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Thread Statistics | Show CCP posts - 14 post(s) |

Lucre
STK Scientific Ascendant Frontier
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Posted - 2006.08.29 21:15:00 -
[1]
Gate queues don't just stink in 0.0. Took over 5 minutes to jump into a 0.4 - whilst praying desperately that what was a clear gate when I started the jump would still be clear when it finished. How many people in system? 8...
Queues for busy systems people might just about accept as the price of taking the highways. Queues for deserted systems because they're "on the same node" just make the game unplayable as there's no way people can predict this.
Kill the gate queues now - before they kill Eve. Because this is a potential gamebreaker.  
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Lucre
STK Scientific Ascendant Frontier
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Posted - 2006.08.29 23:18:00 -
[2]
Originally by: Wrayeth Okay, guys, did you fail to notice that part of the patchnotes that stated the jump queues would not go into effect unless the node was running at 95% or more of its CPU? This means that, for general operations, you'll have nothing to worry about.
Did you read the bit which said it had already been hotfixed in? Which means those of us who have played tonight have already experienced it - and it STINKS. Even jumping into quiet systems (8 people in system), some jumps took 5 minutes. One corp mate got stuck for 20. It's a game-breaker.
It would still be a dreadful idea if it were better implemented (gangs jumping together, invulnerability whilst queued). With a bad implementation it just beggers belief that anyone who has ever played this game could think it a good idea even to test, let alone to implement in game.
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Lucre
STK Scientific Ascendant Frontier
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Posted - 2006.08.30 07:31:00 -
[3]
Edited by: Lucre on 30/08/2006 07:32:44
Originally by: Miss Overlord Covert ops CCP have stated this is an intital reaction and a full fix can be worked out of the next week (non event till then)
LoL
Recon ships have been waiting for a cloak fix for months with no sign of progress or even a hint than a solution might be forthcoming. And yet you expect them to do a "full fix" for cloaks next week?
Whatever you're smoking is almost certainly illegal.
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Lucre
STK Scientific Ascendant Frontier
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Posted - 2006.08.30 09:44:00 -
[4]
Originally by: Sharcy 13 Pages of whine without even knowing how the changes will work exactly. Brilliant.
Which part of queuing "has previously been hotfixed on TQ" are you finding hard of comprehension? It's already in so we know exactly how it's "working". And that's why we're so concerned because truly it sucketh bigtime.
-- This is not the patch we're looking for.
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Lucre
STK Scientific Ascendant Frontier
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Posted - 2006.08.30 10:19:00 -
[5]
Originally by: Tuxford However cloaks didn't use to work this way, if nobody had you locked when you cloaked, all locking attempts were broken and you stayed happily cloaked. That is the way it supposed to work and we'll be restoring it back the way it was.
Good answer, thanks for that. One down (if with fingers crossed), two to go...
Originally by: Tuxford
It was really news to me that this "wasn't a bug" until this morning so I've been talking to other devs and bughunters about this.
That's ... worrying. Kind of implies the patch notes went out without first being checked over by the relevant devs? That surely can't be a good idea?
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Lucre
STK Scientific Ascendant Frontier
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Posted - 2006.08.30 10:30:00 -
[6]
Originally by: Sharcy
When you do large fleetbattles you complain of lag and scream that the game is unplayable. When they do something about the lag (caused by node overload, yes), you complain that you "can't all get in at once". Well guess what, I find the queue system completely logical, both from a technical point of view, as well as "in character". If stargates really existed, it would make perfect sense that they can handle only so much traffic at once. 
Oh don't be ridiculous! Sure, a traffic management system based on a gate's having a maximum number of jumps per minute or minimum interval between jumps might "make sense in character" but one which arbitrarily restricts a gate's traffic because of what's happening in station a dozen systems away? It's like a New York airport delaying flights because there is traffic congestion in central London! Perfect sense? I think not. 
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Lucre
STK Scientific Ascendant Frontier
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Posted - 2006.08.30 11:26:00 -
[7]
Originally by: Kerfira . Fleet jumping into other fleet + jump queue = One ship jump in.... Pop.... Another ship jump in.... Pop... etc.
Ever played or read any Starfire? That's exactly how warp point assaults work in that game/universe (except the jumping ship gets its sensors temporarily scrambled too!). So you have to either charge through in single file - which gets expensive! - or else you go through in a simultaneous jump and lose 20% of your force to interpenetration collisions.
Of course if we did go down this road in Eve, we'd also want the countermeasure they then developed. Jump-capable robot missile platforms which could be jumped en masse to obliterate any defenders in range on the other side. Might be one solution to gatecamps... LoL 
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