Pages: 1 2 3 4 [5] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 13 post(s) |
Hakaru Ishiwara
Minmatar Republic Military School
|
Posted - 2011.02.16 14:35:00 -
[121]
'Grats on the efficiency gain.
Now all you have to do is Ferox-ize the Drake and change it over to use a Hybrid weapons system!
|
Thomas Coe
|
Posted - 2011.02.16 19:37:00 -
[122]
:)
|
DefCon Blade
|
Posted - 2011.02.18 17:38:00 -
[123]
i don't get it, why cannot missile be simulated in client eviroment only?, all the server needs to know is who is fireing missiles and at who? so that information can be passed on to other clients.. the server generates the dmg dealt based on the stats used, to further help packet reduction and data flow. the client also does the same thing only needing to check exchange conclusion
this way, rather than creating obejects and all that complicated stuff metioned in the blog, the animators can finally make missiles more cool, it would be nice to see rattlesnakes fire salvo's from its launcher pods. . . :-)
|
Shurikane
|
Posted - 2011.02.23 12:11:00 -
[124]
I'm reading this and going "Of course, a set is an elegant solution to that problem!" Damn the programmer nerd in me. :D
Originally by: DefCon Blade i don't get it, why cannot missile be simulated in client eviroment only?
Because this would open the game up to potential exploits, I believe.
Suppose I move much of the simulation structure to the client, letting it call the shots on the server to tell when the stuff has occurred. There exists the possibility that I could inject something malicious to cheat around things like the cooldown limits or the ammo count. If the game wants to protect itself against such cheats... it would have to do the required queries it does now anyway.
The other reason the server has to keep track of all missiles and ships together is for some more special situations such as defender missiles firing off, a target moving out of range during the missile's flight time, and a smartbomb or bomb going off (which, I think, can damage/destroy in-flight missiles but my memory's a little hazy on that.) Hence, it all boils down to the server being in control because it has the knowledge of all space objects so that it can calculate reactions correctly in a centralized manner rather than every client computing a reaction in its own way and getting mixed results out of it due to a who-is-right-who-is-wrong scenario (such as the dreaded situation in laggy FPS games where you ceaselessly shoot someone but he doesn't take any damage.) So, all the client does is yell "Missile bays one through four, FIRE!" from time to time, and the server responds a while later with "It's a miss" or "Patrol boat sunk!"
|
Vlad Texi
|
Posted - 2011.02.24 04:18:00 -
[125]
I have no words! *tears of joy*
EX-cellent work. You should be paid well for that deep of an assignment. Come on guys, give it up! This is some excellent strides towards a smoother gameplay. Those of us who are/were developers, should have some deep appreciation for the work laid out here. Seriously. I have no "but it could use this" type comments, it's just professional work and a great step forward.
|
Markie Mark
|
Posted - 2011.02.24 17:39:00 -
[126]
Why is it, if missiles are so smart that when I have 2 or more missiles heading towards my target, if the first missile hits and destroys its target, the rest fly off into space.
Those are damned exensive T2 missiles and they are supposed to be smart. They have a maximum flight time so why dont they automatically start heading towards my next target.
Missile spamming pilots are already penalized with long flight times (70 - 100km is a good few seconds before the first shot lands on target). This could be made better if those in flight without a target automatically re-acquired a new lock.
Just a suggestion.
|
Nina Mercedez
|
Posted - 2011.02.25 13:26:00 -
[127]
The hamster jokes never get old.
|
Shurikane
|
Posted - 2011.02.25 19:47:00 -
[128]
Originally by: Markie Mark Those are damned exensive T2 missiles and they are supposed to be smart. They have a maximum flight time so why dont they automatically start heading towards my next target.
Because they don't know who you wanna shoot at next.
|
|
CCP Explorer
|
Posted - 2011.03.22 16:26:00 -
[129]
The followup has now been published in Missiles Hate My Hamsters û The Followup.
Erlendur S. Thorsteinsson Software Director EVE Online, CCP Games |
|
Duvida
Gallente The Scope
|
Posted - 2011.03.22 17:19:00 -
[130]
I have noticed that Jita seemed easier to get through lately, but didn't realize what had been done. So are we looking at 2000+ scammers, er, I mean players in there now? Learning... |
|
|
|
|
Pages: 1 2 3 4 [5] :: one page |
First page | Previous page | Next page | Last page |