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Takrolimus
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Posted - 2005.05.25 22:09:00 -
[1]
Edited by: Takrolimus on 25/05/2005 22:38:27 Edited by: Takrolimus on 25/05/2005 22:15:19 Lag ruins the game. The lag issues are what decides the outcome of every battle. Its not about skills, its not even about numbers; If your fleet jumps into a camp, noone can target, noone can shoot, noone can align, you lose.
If this is what Fleet PvP in eve is now, then its time to find a new game for PvP. If the game can no longer (it USED to be ok) handle 60 people at once, then theres very little point playing unless your idea of fun is ganks or soloing.
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Dionysus Davinci
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Posted - 2005.05.25 22:21:00 -
[2]
Edited by: Dionysus Davinci on 25/05/2005 22:21:30 It doesn't really matter. CCP is trying to nerf blob warefare if you read the last dev interview. They want to stop the who can get the most numbers online crap and actually have some tactics take play.
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Takrolimus
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Posted - 2005.05.25 22:23:00 -
[3]
Like I said, Its nothing to do with numbers. All you need to do to win is set your fleet up so they have to jump into you and deploy drones. They could have 2:1 odds and they still lose. Your right, lag does discourage blob wars, but it does not discourage BLOBBING per se, just the actual fights which were the only good thing about it.
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Mustafa Amarria
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Posted - 2005.05.25 22:41:00 -
[4]
Totally agree with this. The last few fleet battles I've been involved in, have shown me an early exit only because I lost all control of my ship thanks to the massive lag.
The mechanism that controls server power for the nodes really needs a thorough look through, because large fleet battles are not feasible for many, many players. I'd also like to add that I have a very nice system as well as a very nice internet connection, so PC lag is not what I am experiencing. I am not sure if it is just a product of my living in the US; but I doubt this is the only factor considering many euro players I've flown with have experienced the same kinds of ill effects I've succumbed to. At the moment, any kind of large scale fleet battle is just pointless for me to participate in, since I can do nothing aside from lose my ship.
CCP really needs to examine large scale fleet battles and try to optimize the server structure so that it will handle the much increased load during peak hours, in hot locations. Otherwise, anything over a 20 v 20 ship battle will continue to be increasingly unplayable for many players. |

Union Jack
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Posted - 2005.05.26 06:07:00 -
[5]
maybe increasing the bonuses for gang skills but limiting gang sizes for these bonuses to be effective would encourage smaller blobs |

siim
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Posted - 2005.05.26 06:45:00 -
[6]
CCP trying to nerf blobwarfare..figures.
imo 100vs100 fight can be fun if theres no lag it can be enjoyable but atm u jump in get lagged out and die before ur screen loads while ur opponents get no lag

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Acwron
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Posted - 2005.05.26 09:30:00 -
[7]
Originally by: siim
CCP trying to nerf blobwarfare..figures.
imo 100vs100 fight can be fun if theres no lag it can be enjoyable but atm u jump in get lagged out and die before ur screen loads while ur opponents get no lag

Everybody gets lag but of course those that jump in get more you are right.
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pshepherd
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Posted - 2005.05.26 10:21:00 -
[8]
Edited by: pshepherd on 26/05/2005 10:21:11 how big a fleet do you have to be in to lag? i have a moderatly decent PC, but after i turn off all effects there is virtually no lag with 50+ ships.
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Shemaul
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Posted - 2005.05.26 10:46:00 -
[9]
Originally by: pshepherd Edited by: pshepherd on 26/05/2005 10:21:11 how big a fleet do you have to be in to lag? i have a moderatly decent PC, but after i turn off all effects there is virtually no lag with 50+ ships.
Agree. In almost every PvP online game (no matter EVE or Quake 3) turn down all effects and detail always help. The bad thing is that eve is graphically awesome, so is really a pain turn off all the good stuff.
I heard somewhere that a good solution could be to make your pc not loading all the ships textures, but dunno if it was a devs idea or some players' ones.
Anyway, to make ALL graphic more scalable (imagine Quake at full graphic or at Frag-god mode details) could be really helpfull for low-end pc's
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Ohmite
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Posted - 2005.05.26 10:56:00 -
[10]
Once loaded the lag is not so bad but while loading after a jump in it is horrendous so the fleet jumping in are at a huge diasdvantage.
Due to this disadvantage, numbers 3:1 are needed as alot of people wake up in the clone station as soon as they are loaded without seeing a single ship.
THe idea by someone was to have a facility so you can gang jump and let the the gang leader have a command to un-cloak,so he can wait until most of his forces are loaded. This sounds a neat solution to the lag at jump in if it was possible.
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siim
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Posted - 2005.05.26 11:01:00 -
[11]
Originally by: pshepherd Edited by: pshepherd on 26/05/2005 10:21:11 how big a fleet do you have to be in to lag? i have a moderatly decent PC, but after i turn off all effects there is virtually no lag with 50+ ships.
no. its not ur PC or effects
you jump in u get lagged out and warp to deadspace and ur ship gets blown up.
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Martin Gore
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Posted - 2005.05.26 13:55:00 -
[12]
How about the ships that jump in only appear to everyone after the ship jumping in has loaded everything that it needs to.
So the people waiting for the ships to jump in would only see them when the ships jumping in had loaded all the data needed.
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siim
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Posted - 2005.05.26 14:50:00 -
[13]
Originally by: Martin Gore How about the ships that jump in only appear to everyone after the ship jumping in has loaded everything that it needs to.
So the people waiting for the ships to jump in would only see them when the ships jumping in had loaded all the data needed.
heh u cant because for some reason u get warped to deadspace
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Matthew
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Posted - 2005.05.26 15:01:00 -
[14]
Originally by: siim heh u cant because for some reason u get warped to deadspace
I believe that happens because it takes so long to load the jump thanks to server lag, that the client disconnect timer expires, so the server think you logged out/crashed because the client isn't sending anything.....when in reality, the client is waiting for data from the server!
For the jump-in lag management feature, correcting this wouldn't be hard.
Lag breaks stuff 
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Hast
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Posted - 2005.05.26 15:05:00 -
[15]
Originally by: siim
Originally by: Martin Gore How about the ships that jump in only appear to everyone after the ship jumping in has loaded everything that it needs to.
So the people waiting for the ships to jump in would only see them when the ships jumping in had loaded all the data needed.
heh u cant because for some reason u get warped to deadspace
If you use longer then a certain time (think its 2 minutes) then the server thinks you have disconnected and warps you to a random spot 1 au from the spot you "logged" out of, the same way that you get warped out if you log out or get disconnected.
And another problem for me was that I wasnt done loading when my screen unfroze, and only half the enemy fleet appeared on my overview... so I could not find the target called.
The overview was so lagged that everytime I tried to target something I accidently targetted a different target.
The main problem with fleetbattle lag is loading the grid. especially when jumping through a gate. therefor camping a gate at the jump in with a huge blob + warp disruptors + drones = win 
and there is no way of countering it.
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theRaptor
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Posted - 2005.05.26 15:05:00 -
[16]
Originally by: Dionysus Davinci It doesn't really matter. CCP is trying to nerf blob warefare if you read the last dev interview. They want to stop the who can get the most numbers online crap and actually have some tactics take play.
Which is totally impossible unless they are going to have a GM make sure the sides are balanced before guns can be fired. If they size limit gangs it means little, as gangs currently don't give much (gang warp being the notable example). And people will just use more then one gang and avoid the size limits. --------------------------------------------------
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