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KrapYl
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Posted - 2003.10.23 11:33:00 -
[31]
to the ones that does NOT understand...
if ur ship can do 400, with no afterburners... then when u start warp, and your speed is from 0 - 200, THEN, and ONLY THEN, can u cancel warp... are u going 201-400, then u CANNOT cancel warp... i like it...
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Toulak
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Posted - 2003.10.23 11:53:00 -
[32]
Quote: The idea would be to warp to something behind you, or to the side, so you have to line up a long time. Then cancel, travel a bit, reengage before the camper locks again. It would be a pain, but you'd be safe.
Erm isnt the invulnerability just for people warping into a area, isnt it part of the loading sequence.. I doubt very much you'd be invulnerable for 10 secs after each "warp"
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hainnas
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Posted - 2003.10.23 12:07:00 -
[33]
Quote:
Quote: The idea would be to warp to something behind you, or to the side, so you have to line up a long time. Then cancel, travel a bit, reengage before the camper locks again. It would be a pain, but you'd be safe.
Erm isnt the invulnerability just for people warping into a area, isnt it part of the loading sequence.. I doubt very much you'd be invulnerable for 10 secs after each "warp"
Locks, especially battleship locks, take time. Like I said, a pain, you might have to warp once every two secs, but it could be done. Especially with a low maneuverable ship like an indy or a bship.
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KIPPAN
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Posted - 2003.10.23 12:13:00 -
[34]
Quote: Locks, especially battleship locks, take time. Like I said, a pain, you might have to warp once every two secs, but it could be done. Especially with a low maneuverable ship like an indy or a bship.
A ship should be lockable while its "aligning to warp". When it is really warping, it's gone. Why else have inertia implemented other than just to annoy/bore the players?
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Toulak
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Posted - 2003.10.23 12:24:00 -
[35]
A battleships lock is long? Erm well I got a lock of 2.55 secs.. I hope u got some quick fingers ;)
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Arthur Eld
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Posted - 2003.10.23 12:30:00 -
[36]
They could implement a cool down period for the warp drive to prevent people from warp/cancel warp for exploitive purposes. Just a thought.
____________________ First comes smiles, then lies. Last is gunfire. We deal in lead.
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hainnas
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Posted - 2003.10.23 12:40:00 -
[37]
Quote: A battleships lock is long? Erm well I got a lock of 2.55 secs.. I hope u got some quick fingers ;)
2.55 secs? Plenty of time to do it, unfortunately. Would just take a while. I think a pirate's best friend in that situation is FOF missiles.
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Aissa
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Posted - 2003.10.23 13:23:00 -
[38]
THE SKY IS FALLING! THE SKY IS FALLING! - Chicken little
~Aissa
Nomad, Dictionary and Encyclopedia of The Regulators |

hainnas
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Posted - 2003.10.23 13:27:00 -
[39]
Quote: THE SKY IS FALLING! THE SKY IS FALLING! - Chicken little
It was tested in beta, it didn't work. Just letting you know, so dont cry about it later. It's not the end of the world, no one is saying it is. 
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Toulak
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Posted - 2003.10.23 13:57:00 -
[40]
Quote: Would just take a while
Thats an understatement.. it'd take fuggin ages with a gate that you come outa warp at 28km - 30+.
So its hardly sumit to worry about unless someone has 45 mins spare to get through a gate.
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Adrenalin
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Posted - 2003.10.23 14:10:00 -
[41]
Quote: another and even better solution would be to disable clipping when u enter warp... you are flying through planets anyway
This is a good solution! Maybe not for players who warp into a roid field and are insta stuck, but much less exploitable than the cancel warp
What about only being able to cancel warp every 10-15 seconds? That reduces the exploitability but still helps people who are stuck.
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true sight
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Posted - 2003.10.23 14:50:00 -
[42]
I think its a bad idea, TomB said they where changing it to warp-in points being at the oposite gates, so getting stuck at station walls wont be a problem
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Parallax 7D
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Posted - 2003.10.23 15:04:00 -
[43]
Like every new feature, the idea will be good, the implementation will be bad, at least for a month or so.
---------------------------------------------------------------------- Marge: But, Mr. Ambassador, how are we going to get home? Ambassador: Beats me. Try getting a job and earning some money. That's what *I* did. By the way, ambassador's taken.
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Sourus
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Posted - 2003.10.23 15:58:00 -
[44]
Quote: I think its a bad idea, TomB said they where changing it to warp-in points being at the oposite gates, so getting stuck at station walls wont be a problem
Please... explain why you think it's a bad idea. For a guy named "true sight" you have amazingly poor analyzing skills.
I get stuck when I undock and have the bad luck to be too near the station when the ship is aligning to where I'm warping. What has warp-in points to do with that?
Somtimes I even get stuck while undocking because someone is undocking right behind be and I get pushed against the station structure, depending of the station type (sometimes I get spit out of the station at around 800 m/s, taking ages to align to warp).
In a belt full off monster 'roids you never know if it's safe to warp to base because you can be stuck km's away from the nearest one.
Why are you getting "stuck" to things (stations, 'roids, other ships) anyway? Is there some kind of glue field around things?
All this is super annoying and puts a damper on the gameplay experience. I could accept it if it added to the realism, but it's not. It's just silly.
Let me cancel warp INITIATION!!!
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Rinji
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Posted - 2003.10.23 16:16:00 -
[45]
The solution to all these exploits is actually very simple. Make the rule "Cancel warp works if you are traveling at less then 2x max velocity for 10 seconds or more." Fixes roid and station stuck issues, no exploits.
Vice Admiral Rinji Morisato Logistics Division Commanding Officer of Logistics Division |

j0sephine
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Posted - 2003.10.23 16:52:00 -
[46]
Edited by: j0sephine on 23/10/2003 16:54:31
>>> in other words, if you can push cancel warp you can still be targetted.
"I would hope that this would be considered a neccessity."
... Well, there's more problems with the feature at the moment.
Initiating warp and then stopping the ship breaks all locks, both yours and the other ships which had you targetted. Essentially turning the combat into a whack-a-mole game -- a ship with fast lock time can lock on, fire, initiate warp to keep enemy from targeting them back and break the locks aquired already... stop the warp, re-lock, fire again, repeat as many times as you want....
(just tested on Chaos btw.)
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Drethen Nerevitas
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Posted - 2003.10.23 16:57:00 -
[47]
So it's down to forcing everyone to carry mines/FoF or implementing a 10 second cooldown period for the warp drive. Personally, I'd like to see a 10 second cool down period...*if* you aborted the jump without letting the drive activate normally. No impediment on turning right around and warping, just an impediment if you pull cancel on warping. 10 seconds is more than enough .
Ignore that, otherwise they might fix the 10 sec invul timer/warpin lag next . _______________________________________________________________________
IMPORTANT: Devs (and players) please take notice. 1. 2. 3. 4. 5. 6. 7. |

j0sephine
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Posted - 2003.10.23 17:08:00 -
[48]
... I think it could be easily fixed by using the same rule which is used for the 'cancel warp' feature:
* you can cancel warp as long as the ship isn't moving at 2 * max speed or greater,
but
* all locks on your ship remain until you reach the same 2 * max speed or greater
in other words, the locks remain until you actually enter the warp...
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Drethen Nerevitas
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Posted - 2003.10.23 17:18:00 -
[49]
*kicks self* <think> <think> <think> My brain won't engage . <think>... _______________________________________________________________________
IMPORTANT: Devs (and players) please take notice. 1. 2. 3. 4. 5. 6. 7. |

Jash Illian
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Posted - 2003.10.23 17:31:00 -
[50]
Meh...you people think too hard.
Turn off collision detection when the server receives the warp command. Turn on collision detection after the immunity timer expires server-side.
Call it a day.
I mean its like you want corporations to oblige each other like its sex or something. Pffft I would rather **** my enemy.- Rohann
Be careful out there. That other guy waiting in the queue for the gate MIGHT be a baby-munching frock-burner, YOU JUST DON'T KNOW!- Lallante |

Drethen Nerevitas
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Posted - 2003.10.23 17:34:00 -
[51]
Edited by: Drethen Nerevitas on 23/10/2003 17:34:55
 But then we'd be warping through planets, stations and asteroi...
Oh, ok, fine then so you have a point.
 _______________________________________________________________________
IMPORTANT: Devs (and players) please take notice. 1. 2. 3. 4. 5. 6. 7. |

StealthNet
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Posted - 2003.10.23 18:44:00 -
[52]
Edited by: StealthNet on 23/10/2003 19:02:57 Edited by: StealthNet on 23/10/2003 18:44:57 I can't believe this.
A cancel warp feature is being discussed for months now. It has been in past CSMs as well. Now they put it into the game, and... people start complaining about it ?

Why didn't you say all your concerns before ? I read lots of threads about a cancel warp button and never saw a single comment about it being a bad thing.
I'm not talking about you Joshua, since you were not aware of the speed limitation.
But c'mon guys, it's a great thing. If you found a way to exploit it, please, take a bit of your time to send it to CCP and put it in the appropriate forum. Whining here won't do much. _______________________________________________
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MaiLina KaTar
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Posted - 2003.10.23 20:11:00 -
[53]
j0 pretty much said it. The "invulnerability" (locks breaking etc) needs to be moved from the moment you push the warp button to the moment you actually enter the warp.
Mai's Idealog |

GlimmerMan
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Posted - 2003.10.23 21:51:00 -
[54]
Why not this way?
When someone hits warp start an abort countdown, starting at 20 seconds if the players ship goes over 5,000,000km/sec end the countdown - the warp was obviously sucessful. If the countdown reaches 0 the player is stuck. Pop-up a message box "your warp field is collapsing it is advised that you abort your warp" with buttons yes/no.
This way you can only cancel if you are genuinley stuck, if you're not stuck your ship will exceed the 5,000,000km/sec before 20 seconds, and at no point in the flight can you cancel warp to hide from other players hunting you.
__________________
- GlimmerMan |

hainnas
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Posted - 2003.10.23 22:08:00 -
[55]
Quote: Edited by: StealthNet on 23/10/2003 19:02:57 Edited by: StealthNet on 23/10/2003 18:44:57 I can't believe this.
A cancel warp feature is being discussed for months now. It has been in past CSMs as well. Now they put it into the game, and... people start complaining about it ?

Why didn't you say all your concerns before ? I read lots of threads about a cancel warp button and never saw a single comment about it being a bad thing.
I'm not talking about you Joshua, since you were not aware of the speed limitation.
But c'mon guys, it's a great thing. If you found a way to exploit it, please, take a bit of your time to send it to CCP and put it in the appropriate forum. Whining here won't do much.
I didn't think they'd actually be silly enough to put it back in the way it was in beta, after it was proven to not work. Turning off clipping is INFINITELY better.
Personally, I think people deserve to get stuck, maneuvering bships into stations and roids. Just because you train the skill doesn't mean you're skilled.
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Cecar
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Posted - 2003.10.23 23:33:00 -
[56]
Quote:
Quote: it will also allow people to cancle warp, and set mid space bookmarks... meaning people are harder to find....
this is sort of good, but kind of not
You can set midspace bookmarks in warp. Just hit add bookmark button in warp.
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Dracul
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Posted - 2003.10.24 01:24:00 -
[57]
With the current Time wait with the speed check someone please explain how you can exploit this.... IM kinda dumb when it comes to exploits so i have no clue how to even predict that this will be an issue.
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StealthNet
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Posted - 2003.10.24 01:47:00 -
[58]
Quote: Personally, I think people deserve to get stuck, maneuvering bships into stations and roids. Just because you train the skill doesn't mean you're skilled.
Good point. I think that should be ok if EVE used to have collision damage. But before they put it in, they must solve a lot of problems like warping to inside an asteroid, undoking ports, etc etc etc.
So, we can't have collision dmg right now... then I think that making ppl get stuck for nothing is somewhat silly, specially because EVE is not a 1st person spaceflight simulator. Even then, I can get my ship out of a stuck situation if Im not warping. The problem is specifically because if you hit warp you can't navigate. _______________________________________________
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hainnas
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Posted - 2003.10.24 02:01:00 -
[59]
Quote: Good point. I think that should be ok if EVE used to have collision damage. But before they put it in, they must solve a lot of problems like warping to inside an asteroid, undoking ports, etc etc etc.
So, we can't have collision dmg right now... then I think that making ppl get stuck for nothing is somewhat silly, specially because EVE is not a 1st person spaceflight simulator. Even then, I can get my ship out of a stuck situation if Im not warping. The problem is specifically because if you hit warp you can't navigate.
Totally agreed. I never really have problems getting out or into a place, but I understand some people do and its not (always) their fault. Therefore, the best solution seems to be to disable clipping while in warp. makes sense anyways.
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