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Thread Statistics | Show CCP posts - 9 post(s) |

OMEGA REDUX
Forever Winter Absolute Zero.
0
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Posted - 2014.07.15 18:07:00 -
[1] - Quote
CCP Goliath wrote:Hey folks,
I understand that the mirroring cadence can be troubling to you, particularly relating to building things that take a long time. The short answer is that we mirror as and when we need it for testing purposes. In this instance we need a mirror to get relevant data onto the Sisi DB so that we can perform another upgrade test to ensure that our deployment next week will be smooth and on time.
Moving forward, we are actually trying to make mirrors on a regular cadence (though there will always be exceptions) but also to increase their frequency to as much as every 2 weeks. Obviously this has some problems and we would be very receptive to hearing them (more dedicated feedback threads will go up nearer the time, but I'm now subscribed to this thread so feel free to post here too), but it also addresses one of the most oft-asked things, which is the lack of frequency of mirrors. So, with that in mind, let's hear some ideas (like Orny's above) of how we could go about mitigating the issues that come with frequent mirrors. If at all possible, bear in mind that Sisi cannot be a special little flower and have massive code differences from TQ, or it invalidates itself as a test environment. seed everything on the market and stop excluding the faction/super/titan/etc stuff. It's way too difficult to test things if your build includes those items as it currently is on SISI.
And to those who fear titan/super blobs on sisi...it's sisi for crying out loud not TQ who gives a **** if they blob everything is 100 isk buy a new ship and the rules of sisi keep too much crazyness in check good enough |

OMEGA REDUX
Forever Winter Absolute Zero.
2
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Posted - 2014.07.16 15:23:00 -
[2] - Quote
hellswindstaff wrote: Not going to work because somebody will assign fighters from the undock and come haze you inside the "cap free" combat area. and if the rules kept craziness in check then we wouldnt see people getting supercap blobbed on the undock. Let's throw that out of the window. Clammoring for all deadspace officer gear was a disaster last time they did it too btw. How realistic is your "test" when you are slogging through godtanks on a rupture. Not very I'm guessing. Current system is fine.
1 if the rules say no fighters in the non supercap area then they could get banned for sending them to it
2 not my fault you are not reporting them for blobing on the undock as afaik that is infact a bannable offense (last i read the rules it said combat is to be in the combat areas and nowhere else)
3.let me get this straight you play eve and you brought a knife to a gun fight? well guess that rupture kill you huh maybe next time you will get a corp mate or w/e to join you on sisi so you dont have to worry about that sort of thing. |

OMEGA REDUX
Forever Winter Absolute Zero.
2
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Posted - 2014.07.16 15:38:00 -
[3] - Quote
also for the officer mods thing you could have 2 systems for fighting in. the first has combat areas (with gates so you dont get supers dropping onto bc fights) that allow officer mods. the second system's combat area gates wont allow you to activate the gate if you have any mods higher than meta 5 on your ship. |

OMEGA REDUX
Forever Winter Absolute Zero.
3
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Posted - 2014.07.16 16:58:00 -
[4] - Quote
hellswindstaff wrote:OMEGA REDUX wrote:also for the officer mods thing you could have 2 systems for fighting in. the first has combat areas (with gates so you dont get supers dropping onto bc fights) that allow officer mods. the second system's combat area gates wont allow you to activate the gate if you have any mods higher than meta 5 on your ship. so we are basically reprogramming the entire server to accomadate supers? i dont see this happening. 56 drillion bugs to sort and people are worried about supers and officer modules. no wonder bugs float thru to tq you should prob learn a thing or 2 about coding before opening your mouth as the entire server is most certainly not reprogrammed to implement my suggestion |

OMEGA REDUX
Forever Winter Absolute Zero.
3
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Posted - 2014.07.16 17:37:00 -
[5] - Quote
hellswindstaff wrote:OMEGA REDUX wrote:hellswindstaff wrote:OMEGA REDUX wrote:also for the officer mods thing you could have 2 systems for fighting in. the first has combat areas (with gates so you dont get supers dropping onto bc fights) that allow officer mods. the second system's combat area gates wont allow you to activate the gate if you have any mods higher than meta 5 on your ship. so we are basically reprogramming the entire server to accomadate supers? i dont see this happening. 56 drillion bugs to sort and people are worried about supers and officer modules. no wonder bugs float thru to tq you should prob learn a thing or 2 about coding before opening your mouth as the entire server is most certainly not reprogrammed to implement my suggestion Lets focus on the bugs and testing of broken stuff friend. Supers is last thing anyone is concerned with. The UI bug that shows full cap and shields still lurking on tq . Lets just try to get these bugs killed is all im saying. 1 im not your friend
2 i am concerned with testing all the things not just the few you care about testing (or in this case you seem to care about us not testing supers/officer mods, can only imagine why you are afraid eve pilots might become better at using/killing stuff )
3 apparently supers is nowhere near the "last thing anyone is concerned with" since this thread is devoted to just that 1 topic and is 4 pages long...not to mention how many posts you have made in it, seems pretty important to you too huh. |

OMEGA REDUX
Forever Winter Absolute Zero.
3
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Posted - 2014.07.16 17:59:00 -
[6] - Quote
CCP Goliath wrote:We aren't addressing the issue of officer mods right now folks, let's stay on topic. (Also the person who said the thing about reprogramming was basically correct - it would take a bunch of coding to do what you're asking, and it still wouldn't solve any problems as people would just camp the gate.) 1 if they are fighting outside the combat areas then ban them from sisi...nuff said
2 ACCELERATION GATES (we are talking about using that right?, yes i know i said gate not acceleration gate in my previous posts but acceleration gates is what i was thinking) ok im going to code this for you. this will be done via a simple if then statement as is used by spreadsheets, now i heard somewhere that eve is coded in python iirc so if that is true let me know and ill give you this code in that language since that code would be arranged differently in that language (post here, send it via evemail if you really want, or since you are a dev via email if you really really want since that shouldn't be too hard for you to get off my account info)
IF(ModMetaValue="meta0",pass,IF(ModMetaValue="meta1",pass,IF(ModMetaValue="meta2",pass,)IF(ModMetaValue="meta3",pass,)IF(ModMetaValue="meta4",pass,)IF(ModMetaValue="meta5",pass,fail)))
substitute the values of ModMetaValue and meta0, etc for the correct ones ingame
do a simple list of all the mods fitted to the ship attempting to use the acceleration gate (use the code already in place for restricting ships types at acceleration gates or the code already in place for running a ship scanner module to make this list if you really have to) then pull the meta value from the database for each mod in that list then run the above code on each item in that list. If any of the mods get a fail then that ship is not allowed to use the acceleration gate. If i missed anything that would cause any kind of errors please let me know and i will fix the code for it. |

OMEGA REDUX
Forever Winter Absolute Zero.
3
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Posted - 2014.07.17 17:34:00 -
[7] - Quote
Adriana Mal'Valeran wrote:Accel gates are also basically a warptozero situation, aka it'll get camped and then you'll be crying about people blobbing in another thread. stuff like this just complicates things, it doesn't solve the basic problem. CCP Goliath wrote:I'm no coder but here's how I would pseudocode the ensuing action, should we implement this solution.
IF SubcapShipOnGate WHEN WarpImmunity=False THEN goto GateBumpAndMassiveSuperBlobAttack
see https://forums.eveonline.com/default.aspx?g=posts&t=359094&find=unread |
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