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Claren
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Posted - 2003.09.13 19:28:00 -
[1]
Yesterday I saw the full effect of the new warping rules. I am fully aware of how and when ships get stuck and usually avoid it by going clear from rocks and stations before starting my warpdrive. However, yesterday I see my friend warp away, so I thought "Oh, we are clear" and hit the autopilot. But I wasn't clear at all. I was stuck on a roid.
Then 3 NPC pirates warped in, exellent timeing, and started to fire at me. Oh well I think, no problem, I'm in a well armed Moa and these are small 3000k pirates. I just kill them. Now, thats when I discover I can not lock a target as long as my warpdrive is active.
So, there I was. I could not move and I could not protect myself while these small moskitoes swarmed my ship, happilly firing thier small guns and eating 1 or 2% of my shields for every shot. That is not a good way to die. My ancestors would laugh at me and kick me out of Valhalla.
We realy need a warp-drive-cancel button.
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nono
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Posted - 2003.09.13 20:27:00 -
[2]
Sorry nothing new in warp rules there. You never could target and return fire. At best you could fire up your AB's or a MWD and get yourself off the rock and into warp. But as far as fighting back? Nope never could.
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Roba
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Posted - 2003.09.13 21:17:00 -
[3]
Acutally your wrong. Awhile back you could open up with your missiles. Heck with an MOAs two launchers and cruise he coulda took out some 30ks.
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nono
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Posted - 2003.09.13 21:49:00 -
[4]
Quote: Acutally your wrong. Awhile back you could open up with your missiles. Heck with an MOAs two launchers and cruise he coulda took out some 30ks.
Really? How far back are you talking, Beta? *cough* I mean the one before this one that is.
Targeting has been out of the question so maybe FOF missles might have worked. Never tried.
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Quiz
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Posted - 2003.09.13 21:51:00 -
[5]
How hard can it be to make the npc lose their lock when someone goes to warp...
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Zyrla Bladestorm
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Posted - 2003.09.13 22:18:00 -
[6]
Quote: How hard can it be to make the npc lose their lock when someone goes to warp...
once upon a time it worked like that, lots of people warped out of combat, so they allowed people to stay locked till your out of there range (firing as you retreat as it were)
what they really need to do is turn off the collision detection as soon as you start a warp . ----- Apologys for any rambling that may have just occurred.
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Master Scy
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Posted - 2003.09.13 22:33:00 -
[7]
Quote: what they really need to do is turn off the collision detection as soon as you start a warp
Nah, that would be too simple... What is needed is a fix that introduces 2 new bugs.. ----------------------------- You think Marco Polo said "Damn Mongolians were camping that cave entry into the next valley the entire day, you can't get friggin anywhere in the world with those damn griefer tribes all over the place" ? -Indigo Seqi
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slixgurnt
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Posted - 2003.09.14 09:57:00 -
[8]
Quote: what they really need to do is turn off the collision detection as soon as you start a warp
What they really need to do is turn off collision detection until they can get it to work properly. That might set a bad precedent though I guess.
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Xhzjang1
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Posted - 2003.09.14 11:17:00 -
[9]
what they need is better collision detection so that the ship dosen't think it is in a roid when its actualy 1km away from it
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Dan Forever
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Posted - 2003.09.14 11:50:00 -
[10]
They need a cancel warp button, or if thats too open to exploitation then perhaps the ship shouldn't go into 'warp mode' before it aligns itself? (When you click 'warp to', it will do what it usually does, but you still have control of the ship so if you get stuck you can move away and cancel the warp command)
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elFarto
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Posted - 2003.09.14 11:56:00 -
[11]
Personally I think the way to solve this is:
1. Select your target to warp to 2. Your ship lines itself up. If you move you ship in another direction, the warp cancels, if you lock a target, it cancels, etc.. 3. Once your ship is lined up, the warp drives kick in, and you go flying off into the sunset...rise...whatever...
Regards elFarto
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Chucky
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Posted - 2003.09.14 11:59:00 -
[12]
Actually I find making a complete stop b4 warping works the best, don't know why
... you will see more and more marketing which in turn will bring you more players to torture. |

Roba
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Posted - 2003.09.14 12:05:00 -
[13]
I don't stop. I line up with the object I am warping to, then hit my MWD and get up some speed, and then hit warp. By doing this I warp the second I hit the warp button. It is also the way I know that I have enough room to warp. If I can't get up to speed or line up I know I shouldn't warp.
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NoNameNewbie
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Posted - 2003.09.14 20:42:00 -
[14]
Quote:
Quote: what they really need to do is turn off the collision detection as soon as you start a warp
What they really need to do is turn off collision detection until they can get it to work properly. That might set a bad precedent though I guess.
agreed
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xxxSLIVERxxx
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Posted - 2003.09.15 01:06:00 -
[15]
Edited by: xxxSLIVERxxx on 15/09/2003 01:10:44 Your description of the event does not make sense.
If you started warp before you were locked by the NPC, the NPC do not target you. (They should not, just like a PC can not target you if you have started warp.)
The only way you can die after you started warp is if the NPC or PC locked you before you warped.
If the situation was correctly described than you might have a legimate case for a reinstatement of the loss ship. Just make sure you have specific details of the event when you petition.
The other type of anomlie is if there is a client/server unsync (rubber band effect). Your client continues to play the scene and then it receives the data from the server and it corrects the scene with the new update. Remember logs always go by what the server says, and not the client. Hopefully, this was not one of those situations.
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StealthNet
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Posted - 2003.09.15 11:38:00 -
[16]
Edited by: StealthNet on 15/09/2003 11:38:14 I was about to say that Sliver... If you entered warp *before* the NPCs coming in, that's a rather strange situation, because they are not supposed to lock you. _______________________________________________
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Demangel
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Posted - 2003.09.15 14:33:00 -
[17]
Still the point must be made that a warp cancel button that can work prior to actually warping is NOT a bad idea...
I can't tell you how many times I have activated warp to go somewhere really far thus draining all my cap, but before my ship actually enters warp, I'm told I am needed somewhere else nearby or am going the wrong way...
It's just common sense if you ask me to put a failsafe like this in, in a game like EVE.... A little button shouldn't be exploitable.. should it?
I mean so long as your not invulnerable to attack or lock while your lining up it wouldn't be exploited as an invincibility button...
Galaxion > If you drove a car shaped like a thorax women would call you Demangel > Dude... I would call.. Demangel > wait that sounded g@y I bet. Galaxion > Just a bit.
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NeoMorph
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Posted - 2003.09.15 21:41:00 -
[18]
I got stuck again to my base last night... massive gap between me and the base and I still get stuck...
This bug has been around like forever and the stupid decision to remove the ability to trigger the MWD or AB to get you out of this situation is ridiculous.
If it happens to me now I just have to log out for 2 mins and then when I login the warp has been cancelled.
As someone has already said they should remove collision detection as soon as you trigger warp drive active. That's the easy fix. Another better way would be to change the sequence of the warp totally.
- You trigger warp - enemies do not lose lock... you can still fight back... ship computer reports "Lining up for warp drive" (at this stage you still have the option to cancel warp if you get stuck or situation changes) Capacitor is not drained at this time!!- Your ship is still capable of being warp scrambled at this time.
- Ship lines up finally. Computer reports "Ship ready for warp. Warp Drive Engaged" - Computer now removes lock for all ships, Cap is drained to trigger the warp drive and away you go.
It's as simple as that... it removes the bug, is tactically sound AND allows you to get your ship out of trouble if you get stuck on another object (I have even got stuck to a secure can before now). -------------------------------------------
<Stavros> the first motor bike i ever rode <Stavros> was a honda gold wing <Ak-Gara> hah <Stavros> |

Mark A
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Posted - 2003.09.15 23:03:00 -
[19]
Yes, you can't be locked after you have initiated warp.
The other situation where this is a problem is trying to get out of a fight by warping away - with the typical lag of several ships and their drones it takes you up to 1 minute to actually move by which time you are probably dead.
Bring back a/b and MWD in warp I say. As well as getting you unstuck, MWD also makes you turn faster which is one thing you are waiting for to get moving. Which is bizarre as the rest of the time you turn faster if you are stopped.
Cancel warp sounds good, but I suspect its harder to implement that it appears, as there is probably some heavyweight request gone to the server to change your location and all that's associated with it. ____________________________________
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Pralance Kibarso
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Posted - 2003.09.16 04:06:00 -
[20]
How about removing slow speed maneuvering. If I bump an asteroid or a station I gun the engines and head off at a tangent to get away from the object at my engines maximum speed. I don't slowly hug the contour of the object moving at 4m/s until I eventually line up with my target. Improve the game logic to move you away from the object or as has been previously stated, warp cancel button.
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Sourus
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Posted - 2003.09.16 08:28:00 -
[21]
I was stuck at a station the other day. My speed was about 4 m/s, so I just sat and waited just to see what happened. It was kinda funny, after a while the ships was trying to wiggle its way out of the situation and finally, after 5 minutes, it got clear of the station and began to warp properly.
What does this mean? The pathfinding algorithm really sucks!
Until they can handle proper pathfinding, remove collision detection with stations and asteroids.
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Blood Hawk
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Posted - 2003.09.16 11:47:00 -
[22]
yeah I think a solution which doesn't introduce any forseeable major exploits would be to 'remove' collision with stations/roids/objects once warp is initiated... u can alraedy warp through planets/suns etc... so y not roids/stations when warp has been started? 
Show them no mercy ... for you shall receive none! |

Thunis
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Posted - 2003.09.16 12:02:00 -
[23]
I have lost a MOA a couple of weeks back, just because of my ship getting stuck next to an asteroid when I hit the warp button, also lsot it to 3k pirates after 4 minutes or so. God damn it, it sucks. These things would be ASAP things to get fixed by CCP, not anchoring items or whatever.... "Eve-life is like a box of Adult movies. One way or another you get banged up and screwed!" |

Avaton White
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Posted - 2003.09.16 12:41:00 -
[24]
Quote: I got stuck again to my base last night... massive gap between me and the base and I still get stuck...
This bug has been around like forever and the stupid decision to remove the ability to trigger the MWD or AB to get you out of this situation is ridiculous.
If it happens to me now I just have to log out for 2 mins and then when I login the warp has been cancelled.
As someone has already said they should remove collision detection as soon as you trigger warp drive active. That's the easy fix. Another better way would be to change the sequence of the warp totally.
- You trigger warp - enemies do not lose lock... you can still fight back... ship computer reports "Lining up for warp drive" (at this stage you still have the option to cancel warp if you get stuck or situation changes) Capacitor is not drained at this time!!- Your ship is still capable of being warp scrambled at this time.
- Ship lines up finally. Computer reports "Ship ready for warp. Warp Drive Engaged" - Computer now removes lock for all ships, Cap is drained to trigger the warp drive and away you go.
It's as simple as that... it removes the bug, is tactically sound AND allows you to get your ship out of trouble if you get stuck on another object (I have even got stuck to a secure can before now).
In my opinion if it were my game this is exactly how I would do it. ------------------------------------------------ "The best defense is a dead opponent." - Avaton White
"The very notion of adding new features to broken code is self defeating to the point of being borderline insane." - Par'Nabuk ------------------------------------------------ |

Paul Dubois
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Posted - 2003.09.16 16:32:00 -
[25]
As long as they don't simply introduce a warp cancel button :-) Would be way too easy to use it as a sort of MWD, you warp and afore you get too far away you cancel and voila, you're a hundred kms away from your target almost instantly and blowing him away with long range weapons.
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Mark A
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Posted - 2003.09.16 17:38:00 -
[26]
I think the proposal was to be able to cancel warp only before you started warping for real, not once you started getting up to speed.
The 2-stage idea sounds good, although I'm not clear how it solves the problem of getting glued up on stations or asteroids while waiting to get lined up. Of course if you could continue to activate modules etc. during that phase that would include MWD and a/b, so that fix would apply; AIUI they removed those so you couldn't use them when _exiting_ warp so that would remain as-is (not that I'm a big fan of that particular change either). ____________________________________
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