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Strongarm Sally
Posted - 2006.02.10 13:40:00 -
[1 ]
Quote: 2006.02.10 11:49:06 notify Hasiari Traffic Control is currently offline and unable to process your jump request. Please try again in a moment. I really hope this isn't going to be implimented in the next big Tranq patch... that moment took nearly a minute - and I wasn't using any instas (it was autopilot). Is this used on SiSi as a power saving technique? It did not happen at every gate, so it looks like it is a cluster type deal when the first pilot attempts to enter a system that is on a powered down server... I have also run into a similar message when undocking, usually right after SiSi downtime (or it's rather frequent nap times) as well as when accessing the market after a dt.
Strongarm Sally
Posted - 2006.02.10 13:40:00 -
[2 ]
Quote: 2006.02.10 11:49:06 notify Hasiari Traffic Control is currently offline and unable to process your jump request. Please try again in a moment. I really hope this isn't going to be implimented in the next big Tranq patch... that moment took nearly a minute - and I wasn't using any instas (it was autopilot). Is this used on SiSi as a power saving technique? It did not happen at every gate, so it looks like it is a cluster type deal when the first pilot attempts to enter a system that is on a powered down server... I have also run into a similar message when undocking, usually right after SiSi downtime (or it's rather frequent nap times) as well as when accessing the market after a dt.
Joerd Toastius
Posted - 2006.02.10 13:47:00 -
[3 ]
It could be a lag catcher. Like, you're going to lag to hell if you jump through here, so just hang on for a bit.
Joerd Toastius
Posted - 2006.02.10 13:47:00 -
[4 ]
It could be a lag catcher. Like, you're going to lag to hell if you jump through here, so just hang on for a bit.
Strongarm Sally
Posted - 2006.02.10 13:53:00 -
[5 ]
Edited by: Strongarm Sally on 10/02/2006 13:56:09 Doubtful, as it only happens the very first time I attempt to gate after a downtime. The sequence is usually thus (in the area I frequent) Login & Character select Load cargo with whatever Attempt Undocking - blocked by 'traffic control' message for about 1 minute Attempt to peruse market while waiting - get 'XXX Regional market is just opening for business' message Finally get to undock Warp to a gate - get the previous message when trying to gate Wait for up to a minute After that, it is usually fine if i dont travel more than 4 hops from my base, but if I do go farther, I get the traffic control message about every 4 or 5 hops. The only reason it bugs me is that I operate right on the border of 0.0 space - til I get a few things trained up. This 1 minute thing would seriously suck in a live server situation. Oh, and as for the lag thing... I'm usually the ONLY pilot in the area. With the market message, I do think it is a power saver thing where only those boxes that are in use get powered up, but once they are powered, they stay up.
Strongarm Sally
Posted - 2006.02.10 13:53:00 -
[6 ]
Edited by: Strongarm Sally on 10/02/2006 13:56:09 Doubtful, as it only happens the very first time I attempt to gate after a downtime. The sequence is usually thus (in the area I frequent) Login & Character select Load cargo with whatever Attempt Undocking - blocked by 'traffic control' message for about 1 minute Attempt to peruse market while waiting - get 'XXX Regional market is just opening for business' message Finally get to undock Warp to a gate - get the previous message when trying to gate Wait for up to a minute After that, it is usually fine if i dont travel more than 4 hops from my base, but if I do go faEVE Online | EVE Insider | Forums
lickspittle
Posted - 2006.02.10 13:59:00 -
[7 ]
I believe this is something to help you avoid getting stuck and therefore lessen the load on GMs, because you won't be allowed into another solar system unless it can be loaded. This is something Papa Smurf is working on.-- Richard CCP Programmer. Anything said above is not the official line, but my own take or opinion.
Mephysto
Posted - 2006.02.10 14:00:00 -
[8 ]
This is part of a new system to prevent players from getting stuck when trying to jump into systems that are not yet loaded, or are presently classed as a stuck system.
Matthew
Posted - 2006.02.10 14:09:00 -
[9 ]
Originally by: Strongarm Sally After that, it is usually fine if i dont travel more than 4 hops from my base, but if I do go farther, I get the traffic control message about every 4 or 5 hops. This is the key indicator here, and is related to your observation of the market. The market, being a cross-node service, has a start-up independant of the individual systems. On sisi, I believe that not all the market regions are started up automatically, but are done whenever the first person tries to use them after DT - which is why you get the "market not ready yet" if you're the first person to use it in that region since the last reboot. I'd guess it's a similar thing for this traffic controller - every 4 or 5 jumps could move you into a different service area (possibly there's a serivce per constellation?), requring the process for that area to start up before you can jump. Either that or the systems are only loaded onto nodes on the test server in constellation blocks and the traffic controller is treating a starting-up delay as a lagged-out delay. This shouldn't be a problem on TQ, for the same reason the market isn't a problem (except immediately on laggy and FUBAR reboots) - all the stuff is loaded and started up on TQ during start-up cause they know it'll all be needed immediately. ------- There is no magic Wand of Fixing, and it is not powered by forum whines.
ThorHal
Posted - 2006.02.10 15:29:00 -
[10 ]
Good Job Dev's! Like the new System :) better then getting stuck.. ------------------------------------------
Kunming
Posted - 2006.02.10 15:58:00 -
[11 ]
This sucks, here is why: so I'm in system A at the system B gate and there is my friendly fleet in system B on the system A gate.. the hostile fleet warps to the system B gate in A and I try to jump out to A, where my fleet is or I play the bait and my fleet tries to jump to B either case I'm dead !! I rather lag or get stuck than being artificially prevented to jump somewhere.
Ms Freak
Posted - 2006.02.10 16:30:00 -
[12 ]
Having Read the thread top to bottom that would never happen as both System A AND system B are loaded an operational. As long as niether A or B are marked as "Stuck" systems then you'd be fine.
Matthew
Posted - 2006.02.10 16:32:00 -
[13 ]
Originally by: Kunming This sucks, here is why: so I'm in system A at the system B gate and there is my friendly fleet in system B on the system A gate.. the hostile fleet warps to the system B gate in A and I try to jump out to A, where my fleet is or I play the bait and my fleet tries to jump to B either case I'm dead !! I rather lag or get stuck than being artificially prevented to jump somewhere. This is actually one of the reasons I'm in favour of the changes - it stops sitting on the gate being a sure-fire getaway card. Look at it the other way, how unfair is it to the people chasing you that you disappear into a gate, get stuck and are there somewhere in the ether where no-one can get to you? ------- There is no magic Wand of Fixing, and it is not powered by forum whines.
Nahia Senne
Posted - 2006.02.10 16:37:00 -
[14 ]
Originally by: Matthew Look at it the other way, how unfair is it to the people chasing you that you disappear into a gate, get stuck and are there somewhere in the ether where no-one can get to you? blobs anyone? last thing i want is for gate to tell me "sorry, you will have to stay here and die" when i try to make a run for it.
Elve Sorrow
Posted - 2006.02.10 16:58:00 -
[15 ]
Yea, i think this is just you taking the easy way out. What happens if you're about to jump into a hostile fleet, and when the first half of your fleet's jumped, the system is marked as stuck and the other half of your fleet cant jump? The part of your fleet that did jump just died horribly. This is bad.Contact 'The Enslaver' ingame for good prices on Cap Recharger IIs, Zealots, Vagabonds and several other Tech2 Items + HACs!
j0sephine
Posted - 2006.02.10 17:50:00 -
[16 ]
Edited by: j0sephine on 10/02/2006 17:51:45 "What happens if you're about to jump into a hostile fleet, and when the first half of your fleet's jumped, the system is marked as stuck and the other half of your fleet cant jump? The part of your fleet that did jump just died horribly." If i understand it right, this system delays jumping into system which is not yet initialized/loaded due to no one being in it for given amount of time. If there's already hostile fleet in system you're jumping into, or some of your ships already jumped in there, chances are high the system is loaded and initialized (because someone already being that forced it to be 'created') ... hence nothing is going to prevent you from getting in there ^^;edit : nevermind that, didn't spot the part of mephysto's comment about systems marked as stuck >.<
Tilde Ampersand
Posted - 2006.02.10 18:03:00 -
[17 ]
Nope, I think you have it right, j0. With the current system (on Tranq) a pilot would have a high chance to get stuck in a system that wasn't loaded into memory on the server. Sally's first assumption was correct, then? This is a feature that would have the most use directly after DT, or another form of restart (crash, etc) and , probably, get a bit of use out in the wayward systems of 0.0, where nobody hardly goes. The proper scenario for getting your clone handed to you would be: I am running from an enemy fleet, keeping just far enough ahead of them to get thru the next gate when, all of a sudden, I hit a gate that has not been loaded yet... there goes my lead AND my ship... I think the next system shouls be loaded up on an approach TO the gate that leads there. Instas would still have to wait, but then that would fix one arguement :-/~& Tilde Ampersand &~ Strongarm Survivalist School Director of Resource Aquisitions
Nahia Senne
Posted - 2006.02.10 18:11:00 -
[18 ]
Originally by: Mephysto or are presently classed as a stuck system. this means that if system turns to a mess, you die anyway. no "pre loading while you are few gates away" is going to save you. design flaws are not handled by using chewing gum to glue the game together.
Joerd Toastius
Posted - 2006.02.10 19:49:00 -
[19 ]
:D Anyway, I'd imagine the sensible implementation would be to start loading on all systems adjacent to any system containing a player. As soon as you jump in, all potential exits load up. If that /is/ the way things are being done, it has implications for people being chased in deep 0.0, as simply instaing rapidly in an inty could get you splattered. Hmm. That said, it does have perfectly acceptable RP backing - why have gates online running at full efficiency when no-one's been through for 24 hours?
Valar
Posted - 2006.02.10 23:24:00 -
[20 ]
This only happens the first time someone tries jumping into a system. This triggers the loader for the system. On TQ, 2000+ systems are preloaded at startup, so this dialog will rarely show there. This new system also prevents people from jumping into stuck systems, and does not allow you to set your autopilot route through a stuck system. There are no systems preloaded on Singularity at the moment. Normally we preload 500 systems there, but I disabled preloading there today because it disrupts our memory leak hunt. ------ Valar Quality assurance departmentCCP games How to write a good bugreport
Mnengli Noiliffe
Posted - 2006.02.11 13:46:00 -
[21 ]
Originally by: Valar There are no systems preloaded on Singularity at the moment. Normally we preload 500 systems there, but I disabled preloading there today because it disrupts our memory leak hunt. Hmm EVE is written in Python right? But Python uses garbage collector so how can there be any memory leaks?
Kamdar
Posted - 2006.02.11 13:54:00 -
[22 ]
This was happen to me for about half my jumps. Was meeting a friend to do some testing and he was 18 jumps away. I say about half the time I got that message and had to maunaly jump. Its not oo bad but say good bye to afk traveling
Maya Rkell
Posted - 2006.02.11 16:58:00 -
[23 ]
Originally by: Mephysto This is part of a new system to prevent players from getting stuck when trying to jump into systems that are not yet loaded, or are presently classed as a stuck system. And when people try to jump to escape combat, cannot and die, you will allways reimburse the pilot? Either that or there needs to be a BIG sign on my HUD telling me which gates are offline in a system. Digital Communist> The Jin-Mei are probably more profficient in training for Tofu and Noodles than Spaceship Command
Valar
Posted - 2006.02.11 17:04:00 -
[24 ]
Originally by: Mnengli Noiliffe Originally by: Valar There are no systems preloaded on Singularity at the moment. Normally we preload 500 systems there, but I disabled preloading there today because it disrupts our memory leak hunt. Hmm EVE is written in Python right? But Python uses garbage collector so how can there be any memory leaks? Some of the code is written in C++. F.ex the python framework and physics engine. ------ Valar Quality assurance departmentCCP games How to write a good bugreport
Strongarm Sally
Posted - 2006.02.11 18:33:00 -
[25 ]
Originally by: Kamdar This was happen to me for about half my jumps. Was meeting a friend to do some testing and he was 18 jumps away. I say about half the time I got that message and had to maunaly jump. Its not oo bad but say good bye to afk traveling Actually, I've done trips on AP and it will re-attempt to gate for you - no need to manually gate with the new system.
King Dave
Posted - 2006.02.11 18:39:00 -
[26 ]
I can't even get on test server...
Elve Sorrow
Posted - 2006.02.11 19:49:00 -
[27 ]
Originally by: Strongarm Sally For all those 'what if' combat types, How often does 0.0 space have a stuck system? In three years, I think I may have seen it ONCE, and that was right after a big patch that whacked the system. Most of the time, it's places like Jita that get put into 'stuck' mode and you normally have ample warning about going into that system (unless you already ARE in the system). Actually, Jita is one of those systems that rarely get stuck. It's more likely to happen in 0.0, because a 0.0 system may share its node with 20 other systems, whereas Jita has its own. I have just made a 31 jump journey from the arse-end of 0.0 to another arse-end of 0.0, and got emergency warped at about 90% of the gates. Atleast 50% of them i just sat in the old system after pressing the 'Jump' button without anything happening for a good minute, sometimes upto 3 minutes. I was in a gang of 6 people. Keep in mind this is on a late Saturday afternoon. Its by no means 'prime time' yet.Contact 'The Enslaver' ingame for good prices on Cap Recharger IIs, Zealots, Vagabonds and several other Tech2 Items + HACs!
Joerd Toastius
Posted - 2006.02.11 21:10:00 -
[28 ]
Originally by: Strongarm Sally Unless there is an unloader that unloads systems from memory that aren't used for a period of time? It's called "downtime"... Anyway, quick UI suggestion: when you select * a gate leading to a stuck/unloaded system, there's some kind of UI indicator. Doable? *As in, you can find out from anywhere in the system, rather than having to insta to it first
Valar
Posted - 2006.02.11 21:43:00 -
[29 ]
Originally by: Joerd Toastius Originally by: Strongarm Sally Unless there is an unloader that unloads systems from memory that aren't used for a period of time? It's called "downtime"... Anyway, quick UI suggestion: when you select * a gate leading to a stuck/unloaded system, there's some kind of UI indicator. Doable? *As in, you can find out from anywhere in the system, rather than having to insta to it first You can see stuck systems on the map, and the autopilot doesn't allow you to set a route through stuck systems(that is, automatically diagnosable stuck systems). ------ Valar Quality assurance departmentCCP games How to write a good bugreport
Joerd Toastius
Posted - 2006.02.11 21:50:00 -
[30 ]
Edited by: Joerd Toastius on 11/02/2006 21:51:16 Fair enough. Does that include unloaded systems, and if not could it? {edit} Thinking in terms of those of us who live out in odd bits of 0.0 - I'd imagine large areas won't load at all on the average day, so if you're running into them to escape, you're probably gonna get splatted once this comes into effect (Also, will the server upgrade mean opening the map is no longer going to get you killed while it lags out?)
Maya Rkell
Posted - 2006.02.12 01:29:00 -
[31 ]
When I'm in the middle of a PvP fight, trying to escape, I really don't have the time to wait through a map load, Valar. If I tried, I'd be dead long before it had even loaded :/ Equally, autopilot? Well, if I have time to enter the map, again. Neither of those are a soloution to my issue with this. Digital Communist> The Jin-Mei are probably more profficient in training for Tofu and Noodles than Spaceship Command
Kaathar Rielspar
Posted - 2006.02.12 09:30:00 -
[32 ]
Originally by: Maya Rkell When I'm in the middle of a PvP fight, trying to escape, I really don't have the time to wait through a map load, Valar. If I tried, I'd be dead long before it had even loaded :/ Equally, autopilot? Well, if I have time to enter the map, again. Neither of those are a soloution to my issue with this. safespot, then check the map? how quick can a top skilled prober be?
Joerd Toastius
Posted - 2006.02.12 12:29:00 -
[33 ]
Originally by: Maya Rkell When I'm in the middle of a PvP fight, trying to escape, I really don't have the time to wait through a map load, Valar. If I tried, I'd be dead long before it had even loaded :/ Equally, autopilot? Well, if I have time to enter the map, again. Neither of those are a soloution to my issue with this. You don't need the map to use the autopilot
Strongarm Sally
Posted - 2006.02.12 15:07:00 -
[34 ]
Originally by: Joerd Toastius It's called "downtime"... Originally by: Joerd Toastius You don't need the map to use the autopilot Joerd, you seem to have a way of stating the obvious that just makes you sooo lovable . There are two ways to get around using the map for AP. One is to have a couple of systems already bookmarked. Open your places window and hit one of em. The other is to (again) have places open and type in a system name, let is search, then do the AP. Of course, when _I_ spent any amount of time in a combat squad, I would set my AP to my home system as I left it, well before I engaged in combat. That way, if I got into any real trouble, I could hit my AP hotkey and be off. As most full time combat squads have 95% of the routes in 0.0 insta'd, you dont need to go into combat on auto. Since you have had to travel thru the systems once, enroute TO the combat, those systems are already loaded into the server memory, and thus no wait at the gates... of course, as we all (should) know, using AP to get away from combat isnt really the brightest idea anyway... what with the 15km span at that first gate... My trick was to engage the AP just to get away from the battle, then when in warp, turn it off. once I came out of warp, I had a few more seconds to dig up a safe spot in system, or warp to a planet or something to throw off persuit for a few minutes.. Personally, I think this new plan stinks. I can see another weeks worth of petitions rolling in when this hits Tranq. That is, unless they can work up some sort of pre-loader that would ensure things as mentioned above don't happen. Instead of crying, and not offering any VIABLE solutions, try to think ahead, about how to fix problems that might occur in your scenarios... We may not come up with the best ideas, but we may put the devs on the right track...
Joerd Toastius
Posted - 2006.02.12 16:56:00 -
[35 ]
:P The problem with trying to AP back the way you can is if you go "sideways" at any point - your AP will then take you through unloaded systems. The first-fallback compromise would seem to be just what I suggested earlier, ie preloading all exit systems for any populated system - assuming it only takes a minute or two to load, that shouldn't be a big deal. You could also granularise to say constellation level, but that doesn't guarantee an exit in all cases and also probably loads too many unnecessary systems. I guess the key point we don't know here is how much load an empty system puts on the server.
Strongarm Sally
Posted - 2006.02.12 17:54:00 -
[36 ]
Originally by: Joerd Toastius...The first-fallback compromise would seem to be just what I suggested earlier, ie preloading all exit systems for any populated system - assuming it only takes a minute or two to load, that shouldn't be a big deal. You could also granularise to say constellation level, but that doesn't guarantee an exit in all cases and also probably loads too many unnecessary systems. I guess the key point we don't know here is how much load an empty system puts on the server.[/quote Well, as far as my non-programming eye can see, this new system loads up a cue of systems based on some developer arranged package. So, let's say HED and OSHT and Jita are in the same little package (doubtful, but for the sake of arguement). Now, we can pretty much say that Jita is loaded up on server startup, so OSHT and HED would be loaded as well. (Am I right?). The main problem, as some have pointed out, is that WE, as players, don't know what systems are packaged together. If I was to make a home waaay the heck out in some seldom used system (and there ARE a few in empire, as well as in 0.0) then I have several hassles to deal with, namely those I specifically mentioned in the first couple of posts. If they have as many dual cores as the math says they do (er, WILL, when they do the big move) then they should load complete 0.0 regions as a single package. That should eliminate nearly all of these problems. Either that or make a sort of pie chart, of sorts, grouping together everything from the galactic core to the fringes of known space in various sections. This would group many 'low use' systems in with those high-traffic ones and give a more balanced load, i would think. It's kind of like balancing the load on your electric panel in your home. Too much load on one side of your panel will, eventually, lead to that side getting toasted. Of course, it's rather hard to tell how this system will eventually work under a 10-20,000 player load while testing it on a 20-50 player test server. I just wish they would turn it off on the test server since it causes way too much wait time when there is no real population. I mean, it cant really be tested to any length unless you get a thousand or more players on there...
TOOMY
Posted - 2006.02.12 18:31:00 -
[37 ]
will be contraflow systems shortly?
Nafri
Posted - 2006.02.13 12:17:00 -
[38 ]
Originally by: Kaathar Rielspar Originally by: Maya Rkell When I'm in the middle of a PvP fight, trying to escape, I really don't have the time to wait through a map load, Valar. If I tried, I'd be dead long before it had even loaded :/ Equally, autopilot? Well, if I have time to enter the map, again. Neither of those are a soloution to my issue with this. safespot, then check the map? how quick can a top skilled prober be? far less then 1 minute
Strongarm Sally
Posted - 2006.02.13 13:38:00 -
[39 ]
Edited by: Strongarm Sally on 13/02/2006 13:37:58 Originally by: Nafri Originally by: Kaathar Rielspar safespot, then check the map? how quick can a top skilled prober be? far less then 1 minute Only if the prober is paying attention to the trajectory of the warp-out, that in itself will narrow the search down considerably. But, iirc, it takes a bit longer than 1 minute for any of the probes to do a full scan... Course, I haven't played with probes since the Shiva testing (pre-Exodus) and things may have changed :-/FREE Image Hosting
Hoshi
Posted - 2006.02.13 14:50:00 -
[40 ]
With best possible skills you can cut it down to 75sec but that does not include the time to place the probes etc. Think 2-3 min at least if it's an easy SS. --------------------------------------------------------------------------------
Maya Rkell
Posted - 2006.02.14 03:03:00 -
[41 ]
So basically there no answer beyond warping between safes for 20 mins then logging? Trying to even insta out could just kill me, so it's plain not an option from what I can see, when there are hostiles in system. Digital Communist> The Jin-Mei are probably more profficient in training for Tofu and Noodles than Spaceship Command
Maud Dib
Posted - 2006.02.14 13:27:00 -
[42 ]
Edited by: Maud Dib on 14/02/2006 13:29:46 I have to agree with Maya on this. Any delay in jumping in 0.0 can mean your death. I can see how this might be better in empire but still there are huge flaws with it. Not to mention if you travel any distance through mostly empty space it will add a bit of time to the trip as well. Seems really short sighted but of course I could be wrong.
Angry Dan
Posted - 2006.02.14 14:41:00 -
[43 ]
Edited by: Angry Dan on 14/02/2006 14:46:12 I broadly agree with the idea to only load the systems your using. However, shouldn't the system be expecting you travel? Rather than just loading the system a pilot is in, it should load the system next door as well, if not to the CPU's L3 cache, then to the main memory. Thus pilots will always be able to jump, and unused systems are kept out of memory. Originally by: Kaathar Rielspar safespot, then check the map? how quick can a top skilled prober be? If there under 1 au from you, and are using snoop probes, the probes cycle in 80 secs or so, 30secs to launch probes and maybe another minute to move between spots for probe drops. So, 2-3 minutes. 3-4 minutes for a map load if it's laggy. Mind you, only the stupid, the AFK and people logged on the timer get probed these days. Originally by: TOOMY will be contraflow systems shortly? ISD have already placed a bulk order for T2 traffic lights with CVA and IAC. ++++++++++++++++++++Founder member of the Huzzah Federation. Remember, the grass is greener on our side of the fenceWidowmakers director Fear my kneepads of allure!
Minsc
Posted - 2006.02.14 16:55:00 -
[44 ]
Why not just activate every system that has an autopilot waypoint set through it. I Realize that many don't use the autopilot when flying with instas, but most set it just to see how far they have left to go. That way you would only need to start up systems that are going to need to be active at some point, and can de-activate them whenever they do not have any activity.
Maya Rkell
Posted - 2006.02.15 18:08:00 -
[45 ]
Not only would that activate a lot of systems which nobody would use, there isn't TIME to set the AP in the middle of combnat. CCP, this redefines the fundermentals of combat. I cannot tell if a system is on a lagged out node. I cannot rely on any jump outside the hughways functioning, ever (and even then, yuo said "rarely", not "never" - and the higheays might be stuck. It makes sniping the only reasonable strategy. It makes scouting with a shuttle alt essential. We need to know when a gate is avaliable or not. Digital Communist> The Jin-Mei are probably more profficient in training for Tofu and Noodles than Spaceship Command
Leneerra
Posted - 2006.02.15 20:58:00 -
[46 ]
It is the uncertainty that is a problem. hmm but thinking about it, i know a easy sollution, the gate can cloak the user on the attempt to jump, if normal conditions would allow a jump, except that the system you are jumping to is not loaded/running. the player can then wait for the gate to become operational while not at risk from persuers or warp out to a safespot. still not the best thing, but with more options than simply haning dead in space.
MrCjEvans
Posted - 2006.02.16 07:20:00 -
[47 ]
picture this, ur getting attacked, you jump out, oopos it won't let me jump, aslong as you replace the ships lost to this it will all be good :)
Strongarm Sally
Posted - 2006.02.16 11:28:00 -
[48 ]
No it wont, not really. There is a very poor track record of not replacing the mods that were installed in the ships. In some cases, the mods may be worth a lot more than the ship itself. Nope, the only real solution to this is to do a preload of some sort. I don't think preloading an autopilot cue would be very effective for the problem they are trying to solve. I know my autopilot course could change several times when i do a market sweep through 9 or 10 regions. The only real compromise would be to preload the systems surrounding those that are occupied. This would go for systems in which a station is occupied as well. When I log on, I really don't need an extra minute wait to undock.400x120@24000 bytes Max. -Capsicum FREE Image Hosting
HDCamper Itsim
Posted - 2006.02.16 18:52:00 -
[49 ]
Allow the jump - no wait to some intermediate cloaked area etc til the jump occurs. I'd rather be stuck then dead waiting for you to sort out the cluster. Though being stuck is almost like being dead - except you don't lose your items and don't have to listen to some CS person tell you there is no lag and there was never a problem getting hung up on stations of objects and they aren't going to replace squat cause it's not in the logs. Or if the jump gates arent working then get some other travel model developed.
Maya Rkell
Posted - 2006.02.16 20:20:00 -
[50 ]
Strongarm Sally, to clarify, the policy is that modules which dropped in the can are not replaced. Period. To echo, I'd rather be stuck than dead because a gate failed on me with zero warning. Digital Communist> The Jin-Mei are probably more profficient in training for Tofu and Noodles than Spaceship Command
Hellspawn01
Posted - 2006.02.16 21:21:00 -
[51 ]
Originally by: Mephysto This is part of a new system to prevent players from getting stuck when trying to jump into systems that are not yet loaded, or are presently classed as a stuck system. What if I jump from a low sec system into a high sec system and get this messege while some sentry tankers sit here?. This can be easily exploited and creates even more work for GMs. ------ ÖShip lover /me works his Jacques h4x! All your sigs are belong to us! - Jacques'
PsyBoRG
Posted - 2006.02.20 11:25:00 -
[52 ]
bad idea imho if im being chased by enemy fleet i dont exactly hive time to sit and play around planning map routes and doing this ill of course use the routes i know to be empty dont wanna jump into another enemy fleet so lets say this gets me stuck on the gate what 30% of my pvp time but then again i only pvp so that means ALOT of ship losses petitioned so i sure hope u plan on having double the gm's u got now but then again i wont complain as now ill be making a fortune killing all the smart ppl with the good t2/named lewt while gate ganking coz now they get stuck on the gate and have to wait for a minute well newsflash they wont have a minute and thats even more work for the gm's when u gank someone's freighter how many do you think would petition.. ...
Strongarm Sally
Posted - 2006.02.25 21:01:00 -
[53 ]
Edited by: Strongarm Sally on 25/02/2006 21:03:06 Ok, this new 'feature' now hit the 'super-suckify' level. After attempting to get from Esa into Kari for over 10 minutes, the system was still offline. I have word from a couple of other pilots that this was happening at ALL systems below 0.8 Guys, I'm telling you that this one little feature truely blows chunks on the test server. (EDIT) I also have word from one pilot that he can not even log in the one character he has that in in 0.0 due to this. The character in question is inside providence (somewhere).FREE Image Hosting @ ImageCave
Drizit
Posted - 2006.02.25 21:37:00 -
[54 ]
I tried two 0.0 systems and got the message at both. The first time I waited around 10 minutes with no success. I couldn't get far out of Empire, just one or two jumps into 0.0 before I started getting messages about the gates. People who are trying to sneak past gate campers using cloaking devices have to uncloak before they jump. If nobody else has gone through the gate since DT, they are dead and a happy gate camper has a nice expensive cloaking device for his ship. Is CCP going to reimburse that player who lost their ship, mods and possibly cargo as well? On top of that, if they get podded as well, they may have implants lost too. That's a lot for any pilot to lose just so that the ops can keep a server running on idle. If it's fired up and ready to go, it may as well be loaded up as well, it's not using much less power if it's sitting idling. -- My idea of an OS is one that Operates the System, not a complete package of every piece of software ever written. Computers created "The Paperless Office". But some stupid fool invented a printer
Valea Silpha
Posted - 2006.02.26 00:30:00 -
[55 ]
Gotta remember tho that as the devs said 5000+ systems are pre-loaded on TQ, and there are a LOT more players on TQ than there are on the test server, cutting down the chances that you will ever see thi smessage in empire. Even in 0.0, assuming your running to somewhere rather than just randomly jumping, the chances are other people in your corp or alliance or even the guy whose chasing you will have been through those systems at some time since DT.
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