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Maliandra
School of Applied Knowledge Caldari State
12
|
Posted - 2013.09.15 07:47:00 -
[1] - Quote
I've read some threads about this and am yet to see a response to this question: How is it logical that using a warp disruptor raises a criminal flag but preventing someone from warping by bumping into their ship endlessly does not?
I understand bumping is not in itself an exploit, and it would be tough to place flags as how does one determine when it is appropriate to do so?
None the less this issue needs to be looked at. I don't fly freighters or do much that requires such transportation so I don't think I'm (too) biased when it comes to this. Can't ignore the faulty logic. RRing criminals flags you. Why? You are helping criminals. So... what's the bumper doing?
CCP should sit down and come up with a solution. There should be something "between" a yellow and orange flag for this and they need to find an effective way for it to exist within the game. |

Sakaron Hefdover
Science and Trade Institute Caldari State
10
|
Posted - 2013.09.15 07:58:00 -
[2] - Quote
Jita 4-4 will no longer be a market if you added consequences on bumping |

Amhra Rho
Accujac Elimination
31
|
Posted - 2013.09.15 07:59:00 -
[3] - Quote
CCP is, at least, consistent about this, in that their explanation about what provokes a criminal flag is the use of a module. Of course, that wouldn't be the case with bumping - no modules are involved. There's real reasons why your Eve character doesn't do /dance. |

Cipher Jones
The Thomas Edwards Taco Tuesday All Stars
854
|
Posted - 2013.09.15 07:59:00 -
[4] - Quote
Maliandra wrote:I've read some threads about this and am yet to see a response to this question: How is it logical that using a warp disruptor raises a criminal flag but preventing someone from warping by bumping into their ship endlessly does not?
I understand bumping is not in itself an exploit, and it would be tough to place flags as how does one determine when it is appropriate to do so?
None the less this issue needs to be looked at. I don't fly freighters or do much that requires such transportation so I don't think I'm (too) biased when it comes to this. Can't ignore the faulty logic. RRing criminals flags you. Why? You are helping criminals. So... what's the bumper doing?
CCP should sit down and come up with a solution. There should be something "between" a yellow and orange flag for this and they need to find an effective way for it to exist within the game.
This raises a really good question; "How many Calories are in human tears, and will that make me fatter than dipping my Oreo's in skim milk"? Eve is Real |

Cade Windstalker
Donohue Enterprises Ad-Astra
204
|
Posted - 2013.09.15 08:05:00 -
[5] - Quote
What exactly is supposed to be "between a yellow and orange flag"? Is that where I can only sort of shoot someone?
Plus, as you went over yourself there isn't a terribly clear way to tell when someone is bumping you maliciously and when there's just a queue to get into Jita.
CCP's policy for a long time now has been that you can not repeatedly bump a freighter to stop it from warping if you're not ganking it. If someone does this then file a GM ticket. Otherwise it's game mechanics working as intended.
If you're referring to other cases of bumping then it comes under the Harassment policy where you should first attempt to move systems and if the person follows you then you can report them. |

Tul Breetai
Impromptu Asset Requisition Insurance Fraud.
311
|
Posted - 2013.09.15 08:07:00 -
[6] - Quote
Maliandra wrote:I've read some threads about this and am yet to see a response to this question: How is it logical that using a warp disruptor raises a criminal flag but preventing someone from warping by bumping into their ship endlessly does not?
I understand bumping is not in itself an exploit, and it would be tough to place flags as how does one determine when it is appropriate to do so?
None the less this issue needs to be looked at. I don't fly freighters or do much that requires such transportation so I don't think I'm (too) biased when it comes to this. Can't ignore the faulty logic. RRing criminals flags you. Why? You are helping criminals. So... what's the bumper doing?
CCP should sit down and come up with a solution. There should be something "between" a yellow and orange flag for this and they need to find an effective way for it to exist within the game. herpaderpaderpderp well clearly it's not the "prevents warp" part that causes the criminal flag, is it? There's nothing worse than an EVE player, generally considered to be top of the food chain in the MMO world, that cannot smacktalk with wit and coherency. |

Gorn Arming
Merch Industrial Goonswarm Federation
304
|
Posted - 2013.09.15 08:08:00 -
[7] - Quote
I do wish they'd add criminal flags for repeated bumping.
That way I could repeatedly bump a freighter into a friend's ship until the freighter flags. No need for these messy ten-man ganks. |

Zappity
Kurved Space
414
|
Posted - 2013.09.15 08:39:00 -
[8] - Quote
Jita undock. Hooray, I'm l33t! -á(Kil2: "The higher their ship losses...the better they're going to be.") |

Myriad Blaze
70
|
Posted - 2013.09.15 08:42:00 -
[9] - Quote
Amhra Rho wrote:CCP is, at least, consistent about this, in that their explanation about what provokes a criminal flag is the use of a module. Of course, that wouldn't be the case with bumping - no modules are involved. Prop mod? 
SCNR  |

Kaarous Aldurald
ROC Academy The ROC
850
|
Posted - 2013.09.15 08:43:00 -
[10] - Quote
Maliandra wrote:I've read some threads about this and am yet to see a response to this question: How is it logical that using a warp disruptor raises a criminal flag but preventing someone from warping by bumping into their ship endlessly does not?
I understand bumping is not in itself an exploit, and it would be tough to place flags as how does one determine when it is appropriate to do so?
None the less this issue needs to be looked at. I don't fly freighters or do much that requires such transportation so I don't think I'm (too) biased when it comes to this. Can't ignore the faulty logic. RRing criminals flags you. Why? You are helping criminals. So... what's the bumper doing?
CCP should sit down and come up with a solution. There should be something "between" a yellow and orange flag for this and they need to find an effective way for it to exist within the game.
No.
If bumping were any form of attack, then I would sit on the undock in Jita and get people blown up endlessly. The reason is not in any way shape or form an act that flags you is because it can, and much of the time is done accidentally. Make it a hostile act and you've opened up a can of worms you really don't want the smart, mean people in this game to have access to.
Just have someone double-web your ship to cut your time to warp. It's beyond easy. Not posting on my main, and loving it.-á Because free speech.-á |

Infinity Ziona
Cloakers
407
|
Posted - 2013.09.15 08:48:00 -
[11] - Quote
Kaarous Aldurald wrote:Maliandra wrote:I've read some threads about this and am yet to see a response to this question: How is it logical that using a warp disruptor raises a criminal flag but preventing someone from warping by bumping into their ship endlessly does not?
I understand bumping is not in itself an exploit, and it would be tough to place flags as how does one determine when it is appropriate to do so?
None the less this issue needs to be looked at. I don't fly freighters or do much that requires such transportation so I don't think I'm (too) biased when it comes to this. Can't ignore the faulty logic. RRing criminals flags you. Why? You are helping criminals. So... what's the bumper doing?
CCP should sit down and come up with a solution. There should be something "between" a yellow and orange flag for this and they need to find an effective way for it to exist within the game. No. If bumping were any form of attack, then I would sit on the undock in Jita and get people blown up endlessly. The reason is not in any way shape or form an act that flags you is because it can, and much of the time is done accidentally. Make it a hostile act and you've opened up a can of worms you really don't want the smart, mean people in this game to have access to. Just have someone double-web your ship to cut your time to warp. It's beyond easy. Its very easy for the server to tell the difference between deliberate bumping and accidental bumping.
Deliberate -
Ship is moving at great speed. Ship is repeatedly colliding with the bumped ship while moving at great speed in a forward direction. Ship is moving away at high speed to get range for next bump. Ship is using MWD.
vs
Undocking
Ship is moving at slow speed Ship is bumping another ship at slow speed while moving up down, sideways. Ship is not moving away at high speed to get range for next bump. Ship is not using MWD.
Simple. |

Kaarous Aldurald
ROC Academy The ROC
850
|
Posted - 2013.09.15 08:52:00 -
[12] - Quote
Quote:Its very easy for the server to tell the difference between deliberate bumping and accidental bumping.
Deliberate -
Ship is moving at great speed. Ship is repeatedly colliding with the bumped ship while moving at great speed in a forward direction. Ship is moving away at high speed to get range for next bump. vs
Undocking
Ship is moving at slow speed Ship is bumping another ship at slow speed while moving up down, sideways. Ship is not moving away at high speed to get range for next bump.
Simple.
Ok, great. Now the second you tell me how to code that in a decade-old 3-dimensional underwater simulation model that was conscripted into use as a spaceship game for whom none of the original programmers still work for the company, we can get started. Not posting on my main, and loving it.-á Because free speech.-á |

Myriad Blaze
70
|
Posted - 2013.09.15 08:54:00 -
[13] - Quote
Infinity Ziona wrote: Its very easy for the server to tell the difference between deliberate bumping and accidental bumping.
Deliberate -
Ship is moving at great speed. Ship is repeatedly colliding with the bumped ship while moving at great speed in a forward direction. Ship is moving away at high speed to get range for next bump. Ship is using MWD.
vs
Undocking
Ship is moving at slow speed Ship is bumping another ship at slow speed while moving up down, sideways. Ship is not moving away at high speed to get range for next bump. Ship is not using MWD.
Simple.
I agree that it should be possible to code a proper "bumper detection method" if the devs want that ... but checking for the usuage of a MWD is not a good idea as anyone could legally activate that mod on undock. |

Zappity
Kurved Space
415
|
Posted - 2013.09.15 08:57:00 -
[14] - Quote
Um, ships are moving at maximum speed when they undock. Hooray, I'm l33t! -á(Kil2: "The higher their ship losses...the better they're going to be.") |

Pak Narhoo
Splinter Foundation
1071
|
Posted - 2013.09.15 09:00:00 -
[15] - Quote
Great idea! Making EVE even less harsh as it is.
 |

Fellout
Blue-Fire Confederation of xXPIZZAXx
0
|
Posted - 2013.09.15 09:16:00 -
[16] - Quote
This is lulz worthy. Tho on the bright side if someone bumps a titan they should light up and FCs can primary blues for being stupids |

Lady Areola Fappington
New Order Logistics CODE.
524
|
Posted - 2013.09.15 09:18:00 -
[17] - Quote
Myriad Blaze wrote:I agree that it should be possible to code a proper "bumper detection method" if the devs want that ... but checking for the usuage of a MWD is not a good idea as anyone could legally activate that mod on undock.
Lets say two soccer balls are rolling down the streat, and hit each other head on. Absent any other information, can you determine which one hit the other?
That's how the server sees you, as a bunch of different sized balls bouncing around a grid. If you can derive "intent to bump" out of just that, more power to you.
Don't forget, a computer cannot judge intent. Anything you get to protect yourself, I get to use too. Lets say CCP makes "Faster moving ship=bumper". Well, I'll just take a speedy interceptor, park it at a dead stop in front of your barge/freighter/orca, and wait for CONCORD to do the killing work for me, when you trigger the bumping flag.
CCP has an excellent system in place, that protects both sides. Bumpers can bump, till it's shown they are going out of their way to target one person. To invoke that rule, the bumpee has to make an effort to escape being bumped (the current definition we use for escape is "Move far enough away that the bumpers must use locator agents to find you." Don't worry miners, I'm here to help!
|

Herzog Wolfhammer
Sigma Special Tactics Group
3401
|
Posted - 2013.09.15 09:19:00 -
[18] - Quote
Ah yes a "Sandbox versus litterbox" level debate.
How about a compromise?
Since bumping is a means of delaying a ship until the ganksquad arrives, how about the corp owning the bumped ship have a one-button instant wardec capability when this occures?
Give them a chance to be their own concord if criminal flags appear to be "unfair".
It's kind of funny that they have been whittled down to bumping. I've seen aspie alphas go into strange territory when unable to bully people in RL as well. |

Gray Spike
Sebiestor Tribe Minmatar Republic
0
|
Posted - 2013.09.15 09:20:00 -
[19] - Quote
i think it would be easy. if a prop mod is ON, and you are set to green. you pass or have no effect and you bounce off. If a prop mod is ON and you are set to yellow/red you get a suspect flag for causing a ship to go out of alignment if it was in warp spool up. If a prop mod is ON, you are set to yellow/red, have a suspect flag active due to bumping a ship out of alignment during a warp spool up, and the ship you bumped gets attacked, you get a criminal flag.
Ships now gain a stackable buff that is transferred to other ships that has a 60 second cooldown. If a ship bumps into the ship with the buff, the ship doing the bumping will receive a 60 second bump timer that refreshes for each bump. Once a certain limit is reached, that ship will have no further bump effect on other ships for the duration of the buff. Once the limit has been reached, the buff no longer refreshes. The duration of the lock out can be reduced by green, yellow or red status.
Buff on the main target only increases by 1 stack each time it is it knocked out of alignment. Bumps that push the ship towards alignment do not increase the stack.
If a prop mod is OFF, and you are set to green, lock out will be 60 seconds. If a prop mod is OFF, and you are set to yellow/red, lock out will be 10 seconds, and will receive suspect flag once the limit has been reached. If the target ship gets attacked while having the buff on, you will receive a criminal flag.
The stacks timers are based on the host ship. If the host ships bump timers go away and the ship gets attacked, the bumpers will not receive the criminal flag.
What this means for stations: If a bump party happens, and everybody is set to green, the bump fiasco will resolve itself. In doing so, it will mean that a bump from an outside will have a larger effect due to the target ship not losing energy due to bouncing off the other ships. It also means bump locks get taken care of automatically.
This has no effect in low/null sec, since concord isn't there to enforce this new policy. |

Lugalbandak
Anunnaku Industrial Corp. Northern Associates.
110
|
Posted - 2013.09.15 09:25:00 -
[20] - Quote
No freighters should be really easy to gank in high sec , thats balance. The police horse is the only animal in the world that haz his male genitals on his back |

Infinity Ziona
Cloakers
407
|
Posted - 2013.09.15 09:33:00 -
[21] - Quote
Kaarous Aldurald wrote:Quote:Its very easy for the server to tell the difference between deliberate bumping and accidental bumping.
Deliberate -
Ship is moving at great speed. Ship is repeatedly colliding with the bumped ship while moving at great speed in a forward direction. Ship is moving away at high speed to get range for next bump. vs
Undocking
Ship is moving at slow speed Ship is bumping another ship at slow speed while moving up down, sideways. Ship is not moving away at high speed to get range for next bump.
Simple. Ok, great. Now the second you tell me how to code that in a decade-old 3-dimensional underwater simulation model that was conscripted into use as a spaceship game for whom none of the original programmers still work for the company, we can get started.
Pretty easy
CollisionCnt = 0
On Collision
If ship1.LastCollision - Timer = 0 then ship1.CollisionCnt = 0
IF ship1.speed > SpeedLimit AND ship2.speed < SpeedLimit AND Ship1.MwdActive = TRUE THEN Ship1.CollisionCnt = Ship1.CollisionCnt + 1
If CollisionCnt > MaxCollisionsAllowed then Ship1.SuspectFlag = TRUE
How many times have you ever collided repeatedly with a ship at speed while your microwarpdrive was active?? |

Myriad Blaze
70
|
Posted - 2013.09.15 09:55:00 -
[22] - Quote
Lady Areola Fappington wrote:Myriad Blaze wrote:I agree that it should be possible to code a proper "bumper detection method" if the devs want that ... but checking for the usuage of a MWD is not a good idea as anyone could legally activate that mod on undock. Lets say two soccer balls are rolling down the streat, and hit each other head on. Absent any other information, can you determine which one hit the other? That's how the server sees you, as a bunch of different sized balls bouncing around a grid. If you can derive "intent to bump" out of just that, more power to you. Don't forget, a computer cannot judge intent. Anything you get to protect yourself, I get to use too. Lets say CCP makes "Faster moving ship=bumper". Well, I'll just take a speedy interceptor, park it at a dead stop in front of your barge/freighter/orca, and wait for CONCORD to do the killing work for me, when you trigger the bumping flag. CCP has an excellent system in place, that protects both sides. Bumpers can bump, till it's shown they are going out of their way to target one person. To invoke that rule, the bumpee has to make an effort to escape being bumped (the current definition we use for escape is "Move far enough away that the bumpers must use locator agents to find you." You are reading more into my post than I wrote and if you believe that you can not code a method to deal with bumping - if you want such a method - you would be plain wrong. |

Kaarous Aldurald
ROC Academy The ROC
851
|
Posted - 2013.09.15 09:55:00 -
[23] - Quote
Infinity Ziona wrote:Kaarous Aldurald wrote:Quote:Its very easy for the server to tell the difference between deliberate bumping and accidental bumping.
Deliberate -
Ship is moving at great speed. Ship is repeatedly colliding with the bumped ship while moving at great speed in a forward direction. Ship is moving away at high speed to get range for next bump. vs
Undocking
Ship is moving at slow speed Ship is bumping another ship at slow speed while moving up down, sideways. Ship is not moving away at high speed to get range for next bump.
Simple. Ok, great. Now the second you tell me how to code that in a decade-old 3-dimensional underwater simulation model that was conscripted into use as a spaceship game for whom none of the original programmers still work for the company, we can get started. Pretty easy CollisionCnt = 0 On Collision If ship1.LastCollision - Timer = 0 then ship1.CollisionCnt = 0 IF ship1.speed > SpeedLimit AND ship2.speed < SpeedLimit AND Ship1.MwdActive = TRUE THEN Ship1.CollisionCnt = Ship1.CollisionCnt + 1 If CollisionCnt > MaxCollisionsAllowed then Ship1.SuspectFlag = TRUE How many times have you ever collided repeatedly with a ship at speed while your microwarpdrive was active??
To answer your question, while undocking I have done it plenty of times. You ever been to Jita? Seen the traffic in that station during peak times? I could rack up a killboard so green you could see it from space if bumping could flag someone.
Secondly, oh, wonderful, I see that EVE runs on basic IF>THEN statements!. Praise be to Infinity Ziona, who has saved us all from the vagaries of 3D representative modeling code and fluidic physics engines!
You really are an idiot, you know that, right? Did you expect me to believe that tripe?
Honestly, when I saw that I almost swallowed my tongue laughing at you. You have just proved, beyond a shadow of a doubt, that you have no idea what you are talking about. Not posting on my main, and loving it.-á Because free speech.-á |

Kaarous Aldurald
ROC Academy The ROC
851
|
Posted - 2013.09.15 09:57:00 -
[24] - Quote
Quote:You are reading more into my post than I wrote and if you believe that you can not code a method to deal with bumping - if you want such a method - you are plain wrong.
They've outright said in the past that they are having trouble trying to fix POS'es because the guys who coded the game back then are long gone from the company, the code is ludicrously complicated, and they didn't leave notes.
Seems pretty clear cut to me.
Oh, and I love how many wannabe programmers there are, who think you can just wave a sparkly magic wand and your programmers can accomplish whatever your little heart desires. Not posting on my main, and loving it.-á Because free speech.-á |

Myriad Blaze
70
|
Posted - 2013.09.15 10:07:00 -
[25] - Quote
Kaarous Aldurald wrote:Quote:You are reading more into my post than I wrote and if you believe that you can not code a method to deal with bumping - if you want such a method - you are plain wrong. They've outright said in the past that they are having trouble trying to fix POS'es because the guys who coded the game back then are long gone from the company, the code is ludicrously complicated, and they didn't leave notes. Seems pretty clear cut to me. Oh, and I love how many wannabe programmers there are, who think you can just wave a sparkly magic wand and your programmers can accomplish whatever your little heart desires. Not sure what your problem is. All I said is that you CAN code a method to detect bumping if you want that. I didn't say it would be easy nor did I say that it should be done. And while we're at it, there are already ideas in this thread that might work. All I say is that it's POSSIBLE if you really want such a method.
|

Kaarous Aldurald
ROC Academy The ROC
851
|
Posted - 2013.09.15 10:13:00 -
[26] - Quote
Myriad Blaze wrote:Kaarous Aldurald wrote:Quote:You are reading more into my post than I wrote and if you believe that you can not code a method to deal with bumping - if you want such a method - you are plain wrong. They've outright said in the past that they are having trouble trying to fix POS'es because the guys who coded the game back then are long gone from the company, the code is ludicrously complicated, and they didn't leave notes. Seems pretty clear cut to me. Oh, and I love how many wannabe programmers there are, who think you can just wave a sparkly magic wand and your programmers can accomplish whatever your little heart desires. Not sure what your problem is. All I said is that you CAN code a method to detect bumping if you want that. I didn't say it would be easy nor did I say that it should be done. And while we're at it, there are already ideas in this thread that might work. All I say is that it's POSSIBLE if you really want such a method.
It's also possible that Paraguay might fund the next moon landing. It's possible I might get run over by a semi in the city park.
But, they've not only said that they consider bumping to be fine and an example of emergent gameplay, they also referenced several times, that because the original programmers are all gone that there isn't much they can do to change the engine.
Why else do you think the most complicated code they've added to the game in a long time is loot spew? Otherwise most of what they change are ship stats, which aside from the artwork are little more than several reference tables (as EFT has shown us). Valkyrie is a good example of that as well. Some of their guys working in their spare time can build an engine from the ground up more easily and more quickly than they can develop changes for the existing one. Not posting on my main, and loving it.-á Because free speech.-á |

Myriad Blaze
70
|
Posted - 2013.09.15 10:41:00 -
[27] - Quote
Kaarous Aldurald wrote:Myriad Blaze wrote:Kaarous Aldurald wrote:Quote:You are reading more into my post than I wrote and if you believe that you can not code a method to deal with bumping - if you want such a method - you are plain wrong. They've outright said in the past that they are having trouble trying to fix POS'es because the guys who coded the game back then are long gone from the company, the code is ludicrously complicated, and they didn't leave notes. Seems pretty clear cut to me. Oh, and I love how many wannabe programmers there are, who think you can just wave a sparkly magic wand and your programmers can accomplish whatever your little heart desires. Not sure what your problem is. All I said is that you CAN code a method to detect bumping if you want that. I didn't say it would be easy nor did I say that it should be done. And while we're at it, there are already ideas in this thread that might work. All I say is that it's POSSIBLE if you really want such a method. It's also possible that Paraguay might fund the next moon landing. It's possible I might get run over by a semi in the city park. But, they've not only said that they consider bumping to be fine and an example of emergent gameplay, they also referenced several times, that because the original programmers are all gone that there isn't much they can do to change the engine. Why else do you think the most complicated code they've added to the game in a long time is loot spew? Otherwise most of what they change are ship stats, which aside from the artwork are little more than several reference tables (as EFT has shown us). Valkyrie is a good example of that as well. Some of their guys working in their spare time can build an engine from the ground up more easily and more quickly than they can develop changes for the existing one.
You seem to be the guy who said "they will never get it up" when the Wright brothers tried to launch their plane. And after it's launch your only comment would have been "they will never bring it down". 
There's usually more than one approach to accomplish something. The question is usually not "can it be done?" but "how much does it cost?" ... and immediatly after that "is it worth it?". And as time goes by the answers to these questions can change. As long as the devs think bumping is fine as it is, they won't change it (that's obvious). But there are examples that the devs changed their minds about certain things. And if someone in charge comes to the conclusion that bumping needs to be changed, it will be changed (there should be no doubt about that).
|

Lady Areola Fappington
New Order Logistics CODE.
524
|
Posted - 2013.09.15 10:53:00 -
[28] - Quote
Kaarous Aldurald wrote:Myriad Blaze wrote:Kaarous Aldurald wrote:Quote:You are reading more into my post than I wrote and if you believe that you can not code a method to deal with bumping - if you want such a method - you are plain wrong. They've outright said in the past that they are having trouble trying to fix POS'es because the guys who coded the game back then are long gone from the company, the code is ludicrously complicated, and they didn't leave notes. Seems pretty clear cut to me. Oh, and I love how many wannabe programmers there are, who think you can just wave a sparkly magic wand and your programmers can accomplish whatever your little heart desires. Not sure what your problem is. All I said is that you CAN code a method to detect bumping if you want that. I didn't say it would be easy nor did I say that it should be done. And while we're at it, there are already ideas in this thread that might work. All I say is that it's POSSIBLE if you really want such a method. It's also possible that Paraguay might fund the next moon landing. It's possible I might get run over by a semi in the city park. But, they've not only said that they consider bumping to be fine and an example of emergent gameplay, they also referenced several times, that because the original programmers are all gone that there isn't much they can do to change the engine. Why else do you think the most complicated code they've added to the game in a long time is loot spew? Otherwise most of what they change are ship stats, which aside from the artwork are little more than several reference tables (as EFT has shown us). Valkyrie is a good example of that as well. Some of their guys working in their spare time can build an engine from the ground up more easily and more quickly than they can develop changes for the existing one.
Amusingly, every programmer I've known who work on games, the absolute core rule has been "Don't touch the physics engine unless you absolutely must!" I expect CCP is the same, and since CCP has a system they're satisfied with....
It's always people who've never been near the industry who scream "Code, fix it, it's EASY do it!" Normally followed by a rant about wasting "dev time" when the art team makes something new. Don't worry miners, I'm here to help!
|

Infinity Ziona
Cloakers
407
|
Posted - 2013.09.15 10:53:00 -
[29] - Quote
Kaarous Aldurald wrote:Infinity Ziona wrote:Kaarous Aldurald wrote:Quote:Its very easy for the server to tell the difference between deliberate bumping and accidental bumping.
Deliberate -
Ship is moving at great speed. Ship is repeatedly colliding with the bumped ship while moving at great speed in a forward direction. Ship is moving away at high speed to get range for next bump. vs
Undocking
Ship is moving at slow speed Ship is bumping another ship at slow speed while moving up down, sideways. Ship is not moving away at high speed to get range for next bump.
Simple. Ok, great. Now the second you tell me how to code that in a decade-old 3-dimensional underwater simulation model that was conscripted into use as a spaceship game for whom none of the original programmers still work for the company, we can get started. Pretty easy CollisionCnt = 0 On Collision If ship1.LastCollision - Timer = 0 then ship1.CollisionCnt = 0 IF ship1.speed > SpeedLimit AND ship2.speed < SpeedLimit AND Ship1.MwdActive = TRUE THEN Ship1.CollisionCnt = Ship1.CollisionCnt + 1 If CollisionCnt > MaxCollisionsAllowed then Ship1.SuspectFlag = TRUE How many times have you ever collided repeatedly with a ship at speed while your microwarpdrive was active?? To answer your question, while undocking I have done it plenty of times. You ever been to Jita? Seen the traffic in that station during peak times? I could rack up a killboard so green you could see it from space if bumping could flag someone. Secondly, oh, wonderful, I see that EVE runs on basic IF>THEN statements!. Praise be to Infinity Ziona, who has saved us all from the vagaries of 3D representative modeling code and fluidic physics engines! You really are an idiot, you know that, right? Did you expect me to believe that tripe? Honestly, when I saw that I almost swallowed my tongue laughing at you. You have just proved, beyond a shadow of a doubt, that you have no idea what you are talking about. Firstly you are saying that you have accidentally and repeatedly collided with the same ship at MWD speed over and over again while undocking? I say you haven't.
Secondly, that is not BASIC code lol, that's psudocode, I program in C, C++, Visual C, Visual Basic and BASIC. I was actually a teacher for 10 years at TAFE here in Australia and taught it. The code above is more OOP C like code than BASIC though.
:) |

Rhivre
TarNec Invisible Exchequer
410
|
Posted - 2013.09.15 10:56:00 -
[30] - Quote
So, when I am burning to a gate, in my inty and a freighter lands in front of me, I should get flagged?
Also, I have repeatedly bumped freighters off the undock in my freighter, its a common occurrence at a congested station, so, red flags all round? |

Infinity Ziona
Cloakers
407
|
Posted - 2013.09.15 11:00:00 -
[31] - Quote
Lady Areola Fappington wrote:Kaarous Aldurald wrote:Myriad Blaze wrote:Kaarous Aldurald wrote:Quote:You are reading more into my post than I wrote and if you believe that you can not code a method to deal with bumping - if you want such a method - you are plain wrong. They've outright said in the past that they are having trouble trying to fix POS'es because the guys who coded the game back then are long gone from the company, the code is ludicrously complicated, and they didn't leave notes. Seems pretty clear cut to me. Oh, and I love how many wannabe programmers there are, who think you can just wave a sparkly magic wand and your programmers can accomplish whatever your little heart desires. Not sure what your problem is. All I said is that you CAN code a method to detect bumping if you want that. I didn't say it would be easy nor did I say that it should be done. And while we're at it, there are already ideas in this thread that might work. All I say is that it's POSSIBLE if you really want such a method. It's also possible that Paraguay might fund the next moon landing. It's possible I might get run over by a semi in the city park. But, they've not only said that they consider bumping to be fine and an example of emergent gameplay, they also referenced several times, that because the original programmers are all gone that there isn't much they can do to change the engine. Why else do you think the most complicated code they've added to the game in a long time is loot spew? Otherwise most of what they change are ship stats, which aside from the artwork are little more than several reference tables (as EFT has shown us). Valkyrie is a good example of that as well. Some of their guys working in their spare time can build an engine from the ground up more easily and more quickly than they can develop changes for the existing one. Amusingly, every programmer I've known who work on games, the absolute core rule has been "Don't touch the physics engine unless you absolutely must!" I expect CCP is the same, and since CCP has a system they're satisfied with.... It's always people who've never been near the industry who scream "Code, fix it, it's EASY do it!" Normally followed by a rant about wasting "dev time" when the art team makes something new. Its not the physics engine at all. The physics don't need to change. Its a detection method for bumping which has nothing to do with the EvE physics.
|

Kaarous Aldurald
ROC Academy The ROC
851
|
Posted - 2013.09.15 11:03:00 -
[32] - Quote
Quote:Firstly you are saying that you have accidentally and repeatedly collided with the same ship at MWD speed over and over again while undocking? I say you haven't.
EVE while drunk. It's a whole other game.
Quote:Secondly, that is not BASIC code lol, that's psudocode, I program in C, C++, Visual C, Visual Basic and BASIC. I was actually a teacher for 10 years at TAFE here in Australia and taught it. The code above is more OOP C like code than BASIC though.
I didn't say code, I said statement. Mouth, meet foot.
Secondly, I also didn't say "Basic" the code. Basic, as in, introductory.
Quote:Its not the physics engine at all. The physics don't need to change. Its a detection method for bumping which has nothing to do with the EvE physics.
"This just in, collision detection is decoupled from the physics engine, and the sky is actually red." Not posting on my main, and loving it.-á Because free speech.-á |

Infinity Ziona
Cloakers
407
|
Posted - 2013.09.15 11:04:00 -
[33] - Quote
Rhivre wrote:So, when I am burning to a gate, in my inty and a freighter lands in front of me, I should get flagged?
Also, I have repeatedly bumped freighters off the undock in my freighter, its a common occurrence at a congested station, so, red flags all round? No. My pseudo-code has a variable that counts the number of times you have bumped the same person while moving at MWD speeds. It also has a timer which resets the variable to 0 after an unspecified time. And it has a mechinism for flagging a person as suspect after the variable reaches an unspecified number of bumps.
Where did you get you'll be flagged bumping someone once at undock from when that doesn't meet any of the requirements for flagging, even if you bumped them 500,000 times it still wouldn't? |

Lady Areola Fappington
New Order Logistics CODE.
525
|
Posted - 2013.09.15 11:07:00 -
[34] - Quote
Infinity Ziona wrote: Firstly you are saying that you have accidentally and repeatedly collided with the same ship at MWD speed over and over again while undocking? I say you haven't.
Secondly, that is not BASIC code lol, that's psudocode, I program in C, C++, Visual C, Visual Basic and BASIC. I was actually a teacher for 10 years at TAFE here in Australia and taught it. The code above is more OOP C like code than BASIC though.
:)
OK, so we implement the "MWD=bumping" code. Bumpers promptly come up with a system using plates and overdrives. Might be a little slower, but hey, we just replace that with numbers.
How bout if I just shut down the MWD before the actual collision? Also, where are we getting the extra clock cycles from, to do these interacting physics to active module checks. Tis a little more complex than the current system. No, the current system doesn't check for active modules when it comes to bumping. Activating a MWD changes stats on the ship, which is much easier to do the compares on. In fact, from my own poking, I don't think there's any direct checks from physics model to modules. The modules change a DB entry for ship stats, that the physics engine looks at when needed. "When needed" is lots easier on a DB system than "real-time". Don't worry miners, I'm here to help!
|

Infinity Ziona
Cloakers
407
|
Posted - 2013.09.15 11:07:00 -
[35] - Quote
Kaarous Aldurald wrote:Quote:Firstly you are saying that you have accidentally and repeatedly collided with the same ship at MWD speed over and over again while undocking? I say you haven't. EVE while drunk. It's a whole other game. Quote:Secondly, that is not BASIC code lol, that's psudocode, I program in C, C++, Visual C, Visual Basic and BASIC. I was actually a teacher for 10 years at TAFE here in Australia and taught it. The code above is more OOP C like code than BASIC though. I didn't say code, I said statement. Mouth, meet foot. Secondly, I also didn't say "Basic" the code. Basic, as in, introductory. Quote:Its not the physics engine at all. The physics don't need to change. Its a detection method for bumping which has nothing to do with the EvE physics. "This just in, collision detection is decoupled from the physics engine, and the sky is actually red." You're unfortunately making a fool of yourself and you fail to realise it :)
|

Tippia
Sunshine and Lollipops
16470
|
Posted - 2013.09.15 11:20:00 -
[36] - Quote
Maliandra wrote:How is it logical that using a warp disruptor raises a criminal flag but preventing someone from warping by bumping into their ship endlessly does not? One is an offensive module that triggers all kinds of mechanisms on behalf of both the target and the aggressor, the other does not.
Quote:CCP should sit down and come up with a solution. What's the problem?
GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Infinity Ziona
Cloakers
407
|
Posted - 2013.09.15 11:25:00 -
[37] - Quote
Lady Areola Fappington wrote:Infinity Ziona wrote: Firstly you are saying that you have accidentally and repeatedly collided with the same ship at MWD speed over and over again while undocking? I say you haven't.
Secondly, that is not BASIC code lol, that's psudocode, I program in C, C++, Visual C, Visual Basic and BASIC. I was actually a teacher for 10 years at TAFE here in Australia and taught it. The code above is more OOP C like code than BASIC though.
:)
OK, so we implement the "MWD=bumping" code. Bumpers promptly come up with a system using plates and overdrives. Might be a little slower, but hey, we just replace that with numbers. How bout if I just shut down the MWD before the actual collision? Also, where are we getting the extra clock cycles from, to do these interacting physics to active module checks. Tis a little more complex than the current system. No, the current system doesn't check for active modules when it comes to bumping. Activating a MWD changes stats on the ship, which is much easier to do the compares on. In fact, from my own poking, I don't think there's any direct checks from physics model to modules. The modules change a DB entry for ship stats, that the physics engine looks at when needed. "When needed" is lots easier on a DB system than "real-time". Plates and overdrives won't work like a MWD'ing Mach.
Its not like there will be more thousands of people bumping lol. I'm sure the cluster can handle a few checks when ships collide. They already do. Even at peak hour there's probably 50 people bumping at undock in Jita. If you consider 50 people bumping, that's 100 tasks for the server.
If you consider one person entering system, that's (lets say there are 2000 people in local) the server has to do 2000 tasks just to update everyone with the new person. Every message in local 2000 tasks and so on. Every time a person undocks, everyone on grid needs to see them, all overviews need to see them and so on. Its miniscule in comparison.
Its not anything to do with the physics model. Its collision detection. I don't how EvE does it and you don't either but I doubt the collision detection is intertwined with the physics code itself.
It would be more likely that when a collision detection function detects a collision, the function generates a call to the physics engine to update it so that it changes velocity, applies whatever friction it needs, changes the angle of the ships travel.
Programming is modular. Its all divided into functions. The functions usually are as independent of each other as possible which is called loose coupling. Its like that so you can change a function, say collision detection, and you get as little carry over to other functions as possible.
Edit: as to the deactivating MWD, it would be extremely difficult to calculate a point to start mwd and deactivate it before a) you hit the ship and b) before it turns off and you decelerate. MWD don't just switch off instantly. |

Liafcipe9000
Smeghead Empire
10056
|
Posted - 2013.09.15 11:31:00 -
[38] - Quote
because bump You may gain the knowledge, but you will lose your belief, with all its mystery and comfort. If there was proof, absolute and certain, there is an afterlife, why not quit this life, and be done with it? Ponder about these things all your life, and you're a philosopher. Compress these ponderings into a couple of pages, and you'll go mad. |

Lady Areola Fappington
New Order Logistics CODE.
526
|
Posted - 2013.09.15 11:42:00 -
[39] - Quote
Infinity Ziona wrote: Plates and overdrives won't work like a MWD'ing Mach.
Its not like there will be more thousands of people bumping lol. I'm sure the cluster can handle a few checks when ships collide. They already do. Even at peak hour there's probably 50 people bumping at undock in Jita. If you consider 50 people bumping, that's 100 tasks for the server.
If you consider one person entering system, that's (lets say there are 2000 people in local) the server has to do 2000 tasks just to update everyone with the new person. Every message in local 2000 tasks and so on. Every time a person undocks, everyone on grid needs to see them, all overviews need to see them and so on. Its miniscule in comparison.
Its not anything to do with the physics model. Its collision detection. I don't how EvE does it and you don't either but I doubt the collision detection is intertwined with the physics code itself.
It would be more likely that when a collision detection function detects a collision, the function generates a call to the physics engine to update it so that it changes velocity, applies whatever friction it needs, changes the angle of the ships travel.
Programming is modular. Its all divided into functions. The functions usually are as independent of each other as possible which is called loose coupling. Its like that so you can change a function, say collision detection, and you get as little carry over to other functions as possible.
Step one, it isn't the cluster handling the bumps, it's that single shard running the system. Jits is on it's own speshul system, so using that as a comparison is right out.
Collision detection *IS* the physics model. I mean, that's the PRIME job of a physics engine, is to work out collisions.
Also, again IIRC, there is no friction in EVE collision. Someone worked out the math long ago, but the rebound is simply done via a percent comparison based off of mass and velocity. This is why MWD works so well for bumping, it adds both.
Yes, programming is modular in a perfect world, in brand new code straight off the CVS. Now add ten years of patches, hacks hooks, and "just make it works".
You've still danced around exactly what I proposed. Rather than a simple DB call and compare at the (as you put it yourself) the rare instance of intentional collision, you want to install an overarching real-time module to physics engine check that does not currently exist. We're also doing this when the vast majority of the EVE playerbase, and CCP itself is happy with the current system of human evaluation of intent, if-when needed.
Anyway, lets say we install your system. After X MWD in Y timeframe, CONCORD shows up and kills the bumpers. No problem. I'll only bump in Y+1 time, and bring enough buddies to fill in the time. Make 5 minutes your timeframe, sure. I'll bring 25 buddies to bump (not hard at all). That's a bump per 15 seconds.
Any code fix you try to employ, is a fix I can work around. The only way to stop bumping is to ban it, and...CCP likes bumping. They've coined it as the "poor man's point" and toss it up as an example of unplanned emergent gameplay. Don't worry miners, I'm here to help!
|

Lord LazyGhost
Pissed Every Night Including Sundays
91
|
Posted - 2013.09.15 11:45:00 -
[40] - Quote
what is not logical is that somthing the size of a interceptor can fly at 5k mps and slab into the size of something the size of a freighter and take no damage. That's like saying right i have a speed boat i am going to crash into the side of this oil tanker to move it. speed boat would just go pop. |

Shalua Rui
Rui Freelance Mining
20847
|
Posted - 2013.09.15 11:49:00 -
[41] - Quote
Lord LazyGhost wrote:what is not logical is that somthing the size of a interceptor can fly at 5k mps and slab into the size of something the size of a freighter and take no damage. That's like saying right i have a speed boat i am going to crash into the side of this oil tanker to move it. speed boat would just go pop.
Yea, well, that's the way the game handles collisions... CCP will, maybe revisit the concept of it at somepoint, but for now, that's how it is. "ginger forum goddess, space gypsy and stone nibbler extraordinaire!" Shalua Rui - CEO and founder of Rui Freelance Mining (RFLM)
Feature ideas I had/endorse: Crew Managment, Orcas as mobile Bases |

baltec1
Bat Country
8002
|
Posted - 2013.09.15 11:50:00 -
[42] - Quote
People trying to fix things that are not broken. |

baltec1
Bat Country
8002
|
Posted - 2013.09.15 11:51:00 -
[43] - Quote
Uugghh. |

Infinity Ziona
Cloakers
407
|
Posted - 2013.09.15 12:02:00 -
[44] - Quote
Lady Areola Fappington wrote:Infinity Ziona wrote: Plates and overdrives won't work like a MWD'ing Mach.
Its not like there will be more thousands of people bumping lol. I'm sure the cluster can handle a few checks when ships collide. They already do. Even at peak hour there's probably 50 people bumping at undock in Jita. If you consider 50 people bumping, that's 100 tasks for the server.
If you consider one person entering system, that's (lets say there are 2000 people in local) the server has to do 2000 tasks just to update everyone with the new person. Every message in local 2000 tasks and so on. Every time a person undocks, everyone on grid needs to see them, all overviews need to see them and so on. Its miniscule in comparison.
Its not anything to do with the physics model. Its collision detection. I don't how EvE does it and you don't either but I doubt the collision detection is intertwined with the physics code itself.
It would be more likely that when a collision detection function detects a collision, the function generates a call to the physics engine to update it so that it changes velocity, applies whatever friction it needs, changes the angle of the ships travel.
Programming is modular. Its all divided into functions. The functions usually are as independent of each other as possible which is called loose coupling. Its like that so you can change a function, say collision detection, and you get as little carry over to other functions as possible.
Step one, it isn't the cluster handling the bumps, it's that single shard running the system. Jits is on it's own speshul system, so using that as a comparison is right out. Collision detection *IS* the physics model. I mean, that's the PRIME job of a physics engine, is to work out collisions. Also, again IIRC, there is no friction in EVE collision. Someone worked out the math long ago, but the rebound is simply done via a percent comparison based off of mass and velocity. This is why MWD works so well for bumping, it adds both. Yes, programming is modular in a perfect world, in brand new code straight off the CVS. Now add ten years of patches, hacks hooks, and "just make it works". You've still danced around exactly what I proposed. Rather than a simple DB call and compare at the (as you put it yourself) the rare instance of intentional collision, you want to install an overarching real-time module to physics engine check that does not currently exist. We're also doing this when the vast majority of the EVE playerbase, and CCP itself is happy with the current system of human evaluation of intent, if-when needed. Anyway, lets say we install your system. After X MWD in Y timeframe, CONCORD shows up and kills the bumpers. No problem. I'll only bump in Y+1 time, and bring enough buddies to fill in the time. Make 5 minutes your timeframe, sure. I'll bring 25 buddies to bump (not hard at all). That's a bump per 15 seconds. Any code fix you try to employ, is a fix I can work around. The only way to stop bumping is to ban it, and...CCP likes bumping. They've coined it as the "poor man's point" and toss it up as an example of unplanned emergent gameplay. You're not quite understanding. A physics engine (I don't know EvE's so I'm being general) only handles physics. It shouldn't care about MWD. It doesn't care about collisions.
If I was programming a very simple program that dealt with this stuff I would have the graphics engine (only handles graphics), a physics engine (only handles pure physics), a collision detection model (only handles collisions), a flagging system (only handles flagging).
If in my program a ship collided it would be detected by my collision detection model. The collision detection system (CDS) would call the flagging system (FS) with the ships object id (ship1, ship2), the flagging system would examine ship1 and ship2 data and do its stuff. The CDS would then call the physics engine (FE) with the same id's. The FE would examine the ship1 and ship 2 data and do its stuff. It doesn't even know that a MWD exists, it exists just to handle physics so it does it stuff based on ship1 and ship2 data. The CDS doesn't call the graphics system because that's handled by the main system which called the CDS.
As for your only bumping x number of times well true but that's infinitely better then as many times as you like. |

stoicfaux
3117
|
Posted - 2013.09.15 12:16:00 -
[45] - Quote
Plan B. The *client* checks if your Freighter spends X amount of time trying to warp, and isn't too close to a LCO, and then flags that for investigation by a human for bumping abuse (i.e. logs are automatically sent,) assuming that freighter bumping is ever against policy/ToS.
Of course, the downside is that CCP will actually need to code in logs that show something and will need to have an explicit policy on the matter that GMs can easily use.
|

Lady Areola Fappington
New Order Logistics CODE.
526
|
Posted - 2013.09.15 12:23:00 -
[46] - Quote
Infinity Ziona wrote: You're not quite understanding. A physics engine (I don't know EvE's so I'm being general) only handles physics. It shouldn't care about MWD. It doesn't care about collisions.
If I was programming a very simple program that dealt with this stuff I would have the graphics engine (only handles graphics), a physics engine (only handles pure physics), a collision detection model (only handles collisions), a flagging system (only handles flagging).
If in my program a ship collided it would be detected by my collision detection model. The collision detection system (CDS) would call the flagging system (FS) with the ships object id (ship1, ship2), the flagging system would examine ship1 and ship2 data and do its stuff. The CDS would then call the physics engine (FE) with the same id's. The FE would examine the ship1 and ship 2 data and do its stuff. It doesn't even know that a MWD exists, it exists just to handle physics so it does it stuff based on ship1 and ship2 data. The CDS doesn't call the graphics system because that's handled by the main system which called the CDS.
As for your only bumping x number of times well true but that's infinitely better then as many times as you like.
Your insistence that a physics engine doesn't handle collision detection is...wow. Even more wow with the line "I don't know EVE's so I'm being general"
As I said, you're wanting to add a bunch of real-time ties where it currently runs as-needed compares. (The system can't just compare a set of DB values and calculate response as needed, it needs to be actively pulling module information, plus physics engine ship vectors and location)
Now, before you throw another psuedo-idea proposal to fix something that isn't broken, here. EVE sees every item in the game as a sphere with a vector. If you can determine intent using just sphere and vector information, without tying in a ton of extra real-time checks (EVE is divided by system, everything that happens in a system affects all users of the system), while falling within the abilities of Stackless Python, then we have the first step in implementing your grand idea. Code us a proof of concept to look at.
Until then, you're doing the equivalent of "Just FIX IT" Don't worry miners, I'm here to help!
|

Ammzi
Love Squad Confederation of xXPIZZAXx
1467
|
Posted - 2013.09.15 12:24:00 -
[47] - Quote
Infinity Ziona wrote: Its not anything to do with the physics model. Its collision detection. I don't how EvE does it and you don't either but I doubt the collision detection is intertwined with the physics code itself.
You're re - tar - ded. quote CCP Spitfire
"Hello Im Blue,"
|

Ammzi
Love Squad Confederation of xXPIZZAXx
1467
|
Posted - 2013.09.15 12:25:00 -
[48] - Quote
Also, another thread for the Pizza gods. We are pleased. quote CCP Spitfire
"Hello Im Blue,"
|

Kaarous Aldurald
ROC Academy The ROC
854
|
Posted - 2013.09.15 12:26:00 -
[49] - Quote
Ammzi wrote:Infinity Ziona wrote: Its not anything to do with the physics model. Its collision detection. I don't how EvE does it and you don't either but I doubt the collision detection is intertwined with the physics code itself.
You're re - tar - ded.
I've been trying to tell her that for a while now. Expect a convoluted answer filled with nonsense logic. Not posting on my main, and loving it.-á Because free speech.-á |

Infinity Ziona
Cloakers
407
|
Posted - 2013.09.15 12:27:00 -
[50] - Quote
Ammzi wrote:Infinity Ziona wrote: Its not anything to do with the physics model. Its collision detection. I don't how EvE does it and you don't either but I doubt the collision detection is intertwined with the physics code itself.
You're re - tar - ded. You're reported for personal attacks and no content. |

Ammzi
Love Squad Confederation of xXPIZZAXx
1468
|
Posted - 2013.09.15 12:28:00 -
[51] - Quote
I think I hurt its feelings. quote CCP Spitfire
"Hello Im Blue,"
|

Infinity Ziona
Cloakers
407
|
Posted - 2013.09.15 12:33:00 -
[52] - Quote
Ammzi wrote:I think I hurt its feelings. Not at all. I have given my point of view, explained my reasoning politely and you have responded with a one line comment attacking me and also tried to bypass the filter. Therefore I have reported you.
If you would like to explain why you think I'm ******** for saying the collision detection is separate from the physics engine then please do so. If no you're simply trolling and being offensive. |

Mara Pahrdi
The Order of Anoyia
389
|
Posted - 2013.09.15 12:35:00 -
[53] - Quote
Bad thread full of good entertainment. Remove insurance. |

Lady Areola Fappington
New Order Logistics CODE.
527
|
Posted - 2013.09.15 12:39:00 -
[54] - Quote
Infinity Ziona wrote: Not at all. I have given my point of view, explained my reasoning politely and you have responded with a one line comment attacking me and also tried to bypass the filter. Therefore I have reported you.
If you would like to explain why you think I'm ******** for saying the collision detection is separate from the physics engine then please do so. If no you're simply trolling and being offensive.
Here, I'll do it by stealing a line from the Havok (a physics engine) website.
"Havok Physics offers the fastest, most robust collision detection and physical simulation technology available, which is why it has become the gold standard within the games industry and has been used by leading game developers in over 400 launched titles and many more in development. - See more at: http://www.havok.com/products/physics#sthash.W21KFwkG.dpuf"
Here's a second one just in case. Bullet: Bullet is a Collision Detection and Rigid Body Dynamics Library. The Library is Open Source and free for commercial use, under the zlib [LICENSE].
Duder, if a physics engine company itself says it's system does collision detection, that's good enough for me. Don't worry miners, I'm here to help!
|

Ammzi
Love Squad Confederation of xXPIZZAXx
1468
|
Posted - 2013.09.15 12:42:00 -
[55] - Quote
Infinity Ziona wrote:Ammzi wrote:I think I hurt its feelings. Not at all. I have given my point of view, explained my reasoning politely and you have responded with a one line comment attacking me and also tried to bypass the filter. Therefore I have reported you. If you would like to explain why you think I'm ******** for saying the collision detection is separate from the physics engine then please do so. If no you're simply trolling and being offensive.
I can't tell if you're being deliberately dim. If not: http://en.wikipedia.org/wiki/Collision_detection I mean, it's like saying that the forward motion of a car is due to the powers of God(s) and not the engine & friction between the wheels and surface. quote CCP Spitfire
"Hello Im Blue,"
|

Kaarous Aldurald
ROC Academy The ROC
854
|
Posted - 2013.09.15 12:43:00 -
[56] - Quote
Quote:If you would like to explain why you think I'm ******** for saying the collision detection is separate from the physics engine then please do so. If no you're simply trolling and being offensive.
Ok, you flat out made it up, and you have already demonstrated that you have some preconceived notion of what "physics engine" means with little knowledge of it's use as an industry term.
[Edit: Beaten to it, twice, and they had links too. Time for me to hit the hay, I think. Not posting on my main, and loving it.-á Because free speech.-á |

Infinity Ziona
Cloakers
407
|
Posted - 2013.09.15 12:45:00 -
[57] - Quote
Lady Areola Fappington wrote:Infinity Ziona wrote: Not at all. I have given my point of view, explained my reasoning politely and you have responded with a one line comment attacking me and also tried to bypass the filter. Therefore I have reported you.
If you would like to explain why you think I'm ******** for saying the collision detection is separate from the physics engine then please do so. If no you're simply trolling and being offensive.
Here, I'll do it by stealing a line from the Havok (a physics engine) website. "Havok Physics offers the fastest, most robust collision detection and physical simulation technology available, which is why it has become the gold standard within the games industry and has been used by leading game developers in over 400 launched titles and many more in development. - See more at: http://www.havok.com/products/physics#sthash.W21KFwkG.dpuf"Here's a second one just in case. Bullet: Bullet is a Collision Detection and Rigid Body Dynamics Library. The Library is Open Source and free for commercial use, under the zlib [LICENSE]. Duder, if a physics engine company itself says it's system does collision detection, that's good enough for me. Its system does collision detection, not its physics engine. A physics engine does physics. I could use both Havok and Bullet to do physics in a game with zero collision detection. It might have a component to do collision detection but it would be separate component because you don't want collision detection occurring when you don't have collisions. |

Ammzi
Love Squad Confederation of xXPIZZAXx
1469
|
Posted - 2013.09.15 12:47:00 -
[58] - Quote
Infinity Ziona wrote:because you don't want collision detection occurring when you don't have collisions.
Hahahhahahahahhahahahha. Alright, now I know you're trolling.
quote CCP Spitfire
"Hello Im Blue,"
|

Kaarous Aldurald
ROC Academy The ROC
854
|
Posted - 2013.09.15 12:47:00 -
[59] - Quote
TL; DR:
Infinity Ziona remains convinced that collision has nothing to with physics. Not posting on my main, and loving it.-á Because free speech.-á |

Infinity Ziona
Cloakers
407
|
Posted - 2013.09.15 12:51:00 -
[60] - Quote
Kaarous Aldurald wrote:TL; DR:
Infinity Ziona remains convinced that collision has nothing to with physics. So if I created a space game with no planets, nothing that a ship could collide with, lets say its in interstellar space, I wouldn't need a physics engine because there are no collisions :)
Oh and therefore no physics? |

Ammzi
Love Squad Confederation of xXPIZZAXx
1469
|
Posted - 2013.09.15 12:52:00 -
[61] - Quote
I found some really good quotes. I want to save Infinity Ziona from his infinite stupidity.
Quote:phys-+ics (fzks) n. 1. (used with a sing. verb) The science of matter and energy and of interactions between the two, grouped in traditional fields such as acoustics, optics, mechanics, thermodynamics, and electromagnetism, as well as in modern extensions including atomic and nuclear physics, cryogenics, solid-state physics, particle physics, and plasma physics.
Quote:mechanics plural of me-+chan-+ics (Noun) Noun The branch of applied mathematics dealing with motion and forces producing motion.
Quote:col-+li-+sion /k+Ö-êliZH+Ön/ Noun An instance of one moving object or person striking violently against another.
And the best quote of all time.
Infinity Ziona wrote:A physics engine does physics.
Infinity Ziona wrote: Its not the physics engine at all. ... Its a detection method for bumping which has nothing to do with the EvE physics.
quote CCP Spitfire
"Hello Im Blue,"
|

Infinity Ziona
Cloakers
407
|
Posted - 2013.09.15 12:54:00 -
[62] - Quote
Ammzi wrote:I found some really good quotes. I want to save Infinity Ziona from his infinite stupidity. Quote:phys-+ics (fzks) n. 1. (used with a sing. verb) The science of matter and energy and of interactions between the two, grouped in traditional fields such as acoustics, optics, mechanics, thermodynamics, and electromagnetism, as well as in modern extensions including atomic and nuclear physics, cryogenics, solid-state physics, particle physics, and plasma physics. Quote:mechanics plural of me-+chan-+ics (Noun) Noun The branch of applied mathematics dealing with motion and forces producing motion. Quote:col-+li-+sion /k+Ö-êliZH+Ön/ Noun An instance of one moving object or person striking violently against another. And the best quote of all time. Infinity Ziona wrote:A physics engine does physics. Matter and energy (such as ship with an engine and some form of locomotion). Collisions are not necessary.
|

Benny Ohu
Chaotic Tranquility Casoff
1466
|
Posted - 2013.09.15 12:58:00 -
[63] - Quote
if you didn't know what 'physics engine' meant in computer games you can just say so and move on you know |

Infinity Ziona
Cloakers
407
|
Posted - 2013.09.15 13:05:00 -
[64] - Quote
Benny Ohu wrote:if you didn't know what 'physics engine' meant in computer games you can just say so and move on you know I know what it means. Its an engine that handles the physics of the game. It could be a simple function or a complex group of functions but it does not handle collision detection. It handles the physics associated with collisions.
Let me ask you again, if you were simulating a ship floating in space, and you had nothing to collide with as you don't in space, would you or would you not need a physics engine to deal with forces being generated by the ships engines. Would it need collision detection function in such an instance?
The answer is no. The absence of a collision detection component does not make that physics engine not a physics engine therefore a physics engine does not have collision detection. If it does its an additional component and not part of the physics engine.
|

Lady Areola Fappington
New Order Logistics CODE.
527
|
Posted - 2013.09.15 13:10:00 -
[65] - Quote
Infinity Ziona wrote:Benny Ohu wrote:if you didn't know what 'physics engine' meant in computer games you can just say so and move on you know I know what it means. Its an engine that handles the physics of the game. It could be a simple function or a complex group of functions but it does not handle collision detection. It handles the physics associated with collisions. Let me ask you again, if you were simulating a ship floating in space, and you had nothing to collide with as you don't in space, would you or would you not need a physics engine to deal with forces being generated by the ships engines. Would it need collision detection function in such an instance? The answer is no. The absence of a collision detection component does not make that physics engine not a physics engine therefore a physics engine does not have collision detection. If it does its an additional component and not part of the physics engine. Oh and if it is integrated into the physics engine code then the programmers are stupid. It needs to be modular so it can be easily unplugged and updated.
Incorrect, as usual. If *I* were simulating a ship floating in space, I'd render it all with something like Maya, because including a whole physics engine when unneeded is insane.
If there's no interaction with anything in space, and you want interactivity, you could just code in texture translation and movement to simulate motion. No need to include a physics engine, if there's no collision detection needed. Don't worry miners, I'm here to help!
|

Benny Ohu
Chaotic Tranquility Casoff
1466
|
Posted - 2013.09.15 13:12:00 -
[66] - Quote
or try to bludgeon your way through this completely irrelevant point instead of just bowing out w/e it's not me who's the fool |

Infinity Ziona
Cloakers
407
|
Posted - 2013.09.15 13:13:00 -
[67] - Quote
Lady Areola Fappington wrote:Infinity Ziona wrote:Benny Ohu wrote:if you didn't know what 'physics engine' meant in computer games you can just say so and move on you know I know what it means. Its an engine that handles the physics of the game. It could be a simple function or a complex group of functions but it does not handle collision detection. It handles the physics associated with collisions. Let me ask you again, if you were simulating a ship floating in space, and you had nothing to collide with as you don't in space, would you or would you not need a physics engine to deal with forces being generated by the ships engines. Would it need collision detection function in such an instance? The answer is no. The absence of a collision detection component does not make that physics engine not a physics engine therefore a physics engine does not have collision detection. If it does its an additional component and not part of the physics engine. Oh and if it is integrated into the physics engine code then the programmers are stupid. It needs to be modular so it can be easily unplugged and updated. Incorrect, as usual. If *I* were simulating a ship floating in space, I'd render it all with something like Maya, because including a whole physics engine when unneeded is insane. If there's no interaction with anything in space, and you want interactivity, you could just code in texture translation and movement to simulate motion. No need to include a physics engine, if there's no collision detection needed. lmao. Really so an engine producing thrust (motion) with fuel (energy) and moving a ship (mass) does not require physics. We should tell NASA they could save a bunch by firing all their physicists :) |

Infinity Ziona
Cloakers
407
|
Posted - 2013.09.15 13:16:00 -
[68] - Quote
Benny Ohu wrote:or try to bludgeon your way through this completely irrelevant point instead of just bowing out w/e it's not me who's the fool If its so irrelevant then why are you all trying so desperately to prove me wrong :) |

Lady Areola Fappington
New Order Logistics CODE.
527
|
Posted - 2013.09.15 13:19:00 -
[69] - Quote
Infinity Ziona wrote: lmao. Really so an engine producing thrust (motion) with fuel (energy) and moving a ship (mass) does not require physics. We should tell NASA they could save a bunch by firing all their physicists :)
THat's really...out there. OK.
We're discussing video games here. Yes, if there's no need for collision, we can simulate all movement needed by translating and transforming textures, to simulate movement. The simple example, Mickey mouse doesn't actually move when he walks down the hallway, he stays in place while the background scrolls behind him.
This is basic programming and game design 101 stuff, and waaaaaay off topic to the discussion.
Just to TL;DR the thread before it locks. Infinity Ziona really doesn't like mean EVE people, bumping is working as intended, and a nurse knows more about programming than a 10 year professor. Don't worry miners, I'm here to help!
|

Tippia
Sunshine and Lollipops
16472
|
Posted - 2013.09.15 13:20:00 -
[70] - Quote
Infinity Ziona wrote:I know what it means. Its an engine that handles the physics of the game. GǪincluding collisions.
Quote:Let me ask you again, if you were simulating a ship floating in space, and you had nothing to collide with as you don't in space, would you or would you not need a physics engine to deal with forces being generated by the ships engines. Would it need collision detection function in such an instance? You would need a physics engine if you intend to apply forces to it and you need collisions detection (usually as part of that physics engine) to detect of any collisions are occurring so you can apply even more forces.
Quote:The absence of a collision detection component does not make that physics engine not a physics engine therefore a physics engine does not have collision detection. Non sequitur. You're confusing sufficient and necessary. Just because you can have a physics engine without collision detection does not mean that physics engines do not deal with collision detection.
Quote:Really so an engine producing thrust (motion) with fuel (energy) and moving a ship (mass) does not require physics. GǪexcept of course that he said nothing of the sort. And no, simulating movement does not require physics GÇö only basic geometrical texture translations. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Infinity Ziona
Cloakers
407
|
Posted - 2013.09.15 13:28:00 -
[71] - Quote
Tippia wrote:Infinity Ziona wrote:I know what it means. Its an engine that handles the physics of the game. GǪincluding collisions. Quote:Let me ask you again, if you were simulating a ship floating in space, and you had nothing to collide with as you don't in space, would you or would you not need a physics engine to deal with forces being generated by the ships engines. Would it need collision detection function in such an instance? You would need a physics engine if you intend to apply forces to it and you need collisions detection (usually as part of that physics engine) to detect of any collisions are occurring so you can apply even more forces. Quote:The absence of a collision detection component does not make that physics engine not a physics engine therefore a physics engine does not have collision detection. Non sequitur. You're confusing sufficient and necessary. Just because you can have a physics engine without collision detection does not mean that physics engines do not deal with collision detection. Quote:Really so an engine producing thrust (motion) with fuel (energy) and moving a ship (mass) does not require physics. GǪexcept of course that he said nothing of the sort. No not including collisions. In the context that this started, we were talking purely about coding, I was asked to write a bit of code. We were not talking about entire systems. This was just something they jumped on to obfuscate the whole issue. At the function level which is where we were, there would be ZERO collision detection inside the physics function, it would be separated by functions. The collision detection would call the physics functions passing the memory address of the items the physics functions would need to operate on.
Even on a macro level, the physics engine would exist apart from the collision detection system. The reason this would be so is that making changes to the collision detection system would have minimal chances for any bugs to transfer over to the physics parts. Its basic programming.
You would not need collision detection AT ALL if you there was no reason to have collision detection so a physics engine does not have collision detection. It does physics. You can make up all the reasons it must have collision detection but you will still be entirely wrong.
He said exactly that. No collisions no need for a physics engine.
|

Infinity Ziona
Cloakers
407
|
Posted - 2013.09.15 13:33:00 -
[72] - Quote
Lady Areola Fappington wrote:Infinity Ziona wrote: lmao. Really so an engine producing thrust (motion) with fuel (energy) and moving a ship (mass) does not require physics. We should tell NASA they could save a bunch by firing all their physicists :)
THat's really...out there. OK. We're discussing video games here. Yes, if there's no need for collision, we can simulate all movement needed by translating and transforming textures, to simulate movement. The simple example, Mickey mouse doesn't actually move when he walks down the hallway, he stays in place while the background scrolls behind him. This is basic programming and game design 101 stuff, and waaaaaay off topic to the discussion. Just to TL;DR the thread before it locks. Infinity Ziona really doesn't like mean EVE people, bumping is working as intended, and a nurse knows more about programming than a 10 year professor. A ship in space when producing thrust is using energy to move mass since producing any thrust in zero g will produce movement. That's physics. The game would still need a physics engine to determine how much thrust, its vector, how that thrust and vector act on the mass to cause that mass to move. There doesn't need to be any collisions for that mass to move. Just mass, thrust. That requires a physics engine.
|

Lady Areola Fappington
New Order Logistics CODE.
527
|
Posted - 2013.09.15 13:40:00 -
[73] - Quote
Infinity Ziona wrote: A ship in space when producing thrust is using energy to move mass since producing any thrust in zero g will produce movement. That's physics. The game would still need a physics engine to determine how much thrust, its vector, how that thrust and vector act on the mass to cause that mass to move. There doesn't need to be any collisions for that mass to move. Just mass, thrust. That requires a physics engine.
As I said, no, it doesn't. Game design 101. If there's no interaction with game elements, I'm not going to include a whole physics engine w/ collision detection. I'm just going to simulate all movement using texture transforms.
No need for a physics engine then, just the math required to do the geometry transforms My "ship" object stays static. All the textures around it transform to simulate thrust, vector, how thrust/vector act together, all that fun stuff you explained.
In your example, you'll include an entire Havok engine to make a spaceship fly towards a planet in 3-d.
In my example, I transform the planet texture from 100% size to 200% size, in order to simulate ship thrust. Don't worry miners, I'm here to help!
|

Tippia
Sunshine and Lollipops
16472
|
Posted - 2013.09.15 13:44:00 -
[74] - Quote
Infinity Ziona wrote:No not including collisions. GǪexcept that DESTINY (same as many other physics engines) does exactly that, so yes, including collisions.
Quote:At the function level which is where we were, there would be ZERO collision detection inside the physics function, it would be separated by functions. GǪand the point you are missing is that the detection of collisions is handled by the physics engine, so the code you're creating to detect bumping (i.e. collisions) would feed right off of that engine. Since you're trying to infer some kind of intent, you need more data than just a+b GÇö data that is handled deep within that engine.
Quote:Even on a macro level, the physics engine would exist apart from the collision detection system. GÇ£WouldGÇ¥? Perhaps. GÇ£Actually doesGÇ¥, no. They're part of the same simulation.
Quote:You would not need collision detection AT ALL if you there was no reason to have collision detection so a physics engine does not have collision detection. It does physics. GǪincluding collisions, which have to be detected (or, more accurately, predicted in the case of EVE).
Quote:He said exactly that. No collisions no need for a physics engine. No. He said that the primary job of the EVE physics engine is to detect collisions. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Infinity Ziona
Cloakers
407
|
Posted - 2013.09.15 13:47:00 -
[75] - Quote
Lady Areola Fappington wrote:Infinity Ziona wrote: A ship in space when producing thrust is using energy to move mass since producing any thrust in zero g will produce movement. That's physics. The game would still need a physics engine to determine how much thrust, its vector, how that thrust and vector act on the mass to cause that mass to move. There doesn't need to be any collisions for that mass to move. Just mass, thrust. That requires a physics engine.
As I said, no, it doesn't. Game design 101. If there's no interaction with game elements, I'm not going to include a whole physics engine w/ collision detection. I'm just going to simulate all movement using texture transforms. No need for a physics engine then, just the math required to do the geometry transforms My "ship" object stays static. All the textures around it transform to simulate thrust, vector, how thrust/vector act together, all that fun stuff you explained. In your example, you'll include an entire Havok engine to make a spaceship fly towards a planet in 3-d. In my example, I transform the planet texture from 100% size to 200% size, in order to simulate ship thrust. No but what if you want to have realistic physics. You can't just make them up you need a physics engine to calculate how much of that thrust is converted into motion based on the amount of thrust, the mass you are moving, the location of the thrusters. If one of your thrusters was damaged or you reduce the thrust on deliberately, then you need to calculate how that affects the mass, if one thruster is producing thrust at a different level then another you need to calculate how that will affect the mass, will it spin the mass, will it slow down the mass down, if so how much, etc etc.
|

Tippia
Sunshine and Lollipops
16472
|
Posted - 2013.09.15 13:50:00 -
[76] - Quote
Infinity Ziona wrote:No but what if you want to have realistic physics. Luckily, this is EVE, so you don't.  And the point remains: no, you don't need a physics engine to simulate movement. Just because you can do it the excessively hard and convoluted way doesn't mean you have to. In fact, in many cases it means you really shouldn't. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Lady Areola Fappington
New Order Logistics CODE.
527
|
Posted - 2013.09.15 13:55:00 -
[77] - Quote
Infinity Ziona wrote: No but what if you want to have realistic physics. You can't just make them up you need a physics engine to calculate how much of that thrust is converted into motion based on the amount of thrust, the mass you are moving, the location of the thrusters. If one of your thrusters was damaged or you reduce the thrust on deliberately, then you need to calculate how that affects the mass, if one thruster is producing thrust at a different level then another you need to calculate how that will affect the mass, will it spin the mass, will it slow down the mass down, if so how much, etc etc.
Which can all be done with texture transforms. No need for any physics modeling at all.
In fact, the vast majority of "motion" you see in games is texture transforms. Physics calculations eat up a ton of resources.
To drag this kicking and screaming back into EVE, ever wonder why missiles are the black sheep of EVE weapons systems? Missiles are physics items. Remember how for the longest time we didn't have launchers for missiles? That's cause CCP couldn't at the time, figure out a way to spawn the missile spheres from specific points on a model. To the physics engine in EVE, ships are just spheres with a vector, so all missiles spawned from the center of the sphere. Don't worry miners, I'm here to help!
|

Ishtanchuk Fazmarai
1849
|
Posted - 2013.09.15 13:57:00 -
[78] - Quote
Why criminal flags? Just give freighter pilots a big red button which, after three bumps, disables the collision bubble of the freighter until next warp.
(Doh, i *so much* must re-post this at the bad ideas thread...) The Greater Fool Bar is now open for business, 24/7. Come and have drinks and fun somewhere between RL and New Eden! |

Infinity Ziona
Cloakers
408
|
Posted - 2013.09.15 13:59:00 -
[79] - Quote
Tippia wrote:except that DESTINY (same as many other physics engines) does exactly that, so yes, including collisions.
GǪand the point you are missing is that the detection of collisions is handled by the physics engine, so the code you're creating to detect bumping (i.e. collisions) would feed right off of that engine. Since you're trying to infer some kind of intent, you need more data than just a+b GÇö data that is handled deep within that engine.
GÇ£WouldGÇ¥? Perhaps. GÇ£Actually doesGÇ¥, no. They're part of the same simulation.
GǪincluding collisions, which have to be detected (or, more accurately, predicted in the case of EVE).
No. He said that the primary job of the EVE physics engine is to detect collisions. And it kind of is, for an expanded definition of GÇ£collisionGÇ¥ GÇö its primary job is to detect, filter, and sort intersections between probable interactions of all kinds. I dont' care what DESTINY as a whole system does. Someone said they would have to change the whole physics engine. I said they wouldn't they would only need to change collision detection (the function or functions that handle collision detection). I am right in this case.
No the code that handles collision detection would logically call the physics engine to handle the changed state when a collision occurs. The physics engine wouldn't' call the collision detection system otherwise it would be the collision detection system. You're talking macro I'm talking function level, which is what we were talking when this conversation derailed. It works the opposite way or should.
So you're saying the collision detection system in destiny is hard coded right into the functions that handle the physics in EvE and don't exist as separate functions? That's insane.
And no he didn't say EvE at all. |

Infinity Ziona
Cloakers
408
|
Posted - 2013.09.15 14:02:00 -
[80] - Quote
Tippia wrote:Infinity Ziona wrote:No but what if you want to have realistic physics. Luckily, this is EVE, so you don't.  And the point remains: no, you don't need a physics engine to simulate movement. Just because you can do it the excessively hard and convoluted way doesn't mean you have to. In fact, in many cases it means you really shouldn't. Tippia, even EvE has a particular physics model. It may not simulate real physics but it is a physics that translates to all ships, involving mass and thrust and other variables. So yes even EvE has a physics engine to simulate movement, if it didn't and just made it up then all our ships even when they're exactly the same, would behave completely differently to each other. They do not. |

Tippia
Sunshine and Lollipops
16472
|
Posted - 2013.09.15 14:18:00 -
[81] - Quote
Infinity Ziona wrote:I dont' care what DESTINY as a whole system does. Someone said they would have to change the whole physics engine. I said they wouldn't they would only need to change collision detection (the function or functions that handle collision detection). GǪwhich means doing incursions into the DESTINY code, which they're loath to do because it's such a brittle yet critical system.
Quote:No the code that handles collision detection would logically call the physics engine to handle the changed state when a collision occurs. The physics engine wouldn't' call the collision detection system otherwise it would be the collision detection system. GǪor, alternatively, the simulation would monitor the state of the world and ask if any collisions or other physical effects are in effect. If they are, calculate the next frame based on them, otherwise it'll be the same as the current frame.
You seem to be very caught up on the notion that it is a physics engine and nothing more, when what physics engines do these days is a whole lot more than just that. A lot of it is simply sorting through interactions and deciding what (if any) simulations should be run, to ensure that you don't do more than you have to.
One of the things it could decide to do is to just run the texture transformations because that's all that's needed right now to simulate motion.
Quote:So you're saying the collision detection system in destiny is hard coded right into the functions that handle the physics in EvE and don't exist as separate functions? That's insane. No, I'm saying that one of the functions in the overall Destiny engine GÇö EVE's physics engine GÇö is the collision detection.
Quote:You're talking macro I'm talking function level GǪand I'm pointing out that those functions are part of the physics engine.
Quote:And no he didn't say EvE at all. Context is a just a strangely put-together string of random letters to you, isn't it?
GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

BadAssMcKill
Love Squad
372
|
Posted - 2013.09.15 14:22:00 -
[82] - Quote
This thread is gr8 http://i.imgur.com/6j6cIZE.gif-á |

Infinity Ziona
Cloakers
408
|
Posted - 2013.09.15 14:26:00 -
[83] - Quote
Tippia wrote:Quote:So you're saying the collision detection system in destiny is hard coded right into the functions that handle the physics in EvE and don't exist as separate functions? That's insane. No, I'm saying that one of the functions in the overall Destiny engine GÇö EVE's physics engine GÇö is the collision detection. Quote:And no he didn't say EvE at all. Context is a just a strangely put-together string of random letters to you, isn't it? Well that was exactly what I was saying. You wouldn't have to change "the whole physics engine" you would only have to modify that function.
And no, we were talking in the context that he was designing his OWN game. So context is very important. Correctly taken, and used, it wouldn't have derailed this thread.
|

Ammzi
Love Squad Confederation of xXPIZZAXx
1470
|
Posted - 2013.09.15 14:28:00 -
[84] - Quote
If you didn't exist, this thread wouldn't have been derailed. quote CCP Spitfire
"Hello Im Blue,"
|

Infinity Ziona
Cloakers
408
|
Posted - 2013.09.15 14:31:00 -
[85] - Quote
Ammzi wrote:If you didn't exist, this thread wouldn't have been derailed. But I do exist. |

Casanunda
Church Of The Eternal Cosmic Confidence Trick
89
|
Posted - 2013.09.15 14:36:00 -
[86] - Quote
Infinity Ziona wrote:Ammzi wrote:If you didn't exist, this thread wouldn't have been derailed. But I do exist. Unfortunately.
Dis gon be gud The fact that I am not a millionaire aristocrat with the sexual capacity of a rutting rhino is a constant niggle. - Edmund Blackadder-á |

handbanana
State War Academy Caldari State
62
|
Posted - 2013.09.15 14:38:00 -
[87] - Quote
What the hell happened to this thread?
GÇ£It takes a big man to cry, but it takes a bigger man to laugh at that man.GÇ¥ -á-á -Jack Handy
|

Tippia
Sunshine and Lollipops
16472
|
Posted - 2013.09.15 14:39:00 -
[88] - Quote
Infinity Ziona wrote:You wouldn't have to change "the whole physics engine" you would only have to modify that function. GǪwhich means modifying the physics engine GÇö possibly very large parts of it to ensure the right data is available everywhere it's needed GÇö which they're loath to do because it's such a brittle and critical system. You would also have to make it interact with completely new systems that now have to fight for processing time, which could prove to be a bad thing.
Quote:And no, we were talking in the context that he was designing his OWN game. In that particular post, he said that there was no need for a physics engine because there was no point in having one to simulate movement. So no, he said that if there is no physics, then there's no need for physics engine to simulate those effects GÇö maybe one would be needed if collisions were involvedGǪ
Earlier, he said GÇö talking about an actual physics engine GÇö that GÇ£collision detection *IS* the physics model. [GǪ] that's the PRIME job of a physics engine, is to work out collisions.GÇ¥, which was in the context of EVE, as shown by the paragraphs surrounding it.
Quote:Tippia, even EvE has a particular physics model. It may not simulate real physics but it is a physics that translates to all ships, involving mass and thrust and other variables. So yes even EvE has a physics engine to simulate movement, if it didn't and just made it up then all our ships even when they're exactly the same, would behave completely differently to each other. They do not. GǪexcept that that's not a certain outcome. Just because movement is all made up doesn't mean that ships of the same type would move differently. In fact, having it all made up tends to ensure that they move more the same than if it was all run through a (fuzzy-precision and possibly non-deterministic) simulation. If you ever saw a multiplayer game with gameplay-irrelevant physics modelling, you will have noticed how physics objects have a nasty tendency not to act the same for different players.
Go play a good old side-scroller GÇö I like Silkworm, personally. It has no physics engine. It has parallax scrolling to simulate constant movement of the player's ship. It has fixed x- and y-movement to simulate (momentarily) slowing down or speeding up in relation to that constant movement. It has a few dozen different enemies that move across the screen in pre-determined patterns at pre-determined times to simulate stuff coming at you or flying/driving away from you or you flying (and driving) towards them. A jump is simulated by following a pre-determined path along the y axis GÇö no physics is used to determine either height or length of the jump.
All of it is made up. All of it simulates movement of various kinds. All of it is also highly consistent and predictable (which is where the skill is supposed to come in GÇö timing your movement with the frames of animation of the enemies). GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Lady Areola Fappington
New Order Logistics CODE.
527
|
Posted - 2013.09.15 14:40:00 -
[89] - Quote
Dragging this again, screaming, right back to the silly topic it is....
When you can derive intent from two spheres colliding with each other, we can then discuss implementing "bumping flagging" in EVE.
EVE ships are simply spheres with a direction and speed, in the physics system. The physics system is what handles collision detection. In doing this, please do not add any more load on a node system that quickly gets overloaded as-is. Don't worry miners, I'm here to help!
|

Tippia
Sunshine and Lollipops
16472
|
Posted - 2013.09.15 14:45:00 -
[90] - Quote
Lady Areola Fappington wrote:Dragging this again, screaming, right back to the silly topic it is....
When you can derive intent from two spheres colliding with each other, we can then discuss implementing "bumping flagging" in EVE.
EVE ships are simply spheres with a direction and speed, in the physics system. The physics system is what handles collision detection. In doing this, please do not add any more load on a node system that quickly gets overloaded as-is. GǪand all that to GÇ£solveGÇ¥ something that's not actually a problem to begin with. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Renault T'Bonin
Republic Military School Minmatar Republic
79
|
Posted - 2013.09.15 14:52:00 -
[91] - Quote
I can solve this problem. Really.
Don't take a freighter to Jita or any major trade hub. Alternatively... learn how to fly it.
1. Never land a freighter at the most popular station. Dock at the least popular station.
2. Carry a transport plus appropriate fitting to retrieve or deliver items to/from the most popular station. If you cannot fly transports... forget flying a freighter.
3. Any station you frequent in a freighter should have an instawarp corporate bookmark created to "get out fast".
4. Move expensive stuff at low population times. This means you're docked up on the weekends.
5. Webbing alt/friend. If you don't have one sell the freighter.
6. If you really need to move more than a billion in items, employ a couple of scouts. You've been warned.
7. Train to freighter 5. It helps. But it can't fix stupid.
8. As much as possible, don't use a jump freighter in highsec. If you can afford a jump freighter... just buy a regular freighter as well. A jump freighter is a bigger target because it's loss creates massive tears.
9. For the love of God- don't keep a schedule or be predictable. Been to Jita this week already? Go to Dodixie or Rens. Yea it's a pain.
10. Keep your cargo value under 1 billion. And even then.. some will be tempted.
Transport is a profession unto it's own. It requires you to know what you are doing. It requires teamwork. Just like PVP/Mining/Industry. If you can't think creatively to solve your problem and work with others or multibox- you are going to get popped.
The problem with the transport part of the game, is if you lose your freighter you are out billions perhaps even more.
Bumping... can be a prelude to ganking. Don't be in that position. Learn the profession. Autopilot is for losers. |

Infinity Ziona
Cloakers
409
|
Posted - 2013.09.15 14:54:00 -
[92] - Quote
Tippia wrote:Infinity Ziona wrote:You wouldn't have to change "the whole physics engine" you would only have to modify that function. GǪwhich means modifying the physics engine GÇö possibly very large parts of it to ensure the right data is available everywhere it's needed GÇö which they're loath to do because it's such a brittle and critical system. You would also have to make it interact with completely new systems that now have to fight for processing time, which could prove to be a bad thing. Quote:And no, we were talking in the context that he was designing his OWN game. In that particular post, he said that there was no need for a physics engine because there was no point in having one to simulate movement. So no, he said that if there is no physics, then there's no need for physics engine to simulate those effects GÇö maybe one would be needed if collisions were involvedGǪ Earlier, he said GÇö talking about an actual physics engine GÇö that GÇ£collision detection *IS* the physics model. [GǪ] that's the PRIME job of a physics engine, is to work out collisions.GÇ¥, which was in the context of EVE, as shown by the paragraphs surrounding it. Quote:Tippia, even EvE has a particular physics model. It may not simulate real physics but it is a physics that translates to all ships, involving mass and thrust and other variables. So yes even EvE has a physics engine to simulate movement, if it didn't and just made it up then all our ships even when they're exactly the same, would behave completely differently to each other. They do not. GǪexcept that that's not a certain outcome. Just because movement is all made up doesn't mean that ships of the same type would move differently. In fact, having it all made up tends to ensure that they move more the same than if it was all run through a (fuzzy-precision and possibly non-deterministic) simulation. If you ever saw a multiplayer game with gameplay-irrelevant physics modelling, you will have noticed how physics objects have a nasty tendency not to act the same for different players. Go play a good old side-scroller GÇö I like Silkworm, personally. It has no physics engine. It has parallax scrolling to simulate constant movement of the player's ship. It has fixed x- and y-movement to simulate (momentarily) slowing down or speeding up in relation to that constant movement. It has a few dozen different enemies that move across the screen in pre-determined patterns at pre-determined times to simulate stuff coming at you or flying/driving away from you or you flying (and driving) towards them. A jump is simulated by following a pre-determined path along the y axis GÇö no physics is used to determine either height or length of the jump. All of it is made up. All of it simulates movement of various kinds. All of it is also highly consistent and predictable (which is where the skill is supposed to come in GÇö timing your movement with the frames of animation of the enemies). I don't see how you have that sort of information unless you yourself are or were an EvE developer. Its hardly likely they would have let you have a look at the code if you were not.
If that is the case, what you described would be required then the code is very poorly written imo. In OOP you should be able to pass data items with all the information of the object being examined (a ship) and use it very easily. You should be able to access that data in different functions very easily. It why they invented OOP so you could do just that without data getting locked into or out of functions or messing up other functions when something is changed in another.
In EvE ships seem to all work exactly the same. You fit a module to two ships of the same type and they move exactly the same. They don't appear to be randomly assigned different attributes.
Anyway as I said before I don't know nor have I seen EvE's code and that's why I was being general and stated that specifically in a prior post.
|

Tippia
Sunshine and Lollipops
16472
|
Posted - 2013.09.15 15:03:00 -
[93] - Quote
Renault T'Bonin wrote:1. Never land a freighter at the most popular station. Dock at the least popular station.
[etc] GǪalso, learn the alternate routes into the different hubs. Taking a less travelled gate often only adds one jump (and might even lead you down a completely different route entirely GÇö one that has far fewer observers in it).
Infinity Ziona wrote:I don't see how you have that sort of information unless you yourself are or were an EvE developer. Its hardly likely they would have let you have a look at the code if you were not. It's been described in some detail in blogs and presentations at various conferences.
Quote:In EvE ships seem to all work exactly the same. You fit a module to two ships of the same type and they move exactly the same. They don't appear to be randomly assigned different attributes. GǪand no-one said that they would be. The similarity in movement is largely due to the (by necessity) very simplistic vector+ball modelling of ships used in the GÇ£physicsGÇ¥ simulation, and also due to the cluster acting as the single arbiter of reality. The imprecision is so small as to not matter and is systemic so it works the same everywhere for everyone. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Domanique Altares
Rifterlings Point Blank Alliance
1420
|
Posted - 2013.09.15 16:11:00 -
[94] - Quote
Renault T'Bonin wrote:I can solve this problem. Really.
This was a fantastic and well-reasoned post by someone who obviously understands how to mitigate many potential risks while operating a freighter in high security space.
Sadly, I fully expect that it will receive the same treatment from other freighter captains as all such posts do: It will be railed against as being impractical or outright wrong, and ignored. Rifterlings pirate corporation is now recruiting pilots for lowsec solo & small gang operations. Visit our website at www.rifterlings.com or join our in game channel weflyrifters to speak to a recruiter. |

Ralmar Kimnot
Okorer
38
|
Posted - 2013.09.15 16:39:00 -
[95] - Quote
Some of the suggestions on this thread, honestly.
If the ship is moving at great speed in a forward direction using a MWD and bumps into something.... etc. Any solution that attempts to differentiate a malicious gank bump from an accidental 'get out of my way' bump just wonGÇÖt work.
The only way to add a penalty for bumping and a bit more realism to eve is to add collision damage. If a small fast ship slams into a big fat slow ship, the front of the small fast ship caves in and dies.
To prevent issues around trade hubs, star gates, etc bump damage will not apply in the following places:
Inside a POS shield Within [insert distance] kmGÇÖs of a star gate Within [insert distance] kmGÇÖs of a station
If a GÇÿsolutionGÇÖ of this type is implemented you will just get gank fleets using several battleships to bump instead. If they want to gank you, they will find a way, regardless of any changes made to make the current method obsolete or harder.
So, my suggestion, just leave it alone and find something better to post about  |

Mr Epeen
It's All About Me
2952
|
Posted - 2013.09.15 17:04:00 -
[96] - Quote
Bumping is just about the the most ****** up mechanic in the game.
But it's there and it's not going anywhere soon so learn to minimize the situations that will put you in the crosshairs if you are in a vulnerable ship. Plenty of people manage to do just that and even manage to make a good income by it.
What would be worse than bumping is flagging bumping. Although it would make the forums full of entertaining threads.
Mr Epeen  There are 86,400 seconds in a day. You just saved one of them by typing 'u' instead of 'you'.-á Congratulations, dumbass! |
|

ISD Dorrim Barstorlode
ISD Community Communications Liaisons
2416

|
Posted - 2013.09.15 17:14:00 -
[97] - Quote
I've removed an off topic post. Please keep it on topic and civil, thank you. ISD Dorrim Barstorlode Captain Community Communication Liaisons (CCLs) Interstellar Services Department |
|

Renault T'Bonin
Republic Military School Minmatar Republic
80
|
Posted - 2013.09.15 17:31:00 -
[98] - Quote
Domanique Altares wrote:Renault T'Bonin wrote:I can solve this problem. Really.
This was a fantastic and well-reasoned post by someone who obviously understands how to mitigate many potential risks while operating a freighter in high security space. Sadly, I fully expect that it will receive the same treatment from other freighter captains as all such posts do: It will be railed against as being impractical or outright wrong, and ignored.
That's fine by me. I don't relish tears from griefing people.
I do admit to enjoying tears shed by the willfully ignorant. Freighter ganking is completely appropriate in this game because there are ways of avoiding it. |

Lady Areola Fappington
New Order Logistics CODE.
528
|
Posted - 2013.09.15 18:03:00 -
[99] - Quote
Renault T'Bonin wrote: That's fine by me. I don't relish tears from griefing people.
I do admit to enjoying tears shed by the willfully ignorant. Freighter ganking is completely appropriate in this game because there are ways of avoiding it.
I've never gotten why victims will so willfully fuel the tear machine with whinging and crying after a gank.
I've been gotten on my industrial alt a few times. Rather than sending pages full of "OMG U SUX GO DIAF", I just say "Hey, good gank, caught me napping. Next time you won't be so lucky!"
Some people just invest entirely too much emotional clutter into a video game. Don't worry miners, I'm here to help!
|

Renault T'Bonin
Republic Military School Minmatar Republic
80
|
Posted - 2013.09.15 18:17:00 -
[100] - Quote
Lady Areola Fappington wrote:Renault T'Bonin wrote: That's fine by me. I don't relish tears from griefing people.
I do admit to enjoying tears shed by the willfully ignorant. Freighter ganking is completely appropriate in this game because there are ways of avoiding it.
I've never gotten why victims will so willfully fuel the tear machine with whinging and crying after a gank. I've been gotten on my industrial alt a few times. Rather than sending pages full of "OMG U SUX GO DIAF", I just say "Hey, good gank, caught me napping. Next time you won't be so lucky!" Some people just invest entirely too much emotional clutter into a video game.
I understand it completely. I'm human.
People spend a lot of time getting in game items... losing them is a loss. That's not an inappropriate response.
Misunderstanding that point, is to lack empathy.
The problem... is undocking with something you are not willing to lose. That's the issue. That's what needs to be corrected.
But enjoying the tears when someone loses something they care about? I'm not part of that crew. |

Captain Tardbar
Sons of Sam
518
|
Posted - 2013.09.15 18:23:00 -
[101] - Quote
Bumping wouldn't be so bad if the physics were more realistic. Small ships bumping large objects shouldn't happen. Its like moving a stationary bullet proof car with a bullet. "Entitlement" is a euphemism for "I hate the way you play and it makes me cry like a baby". If you fantasize about being immoral it means you enjoy being immoral deep down. |

Jonah Gravenstein
Sweet Sensations Radical Industries
13826
|
Posted - 2013.09.15 18:28:00 -
[102] - Quote
Captain Tardbar wrote:Bumping wouldn't be so bad if the physics were more realistic. Small ships bumping large objects shouldn't happen. Its like moving a stationary bullet proof car with a bullet. Tugboat, small ship used for changing the direction of, and propelling, much larger ones via pushing (bumping) and pulling. I am furnishing this post "as is" I do not provide any warranty whatsoever, whether express, implied, or statutory, including, but not limited to, any relevance or fitness for purpose or any warranty that the contents herein are error-free.
|

Shalua Rui
Rui Freelance Mining
20849
|
Posted - 2013.09.15 18:29:00 -
[103] - Quote
Captain Tardbar wrote:Bumping wouldn't be so bad if the physics were more realistic. Small ships bumping large objects shouldn't happen. Its like moving a stationary bullet proof car with a bullet. True... but "bumping" as a gameplay element will not be around forever, I recon... vOv "ginger forum goddess, space gypsy and stone nibbler extraordinaire!" Shalua Rui - CEO and founder of Rui Freelance Mining (RFLM)
Feature ideas I had/endorse: Crew Managment, Orcas as mobile Bases |

Captain Tardbar
Sons of Sam
519
|
Posted - 2013.09.15 18:48:00 -
[104] - Quote
Jonah Gravenstein wrote:Captain Tardbar wrote:Bumping wouldn't be so bad if the physics were more realistic. Small ships bumping large objects shouldn't happen. Its like moving a stationary bullet proof car with a bullet. Tugboat, small ship used for changing the direction of, and propelling, much larger ones via pushing (bumping) and pulling.
Yeah, but for the sizes to work, you'd be pushing a oil tanker with a rowboat with an on board motor. It doesn't work well.
Also the tugboat doesn't hit the oil tanker and knock it 10KM in any direction like some of the bump fits can (sometimes up to 30KM)
The Charon is huge. Frigs, not so much. "Entitlement" is a euphemism for "I hate the way you play and it makes me cry like a baby". If you fantasize about being immoral it means you enjoy being immoral deep down. |

Shalua Rui
Rui Freelance Mining
20849
|
Posted - 2013.09.15 18:59:00 -
[105] - Quote
Also: Mass and acceleration don't work quite the same in space... even though EVE's ships behave a bit as if they where under wanter because of their warpdrives. "ginger forum goddess, space gypsy and stone nibbler extraordinaire!" Shalua Rui - CEO and founder of Rui Freelance Mining (RFLM)
Feature ideas I had/endorse: Crew Managment, Orcas as mobile Bases |

J3ssica Alba
Federal Navy Academy Gallente Federation
909
|
Posted - 2013.09.15 19:06:00 -
[106] - Quote
Hi sec gates should have a traffic control system. Any ship within a 15 km sphere around it is tracked and if a ship comes within collision course of another one massive tractor beams installed on a gate guide the ship gently away, while traffic control send a stern warning to the bumper. Maybe a fine of 10 million isk too for energy expenditure and maintenance on those tractor beams. This is my signature. There are many others like it, but this one is mine.-á Without me, my signature is useless. Without my signature, I am useless |

Tippia
Sunshine and Lollipops
16479
|
Posted - 2013.09.15 19:08:00 -
[107] - Quote
J3ssica Alba wrote:Hi sec gates should have a traffic control system. Any ship within a 15 km sphere around it is tracked and if a ship comes within collision course of another one massive tractor beams installed on a gate guide the ship gently away, while traffic control send a stern warning to the bumper. Maybe a fine of 10 million isk too for energy expenditure and maintenance on those tractor beams. Nah. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Shalua Rui
Rui Freelance Mining
20849
|
Posted - 2013.09.15 19:29:00 -
[108] - Quote
Agreed, sounds not very appealing.
Still, bumping as a mechanic, will be revisited by CCP sooner or later... if anything, then because of all the discussions it provokes. Would be interesting to see how the game would change if it would be changed/removed completely... "ginger forum goddess, space gypsy and stone nibbler extraordinaire!" Shalua Rui - CEO and founder of Rui Freelance Mining (RFLM)
Feature ideas I had/endorse: Crew Managment, Orcas as mobile Bases |

baltec1
Bat Country
8007
|
Posted - 2013.09.15 19:36:00 -
[109] - Quote
Shalua Rui wrote:Agreed, sounds not very appealing. Still, bumping as a mechanic, will be revisited by CCP sooner or later... if anything, then because of all the discussions it provokes.  Would be interesting to see how the game would change if it would be changed/removed completely...
Only reason people even mention bumping is because of the "just one more nerf" mob.
They have literally nerfed suicide ganking so many times we are onto bumping ships, a thing as old as the game itself that have never been an issue. |

Shalua Rui
Rui Freelance Mining
20849
|
Posted - 2013.09.15 19:42:00 -
[110] - Quote
baltec1 wrote:They have literally nerfed suicide ganking so many times we are onto bumping ships, a thing as old as the game itself that have never been an issue. While that simple fact alone, should be a tell tale sign for what CCP really thinks about that "game practice"... I mean, reducing it to a base game mechnanic that is not as easily (if at all) changed, and still people are defending it as a valid form of "pvp"... I'm not quite sure who is "rightfully whining" here...  
Still... said people seam to enjoy it. vOv "ginger forum goddess, space gypsy and stone nibbler extraordinaire!" Shalua Rui - CEO and founder of Rui Freelance Mining (RFLM)
Feature ideas I had/endorse: Crew Managment, Orcas as mobile Bases |

Tippia
Sunshine and Lollipops
16479
|
Posted - 2013.09.15 19:45:00 -
[111] - Quote
Shalua Rui wrote:While that simple fact alone, should be a tell tale sign for what CCP really thinks about that "game practice". Indeed it does. Instead of simply turning things off, they keep struggling to keep it in the game and designing more and more mechanics around it.
Quote:and still people are defending it as a valid form of "pvp" Why wouldn't they? GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

baltec1
Bat Country
8008
|
Posted - 2013.09.15 19:48:00 -
[112] - Quote
Shalua Rui wrote:baltec1 wrote:They have literally nerfed suicide ganking so many times we are onto bumping ships, a thing as old as the game itself that have never been an issue. While that simple fact alone, should be a tell tale sign for what CCP really thinks about that "game practice"... I mean, reducing it to a base game mechnanic that is not as easily (if at all) changed, and still people are defending it as a valid form of "pvp"... I'm not quite sure who is "rightfully whining" here...   Still... said people seam to enjoy it. vOv
Given how easy it is to avoid a suicide gank CCP shouldn't be making any changes at all.
If people chose to ignore everything given to them then let them burn. It's a proven fact that you cannot patch stupidity. |

Taiwanistan
321
|
Posted - 2013.09.15 19:49:00 -
[113] - Quote
J3ssica Alba wrote:Hi sec gates should have a traffic control system. Any ship within a 15 km sphere around it is tracked and if a ship comes within collision course of another one massive tractor beams installed on a gate guide the ship gently away, while traffic control send a stern warning to the bumper. Maybe a fine of 10 million isk too for energy expenditure and maintenance on those tractor beams. barbie lover say what? TA on wis: "when we have a feature that is its own functional ecosystem of gameplay then hooks into the greater ecosystem of EVE as a whole, and it provides good replayability."
|

Shalua Rui
Rui Freelance Mining
20849
|
Posted - 2013.09.15 19:52:00 -
[114] - Quote
Tippia wrote:Indeed it does. Instead of simply turning things off, they keep struggling to keep it in the game and designing more and more mechanics around it. That's one possible conclusion... another, in my oprinion much more realistic one, would be: They don't want to anger either side too much... and have hit a colder sack as far as possible mechanics go... or soon will.
Tippia wrote:Why wouldn't they? Indeed, why? ...all the other, possible, less flattering explanations aside, because they don't want their own way of playing their game taken away from them? ...that's what I like to believe, atleast. "ginger forum goddess, space gypsy and stone nibbler extraordinaire!" Shalua Rui - CEO and founder of Rui Freelance Mining (RFLM)
Feature ideas I had/endorse: Crew Managment, Orcas as mobile Bases |

Tippia
Sunshine and Lollipops
16479
|
Posted - 2013.09.15 19:59:00 -
[115] - Quote
Shalua Rui wrote:That's one possible conclusion. In fact, it's the conclusion have explicitly reached.
Quote:They don't want to anger either side too much... and have hit a colder sack as far as possible mechanics go... or soon will. No. They don't want their company to fold GÇ£soonGÇ¥. Maybe SoonGäó, but by that time the devs will all have grandchildren to support them anyway.
Because the devs say the same thing. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Lady Areola Fappington
New Order Logistics CODE.
530
|
Posted - 2013.09.15 19:59:00 -
[116] - Quote
Shalua Rui wrote:Tippia wrote:Indeed it does. Instead of simply turning things off, they keep struggling to keep it in the game and designing more and more mechanics around it. That's one possible conclusion... another, in my oprinion much more realistic one, would be: They don't want to anger either side too much... and have hit a colder sack as far as possible mechanics go... or soon will.
I remember a quote not too long ago, if not from Hilmar, from someone high up in the CCP org. They basically said they liked the idea of bumping, having never expected players to use it as they have. It was specifically mentioned as a "poor man's point" and a way to delay a ship in highsec until your buddies could arrive to shoot it.
CCP has a good balance between use and abuse of mechanic. you're free to bump away, until your target has taken reasonable steps to escape your bumping. Reasonable steps include relocating far enough out that a locator agent is needed to find you. Don't worry miners, I'm here to help!
|

Shalua Rui
Rui Freelance Mining
20849
|
Posted - 2013.09.15 20:13:00 -
[117] - Quote
Hm... ok, it seams I stand corrected then... on the other hand, given CCP's recents changes in management...
...let's just say, I get a different message. Times are a changing, that's especially true for game companies... just don't be too suprised if "your" way of playing the game is suddenly deemed undesirable one day. "ginger forum goddess, space gypsy and stone nibbler extraordinaire!" Shalua Rui - CEO and founder of Rui Freelance Mining (RFLM)
Feature ideas I had/endorse: Crew Managment, Orcas as mobile Bases |

baltec1
Bat Country
8008
|
Posted - 2013.09.15 20:15:00 -
[118] - Quote
Shalua Rui wrote:Hm... ok, it seams I stand corrected then... on the other hand, given CCP's recents changes in management... ...let's just say, I get a different message.  Times are a changing, that's especially true for game companies... just don't be too suprised if "your" way of playing the game is suddenly deemed undesirable one day.
The day that happens is the day EVE stops being EVE and it will go the same way as all the other MMOs have. |

Tippia
Sunshine and Lollipops
16479
|
Posted - 2013.09.15 20:16:00 -
[119] - Quote
Shalua Rui wrote:Hm... ok, it seams I stand corrected then... on the other hand, given CCP's recents changes in management... ...let's just say, I get a different message.  Times are a changing, that's especially true for game companies... just don't be too suprised if "your" way of playing the game is suddenly deemed undesirable one day. As long as PvP remains the most popular activity in the game, I'll be very surprised if it is. Trying to completely change your customer base has a terrible habit of meaning you lose your customer base.  GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Shalua Rui
Rui Freelance Mining
20849
|
Posted - 2013.09.15 20:19:00 -
[120] - Quote
Tippia wrote:As long as PvP remains the most popular activity in the game... This discussion (and all others along those lines) never have been about PvP in EVE in general, and you know it...  "ginger forum goddess, space gypsy and stone nibbler extraordinaire!" Shalua Rui - CEO and founder of Rui Freelance Mining (RFLM)
Feature ideas I had/endorse: Crew Managment, Orcas as mobile Bases |

Jenn aSide
STK Scientific Initiative Mercenaries
2781
|
Posted - 2013.09.15 20:21:00 -
[121] - Quote
baltec1 wrote:Shalua Rui wrote:Hm... ok, it seams I stand corrected then... on the other hand, given CCP's recents changes in management... ...let's just say, I get a different message.  Times are a changing, that's especially true for game companies... just don't be too suprised if "your" way of playing the game is suddenly deemed undesirable one day. The day that happens is the day EVE stops being EVE and it will go the same way as all the other MMOs have.
You can't expect short sighted people to stop being short sighted. Some people are butt hurt because pvp types called them names, and (like all postierior pain) it blinds them to the fact that EVE has survived for as long as it has BECAUSE of these things that they find distasteful. You'd think all the dead "themepark" consensual pvp game swoulda gave them a hint, but that's asking too much lol. |

Tippia
Sunshine and Lollipops
16480
|
Posted - 2013.09.15 20:27:00 -
[122] - Quote
Shalua Rui wrote:This discussion (and all others along those lines) never have been about PvP in EVE in general, and you know it. Of course not. It's about a very tiny minority who thinks that CCP will completely change the game to fit their insignificant and irrelevant whingeing (which only arise because they're to incompetent to deal with the problem themselves).
GǪso until they manage to oust PvP from the top spot, their impotent flailing is not likely to change anything. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Shalua Rui
Rui Freelance Mining
20849
|
Posted - 2013.09.15 20:33:00 -
[123] - Quote
Jenn aSide wrote:You'd think all the dead "themepark" consensual pvp game swoulda gave them a hint, but that's asking too much lol. I don't believe it's that simple... let's leave it at that.
Were I do agree though: That minority of "impotent flailers" will not change the game...
...but the demands of a changing industry might. "ginger forum goddess, space gypsy and stone nibbler extraordinaire!" Shalua Rui - CEO and founder of Rui Freelance Mining (RFLM)
Feature ideas I had/endorse: Crew Managment, Orcas as mobile Bases |

Tippia
Sunshine and Lollipops
16481
|
Posted - 2013.09.15 20:36:00 -
[124] - Quote
Shalua Rui wrote:Were I do agree though: That minority of "impotent flailers" will not change the game...
...but the demands of a changing industry might. The good news is that EVE never catered to that part of the industry to begin with, and didn't need to chase to get on the whole GÇ£difficult gameGÇ¥ bandwagon GÇö it was already sitting way up front. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Captain Tardbar
Sons of Sam
519
|
Posted - 2013.09.15 20:42:00 -
[125] - Quote
I don't know. PVP maybe the end goal, but what most of people do in EVE most of the time is not PVP except those who buy plex to fund their PVP addictions.
So much so that people who are saving money up for PVP don't actually PVP because they keep saving more money doing non-PVP activities. "Entitlement" is a euphemism for "I hate the way you play and it makes me cry like a baby". If you fantasize about being immoral it means you enjoy being immoral deep down. |

Caviar Liberta
Moira. Villore Accords
169
|
Posted - 2013.09.15 20:52:00 -
[126] - Quote
Amhra Rho wrote:CCP is, at least, consistent about this, in that their explanation about what provokes a criminal flag is the use of a module. Of course, that wouldn't be the case with bumping - no modules are involved.
If bumping caused a criminal flag then a lot of npc hilarity would happen at most high sec gates. I've had npc bump into me. I've seen npc bump into each other.
Faction NPC bumps into a player at a gate and concord swoops in for the kill and then Faction NPC engages the Concord ship and the whole thing spirals out of control. |

Shalua Rui
Rui Freelance Mining
20849
|
Posted - 2013.09.15 21:00:00 -
[127] - Quote
Tippia wrote:The good news is that EVE never catered to that part of the industry to begin with, and didn't need to chase to get on the whole GÇ£difficult gameGÇ¥ bandwagon GÇö it was already sitting way up front. ...as it was never thinkable that WoW will go f2p one day. Things change.
@ Tardbar: That's why low hanging fruit "PvP" with maximised risk/reward is so fervently defended by the players.  "ginger forum goddess, space gypsy and stone nibbler extraordinaire!" Shalua Rui - CEO and founder of Rui Freelance Mining (RFLM)
Feature ideas I had/endorse: Crew Managment, Orcas as mobile Bases |

Kaarous Aldurald
ROC Academy The ROC
857
|
Posted - 2013.09.15 21:41:00 -
[128] - Quote
Shalua Rui wrote:Tippia wrote:The good news is that EVE never catered to that part of the industry to begin with, and didn't need to chase to get on the whole GÇ£difficult gameGÇ¥ bandwagon GÇö it was already sitting way up front. ...as it was never thinkable that WoW will go f2p one day. Things change. @ Tardbar: That's why low hanging fruit "PvP" with maximised risk/reward is so fervently defended by the players. 
WoW might end up going F2P for the same reason EVE might fail. That being, listening to the whiners to the point where you have stopped making your game the very thing that attracted people to it in the first place.
I'd think that the screaming deaths of the last few MMOs to pursue the flash in the pan themepark players would be evidence enough to show that portion of the industry is not worth it. Not worth it for ArenaNet, not for Bioware, not for Mythic, and the list continues.
That kind of casual bullshit has worked only for one company. Blizzard. And we should all face the truth at this point. After close to a decade, Blizzard just got lucky, right place at the right time. Companies that keep thinking "Why not Zoidberg?" get buried. Not posting on my main, and loving it.-á Because free speech.-á |

Infinity Ziona
Cloakers
410
|
Posted - 2013.09.16 02:07:00 -
[129] - Quote
Lady Areola Fappington wrote:Renault T'Bonin wrote: That's fine by me. I don't relish tears from griefing people.
I do admit to enjoying tears shed by the willfully ignorant. Freighter ganking is completely appropriate in this game because there are ways of avoiding it.
I've never gotten why victims will so willfully fuel the tear machine with whinging and crying after a gank. I've been gotten on my industrial alt a few times. Rather than sending pages full of "OMG U SUX GO DIAF", I just say "Hey, good gank, caught me napping. Next time you won't be so lucky!" Some people just invest entirely too much emotional clutter into a video game. If you had worked for months to get a top of the line capital ship to fly, even if you could afford to lose it, and then it was killed by a group of newb alts in newb 2 million isk dessies with newb t1 weapons in under 30 seconds you would probably wonder why you were even playing the game too.
I'm not anti-suiciding, I suicided a random in Jita the other day, pod included. I'm anti-imbalance. I used a battleship, it has a loss value that is somewhat painful. |

Varius Xeral
Galactic Trade Syndicate
1143
|
Posted - 2013.09.16 02:48:00 -
[130] - Quote
Thread delivers. Official Representative of The Nullsec Zealot Cabal |

Galen Darksmith
Sky Fighters
13
|
Posted - 2013.09.16 04:12:00 -
[131] - Quote
Shalua Rui wrote:Hm... ok, it seams I stand corrected then... on the other hand, given CCP's recents changes in management... ...let's just say, I get a different message.  Times are a changing, that's especially true for game companies... just don't be too suprised if "your" way of playing the game is suddenly deemed undesirable one day.
CCP Solomon wrote:The risk of having your day ruined by other people is the cornerstone with which EVE was built and we want to keep that (in fact, this is much more representative of the consensus opinion within CCP).
So basically, you're wrong about pretty much everything. That's actually pretty impressive. |

Angeal MacNova
The Scope Gallente Federation
83
|
Posted - 2013.09.16 04:31:00 -
[132] - Quote
You can't allow bumping to flag people. It would be abused way too much.
The "solution" (if it's even a problem) would be to script it so ships that initiate warp can't be bumped. However, miners would constantly activate and deactivate to prevent bumping while mining. The solution to that would be to change so that high slot modules stop upon initiation of warp rather than upon warping. This also goes for any other high slot module that would shut off up warping.
|

PopplerRo
5
|
Posted - 2013.09.16 04:31:00 -
[133] - Quote
Sounds like the equivalent of trying to prevent someone from moving by breaking their legs or just standing in their way, sure while one is illegal the other is not illegal just frowned upon |

Shalua Rui
Rui Freelance Mining
20850
|
Posted - 2013.09.16 05:10:00 -
[134] - Quote
Galen Darksmith wrote:So basically, you're wrong about pretty much everything. That's actually pretty impressive. I know, right!?  
Seriously though... throwing around random quotes as a way to give yourself a sense of security, and to be "right" of course, is... adorable... but doesn't nullify the possibility that CCP might change the whole bumping mechanics on a whim, if they should deem it necessary... "ginger forum goddess, space gypsy and stone nibbler extraordinaire!" Shalua Rui - CEO and founder of Rui Freelance Mining (RFLM)
Feature ideas I had/endorse: Crew Managment, Orcas as mobile Bases |

Galen Darksmith
Sky Fighters
13
|
Posted - 2013.09.16 06:11:00 -
[135] - Quote
Shalua Rui wrote:Galen Darksmith wrote:So basically, you're wrong about pretty much everything. That's actually pretty impressive. I know, right!?   Seriously though... throwing around random quotes as a way to give yourself a sense of security, and to be "right" of course, is... adorable... but doesn't nullify the possibility that CCP might change the whole bumping mechanics on a whim, if they should deem it necessary...
Of course it doesn't nullify the possibility, very few events (Iceland sinking into the ocean and becoming a second Atlantis, EMP pulse from covert Icelandic nuclear test wipes the servers, bog standard end-of-the-world scenarios) would actually fully nullify it. However, given the quote, it's pretty obvious that CCP views EVE as a place where interactions are not always consensual. In this light, there is very little reason to change bumping mechanics to please a small minority of players (transport pilots too stupid to take precautions).
|

Alavaria
GoonWaffe Goonswarm Federation
59
|
Posted - 2013.09.16 06:19:00 -
[136] - Quote
Maybe the entire premise of eve onine player generated content is wrong Loyalty is a virtue, participation brings reward.
My main is out of sub ... NO, STOP BEING POOR I can't talk about my main due to TOS "clarifications" |

Diablo Ex
Lilith's Shadow
210
|
Posted - 2013.09.16 07:08:00 -
[137] - Quote
The simple solution would be that once a warp drive is activated and begins spooling up the ship is surrounded by a warp bubble and no longer a "collidable" object. The physics of the game has ships in warp passing through planets, stations, asteroids, all kinds of stuff because while in Warp you are not "physically" in the universe. At that point the only way to prevent the ship from warping away is to use a warp disruptor. If the ship doesn't have it's warp drive active then it can interact with the objects around it and be bumped. Diablo Ex Machina - "I'm not here to fix your problem" |

Mallak Azaria
GoonWaffe Goonswarm Federation
3794
|
Posted - 2013.09.16 08:01:00 -
[138] - Quote
Zappity wrote:Um, ships are moving at maximum speed when they undock.
Faster than in a lot of cases. RIP Scamming; CCP has finally acknowledged that the average gamer is too stupid to avoid being scammed & has decided to protect them from themselves with TOS changes that effectively ban the practice. |

baltec1
Bat Country
8011
|
Posted - 2013.09.16 08:13:00 -
[139] - Quote
Diablo Ex wrote:The simple solution would be that once a warp drive is activated and begins spooling up the ship is surrounded by a warp bubble and no longer a "collidable" object. The physics of the game has ships in warp passing through planets, stations, asteroids, all kinds of stuff because while in Warp you are not "physically" in the universe. At that point the only way to prevent the ship from warping away is to use a warp disruptor. If the ship doesn't have it's warp drive active then it can interact with the objects around it and be bumped.
You just killed bumping as a thing to fix something that isnt broken. |

Pippgirl
Just In Time Science Greater Western Co-Prosperity Sphere
5
|
Posted - 2013.09.16 08:24:00 -
[140] - Quote
Sorry if this has been mentioned before, but:
wouldn't it be more realistic if it was harder to bump a ship with more mass than the one you are flying? So for example if ship a) with a mass of 10kk kg woulb be able to bump a ship with 5kk kg, but not a ship with 20kk kg? Seems logical that a bumping frigate would just be crushed against the hull of a freighter, and therefore be the one that is bumped if it tries.
|

culo duro
The Bootcamp EveryoneVersusEveryone.com.
283
|
Posted - 2013.09.16 08:51:00 -
[141] - Quote
Infinity Ziona wrote: top of the line capital ship to fly
Infinity Ziona wrote: killed by a group of newb alts in newb 2 million isk dessies with newb t1 weapons in under 30 seconds
I think something was misunderstood here. |

Klandi
Consortium of stella Technologies
171
|
Posted - 2013.09.16 09:09:00 -
[142] - Quote
baltec1 wrote:
You just killed bumping as a thing to fix something that isnt broken.
Baltec - the adage "if it ain't broke then don't fix it" is what you are applying to this situation, then I have to say, that thinking is flawed. A design or concept when created is not perfect - never has been. Change of time, uses and people require modification of everything so the adage should be "If it don't change, don't fix it" and you apply that, will find that everything must evolve as everything changes.
Applying that concept to this game - everything will change because it can - and you know it can. There is no law to say it can't and as CCP has given the players a voice and an input into game evolution, then we say it will be changed and they will bow to player pressure - or not, as it is their decision at the end of the day.
This thread is about that singular concept and addressing the perceived "lifelike" physics of mass in space, based on several limitations. It needs to change because it is not "lifelike" enough.
Endof I am aware of my own ignorance and have checked my emotional quotient - thanks for asking |

Shalua Rui
Rui Freelance Mining
20854
|
Posted - 2013.09.16 10:32:00 -
[143] - Quote
Klandi wrote:This thread is about that singular concept and addressing the perceived "lifelike" physics of mass in space, based on several limitations. It needs to change because it is not "lifelike" enough. Exactly... my favorite example for "emergent gameplay that was not intended" will always be jet can mining... CCP didn't intend for the mechanic to be used in that way, but they did not object, no, actually they where impressed with how crafty their players are... after the first shock, that was. Then they changed mining ships and made it obsolete... things change, sometimes sooner, sometimes later. "ginger forum goddess, space gypsy and stone nibbler extraordinaire!" Shalua Rui - CEO and founder of Rui Freelance Mining (RFLM)
Feature ideas I had/endorse: Crew Managment, Orcas as mobile Bases |

Mallak Azaria
GoonWaffe Goonswarm Federation
3794
|
Posted - 2013.09.16 10:40:00 -
[144] - Quote
Pippgirl wrote:Sorry if this has been mentioned before, but:
wouldn't it be more realistic if it was harder to bump a ship with more mass than the one you are flying? So for example if ship a) with a mass of 10kk kg woulb be able to bump a ship with 5kk kg, but not a ship with 20kk kg? Seems logical that a bumping frigate would just be crushed against the hull of a freighter, and therefore be the one that is bumped if it tries.
MWD's increase ship mass. I'm sure your rental agreement doesn't say anything about being allowed to badpost on the forums. RIP Scamming; CCP has finally acknowledged that the average gamer is too stupid to avoid being scammed & has decided to protect them from themselves with TOS changes that effectively ban the practice. |

baltec1
Bat Country
8011
|
Posted - 2013.09.16 10:49:00 -
[145] - Quote
Klandi wrote:baltec1 wrote:
You just killed bumping as a thing to fix something that isnt broken.
Baltec - the adage "if it ain't broke then don't fix it" is what you are applying to this situation, then I have to say, that thinking is flawed. A design or concept when created is not perfect - never has been. Change of time, uses and people require modification of everything so the adage should be "If it don't change, don't fix it" and you apply that, will find that everything must evolve as everything changes. Applying that concept to this game - everything will change because it can - and you know it can. There is no law to say it can't and as CCP has given the players a voice and an input into game evolution, then we say it will be changed and they will bow to player pressure - or not, as it is their decision at the end of the day. This thread is about that singular concept and addressing the perceived "lifelike" physics of mass in space, based on several limitations. It needs to change because it is not "lifelike" enough. Endof
We already have tools to stop bumping being a big issue. We should use them. |

Eugene Kerner
TunDraGon
820
|
Posted - 2013.09.16 10:57:00 -
[146] - Quote
https://forums.eveonline.com/default.aspx?g=posts&t=199310&find=unread dont know if this was linked in here already...thats the official view of bumping.
"Also, your boobs " -á CCP Eterne, 2012
|

March rabbit
epTa Team Inc.
751
|
Posted - 2013.09.16 11:03:00 -
[147] - Quote
Amhra Rho wrote:CCP is, at least, consistent about this, in that their explanation about what provokes a criminal flag is the use of a module. Of course, that wouldn't be the case with bumping - no modules are involved. well. it's really difficult to bump without MWD i guess 
so nope. bumping INVOLVES modules, at least 1 (possibly oversized) MWD. |

Pippgirl
Just In Time Science Greater Western Co-Prosperity Sphere
5
|
Posted - 2013.09.16 11:11:00 -
[148] - Quote
Mallak Azaria wrote:Pippgirl wrote:Sorry if this has been mentioned before, but:
wouldn't it be more realistic if it was harder to bump a ship with more mass than the one you are flying? So for example if ship a) with a mass of 10kk kg woulb be able to bump a ship with 5kk kg, but not a ship with 20kk kg? Seems logical that a bumping frigate would just be crushed against the hull of a freighter, and therefore be the one that is bumped if it tries.
MWD's increase ship mass. I'm sure your rental agreement doesn't say anything about being allowed to badpost on the forums.
I'm talking about the size of the ship. There's no reason a large ship should do evasive maneuvers for a small sized ship. RL example: Large 16 wheel truck vs a Ford Ka. If anchor +F1 "leet pvp" goons can badpost, I can too. |

Fey Ivory
Center for Advanced Studies Gallente Federation
101
|
Posted - 2013.09.16 11:14:00 -
[149] - Quote
Its not the bumping per say that is anoying, its the fact that tiny objects can bump massive ones... simpest solotion IF there are to be a change, then id suggest something like this, you cant bump if you have less mass then the craft you fly into, if you have more mass you can bump a craft with less mass, and crafts off less mass is "generally" faster then ships with more mass... so that sort of fix "bumping", IF there is a need to "fix" things |

Mallak Azaria
GoonWaffe Goonswarm Federation
3794
|
Posted - 2013.09.16 11:17:00 -
[150] - Quote
Pippgirl wrote:Mallak Azaria wrote:Pippgirl wrote:Sorry if this has been mentioned before, but:
wouldn't it be more realistic if it was harder to bump a ship with more mass than the one you are flying? So for example if ship a) with a mass of 10kk kg woulb be able to bump a ship with 5kk kg, but not a ship with 20kk kg? Seems logical that a bumping frigate would just be crushed against the hull of a freighter, and therefore be the one that is bumped if it tries.
MWD's increase ship mass. I'm sure your rental agreement doesn't say anything about being allowed to badpost on the forums. I'm talking about the size of the ship. There's no reason a large ship should do evasive maneuvers for a small sized ship. RL example: Large 16 wheel truck vs a Ford Ka. If anchor +F1 "leet pvp" goons can badpost, I can too.
You seem to not understand the difference between size & mass (mass is more important). I don't anchor + F1, now stop posting & get back to making money for us publord. RIP Scamming; CCP has finally acknowledged that the average gamer is too stupid to avoid being scammed & has decided to protect them from themselves with TOS changes that effectively ban the practice. |

Pippgirl
Just In Time Science Greater Western Co-Prosperity Sphere
5
|
Posted - 2013.09.16 11:21:00 -
[151] - Quote
Mallak Azaria wrote:Pippgirl wrote:Mallak Azaria wrote:Pippgirl wrote:Sorry if this has been mentioned before, but:
wouldn't it be more realistic if it was harder to bump a ship with more mass than the one you are flying? So for example if ship a) with a mass of 10kk kg woulb be able to bump a ship with 5kk kg, but not a ship with 20kk kg? Seems logical that a bumping frigate would just be crushed against the hull of a freighter, and therefore be the one that is bumped if it tries.
MWD's increase ship mass. I'm sure your rental agreement doesn't say anything about being allowed to badpost on the forums. I'm talking about the size of the ship. There's no reason a large ship should do evasive maneuvers for a small sized ship. RL example: Large 16 wheel truck vs a Ford Ka. If anchor +F1 "leet pvp" goons can badpost, I can too. You seem to not understand the difference between size & mass (mass is more important). I don't anchor + F1, now stop posting & get back to making money for us.
I'm just going to point to what Fey Ivory said.
(oh and this is not my main. I know we anchor + F1. ) |

Mallak Azaria
GoonWaffe Goonswarm Federation
3794
|
Posted - 2013.09.16 11:31:00 -
[152] - Quote
Pippgirl wrote:I'm just going to point to what Fey Ivory said.
(oh and this is not my main. I know we anchor + F1. )
You might if that's your thing, I don't. Now make money, Titans don't buy themselves. RIP Scamming; CCP has finally acknowledged that the average gamer is too stupid to avoid being scammed & has decided to protect them from themselves with TOS changes that effectively ban the practice. |

baltec1
Bat Country
8012
|
Posted - 2013.09.16 11:31:00 -
[153] - Quote
So if I throw a small rock at a stationary rock three times bigger in space the big rock is not going to move? |

Mallak Azaria
GoonWaffe Goonswarm Federation
3794
|
Posted - 2013.09.16 11:33:00 -
[154] - Quote
baltec1 wrote:So if I throw a small rock at a stationary rock three times bigger in space the big rock is not going to move?
Apparently not, according to the logic of people that are too stupid to use the counters to bumping.
RIP Scamming; CCP has finally acknowledged that the average gamer is too stupid to avoid being scammed & has decided to protect them from themselves with TOS changes that effectively ban the practice. |

Shalua Rui
Rui Freelance Mining
20854
|
Posted - 2013.09.16 11:33:00 -
[155] - Quote
Eugene Kerner wrote:https://forums.eveonline.com/default.aspx?g=posts&t=199310&find=unread dont know if this was linked in here already...thats the official view of bumping. "However, persistent targeting of a player with bumping by following them around after they have made an effort to move on to another location can be classified as harassment, and this will be judged on a case by case basis." ...and that's actually all one should have to say about that. "ginger forum goddess, space gypsy and stone nibbler extraordinaire!" Shalua Rui - CEO and founder of Rui Freelance Mining (RFLM)
Feature ideas I had/endorse: Crew Managment, Orcas as mobile Bases |

baltec1
Bat Country
8012
|
Posted - 2013.09.16 11:35:00 -
[156] - Quote
Shalua Rui wrote:Eugene Kerner wrote:https://forums.eveonline.com/default.aspx?g=posts&t=199310&find=unread dont know if this was linked in here already...thats the official view of bumping. "However, persistent targeting of a player with bumping by following them around after they have made an effort to move on to another location can be classified as harassment, and this will be judged on a case by case basis." ...and that's actually all one should have to say about that.
So don't follow them from system to system. |

Shalua Rui
Rui Freelance Mining
20854
|
Posted - 2013.09.16 11:49:00 -
[157] - Quote
baltec1 wrote:So don't follow them from system to system. Or don't follow them to another belt... or even 10 km on the same grid... all's relative. 
...but the definition of "bumping as a form of harassment" wasn't really the subject here to begin with. "ginger forum goddess, space gypsy and stone nibbler extraordinaire!" Shalua Rui - CEO and founder of Rui Freelance Mining (RFLM)
Feature ideas I had/endorse: Crew Managment, Orcas as mobile Bases |

War Kitten
Panda McLegion xXPlease Pandemic Citizens Reloaded Alliance.Xx
3422
|
Posted - 2013.09.16 11:52:00 -
[158] - Quote
So many genius solutions in one place, I can't imagine why CCP hasn't already implemented them and hired new developers from this very thread!
I find that without a good mob to provide one for them, most people would have no mentality at all. |

Debora Tsung
The Investment Bankers Guild
430
|
Posted - 2013.09.16 11:56:00 -
[159] - Quote
Cipher Jones wrote:This raises a really good question; "How many Calories are in human tears, and will that make me fatter than dipping my Oreo's in skim milk"? None, it's just water and salt.
That said, did You ever take a good mouthfull of ocean water? Way too salty. 
But I hear it can be good for your skin.
Does that mean you can recognize pirate players from their baby smooth skin? Possibly, but who ever knows. Stupidity should be a bannable offense.
Also This --> https://forums.eveonline.com/default.aspx?g=posts&t=216699 Please stop making "afk cloak" threads, thanks in advance. |

Baudolino
Kenshin. Against ALL Authorities
11
|
Posted - 2013.09.16 11:57:00 -
[160] - Quote
I'd be more than happy if they fixed it so a 1 cm wasp cant wtfbounce an aircraft carrier sideways for several kilometres. |

Jacob Holland
Weyland-Vulcan Industries
177
|
Posted - 2013.09.16 12:49:00 -
[161] - Quote
Kaarous Aldurald wrote:Ok, great. Now the second you tell me how to code that in a decade-old 3-dimensional underwater simulation model that was conscripted into use as a spaceship game for whom none of the original programmers still work for the company, we can get started. Given the difficulty of coding for intent (look at any game with a "karma" system to see the futility of even starting) one could (perhaps) code for result? Perhaps something along the lines of: If five (seems like a reasonable starting number) collisions occur between two entities on the same grid without either entity undergoing a session change both entities are rendered insubstantial (and therefore if caught up in a bait ball around 4-4 undock can warp out) until they undertake a session change. Perhaps (if it works for Bastion) give both parties a weapons flag (without suspect) to prevent jumping or docking (which a freighter trying to warp to the next gate is unlikely to notice given how slow they warp).
Of course that still leaves the bumpers the option of bumping four times and then warping off - but that's a much clearer indication of intent than otherwise...
Perhaps you could then talk in terms of a ship which collides with another a number of times, undergoes a session change and then collides with the same ship (that second ship not having undergone a session change) in the same grid (or pocket grid) - perhaps you deal with it in much the way others are suggesting, a criminal flag and weapons timer...etc. Or perhaps like the dual Vindi-webs scrambler (where dual Vindi-webs make it impossible for a ship to warp, dock...etc) it is simply declared an exploit and relies on the Petition system. Perhaps, given that the target of a bump is often accelerated to speeds vastly in excess of their ship's capability, the same logic as the Vindi-web scrambler applies... |

Fey Ivory
Center for Advanced Studies Gallente Federation
102
|
Posted - 2013.09.16 13:41:00 -
[162] - Quote
baltec1 wrote:So if I throw a small rock at a stationary rock three times bigger in space the big rock is not going to move?
And if your frigate flies with afterburner into a titan, it shouldent go splat ?, of two less brilliant things, wich is less brilliant ? ;P |

Klandi
Consortium of stella Technologies
171
|
Posted - 2013.09.16 14:03:00 -
[163] - Quote
In effect want is really being discussed here is this clause "CCP considers the act of bumping a normal game mechanic, and does not class the bumping of another playerGÇÖs ship as an exploit. However, persistent targeting of a player with bumping by following them around after they have made an effort to move on to another location can be classified as harassment, and this will be judged on a case by case basis."
The problem here is the words "an effort". Too imprecise. Should state a time - that can be proved somehow. I am aware of my own ignorance and have checked my emotional quotient - thanks for asking |

Sipphakta en Gravonere
4S Corporation Goonswarm Federation
249
|
Posted - 2013.09.16 14:10:00 -
[164] - Quote
Fey Ivory wrote: And if your frigate flies with afterburner into a titan, it shouldent go splat ?, of two less brilliant things, wich is less brilliant ? ;P
If only our ships in space had some kind of shield... I say tomato, you say tomaCCP BAN ALL TOMATOES THEY ARE HARASSING ME I WANT TOMATO FREE HIGHSEC. -- TheGunslinger42 |

Giuseppe R Raimondo
Lowsey Pirates Inc. Capital Alliance
0
|
Posted - 2013.09.16 14:17:00 -
[165] - Quote
Fast and simpel solution is not making the mass of a frigate or destroyer be able to move the mass of a capital. Now that i think about it there should be a service at station to clean wrecks of the hull of your ship |

Ranger 1
Ranger Corp
4640
|
Posted - 2013.09.16 14:20:00 -
[166] - Quote
Fey Ivory wrote:baltec1 wrote:So if I throw a small rock at a stationary rock three times bigger in space the big rock is not going to move? And if your frigate flies with afterburner into a titan, it shouldent go splat ?, of two less brilliant things, wich is less brilliant ? ;P Ships, unlike rocks, have shields specifically designed to keep ships from actually colliding and taking damage. Now a case could be made for making the consequences to the frigate more severe, like being rebounded quite some distance further away than they currently are... but that really doesn't solve the non-issue being discussed. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Jenn aSide
STK Scientific Initiative Mercenaries
2786
|
Posted - 2013.09.16 14:24:00 -
[167] - Quote
Cipher Jones wrote:Maliandra wrote:I've read some threads about this and am yet to see a response to this question: How is it logical that using a warp disruptor raises a criminal flag but preventing someone from warping by bumping into their ship endlessly does not?
I understand bumping is not in itself an exploit, and it would be tough to place flags as how does one determine when it is appropriate to do so?
None the less this issue needs to be looked at. I don't fly freighters or do much that requires such transportation so I don't think I'm (too) biased when it comes to this. Can't ignore the faulty logic. RRing criminals flags you. Why? You are helping criminals. So... what's the bumper doing?
CCP should sit down and come up with a solution. There should be something "between" a yellow and orange flag for this and they need to find an effective way for it to exist within the game. This raises a really good question; "How many Calories are in human tears, and will that make me fatter than dipping my Oreo's in skim milk"?
+1
I use this stuff called "Tears-be-gone". it looks like a Rapier with sensor boosters and faction webs and it not only allows me to move a freighter across high sec with lightening speed, it makes it impossible for anyone to bump me in the very few seconds the freighter is visible to them before it warps.
who ever thought that expending 1 brain cell worth or effort would actually work in a video game?
|

Alavaria
GoonWaffe Goonswarm Federation
60
|
Posted - 2013.09.16 14:25:00 -
[168] - Quote
Shalua Rui wrote:baltec1 wrote:So don't follow them from system to system. Or don't follow them to another belt... or even 10 km on the same grid... all's relative.  ...but the definition of "bumping as a form of harassment" wasn't really the subject here to begin with. Hey, overly expansive and encouraging of "clarifications"
Go find that one GM and ask him for some help Loyalty is a virtue, participation brings reward.
My main is out of sub ... NO, STOP BEING POOR I can't talk about my main due to TOS "clarifications" |

Fey Ivory
Center for Advanced Studies Gallente Federation
102
|
Posted - 2013.09.16 14:31:00 -
[169] - Quote
Sipphakta en Gravonere wrote:Fey Ivory wrote: And if your frigate flies with afterburner into a titan, it shouldent go splat ?, of two less brilliant things, wich is less brilliant ? ;P
If only our ships in space had some kind of shield...
A frigate mitigates most of its damage taken by its speed, in this case its used to ram a object, several times its own mass, not to mention if that object were heading for you, and yes you have shields ;P |

Shalua Rui
Rui Freelance Mining
20855
|
Posted - 2013.09.16 14:37:00 -
[170] - Quote
Alavaria wrote:Go find that one GM and ask him for some help Why should I? I have no issue with gankers... never had. 
...I just don't like bullies. vOv
On shields: I doubt that shields would be of much use against the force of one ship colliding with another one... they are there to absorb certain forms of energy... the kinetic force a small, fast ship would have to withstand when colliding with a much larger vessel would melt it's shield in milliseconds. On the other hand... a frigate ramming a dreadnought wouldn't do much more harm then a missile would to said frigate. "ginger forum goddess, space gypsy and stone nibbler extraordinaire!" Shalua Rui - CEO and founder of Rui Freelance Mining (RFLM)
Feature ideas I had/endorse: Crew Managment, Orcas as mobile Bases |

Alavaria
GoonWaffe Goonswarm Federation
60
|
Posted - 2013.09.16 14:40:00 -
[171] - Quote
Shalua Rui wrote:Alavaria wrote:Go find that one GM and ask him for some help Why should I? I have no issue with gankers... never had.  ...I just don't like bullies. vOv So.. gankers and bumpers then.
Go on, I'll be waiting. Loyalty is a virtue, participation brings reward.
My main is out of sub ... NO, STOP BEING POOR I can't talk about my main due to TOS "clarifications" |

Shalua Rui
Rui Freelance Mining
20855
|
Posted - 2013.09.16 14:43:00 -
[172] - Quote
Alavaria wrote:Go on, I'll be waiting. You do that.  "ginger forum goddess, space gypsy and stone nibbler extraordinaire!" Shalua Rui - CEO and founder of Rui Freelance Mining (RFLM)
Feature ideas I had/endorse: Crew Managment, Orcas as mobile Bases |

Ranger 1
Ranger Corp
4640
|
Posted - 2013.09.16 14:54:00 -
[173] - Quote
Shalua Rui wrote:Alavaria wrote:Go find that one GM and ask him for some help Why should I? I have no issue with gankers... never had.  ...I just don't like bullies. vOv On shields: I doubt that shields would be of much use against the force of one ship colliding with another one... they are there to absorb certain forms of energy... the kinetic force a small, fast ship would have to withstand when colliding with a much larger vessel would melt it's shield in milliseconds. On the other hand... a frigate ramming a dreadnought wouldn't do much more harm then a missile would to said frigate. I'm just saying since the game engine isn't really set up to handle collisions in a more sophisticated manner the accepted lore is that your shields protect you from collisions by rebounding you away, fitting nicely with the often abused term "deflector shield".
CCP is only willing to use a certain amount of processor power dealing with the collisions that happen all the time in EVE, so until things get rewritten to allow the GPU to shoulder that load via Tessellation things aren't likely to change much in the short term. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Tippia
Sunshine and Lollipops
16492
|
Posted - 2013.09.16 14:58:00 -
[174] - Quote
Ranger 1 wrote:CCP is only willing to use a certain amount of processor power dealing with the collisions that happen all the time in EVE, so until things get rewritten to allow the GPU to shoulder that load via Tessellation things aren't likely to change much in the short term. It's not going to change then either. You can't trust the client, so the GPU would only handle the graphical effect GÇö not the actual collision simulation. To make any use of those kinds of computations, the GPU would have to be server-side, and I somehow doubt that they'll rewrite the server code and refit the cluster with piles of GPUs just to deal with something as irrelevant as collisions. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Shalua Rui
Rui Freelance Mining
20857
|
Posted - 2013.09.16 15:03:00 -
[175] - Quote
Ranger 1 wrote:CCP is only willing to use a certain amount of processor power dealing with the collisions that happen all the time in EVE, so until things get rewritten to allow the GPU to shoulder that load via Tessellation things aren't likely to change much in the short term. Meh... true... but, CPU space becomes cheaper and cheaper, and so do GPU's in notebooks and PCs. ...I guess it's more an issue of priority and manpower, then anything else... with CCP thinning their resources over multiple games like that. The tassilation/texture mapping presentation on this years fanfest was pretty impressive. "ginger forum goddess, space gypsy and stone nibbler extraordinaire!" Shalua Rui - CEO and founder of Rui Freelance Mining (RFLM)
Feature ideas I had/endorse: Crew Managment, Orcas as mobile Bases |

Asuka Solo
Stark Fujikawa Stark Enterprises
2532
|
Posted - 2013.09.16 15:04:00 -
[176] - Quote
Amhra Rho wrote:CCP is, at least, consistent about this, in that their explanation about what provokes a criminal flag is the use of a module. Of course, that wouldn't be the case with bumping - no modules are involved.
WMD + Armor plate.
Next lady for a shave....
Eve is about Capital ships, WiS, Boobs, PI and Isk! |

Plastic Psycho
Necro-Economics
460
|
Posted - 2013.09.16 15:10:00 -
[177] - Quote
Sakaron Hefdover wrote:Jita 4-4 will no longer be a market if you added consequences on bumping   Oh, the Concordokken carnage, should bumping raise GCC flags! Such hilarity at trade-hub undocks! Wreacks as far as the eye can see, Concord so thick on the scene that you could walk from hull-to-hull, even Concord Concordokkening itself due to the density of the response!
Please, CCP, do this! Even for just one day...! 
|

Plastic Psycho
Necro-Economics
460
|
Posted - 2013.09.16 15:13:00 -
[178] - Quote
Infinity Ziona wrote:Kaarous Aldurald wrote:Maliandra wrote:I've read some threads about this and am yet to see a response to this question: How is it logical that using a warp disruptor raises a criminal flag but preventing someone from warping by bumping into their ship endlessly does not?
I understand bumping is not in itself an exploit, and it would be tough to place flags as how does one determine when it is appropriate to do so?
None the less this issue needs to be looked at. I don't fly freighters or do much that requires such transportation so I don't think I'm (too) biased when it comes to this. Can't ignore the faulty logic. RRing criminals flags you. Why? You are helping criminals. So... what's the bumper doing?
CCP should sit down and come up with a solution. There should be something "between" a yellow and orange flag for this and they need to find an effective way for it to exist within the game. No. If bumping were any form of attack, then I would sit on the undock in Jita and get people blown up endlessly. The reason is not in any way shape or form an act that flags you is because it can, and much of the time is done accidentally. Make it a hostile act and you've opened up a can of worms you really don't want the smart, mean people in this game to have access to. Just have someone double-web your ship to cut your time to warp. It's beyond easy. Its very easy for the server to tell the difference between deliberate bumping and accidental bumping. Deliberate - Ship is moving at great speed. Ship is repeatedly colliding with the bumped ship while moving at great speed in a forward direction. Ship is moving away at high speed to get range for next bump. Ship is using MWD. vs Undocking Ship is moving at slow speed Ship is bumping another ship at slow speed while moving up down, sideways. Ship is not moving away at high speed to get range for next bump. Ship is not using MWD. Simple. Everything is simple to someone who does not understand how things work, and does not have to *do* the work.
Hush, and let the grownups talk.
|

Eram Fidard
Republic Military School Minmatar Republic
306
|
Posted - 2013.09.16 15:14:00 -
[179] - Quote
Thread:
OP: "HOW TO SHOT WEB?!?!?"
ZIONA: "SOK I WILL CODE WEBSHOOTING CODES FOR UUUU" *if.player1=meanie then.ruleschange1 ruleschange1=evehowIwantit
EVERYONE ELSE: Actually, you are wrong. *inserts proof*
ZIONA: I AM ALWAYS RIGHT FORUMS REVOLVE AROUND ME LISTEN TO MEEEEEE I KNOW HOW TO SHOT WEB NO REALLY...oh by the way freighters should be totally safe in hi-sec because :time investment:
EVE: *facepalm
|

Solstice Project
I'm So Meta Even This Acronym
3956
|
Posted - 2013.09.16 15:27:00 -
[180] - Quote
Funny how people connect tesselation to collision detection..
One is adding virtual triangles that don't exist on the models, the other handles mathematical spheres/boxes which don't have much resemblences of the actual model.
And if CCP had been smarter about it, they would have used OpenGL and we would have gotten tesselation years ago.
Anyhow, there is no connection whatsoever. |

Jenn aSide
STK Scientific Initiative Mercenaries
2793
|
Posted - 2013.09.16 15:29:00 -
[181] - Quote
Eram Fidard wrote:Thread:
OP: "HOW TO SHOT WEB?!?!?"
ZIONA: "SOK I WILL CODE WEBSHOOTING CODES FOR UUUU" *if.player1=meanie then.ruleschange1 ruleschange1=evehowIwantit
EVERYONE ELSE: Actually, you are wrong. *inserts proof*
ZIONA: I AM ALWAYS RIGHT FORUMS REVOLVE AROUND ME LISTEN TO MEEEEEE I KNOW HOW TO SHOT WEB NO REALLY...oh by the way freighters should be totally safe in hi-sec because :time investment:
EVE: *facepalm
\
You owe me a keyboard because mine is now soiled with coffee. I will accept 3 plex in lieu of keyboard.
|

Baron' Soontir Fel
Noob Mercs Monkeys with Guns.
24
|
Posted - 2013.09.16 15:32:00 -
[182] - Quote
Cade Windstalker wrote: CCP's policy for a long time now has been that you can not repeatedly bump a freighter to stop it from warping if you're not ganking it. If someone does this then file a GM ticket. Otherwise it's game mechanics working as intended.
If you're referring to other cases of bumping then it comes under the Harassment policy where you should first attempt to move systems and if the person follows you then you can report them.
Is there a post somewhere that says this?
I had a Typhoon bump my empty Orca for 1/2 an hour and I couldn't do anything about it. Couldn't do anything. |

Varius Xeral
Galactic Trade Syndicate
1146
|
Posted - 2013.09.16 15:33:00 -
[183] - Quote
Eram Fidard wrote:Thread:
OP: "HOW TO SHOT WEB?!?!?"
ZIONA: "SOK I WILL CODE WEBSHOOTING CODES FOR UUUU" *if.player1=meanie then.ruleschange1 ruleschange1=evehowIwantit
EVERYONE ELSE: Actually, you are wrong. *inserts proof*
ZIONA: I AM ALWAYS RIGHT FORUMS REVOLVE AROUND ME LISTEN TO MEEEEEE I KNOW HOW TO SHOT WEB NO REALLY...oh by the way freighters should be totally safe in hi-sec because :time investment:
EVE: *facepalm
pretty much Official Representative of The Nullsec Zealot Cabal |

Eram Fidard
Republic Military School Minmatar Republic
314
|
Posted - 2013.09.16 15:58:00 -
[184] - Quote
Jenn aSide wrote:You owe me a keyboard because mine is now soiled with coffee. I will accept 3 plex in lieu of keyboard.
Updated signature for liability purposes. Acquiring space-lawyer while awaiting service of space-process. Poster is not to be held responsible for damages to keyboards and/or noses caused by hot beverages. |

PotatoOverdose
SONS of LEGION RISE of LEGION
143
|
Posted - 2013.09.16 20:54:00 -
[185] - Quote
So if bumping a freighter gets you a criminal flag, shouldn't a freighter bumping another ship get a criminal flag too? 
I think I'd be okay with this. |

Eram Fidard
Republic Military School Minmatar Republic
315
|
Posted - 2013.09.16 21:12:00 -
[186] - Quote
Just give everyone in hi-sec a criminal flag.
Problem solved. Poster is not to be held responsible for damages to keyboards and/or noses caused by hot beverages. |

Murk Paradox
Duty. The Cursed Few
508
|
Posted - 2013.09.16 21:22:00 -
[187] - Quote
Maliandra wrote:I've read some threads about this and am yet to see a response to this question: How is it logical that using a warp disruptor raises a criminal flag but preventing someone from warping by bumping into their ship endlessly does not?
I understand bumping is not in itself an exploit, and it would be tough to place flags as how does one determine when it is appropriate to do so?
None the less this issue needs to be looked at. I don't fly freighters or do much that requires such transportation so I don't think I'm (too) biased when it comes to this. Can't ignore the faulty logic. RRing criminals flags you. Why? You are helping criminals. So... what's the bumper doing?
CCP should sit down and come up with a solution. There should be something "between" a yellow and orange flag for this and they need to find an effective way for it to exist within the game.
Because technically bumping is not shutting down their warp core; it is still spooling up.
Bumping is keeping the ship from attaining full align and 75% speed.
Since the warp drive is still able to spool up it's not a flag. Warp scram/disruptor actually affects the ships warp strength therefore = flag. This post has been signed by Murk Paradox and no other accounts, alternate or otherwise. Any other post claiming to be this holder's is subject to being banned at the discretion of the GM Team as it would violate the TOS in regards to impersonation. Signed, Murk Paradox. In triplicate. |

Murk Paradox
Duty. The Cursed Few
508
|
Posted - 2013.09.16 21:25:00 -
[188] - Quote
Infinity Ziona wrote:Kaarous Aldurald wrote:Maliandra wrote:I've read some threads about this and am yet to see a response to this question: How is it logical that using a warp disruptor raises a criminal flag but preventing someone from warping by bumping into their ship endlessly does not?
I understand bumping is not in itself an exploit, and it would be tough to place flags as how does one determine when it is appropriate to do so?
None the less this issue needs to be looked at. I don't fly freighters or do much that requires such transportation so I don't think I'm (too) biased when it comes to this. Can't ignore the faulty logic. RRing criminals flags you. Why? You are helping criminals. So... what's the bumper doing?
CCP should sit down and come up with a solution. There should be something "between" a yellow and orange flag for this and they need to find an effective way for it to exist within the game. No. If bumping were any form of attack, then I would sit on the undock in Jita and get people blown up endlessly. The reason is not in any way shape or form an act that flags you is because it can, and much of the time is done accidentally. Make it a hostile act and you've opened up a can of worms you really don't want the smart, mean people in this game to have access to. Just have someone double-web your ship to cut your time to warp. It's beyond easy. Its very easy for the server to tell the difference between deliberate bumping and accidental bumping. Deliberate - Ship is moving at great speed. Ship is repeatedly colliding with the bumped ship while moving at great speed in a forward direction. Ship is moving away at high speed to get range for next bump. Ship is using MWD. vs Undocking Ship is moving at slow speed Ship is bumping another ship at slow speed while moving up down, sideways. Ship is not moving away at high speed to get range for next bump. Ship is not using MWD. Simple.
Collision mechanics are an important part of this game. This post has been signed by Murk Paradox and no other accounts, alternate or otherwise. Any other post claiming to be this holder's is subject to being banned at the discretion of the GM Team as it would violate the TOS in regards to impersonation. Signed, Murk Paradox. In triplicate. |

Murk Paradox
Duty. The Cursed Few
508
|
Posted - 2013.09.16 21:42:00 -
[189] - Quote
Lord LazyGhost wrote:what is not logical is that somthing the size of a interceptor can fly at 5k mps and slab into the size of something the size of a freighter and take no damage. That's like saying right i have a speed boat i am going to crash into the side of this oil tanker to move it. speed boat would just go pop.
Do this... go underwater with a bat and a ball.
Try to hit a home run.
Tell me the results.
Welcome to Eve collisions. This post has been signed by Murk Paradox and no other accounts, alternate or otherwise. Any other post claiming to be this holder's is subject to being banned at the discretion of the GM Team as it would violate the TOS in regards to impersonation. Signed, Murk Paradox. In triplicate. |

Murk Paradox
Duty. The Cursed Few
508
|
Posted - 2013.09.16 21:43:00 -
[190] - Quote
Infinity Ziona wrote:Lady Areola Fappington wrote:Infinity Ziona wrote: Plates and overdrives won't work like a MWD'ing Mach.
Its not like there will be more thousands of people bumping lol. I'm sure the cluster can handle a few checks when ships collide. They already do. Even at peak hour there's probably 50 people bumping at undock in Jita. If you consider 50 people bumping, that's 100 tasks for the server.
If you consider one person entering system, that's (lets say there are 2000 people in local) the server has to do 2000 tasks just to update everyone with the new person. Every message in local 2000 tasks and so on. Every time a person undocks, everyone on grid needs to see them, all overviews need to see them and so on. Its miniscule in comparison.
Its not anything to do with the physics model. Its collision detection. I don't how EvE does it and you don't either but I doubt the collision detection is intertwined with the physics code itself.
It would be more likely that when a collision detection function detects a collision, the function generates a call to the physics engine to update it so that it changes velocity, applies whatever friction it needs, changes the angle of the ships travel.
Programming is modular. Its all divided into functions. The functions usually are as independent of each other as possible which is called loose coupling. Its like that so you can change a function, say collision detection, and you get as little carry over to other functions as possible.
Step one, it isn't the cluster handling the bumps, it's that single shard running the system. Jits is on it's own speshul system, so using that as a comparison is right out. Collision detection *IS* the physics model. I mean, that's the PRIME job of a physics engine, is to work out collisions. Also, again IIRC, there is no friction in EVE collision. Someone worked out the math long ago, but the rebound is simply done via a percent comparison based off of mass and velocity. This is why MWD works so well for bumping, it adds both. Yes, programming is modular in a perfect world, in brand new code straight off the CVS. Now add ten years of patches, hacks hooks, and "just make it works". You've still danced around exactly what I proposed. Rather than a simple DB call and compare at the (as you put it yourself) the rare instance of intentional collision, you want to install an overarching real-time module to physics engine check that does not currently exist. We're also doing this when the vast majority of the EVE playerbase, and CCP itself is happy with the current system of human evaluation of intent, if-when needed. Anyway, lets say we install your system. After X MWD in Y timeframe, CONCORD shows up and kills the bumpers. No problem. I'll only bump in Y+1 time, and bring enough buddies to fill in the time. Make 5 minutes your timeframe, sure. I'll bring 25 buddies to bump (not hard at all). That's a bump per 15 seconds. Any code fix you try to employ, is a fix I can work around. The only way to stop bumping is to ban it, and...CCP likes bumping. They've coined it as the "poor man's point" and toss it up as an example of unplanned emergent gameplay. You're not quite understanding. A physics engine (I don't know EvE's so I'm being general) only handles physics. It shouldn't care about MWD. It doesn't care about collisions. If I was programming a very simple program that dealt with this stuff I would have the graphics engine (only handles graphics), a physics engine (only handles pure physics), a collision detection model (only handles collisions), a flagging system (only handles flagging). If in my program a ship collided it would be detected by my collision detection model. The collision detection system (CDS) would call the flagging system (FS) with the ships object id (ship1, ship2), the flagging system would examine ship1 and ship2 data and do its stuff. The CDS would then call the physics engine (PE) with the same id's. The PE would examine the ship1 and ship 2 data and do its stuff. It doesn't even know that a MWD exists, it exists just to handle physics so it does it stuff based on ship1 and ship2 data. The CDS doesn't call the graphics system because that's handled by the main system which called the CDS. As for your only bumping x number of times well true but that's infinitely better then as many times as you like.
Damn those things that aren't physics like mass and velocity and speed and inerti... oh wait.
Those are exactly what the mwd affects. Physics stuffs. This post has been signed by Murk Paradox and no other accounts, alternate or otherwise. Any other post claiming to be this holder's is subject to being banned at the discretion of the GM Team as it would violate the TOS in regards to impersonation. Signed, Murk Paradox. In triplicate. |

Spurty
964
|
Posted - 2013.09.16 21:46:00 -
[191] - Quote
Join corp, have buds web you, collect your own tears --- GòöGòùGòöGòÉGòªGòù GòæGòÜGòúGòæGòæGòÜGòù GòÜGòÉGò¬GòÉGò¬GòÉGò¥
|

Murk Paradox
Duty. The Cursed Few
508
|
Posted - 2013.09.16 21:48:00 -
[192] - Quote
Infinity Ziona wrote:Kaarous Aldurald wrote:TL; DR:
Infinity Ziona remains convinced that collision has nothing to with physics. So if I created a space game with no planets, nothing that a ship could collide with, lets say its in interstellar space, I wouldn't need a physics engine because there are no collisions :) Oh and therefore no physics?
Uh, you'd have a wall. This post has been signed by Murk Paradox and no other accounts, alternate or otherwise. Any other post claiming to be this holder's is subject to being banned at the discretion of the GM Team as it would violate the TOS in regards to impersonation. Signed, Murk Paradox. In triplicate. |

Murk Paradox
Duty. The Cursed Few
508
|
Posted - 2013.09.16 21:52:00 -
[193] - Quote
Infinity Ziona wrote:Lady Areola Fappington wrote:Infinity Ziona wrote:Benny Ohu wrote:if you didn't know what 'physics engine' meant in computer games you can just say so and move on you know I know what it means. Its an engine that handles the physics of the game. It could be a simple function or a complex group of functions but it does not handle collision detection. It handles the physics associated with collisions. Let me ask you again, if you were simulating a ship floating in space, and you had nothing to collide with as you don't in space, would you or would you not need a physics engine to deal with forces being generated by the ships engines. Would it need collision detection function in such an instance? The answer is no. The absence of a collision detection component does not make that physics engine not a physics engine therefore a physics engine does not have collision detection. If it does its an additional component and not part of the physics engine. Oh and if it is integrated into the physics engine code then the programmers are stupid. It needs to be modular so it can be easily unplugged and updated. Incorrect, as usual. If *I* were simulating a ship floating in space, I'd render it all with something like Maya, because including a whole physics engine when unneeded is insane. If there's no interaction with anything in space, and you want interactivity, you could just code in texture translation and movement to simulate motion. No need to include a physics engine, if there's no collision detection needed. lmao. Really so an engine producing thrust (motion) with fuel (energy) and moving a ship (mass) does not require physics. We should tell NASA they could save a bunch by firing all their physicists :)
What engine and what thrust?
We are talking about a supposed video game with nothing in it to collide with, and since you don't have walls in this game... you're movement is like hanging a pencil from the ceiling and using your hands to manipulate the paper to draw a picture.
That's what is cool about "simulations" is that they aren't real. This post has been signed by Murk Paradox and no other accounts, alternate or otherwise. Any other post claiming to be this holder's is subject to being banned at the discretion of the GM Team as it would violate the TOS in regards to impersonation. Signed, Murk Paradox. In triplicate. |

BoSau Hotim
uitraan diversified holdings incorporated
7014
|
Posted - 2013.09.16 22:13:00 -
[194] - Quote
Maliandra wrote:I've read some threads about this and am yet to see a response to this question: How is it logical that using a warp disruptor raises a criminal flag but preventing someone from warping by bumping into their ship endlessly does not?
I understand bumping is not in itself an exploit, and it would be tough to place flags as how does one determine when it is appropriate to do so?
None the less this issue needs to be looked at. I don't fly freighters or do much that requires such transportation so I don't think I'm (too) biased when it comes to this. Can't ignore the faulty logic. RRing criminals flags you. Why? You are helping criminals. So... what's the bumper doing?
CCP should sit down and come up with a solution. There should be something "between" a yellow and orange flag for this and they need to find an effective way for it to exist within the game.
So tell me. How will CCP decide when a bump is intentional or accidental in the market hubs - or any other high populated area.
Not only that, bumping is not always used in your 'so called' criminal act. What about legit wardec tactics?
Returning to believing it is a criminal act - that is your opinion. Many do not share that opinion and see bumping as a means to a legitimate end which may have non-criminal association. Who decides when and where it is criminal or not? If indeed CCP dedides that it is.
I dont' see the need for CCP to sit down and waste time hashing this out when there are many more important things to focus on. I'm not a carebear... I'm a SPACE BARBIE!-á Now... where's Ken? |

Diomedes Calypso
Aetolian Armada
109
|
Posted - 2013.09.16 23:27:00 -
[195] - Quote
===
Working as intended? I actually think there is a strong argument to be made that capital ships should only fly escorted, whether in high sec or low sec or null sec.
===
BUT, ...
.... the tool needed for escorts to aid the pilot, webbing them, is restricted to corp mates only. Right ? if you web someone out of corp in high sec you get concord on you don't you?
If webbing a fleet member did not trigger a criminal flag.... that could allow a pretty neat Role Playing player solution: Call the Red Frog Emergency Towing(webbing) service... for a flat fee they'd travel to your location after called on their chat channel and make their way to you , fleet up and webb you into warp?
Of course.. I don't know how hard that would be to change the flagging on one type of module on one sort of relationship status(being in fleet)
|

Infinity Ziona
Cloakers
412
|
Posted - 2013.09.17 00:18:00 -
[196] - Quote
Murk Paradox wrote:Infinity Ziona wrote:Lady Areola Fappington wrote:Infinity Ziona wrote:Benny Ohu wrote:if you didn't know what 'physics engine' meant in computer games you can just say so and move on you know I know what it means. Its an engine that handles the physics of the game. It could be a simple function or a complex group of functions but it does not handle collision detection. It handles the physics associated with collisions. Let me ask you again, if you were simulating a ship floating in space, and you had nothing to collide with as you don't in space, would you or would you not need a physics engine to deal with forces being generated by the ships engines. Would it need collision detection function in such an instance? The answer is no. The absence of a collision detection component does not make that physics engine not a physics engine therefore a physics engine does not have collision detection. If it does its an additional component and not part of the physics engine. Oh and if it is integrated into the physics engine code then the programmers are stupid. It needs to be modular so it can be easily unplugged and updated. Incorrect, as usual. If *I* were simulating a ship floating in space, I'd render it all with something like Maya, because including a whole physics engine when unneeded is insane. If there's no interaction with anything in space, and you want interactivity, you could just code in texture translation and movement to simulate motion. No need to include a physics engine, if there's no collision detection needed. lmao. Really so an engine producing thrust (motion) with fuel (energy) and moving a ship (mass) does not require physics. We should tell NASA they could save a bunch by firing all their physicists :) What engine and what thrust? We are talking about a supposed video game with nothing in it to collide with, and since you don't have walls in this game... you're movement is like hanging a pencil from the ceiling and using your hands to manipulate the paper to draw a picture. That's what is cool about "simulations" is that they aren't real. The engine in the ship that's floating is space. The ship produces thrust using energy from fuel. The thrust moves the ship which the engine is attached too. "Simulations" simulate something, usually reality. |

Peter Raptor
Galactic Hawks
558
|
Posted - 2013.09.17 00:23:00 -
[197] - Quote
If youre repeatedly bumped, simply log off, and the would be gankers will shed tears of their own as your ship vanishes within 1 min, come back in hour and play again ;) Evelopedia;-á
The Amarr Empire, is known for its omnipresent religion -áGÇá-á-á |

Crimson Gauntlet
Federal Navy Academy Gallente Federation
32
|
Posted - 2013.09.17 00:34:00 -
[198] - Quote
Peter Raptor wrote:If youre repeatedly bumped, simply log off, and the would be gankers will shed tears of their own as your ship vanishes within 1 min, come back in hour and play again ;)
Try that against Bat County, I dare... Wait a second...
8/10, best troll in the thread. Number of times my posts have come in after the dev/mod locked the thread:-á 1 |

Lady Areola Fappington
New Order Logistics CODE.
548
|
Posted - 2013.09.17 00:45:00 -
[199] - Quote
Infinity Ziona wrote: The engine in the ship that's floating is space. The ship produces thrust using energy from fuel. The thrust moves the ship which the engine is attached too. "Simulations" simulate something, usually reality.
We covered this at length, but just in case, short memory and all:
If there are no collisions, there's no need for a physics engine. Everything that would require a physics engine can be done via texture transforms. This has been a standard way to code movement in video games, when collisions don't need to be factored.
Being a ten year teacher of programming, you should be well aware of this fact.
Back on topic:
I honestly think the "rebound" mechanic used for bumping is kind of silly. It's computationally simple, yes, but does lead to these silly antics. A more realistic approach would look more like tugboats in a harbor, where little guys with big engines apply continuous pressure against a bigger ship to shove it around. Don't worry miners, I'm here to help!
|

Infinity Ziona
Cloakers
412
|
Posted - 2013.09.17 01:51:00 -
[200] - Quote
Lady Areola Fappington wrote:Infinity Ziona wrote: The engine in the ship that's floating is space. The ship produces thrust using energy from fuel. The thrust moves the ship which the engine is attached too. "Simulations" simulate something, usually reality.
We covered this at length, but just in case, short memory and all: If there are no collisions, there's no need for a physics engine. Everything that would require a physics engine can be done via texture transforms. This has been a standard way to code movement in video games, when collisions don't need to be factored. Being a ten year teacher of programming, you should be well aware of this fact. Complete rubbish.
A ship in space with nothing to collide with still needs a physics engine for movement if its to properly simulate moving a mass in space. You don't just make the physics up.
Case in Point:
Quote:PHYSICS ENGINE
Microsoft Space Simulator uses Newton laws of motion but takes account of relativistic effects by decreasing a spacecraft's acceleration as its speed approaches the speed of light. It does not take account of time dilation. Atmospheric flight GÇö atmosphere is not modeled Surface GÇö all planetary surfaces are treated as flat spheres. No collision detection is implemented.
Microsoft Space Simulator |

Lady Areola Fappington
New Order Logistics CODE.
548
|
Posted - 2013.09.17 02:01:00 -
[201] - Quote
Infinity Ziona wrote:Complete rubbish. A ship in space with nothing to collide with still needs a physics engine for movement if its to properly simulate moving a mass in space. You don't just make the physics up. Case in Point: Quote:PHYSICS ENGINE
Microsoft Space Simulator uses Newton laws of motion but takes account of relativistic effects by decreasing a spacecraft's acceleration as its speed approaches the speed of light. It does not take account of time dilation. Atmospheric flight GÇö atmosphere is not modeled Surface GÇö all planetary surfaces are treated as flat spheres. No collision detection is implemented. Microsoft Space Simulator
Here we go again...
A ship in space with nothing to collide with has no need for a physics engine. All I need to do is transform textures (You do know what transform textures means, yes?) around the POV of the camera (what the player sees).
Next time, try linking a program that isn't 19 years old...and doesn't use the exact system I'm describing to simulate movement.
P.S. what school do you teach at again? If I ever, for some reason need to hire a programmer, I'd like to make sure I weigh the education they got correctly in a hiring decision. Don't worry miners, I'm here to help!
|

Jacob Holland
Weyland-Vulcan Industries
177
|
Posted - 2013.09.17 12:59:00 -
[202] - Quote
Murk Paradox wrote:Because technically bumping is not shutting down their warp core; it is still spooling up.
Bumping is keeping the ship from attaining full align and 75% speed.
Since the warp drive is still able to spool up it's not a flag. Warp scram/disruptor actually affects the ships warp strength therefore = flag. Dual Vindi-webs aren't shutting down the warp core... but when used on a massive ship on undock its effect is much the same as it makes it all but impossible to slow down to the new 75% speed. As bumping will often push a freighter at several times its top speed might it not be treated in a similar fashion?
I recall, some years ago, a dev talking about making it impossible (or perhaps simply an exploit) to interupt warp without activating a scrambler type module (or using a bubble where such things are possible). It was never done because (as I recall) of the e-warp being uneffected and therefore bumping was the only method to catch certain botters... It may well also have been pre HICs and therefore bumping would have been the only way to catch Ginger Magician's Nyx (and so forth). |

Murk Paradox
Duty. The Cursed Few
508
|
Posted - 2013.09.17 13:19:00 -
[203] - Quote
Renault T'Bonin wrote:Lady Areola Fappington wrote:Renault T'Bonin wrote: That's fine by me. I don't relish tears from griefing people.
I do admit to enjoying tears shed by the willfully ignorant. Freighter ganking is completely appropriate in this game because there are ways of avoiding it.
I've never gotten why victims will so willfully fuel the tear machine with whinging and crying after a gank. I've been gotten on my industrial alt a few times. Rather than sending pages full of "OMG U SUX GO DIAF", I just say "Hey, good gank, caught me napping. Next time you won't be so lucky!" Some people just invest entirely too much emotional clutter into a video game. I understand it completely. I'm human. People spend a lot of time getting in game items... losing them is a loss. That's not an inappropriate response. Misunderstanding that point, is to lack empathy. The problem... is undocking with something you are not willing to lose. That's the issue. That's what needs to be corrected. But enjoying the tears when someone loses something they care about? I'm not part of that crew.
This.
I care more about my stuff and my wallet than I do about yours. This post has been signed by Murk Paradox and no other accounts, alternate or otherwise. Any other post claiming to be this holder's is subject to being banned at the discretion of the GM Team as it would violate the TOS in regards to impersonation. Signed, Murk Paradox. In triplicate. |

Murk Paradox
Duty. The Cursed Few
508
|
Posted - 2013.09.17 13:21:00 -
[204] - Quote
Jonah Gravenstein wrote:Captain Tardbar wrote:Bumping wouldn't be so bad if the physics were more realistic. Small ships bumping large objects shouldn't happen. Its like moving a stationary bullet proof car with a bullet. Tugboat, small ship used for changing the direction of, and propelling, much larger ones via pushing (bumping) and pulling.
Leaning and shoving would be a bit more apt.
Tugboats do not really get up to speed to re align a freighter in a harbor. This post has been signed by Murk Paradox and no other accounts, alternate or otherwise. Any other post claiming to be this holder's is subject to being banned at the discretion of the GM Team as it would violate the TOS in regards to impersonation. Signed, Murk Paradox. In triplicate. |

Murk Paradox
Duty. The Cursed Few
508
|
Posted - 2013.09.17 13:30:00 -
[205] - Quote
Infinity Ziona wrote: If you had worked for months to get a top of the line capital ship to fly, even if you could afford to lose it, and then it was killed by a group of newb alts in newb 2 million isk dessies with newb t1 weapons in under 30 seconds you would probably wonder why you were even playing the game too.
I'm not anti-suiciding, I suicided a random in Jita the other day, pod included. I'm anti-imbalance. I used a battleship, it has a loss value that is somewhat painful.
I would definitely wonder why I would be flying such a skill intensive ship into highsec to begin with.
Leave capitals out of highsec. Seriously.
It takes what... 3 months? of skilling to get a perfect skilled battleship rolling... spend time and effort to fully fit that pirate hull properly (mach, nightmare etc) and oh look, it can't hold more than 450 m3 worth of stuff.
Roles. All about the roles.
Loss is about intelligence, not brute force of isk. This post has been signed by Murk Paradox and no other accounts, alternate or otherwise. Any other post claiming to be this holder's is subject to being banned at the discretion of the GM Team as it would violate the TOS in regards to impersonation. Signed, Murk Paradox. In triplicate. |

Murk Paradox
Duty. The Cursed Few
508
|
Posted - 2013.09.17 13:32:00 -
[206] - Quote
Galen Darksmith wrote:Shalua Rui wrote:Hm... ok, it seams I stand corrected then... on the other hand, given CCP's recents changes in management... ...let's just say, I get a different message.  Times are a changing, that's especially true for game companies... just don't be too suprised if "your" way of playing the game is suddenly deemed undesirable one day. CCP Solomon wrote:The risk of having your day ruined by other people is the cornerstone with which EVE was built and we want to keep that (in fact, this is much more representative of the consensus opinion within CCP).
So basically, you're wrong about pretty much everything. That's actually pretty impressive.
Just to play Devil's Advocate here.... can you get CCP Solomon to make a new updated quote please? 1 a bit more recent that is... This post has been signed by Murk Paradox and no other accounts, alternate or otherwise. Any other post claiming to be this holder's is subject to being banned at the discretion of the GM Team as it would violate the TOS in regards to impersonation. Signed, Murk Paradox. In triplicate. |

Murk Paradox
Duty. The Cursed Few
508
|
Posted - 2013.09.17 13:49:00 -
[207] - Quote
baltec1 wrote:So if I throw a small rock at a stationary rock three times bigger in space the big rock is not going to move?
That's the difference between a frig and a cruiser.
Let's talk 3,000 times the size!
This post has been signed by Murk Paradox and no other accounts, alternate or otherwise. Any other post claiming to be this holder's is subject to being banned at the discretion of the GM Team as it would violate the TOS in regards to impersonation. Signed, Murk Paradox. In triplicate. |

Trii Seo
Sabotage Incorporated Executive Outcomes
103
|
Posted - 2013.09.17 13:49:00 -
[208] - Quote
I'm not actually certain physics calculation in CCP's server reach beyond rudimentary enough to be caused an "engine". I doubt they're even a module separated from the main flight model.
Seems the server stores the ships as mass and vector of motion (which can lead to hilarious exploits, see: doomcats. After portal jumps ships didn't inherit their previous motion vector and the bomb was launched with 0,0,0 velocity. Cue instant hilarity.)
Upon collision, severity is probably just calculated basing on momentum and each ship has its motion vector altered basing on the "angle" of the bump. It's easily observed when you collide with static objects or are ejected, while stationary, by the POS shield.
Thing with coding a system of "who bumped who and is now red" is, it could be easily gamed and we'd return to status quo. Just instead of preventing them from warping they'd figure out a way for freighters to go red and gank them with a single Velator, rather than a bunch of catas.
No matter how you code an idiotproof subroutine, the nature will adapt and design a better idiot that will find a way to break it. Even if that means "stuffing a cat in the microwave oven" level of stupidity.
There already are precautions against being bumped and ganked:
- Don't haul too much in your hold, be an unappealing target - If you're really paranoid, have a +1 - If you're really, really, really paranoid have a webber with you. - Watch the news. Null blocs shooting absolutely everything, no matter the profit or loss in Jita? Kind of an obvious "don't go there", isn't it?
Every ship in EVE is disposable. Its purpose, from the point it leaves the factory, is to explode in a ball of fire. It's just up to you to decide whether it will pay for its weight before dying.
Is it Hotdrop O'Clock yet? |

Murk Paradox
Duty. The Cursed Few
508
|
Posted - 2013.09.17 13:49:00 -
[209] - Quote
Sipphakta en Gravonere wrote:Fey Ivory wrote: And if your frigate flies with afterburner into a titan, it shouldent go splat ?, of two less brilliant things, wich is less brilliant ? ;P
If only our ships in space had some kind of shield...
Hell yes, make those collision spheres larger! This post has been signed by Murk Paradox and no other accounts, alternate or otherwise. Any other post claiming to be this holder's is subject to being banned at the discretion of the GM Team as it would violate the TOS in regards to impersonation. Signed, Murk Paradox. In triplicate. |

Murk Paradox
Duty. The Cursed Few
508
|
Posted - 2013.09.17 14:05:00 -
[210] - Quote
BoSau Hotim wrote:Maliandra wrote:I've read some threads about this and am yet to see a response to this question: How is it logical that using a warp disruptor raises a criminal flag but preventing someone from warping by bumping into their ship endlessly does not?
I understand bumping is not in itself an exploit, and it would be tough to place flags as how does one determine when it is appropriate to do so?
None the less this issue needs to be looked at. I don't fly freighters or do much that requires such transportation so I don't think I'm (too) biased when it comes to this. Can't ignore the faulty logic. RRing criminals flags you. Why? You are helping criminals. So... what's the bumper doing?
CCP should sit down and come up with a solution. There should be something "between" a yellow and orange flag for this and they need to find an effective way for it to exist within the game. So tell me. How will CCP decide when a bump is intentional or accidental in the market hubs - or any other high populated area. Not only that, bumping is not always used in your 'so called' criminal act. What about legit wardec tactics? Returning to believing it is a criminal act - that is your opinion. Many do not share that opinion and see bumping as a means to a legitimate end which may have non-criminal association. Who decides when and where it is criminal or not? If indeed CCP dedides that it is. I dont' see the need for CCP to sit down and waste time hashing this out when there are many more important things to focus on.
IF CCP wanted, they could make another timer, a bumper timer... sort of like a warning. I'm not saying they should, or that I would want one.... but with all the talk of how possible it is to "easily" just rewrite all their code (heh)...
Well, we know CCP likes timers in highsec don't we?
Not a proposal, but to explain.... sort of like... you bump ship, incur a 60 second timer, or maybe 120 seconds who knows. If you bump again within that time frame, you get a suspect flag, or at least a limited engagement flag (something I dunno the idea is terrible).
If you wanted to avoid undock bumps well... that's why we have instant undocks. Hell you have a few seconds to move anyways before you even get bumped (current mechanics) and would not be able to stay right at the door as it is with all the current traffic ejected at max speed+.
The workaround to this is that you would employ more people to rotate timers. The workaround for the victim is to simply do what they should have in the first place; employ help/escort/scouts.
Again, not that I want this change, but it is an alternative to rewriting the entire system to simply change bump mechanics. This post has been signed by Murk Paradox and no other accounts, alternate or otherwise. Any other post claiming to be this holder's is subject to being banned at the discretion of the GM Team as it would violate the TOS in regards to impersonation. Signed, Murk Paradox. In triplicate. |

Murk Paradox
Duty. The Cursed Few
508
|
Posted - 2013.09.17 14:09:00 -
[211] - Quote
Infinity Ziona wrote: The engine in the ship that's floating is space. The ship produces thrust using energy from fuel. The thrust moves the ship which the engine is attached too. "Simulations" simulate something, usually reality.
Please show me where I can get one of these engines. I have yet to see such a tangible item in game. I want a spare, you see. And what engine fuel? the only fuel I've seen isn't for ships to propel with thrust.
Speaking of... wtf ship are you flying that requires this? This post has been signed by Murk Paradox and no other accounts, alternate or otherwise. Any other post claiming to be this holder's is subject to being banned at the discretion of the GM Team as it would violate the TOS in regards to impersonation. Signed, Murk Paradox. In triplicate. |

Murk Paradox
Duty. The Cursed Few
508
|
Posted - 2013.09.17 14:10:00 -
[212] - Quote
Peter Raptor wrote:If youre repeatedly bumped, simply log off, and the would be gankers will shed tears of their own as your ship vanishes within 1 min, come back in hour and play again ;)
As long as noobships aren't concorded to exploit that timer that keeps you in space to eliminate that ability.
Because tools. This post has been signed by Murk Paradox and no other accounts, alternate or otherwise. Any other post claiming to be this holder's is subject to being banned at the discretion of the GM Team as it would violate the TOS in regards to impersonation. Signed, Murk Paradox. In triplicate. |

Lady Areola Fappington
New Order Logistics CODE.
558
|
Posted - 2013.09.17 14:10:00 -
[213] - Quote
Trii Seo wrote:I No matter how you code an idiotproof subroutine, the nature will adapt and design a better idiot that will find a way to break it. Even if that means "stuffing a cat in the microwave oven" level of stupidity.
Hey, what you call stupid, I call creative use of gameplay mechanics, but your point is solid nonetheless. Trying to fix bumping via gameplay mechanics won't work, because people will just find a new way to accomplish the objective.
It really does lend credence to the devs saying that ganking is at an all time low though, if the chief complaint among miners is "some guy is running into my ship, causing me to lose mining cycles!" Don't worry miners, I'm here to help!
|

Murk Paradox
Duty. The Cursed Few
508
|
Posted - 2013.09.17 14:27:00 -
[214] - Quote
Jacob Holland wrote:Murk Paradox wrote:Because technically bumping is not shutting down their warp core; it is still spooling up.
Bumping is keeping the ship from attaining full align and 75% speed.
Since the warp drive is still able to spool up it's not a flag. Warp scram/disruptor actually affects the ships warp strength therefore = flag. Dual Vindi-webs aren't shutting down the warp core... but when used on a massive ship on undock its effect is much the same as it makes it all but impossible to slow down to the new 75% speed. As bumping will often push a freighter at several times its top speed might it not be treated in a similar fashion? I recall, some years ago, a dev talking about making it impossible (or perhaps simply an exploit) to interupt warp without activating a scrambler type module (or using a bubble where such things are possible). It was never done because (as I recall) of the e-warp being uneffected and therefore bumping was the only method to catch certain botters... It may well also have been pre HICs and therefore bumping would have been the only way to catch Ginger Magician's Nyx (and so forth).
My quote was in regards to responding why a warp disruptor creates a flag where bumping doesn't.
A web didn't factor in that post but a web creates a flag for the same reason it is an aggressive module to change the innate effects of a player piloted hull.
But yes, you are absolutely correct; a web does not shut down the warp drive of a ship. This post has been signed by Murk Paradox and no other accounts, alternate or otherwise. Any other post claiming to be this holder's is subject to being banned at the discretion of the GM Team as it would violate the TOS in regards to impersonation. Signed, Murk Paradox. In triplicate. |

Trii Seo
Sabotage Incorporated Executive Outcomes
104
|
Posted - 2013.09.17 14:27:00 -
[215] - Quote
Lady Areola Fappington wrote:Trii Seo wrote:I No matter how you code an idiotproof subroutine, the nature will adapt and design a better idiot that will find a way to break it. Even if that means "stuffing a cat in the microwave oven" level of stupidity.
Hey, what you call stupid, I call creative use of gameplay mechanics, but your point is solid nonetheless. Trying to fix bumping via gameplay mechanics won't work, because people will just find a new way to accomplish the objective. It really does lend credence to the devs saying that ganking is at an all time low though, if the chief complaint among miners is "some guy is running into my ship, causing me to lose mining cycles!"
Well I mis-phrased it. By stupid I mean dying to said creative use of gameplay mechanics, not exploiting them.
...the funniest part about people complaining about CODE. bumping their mining ships is they can get rid of it even easier. Pay measly 10 mil ISK.
For a year.
Or, I don't know, unionize. Is it Hotdrop O'Clock yet? |

Frostys Virpio
Lame Corp Name
696
|
Posted - 2013.09.17 14:41:00 -
[216] - Quote
Trii Seo wrote:Lady Areola Fappington wrote:Trii Seo wrote:I No matter how you code an idiotproof subroutine, the nature will adapt and design a better idiot that will find a way to break it. Even if that means "stuffing a cat in the microwave oven" level of stupidity.
Hey, what you call stupid, I call creative use of gameplay mechanics, but your point is solid nonetheless. Trying to fix bumping via gameplay mechanics won't work, because people will just find a new way to accomplish the objective. It really does lend credence to the devs saying that ganking is at an all time low though, if the chief complaint among miners is "some guy is running into my ship, causing me to lose mining cycles!" Well I mis-phrased it. By stupid I mean dying to said creative use of gameplay mechanics, not exploiting them. ...the funniest part about people complaining about CODE. bumping their mining ships is they can get rid of it even easier. Pay measly 10 mil ISK. For a year. Or, I don't know, unionize.
Or mine elsewhere because the code is definately not enforced everywhere. |

Johan Civire
The Lyran Empire
638
|
Posted - 2013.09.17 14:51:00 -
[217] - Quote
yah I got outside a station and there is a guy standing still I bump because of the auto drop out of the starbase or base station then I get criminal flag because I "bump" the guy... Yah great idea to have a idea not.... Its just plain stupid and other stealth care bear miner post. |

archon o'v
Royal Amarr Institute Amarr Empire
8
|
Posted - 2013.09.17 15:02:00 -
[218] - Quote
bumping is bad design, can be corrected by something like ship mass + velocity vs target mass = damage to the hull therefor all the big ships should have massive hull hp, small ship would simply explode on impact with big ship |

Caviar Liberta
Moira. Villore Accords
172
|
Posted - 2013.09.17 15:07:00 -
[219] - Quote
Lady Areola Fappington wrote:Infinity Ziona wrote: The engine in the ship that's floating is space. The ship produces thrust using energy from fuel. The thrust moves the ship which the engine is attached too. "Simulations" simulate something, usually reality.
We covered this at length, but just in case, short memory and all: If there are no collisions, there's no need for a physics engine. Everything that would require a physics engine can be done via texture transforms. This has been a standard way to code movement in video games, when collisions don't need to be factored. Being a ten year teacher of programming, you should be well aware of this fact. Back on topic: I honestly think the "rebound" mechanic used for bumping is kind of silly. It's computationally simple, yes, but does lead to these silly antics. A more realistic approach would look more like tugboats in a harbor, where little guys with big engines apply continuous pressure against a bigger ship to shove it around.
And with this if the bigger ship wanted to counter the tug boat all the pilot would have to do is turn his rudder all the way in the counter direction and increase the rpm's to his screws and push the tug aside like a toy boat. |

Frostys Virpio
Lame Corp Name
696
|
Posted - 2013.09.17 15:08:00 -
[220] - Quote
archon o'v wrote:bumping is bad design, can be corrected by something like ship mass + velocity vs target mass = damage to the hull therefor all the big ships should have massive hull hp, small ship would simply explode on impact with big ship
The mass addition value on a MWD + the applied value of speed would most likely transform some cruiser into efficient anti-ship guided missile instead of just bumping them. |

Murk Paradox
Duty. The Cursed Few
508
|
Posted - 2013.09.17 15:29:00 -
[221] - Quote
Frostys Virpio wrote:archon o'v wrote:bumping is bad design, can be corrected by something like ship mass + velocity vs target mass = damage to the hull therefor all the big ships should have massive hull hp, small ship would simply explode on impact with big ship The mass addition value on a MWD + the applied value of speed would most likely transform some cruiser into efficient anti-ship guided missile instead of just bumping them.
Tell me that kind of suicide ganking wouldn't be fun though. This post has been signed by Murk Paradox and no other accounts, alternate or otherwise. Any other post claiming to be this holder's is subject to being banned at the discretion of the GM Team as it would violate the TOS in regards to impersonation. Signed, Murk Paradox. In triplicate. |

archon o'v
Royal Amarr Institute Amarr Empire
8
|
Posted - 2013.09.17 16:03:00 -
[222] - Quote
Frostys Virpio wrote:archon o'v wrote:bumping is bad design, can be corrected by something like ship mass + velocity vs target mass = damage to the hull therefor all the big ships should have massive hull hp, small ship would simply explode on impact with big ship The mass addition value on a MWD + the applied value of speed would most likely transform some cruiser into efficient anti-ship guided missile instead of just bumping them.
true that but at least it would feel more realistic |

baltec1
Bat Country
8019
|
Posted - 2013.09.17 16:59:00 -
[223] - Quote
Murk Paradox wrote:Frostys Virpio wrote:archon o'v wrote:bumping is bad design, can be corrected by something like ship mass + velocity vs target mass = damage to the hull therefor all the big ships should have massive hull hp, small ship would simply explode on impact with big ship The mass addition value on a MWD + the applied value of speed would most likely transform some cruiser into efficient anti-ship guided missile instead of just bumping them. Tell me that kind of suicide ganking wouldn't be fun though.
100 freighters on the jita undock. |

Fia Magrath
The Clown Inquisition
5
|
Posted - 2013.09.17 17:32:00 -
[224] - Quote
Cipher Jones wrote:This raises a really good question; "How many Calories are in human tears, and will that make me fatter than dipping my Oreo's in skim milk"?
The average human tear is roughly composed of 98% water, 0.84% salt and 1.16% fat making them 0.1 cal per gram or 0.005 cal per average teardrop. Probably not.
Also bumping should do the obvious - make your ship take damage and potentially explode. The current station exit orgy is not necessary and could be dealt with by CCP. |

Gaidin Hollow
State War Academy Caldari State
4
|
Posted - 2013.09.17 20:06:00 -
[225] - Quote
Maliandra wrote:I've read some threads about this and am yet to see a response to this question: How is it logical that using a warp disruptor raises a criminal flag but preventing someone from warping by bumping into their ship endlessly does not?
I understand bumping is not in itself an exploit, and it would be tough to place flags as how does one determine when it is appropriate to do so?
None the less this issue needs to be looked at. I don't fly freighters or do much that requires such transportation so I don't think I'm (too) biased when it comes to this. Can't ignore the faulty logic. RRing criminals flags you. Why? You are helping criminals. So... what's the bumper doing?
CCP should sit down and come up with a solution. There should be something "between" a yellow and orange flag for this and they need to find an effective way for it to exist within the game.
Bumping in itself is not an exploit but in EVE it is messed up application of imaginary physics. Which may or may not have been brought up before. If a fly crash's into a elephant it does not knock that elephant down or move him. In weightless space elephant could be moved by fly if that same fly had enough mass and inertia to move the mass of the elephant. But you have to understand force of which applied is applied back to the fly has much as the elephant.
Now the game takes this in the from of a bump and completely ignores the realistic side of physics. In essence the last thing to go through a fly's mind would be its butt if it rammed a elephant as such a speed to effect it's mass inertia.
So a frigate crashing into a freighter, would be that a crash and inertia of the freighter would be unaltered.
As for it not being an exploit, hard to say by definition it kind of is, if you take in all the factors of bumping, to gain the upper hand in a conflict. |

Trii Seo
Sabotage Incorporated Executive Outcomes
105
|
Posted - 2013.09.18 07:20:00 -
[226] - Quote
archon o'v wrote:Frostys Virpio wrote:archon o'v wrote:bumping is bad design, can be corrected by something like ship mass + velocity vs target mass = damage to the hull therefor all the big ships should have massive hull hp, small ship would simply explode on impact with big ship The mass addition value on a MWD + the applied value of speed would most likely transform some cruiser into efficient anti-ship guided missile instead of just bumping them. true that but at least it would feel more realistic, also high amount of hull HP would survive impact of multiple ship as well as you can get RR from alt or whatever
Every time someone mentions realism in EVE it's good to mention this is a game where ships made of duct tape hurl rounds the size of a Volkswagen Beetle at ships that withstand the attack using the power of god.
Bumping is actually sort of justified lore-wise, I believe, with shields of a ship being responsible for it bouncing away rather than exploding on collision. Is it Hotdrop O'Clock yet? |

Porucznik Borewicz
Love Squad Confederation of xXPIZZAXx
6
|
Posted - 2013.09.18 11:17:00 -
[227] - Quote
An entertaining but somehow useless thread. |

archon o'v
Royal Amarr Institute Amarr Empire
8
|
Posted - 2013.09.18 12:58:00 -
[228] - Quote
Porucznik Borewicz wrote:An entertaining but somehow useless thread.
ideally every aspect of the game could get a face lift, but completely ignoring it wont fix it. But than you say why fix something thats not broken? well ignorance is a bliss |

baltec1
Bat Country
8028
|
Posted - 2013.09.18 19:01:00 -
[229] - Quote
Murk Paradox wrote:baltec1 wrote:So if I throw a small rock at a stationary rock three times bigger in space the big rock is not going to move? That's the difference between a frig and a cruiser. Let's talk 3,000 times the size!
A macharial is not that much smaller than a carrier and tend to hit speeds of 2300m/s.
Freighters gonna move. |

RoAnnon
Strategic Acquisitions Group Tactical Research Lab
270
|
Posted - 2013.09.18 21:10:00 -
[230] - Quote
Targetting with a module is always intentional, but bumping happens accidentally based on proximity and there's no way for the game to know if it's intentional or not. So, you're a bounty hunter. No, that ain't it at all. Then what are you? I'm a bounty hunter. |

Eram Fidard
Republic Military School Minmatar Republic
326
|
Posted - 2013.09.18 23:36:00 -
[231] - Quote
Gaidin Hollow wrote:As for it not being an exploit, hard to say by definition it kind of is, if you take in all the factors of bumping, to gain the upper hand in a conflict.
It's easier to say than you expect...
GM Karidor wrote:CCP considers the act of bumping a normal game mechanic, and does not class the bumping of another playerGÇÖs ship as an exploit. However, persistent targeting of a player with bumping by following them around after they have made an effort to move on to another location can be classified as harassment, and this will be judged on a case by case basis. Poster is not to be held responsible for damages to keyboards and/or noses caused by hot beverages. |
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