Pages: 1 2 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Gully Alex Foyle
Black Fox Marauders Repeat 0ffenders
347
|
Posted - 2014.05.23 09:11:00 -
[1] - Quote
In combat, we have instant info on everybody's position, speed, relative speed, etc.
We also have instant info on EWAR and cap warfare effects applied to us and who is applying them.
If you have the time to look and are familiar with the animations, you have instant info on self-buffs and remotely applied buffs/debuffs and who is applying them to whom. Including who is shooting whom.
If you target somebody, you have instant info on his shield/armor/hull hp.
Etc, etc, lots of useful combat info that the quick & savvy PVPer can have fun with.
Only 'hidden' info is enemy (and friendly) capacitor. Yeah, you can cargo scan to take snapshots and it's fairly evident when someone is completely out of cap. 
But still, why no real-time readout on targeted ships' capacitor (both friendly and enemy)? |

lanyaie
DEEP-SPACE CO-OP LTD
957
|
Posted - 2014.05.23 09:12:00 -
[2] - Quote
Because that would be stupid. https://forums.eveonline.com/default.aspx?g=posts&t=335611&find=unread |

Cypherous
Liberty Rogues Aprilon Dynasty
82
|
Posted - 2014.05.23 09:16:00 -
[3] - Quote
Because its simple enough for your ships computer to take external readings of a ship to tell how damaged it is and its easy for the computer to also keep track of where someone is and what speed they are doing, speed trap cameras do this in real life all the time using radar :)
Anything internal, i.e under the hull, the computer cant see by default hence why you have a module that can take a snapshot of the internal contents of a ship, you answered your own question :P |

Christopher AET
Segmentum Solar Noir. Mercenary Group
652
|
Posted - 2014.05.23 09:23:00 -
[4] - Quote
Was discussed at a round table at fanfest, would be an incredible load on the server. Only some ships in a fight are taking damage or reps or ewar at a time. ALL ships will be using capacitor with ALL their active modules. Transferring this data to ALL the clients would be quite a drain. I drain ducks of their moisture for sustenance. |

Gully Alex Foyle
Black Fox Marauders Repeat 0ffenders
347
|
Posted - 2014.05.23 09:29:00 -
[5] - Quote
Christopher AET wrote:Was discussed at a round table at fanfest, would be an incredible load on the server. Only some ships in a fight are taking damage or reps or ewar at a time. ALL ships will be using capacitor with ALL their active modules. Transferring this data to ALL the clients would be quite a drain. Thanks. I'm not a game developer so I'll have to take the dev's word on it.
It does sound a bit fishy though, all clients are already getting position and velocity vector info on every object on-grid, and shield/armor/hull info on anything targeted.
Maybe trade info about who is warp scrambling whom (which doesn't seem worthwhile to relay to all people on grid imo) for cap info?  |

Benny Ohu
Chaotic Tranquility
3272
|
Posted - 2014.05.23 09:31:00 -
[6] - Quote
Quote:Only 'hidden' info is enemy (and friendly) capacitor. Yeah, you can cargo scan to take snapshots and it's fairly evident when someone is completely out of cap. Twisted
i wanted ship/cargo scanners to be highslot modules so they'd be fittable (midslots are too precious but utility highs are not) but the thread i made died  |

Gully Alex Foyle
Black Fox Marauders Repeat 0ffenders
348
|
Posted - 2014.05.23 09:53:00 -
[7] - Quote
lanyaie wrote:Because that would be stupid. I'm quite sure you're smart enough to think of a good reason why that shouldn't be released yourself. Yes, I'm sure it would make no difference at all to your toon's PVP activity (whoring on CONCORD Burn Jita killmails and shooting structures). |

March rabbit
Federal Defense Union
1488
|
Posted - 2014.05.23 09:56:00 -
[8] - Quote
agree: it's too much instant info in fight..... Let's remove shield/armor/hull HP numbers totally. Or make it guessable but not instant. The Mittani: "the inappropriate drunked joke"
|

Trillian Darkwater
ACME HARDWARE
7
|
Posted - 2014.05.23 10:08:00 -
[9] - Quote
Precisely the same reason why you can't see how much/which type of ammo he has in his guns/launchers, scripts in various modules, etc. It keeps people guessing, and makes PvP more interesting. TBH, if it were up to me, they shouldn't show how much hull people have left, just leave it at the two main tanks... |

BeBopAReBop RhubarbPie
Panhandle Industries Order of the Exalted
584
|
Posted - 2014.05.23 17:09:00 -
[10] - Quote
Gully Alex Foyle wrote:Christopher AET wrote:Was discussed at a round table at fanfest, would be an incredible load on the server. Only some ships in a fight are taking damage or reps or ewar at a time. ALL ships will be using capacitor with ALL their active modules. Transferring this data to ALL the clients would be quite a drain. Thanks. I'm not a game developer so I'll have to take the dev's word on it. It does sound a bit fishy though, all clients are already getting position and velocity vector info on every object on-grid, and shield/armor/hull info on anything targeted. Maybe trade info about who is warp scrambling whom (which doesn't seem worthwhile to relay to all people on grid imo) for cap info?  EDIT: actually each client also gets info on all effects and interactions, otherwise it couldn't graphically render them, right? And in any battle, every ship is either shooting, repping or applying ewar (or two, or even all three), unless they're out of range. So yeah, the server load excuse seems quite fishy, actually! Think of it this way. In a 1000 person fight, if 1 person is shot by 1 other person, that information is relayed 1000 times. If 1000 ships move, the new positions are relayed 1000 times each for 1 million calls. Velocity, angular velocity, and transversal velocity can all be calculated client side from the old and new positions. This means that in combat, module activations, absolute position, absolute position of drones, effects of drones (damage/ewar), and damage taken for targeted ships are the only things (that I can think of) that have to be relayed to participants.
if we assume weapons are grouped, for combat ships, there will usually be 1 weapon activation every 3+ seconds, and longer on prop mod, scrams, webs and other modules. My estimate is 1-2 module activations per second per ship on average. Add in 5 fields updated for drone positions, and some amount of damage taken, and we're looking at 20 or so data points per ship being broadcast, capacitor would be another point that would have to be updated every server tick, so it probably represents a 2-3% increase in server load (I'm assuming my 20 data points estimate is lower than reality). This would be significantly more manageable if only visible on locked targets, but its still another value that has to be updated every server tick. New player resources: http://wiki.eveuniversity.org/Main_Page - General information http://www.evealtruist.com/p/know-your-enemy.html - Learn to PvP http://belligerentundesirables.com/ - Safaris, Awoxes, Ganking and Griefing-á |
|

Christopher AET
Segmentum Solar Noir. Mercenary Group
654
|
Posted - 2014.05.23 17:17:00 -
[11] - Quote
If I remember rightly it was CCP greyscale who told me this...He is a pretty cool dude with a beer..before he nerfs all your things :P I drain ducks of their moisture for sustenance. |

Kaarous Aldurald
ROC Deep Space The ROC
6495
|
Posted - 2014.05.23 17:28:00 -
[12] - Quote
Please don't encourage them to "improve" the UI any further. "Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."
Psychotic Monk for CSM9. |

Shpenat
Galactic Exploration and Mining Corporation The Obsidian Front
69
|
Posted - 2014.05.23 18:24:00 -
[13] - Quote
Gully Alex Foyle wrote:Christopher AET wrote:Was discussed at a round table at fanfest, would be an incredible load on the server. Only some ships in a fight are taking damage or reps or ewar at a time. ALL ships will be using capacitor with ALL their active modules. Transferring this data to ALL the clients would be quite a drain. Thanks. I'm not a game developer so I'll have to take the dev's word on it. It does sound a bit fishy though, all clients are already getting position and velocity vector info on every object on-grid, and shield/armor/hull info on anything targeted. Maybe trade info about who is warp scrambling whom (which doesn't seem worthwhile to relay to all people on grid imo) for cap info?  EDIT: actually each client also gets info on all effects and interactions, otherwise it couldn't graphically render them, right? And in any battle, every ship is either shooting, repping or applying ewar (or two, or even all three), unless they're out of range. So yeah, the server load excuse seems quite fishy, actually!
You are wrong. The client does not get informations about all effects and interactions. It gets information only about interactions related to you, some information you specially requested and some interactions which are being broadcasted.
Related interactions: things you have locked, things that are shooting you and things on your watchlist
Requested information: things like fitting. You will not see a fitting of enemy ship unless using "look at" functionality or directly interacting
Broadcasted interactions: are interactions that are being broadcasted once when they are started. then the client keep track of them untill recieving termination broadcast. No data are transmitted in between. Pointing is prime example as it goes even into the log.
The capacitor status would have to go into "related interactions" category which is also the most heavily impacting the server. Adding a single variable could lead to very severe server load. I can only imagine swapping it to some other variable yet I cant imagine any other being less important than the ones currently diplayed. |

Nariya Kentaya
Phoenix funds
1277
|
Posted - 2014.05.23 18:58:00 -
[14] - Quote
This is why we dotn need cap readouts:
"is it a cruiser or smaller? yep." "Do both of our Sentinels have all three of their neuts on it? yep." "So is it out of cap? Hell yep."
Not to mention the 2 TD per sentinel as well, 6 neuts and 4 TD make for a very sad anything. |

Ranger 1
Ranger Corp
5676
|
Posted - 2014.05.23 19:06:00 -
[15] - Quote
There are plenty of reasons to supply less info to players in combat, many of which I would support if push came to shove.
However, to request a cap readout on a target THAT YOU ARE CURRENTLY PERFORMING CAP WARFARE ON is not a totally unreasonable request. The same could be said for those that you are currently cap boosting as well. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

BeBopAReBop RhubarbPie
Panhandle Industries Order of the Exalted
585
|
Posted - 2014.05.23 20:59:00 -
[16] - Quote
Ranger 1 wrote:There are plenty of reasons to supply less info to players in combat, many of which I would support if push came to shove.
However, to request a cap readout on a target THAT YOU ARE CURRENTLY PERFORMING CAP WARFARE ON is not a totally unreasonable request. The same could be said for those that you are currently cap boosting as well. Thank you for typing in large letters to help my eyes. Fortunately they work just fine, so spamming caps lock is not necessary.
A low performance hit way of doing his would be to have the targets current cap print in the log whenever activating a neut or nos on that target. New player resources: http://wiki.eveuniversity.org/Main_Page - General information http://www.evealtruist.com/p/know-your-enemy.html - Learn to PvP http://belligerentundesirables.com/ - Safaris, Awoxes, Ganking and Griefing-á |

Gully Alex Foyle
Black Fox Marauders Repeat 0ffenders
353
|
Posted - 2014.05.23 21:06:00 -
[17] - Quote
Thanks for all your kind replies.
Especially Cristopher for further clarifying the source and BeBop for a very convincing analysis. I can see the difference between relaying module 'on/off' info compared to 'constantly changing' info. such as capacitor.
Further expanding on BeBop's analysis, I'm thinking that in a 1,000 man combat situation most of the ships' hp wouldn't constantly change either (if nothing is shooting at them) while almost every ship's capacitor changes continuously (even though it would need to be relayed only to the clients that are targeting the ship). So yeah, I now get the server load issues. 
From a gameplay perspective, whether having more intel (for everyone) is good or bad is rarely clear-cut imo.
On one hand, yes it makes things easier for everyone, but on the other, it creates opportunities for dedicated players.
For example, real time info on the primary's hp allows people to switch to the next primary before the ship actually visibly pops. It allows for more efficient use of fleet dps (minimizing wasted weapon cycles), but only a disciplined and well-trained fleet will fully take advantage of this. A sloppy fleet will waste dps anyway.
In the same way, cap info would allow more efficient neuting - less 'waste' and also easier identification of 'cap-vulnerable' ships (in addition to any knowledge or metagame intel on expected ship fittings).
Not sure if good or bad for the game (that's why I made a thread ), but, if for example coupled with a flat nerf to all neuts, could maybe make neuting an even more sophisticated 'art'.
If not - Nariya's 'brute force' approach works too.  |

Ranger 1
Ranger Corp
5678
|
Posted - 2014.05.23 21:27:00 -
[18] - Quote
BeBopAReBop RhubarbPie wrote:Ranger 1 wrote:There are plenty of reasons to supply less info to players in combat, many of which I would support if push came to shove.
However, to request a cap readout on a target THAT YOU ARE CURRENTLY PERFORMING CAP WARFARE ON is not a totally unreasonable request. The same could be said for those that you are currently cap boosting as well. Thank you for typing in large letters to help my eyes. Fortunately they work just fine, so spamming caps lock is not necessary. A low performance hit way of doing his would be to have the targets current cap print in the log whenever activating a neut or nos on that target. It's called emphasis on the key point, which you have apparently missed anyway.
I also was not addressing the remark to you, but thank you for assuming I give a damn who you are or what your opinion is (mistaken though you may be in that regard). 
To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Doreen Kaundur
243
|
Posted - 2014.05.23 21:42:00 -
[19] - Quote
Someday a mod will be used to read cap levels on a ship. If you can scan cargo, you can scan cap energy levels.
Just give it time.
Please support this minor color change idea. |

Gully Alex Foyle
Black Fox Marauders Repeat 0ffenders
354
|
Posted - 2014.05.23 21:49:00 -
[20] - Quote
Doreen Kaundur wrote:Someday a mod will be used to read cap levels on a ship. If you can scan cargo, you can scan cap energy levels.
Just give it time. Not sure if you're trying to troll, but:
Gully Alex Foyle wrote:Yeah, you can cargo scan to take snapshots ...it's already a feature of cargo scanners.
I was wondering if it were possible and/or desirable to have real-time info on all active targets, without a mod. |
|

BeBopAReBop RhubarbPie
Panhandle Industries Order of the Exalted
586
|
Posted - 2014.05.23 22:02:00 -
[21] - Quote
Ranger 1 wrote:BeBopAReBop RhubarbPie wrote:Ranger 1 wrote:There are plenty of reasons to supply less info to players in combat, many of which I would support if push came to shove.
However, to request a cap readout on a target THAT YOU ARE CURRENTLY PERFORMING CAP WARFARE ON is not a totally unreasonable request. The same could be said for those that you are currently cap boosting as well. Thank you for typing in large letters to help my eyes. Fortunately they work just fine, so spamming caps lock is not necessary. A low performance hit way of doing his would be to have the targets current cap print in the log whenever activating a neut or nos on that target. It's called emphasis on the key point, which you have apparently missed anyway. I also was not addressing the remark to you, but thank you for assuming I give a damn who you are or what your opinion is (mistaken though you may be in that regard).  Just because I didn't specifically comment on your point doesn't mean I missed it. In fact my suggestion about outputting that data to notifications/logs instead of having a real time readout was specifically based on your comment. Is this the part where I pretend to be offended by you? [shocked]You heartless fiend![/shocked] New player resources: http://wiki.eveuniversity.org/Main_Page - General information http://www.evealtruist.com/p/know-your-enemy.html - Learn to PvP http://belligerentundesirables.com/ - Safaris, Awoxes, Ganking and Griefing-á |

Cekle Skyscales
X-Prot Greater Western Co-Prosperity Sphere
50
|
Posted - 2014.05.23 23:39:00 -
[22] - Quote
BeBopAReBop RhubarbPie wrote:Think of it this way. In a 1000 person fight, if 1 person is shot by 1 other person, that information is relayed 1000 times. If 1000 ships move, the new positions are relayed 1000 times each for 1 million calls. Velocity, angular velocity, and transversal velocity can all be calculated client side from the old and new positions. This means that in combat, module activations, absolute position, absolute position of drones, effects of drones (damage/ewar), and damage taken for targeted ships are the only things (that I can think of) that have to be relayed to participants.
if we assume weapons are grouped, for combat ships, there will usually be 1 weapon activation every 3+ seconds, and longer on prop mod, scrams, webs and other modules. My estimate is 1-2 module activations per second per ship on average. Add in 5 fields updated for drone positions, and some amount of damage taken, and we're looking at 20 or so data points per ship being broadcast, capacitor would be another point that would have to be updated every server tick, so it probably represents a 2-3% increase in server load (I'm assuming my 20 data points estimate is lower than reality). This would be significantly more manageable if only visible on locked targets, but its still another value that has to be updated every server tick.
Notice that when you target someone your client assumes they are at 100%, and it takes approximately 1 second (server tick) for the readout to update with their actual status. It would be extremely foolish and unscalable to relay all damage dealt to all clients. Chances are high your client only cares about "notDead = 1" and "position = x,y,z" which is much cheaper to send, until the ship is targeted, at which point there server will relay pertinent information like shield, armor, hull, isEcmJammed, isScrambled, etc.
Intelligent design of the code to minimize server interactions where possible is extremely important in large fights like the example provided. |

Gully Alex Foyle
Black Fox Marauders Repeat 0ffenders
355
|
Posted - 2014.05.23 23:44:00 -
[23] - Quote
Cekle Skyscales wrote:Notice that when you target someone your client assumes they are at 100%, and it takes approximately 1 second (server tick) for the readout to update with their actual status. Yup, great example of how client-server interaction works. |

Ranger 1
Ranger Corp
5678
|
Posted - 2014.05.24 01:21:00 -
[24] - Quote
BeBopAReBop RhubarbPie wrote:Ranger 1 wrote:BeBopAReBop RhubarbPie wrote:Ranger 1 wrote:There are plenty of reasons to supply less info to players in combat, many of which I would support if push came to shove.
However, to request a cap readout on a target THAT YOU ARE CURRENTLY PERFORMING CAP WARFARE ON is not a totally unreasonable request. The same could be said for those that you are currently cap boosting as well. Thank you for typing in large letters to help my eyes. Fortunately they work just fine, so spamming caps lock is not necessary. A low performance hit way of doing his would be to have the targets current cap print in the log whenever activating a neut or nos on that target. It's called emphasis on the key point, which you have apparently missed anyway. I also was not addressing the remark to you, but thank you for assuming I give a damn who you are or what your opinion is (mistaken though you may be in that regard).  Just because I didn't specifically comment on your point doesn't mean I missed it. In fact my suggestion about outputting that data to notifications/logs instead of having a real time readout was specifically based on your comment. Is this the part where I pretend to be offended by you? [shocked]You heartless fiend![/shocked] No, this is the part where you stop being the snippy little net etiquette policeman that everyone rolls their collective eyes at. 
On a more relevant point, updating your log to show your targets cap level doesn't really perform a useful function. The only point to seriously exploring the practicality and desirability of knowing what your targets cap level is would be if those engaged in cap warfare or cap logistics efforts had a need for it in real time.
I can see the value when neuting someone especially, as you are burning your own cap in the process and that would allow you to more precisely judge when you could shut the module off... also logistics pilots could be a lot more efficient when cap boosting multiple allies.
However, even if a limited form of live update was done on your opponents cap level, there is also a game design perspective to consider... that being you don't necessarily want all information to be readily available to the players.
Personally, even though I tend to use cap warfare regularly I find myself favoring a bit of uncertainty where it is concerned. But I have to admit (assuming it could be done without adverse affects to the server) that my point of view would likely be unpopular. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |

Sobaan Tali
Caldari Quick Reaction Force
294
|
Posted - 2014.05.24 01:49:00 -
[25] - Quote
And here I thought the OP was gonna ask for something sensible, like maybe a way to show a percentage readout for there own cap instead of the cap dial. Nope, couldn't be that sensible. |

Doreen Kaundur
254
|
Posted - 2014.05.24 05:22:00 -
[26] - Quote
Gully Alex Foyle wrote:Doreen Kaundur wrote:Someday a mod will be used to read cap levels on a ship. If you can scan cargo, you can scan cap energy levels.
Just give it time. Not sure if you're trying to troll, but: Gully Alex Foyle wrote:Yeah, you can cargo scan to take snapshots ...it's already a feature of cargo scanners. I was wondering if it were possible and/or desirable to have real-time info on all active targets, without a mod.
Since server load is an issue as decribed above, it will most like be mod only to cut down on the load.
Please support this minor color change idea. |

Gully Alex Foyle
Black Fox Marauders Repeat 0ffenders
359
|
Posted - 2014.05.24 07:05:00 -
[27] - Quote
Sobaan Tali wrote:And here I thought the OP was gonna ask for something sensible, like maybe a way to show a percentage readout for there own cap instead of the cap dial. Nope, couldn't be that sensible. That would've been a very boring thread indeed! Also because there already is a way (hint: mouseover). |

Asuka Solo
Stark Fujikawa Stark Enterprises
2675
|
Posted - 2014.05.24 09:09:00 -
[28] - Quote
Gully Alex Foyle wrote:In combat, we have instant info on everybody's position, speed, relative speed, etc. We also have instant info on EWAR and cap warfare effects applied to us and who is applying them. If you have the time to look and are familiar with the animations, you have instant info on self-buffs and remotely applied buffs/debuffs and who is applying them to whom. Including who is shooting whom. If you target somebody, you have instant info on his shield/armor/hull hp. Etc, etc, lots of useful combat info that the quick & savvy PVPer can have fun with. Only 'hidden' info is enemy (and friendly) capacitor. Yeah, you can cargo scan to take snapshots and it's fairly evident when someone is completely out of cap.  But still, why no real-time readout on targeted ships' capacitor (both friendly and enemy)?
While your at it, demand instant info on what each pilot is wearing during the fight, their relative location to you in the world, their favorite color and their marital status. Eve is about Capital ships, WiS, Boobs, PI and Isk! |

Gully Alex Foyle
Black Fox Marauders Repeat 0ffenders
359
|
Posted - 2014.05.24 09:29:00 -
[29] - Quote
Asuka Solo wrote:While your at it, demand instant info on what each pilot is wearing during the fight, their relative location to you in the world, their favorite color and their marital status. I guess you're not aware that 'show pilot info' already reveals your toon's skimpy top and low-rise trowsers, if you're atk I can roughly guess your longitude and every PVPers favorite color is either yellow, orange or red. Marital status is irrelevant, it's a game not a dating site. |

Asuka Solo
Stark Fujikawa Stark Enterprises
2675
|
Posted - 2014.05.24 10:57:00 -
[30] - Quote
Gully Alex Foyle wrote:Asuka Solo wrote:While your at it, demand instant info on what each pilot is wearing during the fight, their relative location to you in the world, their favorite color and their marital status. I guess you're not aware that 'show pilot info' already reveals your toon's skimpy top and low-rise trowsers, if you're atk I can roughly guess your longitude and every PVPers favorite color is either yellow, orange or red. Marital status is irrelevant, it's a game not a dating site.
Sarcasm is lost on you I see.
Don't worry. I forgive you because your alt (at least the one you posted with) is not even a year old. Eve is about Capital ships, WiS, Boobs, PI and Isk! |
|

Gully Alex Foyle
Black Fox Marauders Repeat 0ffenders
359
|
Posted - 2014.05.24 11:03:00 -
[31] - Quote
Asuka Solo wrote:Sarcasm is lost on you I see. Are you sure? Unironically sure? |

Nick Starkey
Caldari Colonial Defense Ministry Templis CALSF
52
|
Posted - 2014.05.24 11:35:00 -
[32] - Quote
Maybe I'm just using common sense here, but I'm pretty sure that a simple readout would already be available in this game after 11 years if there wasn't a good reason for it.
Not only it creates exponential server load, but the result would add very little of value to the game. It's very obvious already if someone is going to get capped out or not already with some minimal ship and fit knowledge, and for bigger situations (i.e monitoring cap for dreads and above) you already have ship scanners for it.
|
|
|
|
Pages: 1 2 :: [one page] |