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StoreSlem
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Posted - 2003.09.08 16:14:00 -
[31]
Simpler solution: reduce the invulnerability timer, or remove it completely, if you also make the ship appear first when the client is done loading.
err, maybe not simpler but better.
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The Wretch
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Posted - 2003.09.08 16:23:00 -
[32]
Edited by: The Wretch on 08/09/2003 16:43:47 Bad idea. You should come out of warp at the same place everytime. You switch events too much in favor to the attackers of a defended system.
The only solution - fix the lag caused by rendering/load problems.
Until then, just play smart and send in a scout first or set up bookmarks near strategic locations at clipping range. If it's lagged out, then you just have to play the boring wait game until CCP gets combat fixed in EvE.
The Wretch Cyberdyne Systems CEO
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Rust
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Posted - 2003.09.08 16:34:00 -
[33]
Lady Jaxx,
It is true that prepared and on your own ground, you can use tactics to a limited degee as the game stands. This is why we haven't seen RUS (we never saw the other large pirate corps)since the last patch - which prevented easy escape when fighting has started.
We are therefore forced to find them when and where we can. Unfortunatly, at some point you must take the risk and attack, even though you put yourself at dreaful risk just to approach your enemy if you are entering a system.
I would love to use tactics and pychological warfare - but in practical terms this means for most people sitting in a station till the enemy goes away.
I have lost three BSs, and on all occasions have not had the chance to even fire one round. Of the people I have killed, it has been very very rare that they have exchanged fire with me. There is something very wrong with PvP at the moment.
I long for the time where fleets can approach each other (not drop within a few kms), and fight using all the resources of different ships - perhaps even changing moduals as the fight goes on. A start may be to drop ships at least 100k from each other.
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Smurf Two
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Posted - 2003.09.08 16:41:00 -
[34]
Wow! Alot of replies and good ideas all around. Let me modify my first post: Make the exit point from a jump gate semi-random avoiding asteroidbelts, planetoids, sun, abandon stations and such.
Of course, the idea of a fuzzy entry point is also a good one. 1000km spread circle of entry should do it. But the thing is, lets keep it as simple as possible otherwise (if the devs even read this) it will take a month or so to implement. CCP isnt exactly the fastest patch releasing company around
Keep the ideas commin and bump this sucka so we can gitŠ some attention perhaps. As they say, "The squeakiest wheel gets the oil first". 
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Intruders
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Posted - 2003.09.08 16:51:00 -
[35]
Edited by: Intruders on 08/09/2003 16:55:42 All objects in space are loading too fast, thus the graphic card memory is forced to a bottleneck which combined with the necessary lag, because Server is fixed to send the less bandwidth to client as possible, then, even if you have the most high-end system eventualy after some time the memory leak exceeds the limits and you starting getting lag in gates or drop-off points if camped, the only solution is to change the speed of ships in EVE, epsecially the start warp and end of warp thus making the incoming objects loading slower and we at least get away only with the connection lag and not with the graphics card memory bottlenecks.
Plus slowing down things could make things more realistic, as we would be able to observe them, and take preparative actions, to speed up travel time in current speed they could just increase the imaginary 1999au midwarp travel speed to more.
P.S. Yet i could still see Stav. laughing as your ship aproaches his on the way to the gate as you have time to observe the nice suroundings before warp exit.
Every man lives..but not every man dies!
My sig sux |

Joshua Calvert
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Posted - 2003.09.08 17:09:00 -
[36]
Guys,
Warp-in points should be totally random and gangs should jump together.
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Fester Addams
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Posted - 2003.09.08 17:21:00 -
[37]
Edited by: Fester Addams on 08/09/2003 17:27:01 The problem is not the way the game works, its the way the game is coded.
Firstly, the underlying code is not capable of keeping many objects in check without it causing lag, being a game based on the infinity of space I find this odd. The code has to be upgraded to be able to handle 100 or more items in close proximity without causing lag.
The above however is not the main problem, the main problem is that the game has been advertised as a PvP game when the engine and game mechanics do not suport PvP.
The points where players can ambush other players are far too few, 99% takes place at gates, gates basicly being stations in space paying their worth on the basis of travel ought to discourage fights in their vicinity. Considering the power output those gates have I would not want people to fire large nuke torpedoes anywhere near such instalations.
Its a great game but sadly it has attracted too much PvP players who sadly have found easy ways to abuse game mechanics to make it impossible to get past them.
Moreover the combat system is not built for PvP, atm it takes only a few seconds for ships to be destroyed, it matters not what kind of ships they are, one BS vs 2 or 3 good players in cruisers has 1 sec to activate his countermeasures and defensive modules, if they are not activated in that short period of time it does not matter, the ship is gone. This is not a good PvP enviroment.
What we need is a better un derlying code and more logical ambush points for the pirates.
The warpjammers I keep hearing about is sadly not the solution, even if they jam every ship that passes within 1000km of the jammer people will simply learn to create random start points and sail by well out of reach from the pirates.
If the pirates (as we have seen recently) start to whine about people bypassing their efforts to kill and they unlike now get their way the traders and miners will (as we have seen earlier) start to whine and things will change again.
One of the main problems is the fixed warp speed and the fact that you cant do anything during warp. If ships had a flexible warp speed, say from 0.5 to 5.0 AU/s and we were able to hunt in warp this would amend for itself, pirates would hunt between gates, trying to catch a ship. As soon as the attacked ship reaches proximity of a station or gate it should be considered more or less safe, as pirates pray on the station/gates profits/needs it would be in their interest to protect ships who want to use their services.
Now if you dont like my opinions, tough, they are mine and right or wrong I have them, live with it :)
Edit was only correcting some typos, Im dyslexic, so sue me!
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Visionary
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Posted - 2003.09.08 17:23:00 -
[38]
Whats about ships appears in Space AFTER loding the Space ???
i think of a black screen when u jumped in and a indicator if all graphics loadet ... ur ship should be in space AFTER all is loadet and not while loading graphics an stuff...
That would mean, u will apear on coming out of a jump in same way if u log in. "BUUUMP" ... and not sliding into the systems. --------------- "just my 2 isk" |

Daesdemona
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Posted - 2003.09.08 17:25:00 -
[39]
I think Gang Jump is one of the most important things to add.
----------------------------------------------- Bart: "Do you even have a job any more?" Homer: "I think its obvious that I Don't" ----------------------------------------------- |

Thadius
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Posted - 2003.09.08 19:49:00 -
[40]
Edited by: Thadius on 08/09/2003 19:49:55 Bumpedy
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Joshua Calvert
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Posted - 2003.09.08 19:59:00 -
[41]
Edited by: Joshua Calvert on 08/09/2003 21:10:46 I think a lot of people are finding it hard to differentiate between jump-in and warp-in points.
Jump-in point: the place you find yourself after using a jumpgate. There is no invulnerability timer and, because you're entering a new system, the time taken to load the new system plus any ships around the jump-in point is magnified and there is a definite chance for you to be ship-killed and podded before your screen starts loading.
Solution to pirates camping these points and using lame lag tactics: Jump-in points are entirely random.
Warp-in point: The place you find yourself after warping to an object/bookmark. Lag here is less of an issue than above but can still get you killed before you have a chance to activate those lifesaving modules.
Solution: Load the objects around your VERY predictable (by the client) warp-in point during warp and you'd probably get a very smooth de-warping experience.
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Gravedancer
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Posted - 2003.09.08 21:09:00 -
[42]
Quote: It'll make the use of insta-jump bookmarks more risky.
Instajump bookmarks are going to be nerfed soon anyway according to CCP, so that line of reasoning is irrelevant. Heres another idea though... why not fix it so that a ship gating in doesnt appear in the system until that players client is loaded ? That way the person gating in will see the campers the same time the campers see them, which would at least give both sides a fighting chance.
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Jericho
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Posted - 2003.09.08 21:12:00 -
[43]
Quote:
Quote: There's already a simple solution to this "syndrome": use a scout.
It's a lot quicker just to change your tactics than start campaigning for another change in game mechanics.
This is not possible. Ships of different classes seem to have seperate spawn points - so you are faced with sending in a BS alone to see if it is destroyed. Or you book mark every spawn point in every system in the game. You have of course got to send in a BS to find the spawn point even if you do this.
I can understand why they do this - there are so few places you can fight as it is. However, as with all these pirate grey area/exploits they use to kill players without risk, it just make the game unplayable for the majority.
Should I expect an interesting and thoughtful answer from the likes of Stav to address this issue - emm - I might have to think about that for a while.
They must have a different build for RUS players... because I notice all ship classes enter at the same point. Unless you are victim to the ever so popular "Recent Station Bug".
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Smurf Two
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Posted - 2003.09.09 06:09:00 -
[44]
Shameless self bump 
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