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Thread Statistics | Show CCP posts - 62 post(s) |
Ranzera Stez
Wormbro The Society For Unethical Treatment Of Sleepers
1
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Posted - 2015.11.13 19:57:58 -
[61] - Quote
CCP Claymore wrote:Aebe Amraen wrote:I hope that grids will be smaller than 1 million km across, so that when a ship logs off and ewarps they will end up off-grid.
In big battles it's not uncommon to have dozens of people logged off like that (computer crashed/whatever), and I'd rather not have them cluttering up my overview.
Alternatively, maybe add a distance filter to overview, or increase the ewarp distance. E-warp should be fine.
Ariete wrote:Well i have been messing around with grids and so far ive been able to get and so far i have been able to get it to 1.8 million km.
Are you sure? |
TheMercenaryKing
Ultimatum. The Bastion
375
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Posted - 2015.11.13 20:04:28 -
[62] - Quote
Assuming the size of grids is going to be like 1 million KM, it would be amazing if in this release or next to add an overview filter option or tab to filter out select items over X distance. This means if we see ships and stuff on the overview that is 1000km away, well out of targeting range, we can hid them from our overview.
This is mainly for when/if you filter by Name, type, and so on. It will not display people who are beyond combat support (not counting off grid boosters). You will still see them in space and their tags, just hiding them from overview. |
Shegunna Blow
Future Corps Sleeper Social Club
5
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Posted - 2015.11.13 20:41:58 -
[63] - Quote
Khaelian Osiris wrote:Idea: -Signature radius and sensor strength affect distance that a ship will show on grid. Gives your ship a "footprint" similar to how probe-able you are currently. -All ships show on grid under 250km regardless of stats. -Combat recons get a role bonus where they are not visible on grid above the base 250km, and keep their d-scan immunity.
Example: -Jump in to system in a cruiser, see a carrier 2 AU away on your grid, as well as several towers, and that's it. -260 km from you, a Crow can see you, but you can't see him. Your footprint is bigger than his, and his is small enough that he doesn't show past 255km.
Edit - More ideas: Low-profile bubble. Requires a higher anchoring skill, but doesn't show on grid outside of 250km.
Note: all items mentioned here would still show on d-scan, just not on overview.
This. Exactly this. |
Shank Ronuken
AQUILA INC Verge of Collapse
12
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Posted - 2015.11.13 21:22:56 -
[64] - Quote
Since you're making grids larger in addition to speed creep can we get the minimum warp distance increased to 250km? I know Gorski has made several posts and has been advocating for this. 150km is already too short with the current speed creep |
Ariete
Future Corps Sleeper Social Club
51
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Posted - 2015.11.13 21:32:32 -
[65] - Quote
Ranzera Stez wrote:CCP Claymore wrote:Aebe Amraen wrote:I hope that grids will be smaller than 1 million km across, so that when a ship logs off and ewarps they will end up off-grid.
In big battles it's not uncommon to have dozens of people logged off like that (computer crashed/whatever), and I'd rather not have them cluttering up my overview.
Alternatively, maybe add a distance filter to overview, or increase the ewarp distance. E-warp should be fine. Ariete wrote:Well i have been messing around with grids and so far ive been able to get and so far i have been able to get it to 1.8 million km. Are you sure?
Yep
1.6 million Km grid
So CSM IX ????
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Chainsaw Plankton
Signal Cartel EvE-Scout Enclave
2024
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Posted - 2015.11.13 21:35:56 -
[66] - Quote
CCP Claymore wrote:Arionu wrote:I already noticed on SISI that in several locations where a station is on the orbit of a moon you now have a POS and a station (or several stations) on the same grid. Previously having the POS on its own grid provided a certain amount of safety when your POS was hidden.
This makes many locations less desirable if you want to hide your POS and the mechanic is implemented as is regarding POS anchoring locations. Can you provide me with some locations please? System, planet, moon, station? This is the kind of thing we are looking for as we do not want to break gameplay, but we really want to make the grids bigger. FD-MLJ (I think that's it, its one of the moveme systems) at the top station I could see a pos or two. not sure if someone ejected a tower in a random spot on grid. but could see the one tower had a bunch of stuff anchored around it.
many stations are close to planets or moons so I can assume there could be a number of issues there.
also I remember some system where there was an outpost near a planet, but the poco and outpost were on separate grids, so the Poco grid was very squished and somewhere around 20km away from the poco you were on the outpost grid. not sure if gets resolved the way it should be or not.
@ChainsawPlankto
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Phoenix Jones
Small-Arms Fire
1578
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Posted - 2015.11.13 22:04:51 -
[67] - Quote
You might want to consider some exceptions on dual moon pos's. It would be interesting to test out the implications of having more than 1 pos on grid. Since they are going out you have control over the test medium and probably have a years worth of free testing with the concept.
I don't think it would hurt to at least test it with the outgoing pos system to see if it conceptually works with the incoming citadel system.
Yaay!!!!
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Anthar Thebess
1374
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Posted - 2015.11.13 22:26:40 -
[68] - Quote
Disable this grids on gates , pls - make them a special case. When you jump in to a 1k local , the last thing you want is to die before even loading the grid.
Capital Remote AID Rebalance
Way to solve important nullsec issue. CSM members do your work.
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CCP Claymore
C C P C C P Alliance
229
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Posted - 2015.11.13 23:05:04 -
[69] - Quote
Arcos Vandymion wrote:CCP Claymore wrote:Atruin Egivand wrote:Those new and awesomely oversized extra-big grids will surely break in totally new and exciting ways Can't say I'm a big fan of that. Hopefully I do my job properly and we break them in new and exciting ways before we hit TQ. One can't say that you guys don't have any humor. If a few years of interwebz taught me anything the crowd will break a product faster, more complete and in the most ridiculous way possible that the poor provider could never think of. So yeah ... good luck with that.
In many cases you folks do things with our systems we do not consider, and then you manage to break them in ways that we did not think possible, which is great, as long as you tell us about them.
But yes, a sense of humour is helpful in QA as not all days are fun as others, but then I remember what game I am working on.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
229
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Posted - 2015.11.13 23:08:18 -
[70] - Quote
MeBiatch wrote:Great work... any chance now that the grid is bigger we can get more then 250km max target range?
There are so many ships and setups that can in theory target past that but we are cutt of for some silly reason
Max Target Range is not something Game of Drones will be changing with this, not to say some other team will not attempt this in the future, but it is not happening at the moment with this change.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
229
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Posted - 2015.11.13 23:09:34 -
[71] - Quote
Andre Vauban wrote:Are you going to fix some of the NPC's? It has been a while, but I remember coming across some NPCs on stargate gates that didn't seem to have a lock or weapons range limit (ie was being damped, jammed, and shot from ~500km away)
Some examples would be great?
Otherwise it is something I can look into as this could potentially be a bigger problem now.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
229
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Posted - 2015.11.13 23:11:00 -
[72] - Quote
Kalestrom Crendraven wrote:Are you going to be looking into drag/stop bubble mechanics with this?
Could you expand on this? What would we be looking into?
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
229
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Posted - 2015.11.13 23:11:57 -
[73] - Quote
NinjaTurtle wrote:IN CLAYMORE WE TRUST but seriously thank you for this, it's long overdue and based on how caps will be changing, completely necessary.
It is a Team Game of Drones effort, and we have lots of testing ahead to make sure that it is viable, but it is something we really want to make work.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
229
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Posted - 2015.11.13 23:13:31 -
[74] - Quote
Andi Onthatop wrote:Cool change, big grids are awesome.
Have you made sure that it's not possible for sleeper sites (combat anomalies, data/relic sites) to spawn on the same grid as each other?
It would suck to want to do capital escalations and have two sites on the same grid, forcing you to escalate both of them at the same time and either not do the second site, or do a single wave in site 1, then a wave in site 2, etc.
So spawning of anomalies etc is on the list of things to test, but I have not actually tested it yet.
In my head they should be fine, but at some point I will be escalating some anomalies to make sure.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
229
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Posted - 2015.11.13 23:15:06 -
[75] - Quote
Khaelian Osiris wrote:Idea: -Signature radius and sensor strength affect distance that a ship will show on grid. Gives your ship a "footprint" similar to how probe-able you are currently. -All ships show on grid under 250km regardless of stats. -Combat recons get a role bonus where they are not visible on grid above the base 250km, and keep their d-scan immunity.
Example: -Jump in to system in a cruiser, see a carrier 2 AU away on your grid, as well as several towers, and that's it. -260 km from you, a Crow can see you, but you can't see him. Your footprint is bigger than his, and his is small enough that he doesn't show past 255km.
Edit - More ideas: Low-profile bubble. Requires a higher anchoring skill, but doesn't show on grid outside of 250km.
Note: all items mentioned here would still show on d-scan, just not on overview.
Interesting ideas, but at the moment we do not want to change gameplay toooooo drastically with the change to grid size. At the moment we just want to make sure that EVE is still EVE but with bigger grids and more space.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
229
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Posted - 2015.11.13 23:18:37 -
[76] - Quote
Capqu wrote:any planned changes for bubbles re: how far they pull from?
currently any bubble on your destination grid on your vector pulls you to the closest bubble, obviously with much bigger grids the potential distance pulled can be much bigger
admittedly you could make bubbles very far on grid already, but it involved a lot of grid manipulation and would not persist through downtime
also wondering about the ESS, as currently you need to extend a grid 3001km from a station/stargate to place it on grid - which results in a very powerful bubble as it warns you in local when something lands in it if grids are much bigger can we expect them to be modified too?
also abou the moon thing, i've had poses on the same grid as station undocks before (until downtime), it's not a big deal load wise and its kinda cool to see the only issue is you can gun up to infinite range with the tower (unless this changed with brain in a box) so you can make sentry guns do strange things
Could you file a bug report and put my name in the title with steps on how to setup the ESS thing and I will take a look? Bubbles are a this point in time on the list to be tested, but I have not done it yet.
Also, I can confirm that stations seeing POS and POS seeing stations is visually super cool!
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
229
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Posted - 2015.11.13 23:20:52 -
[77] - Quote
TheMercenaryKing wrote:Assuming the size of grids is going to be like 1 million KM, it would be amazing if in this release or next to add an overview filter option or tab to filter out select items over X distance. This means if we see ships and stuff on the overview that is 1000km away, well out of targeting range, we can hid them from our overview.
This is mainly for when/if you filter by Name, type, and so on. It will not display people who are beyond combat support (not counting off grid boosters). You will still see them in space and their tags, just hiding them from overview.
I shall ask CCP Karkur if this something that could potentially happen. Not saying that it will, but I can always ask.
Quality Assurance Analyst
Team Game of Drones
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Tridgit
Iron.Guard Iron Armada
14
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Posted - 2015.11.13 23:21:02 -
[78] - Quote
Does this mean that the 249km lock distance restriction will be revised?
edit: Whoops, already answered. my bad.
(The answer is not yet, like 8 posts above mine) |
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CCP Claymore
C C P C C P Alliance
229
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Posted - 2015.11.13 23:22:28 -
[79] - Quote
Shank Ronuken wrote:Since you're making grids larger in addition to speed creep can we get the minimum warp distance increased to 250km? I know Gorski has made several posts and has been advocating for this. 150km is already too short with the current speed creep
This is not something that Game of Drones will be touching with the change in grid size. Some team in the future might want to take a look, but at the moment Game of Drones are just increasing the grid size for the build up to Citadels.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
229
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Posted - 2015.11.13 23:24:29 -
[80] - Quote
Ariete wrote:Ranzera Stez wrote:CCP Claymore wrote:Aebe Amraen wrote:I hope that grids will be smaller than 1 million km across, so that when a ship logs off and ewarps they will end up off-grid.
In big battles it's not uncommon to have dozens of people logged off like that (computer crashed/whatever), and I'd rather not have them cluttering up my overview.
Alternatively, maybe add a distance filter to overview, or increase the ewarp distance. E-warp should be fine. Ariete wrote:Well i have been messing around with grids and so far ive been able to get and so far i have been able to get it to 1.8 million km. Are you sure? Yep 1.6 million Km grid
Haha this is a good effort.
Genuine question, is this actually practical for catching an e-warp where it should be a concern?
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
230
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Posted - 2015.11.13 23:26:32 -
[81] - Quote
Anthar Thebess wrote:Disable this grids on gates , pls - make them a special case. When you jump in to a 1k local , the last thing you want is to die before even loading the grid.
This is to be tested yet, but it is on the list.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
230
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Posted - 2015.11.13 23:28:01 -
[82] - Quote
Tridgit wrote:Does this mean that the 249km lock distance restriction will be revised?
edit: Whoops, already answered. my bad.
(The answer is not yet, like 8 posts above mine)
No worries dude, glad to know you are interested.
And as I answered the ones before you, I will answer you
This is not something Game of Drones will do with the change to grid size, but maybe in the future a team will take on the project.
Quality Assurance Analyst
Team Game of Drones
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Capqu
Sniggerdly Pandemic Legion
1185
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Posted - 2015.11.13 23:28:45 -
[83] - Quote
CCP Claymore wrote:Capqu wrote:any planned changes for bubbles re: how far they pull from?
currently any bubble on your destination grid on your vector pulls you to the closest bubble, obviously with much bigger grids the potential distance pulled can be much bigger
admittedly you could make bubbles very far on grid already, but it involved a lot of grid manipulation and would not persist through downtime
also wondering about the ESS, as currently you need to extend a grid 3001km from a station/stargate to place it on grid - which results in a very powerful bubble as it warns you in local when something lands in it if grids are much bigger can we expect them to be modified too?
also abou the moon thing, i've had poses on the same grid as station undocks before (until downtime), it's not a big deal load wise and its kinda cool to see the only issue is you can gun up to infinite range with the tower (unless this changed with brain in a box) so you can make sentry guns do strange things Could you file a bug report and put my name in the title with steps on how to setup the ESS thing and I will take a look? Bubbles are a this point in time on the list to be tested, but I have not done it yet. Also, I can confirm that stations seeing POS and POS seeing stations is visually super cool!
done
EBR-55801
https://www.youtube.com/watch?v=QPntjTPWgKE
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CCP Claymore
C C P C C P Alliance
230
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Posted - 2015.11.13 23:31:13 -
[84] - Quote
Capqu wrote:CCP Claymore wrote:Capqu wrote:any planned changes for bubbles re: how far they pull from?
currently any bubble on your destination grid on your vector pulls you to the closest bubble, obviously with much bigger grids the potential distance pulled can be much bigger
admittedly you could make bubbles very far on grid already, but it involved a lot of grid manipulation and would not persist through downtime
also wondering about the ESS, as currently you need to extend a grid 3001km from a station/stargate to place it on grid - which results in a very powerful bubble as it warns you in local when something lands in it if grids are much bigger can we expect them to be modified too?
also abou the moon thing, i've had poses on the same grid as station undocks before (until downtime), it's not a big deal load wise and its kinda cool to see the only issue is you can gun up to infinite range with the tower (unless this changed with brain in a box) so you can make sentry guns do strange things Could you file a bug report and put my name in the title with steps on how to setup the ESS thing and I will take a look? Bubbles are a this point in time on the list to be tested, but I have not done it yet. Also, I can confirm that stations seeing POS and POS seeing stations is visually super cool! done
Thank you sir, I will have a look at this and see what is what.
Quality Assurance Analyst
Team Game of Drones
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Lugia3
The Africans Bad Intention
1504
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Posted - 2015.11.13 23:31:26 -
[85] - Quote
Very nice change.
It would be nice if we could warp to objects at ranges larger than 100km too. Increments up to 500km perhaps?
"CCP Dolan is full of shit." - CCP Bettik
Remove Sov!
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Aquila Sagitta
Blue-Fire Great Blue Balls of Fire
675
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Posted - 2015.11.14 03:02:37 -
[86] - Quote
Will warp distance be changed ?
Blue-Fire Best Fire
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Chainsaw Plankton
Signal Cartel EvE-Scout Enclave
2025
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Posted - 2015.11.14 08:13:54 -
[87] - Quote
CCP Claymore wrote:Haha this is a good effort. Genuine question, is this actually practical for catching an e-warp where it should be a concern? didn't it get called an exploit a while back to probe out ships logging and in ewarp (generally applicable to caps due to align time/warp speed), where with grids that size would it be apparent that the ship is in ewarp? Although it doesn't seem to be on the list: https://support.eveonline.com/hc/en-us/articles/204873262-Known-Declared-Exploits
It probably isn't a reliable tactic to catch ships logging in, but I can see confusion happening with it. Although it has been a while since I've done something like study ewarp mechanics
@ChainsawPlankto
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Aralieus
Shadowbane Syndicate
285
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Posted - 2015.11.14 08:16:26 -
[88] - Quote
CCP Claymore wrote:Omnathious Deninard wrote:As far as the anomalies and mission pockets are considered, you could increase the distance between them to make sure they never could part of the same grid.
Maybe 4~5 times the grid distance apart. We are looking at numbers as we speak.
Wouldn't that make mission times longer with longer warps between dead spaces? Maybe make accel gates warp you at a higher warp speed to compensate.
Oderint Dum Metuant
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Justin Cody
Hard Knocks Inc. Hard Knocks Citizens
331
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Posted - 2015.11.14 08:18:38 -
[89] - Quote
CCP Claymore wrote:Hello players,
With the latest update on Singularity you might notice some strange goings on.
For some of the work Team Game of Drones are doing in the build up to Citadels we have made the grid size bigger.
How much bigger?
MUCH BIGGER!
What is this going to affect?
As with many of the changes Game of Drones are making we really hope you will not notice much but there are some pretty big exceptions with this one.
1. Your safe spots are possibly not so safe anymore, other people can probably see you now. 2. When running some missions you will be able to see rooms you should not be able to see, we are aware of this and are working out what to do. 3. Anchoring POS might have some issues, we are aware of this.
Please let us know if you run into any issues by submitting a bug report through the F12 menu in the client. Please report the bug before restarting the client as your logs are super important for tracking down issues.
Thank you and fly safe. o7
Known Issues: 1. You can't anchor a POS. 2. Some POS are close enough to stations they are visible and warpable from the station. 3. Certain mission with many rooms can show rooms they should not yet be showing.
My poor multi-year old insta undocks! How dare you! *sigh* time to go make NEW ones. 1st world problems... |
Cosmosexual
State War Academy Caldari State
3
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Posted - 2015.11.14 09:50:14 -
[90] - Quote
I hope this doesn't introduce more lag, it's hardly bearable as it is since BIAB was implemented. |
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