|
Author |
Thread Statistics | Show CCP posts - 17 post(s) |

PinkPanter
The Scope Gallente Federation
29
|
Posted - 2014.01.24 18:20:00 -
[1] - Quote
Jowen Datloran wrote:Ah, so when the system approach 10% TiDi, all drones recall automatically due to "system interference" which would even be true.
Would also encourage peeps to stop using those idiotic ships.
I like those ships. Play your game and let me play mine. Find a fix that benefits all not just your ******** self.
|

PinkPanter
The Scope Gallente Federation
29
|
Posted - 2014.01.24 18:22:00 -
[2] - Quote
Frostys Virpio wrote:CCP Veritas wrote:Alicia Fermi wrote:It was not covered in the devblog but is there a significant difference between drones when it comes to the load on the server? There is a suggestion that all drones cause lag because they are self-contained units that need to move and shoot, implying that Warrior IIs are just as much a source of lag as Garde IIs. If that is the case, why all the furore about droneboats when most ships in these fights will be sporting their own flights which will be lagging out the system whether they are assisted to a player or not. Indeed, for the most part a drone is a drone is a drone. There is, however, a difference between a ship who has a standard dronebay and a drone-focused boat that's going to have space for spare flights and such. In the first case you'll have drones, sure, but they can be cleared by AoE and then you don't have drones. How much does a drone "lost" in space cost in performance? What if you have thousands of them? We are not supposed to drop large quantity of jet cans in space because it can cause lag and I would assume drones are counted as objects too. How about entirely removing the auto attack behavior of drones and have the controler have to actaully control them with direct command/trigger on ship attack/assistant attack? Wouldn't that remove some of the ridiculous load generated by the thousand entities in space trying to analyse wich one of the 4k ships in space should be the next default target? It's also eliminate some AFK play...
In hed we couldn't set drone assist when turkey shooting. It was all done manually. Got another point? |

PinkPanter
The Scope Gallente Federation
29
|
Posted - 2014.01.24 18:25:00 -
[3] - Quote
Leigh Akiga wrote:stoicfaux wrote:+1 for Drone swarms (i.e. groups), because how often do people not apply all their drones to a single target?
Hell, go one step further all put all drones attacking a single target into an aggregate group? If 15 drones from three attackers are on one target, then treat those 15 drones as one single drone swarm. (Yes, abstracting different drones into one attack is non-trivial.) Or bring sentry drones in line with other battleship weapon systems in terms of tracking, optimal, rate of fire and dps. If both sides in a fight are bringing the same thing- and literally everyone else from the alliance tournament on down to every current fleet concept in 0.0 are using the sentry drone then clearly the thing needs to raise some eyebrows.
People used drakes, tengus, proteuses, gilas, oracles, zealots, nados and sooo on. Now we have something else. Find a way AROUND it instead of NERFING it. |

PinkPanter
The Scope Gallente Federation
29
|
Posted - 2014.01.24 18:28:00 -
[4] - Quote
Frostys Virpio wrote:PinkPanter wrote:Frostys Virpio wrote:CCP Veritas wrote:Alicia Fermi wrote:It was not covered in the devblog but is there a significant difference between drones when it comes to the load on the server? There is a suggestion that all drones cause lag because they are self-contained units that need to move and shoot, implying that Warrior IIs are just as much a source of lag as Garde IIs. If that is the case, why all the furore about droneboats when most ships in these fights will be sporting their own flights which will be lagging out the system whether they are assisted to a player or not. Indeed, for the most part a drone is a drone is a drone. There is, however, a difference between a ship who has a standard dronebay and a drone-focused boat that's going to have space for spare flights and such. In the first case you'll have drones, sure, but they can be cleared by AoE and then you don't have drones. How much does a drone "lost" in space cost in performance? What if you have thousands of them? We are not supposed to drop large quantity of jet cans in space because it can cause lag and I would assume drones are counted as objects too. How about entirely removing the auto attack behavior of drones and have the controler have to actaully control them with direct command/trigger on ship attack/assistant attack? Wouldn't that remove some of the ridiculous load generated by the thousand entities in space trying to analyse wich one of the 4k ships in space should be the next default target? It's also eliminate some AFK play... In hed we couldn't set drone assist when turkey shooting. It was all done manually. Got another point? If drone assist was not working, it means every single drone had to find a target by itself or wait for a direct command. All those drones then go through the whole list of ship on grid and check if they are a good target. This will add to the load. If dones were just unable to direct themself, it would mean those thousands of things in space start morking more closely to ship because the server don't "think" for them.
Whatever that is what you all want is to nerf all the TIME i have put into new skills. Reimburse SP then because it's pretty stupid to go chasing goats everytime CCP can't find a solution and people cry. That's what pisses me off. FIX it not nerf or remove FFS. How many times does it have to happen till you all realize a patch is not a fix and that's exactly what always happens. |

PinkPanter
The Scope Gallente Federation
29
|
Posted - 2014.01.24 18:30:00 -
[5] - Quote
DRGaius Baltar wrote:Kismeteer wrote:The worst lag was when people were jumping in, wouldn't reopening the Brian in the Box idea really have helped in this instance? I think we're all used to module lag, and lag moving about etc, it's the reappearance of the black screen of death that was majorly concerning.
When you can't load grid, you can't turn on hardeners, and you're alpha'd off the field before it loads. That's not fun game play. Herpa ...derp... derp..... derp.....Guess you guys shouldn't of jumped your capital fleet on the same god damn grid with your domi fleet + 5,000k drones in addition to N3/PL fleet.......
When CCP raises cap to 7000 they will jump 6000 and cry about it again. |

PinkPanter
The Scope Gallente Federation
29
|
Posted - 2014.01.24 18:34:00 -
[6] - Quote
Highfield wrote:Would stripping sentry drones from all movement capabilties (ie. turning them into deployed turrets) help solve some of the lag related to them? After all, it takes all movement calculations out of the equations while nobody is going to miss that 1m/s..
You mean so they are treated as guns? They still need to be targetable but at least what you say makes sense :) |

PinkPanter
The Scope Gallente Federation
29
|
Posted - 2014.01.24 18:57:00 -
[7] - Quote
indiana bones wrote:I feel a new drone nerf module on the horizon  Rubicon 1.2 perhaps? 
I'm soooo hoping that maybe and I mean maybe this time it won't be the case. |

PinkPanter
The Scope Gallente Federation
41
|
Posted - 2014.01.25 18:14:00 -
[8] - Quote
Aryth wrote:Gilbaron wrote:Aryth wrote:CCP Explorer wrote:Aryth wrote:Prior to the fight CCP had to take down G-0 (our staging) and HED. This was because they were both located on the same node. This has occurred many times and has been escalated before. Why have more nodes not been put in the reinforcement pool? No, we did not live remap HED-GP. We only live remapped G-0Q86 because it was on the same node as HED-GP. (We also live remapped Rens and Hysera at a similar time, but for completely different reasons.) That is even worse. One side was completely screwed by this. wait, your staging system got taken OFF the same node as the fight and you claim you got screwed by this ? Exactly. Think it through.
We did. One of the reasons your plan to crash the node got screwed. CCP - Gewnz 1:0 |

PinkPanter
The Scope Gallente Federation
41
|
Posted - 2014.01.25 19:31:00 -
[9] - Quote
Sentient Blade wrote:Batolemaeus wrote:Sentient Blade wrote:sustained beam projected AOE In a thread about server performance, you want to introduce AOE. Not sure if trolling or daft... Implementing AOE drone tracking / optimal nerfs is an O(N) operation where N is the total number of disruption beams active and would be a significant step in balancing the slowcat / sentry meta. In a small fleet fight nobody is going to go to the effort to deploy large cap logistics chains and dedicated drone disruption battleships, but as the size of the enemy sentry carrier / domi fleet increases, it would become more practical to dedicate fleet members to fielding them. Hence there would be a natural counter to sentry blobs growing too big. Depending in how such a module was balanced, 5 to 10 AOE disruption beams in addition to 50+ subcap energy chain logistics ships to support them could potentially nerf a few hundred sentry carriers.
Why nerf instead of fixing lag? Just curious. |

PinkPanter
The Scope Gallente Federation
41
|
Posted - 2014.01.26 15:47:00 -
[10] - Quote
Sentient Blade wrote:PinkPanter wrote:Why another crap nerf instead of fixing lag? Just curious. Because if you "fixed lag" all they'd do is bring in more carriers and launch another 2000 drones until it did crash again?
So nerf blobs instead of game mechanics. They will still bring more and more and more. You don't need carriers to drop drones BTW.
Nonsense |
|
|
|
|