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Thread Statistics | Show CCP posts - 62 post(s) |
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CCP Claymore
C C P C C P Alliance
214
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Posted - 2015.11.12 17:02:22 -
[1] - Quote
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
Quality Assurance Analyst
Team Game of Drones
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Kierss Mann
Arx One Arx Alliance
6
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Posted - 2015.11.12 17:15:10 -
[2] - 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 Could you tell us how big it is now going to be? The grid size |
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CCP Claymore
C C P C C P Alliance
214
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Posted - 2015.11.12 17:24:30 -
[3] - Quote
Kierss Mann wrote: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 Could you tell us how big it is now going to be? The grid size
Not at the moment, at the moment we are going to stick with bigger while we play about with it.
Quality Assurance Analyst
Team Game of Drones
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War Kitten
Panda McLegion
6167
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Posted - 2015.11.12 17:30:43 -
[4] - Quote
By the sound of #3...
"3. Anchoring POS might have some issues, we are aware of this."
...It sounds like two+ moons could be on the same grid!
I don't judge people by their race, religion, color, size, age, gender, or ethnicity. I judge them by their grammar, spelling, syntax, punctuation, clarity of expression, and logical consistency.
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Omnathious Deninard
Novis Initiis
3235
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Posted - 2015.11.12 17:32:56 -
[5] - Quote
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.
If you don't follow the rules, neither will I.
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CCP Claymore
C C P C C P Alliance
214
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Posted - 2015.11.12 17:34:49 -
[6] - Quote
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.
Quality Assurance Analyst
Team Game of Drones
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Arionu
Iminoneih Ltd
0
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Posted - 2015.11.12 18:51:48 -
[7] - Quote
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. |
Bienator II
madmen of the skies
3446
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Posted - 2015.11.12 19:44:29 -
[8] - Quote
will you also change how the grids grow? because it is not the first time that i was 200k off a gate during larger fights and could not see things which are at a gate. Since 200k should be within the normal grid size i assumed there is something wrong with the algorithm which handles grid splits and growth.
(i mean you could increase grid size and it would not really change anything if the underlying mechanics are suboptimal)
how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value
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Vincent Athena
V.I.C.E.
3691
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Posted - 2015.11.12 19:48:45 -
[9] - Quote
This is most likely outside your current effort, but....
Awhile ago an idea of a new way to do grids occurred to me.
1) Every grid is a fixed cube that never changes. 2) A client sees what is in its grid and the surrounding 26 grids.
Result: You never have the issue of two ships being a few km apart, yet not being able to see each other. The closest any two items could be and not see each other is one cube size. (Say, 1000 km). You also never have to move grid boundaries, nor can players do so for their own..... reasons.
Know a Frozen fan? Check this out
Frozen fanfiction
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Atruin Egivand
Lightspeed Enterprises Fidelas Constans
1
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Posted - 2015.11.12 19:50:53 -
[10] - Quote
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. |
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Styphon the Black
Forced Euthanasia Soviet-Union
45
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Posted - 2015.11.12 22:58:27 -
[11] - Quote
Just curious in highly populated areas where there will be a ton of ships/missions etc. all on grid together will these massive multi AU size grids end up crashing our computers as our graphics cards strain to keep up? |
Ariete
Future Corps Sleeper Social Club
51
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Posted - 2015.11.13 00:13:38 -
[12] - Quote
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.
So CSM IX ????
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Ashterothi
Virtus Crusade Curatores Veritatis Alliance
327
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Posted - 2015.11.13 07:42:57 -
[13] - Quote
Please make it so you cannot see inside of a FW plex from the accel gate, and vice versa.
Thanks
Listen to Hydrostatic Podcast for all your Empyrean needs!
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Tragot Gomndor
Vision Inc Hole Control
66
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Posted - 2015.11.13 09:13:14 -
[14] - Quote
Remember guys, this is still SISI. They will make sure you will not look inside a mission in the end :D
I'm not sure if those grids are really modern enough anyway. Couldnt you, CCP, add new visibility system to EVE? For example, a client can always see like 500km and everything beyond that range is not visible. Not sure if that would create a looooot of lag if there are 5000 objects around and each client needs to "if/then" check all of them.
Then change command ship boosters to range based of, for example, 1AU.
NONONONONONO
TO
CAPS IN HIGHSEC
NO
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CCP Claymore
C C P C C P Alliance
217
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Posted - 2015.11.13 09:27:22 -
[15] - Quote
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.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
217
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Posted - 2015.11.13 09:30:52 -
[16] - Quote
Bienator II wrote:will you also change how the grids grow? because it is not the first time that i was 200k off a gate during larger fights and could not see things which are at a gate. Since 200k should be within the normal grid size i assumed there is something wrong with the algorithm which handles grid splits and growth.
(i mean you could increase grid size and it would not really change anything if the underlying mechanics are suboptimal)
We will not be changing how they grow, but theoretically they should not need to......famous last words maybe as we know how creative you folks can be.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
217
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Posted - 2015.11.13 09:32:33 -
[17] - Quote
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.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
217
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Posted - 2015.11.13 09:34:18 -
[18] - Quote
Styphon the Black wrote:Just curious in highly populated areas where there will be a ton of ships/missions etc. all on grid together will these massive multi AU size grids end up crashing our computers as our graphics cards strain to keep up?
Hopefully not, we have been speaking to the graphics team as this is obviously a concern to us and they were ok with it but we will be performance testing to make sure.
You should never see another players mission unless you are ninja salvaging
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
217
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Posted - 2015.11.13 09:36:04 -
[19] - Quote
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.
haha good effort sir!
Did anything break? If it did I hope you sent me a bug report through the F12 menu?
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
217
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Posted - 2015.11.13 09:37:05 -
[20] - Quote
Ashterothi wrote:Please make it so you cannot see inside of a FW plex from the accel gate, and vice versa.
Thanks
Absolutely! You should never be able to see into a mission or anything that requires an acceleration gate. At the moment there are some sites where you can, but we are working on fixing that.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
217
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Posted - 2015.11.13 09:40:36 -
[21] - Quote
Tragot Gomndor wrote:Remember guys, this is still SISI. They will make sure you will not look inside a mission in the end :D
I'm not sure if those grids are really modern enough anyway. Couldnt you, CCP, add new visibility system to EVE? For example, a client can always see like 500km and everything beyond that range is not visible. Not sure if that would create a looooot of lag if there are 5000 objects around and each client needs to "if/then" check all of them.
Then change command ship boosters to range based of, for example, 1AU.
The simple and annoying answers are legacy code and EVE physics.
This would require lots of work possibly a dedicated team, the change we have made to grid size has been a simple change for the developers, will be a nightmare for the QA to test, and will be a headache for the designers when QA tell them about the grid nightmares.
For now we are going to keep everything the same but make the actual grid size bigger.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
217
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Posted - 2015.11.13 09:41:43 -
[22] - Quote
War Kitten wrote:By the sound of #3...
"3. Anchoring POS might have some issues, we are aware of this."
...It sounds like two+ moons could be on the same grid!
This is something we would love to know if you have examples of. It is something we are checking, but with the amount of systems and moons in EVE, we might miss it.
Quality Assurance Analyst
Team Game of Drones
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Torgeir Hekard
I MYSELF AND ME
213
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Posted - 2015.11.13 10:03:58 -
[23] - Quote
In the light of the new dessies I'm trying to anchor a small tower to do some R&D magic, but it keeps telling me that I need to be no more than 300km away, and I'm currently 3041km away. Yay to teleporting towers! |
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CCP Claymore
C C P C C P Alliance
217
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Posted - 2015.11.13 10:10:08 -
[24] - Quote
Torgeir Hekard wrote:In the light of the new dessies I'm trying to anchor a small tower to do some R&D magic, but it keeps telling me that I need to be no more than 300km away, and I'm currently 3041km away. Yay to teleporting towers!
Hmmm I will take a look, but they might be broken over the weekend then.
Anchoring is probably going to be the most affected by these changes due to how it handles the anchoring process.
Quality Assurance Analyst
Team Game of Drones
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Max Kolonko
WATAHA. Unseen Wolves
572
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Posted - 2015.11.13 10:30:35 -
[25] - Quote
CCP Claymore wrote:War Kitten wrote:By the sound of #3...
"3. Anchoring POS might have some issues, we are aware of this."
...It sounds like two+ moons could be on the same grid! This is something we would love to know if you have examples of. It is something we are checking, but with the amount of systems and moons in EVE, we might miss it.
This should be trivial for You to mass check. After all You have all space objects in your database with exact locations.
Read and support:
Don't mess with OUR WH's
What is Your stance on WH stuff?
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Samsara Nolte
Random Thinking Union Random Thinking
30
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Posted - 2015.11.13 10:50:06 -
[26] - Quote
Hmm -
This change might be able to finally fix somethings in j-space. Namely the grid drop of your ship when mining and orbiting certain gas sites and it might fix some of the C4 Data and Relic sites where the last wave of sleepers regularly spawn outside the grid - so we no longer have to search for them.
- great :) |
Torgeir Hekard
I MYSELF AND ME
213
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Posted - 2015.11.13 11:09:42 -
[27] - Quote
Okay. So I decided to be a smartass and brought a second character in a fast inty. I burned him in the general direction of where the tower should be (when you try to anchor it, it briefly teleports to the new position before informing you of the range issues and teleporting back).
I managed to land some 30km away from the suggested position, but now when I try to anchor the tower it says that there's no moon nearby So it's a moon grid but not a moon grid.
On an unrelated note sharing fleet/corp hangar access on a DST is broken. At least trying to press the buttons does nothing. |
Arionu
Iminoneih Ltd
0
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Posted - 2015.11.13 11:41:36 -
[28] - 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.
The NPC seeded station Ikuchi VI - Moon 15 - Ytiri Storage, noticed it there first. Has second station and a functional POS on grid.
Veisto V - Moon 15 - Caldari Steel Factory also has second station and a POS on the same grid.
Mitsolen I - Moon 1 - Expert Housing Warehouse has a POS on grid.
From my tests all if not nearly all the POS anchoring spots seem to be on grid in highsec if the station is on the orbit of a moon. Sisi unfortunately does not have the population of POSes Tranquility has and I can't anchor my own due to the bug. |
Aivlis Eldelbar
Caldari Independent Navy Reserve Curatores Veritatis Alliance
133
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Posted - 2015.11.13 13:10:23 -
[29] - Quote
CCP Claymore: I'm just going to say I love you guys for making space feel big again. Larger grids and no 250km lock limit have been on my personal list for ages.
Doesn't mean I don't dread having to redo all my tactical grids, though. |
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CCP Claymore
C C P C C P Alliance
218
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Posted - 2015.11.13 14:02:37 -
[30] - Quote
Samsara Nolte wrote:Hmm -
This change might be able to finally fix somethings in j-space. Namely the grid drop of your ship when mining and orbiting certain gas sites and it might fix some of the C4 Data and Relic sites where the last wave of sleepers regularly spawn outside the grid - so we no longer have to search for them.
- great :)
As much time as I have spent sucking gas in WH's I am not entirely sure I follow, if you could enter a bug report about it with steps to reproduce and pictures if possible I can take a look and see.
Regards to the C4 Data and Relic sites, hopefully this issue is resolved, I was running 1 of them the other night and there was no spawn after I hacked the container, was very confused. I will try and take a look into this as well.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
218
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Posted - 2015.11.13 14:04:24 -
[31] - Quote
Torgeir Hekard wrote:Okay. So I decided to be a smartass and brought a second character in a fast inty. I burned him in the general direction of where the tower should be (when you try to anchor it, it briefly teleports to the new position before informing you of the range issues and teleporting back). I managed to land some 30km away from the suggested position, but now when I try to anchor the tower it says that there's no moon nearby So it's a moon grid but not a moon grid. On an unrelated note sharing fleet/corp hangar access on a DST is broken. At least trying to press the buttons does nothing.
We will hopefully has POS in a better state on Monday.
For the DST can you please submit a bug report through the F12 menu, ideally after the issue occurs and before restarting your client so we can see the logs. You can put my name in the title if you want, along with a nice descriptive title.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
218
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Posted - 2015.11.13 14:07:34 -
[32] - Quote
Arionu wrote: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. The NPC seeded station Ikuchi VI - Moon 15 - Ytiri Storage, noticed it there first. Has second station and a functional POS on grid. Veisto V - Moon 15 - Caldari Steel Factory also has second station and a POS on the same grid. Mitsolen I - Moon 1 - Expert Housing Warehouse has a POS on grid. From my tests all if not nearly all the POS anchoring spots seem to be on grid in highsec if the station is on the orbit of a moon. Sisi unfortunately does not have the population of POSes Tranquility has and I can't anchor my own due to the bug.
Thankyou very much.
I will take a look at this later today.
Hopefully we can get POS in a better state on Monday.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
218
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Posted - 2015.11.13 14:12:02 -
[33] - Quote
Aivlis Eldelbar wrote:CCP Claymore: I'm just going to say I love you guys for making space feel big again. Larger grids and no 250km lock limit have been on my personal list for ages.
Doesn't mean I don't dread having to redo all my tactical grids, though.
We are really excited about this if it does not cause too many major issues.
You will still be limited to 250km lock range at the moment, or you should be, I should maybe go and test this but it will open up the potential if any team wants to do something with longer lock ranges or something similar.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
218
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Posted - 2015.11.13 14:15:25 -
[34] - Quote
Max Kolonko wrote:CCP Claymore wrote:War Kitten wrote:By the sound of #3...
"3. Anchoring POS might have some issues, we are aware of this."
...It sounds like two+ moons could be on the same grid! This is something we would love to know if you have examples of. It is something we are checking, but with the amount of systems and moons in EVE, we might miss it. This should be trivial for You to mass check. After all You have all space objects in your database with exact locations.
You are quite correct, I am sadly not yet a DB Wizard, just some kind of apprentice and my developer who does this magic is off today, so some examples to go and take a peek would not hurt.
Quality Assurance Analyst
Team Game of Drones
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Samsara Nolte
Random Thinking Union Random Thinking
30
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Posted - 2015.11.13 15:27:08 -
[35] - Quote
CCP Claymore wrote:Samsara Nolte wrote:Hmm -
This change might be able to finally fix somethings in j-space. Namely the grid drop of your ship when mining and orbiting certain gas sites and it might fix some of the C4 Data and Relic sites where the last wave of sleepers regularly spawn outside the grid - so we no longer have to search for them.
- great :) As much time as I have spent sucking gas in WH's I am not entirely sure I follow, if you could enter a bug report about it with steps to reproduce and pictures if possible I can take a look and see. Regards to the C4 Data and Relic sites, hopefully this issue is resolved, I was running 1 of them the other night and there was no spawn after I hacked the container, was very confused. I will try and take a look into this as well.
The thing with the gas sites is as followed - it seems to only happen in gas sites where one of the two clouds is exceedingly large in diameter - sites where this happened to my corps are Vast Frontier, Instrumental and Vital Core sites. When you orbit those sites it can happen, that one moment you are on grid with the gas cloud the other ventures etc and in the next second you are alone on a seperate grid with nothing there except your ship - by flying towards the position the gas cloud was before this happened you can reenter the grid where the gas clouds and everything else was - This bug doesn-¦t happen by every single one of those before mentioned gas sites but only in a selected few. My suspicion ist that on some of those sites the clouds are allocated at the edge of the grid and it doesn-¦t extend far beyond the gas cloud (less than 1km) what allows you to proverbial fall of the the the face of the grid - than something seems to prevent the grid from extending.
Next time this happens i will make sure to send a bug report (it think one of my guys send one a while back regarding this problem - not entirely sure about that) - but that happens on average every 10 to 15 of those sites and we aren-¦t mining gas all the time. so might take a while before that happens.
Regarding the matter with those C4 Data/Relic sites and the last spawns - for those, if memory serves corret, i filed at least two bug reports (not sure if it was with this account) - and also read about it on the forums somewhere in the wormhole subforum where someone else complained about this behaviour, but i-¦m unable to find the post atm. |
Mario Putzo
1559
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Posted - 2015.11.13 15:51:28 -
[36] - Quote
Has there been any consideration into removing the 250KM hard cap on engagement range with the expansion of the visible grid?
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nonsciolist
Black Omega Security The OSS
7
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Posted - 2015.11.13 15:56:07 -
[37] - Quote
Could you also consider increasing the distance from which you can look at a ship/object? |
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CCP Claymore
C C P C C P Alliance
218
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Posted - 2015.11.13 15:57:04 -
[38] - Quote
Mario Putzo wrote:Has there been any consideration into removing the 250KM hard cap on engagement range with the expansion of the visible grid?
If you mean lock range, there is currently no plan to increase this, at least from Game of Drones.
This is some groundwork for Citadels and the massive size of them.
Quality Assurance Analyst
Team Game of Drones
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Aebe Amraen
Dreddit Test Alliance Please Ignore
184
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Posted - 2015.11.13 15:58:32 -
[39] - Quote
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. |
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CCP Claymore
C C P C C P Alliance
218
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Posted - 2015.11.13 16:00:17 -
[40] - Quote
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.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
218
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Posted - 2015.11.13 16:02:11 -
[41] - Quote
nonsciolist wrote:Could you also consider increasing the distance from which you can look at a ship/object?
This is not something we have planned at the moment, we are doing this due to the massive size Citadels will be.
Some team, in the future, might decide to do this.
Quality Assurance Analyst
Team Game of Drones
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t3hWarrior
Applied Anarchy SpaceMonkey's Alliance
6
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Posted - 2015.11.13 16:21:57 -
[42] - Quote
CCP Claymore wrote:nonsciolist wrote:Could you also consider increasing the distance from which you can look at a ship/object? This is not something we have planned at the moment, we are doing this due to the massive size Citadels will be. Some team, in the future, might decide to do this.
i think that in the new camera presentation in eve vegas they said it would be possible |
Leto Aramaus
Spiritus Draconis Spaceship Bebop
342
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Posted - 2015.11.13 16:55:42 -
[43] - Quote
FOR GOD'S SAKE FINALLY....!!!!!!!!!!!!!!!
I've only been saying "remove grids" for 8 FREAKING YEARS. And this is the first step since the beginning of the game in 2003 towards making grid-less space....
Good lord... maybe we're gonna finally have a decent game.
The UI update we deserve
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CCP Claymore
C C P C C P Alliance
218
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Posted - 2015.11.13 16:59:45 -
[44] - Quote
Leto Aramaus wrote:FOR GOD'S SAKE FINALLY....!!!!!!!!!!!!!!!
I've only been saying "remove grids" for 8 FREAKING YEARS. And this is the first step since the beginning of the game in 2003 towards making grid-less space....
Good lord... maybe we're gonna finally have a decent game.
There are some potential areas that could stop this from happening in the next release, but we are going to work at hard at getting round them so we can give you MASSIVE SPACE!
Quality Assurance Analyst
Team Game of Drones
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Tappits
North Eastern Swat Pandemic Legion
198
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Posted - 2015.11.13 17:27:18 -
[45] - Quote
I like the grid sizes and the new view point of the ships so you can see the scale of ships much betterGǪ BUTGǪ When you zoom out and it goes from a close view to the tactical view the camera is no longer anchored to your ship which is dumb.. It should stay anchored to the ship till you manually right click and drag the camera about so you can quickly zoom out to look at something and then zoom back in and its still looking at your ship.
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CCP Claymore
C C P C C P Alliance
218
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Posted - 2015.11.13 17:29:09 -
[46] - Quote
Tappits wrote:I like the grid sizes and the new view point of the ships so you can see the scale of ships much betterGǪ BUTGǪ When you zoom out and it goes from a close view to the tactical view the camera is no longer anchored to your ship which is dumb.. It should stay anchored to the ship till you manually right click and drag the camera about so you can quickly zoom out to look at something and then zoom back in and its still looking at your ship.
You should post this feedback over in the camera thread as it is not related to grids.
But thank you for posting.
Quality Assurance Analyst
Team Game of Drones
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Querns
GBS Logistics and Fives Support Goonswarm Federation
2265
|
Posted - 2015.11.13 17:35:01 -
[47] - Quote
CCP Claymore wrote:Max Kolonko wrote:CCP Claymore wrote:War Kitten wrote:By the sound of #3...
"3. Anchoring POS might have some issues, we are aware of this."
...It sounds like two+ moons could be on the same grid! This is something we would love to know if you have examples of. It is something we are checking, but with the amount of systems and moons in EVE, we might miss it. This should be trivial for You to mass check. After all You have all space objects in your database with exact locations. You are quite correct, I am sadly not yet a DB Wizard, just some kind of apprentice and my developer who does this magic is off today, so some examples to go and take a peek would not hurt. Fortunately, CCP releases a static data export for universe info, so anyone can do it.
Or, to be more specific, I can do it.
CLOSEST MOON DISTANCES: K-6K16 VIII - Moon 1, K-6K16 VIII - Moon 2: 6,554 km J224324 V - Moon 3, J224324 V - Moon 4: 7,666 km Hjortur V - Moon 6, Hjortur V - Moon 7: 8,252 km IG-4OF III - Moon 1, IG-4OF III - Moon 2: 8,330 km R-ARKN V - Moon 1, R-ARKN V - Moon 2: 8,790 km Dysa V - Moon 5, Dysa V - Moon 6: 8,883 km D2EZ-X V - Moon 5, D2EZ-X V - Moon 6: 8,883 km U104-3 IV - Moon 4, U104-3 IV - Moon 5: 9,340 km J132144 I - Moon 1, J132144 I - Moon 2: 9,708 km Hoshoun VI - Moon 1, Hoshoun VI - Moon 2: 10,409 km MDD-79 VIII - Moon 2, MDD-79 VIII - Moon 3: 10,914 km J170552 IV - Moon 1, J170552 IV - Moon 2: 11,272 km Shedoo VIII - Moon 1, Shedoo VIII - Moon 2: 11,426 km PEM-LC VIII - Moon 1, PEM-LC VIII - Moon 2: 11,427 km DFH-V5 VIII - Moon 4, DFH-V5 VIII - Moon 5: 11,523 km J152111 V - Moon 1, J152111 V - Moon 2: 11,581 km C-C99Z II - Moon 3, C-C99Z II - Moon 4: 11,772 km N7-KGJ VI - Moon 2, N7-KGJ VI - Moon 3: 12,066 km J133521 III - Moon 6, J133521 III - Moon 7: 12,363 km B-R5RB VII - Moon 2, B-R5RB VII - Moon 3: 12,570 km J225530 VII - Moon 5, J225530 VII - Moon 6: 12,644 km Jondik IV - Moon 4, Jondik IV - Moon 5: 12,823 km VV-VCR VII - Moon 1, VV-VCR VII - Moon 2: 12,888 km J133128 III - Moon 1, J133128 III - Moon 2: 12,955 km D2-HOS IV - Moon 1, D2-HOS IV - Moon 2: 12,977 km Tukanas VI - Moon 7, Tukanas VI - Moon 8: 13,019 km Lansez IV - Moon 1, Lansez IV - Moon 2: 13,132 km J150234 VII - Moon 2, J150234 VII - Moon 3: 13,137 km Sagain V - Moon 1, Sagain V - Moon 2: 13,218 km L-TPN0 III - Moon 1, L-TPN0 III - Moon 2: 13,432 km 5J-62N V - Moon 1, 5J-62N V - Moon 2: 13,534 km Kasi III - Moon 2, Kasi III - Moon 3: 13,620 km JK-Q77 VI - Moon 3, JK-Q77 VI - Moon 4: 13,708 km Yishinoon VI - Moon 3, Yishinoon VI - Moon 4: 13,708 km J121921 VIII - Moon 8, J121921 VIII - Moon 9: 13,747 km 8-ULAA V - Moon 1, 8-ULAA V - Moon 2: 13,824 km J140823 VII - Moon 2, J140823 VII - Moon 3: 13,915 km J104859 III - Moon 2, J104859 III - Moon 3: 14,075 km Egghelende V - Moon 3, Egghelende V - Moon 4: 14,138 km J121146 VI - Moon 4, J121146 VI - Moon 5: 14,482 km
Code is here. One of the results, D2-HOS, was close to where I was currently parked, so I went out personally to verify my findings: http://imgur.com/YQhykUS
Looks like there are moons that will easily co-exist on the same grid.
This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.
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Tipa Riot
Federal Navy Academy Gallente Federation
1682
|
Posted - 2015.11.13 17:38:48 -
[48] - Quote
I'm curious what the performance and network load implications will be, since the client has to deal with potential by factors increased amount of stuff in the overview and on screen. Maybe you should introduce those super grids first for citadels only...
I'm my own NPC alt.
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CCP Claymore
C C P C C P Alliance
219
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Posted - 2015.11.13 17:39:26 -
[49] - Quote
Querns wrote:CCP Claymore wrote:Max Kolonko wrote:CCP Claymore wrote:War Kitten wrote:By the sound of #3...
"3. Anchoring POS might have some issues, we are aware of this."
...It sounds like two+ moons could be on the same grid! This is something we would love to know if you have examples of. It is something we are checking, but with the amount of systems and moons in EVE, we might miss it. This should be trivial for You to mass check. After all You have all space objects in your database with exact locations. You are quite correct, I am sadly not yet a DB Wizard, just some kind of apprentice and my developer who does this magic is off today, so some examples to go and take a peek would not hurt. Fortunately, CCP releases a static data export for universe info, so anyone can do it. Or, to be more specific, I can do it. CLOSEST MOON DISTANCES: K-6K16 VIII - Moon 1, K-6K16 VIII - Moon 2: 6,554 km J224324 V - Moon 3, J224324 V - Moon 4: 7,666 km Hjortur V - Moon 6, Hjortur V - Moon 7: 8,252 km IG-4OF III - Moon 1, IG-4OF III - Moon 2: 8,330 km R-ARKN V - Moon 1, R-ARKN V - Moon 2: 8,790 km Dysa V - Moon 5, Dysa V - Moon 6: 8,883 km D2EZ-X V - Moon 5, D2EZ-X V - Moon 6: 8,883 km U104-3 IV - Moon 4, U104-3 IV - Moon 5: 9,340 km J132144 I - Moon 1, J132144 I - Moon 2: 9,708 km Hoshoun VI - Moon 1, Hoshoun VI - Moon 2: 10,409 km MDD-79 VIII - Moon 2, MDD-79 VIII - Moon 3: 10,914 km J170552 IV - Moon 1, J170552 IV - Moon 2: 11,272 km Shedoo VIII - Moon 1, Shedoo VIII - Moon 2: 11,426 km PEM-LC VIII - Moon 1, PEM-LC VIII - Moon 2: 11,427 km DFH-V5 VIII - Moon 4, DFH-V5 VIII - Moon 5: 11,523 km J152111 V - Moon 1, J152111 V - Moon 2: 11,581 km C-C99Z II - Moon 3, C-C99Z II - Moon 4: 11,772 km N7-KGJ VI - Moon 2, N7-KGJ VI - Moon 3: 12,066 km J133521 III - Moon 6, J133521 III - Moon 7: 12,363 km B-R5RB VII - Moon 2, B-R5RB VII - Moon 3: 12,570 km J225530 VII - Moon 5, J225530 VII - Moon 6: 12,644 km Jondik IV - Moon 4, Jondik IV - Moon 5: 12,823 km VV-VCR VII - Moon 1, VV-VCR VII - Moon 2: 12,888 km J133128 III - Moon 1, J133128 III - Moon 2: 12,955 km D2-HOS IV - Moon 1, D2-HOS IV - Moon 2: 12,977 km Tukanas VI - Moon 7, Tukanas VI - Moon 8: 13,019 km Lansez IV - Moon 1, Lansez IV - Moon 2: 13,132 km J150234 VII - Moon 2, J150234 VII - Moon 3: 13,137 km Sagain V - Moon 1, Sagain V - Moon 2: 13,218 km L-TPN0 III - Moon 1, L-TPN0 III - Moon 2: 13,432 km 5J-62N V - Moon 1, 5J-62N V - Moon 2: 13,534 km Kasi III - Moon 2, Kasi III - Moon 3: 13,620 km JK-Q77 VI - Moon 3, JK-Q77 VI - Moon 4: 13,708 km Yishinoon VI - Moon 3, Yishinoon VI - Moon 4: 13,708 km J121921 VIII - Moon 8, J121921 VIII - Moon 9: 13,747 km 8-ULAA V - Moon 1, 8-ULAA V - Moon 2: 13,824 km J140823 VII - Moon 2, J140823 VII - Moon 3: 13,915 km J104859 III - Moon 2, J104859 III - Moon 3: 14,075 km Egghelende V - Moon 3, Egghelende V - Moon 4: 14,138 km J121146 VI - Moon 4, J121146 VI - Moon 5: 14,482 km
Code is here. One of the results, D2-HOS, was close to where I was currently parked, so I went out personally to verify my findings: http://imgur.com/YQhykUSLooks like there are moons that will easily co-exist on the same grid.
You sir have just made my weekend!
Thank you very much for this.
I had a look at some of the examples supplied by the player earlier and it is something we are going to discuss on Monday.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
219
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Posted - 2015.11.13 17:44:56 -
[50] - Quote
Tipa Riot wrote:I'm curious what the performance and network load implications will be, since the client has to deal with potential by factors increased amount of stuff in the overview and on screen. Maybe you should introduce those super grids first for citadels only...
We are not super concerned, we will be performance and mass testing to determine if there are any, but off the tops of our heads we think it should be ok.
We need to introduce them before Citadels so we can iron out any potential issues before we actually have things that rely on them. Testing so far is looking pretty good, aside from the known issue, which I will actually add to the thread in a better format.
Quality Assurance Analyst
Team Game of Drones
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Arcos Vandymion
invalid Bad Intention
104
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Posted - 2015.11.13 18:21:54 -
[51] - Quote
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.
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EvilweaselSA
GoonWaffe Goonswarm Federation
1191
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Posted - 2015.11.13 18:37:40 -
[52] - Quote
CCP Claymore wrote:Querns wrote:Fortunately, CCP releases a static data export for universe info, so anyone can do it. Or, to be more specific, I can do it. CLOSEST MOON DISTANCES: K-6K16 VIII - Moon 1, K-6K16 VIII - Moon 2: 6,554 km J224324 V - Moon 3, J224324 V - Moon 4: 7,666 km Hjortur V - Moon 6, Hjortur V - Moon 7: 8,252 km [cut out] J121146 VI - Moon 4, J121146 VI - Moon 5: 14,482 km
Code is here. One of the results, D2-HOS, was close to where I was currently parked, so I went out personally to verify my findings: http://imgur.com/YQhykUSLooks like there are moons that will easily co-exist on the same grid. You sir have just made my weekend! Thank you very much for this. I had a look at some of the examples supplied by the player earlier and it is something we are going to discuss on Monday.
I note that while Querns has pointed out a problem it's not as bad as this makes it look. Because grids cannot merge and cannot overlap, only two of these will have two moons on one grid. All others will have a gridwall between the two moons - either roughly equidistant, or 7800 km from the first one to establish its grid. This could cause issues with the moons close to 7800km apart, but it won't be that there's two moons on one grid. |
MeBiatch
GRR GOONS
2103
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Posted - 2015.11.13 18:42:17 -
[53] - Quote
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
There are no stupid Questions... just stupid people...
CCP Goliath wrote:
Ugh ti-di pooping makes me sad.
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Murkar Omaristos
The Alabaster Albatross Sev3rance
225
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Posted - 2015.11.13 18:46:31 -
[54] - Quote
R.I.P. Gridfu |
Andre Vauban
Quantum Cats Syndicate Spaceship Bebop
435
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Posted - 2015.11.13 19:05:02 -
[55] - Quote
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)
.
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Kalestrom Crendraven
Neighbor of Punc E11
5
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Posted - 2015.11.13 19:05:19 -
[56] - Quote
Are you going to be looking into drag/stop bubble mechanics with this? |
NinjaTurtle
Brutor Tribe Minmatar Republic
99
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Posted - 2015.11.13 19:19:55 -
[57] - Quote
IN CLAYMORE WE TRUST but seriously thank you for this, it's long overdue and based on how caps will be changing, completely necessary.
I do things.
http://declarationsofwar.com
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Andi Onthatop
Hard Knocks Inc. Hard Knocks Citizens
5
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Posted - 2015.11.13 19:22:31 -
[58] - Quote
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. |
Khaelian Osiris
The Scope Gallente Federation
0
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Posted - 2015.11.13 19:42:27 -
[59] - Quote
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. |
Capqu
Sniggerdly Pandemic Legion
1184
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Posted - 2015.11.13 19:57:10 -
[60] - Quote
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
https://www.youtube.com/watch?v=QPntjTPWgKE
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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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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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EvilweaselSA
GoonWaffe Goonswarm Federation
1191
|
Posted - 2015.11.14 15:33:55 -
[91] - Quote
CCP Claymore wrote: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? Drag bubbles work if the bubble is on-grid with the destination point (and on the travel vector). That becomes...interesting...when the grid is 7800km instead of ~250km. I don't know if it needs changes but you'd have to think about it. |
Nevyn Auscent
Broke Sauce
2699
|
Posted - 2015.11.14 23:35:18 -
[92] - Quote
Has a thought been given as to how much longer it will take a ship to land on grid with this. Especially Battleships. You will have massive amounts of warning when something appears on your overview. So it will be a lot harder to surprise someone on grid to tackle them.
I.E. Could a warping ship not appear on grid till it actually exits warp properly. Not just based on distance. |
Kosetzu
Aeons Multiplied
144
|
Posted - 2015.11.15 01:31:29 -
[93] - Quote
CCP Claymore wrote: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. Could it perhaps be changed that grid loads based on distance? So closer ships load in first, and outside 250km is not required to be "ready" to start moving your ship or something? I know this isn't inside the grid test itself but bears considering when massive fleets are about.
Also since you commented on the 500km lock range and asked for bug report on it, is it feasible to get reimbursement for ships lost from rats over 250km away? Had this happen to me before...
[Edit] Also can't select any ship on sisi right now. Says I am in a ship on login screen but nothing in station, and can't select any ship to activate or undock. Not sure what to do with this to be able to do anything but sit in captains quarter now. |
Gosti Kahanid
Farstriders Apocalypse Now.
97
|
Posted - 2015.11.15 14:03:31 -
[94] - Quote
What I would like to see is a small change so your Overwiew won-¦t show you things on your grid that are more than 1.000 or 1500km away from you. Then everything coud be on the same grid, but because it is too far away, your short range scanners can-¦t see it. That is what the D-Scan is for. (exept of things like station, Celestials and so on which you already see through the whole system) |
Syzygium
ISK Unlimited
108
|
Posted - 2015.11.15 14:51:06 -
[95] - Quote
keep in mind that, if you change the distance an acceleration gate warps a player so you cannot see into distant rooms, also the time to warp there changes. a warp of 10.000km is much faster than one of some million km or even a few AU. This changes the chances you have to catch/escape when aiming for PvP in such a mission/plex/deadspacepocket.
Maybe implement a warpspeedfactor to acceleration-gates that in fact pushes ships over their normal warp-acceleration, to bring the warp times down to their current values? |
Moneta
Gilded Goose Brokerage
4
|
Posted - 2015.11.15 16:40:51 -
[96] - Quote
Haven't checked if it's been mentioned, but lots of people use secure containers as resource caches around hostile space. Normally, aside from spending hours dropping bookmarks old-fashioned pr+¬-probing style, there's no way to find them. However, with grids getting amazingly big, the chances of finding these by way of managing to drop a bookmark on the same grid rise dramatically I'd say.
I would really not like to lose this ability to leave sekrit supply points all over the place. For a semi-solo playstyle this is a very usefull option. |
Celthric Kanerian
Ascendance Of New Eden Workers Trade Federation
530
|
Posted - 2015.11.16 09:13:20 -
[97] - Quote
Since the grid range will be increased to 7800 km (According to CCP Nullabor's tweet), will the view range then also be increased from the small ~100 km? |
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CCP Claymore
C C P C C P Alliance
231
|
Posted - 2015.11.16 13:51:56 -
[98] - Quote
Aralieus wrote: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.
Potentially it will make the missions take a little longer, this is still something we are working out what is best to do.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
231
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Posted - 2015.11.16 13:53:32 -
[99] - Quote
Cosmosexual wrote:I hope this doesn't introduce more lag, it's hardly bearable as it is since BIAB was implemented.
We will be thoroughly testing this as the last thing we want to do is reduce performance in any way.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
231
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Posted - 2015.11.16 13:56:22 -
[100] - Quote
EvilweaselSA wrote:CCP Claymore wrote: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? Drag bubbles work if the bubble is on-grid with the destination point (and on the travel vector). That becomes...interesting...when the grid is 7800km instead of ~250km. I don't know if it needs changes but you'd have to think about it.
This is something you could already do with grid manipulation(grid-fu) I believe.
However anchoring them at that range becomes harder the farther you go, and your target will be able to warp to the gate if they manage to escape.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
231
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Posted - 2015.11.16 14:04:52 -
[101] - Quote
Nevyn Auscent wrote:Has a thought been given as to how much longer it will take a ship to land on grid with this. Especially Battleships. You will have massive amounts of warning when something appears on your overview. So it will be a lot harder to surprise someone on grid to tackle them.
I.E. Could a warping ship not appear on grid till it actually exits warp properly. Not just based on distance.
We can't do that because the battleship is still on grid.
At the moment we will not be changing anything around this, players can still see you coming on d-scan long before you ever land on the grid.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
231
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Posted - 2015.11.16 14:07:58 -
[102] - Quote
Kosetzu wrote:CCP Claymore wrote: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. Could it perhaps be changed that grid loads based on distance? So closer ships load in first, and outside 250km is not required to be "ready" to start moving your ship or something? I know this isn't inside the grid test itself but bears considering when massive fleets are about. Also since you commented on the 500km lock range and asked for bug report on it, is it feasible to get reimbursement for ships lost from rats over 250km away? Had this happen to me before... [Edit] Also can't select any ship on sisi right now. Says I am in a ship on login screen but nothing in station, and can't select any ship to activate or undock. Not sure what to do with this to be able to do anything but sit in captains quarter now.
We are not going to be changing anything about how the grid loads or how people on the grid load, we are just changing the size and trying to make sure we do not break anything.
If you lost the ship on TQ you can try submitting a petition, but I can't say what the result of that would be.
I will take a look at your character and try and fix your ship issue on sisi, it is fallout from another change we made, getting quite a few reports about it and trying to fix as we speak. Really do not want that hitting TQ.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
231
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Posted - 2015.11.16 14:11:00 -
[103] - Quote
Gosti Kahanid wrote:What I would like to see is a small change so your Overwiew won-¦t show you things on your grid that are more than 1.000 or 1500km away from you. Then everything coud be on the same grid, but because it is too far away, your short range scanners can-¦t see it. That is what the D-Scan is for. (exept of things like station, Celestials and so on which you already see through the whole system)
That is not something Game of Drones will be changing with this grid change, but some other feature team could take it on in the future if they wanted.
It might be kind of cool to have that range dependent on the size and type of ship, but that will not be coming from Game of Drones.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
231
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Posted - 2015.11.16 14:12:18 -
[104] - Quote
Syzygium wrote:keep in mind that, if you change the distance an acceleration gate warps a player so you cannot see into distant rooms, also the time to warp there changes. a warp of 10.000km is much faster than one of some million km or even a few AU. This changes the chances you have to catch/escape when aiming for PvP in such a mission/plex/deadspacepocket.
Maybe implement a warpspeedfactor to acceleration-gates that in fact pushes ships over their normal warp-acceleration, to bring the warp times down to their current values?
It is something we will keep in mind, but we have not worked out yet exactly how we will fix the mission rooms.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
231
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Posted - 2015.11.16 14:15:11 -
[105] - Quote
Celthric Kanerian wrote:Since the grid range will be increased to 7800 km (According to CCP Nullabor's tweet), will the view range then also be increased from the small ~100 km?
That is not something Game of Drones will be changing, but maybe something Psycho Sisters will consider as the new camera currently has a very large look range, possibly infinite, it is not something I have played with too much.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
231
|
Posted - 2015.11.16 14:17:33 -
[106] - Quote
Moneta wrote:Haven't checked if it's been mentioned, but lots of people use secure containers as resource caches around hostile space. Normally, aside from spending hours dropping bookmarks old-fashioned pr+¬-probing style, there's no way to find them. However, with grids getting amazingly big, the chances of finding these by way of managing to drop a bookmark on the same grid rise dramatically I'd say.
I would really not like to lose this ability to leave sekrit supply points all over the place. For a semi-solo playstyle this is a very usefull option.
You will still be able to have them, they will just need to be farther away now.
Quality Assurance Analyst
Team Game of Drones
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Kosetzu
Aeons Multiplied
144
|
Posted - 2015.11.16 14:54:08 -
[107] - Quote
CCP Claymore wrote:I will take a look at your character and try and fix your ship issue on sisi, it is fallout from another change we made, getting quite a few reports about it and trying to fix as we speak. Really do not want that hitting TQ. Thanks, it seems to be fixed for all my characters now (not just this one). Last time I was logged in was likely around the last mass test (though didn't get to attend), so it must've been after that that the bug happened. Wish I had any more specific data to show for the bug, but it's been bug reported at least. |
Jonn Duune
Radical Astronauts Plundering Eve WormHole Occupation and Resource Exploitation
20
|
Posted - 2015.11.16 14:56:21 -
[108] - Quote
Do you have a default grid size in mind? 1000km a side? 10k km? 100k? or is to too early to have something narrowed down like that? |
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CCP Claymore
C C P C C P Alliance
231
|
Posted - 2015.11.16 14:58:42 -
[109] - Quote
Kosetzu wrote:CCP Claymore wrote:I will take a look at your character and try and fix your ship issue on sisi, it is fallout from another change we made, getting quite a few reports about it and trying to fix as we speak. Really do not want that hitting TQ. Thanks, it seems to be fixed for all my characters now (not just this one). Last time I was logged in was likely around the last mass test (though didn't get to attend), so it must've been after that that the bug happened. Wish I had any more specific data to show for the bug, but it's been bug reported at least.
I moved that character, please check sisi email
We have a fix that will go out tomorrow on sisi that should fix this for everyone affected.
Thank you for the bug report, they are so important to help us track down the reason for these issues.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
233
|
Posted - 2015.11.16 15:08:55 -
[110] - Quote
Jonn Duune wrote:Do you have a default grid size in mind? 1000km a side? 10k km? 100k? or is to too early to have something narrowed down like that?
At the moment, the numbers we are running are 7800km from the center point.
So if you imagine a station is the center point, the grid will expand 7800km in 6 directions from that point.
These numbers are subject to change depending on performance testing.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
234
|
Posted - 2015.11.16 16:18:56 -
[111] - 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
We took a look at the ESS and this is not something we really want to have happen so will probably up that minimum range.
Thank you for bringing it to my attention, it is not something I have ever personally used in EVE so was not familiar with how powerful it could be in this format.
Quality Assurance Analyst
Team Game of Drones
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Khan Wrenth
Ore Oppression Prevention and Salvation
272
|
Posted - 2015.11.16 17:43:50 -
[112] - Quote
CCP Claymore wrote:At the moment, the numbers we are running are 7800km from the center point.
Good lord that's a heck of an update.
Let's discuss overhauling the way we get intel in EvE.
|
Esnaelc Sin'led
The Unchained Club
39
|
Posted - 2015.11.16 18:50:23 -
[113] - Quote
Sorry if it has been asked already but, could it be possible that 'thanks to' this extended grid, you could potentially change the minimum distance required to warp (150km actual could be, 300km), and also extend the options beyond 100km, let's say up to 500km ? 700km ?
Those are pure random thrown numbers, it oviously needs more reflexion to come up with reasonable good ones. |
Aquila Sagitta
Blue-Fire Great Blue Balls of Fire
675
|
Posted - 2015.11.16 19:34:44 -
[114] - Quote
So by my calculations this means any pos thats within 1300kms of a station could pos gun undock. Anyone know where this occurs in eve?
ref Large Artillery with Nuclear or Lead loaded on Minmatar Control Tower
Blue-Fire Best Fire
|
Gosti Kahanid
Farstriders Apocalypse Now.
97
|
Posted - 2015.11.16 22:25:59 -
[115] - Quote
CCP Claymore wrote:At the moment, the numbers we are running are 7800km from the center point.
So if you imagine a station is the center point, the grid will expand 7800km in 6 directions from that point.
These numbers are subject to change depending on performance testing. Wait. Does this mean the Grid is actually a cube? I always thought it is a sphere around the center point... |
Esnaelc Sin'led
The Unchained Club
40
|
Posted - 2015.11.16 22:28:02 -
[116] - Quote
Gosti Kahanid wrote:CCP Claymore wrote:At the moment, the numbers we are running are 7800km from the center point.
So if you imagine a station is the center point, the grid will expand 7800km in 6 directions from that point.
These numbers are subject to change depending on performance testing. Wait. Does this mean the Grid is actually a cube? I always thought it is a sphere around the center point...
no it's a potatoe. |
Kalestrom Crendraven
Neighbor of Punc E11
6
|
Posted - 2015.11.17 03:48:49 -
[117] - Quote
CCP Claymore wrote:EvilweaselSA wrote:CCP Claymore wrote: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? Drag bubbles work if the bubble is on-grid with the destination point (and on the travel vector). That becomes...interesting...when the grid is 7800km instead of ~250km. I don't know if it needs changes but you'd have to think about it. This is something you could already do with grid manipulation(grid-fu) I believe. However anchoring them at that range becomes harder the farther you go, and your target will be able to warp to the gate if they manage to escape.
Yea, its possible now with grid-fu. Was just wondering if there might be a maximum considered, since a 1.6m grid has been shown, and even the default grid size you are working with would take a decent amount of grid-fu to accomplish with 250km grids |
Torgeir Hekard
I MYSELF AND ME
214
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Posted - 2015.11.17 07:21:13 -
[118] - Quote
Any ETA on tower anchoring fixes? |
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CCP Claymore
C C P C C P Alliance
237
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Posted - 2015.11.17 09:37:30 -
[119] - Quote
Esnaelc Sin'led wrote:Sorry if it has been asked already but, could it be possible that 'thanks to' this extended grid, you could potentially change the minimum distance required to warp (150km actual could be, 300km), and also extend the warp-to options beyond 100km, let's say up to 500km ? 700km ?
Those are pure random thrown numbers, it oviously needs more reflexion to come up with reasonable good ones.
This is not something that Game of Drones will be doing for this release, and at this late stage in development I can't see any team doing it for December, but that is not to say that some team might decide to do it in the future.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
237
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Posted - 2015.11.17 09:39:24 -
[120] - Quote
Aquila Sagitta wrote:So by my calculations this means any pos thats within 1300kms of a station could pos gun undock. Anyone know where this occurs in eve? ref Large Artillery with Nuclear or Lead loaded on Minmatar Control Tower
They potentially could have, except we decided that this is not something we want
The POS has or will get a slight tweak in numbers so that it can't have infinite lock and shoot range.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
237
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Posted - 2015.11.17 09:41:58 -
[121] - Quote
Torgeir Hekard wrote:Any ETA on tower anchoring fixes?
Today, 17th November 2015.
We got the fix in late yesterday afternoon so did not have time to push it to Singularity.
Quality Assurance Analyst
Team Game of Drones
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Torgeir Hekard
I MYSELF AND ME
214
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Posted - 2015.11.17 13:11:24 -
[122] - Quote
Ok, noice. This time the tower anchored flawlessly.
Well, with the only exception being it just happens to be on grid with a station
Osmon 6-6 specifically. |
Sjugar02
Antwerpse Kerels RAZOR Alliance
12
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Posted - 2015.11.17 13:39:39 -
[123] - Quote
The new structures will be awesome and if grids need to become bigger to accomodate them, that's fine.
Is there any other reason grids are becoming bigger? Huge grids will break things in interesting ways, eve has been developed with 250k grids in mind for more than a decade.
Warp deceleration will mean that fcs have more time to warp out before enemies land. The difference will likely be multiple seconds.
Bubbles can drag a fleet thousands of kilometers away from their intended destination. (Interesting how that will work with deadly structures that can be placed almost anywhere)
And probably a hundred things I can't think of. |
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CCP Claymore
C C P C C P Alliance
237
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Posted - 2015.11.17 13:44:45 -
[124] - Quote
Torgeir Hekard wrote:Ok, noice. This time the tower anchored flawlessly. Well, with the only exception being it just happens to be on grid with a station Osmon 6-6 specifically.
I am going to come and have a look at you
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
237
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Posted - 2015.11.17 13:51:57 -
[125] - Quote
Sjugar02 wrote:The new structures will be awesome and if grids need to become bigger to accomodate them, that's fine.
Is there any other reason grids are becoming bigger? Huge grids will break things in interesting ways, eve has been developed with 250k grids in mind for more than a decade.
Warp deceleration will mean that fcs have more time to warp out before enemies land. The difference will likely be multiple seconds.
Bubbles can drag a fleet thousands of kilometers away from their intended destination. (Interesting how that will work with deadly structures that can be placed almost anywhere)
And probably a hundred things I can't think of.
The reason is to accomodate larger structures, but this opens up more options for other teams to do some crazy things if they want to in the future because as you have pointed out EVE has been developed with the 250k grid size in mind for more than a decade.
In testing so far the grids do not appear to be as broken as we thought they might possibly break, promising so far.
Bubbles will be able to drag fleets thousands of kilometers away however you have to be way more accurate in your anchoring of the bubble and if they get out they can easily warp back to station or gate, so I have it in my head that people might not anchor them much farther than they already do,but you folks love to prove us wrong.
FC's are going to have a little more time to see a fleet coming, but only really slow warping ships are really going to be giving THAT much of a warning, interceptors and the like are still going to be on top of them super fast. It might mean adjusting tactics slightly, but war is ever evolving and if you miss them on d-scan it might be too late anyway.
Quality Assurance Analyst
Team Game of Drones
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Ncc 1709
Fusion Enterprises Ltd Phoenix Company Alliance
220
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Posted - 2015.11.17 15:57:24 -
[126] - Quote
The system of ghesis planet 5 has a lot of stations and moons within 4 to 5000 km of each other. I have previously seen the pos from the station, so with expanded grids, it will probably be a permanent feature |
Torgeir Hekard
I MYSELF AND ME
216
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Posted - 2015.11.17 19:11:56 -
[127] - Quote
CCP Claymore wrote:I am going to come and have a look at you With the mirror happening, my new address with the same issue is Lour 5-13. |
Fzhal
Tessaract Industries
36
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Posted - 2015.11.17 20:01:53 -
[128] - Quote
CCP Claymore wrote:Bubbles will be able to drag fleets thousands of kilometers away however you have to be way more accurate in your anchoring of the bubble and if they get out they can easily warp back to station or gate, so I have it in my head that people might not anchor them much farther than they already do,but you folks love to prove us wrong. True, because the main cause of the vector variation is that you come out of warp up to 2km away from your destination and there is some manual piloting involved to keep going along the same vector. (Assumption: EVE uses the absolute/accurate vector to a destination when calculating whether a drag bubble's area will come into play.) Yes, the further you go past the destination, the greater degree of variation from the absolute vector. However, the closer you get to the midpoint between the origin destination, the variation from the absolute vector lessens very quickly and quite significantly. Bubble accuracy should not be much of a problem if they put the drag bubbles before the gates. Warp to gate with slow BS, BM when grid appears, warp back to new BM and place drag bubble 3-7 kkm from gate, optionally place large bubbles at drag bubble and between gate.
Dragging ships to a bubble so far away isn't a very big change in most tactical situations. The only significant difference would be that ships on the other side of the jump gate would not be in range to engage the enemy for the extra time it would take them to warp to their ally. So... this would delay people on other side of gate by an extra 12-30+ seconds I guess?
Hypothetically... It also allows for some pretty annoying delay tactics by Dictors/Hictors. In a system with few celestials, or one gate is on opposite side of system, bubbles could be used to permanently prevent a fleet from moving to their destination... The fleet would have to combat probe the interdicting ship and warp to engage it. If the interdicting ship is speed fit, it would be near impossible to warp the fleet where it needs to go...
I'm not well versed in Grid-Fu, so how far will a ship be able to extend the grid beyond the proposed 7800km? I'm imagining two interdictors leapfrog-warping away from the gate in 200km increments and preventing a 2,000 ship fleet from being able to go anywhere for hours at some rare chokepoints... |
Fzhal
Tessaract Industries
36
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Posted - 2015.11.17 20:22:46 -
[129] - Quote
Hmmm, I just realized another new possibility in those choke point systems. Citadel Bubbling or Home Bubbling (Hobbling) - Placing a bubble and a combat-capable structure on grid with a gate so that ships are forced to first warp within range of the structure's defenses in order to get to other parts of a solar system. |
Ganthrithor
GoonWaffe Goonswarm Federation
920
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Posted - 2015.11.18 06:53:11 -
[130] - Quote
CCP Claymore wrote:How much bigger?
MUCH BIGGER!
Thank god. I hate when I'm making dictor drag bubble locations um, away from shooty things, and I end up going off grid before I get out of shooty-thing range. |
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Esnaelc Sin'led
The Unchained Club
40
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Posted - 2015.11.18 16:48:45 -
[131] - Quote
Could it be possible again, that thanks to this extended grid made possible, ships will be resized, and scales re-evaluated ? I assume the response will be "up to the gfx-design team" ? :D
grmbl ^^ |
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CCP Claymore
C C P C C P Alliance
237
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Posted - 2015.11.18 17:12:03 -
[132] - Quote
Esnaelc Sin'led wrote:Could it be possible again, that thanks to this extended grid made possible, ships will be resized, and scales re-evaluated ? I assume the response will be "up to the gfx-design team" ? :D
grmbl ^^
It could be possible but this would entirely be on the graphics team. That is certainly not something that Team Game of Drones will be doing with the changes to grid size.
Quality Assurance Analyst
Team Game of Drones
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Tora Bushido
EVE Corporation 987654321-POP The Marmite Collective
2918
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Posted - 2015.11.19 12:43:16 -
[133] - Quote
War Kitten wrote:By the sound of #3...
"3. Anchoring POS might have some issues, we are aware of this."
...It sounds like two+ moons could be on the same grid! Then also two posses who shoot each other ?
DELETE THE WEAK, ADAPT OR DIE !
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Orions Lord
The Scope Gallente Federation
23
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Posted - 2015.11.19 13:14:37 -
[134] - Quote
Is the minimal grid size also going to be increased?
Otherwise it will be fairly easy to dent the grid inside (making a kind of tunnel) making areas you can appear and disappear. Even in the middle of the grid. |
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CCP Darwin
C C P C C P Alliance
1710
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Posted - 2015.11.20 13:45:02 -
[135] - Quote
Esnaelc Sin'led wrote:Could it be possible again, that thanks to this extended grid made possible, ships will be resized, and scales re-evaluated ?
Changes to ship sizes are unlikely, either as a result of this, or at all. I can't think of a way that ship size interacts with grid size in any meaningful way.
CCP Darwin GÇó Senior Technical Artist, EVE Online GÇó @mark_wilkins
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Blue mistique
Epsilon Inc Nerfed Alliance Go Away
2
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Posted - 2015.11.22 00:04:08 -
[136] - Quote
CCP Claymore wrote:Nevyn Auscent wrote:Has a thought been given as to how much longer it will take a ship to land on grid with this. Especially Battleships. You will have massive amounts of warning when something appears on your overview. So it will be a lot harder to surprise someone on grid to tackle them.
I.E. Could a warping ship not appear on grid till it actually exits warp properly. Not just based on distance. We can't do that because the battleship is still on grid. At the moment we will not be changing anything around this, players can still see you coming on d-scan long before you ever land on the grid.
Unless you are flying a combat recon??? (curse etc) as they are D-Scan immune?
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Gully Alex Foyle
Black Fox Marauders
4257
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Posted - 2015.11.22 09:52:19 -
[137] - Quote
CCP Claymore wrote: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. +1 on that, thanks.
Would also be super-cool to have small line breaks on the overview when sorting by distance, separating objects on-grid from objects off-grid.
Or further separating objects on grid between in-targeting range and out-of-targeting range.
Make space glamorous!
Is EVE dying or not? Ask the EVE-O Death-o-meter!
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d0cTeR9
Astro Technologies SpaceMonkey's Alliance
284
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Posted - 2015.11.22 21:43:33 -
[138] - Quote
CCP Claymore wrote:Esnaelc Sin'led wrote:Could it be possible again, that thanks to this extended grid made possible, ships will be resized, and scales re-evaluated ? I assume the response will be "up to the gfx-design team" ? :D
grmbl ^^ It could be possible but this would entirely be on the graphics team. That is certainly not something that Team Game of Drones will be doing with the changes to grid size.
Could you walk over to their office pod and ask them, nicely, to update the size of supercarriers? They are quite small for what they can do.
If you do that, and it gets in in the next patch or two, i'll send you some good alcohol for yourself + the graphics team :)
Been around since the beginning.
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Vespula Vulgaris
Industrial Waste Management
2
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Posted - 2015.11.23 11:52:28 -
[139] - Quote
Will this normalize grid sizes? At the moment, I imagine a grid is around 250 km if I'm sitting in a safe spot(?), whereas a stations grid is much larger. Will all grids be the same size with this change, seeing as the undock is now a tiny fraction of the grid? |
Kosetzu
Aeons Multiplied
145
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Posted - 2015.11.23 13:56:22 -
[140] - Quote
Vespula Vulgaris wrote:Will this normalize grid sizes? At the moment, I imagine a grid is around 250 km if I'm sitting in a safe spot(?), whereas a stations grid is much larger. Will all grids be the same size with this change, seeing as the undock is now a tiny fraction of the grid? Grid-fu still behaves like before, so you can still expand grids in the same way. It's just 7800km radi that is the default one now, won't be less than that (except some barriers between pos/station to prevent same grid). |
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Vespula Vulgaris
Industrial Waste Management
2
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Posted - 2015.11.23 15:30:00 -
[141] - Quote
But at the moment, station grids are much larger than, say, stargate grids.
Will all grids have the same default size after the change, since they'll be bigger than current station grids for instance? Assuming that a particular grid won't be limited by having other things nearby, like other stations or a POS like already mentioned in the thread. |
Rek Seven
Hidden Agenda Deep Space Engineering
2112
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Posted - 2015.11.24 16:06:23 -
[142] - Quote
Has the range of the zoom/look at feature been adjusted to suit this change?
Sometimes you need to get a close-up of your enemy, so If we are going to be fighting on much battlefields, the look at feature should be increased.
Personally I don't think there is a need for a limit in the first place. It would also be better if we had different zoom factors e.g. x2, x8, ect.
The wishlist is pretty much complete...
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TheSmokingHertog
TALIBAN EXPRESS
356
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Posted - 2015.11.26 15:20:21 -
[143] - Quote
What will be the 'Grid Size' for Fleet Warps?
"Dogma is kind of like quantum physics, observing the dogma state will change it." ~ CCP Prism X
"Schrödinger's Missile. I dig it." ~ Makari Aeron
-= "Brain in a Box on Singularity" - April 2015 =-
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TheSmokingHertog
TALIBAN EXPRESS
356
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Posted - 2015.12.02 09:38:08 -
[144] - Quote
Hello?
"Dogma is kind of like quantum physics, observing the dogma state will change it." ~ CCP Prism X
"Schrödinger's Missile. I dig it." ~ Makari Aeron
-= "Brain in a Box on Singularity" - April 2015 =-
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Mr Mac
Dark Goliath
113
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Posted - 2015.12.04 09:52:28 -
[145] - Quote
CCP Claymore wrote: 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.
I did Right to Rule, the Amarr epic arc with sansha's path. I find no issue during epic arc. Would be nice to remove countdown from all epic arcs to test. (only in test server). |
Rowells
ANZAC ALLIANCE Fidelas Constans
2857
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Posted - 2015.12.07 19:57:11 -
[146] - Quote
Kosetzu wrote:Vespula Vulgaris wrote:Will this normalize grid sizes? At the moment, I imagine a grid is around 250 km if I'm sitting in a safe spot(?), whereas a stations grid is much larger. Will all grids be the same size with this change, seeing as the undock is now a tiny fraction of the grid? Grid-fu still behaves like before, so you can still expand grids in the same way. It's just 7800km radi that is the default one now, won't be less than that (except some barriers between pos/station to prevent same grid). Any idea if the extensions are the same? I.e. Dropping a can at the edge expands about 150-250 now, will each can now expand by 1000? |
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CCP Claymore
C C P C C P Alliance
242
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Posted - 2015.12.08 10:08:58 -
[147] - Quote
Rek Seven wrote:Has the range of the zoom/look at feature been adjusted to suit this change?
Sometimes you need to get a close-up of your enemy, so If we are going to be fighting on much battlefields, the look at feature should be increased.
Personally I don't think there is a need for a limit in the first place. It would also be better if we had different zoom factors e.g. x2, x8, ect.
This is not being changed at this point in time.
Some other team might want to tackle it in the future, but this is not going to change on Dec 8th release.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
242
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Posted - 2015.12.08 10:09:17 -
[148] - Quote
TheSmokingHertog wrote:What will be the 'Grid Size' for Fleet Warps?
They will be as big as the grid.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
242
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Posted - 2015.12.08 10:11:29 -
[149] - Quote
Mr Mac wrote:CCP Claymore wrote: 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.
I did Right to Rule, the Amarr epic arc with sansha's path. I find no issue during epic arc. Would be nice to remove countdown from all epic arcs to test. (only in test server).
My bad, I probably should have updated the known issues :(
We fixed it so missions should never see rooms they should not.
Quality Assurance Analyst
Team Game of Drones
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CCP Claymore
C C P C C P Alliance
242
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Posted - 2015.12.08 10:12:45 -
[150] - Quote
Rowells wrote:Kosetzu wrote:Vespula Vulgaris wrote:Will this normalize grid sizes? At the moment, I imagine a grid is around 250 km if I'm sitting in a safe spot(?), whereas a stations grid is much larger. Will all grids be the same size with this change, seeing as the undock is now a tiny fraction of the grid? Grid-fu still behaves like before, so you can still expand grids in the same way. It's just 7800km radi that is the default one now, won't be less than that (except some barriers between pos/station to prevent same grid). Any idea if the extensions are the same? I.e. Dropping a can at the edge expands about 150-250 now, will each can now expand by 1000?
Each can would expand it into another grid, just like current grid-fu, but with the grids being that much bigger this takes a considerable amount of time, even with my devhax.
Quality Assurance Analyst
Team Game of Drones
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Morrigan LeSante
Senex Legio The OSS
748
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Posted - 2015.12.08 10:46:03 -
[151] - Quote
Is this the right place to plead for a changes on grid probing and lock range changes?
We have this huge massive grid, but are artificially constrained by arbitrary 150/250km ranges respectively.
I mean, citadels aren't even going to be able to threaten their whole grid. Imagine railgun moros with spike being a thing in the future!
I release this team isn't looking at it, but it feels a bit like you've made the most epic steak, but there's a glass window between us and it and all we can do is drool - so can you poke management to let us eat it, please |
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CCP Claymore
C C P C C P Alliance
243
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Posted - 2015.12.08 10:56:41 -
[152] - Quote
Morrigan LeSante wrote:Is this the right place to plead for a changes on grid probing and lock range changes? We have this huge massive grid, but are artificially constrained by arbitrary 150/250km ranges respectively. I mean, citadels aren't even going to be able to threaten their whole grid. Imagine railgun moros with spike being a thing in the future! I release this team isn't looking at it, but it feels a bit like you've made the most epic steak, but there's a glass window between us and it and all we can do is drool - so can you poke management to let us eat it, please
This is not the correct place as once the grid size change goes live, in about 1 hour, this thread is likely to go dead as it is under the test server area, you would be best posting in the features and ideas section.
It would be cool to have bigger ranges, but that would mean lots of re-balancing work of all weapon systems and ships. It is not out of the realms of possibility, but I can't see it happening any time soon as we are busy working toward the Citadel release.
But please do post your idea over in the ideas and features threads so our designers can see them.
Quality Assurance Analyst
Team Game of Drones
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Morrigan LeSante
Senex Legio The OSS
748
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Posted - 2015.12.08 11:16:58 -
[153] - Quote
I will - but I'm not asking for bigger ranges on mods as such, but the removal of the hard cap.
On TQ today, a naga/rokh can fire out to (and likely lock to) 300-400km, but on TQ the lock ceiling blocks me ever doing this.
For reference, something like this:
[Rokh, MJD Sniper] Magnetic Field Stabilizer II Magnetic Field Stabilizer II Magnetic Field Stabilizer II Signal Amplifier II Reactor Control Unit II
Large Micro Jump Drive Sensor Booster II, Targeting Range Script Tracking Computer II, Optimal Range Script Tracking Computer II, Optimal Range Script Sensor Booster II, Targeting Range Script Sensor Booster II, Targeting Range Script
425mm Railgun II, Spike L 425mm Railgun II, Spike L 425mm Railgun II, Spike L 425mm Railgun II, Spike L 425mm Railgun II, Spike L 425mm Railgun II, Spike L 425mm Railgun II, Spike L 425mm Railgun II, Spike L
Large Hybrid Locus Coordinator II Large Hybrid Locus Coordinator II Large Hybrid Locus Coordinator I
315+49km fire range 399km lock range
Except....I get barred at 250km.
So, not a rebalance or change to the mods, just the hard cap removal. If I can EFT a fit up to lock it and hit it, I should be able to.
Less of an issue with todays small grids. Well, given the time of posting, yesterdays small grids |
unidenify
Plundering Penguins Solyaris Chtonium
163
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Posted - 2015.12.08 19:46:10 -
[154] - Quote
Morrigan, Claymore already explain that his team is not responsible on area related to hard cap on target lock.
Grant I do want to see it either expand or be gone so I can play with this fit
[Rokh, screw everyone far away] Power Diagnostic System II Federation Navy Magnetic Field Stabilizer Federation Navy Magnetic Field Stabilizer Federation Navy Magnetic Field Stabilizer Federation Navy Magnetic Field Stabilizer
Sensor Booster II, Targeting Range Script Sensor Booster II, Targeting Range Script Federation Navy Tracking Computer, Optimal Range Script Federation Navy Tracking Computer, Optimal Range Script Federation Navy Tracking Computer, Optimal Range Script Passive Targeter II
425mm Railgun II, Spike L 425mm Railgun II, Spike L 425mm Railgun II, Spike L 425mm Railgun II, Spike L 425mm Railgun II, Spike L 425mm Railgun II, Spike L 425mm Railgun II, Spike L 425mm Railgun II, Spike L
Large Ionic Field Projector II Large Hybrid Locus Coordinator II Large Hybrid Locus Coordinator II GÇï
with MindLink CS/booster/implant will produce result of 400km optimal + 60km falloff and 511km targeting lock with 398dps |
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