posted - 2010.10.04 16:49:00 -
[7]
As far as i can tell the only issue i have had is when you warp to a gate in a pod and it always seems to land you just outside jump range.
As for acceleration gates why can you not just align properly? If it takes you more than 20 seconds to unstick even a bs from an acceleration gate then you are either an idiot or completely unaware you can fly your ship manually (yes some such people exist). If it actually took you 10 minutes to warp then you should just quit eve now. If it ruins your game you can't really be enjoying it very much. As far as i am aware its not even a bug never mind a game-breaking super important one.
All in all expecting ships of different sizes, speed and mass to warp to objects of different sizes flown by people with different skills at 0 fom any possible angle without bumping every time is ridiculous. The fact that you get within effective distance 99.9% of the time is good enough.
If warp to 0 was actually warp to 0m then every single time you warped to a station, gate, ship, whatever you would bounce off.
I agree that they could massage things abit so those vessels who seem to get the worst of it (because of too much or too little mass - freighters + pods) don't continually fall short/bounce off.
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Sash Windu
Gallente The Green Banana Corporation
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Posted - 2010.10.04 16:55:00 -
[8]
Getting stuck on an acceleration gate is just another example of the sloppy coding that Eve is getting famous for. Often my ship and the gate are nowhere close, but still my ship is doing the entering warp wiggle.
But as long as people like Joe SMASH, Emma Murphy and Narisa Bithon are happy with the current bugs, why would CCP devote any time to making the system work smoothly?
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Joe SMASH
You Got A Purty Mouth
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Posted - 2010.10.04 17:01:00 -
[9]
Originally by: Sash Windu But as long as people like Joe SMASH, Emma Murphy and Narisa Bithon are happy with the current bugs, why would CCP devote any time to making the system work smoothly?
it honours me that you think I am that important. Cheers! -----------------------------------
Originally by: Kali Zero Warp core stabilizers are like condoms. Nice and safe, but they make it a little less fun for everyone involved.
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Tippia
Sunshine and Lollipops
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Posted - 2010.10.04 17:02:00 -
[10]
Originally by: Doddy As far as i can tell the only issue i have had is when you warp to a gate in a pod and it always seems to land you just outside jump range.
Pretty much this ù it seems pods have too much agility for their own good and thus decelerate after warp faster than the WTZ mechanic is meant to handle.
Other than that, it's all random ù working as intended. ùùù ôIf you're not willing to fight for what you have in ≡v≡à you don't deserve it, and you will lose it.ö ù Karath Piki |
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Mal Lokrano
Gallente The Executives IT Alliance
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Posted - 2010.10.04 17:10:00 -
[11]
Sure not landing within jump range of gates can be annoying, but I only have that happen once in a great while. I still do not see it as game breaking however. I see it as moreso the docking computer in Clear Skies 2, and that every once and a while you have to kick the warp computer to get it getting close again. _____ When going to a party with wine, women, and song. Always ascertain the vintage of the first two.
Your friendly neighborhood pod liberator. |
Tippia
Sunshine and Lollipops
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Posted - 2010.10.04 17:16:00 -
[12]
Originally by: Mal Lokrano Sure not landing within jump range of gates can be annoying, but I only have that happen once in a great while. I still do not see it as game breaking however. I see it as moreso the docking computer in Clear Skies 2, and that every once and a while you have to kick the warp computer to get it getting close again.
I also want to be able to destroy titans by fail-docking with themà
àbut that actually reminds me of what I'd consider an actual warping bug: when the "dock" command puts you right by the station but doesn't dock you, presumably because the ship isn't quite out of warp yet when the actual docking command is sent. Still, that's what button-spam is for. ùùù ôIf you're not willing to fight for what you have in ≡v≡à you don't deserve it, and you will lose it.ö ù Karath Piki |
Hauling Hal
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Posted - 2010.10.04 17:32:00 -
[13]
Warping to stations at 0 in a pod and landing 2 km away whilst you slow boat to 0 until you can dock has got me killed a couple of times. Once to a war dec in Jita, which was mildly annoying.
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Zach F
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Posted - 2010.10.04 17:38:00 -
[14]
As someone who lives in null, not warping exactly to 0 has never gotten me killed, or even inconvenienced me. It's never even gotten me shot at or webbed. 50m is still only like a half second even in a freighter, especially given that you dont come out of warp at 0m/s.
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Aerilis
Gallente Percussive Diplomacy
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Posted - 2010.10.04 17:38:00 -
[15]
This is only an issue with Pods, but it is definitely a real issue. Why? Arty Thrashers are everywhere in low sec
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Herr Bryl
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Posted - 2010.10.04 18:03:00 -
[16]
Originally by: Sash Windu Getting stuck on an acceleration gate is just another example of the sloppy coding that Eve is getting famous for. Often my ship and the gate are nowhere close, but still my ship is doing the entering warp wiggle.
But as long as people like Joe SMASH, Emma Murphy and Narisa Bithon are happy with the current bugs, why would CCP devote any time to making the system work smoothly?
umad
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Komen
Gallente Flying Target LLC
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Posted - 2010.10.04 18:37:00 -
[17]
Warp landings are not 'perfect' - there has always been a degree of variance in where you actually land. Sometimes this places you just outside jump/dock range, and other times this may land you too close, such that your ship is 'bumped' off the object, or another object, at your landing.
I too find the landings at accel gates a bit annoying, but just manually steer your ship clear (straight up or down usually will get you clear in a few seconds).
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Creepy CousinRoger
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Posted - 2010.10.04 18:39:00 -
[18]
Wow. If this is the worst thing that happens in your day, consider yourself lucky.
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Leiass Duo
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Posted - 2010.10.04 18:52:00 -
[19]
I think maybe they should take out "Warp to within 0m."
Stop crying and cursing and screaming and let me finish...
Replace it with "Warp to within 2500m." Then change the code so that instead of ending up in just about the same spot any time you warp from the same location to the same location with the same range when you, for example, choose to "Warp to Within 15km" make it so that you can warp ^anywhere^ within 15 km of the target, including the possibility of happening to land within a couple m. Really for the distances covered it seems a bit freaky that the warp drives are as accurate as they are.
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Adyny Rieph
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Posted - 2010.10.04 20:52:00 -
[20]
In response to the OP question on how often does warp to 0 do exactly what it ought to do? Well, when warping to a jump gate, 99 times out of 100 I land between 0 and 2500m and can jump as soon as landing. When warping to an acceleration gate around 9 times out of 10 all is well, only 1 times in 10 does my ship do that ridiculously annoying rocking back and forth you mentioned, but all you need to do is stop the ship, fly away from the gate for a second or two, then hit warp again.
It's hardly game breaking.
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Steep
Caldari PyroStorm Enforcers
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Posted - 2010.10.04 20:55:00 -
[21]
I've found their is a 2 to 3k 'drift' when warping to anything. I always thought it was to avoid bumping off of whatever you were warping to.
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Idicious Lightbane
Percussive Diplomacy
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Posted - 2010.10.04 21:40:00 -
[22]
I think it might be for fleet warps, if you all land exactly at the same spot it might cause alot more bumpage than already happens (ever had a titan warp in with the rest?), could be wrong ofc.
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Daivey Crokite
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Posted - 2010.10.04 22:59:00 -
[23]
Warp to zero on gates in a pod produces almost 1 out of every 5 warps, you have to press the approach button.
Warp to zero stations, depending on which type of station and which angle you are approaching at really makes the difference. Try flying 1500 meters in anything bigger then a cruiser with no mwd or ab.
Mission acceleration gates are far, far, far more bugged then some of the others seem to think. The other day I warped to zero on an acceleration gate, and somehow, I landed at 0 meteres in the teeth of the acceleration gate. And yes Manually trying to get the ship out of there with clicking in space yielded barely any results.
Accel gates are very, very, bugged. and definately need to be fixed.
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Meridith Akesia
Men of Questionable Moral Fibre
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Posted - 2010.10.04 23:29:00 -
[24]
Remove warp to zero.
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Realtef
Caldari Madhatters Inc. The Initiative.
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Posted - 2010.10.04 23:37:00 -
[25]
Originally by: Meridith Akesia Remove warp to zero.
And don't allow bookmarks on the same grid as a gate...
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Daivey Crokite
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Posted - 2010.10.05 14:09:00 -
[26]
Id rather have warp to 15 and always land at 15km, then warp to 0 and not know if Im going to get bumped, land out of dock range, etc,etc.
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Serpents smile
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Posted - 2010.10.05 14:19:00 -
[27]
Originally by: Adyny Rieph but all you need to do is stop the ship, fly away from the gate for a second or two, then hit warp again.
It's hardly game breaking.
Sounds like fun if you run into a gatecamp, or a discoboat while flying something with a paper thin hull.
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Shirley Serious
Amarr The Khanid Sisters of Athra
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Posted - 2010.10.05 14:23:00 -
[28]
I thought this might be about that occasional crash when warping to somewhere with an acceleration gate. Oh well.
It's probably something to do with their destiny balls.
Yes. Yes, I am. |
Muul Udonii
Minmatar THORN Syndicate Controlled Chaos
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Posted - 2010.10.05 14:26:00 -
[29]
Originally by: Arous Drephius
Originally by: Narisa Bithon seriously the only warp to 0 fix needed is for freighters bouncing off amarr gates other than that there is nothing wrong with the current system
Initiate warp manually and turn on AP while in warp. You should always jump.
You don't. Not always.
I've lost a couple of ships because I didn't quite land within jumping distance of the gate, even petitioned the first. The logs showed I initiated a warp to 0 but landed at 2,700, which is not a server error. Apparantly.
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Narisa Bithon
Caldari
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Posted - 2010.10.05 15:08:00 -
[30]
Originally by: Arous Drephius
Originally by: Narisa Bithon seriously the only warp to 0 fix needed is for freighters bouncing off amarr gates other than that there is nothing wrong with the current system
Initiate warp manually and turn on AP while in warp. You should always jump.
well duh but seriously I never autopilot a freighter.... thats just asking to get it ganked
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