Pages: 1 [2] 3 :: one page |
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Thread Statistics | Show CCP posts - 4 post(s) |
Daedalus Arcova
60
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Posted - 2011.11.08 23:00:00 -
[31] - Quote
Autonomous Monster wrote:Hmm... the client already receives a notification for every shot fired on grid, right? It has to render it. How difficult/resource heavy would it be to tag a single hit/miss bool onto those notifications? I mean, we're talking a single bit here. A word at most, surely?
This is a great addition, regardless.
Actually, all the client needs to know to show ships shooting at each other is the weapon type, the aggressing ship, the target, and the rate of fire. The server sends it this information once when the guns start cycling, and again when they stop. Or at least, that's my educated guess. |
Raid'En
Apprentice Innovations
104
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Posted - 2011.11.08 23:11:00 -
[32] - Quote
bornaa wrote: but all other things that we are talking about are done in client... so no stress on server... and no more lag...
that it will stress our computer more. don't want that either :P
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Dominique Vasilkovsky
BFG Tech
0
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Posted - 2011.11.08 23:15:00 -
[33] - Quote
September 8th?
The missing shots are fantastic as is the new feature to click jump on any gate in system and your ship will warp there and jump across. From Russia with love. |
bornaa
GRiD.
18
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Posted - 2011.11.08 23:16:00 -
[34] - Quote
Raid'En wrote:bornaa wrote: but all other things that we are talking about are done in client... so no stress on server... and no more lag...
that it will stress our computer more. don't want that either :P
i hope you are kidding... because ppl that are saying things like that make me angry... time of PCs with 486 processors is passed looong time ago... that ppl need to get out of caves and they will see something new... thats where is eve placed... not in cave... |
Gripen
127
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Posted - 2011.11.08 23:23:00 -
[35] - Quote
CCP Choloepus wrote:Got it in one, this feature is only using information that is currently to hand on the client.
As to the second point, faking the accuracy of other ships is something we'd really like to do eventually, but I'm afraid it's not going to be in the winter expansion. Isn't information about weapon type already given to the client? Like ship A shoots ship B using weapon with RoF X and shot effect "Large Beam Laser"? Then you just need to assign "typical tracking" for each weapon effect and use it to display hit/misses on other ships. This should give pretty reasonable results. |
BeanBagKing
Terra Incognita Intrepid Crossing
15
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Posted - 2011.11.09 00:36:00 -
[36] - Quote
CCP Choloepus wrote:But that aside, please do provide feedback!
Oh, I'll give you feedback alright, just let me pick my jaw up off the floor first and figure out where my eyes rolled off to when they popped out of my head....
This is amazing, epic, astonishing, monumental, and several other adjectives that I'm still too flabbergasted to think of. Seriously, this was one of the most immersion breaking aspects of the game when I first started (this and all shots hitting the same one or two places on a ship, let this be fixed next?). I always wanted to be able to visually see my interceptor dodging lasers and artillery (do missiles miss too?).
Seriously (without trying to over play it this time), I love the work you guys have been doing lately, there's a lot of little fixes like this that really add to the immersion and beauty of the game that people don't think of because they don't add any real "content". Not that this is all I want to see (content needs love too), but fixing these little things, slowly but surely, adds to the game in so many ways. I'm really glad to see work being done on these aspects. Please keep it up.
I would encourage you to try to get it to show up on friendly ships getting fired at too (as others in this thread have said), and I could understand it being somewhat random, but I would rather you spend some time and get it as close as possible rather than take the shortcut suggested and make it completely random. For example. If 90% of a hostiles shots are hitting my friend, and you guys made 90% visually hit, but it wasn't the exact 90, just a random 90 out of 100 shots, that I would be fine with. But if you just say meh, every shot has a random chance to hit, we're not going to calculate anything or make it match the damage actually being taken, I don't think that's the right way to do it.
Also, like I said, the next thing I'd love to see is projectiles hitting at random spots on the model so that it really looked like they were being shot instead of only hitting a few specific points on the target. If you want to see what I mean in action, take a dozon or so abaddons out and shoot a tower. Those spikey points seem to draw laser fire like lightning rods, all the shots hit one point, it doesn't look very real.
Again, <3 CCP
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Cailais
Rekall Incorporated
105
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Posted - 2011.11.09 00:50:00 -
[37] - Quote
CCP Choloepus wrote:Avila Cracko wrote:WOW... no way... THNX A LOT CCP... This feature is still in its early stages, and has a few limitations:
- It's only visible for your own turret shots, or those being aimed at you. Fleet battles otherwise look much like TQ.
- The first shot when you start cycling your weapons will always look like it hits, sorry.
- There are definitely bugs with the Singularity version which have been fixed already.
But that aside, please do provide feedback!
Its flippin brilliant thats what it is!
C.
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Yvan Ratamnim
Phoenix Evolved Part Duo
41
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Posted - 2011.11.09 00:58:00 -
[38] - Quote
well technically your already passing the shots to all the clients aren't you ??? as we can see that X person shot gun at Y
Can't you just send
X - laser - Y - Hit X - missle - Y - Miss
I mean theoretically isnt it just 1 more bit on or off being transmitted per shot of hit or miss? to get full on proper hit/misses?
.....
BUT OTHER THAN THAT
THIS IS THE SEXIEST THING SINCE EVER!!!!!!!!!! WINTERS GONNA ROCK!!!!!!!!!!!!! PLEASE KEEP THIS GOING FOR SUMMER NEXT YEAR AS WELL KEEP THIS GOING LIKE THIS CONTINUALLY PLEEEASSSEEEEE |
Cunane Jeran
41
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Posted - 2011.11.09 02:11:00 -
[39] - Quote
This may be in bad taste but, I've got a chub on over those miss shots. |
Ranger 1
Ranger Corp
226
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Posted - 2011.11.09 03:14:00 -
[40] - Quote
Is it me, or are there two different types of misses?
It might have simply been an effect of the angle between the ship and it's target, but it seemed like the client might even be making the distinction between a "misses you completely" and a "near miss". To kill the enemy and break their toys!
It's not so much a mission statement,-áit's more like a family motto. |
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Noriko Mai
278
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Posted - 2011.11.09 04:06:00 -
[41] - Quote
Behind the door: Fire in Station is new, too. |
Insane Randomness
Among the Shadows Takahashi Alliance
9
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Posted - 2011.11.09 06:02:00 -
[42] - Quote
ok, thats sick... |
Liu Ellens
Blame The Bunny The Dark Nation
9
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Posted - 2011.11.09 06:13:00 -
[43] - Quote
bornaa wrote:For other ships can you make hit/miss animations random??? so that all shots don't visually hit...
i know that client don't know did that guy actually hit that other guy or did it miss... that's why i am suggesting this... That would be awesome: Imagine a large, nerve wrecking battle, no side seems to take control but both are struggling. Finally, you see your salvation entering the field - a Titan, the ultimate answer for that Carrier that has been your main concern for the last 15 minutes. Fleet com is silent and the battle seems to halt for a few seconds as it charges up - your eyes widen ...
...and your client deems it random enough to have it shoot past the Carrier (yet it still explodes). That's a money shot ranking high in disappointment.
Disclaimer: I have never participated in such a fight and actual fleet combinations might vary - But you get the idea :) I'm a little freighter - short and stout; This is my cargo, this is my route. When I get a lock-on, I scream and shout: "Light up a cyno!" and jump on out. |
Jerick Ludhowe
Shadow Legion Industries Dark Phoenix Rising.
18
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Posted - 2011.11.09 06:16:00 -
[44] - Quote
The speed of the animated projectile being fired from one ship to another is based on the range between the two ships. The farther the ship is away, the faster the projectile seems to move and Vice versa for hits at close range. This is very obvious when ships are missing and hitting each other at close ranges.
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Miriiah
Republic Military School Minmatar Republic
7
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Posted - 2011.11.09 06:34:00 -
[45] - Quote
Jerick Ludhowe wrote: The speed of the animated projectile being fired from one ship to another is based on the range between the two ships. The farther the ship is away, the faster the projectile seems to move and Vice versa for hits at close range. This is very obvious when ships are missing and hitting each other at close ranges.
Thougt about this aswell yesterday, is this gonna be adressed in some way or form? will probably look pretty silly if blasters miss you at v.close range, how far will the shots travel before disappearing ? |
Clanden
Native Freshfood Minmatar Republic
0
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Posted - 2011.11.09 07:26:00 -
[46] - Quote
So if they can miss visually now, how about hits being placed randomly on the ship instead of perfect mathematical center? |
Banechild
The New Knighthood The Polaris Syndicate
2
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Posted - 2011.11.09 08:17:00 -
[47] - Quote
Clanden wrote:So if they can miss visually now, how about hits being placed randomly on the ship instead of perfect mathematical center?
That would require a lot more work I think, but would be nice to have different hit boxes around the ship. |
Ciar Meara
Virtus Vindice
239
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Posted - 2011.11.09 08:44:00 -
[48] - Quote
CCP Choloepus wrote: Got it in one, this feature is only using information that is currently to hand on the client.
As to the second point, faking the accuracy of other ships is something we'd really like to do eventually, but I'm afraid it's not going to be in the winter expansion.
I'll make a note of the camera anchor point and watchlist, if not for winter then for later! I'd have to check exactly what updates these objects get under fire.
That is awesome! So the only thing we need to do to make more ships visually miss is send the client the info. If they already receive it through watch lists and targeting or other sources it wouldn't even put an extra strain on the server since the info is already being sent!
Perhaps in the future it might be possible to adapt the server/client to send the info on all the ships that are in your field of view...providing there is an option to turn it off. Although how much data exactly has to be sent to the client, is it a complicated message or just a basic 0 or 1 kinda deal? Anway awesome start to an awesome feature! - [img]http://go-dl1.eve-files.com/media/corp/janus/ceosig.jpg[/img] [yellow]English only please. Zymurgist[/yellow] |
Mungo Lloyd
So long and thx for all the fish
1
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Posted - 2011.11.09 10:50:00 -
[49] - Quote
This change is definitely very awesome!!
Is it be possible to make a distinction between hit qualities as well? So miss is miss, and a wrecking hit has extra chunky debris flying around or bigger explosions. If it's not yet possible, then it would be very nice if it could be implemented. This would make reading the battle much more intuitive. |
Kajdil
Tormentum Insomniae Raiden.
0
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Posted - 2011.11.09 11:26:00 -
[50] - Quote
Since this patch, right click buton over a market order and contextual station menu when you are in space are not working. This one in overview, space, station icon on space or directly over the station. Nothing.
Anyone else noticed that?
Edit: Forget that, only happens in l-6be1 (querious) that is ccp doomsday testing hq alliance owned |
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Khanh'rhh
Sudden Buggery
289
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Posted - 2011.11.09 11:29:00 -
[51] - Quote
Banechild wrote:Clanden wrote:So if they can miss visually now, how about hits being placed randomly on the ship instead of perfect mathematical center? That would require a lot more work I think, but would be nice to have different hit boxes around the ship.
Turret weapons already have multiple points on each model they can strike. It's only missiles that hit the exact centre. - "Do not touch anything unnecessarily. Beware of pretty girls in dance halls and parks who may be spies, as well as bicycles, revolvers, uniforms, arms, dead horses, and men lying on roads -- they are not there accidentally." -Soviet infantry manual, issued in the 1930's |
Raven Ether
Republic University Minmatar Republic
5
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Posted - 2011.11.09 12:08:00 -
[52] - Quote
Can someone repost the image everyone is going nuts about? The link is dead. |
Arrowyx
Hedion University Amarr Empire
0
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Posted - 2011.11.09 12:14:00 -
[53] - Quote
Raven Ether wrote:Can someone repost the image everyone is going nuts about? The link is dead. Not the same pic but rather one of my own that shows the effect in question: http://i43.tinypic.com/fe2yhw.png |
bornaa
GRiD.
24
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Posted - 2011.11.09 14:03:00 -
[54] - Quote
What is that
what is burning and why??? |
Bienator II
24th Imperial Crusade Amarr Empire
258
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Posted - 2011.11.09 14:14:00 -
[55] - Quote
can anyone verify that grouped weapons miss individually? Or is it all or nothing? You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |
DeadNite
Focused Annihilation Detrimental Imperative
2
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Posted - 2011.11.09 14:20:00 -
[56] - Quote
I have also noticed that you can use the "Jump" feature on the overview without being at a stargate. If you select a stargate in the overview and choose jump your ship will warp to the stargate and then jump automatically. I noticed this last night and not sure if anyone mentioned it. Pretty nifty yet dangerous for the fail jumpers among us :) |
Raid'En
Apprentice Innovations
104
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Posted - 2011.11.09 14:40:00 -
[57] - Quote
autopilot warping to jita 4-4 autopilot docking
o_O oh my god, my hauler will be pleased
edit : got a big improvement on my CQ FPS also, compared to TQ |
Untelo1
APEX ARDENT COALITION NEM3SIS.
0
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Posted - 2011.11.09 15:20:00 -
[58] - Quote
Hey thats pretty cool. But on the subject of turret effects, could you change shooting at a shielded POS, so that you actually hit where the line drawn between your ship and the tower intersects the shield? We are shooting at the shield after all. |
bornaa
GRiD.
24
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Posted - 2011.11.09 15:32:00 -
[59] - Quote
IDEA: client allready have data from server is it missed, perfect shot, light shot, scratch... why not use that... perfect shots shot where it shot now (in middle of the ship) all other have some offset by the data given.. so it hits a little up/down/left/right from center... that way we visually have few groups of offsets and not all shots hit in perfect middle of the ship when it hits... |
Khanh'rhh
Sudden Buggery
289
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Posted - 2011.11.09 15:34:00 -
[60] - Quote
Untelo1 wrote:Hey thats pretty cool. But on the subject of turret effects, could you change shooting at a shielded POS, so that you actually hit where the line drawn between your ship and the tower intersects the shield? We are shooting at the shield after all.
PLEASE THIS
To make it work, but still have the ships and modules actually in the shield, it should work like:
- POS is in shield : weapons contact on the shield edge - POS is in armour / structure : shield is still up, but "flickering" (or similar) which essentially means ships can't pass through, but at this point weapons visually impact the tower itself. - "Do not touch anything unnecessarily. Beware of pretty girls in dance halls and parks who may be spies, as well as bicycles, revolvers, uniforms, arms, dead horses, and men lying on roads -- they are not there accidentally." -Soviet infantry manual, issued in the 1930's |
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