Pages: 1 2 3 4 :: [one page] |
Author |
Thread Statistics | Show CCP posts - 10 post(s) |
|

CCP Guard
C C P C C P Alliance
902

|
Posted - 2011.11.18 14:46:00 -
[1] - Quote
CCP Choloepus has been working on a truly immersion enhancing feature and he'd like to tell you about it.
Read all about it here, and make sure to leave your feedback and questions for us. CCP Guard | EVE Community Developer |
|

Hylax Ciai
Sensus Numinis Ev0ke
5
|
Posted - 2011.11.18 14:52:00 -
[2] - Quote
Good stuff  |

Jarnis McPieksu
Aliastra Gallente Federation
19
|
Posted - 2011.11.18 14:53:00 -
[3] - Quote
Would it really add that much to include a single bit (hit/miss) to the information your client receives about shots around you that are not directed at you?
I mean, the client must already receive information about all the gunfire because it can render it... and server must be the one deciding what hits and what misses (if it weren't, EVE would already be hacked to bits) so... there must be a steady flow of packets during fleet fights to every participant about every shot being fired on grid as it happens according to the server simulation.
We. Are. Talking. About. A. Single. Bit.
0/1. Miss/Hit. The rest can be made up by the local (client side) rendering code.
|

Ariane VoxDei
16
|
Posted - 2011.11.18 14:53:00 -
[4] - Quote
CCP Guard wrote:CCP Choloepus has been working on a truly immersion enhancing feature and he'd like to tell you about it. Read all about it here, and make sure to leave your feedback and questions for us. Almost like the good old days in 2006, its like meeting a old friend :) Now wtb the same old engine trails. They were 'im going thi----------------------------------------------------------------------------------------------------------s fast'. Or is that yet to be finalized? |
|

CCP Guard
C C P C C P Alliance
902

|
Posted - 2011.11.18 14:57:00 -
[5] - Quote
Ariane VoxDei wrote:CCP Guard wrote:CCP Choloepus has been working on a truly immersion enhancing feature and he'd like to tell you about it. Read all about it here, and make sure to leave your feedback and questions for us. Almost like the good old days in 2006, its like meeting a old friend :) Now wtb the same old engine trails. They were 'im going thi----------------------------------------------------------------------------------------------------------s fast'. Or is that yet to be finalized?
There will be a dev blog on trails next week! :) CCP Guard | EVE Community Developer |
|

Jason Edwards
Internet Tough Guy Spreadsheets Online
9
|
Posted - 2011.11.18 14:57:00 -
[6] - Quote
why do missiles hit when i tracking disrupt? BUG |

Rakshasa Taisab
Sane Industries Inc.
493
|
Posted - 2011.11.18 14:57:00 -
[7] - Quote
Jarnis McPieksu wrote:Would it really add that much to include a single bit (hit/miss) to the information your client receives about shots around you that are not directed at you?
I mean, the client must already receive information about all the gunfire because it can render it... and server must be the one deciding what hits and what misses (if it weren't, EVE would already be hacked to bits) so... there must be a steady flow of packets during fleet fights to every participant about every shot being fired on grid as it happens according to the server simulation.
We. Are. Talking. About. A. Single. Bit. Some Pro coding will embed it nicely into the current data (just steal one bit off some value that is being sent about each shot and use it for this), so the added amount of data would be zero.
0/1. Miss/Hit. The rest can be made up by the local (client side) rendering code. It's not just a single bit... You are mistaken in your assumption that the client receives information about every shot, rather than just when it starts/stops and the rate of fire. 84,000 AUR ($420) spent on NeX store for Troll and Profit. |

Jarnis McPieksu
Aliastra Gallente Federation
19
|
Posted - 2011.11.18 14:58:00 -
[8] - Quote
Rakshasa Taisab wrote:Jarnis McPieksu wrote:Would it really add that much to include a single bit (hit/miss) to the information your client receives about shots around you that are not directed at you?
I mean, the client must already receive information about all the gunfire because it can render it... and server must be the one deciding what hits and what misses (if it weren't, EVE would already be hacked to bits) so... there must be a steady flow of packets during fleet fights to every participant about every shot being fired on grid as it happens according to the server simulation.
We. Are. Talking. About. A. Single. Bit. Some Pro coding will embed it nicely into the current data (just steal one bit off some value that is being sent about each shot and use it for this), so the added amount of data would be zero.
0/1. Miss/Hit. The rest can be made up by the local (client side) rendering code. It's not just a single bit... You are mistaken in your assumption that the client receives information about every shot, rather than just when it starts/stops and the rate of fire.
Ah, that would make sense... Didn't think of that. |

Yankunytjatjara
Blue Republic RvB - BLUE Republic
11
|
Posted - 2011.11.18 15:00:00 -
[9] - Quote
GREAT!
Now add a hole on the ship whenever the shields are passed and we are complete :D |

Ariane VoxDei
16
|
Posted - 2011.11.18 15:00:00 -
[10] - Quote
nvm dumb answer, in all the excitement i forgot to read properly |

Jason Edwards
Internet Tough Guy Spreadsheets Online
9
|
Posted - 2011.11.18 15:00:00 -
[11] - Quote
CCP Guard wrote:Ariane VoxDei wrote:CCP Guard wrote:CCP Choloepus has been working on a truly immersion enhancing feature and he'd like to tell you about it. Read all about it here, and make sure to leave your feedback and questions for us. Almost like the good old days in 2006, its like meeting a old friend :) Now wtb the same old engine trails. They were 'im going thi----------------------------------------------------------------------------------------------------------s fast'. Or is that yet to be finalized? There will be a dev blog on trails next week! :)
The biking trail to the volcano that's exploding all the time? |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
10
|
Posted - 2011.11.18 15:01:00 -
[12] - Quote
nice feature |

Iosue
UV Heavy Industries STR8NGE BREW
22
|
Posted - 2011.11.18 15:02:00 -
[13] - Quote
oooooohhh, pretty lights!! |
|

CCP Choloepus
C C P C C P Alliance
35

|
Posted - 2011.11.18 15:03:00 -
[14] - Quote
Jarnis McPieksu wrote:Would it really add that much to include a single bit (hit/miss) to the information your client receives about shots around you that are not directed at you?
I mean, the client must already receive information about all the gunfire because it can render it...
It's actually more like the client gets information when someone else starts to fire, and when they stop, but nothing inbetween. Individual damage or hit information packets aren't sent to you unless you're directly involved, your client just renders the pew-pew every few seconds until the other guy stops shooting.
It's not the single bit added to the payload that's the problem, it's that currently we don't send a packet at all unless absolutely necessary. |
|

Razin
The xDEATHx Squadron Legion of xXDEATHXx
116
|
Posted - 2011.11.18 15:05:00 -
[15] - Quote
First page!
This is one of the best new features of this expansion (though its damn hard to choose!)! |

Tork Norand
Mechanical Eagles Inc. The Ancients.
1
|
Posted - 2011.11.18 15:13:00 -
[16] - Quote
As a method of showing other ships in the fleet getting hit (or not), here's an idea....
10 seconds after a fight starts, and every 10 seconds after that, calculate how many shots that are fired actually hit. This will give a Hit Ratio.
Send the Hit Ratio out to the clients every 10 seconds or so, and let the clients randomly show that number of targets getting hit.
Each fleet gets its own Hit Ratio sent out....and the client does the work of just randomly picking members of that fleet to show the hits on. If you want finer detail, break it down by a weight on which target: Total: 25% are hitting...of that: -- Foe1: 10% (2.5% total) -- Foe2: 20% (5% total) -- Foe3: 70% (17.5% total....must be a logi pilot)
Then, as the client figures out that a gun was fired, it also knows the weighted chance that it has hit which target.
Technically speaking, this should fit into just one or two packets of data very easily.
--Tork. CEO and Herder of Cats. |

Solhild
Republic Military School Minmatar Republic
77
|
Posted - 2011.11.18 15:14:00 -
[17] - Quote
Could just make the other shots appear spread before hitting targets, some of the shot hits, other part misses?
More difficult with lasers I suppose but there's a solution waiting out there 
Looks great on SISI now btw. |

darius mclever
19
|
Posted - 2011.11.18 15:17:00 -
[18] - Quote
CCP Choloepus wrote:Jarnis McPieksu wrote:Would it really add that much to include a single bit (hit/miss) to the information your client receives about shots around you that are not directed at you?
I mean, the client must already receive information about all the gunfire because it can render it... It's actually more like the client gets information when someone else starts to fire, and when they stop, but nothing inbetween. Individual damage or hit information packets aren't sent to you unless you're directly involved, your client just renders the pew-pew every few seconds until the other guy stops shooting. It's not the single bit added to the payload that's the problem, it's that currently we don't send a packet at all unless absolutely necessary. edit: beaten, thanks Rakshasa Taisab
how does this affect the client performance when you get primaried in a fleet fight? |

Apollo Gabriel
Mercatoris Etherium Cartel
255
|
Posted - 2011.11.18 15:21:00 -
[19] - Quote
Thank you CCP, this change was a long time coming and clearly complex to fully implement, I hope you keep in on the front burner in the future. As someone who compared Eve to Donkey Kong (imagine if the barrels always looked like they hit you), I am quite happy about the change.
I for one wouldn't mind a 1/2 second delay as to graphical misses of not me, meaning if I am part of a fight and a ship shoots at my fleet mate, I don't mind missing that visual notification for 1/2 second to get it right. Just a quick thought.
best, AG Repair Drones should be able to repair anyone ... really, they should. -áThink of them as the first targetable subsystem if you're worried about PvP and for missions if someone wants Rep drones over a flight of Hobs, who cares. -áThere is no reasonable objection here other than it's always been that way (so was RR until recently). |

Daedalus II
The Older Gamers
66
|
Posted - 2011.11.18 15:22:00 -
[20] - Quote
This gets me to think about the often requested using ray casting to calculate shots fired (ie you could hit something else between you and your target) which would give a much more strategic game when it comes to fleet position and such.
However, as hard as it will be on the server to calculate all that ray casting, that isn't the main problem. The main problem is that every single shot on the grid would have to be transferred to every client for it to look good. That's just crazy. |

Louis deGuerre
Malevolence. Void Alliance
63
|
Posted - 2011.11.18 15:23:00 -
[21] - Quote
squa-+mous adj \-êskw-ü-m+Ös also -êskw+ñ-\
Definition of SQUAMOUS
1 a : covered with or consisting of scales : scaly b : of, relating to, or being a stratified epithelium that consists at least in its outer layers of small scalelike cells 2 : of, relating to, or being the anterior upper portion of the temporal bone of most mammals including humans
Origin of SQUAMOUS
Middle English, from Latin squamosus, from squama scale First Known Use: 15th century Related to SQUAMOUS
Synonyms: scaled, scaly Antonyms: scaleless
Gameplay quality : Enhanced Language Vocabulary : Increased
Devblog approved !  FIRE FRIENDSHIP TORPEDOES ! |

TheButcherPete
StoneWall Metals Productions Bloodbound.
23
|
Posted - 2011.11.18 15:25:00 -
[22] - Quote
How does one pronounce Choloepus?
Otherwise, I like this new feature, it's fun watching Serpentis miss 
GÖÑ CCP /me snugglehump you long time GÖÑ
~ I AM PETEBBA |

Anvil44
Independent Traders and Builders MPA
30
|
Posted - 2011.11.18 15:28:00 -
[23] - Quote
Give someone a piece of bread and they want butter with it. Give them a sandwich and they ask for roast chicken...
As you posted, this is a great first step, all limitations considered. Your compromises are well thought out and the reasoning behind them is very sound. I look forward to seeing this.
Thanks for more awesome pew pew eye candy! I may not like you or your point of view but you have a right to voice it. |

Seismic Stan
Greenbeard's Freebooters Split Infinity.
0
|
Posted - 2011.11.18 15:33:00 -
[24] - Quote
I love this feature, it's quite possibly my favourite element of Crucible.
I don't want to sound negative or ungrateful, but I was a little disappointed to read that my client will only render missed shots at or from my ship. I was looking forward to observing some spectacular dogfights between third parties.
Is there any possibility that the feature could be amended to provide inaccurate fire animation for whichever ship is the focus of the camera (and the target thereof)? This wouldn't generate any additional traffic, but would just shift the focus to allow convincing spectator immersion.
Writer of 'Freebooted' blog. Author of 'Incarna: The Text Adventure'. Co-Creator of 'Tech4 News' podcast.
|

BeanBagKing
Terra Incognita Intrepid Crossing
23
|
Posted - 2011.11.18 15:37:00 -
[25] - Quote
/me huggles CCP I love you guys again, so much epic material this winter
I really hope to see other players shots missing on day as well, it would really make fleet fights look epic. I don't like the idea of guesswork, but I don't like the current situation (for others, new content is awesome), and I don't like the idea of so much information being passed that it creates lag. Kinda a catch-22, but I agree with the blog, I think "rough simulation of appx miss chance" (i.e. intelligent guesswork) is probably the way to go. Take everything known by the client, average everything else (say assume level 3 or 4 skills, give a 10% chance for using an implant/booster that would affect it, etc), and then decide if it's hit or miss.
Another semi-related issue I'd love to see addressed. Can we please (one day) get shots that hit in a wider variety of places on the model? In othe words, do this, take a bunch of laser abaddons or something out and start shooting a POS. watch ALL the lasers hit either one of the little arms on the side or the bottom part about 3/4ths of the way down. It really looks un-realistic. It's not something you notice as much on ships or in fleet fights, but it's there. It would be great if you really peppered the enemy in a bunch of different places as your shots hit.
Thanks again -BBK |

Nanohasan
Tribes of Concordia
0
|
Posted - 2011.11.18 15:39:00 -
[26] - Quote
Really nice update. Once you guys manage to extend it to any ship for a client, you could make those "stray shots" into hitting other targets then the orginal one like what could happen in a real space combat.
Of course it in the hope you won't get shot into the sun like you seem to fear atm  |
|

CCP Choloepus
C C P C C P Alliance
37

|
Posted - 2011.11.18 15:43:00 -
[27] - Quote
Seismic Stan wrote:I love this feature, it's quite possibly my favourite element of Crucible.
I don't want to sound negative or ungrateful, but I was a little disappointed to read that my client will only render missed shots at or from my ship. I was looking forward to observing some spectacular dogfights between third parties.
Is there any possibility that the feature could be amended to provide inaccurate fire animation for whichever ship is the focus of the camera (and the target thereof)? This wouldn't generate any additional traffic, but would just shift the focus to allow convincing spectator immersion.
Thanks, and believe me that we're disappointed that we can't do this yet either!
The look-at suggestion is a great one however. It limits the amount of extra information sent whilst still allowing you to spectate on those dogfights properly, I'll have to bring this one along to Gridlock and see what can be done.
Plus, even if we get the client-side simulation working, it would gives us a properly accurate option for important targets layered on top. |
|

Tahna Rouspel
BWE Special Forces Rage Alliance
15
|
Posted - 2011.11.18 15:45:00 -
[28] - Quote
Nanohasan wrote:Really nice update. Once you guys manage to extend it to any ship for a client, you could make those "stray shots" into hitting other targets then the orginal one like what could happen in a real space combat. Of course it in the hope you won't get shot into the sun like you seem to fear atm 
I don't think that would happen without the servers blowing up. |

Damion Rayne
Dark-Rising Executive Outcomes
17
|
Posted - 2011.11.18 15:51:00 -
[29] - Quote
Jarnis McPieksu wrote:Would it really add that much to include a single bit (hit/miss) to the information your client receives about shots around you that are not directed at you?
I mean, the client must already receive information about all the gunfire because it can render it... and server must be the one deciding what hits and what misses (if it weren't, EVE would already be hacked to bits) so... there must be a steady flow of packets during fleet fights to every participant about every shot being fired on grid as it happens according to the server simulation.
We. Are. Talking. About. A. Single. Bit. Some Pro coding will embed it nicely into the current data (just steal one bit off some value that is being sent about each shot and use it for this), so the added amount of data would be zero.
0/1. Miss/Hit. The rest can be made up by the local (client side) rendering code.
The audacity of this post blows me away, you are obviously not a programmer. Teamwork.. Maturity.. Tactics.. www.tacticalgamer.com |

War Kitten
Panda McLegion
280
|
Posted - 2011.11.18 15:51:00 -
[30] - Quote
I like the new feature, it's great for gauging how often a fast moving ship is being hit when manual-piloting.
Please don't do any averaging or guessing for 3rd party misses though, I'd rather see accurate misses or none at all. It might look neat to see the misses from a third party perspective, but it will totally break the immersion the first time an estimated miss blows up the target. This is my signature.-á There are many others like it, but this one is mine. |
|

CCP Choloepus
C C P C C P Alliance
37

|
Posted - 2011.11.18 15:53:00 -
[31] - Quote
BeanBagKing wrote:/me huggles CCP I love you guys again, so much epic material this winter
I really hope to see other players shots missing on day as well, it would really make fleet fights look epic. I don't like the idea of guesswork, but I don't like the current situation (for others, new content is awesome), and I don't like the idea of so much information being passed that it creates lag. Kinda a catch-22, but I agree with the blog, I think "rough simulation of appx miss chance" (i.e. intelligent guesswork) is probably the way to go. Take everything known by the client, average everything else (say assume level 3 or 4 skills, give a 10% chance for using an implant/booster that would affect it, etc), and then decide if it's hit or miss.
Another semi-related issue I'd love to see addressed. Can we please (one day) get shots that hit in a wider variety of places on the model? In othe words, do this, take a bunch of laser abaddons or something out and start shooting a POS. watch ALL the lasers hit either one of the little arms on the side or the bottom part about 3/4ths of the way down. It really looks un-realistic. It's not something you notice as much on ships or in fleet fights, but it's there. It would be great if you really peppered the enemy in a bunch of different places as your shots hit.
Thanks again -BBK
Thanks!
Something which has been suggested on these fora and which I really liked the sound of: as the quality of the shot increases (grouped weapons assumed), you have more hits arrive at the same point on the model. So a wrecking shot would look like current TQ, but a standard hit would hit different points on the ship, and light/barely hits would partially miss the target.
The last is currently in testing and art approval by the way, it may not arrive with Crucible but I'll try to get it live as soon as possible. |
|

Bienator II
24th Imperial Crusade Amarr Empire
284
|
Posted - 2011.11.18 15:54:00 -
[32] - Quote
CCP Choloepus wrote:Seismic Stan wrote:I love this feature, it's quite possibly my favourite element of Crucible.
I don't want to sound negative or ungrateful, but I was a little disappointed to read that my client will only render missed shots at or from my ship. I was looking forward to observing some spectacular dogfights between third parties.
Is there any possibility that the feature could be amended to provide inaccurate fire animation for whichever ship is the focus of the camera (and the target thereof)? This wouldn't generate any additional traffic, but would just shift the focus to allow convincing spectator immersion. Thanks, and believe me that we're disappointed that we can't do this yet either! The look-at suggestion is a great one however. It limits the amount of extra information sent whilst still allowing you to spectate on those dogfights properly, I'll have to bring this one along to Gridlock and see what can be done. Plus, even if we get the client-side simulation working, it would gives us a properly accurate option for important targets layered on top. thinking this further you could scale this feature using the FOV box and intelligent LOD. Only transfer hit info of shots which are in your view frustum and also near enough to be seen "in the foreground" from the client. You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked
a proper bounty system for eve: https://forums.eveonline.com/default.aspx?g=posts&m=359105 |

Alastar Frost
EVE University Ivy League
4
|
Posted - 2011.11.18 15:56:00 -
[33] - Quote
What i could imagine without adding too much load is sending the information about the hits or misses to the other clients based on the situation:
-Pass the hit information for small fights (like fights with only <10 people involved) -Pass the information when an alpha kill is possible (Sniper BS shooting at interceptors) -Pass the info based on camera angle and focus (if i choose to "look at" the inty, it can be assumed that i am interested in seeing if he is hit or not). -pass the information based on locked targets (along with the decrease of the HP-Bars, maybe try to guess the hits from the passed HP-Losses to save packets) -Broadcast the info to spectators (ships that dont fight but watch, maybe the packets for those can somehow be optimized).
-Dont pass the information if too many ships are on grid (aka: stop sending all those additional packets once time dilatation kicks in)
For larger fights noone looks at the hit animation anyways (at least not too closely). But when a sniper from a gatecamp fires at a kiting frig or if a small fight goes on, then everyone watches. |

Letrange
Red Horizon Inc Cascade Probable
31
|
Posted - 2011.11.18 16:04:00 -
[34] - Quote
CCP Choloepus wrote:Seismic Stan wrote:I love this feature, it's quite possibly my favourite element of Crucible.
I don't want to sound negative or ungrateful, but I was a little disappointed to read that my client will only render missed shots at or from my ship. I was looking forward to observing some spectacular dogfights between third parties.
Is there any possibility that the feature could be amended to provide inaccurate fire animation for whichever ship is the focus of the camera (and the target thereof)? This wouldn't generate any additional traffic, but would just shift the focus to allow convincing spectator immersion. Thanks, and believe me that we're disappointed that we can't do this yet either! The look-at suggestion is a great one however. It limits the amount of extra information sent whilst still allowing you to spectate on those dogfights properly, I'll have to bring this one along to Gridlock and see what can be done. Plus, even if we get the client-side simulation working, it would gives us a properly accurate option for important targets layered on top. Or at least provide this information for everything we have a target lock on. Since the client needs to see when the target's shield/hull/structure take damage, it can probably estimate how many misses went into the damage we're seeing vs how much incoming fire is landing. |
|

CCP Choloepus
C C P C C P Alliance
42

|
Posted - 2011.11.18 16:07:00 -
[35] - Quote
War Kitten wrote:I like the new feature, it's great for gauging how often a fast moving ship is being hit when manual-piloting.
Please don't do any averaging or guessing for 3rd party misses though, I'd rather see accurate misses or none at all. It might look neat to see the misses from a third party perspective, but it will totally break the immersion the first time an estimated miss blows up the target.
Thanks for the feedback. If we can't do anything to negate such immersion-breakers, I think we'll most likely provide an option to disable the feature for third party interactions. |
|

CBBOMBERMAN
Eclipse Industrials Quantum Forge
0
|
Posted - 2011.11.18 16:07:00 -
[36] - Quote
i fear for the lag this can create in battles cos of sync....
hmm a shot missed does not have to be drawn exactly the same for all clients... that is to say that it the shot is a miss it does not have to reproduce it exactly for each client....alot of overhead. Best is if miss shot, let each client random generate path of laser maybe....this way the only thing that has to be synched is the message of miss and nothing else.... based on the position of ships, each client can more or less "tell" the angle of the miss shot...it does not have to be perfect.... Its a dirty fix i know..... |

Nanohasan
Tribes of Concordia
0
|
Posted - 2011.11.18 16:08:00 -
[37] - Quote
Tahna Rouspel wrote:Nanohasan wrote:Really nice update. Once you guys manage to extend it to any ship for a client, you could make those "stray shots" into hitting other targets then the orginal one like what could happen in a real space combat. Of course it in the hope you won't get shot into the sun like you seem to fear atm  I don't think that would happen without the servers blowing up.
In coding it'll maybe be a drag to do but to make things simple, shot are simply lignes. Therefor, by adding to the shot attributes this info, the client on your side (not the server) could evaluate wether that "ligne" crosses your ship's signiture sphere. Based on that, the standard damage algorithm could evaluate the damage done to your ship as if it was targetted and send it back to server for reporting to the firing ship and damage updates for third parties. |

Anvil44
Independent Traders and Builders MPA
30
|
Posted - 2011.11.18 16:10:00 -
[38] - Quote
CCP Choloepus wrote:Thanks! Something which has been suggested on these fora and which I really liked the sound of: as the quality of the shot increases (grouped weapons assumed), you have more hits arrive at the same point on the model. So a wrecking shot would look like current TQ, but a standard hit would hit different points on the ship, and light/barely hits would partially miss the target. The last is currently in testing and art approval by the way, it may not arrive with Crucible but I'll try to get it live as soon as possible.
Or to paraphrase: "We are not only giving you some yummy chocolate cake, but we will also have some ice cream to go with it."
Not only great work, but you are responding to the posts here quite often. Thanks guys!
I may not like you or your point of view but you have a right to voice it. |

Taedrin
Kushan Industrial
149
|
Posted - 2011.11.18 16:13:00 -
[39] - Quote
CCP Choloepus wrote:BeanBagKing wrote:/me huggles CCP I love you guys again, so much epic material this winter
I really hope to see other players shots missing on day as well, it would really make fleet fights look epic. I don't like the idea of guesswork, but I don't like the current situation (for others, new content is awesome), and I don't like the idea of so much information being passed that it creates lag. Kinda a catch-22, but I agree with the blog, I think "rough simulation of appx miss chance" (i.e. intelligent guesswork) is probably the way to go. Take everything known by the client, average everything else (say assume level 3 or 4 skills, give a 10% chance for using an implant/booster that would affect it, etc), and then decide if it's hit or miss.
Another semi-related issue I'd love to see addressed. Can we please (one day) get shots that hit in a wider variety of places on the model? In othe words, do this, take a bunch of laser abaddons or something out and start shooting a POS. watch ALL the lasers hit either one of the little arms on the side or the bottom part about 3/4ths of the way down. It really looks un-realistic. It's not something you notice as much on ships or in fleet fights, but it's there. It would be great if you really peppered the enemy in a bunch of different places as your shots hit.
Thanks again -BBK Thanks! Something which has been suggested on these fora and which I really liked the sound of: as the quality of the shot increases (grouped weapons assumed), you have more hits arrive at the same point on the model. So a wrecking shot would look like current TQ, but a standard hit would hit different points on the ship, and light/barely hits would partially miss the target. The last is currently in testing and art approval by the way, it may not arrive with Crucible but I'll try to get it live as soon as possible.
Have you considered having the server calculate a running average of hit chance for each ship, and then sending that to the clients occasionally? I would *presume* that you already have to occasionally send overview information to all of the clients on grid - why not just add an extra byte of data with the overview?
I.E. instead of the server telling the client when each shot hits or misses, the server tells client Ship A had an 80% hit chance for the past 30 seconds, Ship B had a 70% hit chance for the past 30 seconds, Ship C had a 90% hit chance for the past 30 seconds, etc etc...
The client is still "guessing", but now it's an accurate guess directly correlated to what is actually happening and conveys the same information as if you were being 100% accurate. At the same time, the client isn't trusted with any information which can be peeked at by third party applications. |

Thelron
Science and Trade Institute Caldari State
1
|
Posted - 2011.11.18 16:17:00 -
[40] - Quote
CCP Choloepus wrote: Thanks!
Something which has been suggested on these fora and which I really liked the sound of: as the quality of the shot increases (grouped weapons assumed), you have more hits arrive at the same point on the model. So a wrecking shot would look like current TQ, but a standard hit would hit different points on the ship, and light/barely hits would partially miss the target.
The last is currently in testing and art approval by the way, it may not arrive with Crucible but I'll try to get it live as soon as possible.
That would be a very nice improvement (for some reason, this actually bugs me more than misses-that-hit), even if the shots just picked a random point on the target ship without regard to the quality of shot so I'm not always hitting the *exact same* part of the target. (while you're at it... perhaps making MOT the preferred "hit" zone? I've noticed a lot of targets take hits on "end bits" quite consistently)
All in all though, good stuff! |

Anvil44
Independent Traders and Builders MPA
31
|
Posted - 2011.11.18 16:17:00 -
[41] - Quote
CBBOMBERMAN wrote:i fear for the lag this can create in battles cos of sync....
hmm a shot missed does not have to be drawn exactly the same for all clients... that is to say that it the shot is a miss it does not have to reproduce it exactly for each client....alot of overhead. Best is if miss shot, let each client random generate path of laser maybe....this way the only thing that has to be synched is the message of miss and nothing else.... based on the position of ships, each client can more or less "tell" the angle of the miss shot...it does not have to be perfect.... Its a dirty fix i know.....
One thing many people forget about is that many clients are not powerhouse computers. To do what is suggested here is not only extra CPU work (minor if you only have one or two other ships, but fleet fights?) but it can also be a graphical chore, depending on what needs to be drawn and how. What I am thinking about, is the less repetitive the task, the greater that GPU workload. I could be wrong about that, but I don't think I am entirely. However, someone that actually attempts coding this would know better.
And it could only be a minor addition to the client workload (Yay, I'm wrong!) Just food for thought.
I may not like you or your point of view but you have a right to voice it. |

Kadazer
Quantum Equilibrium
0
|
Posted - 2011.11.18 16:27:00 -
[42] - Quote
Missing shots are great. Only one small thing I would appreciate: Let them miss at random position around the ship. It looks weired when all missing shot hit the same spot in space over and over again.
The other suggestions about different spots the ship gets hits are great too. |

GRIEV3R
Clan Shadow Wolf Fatal Ascension
14
|
Posted - 2011.11.18 16:30:00 -
[43] - Quote
I hit the belts on SiSi to see what this looks like and I think it's totally awesome. It immediately makes combat feel very different to see the lasers zipping past you.
I can imagine the technical difficulties of coding this to be 100% as accurate as real life must be incredible. I'm a college student majoring in Aerospace Engineering, and as part of my education I have to have a basic understanding of how to write code in C++ and Matlab. Even that tiny, minuscule taste of what real code actually looks like has given me a profound new respect for you guys at CCP. I find it difficult to whip up a simple while loop to calculate the trajectory of a baseball; I can't even fathom how intricate the code must be for something like Eve.
So if there are still a couple of minor issues with this change because the code is really, really complicated - that's fine by me. You guys are awesome. |
|

CCP Choloepus
C C P C C P Alliance
42

|
Posted - 2011.11.18 16:32:00 -
[44] - Quote
Anvil44 wrote:CBBOMBERMAN wrote:i fear for the lag this can create in battles cos of sync....
hmm a shot missed does not have to be drawn exactly the same for all clients... that is to say that it the shot is a miss it does not have to reproduce it exactly for each client....alot of overhead. Best is if miss shot, let each client random generate path of laser maybe....this way the only thing that has to be synched is the message of miss and nothing else.... based on the position of ships, each client can more or less "tell" the angle of the miss shot...it does not have to be perfect.... Its a dirty fix i know..... One thing many people forget about is that many clients are not powerhouse computers. To do what is suggested here is not only extra CPU work (minor if you only have one or two other ships, but fleet fights?) but it can also be a graphical chore, depending on what needs to be drawn and how. What I am thinking about, is the less repetitive the task, the greater that GPU workload. I could be wrong about that, but I don't think I am entirely. However, someone that actually attempts coding this would know better. And it could only be a minor addition to the client workload (Yay, I'm wrong!) Just food for thought.
Performance shouldn't be noticeably affected at all, it does a tiny bit of vector maths to calculate miss positions but this only happens for anything that could miss (i.e. only yourself and things shooting at you at the moment) and only when necessary. Graphics impact is effectively zero, you draw a few more pixels of laser or what-have-you but there's no extra information sent to the GPU as it would need to render the effect anyway.
Some of the additional features being proposed are a bit heavier on the client, so we'll most certainly be profiling those and asking for performance feedback if and when they hit SiSi!  |
|

Sarrian Calda
The Lost Legion
2
|
Posted - 2011.11.18 16:50:00 -
[45] - Quote
I don't think missiles need to add any more effects on the victims as missiles simply do not miss.
They expire when they reach their maximum flight time and just extinguish themselves.
What I would like to see, is to have actual missile launcher models placed on the ships wherever the pilot decides to place the launcher bays at.
Some ships, probably Destroyer size and below, are probably too tiny to place actual launcher models on them. Some ships like the Caldari Crow actually does look like the model of the launchers are already included in the design of the ship, so there's no extra work there.
Then! We can have missiles actually firing from the launchers instead of spawning from the middle of the ship like some Zerg Queen.
There's probably zero additional data required for data transmission for this. You can fix the client code so that the launchers will always fire in a particular sequence if the pilot decides to launch the weapons one by one, but the launchers will always, for example, fire from left to right regardless of the order of placement of the launchers. Of course, you can build this ordering of the launchers into the client since the players can't re-assign physical launcher order in the space even if they changed the module icon placement in the HUD.
For the large ships, specifically capital-class ships, the placement of the launcher has no effect on its effective range. It doesn't mean that the launchers at the front can hit the target while the launchers at the back are missing the target due to them falling short of a few meters. Calculation of effective firing point and range is still the same.
When individual launchers run out of missiles, it would just stop firing. Again, this coding is client-based. If the server tells the client that "Launchers 1, 3 and 4 are out of ammo.", which is usually the case when the last cycle used up the last ammo, then the client will just base on that existing information and stop the animation of the empty launchers.
There should be little extra work on the client. This would be exactly the same as someone firing missiles one by one instead of firing them as a group, and this has been going on for as long as I started playing EVE. If the camera is zoomed all the way out, all these little details of the launchers can be hidden to optimize rendering of large scale battles. No point rendering details when the ships are just brackets, right? If I'm not wrong, this is already built into the game, so no extra work there as well (at least not much).
Then, last but not least, if the individual weapon modules are actually destroyed or disabled, simply replace it with a static model of the corresponding state, or just replace them with the same model, just to show that your enemy is less painful to you now (or vice versa).
Ah, for something fanciful, it'll be nice to add optional trails for the missiles to show how fast they are and to see the enemies panic when multiple smoke trails are converging on them.
I should just say this: I wish observing EVE fleet battles feel like observing gratuitous space battles. |

Nova Fox
Novafox Shipyards
358
|
Posted - 2011.11.18 16:51:00 -
[46] - Quote
So far so good, and I find it amazing at the slight of hand used to cheat resources up for other things on a short notice.
Now for missiles missing. Cant you barrow the target no longer exists behavior for a miss, I do understand that missiles are a pita to deal with becuase they're actual obejcts in space with similar properties to a suicide ship on a one way trip to its target. Though this i can see being a bit harder because you have to figure out what qualifies for a missile missing. I have to vote out of range targets.
Also quick question since I cannot test at the moment due to school and patching needed, do your own drones animate the misses as well or do they do the same thing as third party viewership? is this also something you are going to look into or wait for the drones to get regutted and redone entirely.
Then finally ever considered giving a bending line for the autocannons? "Firing Arcs" faster the target higher the bend? not sure how much more backend that would require though. You can probably do a modification of this for hybrid/arty misses as well.(where shot spin simply destabilized the round and it arcs off randomly after missing)
on a related note It really does annoy me that ships have extremly few hit spots and i voiced it before but woudl it be possible to make any attachment point on the ship (for moving parts, turrets slots (used or not used yet) and engine effect sorce to double up as a hit spot with an attribute change?
Either way good luck with your sitdown with an indepth look at the code and hope you guys throw some awsomer hit effects while you're at it.
|

2manno Asp
The Imperial Fedaykin
3
|
Posted - 2011.11.18 16:52:00 -
[47] - Quote
A. Awesome and about time! One of the first things I noticed that really bothered me about EVE (besides the ugly ships) and still does is the whole every-shot-hits-you-but-doesn't-do-damage thing. This is so welcomed.
B. That last picture of lord knows how many ships missing, isn't exactly a good thing imo. In fact it looks like complete sensory overload. I guess we'll have to check it out on the test server/actual release. Especially in those newly balanced plexes where you've planned on adding even more zombies. Might want to re-consider that, and take some out but make them stronger... |

Ebisou
Origin. Black Legion.
0
|
Posted - 2011.11.18 16:59:00 -
[48] - Quote
As I post in every graphics update post.....WHY AM I STILL FLYING A CLOAKED HARBINGER?
Fix whats broken before screwing things up with new buggy features. |

Abdiel Kavash
Paladin Order Fidelas Constans
145
|
Posted - 2011.11.18 16:59:00 -
[49] - Quote
Please don't never ever make any sort of guesstimation on whether a shot should be drawn as a hit or miss. If it ever becomes possible to draw others' shots accurately, I'm all for it, but don't make the client lie to us. I'd rather have all shots visually connect and know that they might or might not have missed, than to have some hits and some misses (even if in the right proportions), but have the target actually take damage when the shot visually misses. Providing no information is always better than providing false information.
I don't care about the ratio of hit/miss. I'm not going to stare at someone for a few minutes, watching him get shot at, to determine that approximately 60% of those shots actually mised. I want to see that the last three shots from the enemy battleship landed on the friendly interceptor, and he will most likely need repairs NOW. |

Malcom Dax
Blacklight Incorporated Broken Chains Alliance
7
|
Posted - 2011.11.18 17:01:00 -
[50] - Quote
For showing other ships hit/miss would it be possible to calculate the % chance to hit of all the ships in the fight client side? Hits and misses could then be simulated on the client in accordance with this percentage.
The client knows the positions and movements of all the ships on grid and when they start shooting at each other. The % chance to for each ship that is shooting could be partially calculated and communicated to the client when the shooting starts. The client could then plug in the data for angular velocity every few seconds to get an updated % to hit.
Looking at the % chance to hit formula on Eveopedia, there are a bunch of things that i assume the client does not know (sig radius, turret sig resolution etc) and isn't allowed to know. Everything in that formula can be rearranged into a couple of quantities that could be calculated on the server, one relating to tracking speed, turret sig resolution and target sig radius, and the other relating to weapon ranges. These can be passed to the client which can then add in the angular velocity information.
As far as communication overhead is concerned this may not scale too well, since it would add another few bytes to each 'shooting has started' notification, which in big fleet fights may amount to a lot of extra data.
I'm also aware that there is potential for exploiting the partially calculated chance to hit numbers client side and this may or may not be a serious flaw of the above. Blacklight Incorporated: Recruiting now for PvP and Industry. |

Bloodpetal
Mimidae Risk Solutions
164
|
Posted - 2011.11.18 17:01:00 -
[51] - Quote
Great job!!
On missiles ...
Missiles always hit unless they run out of lifetime before reaching their target.
They just do consistently variable amounts of damage from 1 to max damage based on hit criteria (Sig radius, exp speed)...
I suppose what would make the most sense for missiles is that they don't impact 100% on target if the target is a smaller resolution... so you see the explosions go off to the left or right side, let's say, and the shockwave just "grazes" your ship so to speak .
I like the quality of shot idea and interested to see that in action.
 NOSTRO AURUM NON EST AURUM VULGI |

Celebris Nexterra
Lowsec Static
24
|
Posted - 2011.11.18 17:05:00 -
[52] - Quote
W00t!!!! Finallyyyyyy!!
Great job, and keep the awesome stuff coming!! |

Mjana
Switzerland EVE Corp.
1
|
Posted - 2011.11.18 17:11:00 -
[53] - Quote
Damion Rayne wrote:Jarnis McPieksu wrote:Would it really add that much to include a single bit (hit/miss) to the information your client receives about shots around you that are not directed at you?
I mean, the client must already receive information about all the gunfire because it can render it... and server must be the one deciding what hits and what misses (if it weren't, EVE would already be hacked to bits) so... there must be a steady flow of packets during fleet fights to every participant about every shot being fired on grid as it happens according to the server simulation.
We. Are. Talking. About. A. Single. Bit. Some Pro coding will embed it nicely into the current data (just steal one bit off some value that is being sent about each shot and use it for this), so the added amount of data would be zero.
0/1. Miss/Hit. The rest can be made up by the local (client side) rendering code. The audacity of this post blows me away, you are obviously not a programmer. I'm a programmer too and I also thought at first, that the client already receives information about every shot (Since is needed to properly reflect a battle). The optimization of only sending start/stop information is not mentioned anywhere in the blog. Calling this audacity is pretty harsh and the OP clearly does have some knowledge about programming. |

Ranger 1
Ranger Corp
302
|
Posted - 2011.11.18 17:16:00 -
[54] - Quote
Outstanding work!
Please forgive this suggestion if it is not practical, but a reasonable solution to showing other ships hit/miss effects:
Ships that are in your gang watch list currently send accurate damage information, as well as any ships you have targetted (at least I presume so since we have a guage showing their curent damage level in both cases). If this information is already being passed, would it be possible for at least these ships (which are points of interest, and often closest to you) to show the hit/miss effects?
If so, that would probably take care of most of the ships you'd care to visually see hit/misses. Accurate info, points of interest around you covered, but without having to try and fake it for large numbers of ships.
As far as showing the hit/miss effects for ships you have your camera focused on... would be nice, and great you are considering it, but I would think it would be the least practical solution. However, if it is possible this would be great too.
Repectfully submitted, although you've probably already considered this. To kill the enemy and break their toys!
It's not so much a mission statement,-áit's more like a family motto. |

Ranger 1
Ranger Corp
302
|
Posted - 2011.11.18 17:19:00 -
[55] - Quote
On the subject of missiles:
Keep current graphics on guided missiles.
Have unguided missiles explode nearby like a miss, but perhaps give them a slightly larger explosion graphic if needed. This would give the impression that the unguided missiles do their damage from proximity hits.
No detailed information beyond what is already sent would be needed. To kill the enemy and break their toys!
It's not so much a mission statement,-áit's more like a family motto. |

Chicken Pizza
Penumbra Institute Inver Brass
17
|
Posted - 2011.11.18 17:27:00 -
[56] - Quote
Abdiel Kavash wrote:Please don't never ever make any sort of guesstimation on whether a shot should be drawn as a hit or miss. If it ever becomes possible to draw others' shots accurately, I'm all for it, but don't make the client lie to us. I'd rather have all shots visually connect and know that they might or might not have missed, than to have some hits and some misses (even if in the right proportions), but have the target actually take damage when the shot visually misses. Providing no information is always better than providing false information.
I don't care about the ratio of hit/miss. I'm not going to stare at someone for a few minutes, watching him get shot at, to determine that approximately 60% of those shots actually mised. I want to see that the last three shots from the enemy battleship landed on the friendly interceptor, and he will most likely need repairs NOW.
I automatically agree with anyone who RR's an interceptor. Those logi pilots are the best logi pilots.
As long as you aren't making missed shots deviate so far from the intended target that I don't know who the heck someone is shooting at, then good job! |

Nanohasan
Tribes of Concordia
0
|
Posted - 2011.11.18 17:28:00 -
[57] - Quote
Ranger 1 wrote:Outstanding work!
Please forgive this suggestion if it is not practical, but a reasonable solution to showing other ships hit/miss effects:
Ships that are in your watch list currently send accurate damage information, as well as any ships you have targetted (at least I presume so since we have a guage showing their curent damage level). If this information is already being passed, would it be possible for at least these ships (which are points of interest, and often closest to you) to show the hit/miss effects?
If so, that would probably take care of most of the ships you'd care to visually see hit/misses. Accurate info, points of interest around you covered, but without having to try and fake it for large numbers of ships.
As far as showing the hit/miss effects for ships you have your camera focused on... would be nice, and great you are considering it, but I would think it would be the least practical solution. However, if it is possible this would be great too.
Repectfully submitted, although you've probably already considered this.
sorry to say this but that is exactly what is done. the miss/hit effects are between the one that fires and the one being fired at. So since you need to target a ship to fire at it (with the exeption of fof missiles), your suggestion is exactly what this update is about. |

Jaldard
Pator Tech School Minmatar Republic
0
|
Posted - 2011.11.18 17:31:00 -
[58] - Quote
Quote:We could send information about every shot to everyone in a fleet battle, but this would be a huge increase to server load and communication bandwidth to the point where Team Gridlock would (quite rightly) fire me into the sun for even suggesting it. I don't think so, of course it will have an (insignificant) impact on the bandwidth, but not on the server load, at least not in a negative way. It seems obvious that it is more effective for the server to send all the data rather than computing (for each player) a list of what needs to be sent. Of course I am not aware of the oddities that might exist in the server code, so please correct me if I'm wrong. |

Ranger 1
Ranger Corp
302
|
Posted - 2011.11.18 17:32:00 -
[59] - Quote
Nanohasan wrote:Ranger 1 wrote:Outstanding work!
Please forgive this suggestion if it is not practical, but a reasonable solution to showing other ships hit/miss effects:
Ships that are in your watch list currently send accurate damage information, as well as any ships you have targetted (at least I presume so since we have a guage showing their curent damage level). If this information is already being passed, would it be possible for at least these ships (which are points of interest, and often closest to you) to show the hit/miss effects?
If so, that would probably take care of most of the ships you'd care to visually see hit/misses. Accurate info, points of interest around you covered, but without having to try and fake it for large numbers of ships.
As far as showing the hit/miss effects for ships you have your camera focused on... would be nice, and great you are considering it, but I would think it would be the least practical solution. However, if it is possible this would be great too.
Repectfully submitted, although you've probably already considered this. sorry to say this but that is exactly what is done. the miss/hit effects are between the one that fires and the one being fired at. So since you need to target a ship to fire at it (with the exeption of fof missiles), your suggestion is exactly what this update is about.
Not at all. You only (usually) fire on one ship at a time, not all of the ships you have targeted, nor do you always have all of the ships in your watch list (usually logistics pilots) targetted.
This would provide accurate visuals on all ships you are specifically interested in. Not as good as all ships on the field, but would cover all ships you aready recieve hit information on. To kill the enemy and break their toys!
It's not so much a mission statement,-áit's more like a family motto. |
|

CCP Choloepus
C C P C C P Alliance
46

|
Posted - 2011.11.18 17:32:00 -
[60] - Quote
Ranger 1 wrote:Outstanding work!
Please forgive this suggestion if it is not practical, but a reasonable solution to showing other ships hit/miss effects:
Ships that are in your watch list currently send accurate damage information, as well as any ships you have targetted (at least I presume so since we have a guage showing their curent damage level). If this information is already being passed, would it be possible for at least these ships (which are points of interest, and often closest to you) to show the hit/miss effects?
If so, that would probably take care of most of the ships you'd care to visually see hit/misses. Accurate info, points of interest around you covered, but without having to try and fake it for large numbers of ships.
As far as showing the hit/miss effects for ships you have your camera focused on... would be nice, and great you are considering it, but I would think it would be the least practical solution. However, if it is possible this would be great too.
Repectfully submitted, although you've probably already considered this.
No apologies for suggestions! If they've been raised before, it's at worst an extra vote for the feature, and more frequently covers some new ground as well. 
As it happens, this has come up before and it sounds like a solid idea to me. Things on your watch list might not be handled in exactly the same way as your targets and ship, but they do get at least some additional information compared to everything else on grid so we'll definitely be checking this out. |
|

Malcom Dax
Blacklight Incorporated Broken Chains Alliance
7
|
Posted - 2011.11.18 17:37:00 -
[61] - Quote
Abdiel Kavash wrote: I don't care about the ratio of hit/miss. I'm not going to stare at someone for a few minutes, watching him get shot at, to determine that approximately 60% of those shots actually mised. I want to see that the last three shots from the enemy battleship landed on the friendly interceptor, and he will most likely need repairs NOW.
Would you actually watch for RR targets this way? I can't see this being of much use to you in a large fight, since there would be too many targets to watch and you can use the watch list to see actual damage, which is more informative than hits anyway. At best you would be able to watch one additional person (maybe more if you have good camera skills) but to me this is such an edge case and of such little utility that I'd prefer to see simulated hits/misses.
Blacklight Incorporated: Recruiting now for PvP and Industry. |

Mjana
Switzerland EVE Corp.
1
|
Posted - 2011.11.18 17:40:00 -
[62] - Quote
Nova Fox wrote:Then finally ever considered giving a bending line for the autocannons? "Firing Arcs" faster the target higher the bend? not sure how much more backend that would require though. You can probably do a modification of this for hybrid/arty misses as well.(where shot spin simply destabilized the round and it arcs off randomly after missing) I don't see any physical reason, why a completely passive projectile (without any propulsion devices to adjust their trajectory) should have a bent flight path after launched from a cannon.
Did you watch "Wanted" one too many times? Even tough it would surely look funny if turrets would do that "fling" move, it still wouldn't work (as prooved by Mythbusters). |

Ranger 1
Ranger Corp
302
|
Posted - 2011.11.18 17:42:00 -
[63] - Quote
CCP Choloepus wrote:Ranger 1 wrote:Outstanding work!
Please forgive this suggestion if it is not practical, but a reasonable solution to showing other ships hit/miss effects:
Ships that are in your watch list currently send accurate damage information, as well as any ships you have targetted (at least I presume so since we have a guage showing their curent damage level). If this information is already being passed, would it be possible for at least these ships (which are points of interest, and often closest to you) to show the hit/miss effects?
If so, that would probably take care of most of the ships you'd care to visually see hit/misses. Accurate info, points of interest around you covered, but without having to try and fake it for large numbers of ships.
As far as showing the hit/miss effects for ships you have your camera focused on... would be nice, and great you are considering it, but I would think it would be the least practical solution. However, if it is possible this would be great too.
Repectfully submitted, although you've probably already considered this. No apologies for suggestions! If they've been raised before, it's at worst an extra vote for the feature, and more frequently covers some new ground as well.  As it happens, this has come up before and it sounds like a solid idea to me. Things on your watch list might not be handled in exactly the same way as your targets and ship, but they do get at least some additional information compared to everything else on grid so we'll definitely be checking this out.
Excellent! Fingers crossed.
I just didn't want to either presume, or sound like I presume, to know exactly how your code base works like so many others have done. It bugs me when people do that. (especially when, more often that not, they have no idea).  To kill the enemy and break their toys!
It's not so much a mission statement,-áit's more like a family motto. |
|

CCP Choloepus
C C P C C P Alliance
47

|
Posted - 2011.11.18 17:44:00 -
[64] - Quote
Jaldard wrote:Quote:We could send information about every shot to everyone in a fleet battle, but this would be a huge increase to server load and communication bandwidth to the point where Team Gridlock would (quite rightly) fire me into the sun for even suggesting it. I don't think so, of course it will have an (insignificant) impact on the bandwidth, but not on the server load, at least not in a negative way. It seems obvious that it is more effective for the server to send all the data rather than computing (for each player) a list of what needs to be sent. Of course I am not aware of the oddities that might exist in the server code, so please correct me if I'm wrong.
Now, I am not a server guy, but it adds up rather more quickly than you might expect.
Currently, after each damage calculation the server sends the relevant information to two parties, the attacker and the victim. At some point, shield/armour/hull values will also be sent to anyone targeting or watching the victim, but that's not necessarily synchronous and can be tacked on to other information once a tick.
So if you've got 100 ships all shooting at one other ship indiscriminately, you're sending out 100 hit/miss packets to the aggressors and 100 to the poor gankee.
Under the new regime, you'd be sending out 100 hit/miss packets to each aggressor, for a total of ten thousand, plus the 100 to the gankee. That kind of O(n^2) scaling is less than good.
I await CCP Masterplan's e-mail explaining how much black magic I've swept under the rug, but yeah. From a vertex-herder's perspective, that's why it's bad. |
|

Ranger 1
Ranger Corp
302
|
Posted - 2011.11.18 17:49:00 -
[65] - Quote
Mjana wrote:Nova Fox wrote:Then finally ever considered giving a bending line for the autocannons? "Firing Arcs" faster the target higher the bend? not sure how much more backend that would require though. You can probably do a modification of this for hybrid/arty misses as well.(where shot spin simply destabilized the round and it arcs off randomly after missing) I don't see any physical reason, why a completely passive projectile (without any propulsion devices to adjust their trajectory) should have a bent flight path after launched from a cannon. Did you watch "Wanted" one too many times?  Even tough it would surely look funny if turrets would do that "fling" move, it still wouldn't work (as prooved by Mythbusters).
The individual shots themselves don't arc, but the burst "appears" to arc across the sky as the gun is tracking the target. To kill the enemy and break their toys!
It's not so much a mission statement,-áit's more like a family motto. |

Esrevid Nekkeg
Justified and Ancient
68
|
Posted - 2011.11.18 17:50:00 -
[66] - Quote
It looks lovely on SiSi! Reminds me of Clear Skies 3 (time stamp 59:00) Here I used to have a sig of our old Camper in space. Now it is disregarded as being the wrong format. Looking out the window I see one thing: Nothing wrong with the format of our Camper! Silly CCP......
|

Aerieth
J0urneys End Journeys End Alliance
2
|
Posted - 2011.11.18 17:59:00 -
[67] - Quote
/begin typical eve player unnessecary rage
More turret love I see. So my missiles are OK coming out of NO WHERE! That's not immersion breaking at all!
Quote: Missiles aren't affected. The mechanics of (and code for) missile combat is very much a different kettle of squamous betentacled beasties.
Maybe that's a hint you should fix it?
/end
At least it's something ... I'll never see it. Just like I have yet to see the new turrets but yay for everyone else. |

Jarnis McPieksu
Aliastra Gallente Federation
24
|
Posted - 2011.11.18 18:05:00 -
[68] - Quote
CCP Choloepus wrote: Under the new regime, you'd be sending out 100 hit/miss packets to each aggressor, for a total of ten thousand, plus the 100 to the gankee. That kind of O(n^2) scaling is less than good.
Yeah, that kind of plans tend to cause Those That Watch The Server Performance look for places where they could dump the body of the programmer suggesting it... well that, and a murderous look. Neither is good. 
Hence I can fully understand not doing it like that. At least not for big fights. Sorry for earlier assuming that the client already did it like that - I made the assumption based on the experience as to how the server keels over and dies when enough people start settling their territorial disputes on a single grid. With lazors and heavy artillery and stuff. I guess the server is then just choking due to the movement related information that has to be transmitted to everyone about everyone on the same grid...
One option could be to do it like that for up to N players on grid and when N gets too big, it falls back to the old system, with perhaps some special cases to help the situation - stuff like transmit info about the ship you are Looking At, transmit info about ships in your watch list (up to N ships if it becomes a perf problem) etc...
"Impossible (and O(n^2) scaling) problems are just problems that need creative solutions that are usually based on cheating and misdirection." 
But all that probably needs a lot more experimenting and profiling so you do not accidentally the whole server performance in fleet fights. We don't want that. Ever. Must have 1000 man fleet fights that are playable. Much more important than any shiny miss effects.
|

Ranger 1
Ranger Corp
302
|
Posted - 2011.11.18 18:07:00 -
[69] - Quote
Aerieth wrote:/begin typical eve player unnessecary rage More turret love I see. So my missiles are OK coming out of NO WHERE! That's not immersion breaking at all! Quote: Missiles aren't affected. The mechanics of (and code for) missile combat is very much a different kettle of squamous betentacled beasties.
Maybe that's a hint you should fix it? /end At least it's something ... I'll never see it. Just like I have yet to see the new turrets but yay for everyone else.
Previous dev blogs have already discussed this. Reworking the missile and missile launcher mechanics are planned already (indeed, with V3 work being done it's pretty safe to assume that some of the work is already being done). It's a matter of completely reworking most everything about how they are currently handled, including the launching points themselves.
When you consider that missiles are already the most lag inducing weapon system in the game it's little wonder that it's going to be a large and time consuming operation.
I will be much happier when the work is done, so you aren't alone in that, but rest assured the issue isn't being ignored.
To kill the enemy and break their toys!
It's not so much a mission statement,-áit's more like a family motto. |

Pierced Brosmen
Priory Of The Lemon
8
|
Posted - 2011.11.18 18:18:00 -
[70] - Quote
Top of the head suggestion...
In a fight with several involved parties, could the server make a quick estimate at a set interval (cycle) for the hit/miss percentages and send that to the involved parties (plus spectators as long as that wouldn't cause too much extra traffic) and for the next interval the client will use that information to simulate hits and misses?
This would mean that all simulations will be one cycle behind, but should still give an idea of overall accuracy in the fight and will not add the load of telling everyone about every hit/miss relating to everyone else then you and your target. |

Nova Fox
Novafox Shipyards
359
|
Posted - 2011.11.18 18:26:00 -
[71] - Quote
Mjana wrote:Nova Fox wrote:Then finally ever considered giving a bending line for the autocannons? "Firing Arcs" faster the target higher the bend? not sure how much more backend that would require though. You can probably do a modification of this for hybrid/arty misses as well.(where shot spin simply destabilized the round and it arcs off randomly after missing) I don't see any physical reason, why a completely passive projectile (without any propulsion devices to adjust their trajectory) should have a bent flight path after launched from a cannon. Did you watch "Wanted" one too many times?  Even tough it would surely look funny if turrets would do that "fling" move, it still wouldn't work (as prooved by Mythbusters).
Phsyics apply quite alot over a large interstellar distance, there is alot of gravitional forces ships exert along with the solar system its self all of these are effecthing shot projetories eventually.
Either way the shot arcs for auto cannons are not a phsyics thing is an accuracy thing you're leading your target so your entire volley winds up in the target instead of the first few bullets as the rest of the stream flys by.
|

Jaldard
Pator Tech School Minmatar Republic
0
|
Posted - 2011.11.18 18:28:00 -
[72] - Quote
CCP Choloepus wrote:Under the new regime, you'd be sending out 100 hit/miss packets to each aggressor, for a total of ten thousand, plus the 100 to the gankee. That kind of O(n^2) scaling is less than good. That's ~1.2ko/s assuming all the ships have a 1s RoF. Come on ! TQ can tank that ! |

Sable Moran
Moran Light Industries
6
|
Posted - 2011.11.18 18:46:00 -
[73] - Quote
Nova Fox wrote:Phsyics apply quite alot over a large interstellar distance, there is alot of gravitional forces ships exert along with the solar system its self all of these are effecthing shot projetories eventually.
Fights in eve apply within ranges under 250 km, most of the time way under that. I would hardly call that 'large interstellar distance'. Sable's Ammo Shop at Alentene V - Moon 4 - Duvolle Laboratories Factory. Hybrid charges, Projectile ammo, Missiles, Drones, Ships, Need'em? We have'em, at affordable prices. Pop in at our Ammo Shop in sunny Alentene. |

Havak Kouvo
State War Academy Caldari State
3
|
Posted - 2011.11.18 18:51:00 -
[74] - Quote
I think this should be delayed until it has been refined a bit more. There seem to be a few too many things that don't work about it to make it into the expansion. |

Kari Trace
21 SVC Corp Fidelas Constans
7
|
Posted - 2011.11.18 19:09:00 -
[75] - Quote
*ekk* :D
My pants...
I now have to change them....
+1 to the awesome counter for Crucible. wtfe |

Meditril
Stardust Heavy Industries
15
|
Posted - 2011.11.18 19:23:00 -
[76] - Quote
Running lvl 3 missions in assault frigates will make much more fun when you see all the misses etc. Cool improvement!
|

StukaBee
GoonWaffe Goonswarm Federation
28
|
Posted - 2011.11.18 20:20:00 -
[77] - Quote
CCP Choloepus wrote:[Thanks!
Something which has been suggested on these fora and which I really liked the sound of: as the quality of the shot increases (grouped weapons assumed), you have more hits arrive at the same point on the model. So a wrecking shot would look like current TQ, but a standard hit would hit different points on the ship, and light/barely hits would partially miss the target.
The last is currently in testing and art approval by the way, it may not arrive with Crucible but I'll try to get it live as soon as possible.
Oh wow, if you can get visuals varying according to the type of hit, could this be taken further to give differing effects according to whether the shot is hitting shields, armour or structure?
For example, if I'm shooting a target and his shields are still intact the shots would cause shield flare and energy discharge, as a I took his shields down and started hitting his armour that would change to sparks and impacts on the armour plates, and once I was through to structure the shooting would be penetrating the ship itself and causing internal fires and explosions.
|

Aineko Macx
Royal Amarr Institute Amarr Empire
20
|
Posted - 2011.11.18 20:22:00 -
[78] - Quote
Keep going like that, and we'll actually get the battle recorder & machinima at some point  |
|

CCP Choloepus
C C P C C P Alliance
51

|
Posted - 2011.11.18 20:34:00 -
[79] - Quote
StukaBee wrote:Oh wow, if you can get visuals varying according to the type of hit, could this be taken further to give differing effects according to whether the shot is hitting shields, armour or structure?
For example, if I'm shooting a target and his shields are still intact the shots would cause shield flare and energy discharge, as a I took his shields down and started hitting his armour that would change to sparks and impacts on the armour plates, and once I was through to structure the shooting would be penetrating the ship itself and causing internal fires and explosions.
Yup! This involves an artist making some nice impact effects, but otherwise shouldn't be too hard. We've also been discussing having a few more effects for when a shot punches through the last of your shield/armour and starts chewing away at the next layer of tank. This would need a bit of hysteresis built in to avoid it looking silly under reps.
All optional of course, as this kind of stuff would definitely add a small performance hit unless we can claw some frame time back elsewhere.
Unfortunately, it's a lot easier to think up pretty new things to do with this feature than it is to get everything done. Nevertheless it's much better to have a full backlog than the alternative! |
|

Faith Sunstrider
Manufact Co.
3
|
Posted - 2011.11.18 20:39:00 -
[80] - Quote
Good job CCP. Now.. we need some ship crew (maybe in the next expansion) and you can get back to work on dust and wod for one more year. :D
(but we'll need half of CCP working on bugs that *maybe will* appear) |

Dwindlehop
Stimulus Rote Kapelle
1
|
Posted - 2011.11.18 20:51:00 -
[81] - Quote
Tork Norand wrote: Send the Hit Ratio out to the clients every 10 seconds or so, and let the clients randomly show that number of targets getting hit.
Something along these lines would be sufficient to pick up on whether your fleet was tracking or not.
I fully support spending frame budget on impact effects. \o/ |

KFenn
Percussive Diplomacy
62
|
Posted - 2011.11.18 21:08:00 -
[82] - Quote
Jarnis McPieksu wrote:Would it really add that much to include a single bit (hit/miss) to the information your client receives about shots around you that are not directed at you?
I mean, the client must already receive information about all the gunfire because it can render it... and server must be the one deciding what hits and what misses (if it weren't, EVE would already be hacked to bits) so... there must be a steady flow of packets during fleet fights to every participant about every shot being fired on grid as it happens according to the server simulation.
We. Are. Talking. About. A. Single. Bit. Some Pro coding will embed it nicely into the current data (just steal one bit off some value that is being sent about each shot and use it for this), so the added amount of data would be zero.
0/1. Miss/Hit. The rest can be made up by the local (client side) rendering code.
ITT: Amateur computer scientists. BTW, this isn't how network data works at all. You can't just 'add a bit', you need to add context and other things. Commanding Officer of the Treacle Tart Brigade SLAPD Director |

Leemi Sobo
University of Caille Gallente Federation
14
|
Posted - 2011.11.18 22:16:00 -
[83] - Quote
I would suggest that projectile turrets should have 'no animation' in case of a miss instead of a 'miss animation' because Sir Isaac Newton is the deadliest son of a b!tch in space
On the other side ... would be cool to miss a target @delve and insta-pop a noob ship somewhere in empire  |

Vincent Athena
V.I.C.E. The Lostboys
161
|
Posted - 2011.11.18 22:30:00 -
[84] - Quote
Could this be expanded to ships I have on my watch list, and/or ships I got targeted? The client does get information about those ships being hit, taking damage. Is it sufficient to allow miss animations? CCP employees should never proclaim a feature to be awesome. Only subscribers should. Subscribers can never answer a question posed to CCP. Only CCP can. |

Nova Fox
Novafox Shipyards
365
|
Posted - 2011.11.18 23:01:00 -
[85] - Quote
yeah Id hate to make these sorta changes to eve pre carbon it must be a nightmare.
|

Starbuck Mulligann
Encina Technologies Namtz' aar K'in
2
|
Posted - 2011.11.19 01:40:00 -
[86] - Quote
I've seen this on SiSi and it really adds a fantastic depth to combat. You can actually see the difference traversal makes!
Bravo! |

Misanth
RABBLE RABBLE RABBLE Limitless Inc.
195
|
Posted - 2011.11.19 03:26:00 -
[87] - Quote
Couldn't care less.  this is a signature |

EdwardNardella
Capital Construction Research Pioneer Alliance
0
|
Posted - 2011.11.19 04:55:00 -
[88] - Quote
@CCP You should not need to send information on every shot fired only the ones that miss. This should be much easier to implement. |

Warde Guildencrantz
Fake Philanthropists P I R A T E S
4
|
Posted - 2011.11.19 05:47:00 -
[89] - Quote
Can missile graphics please get fixed before the end of the crucible set of expansions? People keep avoiding it, and its like ignoring a reasonable portion of the playerbase and giving something nice to everyone else in the playerbase with turret graphics. |

Bienator II
24th Imperial Crusade Amarr Empire
284
|
Posted - 2011.11.19 06:08:00 -
[90] - Quote
Vincent Athena wrote: If you did send hit miss info to the 100 people in your above example, you would not send 100 packets to 100 people, you would send one packet with 100 hit-miss bits to 100 people. The trick to doing this is to keep the bandwidth down by clever encoding. The client would have to have some sort of ordering of ships it keeps internally, so it can associate each bit with each ship. Also, a bit would be set to "miss" if in that tick the weapon was not firing at all.
Also, showing all hits-misses could be a feature that is normally on, but gets turned off as soon as TiDi cuts in, or gets close to cutting in.
yeah. what he said. Maybe the problem even doesn't exist since its unlikely anyway that all ships alpha strike at exactly the same game tick. Its rather a constant very low data rate stream to the client than a big packet - totally neglectable compared to things like voicechat. You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked
a proper bounty system for eve: https://forums.eveonline.com/default.aspx?g=posts&m=359105 |

Ciar Meara
Virtus Vindice
293
|
Posted - 2011.11.19 09:31:00 -
[91] - Quote
This is something I wished for for quite awhile. Not that long though, 8 years or so. It is something awesome!
As someone else remarked in the test server thread, don't we get updates for all the guys in our watchlist? Couldn't those be used by the client allready? Or is this not the case?
What about all the guys who we got targeted?
And what about a "smart" feature that looks at what ships are on your screen itself and renders their hits. (Don't let the programmers and team gridlock kill me)
Anyway, excellent job and carry on! - [img]http://go-dl1.eve-files.com/media/corp/janus/ceosig.jpg[/img] [yellow]English only please. Zymurgist[/yellow] |

NorthCrossroad
EVE University Ivy League
6
|
Posted - 2011.11.19 11:39:00 -
[92] - Quote
Great stuff guys, really enjoyable to see it on Sisi.
Couple suggestions: 1. "Shots which miss are picking a point to aim at based on the bounding sphere of the target which means misses might look a little too regular and vary quite a lot". To enhance the visual effects of this, you can still use the sphere radius but add a little random fluctuation in range of -10% to +10% each time. It doesn't require anything big in math, and in this way misses won't look that regular even when calculated close by. 2. +1 for the misses for a ship you're looking at. Might be really great :) It doesn't add much lag and definitely adds immersion effect. 3. Don't think that adding miss calculation to a small fights (<10) is a good idea because small fights can easily become big ones, and then it might be an additional level of problems when moving from "all-calculated" to "only for you". 4. Having miss effects for watchlist and your target list is nice, but it will definitely add network load and maybe some server load (guess it depends on how propagation of hits for watchlist and targets works).
And one last note - don't you think that missiles become more and more of a "dead child" in sence of UI representation? They don't have turrets visible, they don't have miss calculation. I really think that they need a close look!
But anyway, thanks a lot for the feature again.
North
|

Kadazer
Quantum Equilibrium
0
|
Posted - 2011.11.19 12:14:00 -
[93] - Quote
CCP Choloepus wrote:Yup! This involves an artist making some nice impact effects, but otherwise shouldn't be too hard. We've also been discussing having a few more effects for when a shot punches through the last of your shield/armour and starts chewing away at the next layer of tank. This would need a bit of hysteresis built in to avoid it looking silly under reps.
All optional of course, as this kind of stuff would definitely add a small performance hit unless we can claw some frame time back elsewhere.
Unfortunately, it's a lot easier to think up pretty new things to do with this feature than it is to get everything done. Nevertheless it's much better to have a full backlog than the alternative!
That would give realism a great boost. I would suggest energy discharges for shield hits, spreading armor plate particles for armor hits and for hull hits the shots should go through the ship hull and exit on the other side or cause explosion inside the ship. |

DeLaBu
FireStar Inc Curatores Veritatis Alliance
10
|
Posted - 2011.11.19 13:00:00 -
[94] - Quote
This is going to be quite helpful for turret users and ships that rely on not being hit to survive. Thank you CCP.
On a side note, I don't think you should simulate hits and misses for the rest of the fleet unless you can simulate it close to 100% on the client side.
You will get petitions like this and you will have to explain the whole bloody thing every time: I was not paying attention, but my buddy clearly saw the Tempest's arty volley miss me, yet I still exploded. I want my ISKs back NOW! |

Xavier Quo
Ministry of War Amarr Empire
12
|
Posted - 2011.11.19 14:27:00 -
[95] - Quote
this is brilliant and wonderful and amazing, but I have to disagree with this statement
Quote:We could make any shots which do not involve your ship miss or hit on the flip of a coin, but if it's completely random this conveys no information. Worse, it pretends to be useful whilst actually providing misinformation, so we're not keen on that.
both current and suggested situations (fleet random hit/miss or always hit) are as visually tactically useless as the other, but one looks a lot better. People do not look at what is going on graphically now anyway, they use targetting, scanner or comms info to check the actual state of play.
I would definitely like a few tweaks like this on sisi over the next few months to see if it is popular or not. It could easily be a client side option to toggle random hits? |

Imrik86
Gypsy Kings Wiki Conglomerates
18
|
Posted - 2011.11.19 16:09:00 -
[96] - Quote
That's one nice feature. Looking forward to see it extended for everybody in a fleet flight, it will look epic.
Now, CCP Choloepus, about missiles:
Given missiles never miss, but you have the explosion velocity stuff, it would be cool if the missile exploded a little "earlier", how far behind depending on explosion velocity and current target velocity. This would give the impression the target was able to outrun the explosion. |

Jonathan Malcom
Test Alliance Please Ignore
5
|
Posted - 2011.11.19 17:00:00 -
[97] - Quote
Abdiel Kavash wrote:Please don't never ever make any sort of guesstimation on whether a shot should be drawn as a hit or miss. If it ever becomes possible to draw others' shots accurately, I'm all for it, but don't make the client lie to us. I'd rather have all shots visually connect and know that they might or might not have missed, than to have some hits and some misses (even if in the right proportions), but have the target actually take damage when the shot visually misses. Providing no information is always better than providing false information.
I don't care about the ratio of hit/miss. I'm not going to stare at someone for a few minutes, watching him get shot at, to determine that approximately 60% of those shots actually mised. I want to see that the last three shots from the enemy battleship landed on the friendly interceptor, and he will most likely need repairs NOW.
You should either have him watch-listed (unlikely, with an interceptor) or be looking for broadcasts in your fleet window.
This is literally window-dressing. No one should be relying on actually watching a fight for reliable information. You have all the tools to get the information you need.
If they want to estimate incoming fire to make fights look more interesting, more power to them.
Consider: How is showing all shots hitting any more an inaccurate representation than having random shots miss based on the class of ships engaging eachother? |

Mjana
Switzerland EVE Corp.
1
|
Posted - 2011.11.19 17:08:00 -
[98] - Quote
Ranger 1 wrote:The individual shots themselves don't arc, but the burst "appears" to arc across the sky as the gun is tracking the target. Yes, that's the situation right now on TQ afaik.
So the solution for artillery would be to have the shot-animation not "anchored" between the shooter and the target (and moving with them) but between a fixed position in space where the gun was when it fired and a fixed position in space where the target will be 0.3sec later when the shot hits (or misses).
For lasers, nothing changes, since light hits the target within the same millisecond anyways.
For hybrids, I'm not entirely sure: I guess blasters would work like projectiles. Railguns however send out a short stream of plasma afaik, so that while the stream is leaving the gun, there would have to be a number of animations for each "particle" in the stream, starting from where the gun was when it fired that part of the stream and hitting where the target will be when that particle hits the target. Same with the auto cannons, as mentioned by Nova Fox:
Nova Fox wrote:Either way the shot arcs for auto cannons are not a phsyics thing is an accuracy thing you're leading your target so your entire volley winds up in the target instead of the first few bullets as the rest of the stream flys by. (now I got what you meant, Nova Fox. I was thinking of artillery shots and completely forgot that autocannons shoot a burst of projectiles, not just one) |

Dietz0r Saraki
Panzerwaschanlage
0
|
Posted - 2011.11.19 20:58:00 -
[99] - Quote
Mjana wrote: I guess blasters would work like projectiles. Railguns however send out a short stream of plasma afaik, so that while the stream is leaving the gun, there would have to be a number of animations for each "particle" in the stream, starting from where the gun was when it fired that part of the stream and hitting where the target will be when that particle hits the target.
It's the other way round. Rails shoot the whole cannister at someone, blasters do that plasma thingie |

Phobos Vortex
Todespropheten T0DESPR0PHETEN
2
|
Posted - 2011.11.19 23:00:00 -
[100] - Quote
I really could live with random hit/miss display on other ships. When you KNOW that the visuals on other ships provide no information the only difference between no hit/miss and random hit/miss is that the random thing looks better. False information equals no information when you know that it is false. How about trying to get real information for the hit/miss animation for ships in your watchlist/fleet and random for all the rest? Would even that cause too much traffic? |

Rawls Canardly
Phoenix Confederation
2
|
Posted - 2011.11.19 23:08:00 -
[101] - Quote
Well, easiest way I can think of to fix this, so other people can see... the client knows when the shots should render. The client also knows when damage is rendered. If damage is below threshold of full damage, by estimate based on scale of craft involved, whatever percentage below that threshold,render a miss.all handled client side. If more than ten ships are fighting in vicinity, misses are not rendered. No extra server lag. an option to turn it off altogether would be nice for weaker systems...o |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
13
|
Posted - 2011.11.20 07:07:00 -
[102] - Quote
CCP Choloepus wrote: ... Unfortunately, it's a lot easier to think up pretty new things to do with this feature than it is to get everything done. ...
If you have the idea, and you know that you can do, it is just a matter of time to see it completed! This means that everyday your work is more amazing, as long you like what you do! |

Evenus Battuta
11
|
Posted - 2011.11.20 10:03:00 -
[103] - Quote
Can you also make grouped weapons do not hit on a single point? |

Evenus Battuta
11
|
Posted - 2011.11.20 10:22:00 -
[104] - Quote
Since the bottleneck of bandwidth is totally on server side, maybe you can try some P2P structure to exchange trival messages only about graphical performance, in this case, hit/miss messages.
The load is huge for the server to boardcast hit/miss messages to everyone, but it's hardly a problem for client to recevie them, so maybe you can leave the distribution job totally between clients, server only need to boardcast list of IP address and socket number involved. |

Malcom Dax
Blacklight Incorporated Broken Chains Alliance
7
|
Posted - 2011.11.20 10:26:00 -
[105] - Quote
Evenus Battuta wrote:Since the bottleneck of bandwidth is totally on server side, maybe you can try some P2P structure to exchange trivial messages only about graphical performance, in this case, hit/miss messages.
The load is huge for the server to boardcast hit/miss messages to everyone, but it's hardly a problem for client to recevie them, so maybe you can leave the distribution job totally between clients, server only need to boardcast list of IP address and socket number involved.
Call me paranoid, but I don't really want CCP to be telling everyone my IP address. Blacklight Incorporated: Recruiting now for PvP and Industry. |

Evenus Battuta
11
|
Posted - 2011.11.20 10:36:00 -
[106] - Quote
Malcom Dax wrote:
Call me paranoid, but I don't really want CCP to be telling everyone my IP address.
Others can know as much as IP address of Malcom Dax, but no one knows that is YOU. |

Malcom Dax
Blacklight Incorporated Broken Chains Alliance
7
|
Posted - 2011.11.20 10:54:00 -
[107] - Quote
That's true. I'd not really differentiated between me and my character. I think I've played eve for too long  Blacklight Incorporated: Recruiting now for PvP and Industry. |

ilmon
Unknown Soldiers RED.Legion
12
|
Posted - 2011.11.20 12:25:00 -
[108] - Quote
a very nice addition to the game this will make for a better experience had by all |

FlameGlow
GoonWaffe Goonswarm Federation
19
|
Posted - 2011.11.20 14:34:00 -
[109] - Quote
Ok, so now turrets look even more awesome, but missiles are still lightball shooting out of ship's ass? Damn, when is the time for missile love?  |

Dalilus
Federal Navy Academy Gallente Federation
12
|
Posted - 2011.11.20 19:12:00 -
[110] - Quote
CCP, are you starting to get metaphysical on me? Is this the start of "collateral damage" in EVE? Will missed shots connect to unintended targets and wil that cause aggro? No more spherical firing squads? No more unorganized blobs? Will we have to actually adopt "real life" tactics so as not to kill our own with random shots? If so, kudos. |

De'Vadder
Dissonance Corp BLACK-MARK
0
|
Posted - 2011.11.20 21:01:00 -
[111] - Quote
Seismic Stan wrote:
Is there any possibility that the feature could be amended to provide inaccurate fire animation for whichever ship is the focus of the camera (and the target thereof)? This wouldn't generate any additional traffic, but would just shift the focus to allow convincing spectator immersion.
THIS! |

millsy4606
Combined Imperial Fleet JIHADASQUAD
0
|
Posted - 2011.11.21 12:12:00 -
[112] - Quote
bit confused by this, so in lamens terms, when i shoot my auto cannons at a ship and i miss, instead of visualising that it actually hits the ship, it pings all round it??
so its a visual thing not something that happens freakily for no reason, just missing shots for the hell of it for example.
also like the idea of seing some individual damage, like the structure fire, maybe some visualisations of half shield, half armor etc, that would make my pee pee hard. |

Karma
Vortex Incorporated
3
|
Posted - 2011.11.21 16:48:00 -
[113] - Quote
one way to simulate (or emulate?) the hit/miss ratios of the other people in a fleet fight would be:
once a minute (seldom enough that it doesn't affect the server's performance, is what I'm saying) the average hit ratio is calculated... and shared...
so instead of: skills, relative velocity, hull bonuses, signature radius/resolution, turret type, ammunition/lenses, tracking enhancers/computers, tracking links, tracking scripts, rigs, implants, boosters, target painters, wormhole environmental effects... you get the idea
you'd have: Hits / Shots Fired = Hit %
I wont pretend to know how you'd go about with the sharing of it to the fleet, obviously... so it might be impossible.
but it would be informative enough. if you were paying attention to it, you could tell who in the fleet is a lousy shot... and guide them to get better. Everyone vs. Everyone Online
"The universe is made of stories, not atoms" |

Carfexus Ravenloff
24th Imperial Crusade Amarr Empire
0
|
Posted - 2011.11.21 19:05:00 -
[114] - Quote
So I take it, judging from the example screenshot, that ship trails are going back in? |

Cygnet Lythanea
World Welfare Works Association
2
|
Posted - 2011.11.23 00:48:00 -
[115] - Quote
What a long, strange trip it's been....
So, now that we have this, when do we get LoS combat? |

SwissChris1
Battlestars S E D I T I O N
1
|
Posted - 2011.11.24 13:09:00 -
[116] - Quote
This is so awesome! I have been dreaming about this since I saw Clear Skies 3  |

Akiriy Azuriko
Varion Galactic Tragedy.
0
|
Posted - 2011.11.28 14:09:00 -
[117] - Quote
MISSILES RABBLE RABBLE RABBLE
YOUR SO HALF ASSES CCP COMMON ! |
|
|
Pages: 1 2 3 4 :: [one page] |