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Thread Statistics | Show CCP posts - 5 post(s) |

Wild Rho
Amarr GoonFleet
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Posted - 2007.11.07 11:17:00 -
[31]
Originally by: CCP Tuxford
If you tell your drones to return and orbit they should do exactly that, not go gallivanting off to the next yahoo that triggers a new aggression on you. Of course you could argue that if you really wanted them back you'd put them on passive mode and call them back but that seems a bit roundabout way of performing such a simple command.
What if telling them to return and orbit automatically puts them in passive mode? At least that way you can have the player chose when they automatically respond to aggression again by setting them to aggressive mode.
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Dao2SKP
Shillelagh Corp.
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Posted - 2007.11.07 11:17:00 -
[32]
Originally by: Faydelm Edited by: Faydelm on 07/11/2007 08:13:19
Feechers????? Come on it's spelled FEATURES... man this community. It's behavior not behaviour. I'm usually not this fickle but you repeated the same spelling errors over and over.
Wow what a jackass, he's trying too help, and he has. Unlike you :| Did you ever stop and think that maybe just maybe english isn't his first language? Doesn't seem to be for me and there's no reason too lash someone about something that you can understand as it is anyway!
Asshat
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CCP Tuxford

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Posted - 2007.11.07 11:19:00 -
[33]
Originally by: Lazuran The most important question:
but do the fricking drones return to the drone bay like they're supposed to now?
I'm still not 100% happy with it but they are actually much improved. For example I was in a vaga going 2500m/sec and called my warriors back and they went straight to drone bay as opposed to just trailing behind me. The fighters were the worst though, those ******* actually moved away when I approached them, thats more than just being stupid, thats just insubordination.
I haven't been getting drones stuck on each others though. I was getting behavior where they didn't quite make it into the scoop range and then just decided to tag along with the ship, matching its velocity. Are you sure thats not what you're seeing? _______________ |
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CCP Tuxford

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Posted - 2007.11.07 11:21:00 -
[34]
Originally by: Wild Rho
Originally by: CCP Tuxford
If you tell your drones to return and orbit they should do exactly that, not go gallivanting off to the next yahoo that triggers a new aggression on you. Of course you could argue that if you really wanted them back you'd put them on passive mode and call them back but that seems a bit roundabout way of performing such a simple command.
What if telling them to return and orbit automatically puts them in passive mode? At least that way you can have the player chose when they automatically respond to aggression again by setting them to aggressive mode.
Personally I wouldn't want to change the drone settings unless the player asked for it. I would much rather want it to respond to aggression some thirty seconds after it goes idle (when its told to go back) or something like that. _______________ |
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Zaphroid Eulthran
Minmatar Imperial Visions
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Posted - 2007.11.07 11:27:00 -
[35]
Can I tell my light drones to only attack frigate sized targets now?
Hi-Sec Industry NEEDS Mini Freighters <- not T2 bazillion ISK alliance toys |

OneSock
Crown Industries
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Posted - 2007.11.07 11:33:00 -
[36]
Originally by: Xcom
If set on aggressive mode the drones seemed to attack in focus fire. Even with the ôfocus fireö toggled off they attacked in focus fire. The focus fire button seamed to not matter at all. Take it into account that drone grouping have NO effect. The focus fire button has no meaning either in the cases where if the drones attack multiple targets and one drone finishes killing one target. In this case you would think it would help the other drones if set on focus fire, but instead it picks a new target.
In one experiment I had drones 1-3 attack target 1 and drone 4 attack target 2. Drone 5 finished attacking its target. Completely ignoring what the other drones were up too. It went off and started to attack a new target. In other words, ôFocus fireö seems to be a bit buggy at this moment.
Firstly, great Thread. Really needs to be in Game Dev forum/seen by CCP.
Anyway I picked out this focus fire issue. Do you think maybe it means focus fire as in attack what the player is shooting ? Would make sense that way.
Test would be to send of each drone to a seperate target and engage a target of your own. Then when each drone kills it's target, it should move on to the target you are shooting.
Maybe?
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CCP Tuxford

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Posted - 2007.11.07 11:39:00 -
[37]
Originally by: Zaphroid Eulthran Can I tell my light drones to only attack frigate sized targets now?
Actually they will prioritize going for smaller targets first, but personally I want to put the power to the players when having the drones choose targets. _______________ |
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Waxau
Mortis Angelus The Church.
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Posted - 2007.11.07 11:54:00 -
[38]
HOLY HELL YES!!!!
A slight boost to carriers :P
Now wheres my nerf 
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Missy X
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Posted - 2007.11.07 11:55:00 -
[39]
It's good that drones are still behaving in a bit of a silly fashion, at least for now. Adds to the immersion. After all, in the real world machines and automations are notorious for not always doing what you ask of them... if drones were ever really 'fixed' (at least in the sense that most EVE players intend, when they ask that drones be 'fixed') I think that it would take a great deal of shine off the atmosphere of the game. Maybe if this ever happened, CCP could introduce some random drone behaviour or something, to keep things interesting...
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Xcom
Gallente Genco Interstellar Alcohol Conglomerate
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Posted - 2007.11.07 12:17:00 -
[40]
Originally by: CCP Tuxford
I haven't been getting drones stuck on each others though. I was getting behavior where they didn't quite make it into the scoop range and then just decided to tag along with the ship, matching its velocity. Are you sure thats not what you're seeing?
The best way to test this is to send them off to kill an object (Ex. Giant) 200km away. On there way back they will most likely get stuck on each other. I tested it with Oger T2s and I have some screenshots of them stuck to each other.
The drone humping thing usually happens when drones are on there way back to the ship.
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Gner Dechast
Gallente Flashman Services
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Posted - 2007.11.07 12:32:00 -
[41]
Originally by: CCP Tuxford
Originally by: Lazuran The most important question:
but do the fricking drones return to the drone bay like they're supposed to now?
I'm still not 100% happy with it but they are actually much improved. For example I was in a vaga going 2500m/sec and called my warriors back and they went straight to drone bay as opposed to just trailing behind me. The fighters were the worst though, those ******* actually moved away when I approached them, thats more than just being stupid, thats just insubordination.
...
Holy ... 
Honest text about drones and working with them. Well, bugger me with a pinapple, I'd never thought I'd see this day. Tux, you're my new personal hero!
You have NO IDEA what it means to have someone admit, they're not perfect after all these years! (and not just telling "not enough info in your report" "works fine with me" etc.) From my point of view, you can spend the next 4 years trying to fix them, as long as you're honest about it like this.
Damn, I'm almost moved to tears. This is a sensitive moment for me... *sniffle*
Happy and weeping,
Gner
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ArmyOfMe
hirr Morsus Mihi
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Posted - 2007.11.07 12:44:00 -
[42]
Originally by: CCP Tuxford The fighters were the worst though, those ******* actually moved away when I approached them, thats more than just being stupid, thats just insubordination.
rofl, thank you for the best reply ever
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Isentro
Pyrrhus Sicarii The Church.
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Posted - 2007.11.07 14:40:00 -
[43]
Thanks Tux for some honest replies.
Loving the hot key for return drones to dronebay, gives me more time to GTFO in the arazu.
But please oh please, fix the drone humping once and for all, so frustrating sometimes.
Ise.
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Yon89
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Posted - 2007.11.07 14:54:00 -
[44]
is it possible for the drones into a module slot of sorts. ok may sound a bit ambiguous. let me explain, there should be a little option in that dropdown box next to the "HUD" in the middle of the screen that allows you to control all you drones that in space to fight. so what i am trying to say is make it like a gun to control your drones (when the module is off the drones return and orbit and when active they attack the target that you have selected). This would save mouse movement across the screen and right clicking, however the binds should now help increese the efficency of my 
Thanks Yon89
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Rob Adams
Gallente The White Star Consortium
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Posted - 2007.11.07 15:08:00 -
[45]
Edited by: Rob Adams on 07/11/2007 15:11:03 Devs,
The OP mentions that drones are still randomly changing target after you assign them to one. This in my opinion is my #1 pet peeve about this game. Can you comment on whether this known drone bug is a priority and that you guys are trying to fix it? I'm a programmer myself and can sympathize if its a bug you are intending to fix in this patch but its still not working. It would just really help my morale if it was acknowledged you are working on it.
-R
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Tarminic
Forsaken Resistance
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Posted - 2007.11.07 15:24:00 -
[46]
Originally by: CCP Tuxford
Originally by: Zaphroid Eulthran Can I tell my light drones to only attack frigate sized targets now?
Actually they will prioritize going for smaller targets first, but personally I want to put the power to the players when having the drones choose targets.
I would like the drone target priority to be dependent on the size of the target compared to the size of the drone. For example:
Heavy Drones: Battleships > Cruisers > Frigates Medium Drones: Cruisers > Frigates > Battleships Light Drones: Frigates > Cruisers > Battleships
How easy would this be to implement, and is this something we can reasonably expect? ---------------- Tarminic - 29 Million SP in pink Forum Warfare  |

Xaen
Caldari Caldari Provisions
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Posted - 2007.11.07 15:46:00 -
[47]
Originally by: Xcom They donÆt start aggressing new targets if you release your drones after everything have started shooting you. you told your drones to come back and orbit. no targets were inside drone range when they were supposed to pick a new target or the aggressors were outside drone range. This is where drones in aggressive mode will fail. They should auto target new targets in these cases. Otherwise drones in aggressive mode wonÆt have a proper role.
These sound correct to me.
Originally by: Xcom The overview window
The drone health bars are now in one line. But they are kind of too small. ItÆs impossible to see things clearly. Your drones need to take some hefty damage before you notice anything.
The health bars are a bit buggy to. They donÆt update the health properly, similar to the shield bug on your ship when undocking. They also display some damage. Even with full health. If damage is received they go back up to max and go down from there.
The drone info text has received some update to. ItÆs now possible to see what your drone is attacking. The drone text now looks like this. Drone (status) (targets name).
But there are some problems with the whole overlapping issue. The bar is made so that the drone info text is on the left and the health bar is on the right. Resizing the window will make them move accordingly health bar moving along the right side and text to the left. Meaning, if the window is too small the text displaying the drone info will overlap the health bars and clutter everything up. This results in you having to expand the window into some oversized monster so the stuff donÆt overlap.
Pic of overlapping
An easy fix would be to have the health bars overlap everything. That way you could make the window smaller at a cost of removing parts of the drone text info. Parts I believe are not that big of a deal to have in your overview.
The compacting of the drone status was specifically requested by a lot of people in the drone improvments feedback thread. The Rev II drone UI wastes a lot of space. I suppose it could be larger, but still not have a lot of wasted space. But I'll take what's on Singularity over the Rev II monstrosity.
Originally by: Xcom Drone hot keys
Well what else is there to say? You can now assign drones into hot keys.
The only problem is the launch. There is no way to hotkey any drone to launch from overview. You simply have to use the old way for this. Would be nice if there were a solution for this.
No kidding. They didn't add support for drone groups...like from Command & Conquer circa 1995....
Originally by: Xcom Other bugs
The random pick issue is not fixed yet. Drones still randomly pick new targets after 30-50 seconds.
God ******* dammit. Please tell me you're kidding...
Originally by: Xcom The drone humping issue where drones get stuck to each other and slow down is not fixed either.
.............I'm speechless. If this problem is still around in Rev III.....I think it's time to go play WoW with all my RL friends. -- Support fixing the EVE UI | Suggest Jita fixes
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Hamfast
Gallente
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Posted - 2007.11.07 15:56:00 -
[48]
First, thank you Xcom for the post and CCP Tuxford for the replies...
And while I use MS Office - Word for spell checking, I understood your post and that is the most important part.
As I look at Drones as the Gallente version of FoF missiles, I expect them to "Attack" the next target they find... assuming they are in the aggressive mode... passive mode should be more like the "Recall and Orbit" in that they should not be attacking unless told... there needs to be a "Guard" or "React" mode that will only attack if aggressed (You or them)... I would worry a bit that a drone in aggressive mode could have the ability to move beyond your control range as it selects and attacks new targets, but this would be totally mitigated if I can recall them from any range...
Focused fire - seems to me this should be sort of an over-ride for the 2nd and so on Drone, First Drone detects the need for and finds a new target... as each succeeding Drone registers the need for a new target, it simply switches to the target the first drone selected... If in the passive mode, all drones attack the same target only when directed to. --------*****-------- It takes 43 muscles to frown and 17 to smile, but it doesn't take any to just sit there with a dumb look on your face.
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Kweel Nakashyn
Minmatar Aeden Tau Ceti Federation
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Posted - 2007.11.07 16:36:00 -
[49]
Hmmm... Nice... No mouse-clickable buttons ? 2isk
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OneSock
Crown Industries
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Posted - 2007.11.07 16:40:00 -
[50]
Originally by: Tarminic
Originally by: CCP Tuxford
Originally by: Zaphroid Eulthran Can I tell my light drones to only attack frigate sized targets now?
Actually they will prioritize going for smaller targets first, but personally I want to put the power to the players when having the drones choose targets.
I would like the drone target priority to be dependent on the size of the target compared to the size of the drone. For example:
Heavy Drones: Battleships > Cruisers > Frigates Medium Drones: Cruisers > Frigates > Battleships Light Drones: Frigates > Cruisers > Battleships
How easy would this be to implement, and is this something we can reasonably expect?
It should be user selectable rather than built into the drone code.
Your above post is the general accepted plan, but once you have maxed the drone skills it's actually better to use heavy drones on the frigs IMO.
A set of heavy wasp2 for example will make faster work on a wing of frigs than lights. T2 drone can generally instapop a frig, more or less, certainly with a painter they do pretty well. So I would launch heavies and have them engage frigs first then go for BC/BS. The only expcetions are intercepter rats and some drones.
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Oron
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Posted - 2007.11.07 17:10:00 -
[51]
Edited by: Oron on 07/11/2007 17:14:08
I dont get this aggressiv/passiv thingy. If i want them to be passiv, I would order them to Orbit me. If I want them to be aggressiv I would order them to Guard me. Why do you need a option do do the same?
Also the focused fire thing is somehow bogus. All Drones within a group should act as group and therefor focus the fire.
The only point where a aggressiv/passiv option could play a role is to decide what to do after one target is killed. An passive drone group would return to Orbit me (or stay idle at place?) a active drone group would engage the next target withhin drone controlling range.
And for the Selection of the next Target of an aggressive drone group - the focused fire option could make sense again. If an aggressiv drone group is set to focus fire, they attack the same target than you.
Commands: Scoop: stop current activity, fly ASAP into my drone bay/cargo. Orbit: stop current activity, orbiting and following me, waiting for commands. Guard: stop current activity, orbiting and following me or my gang mate, attacking every attacker withhin drone range. Mine: stop current activity, fly to the targeted roid, get ore, come back to me and unload ore. Attack: stop current activity, fly to the targeted ship and attack it.
Modes: Passive Idle: after a Command is finished the drone stay at its place and waits for a new Command Passive Orbit: after a Command is finished the drones return to orbiting/following me and waits for a new Command Active: after a Task is finished the drone execute the same Command again.
Some examples: Mining drones are set to "Active" Mode and given the Command "Mine" they do mine the target roid till they are ordered something else. (no need for the "Mine repedendly" command anymore)
Combat Drones are set to "Passiv Orbit" Mode and given the Command "Attack", they attack the target and return to my orbit after they killed it.
Combat Drones are set to "Passiv Idle" Mode and given the Command "Attack", they attack the target and idle at their place after target is down.
Combat Drones are set to "Active" Mode and given the Command "Guard", they attack any attacker withhin drone range, kill it and look for the next target within drone range.
Conclusion: less commands more flexibility :)
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Jalum Krayal
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Posted - 2007.11.07 17:15:00 -
[52]
As someone above has asked, is there still an option to have your drones "assist" or "guard" a target, and if so, what does that entail exactly?
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OneSock
Crown Industries
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Posted - 2007.11.07 17:27:00 -
[53]
As I see it in the GUI there are 4 command options.
Passive
Orbit until I tell them to engage. Return to orbit once target dead.
Passive Focus fire
Orbit until I fire on a target, engage my target, then return to orbit once target is dead.
Agressive
Attack any agressing target then select a new target. (This is current behaviour).
Agressive Focus Fire
Attack any agressing target then as a group, select a new target.
and/Or
Attack any agressing target but use my target for next target choice.
Calling a drone to orbit should override all behaviours until the drone is given an engage command.
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Rooker
Lysian Enterprises
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Posted - 2007.11.07 17:33:00 -
[54]
Edited by: Rooker on 07/11/2007 17:34:06
Originally by: CCP Tuxford The fighters were the worst though, those ******* actually moved away when I approached them, thats more than just being stupid, thats just insubordination.
LOL
I am so happy it's being seriously looked at. Drones not returning drives me nuts. I once had to SHOOT my heavy drones in order to launch lights at a tackling frigate because the little buggers wouldn't come back.
Are drones working in all parts of empire now (on SiSi) or are they still broke? There's something I've been wanting to test for a month and I can't do it until the drones work :/
-- Let Us Avoid Systems Via Autopilot |

Andargor theWise
Collateral Damage Unlimited Interstellar Alcohol Conglomerate
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Posted - 2007.11.07 17:57:00 -
[55]
Originally by: CCP Tuxford
Originally by: Zaphroid Eulthran Can I tell my light drones to only attack frigate sized targets now?
Actually they will prioritize going for smaller targets first, but personally I want to put the power to the players when having the drones choose targets.
Then allow us to script the drone behavior.  - Stop the Feature Glut: Take the API to the Next Level
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Kraven Kor
Caldari Provisions
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Posted - 2007.11.07 18:05:00 -
[56]
Originally by: CCP Tuxford
Originally by: Wild Rho Isn't using the hot key F10 for drones (the map hot key) going to cause some confusion?
The hot key is unassigned by default, you don't need to put it to F10. Personally I've been testing this with ctrl-1 for attack, ctrl-2 for return and orbit and ctrl-3 for return to bay. Little hint, ctrl-1 is dangerously close to ctrl-q
Nothing a N52 Speedpad can't help resolve :D
Nice review, thank you very much OP. Looks like some work still to be done but overall I like the direction this is heading in. ----- You're not what you are, you're just what you do! So it ends with their butts and it starts with your shoe! - Awesome Car Fun Maker |

Kruel
Blunt Force Syndicate
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Posted - 2007.11.07 18:12:00 -
[57]
1: Do drones still hump each other randomly? 2: Do they still decide to switch targets if they can't catch their assigned target in time?
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Xcom
Gallente Genco Interstellar Alcohol Conglomerate
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Posted - 2007.11.08 00:50:00 -
[58]
Update on the overlapping issue
As Toxford mentioned above it has been fixed. Here is a pic.
Overlapping fix
It looks really nice.
Drone stats
There was someone here that wanted to know about drone stats properly updated when they are fit. I did some tests. Opened info windows for my drones in drone bay, in space, in overview. They all display the original stats. For now I guess itÆs still left out for a 3rd party app.
Bugs
And other people wanted to know if drones properly get scooped into dronebay. I havenÆt seen it happen but I think until it hits TQ we wonÆt be 100% sure.
Other stuff
Other people wanted to know about ôguardö and ôassistö options. They are not in sisi. Maybe in the future I guess.
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DeltaH
Ars ex Discordia
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Posted - 2007.11.08 01:00:00 -
[59]
Originally by: CCP Tuxford health bar It now no longer shows damage all the time
Is there any fix for delegated fighters health working for the person they are delegated too? Right now they appear full health regardless of damage. This isn't very useful with delegation being the preferred method of fighter deployment. |

Dammar
Amarr Ephorate
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Posted - 2007.11.08 01:04:00 -
[60]
Originally by: Xcom
Other stuff
Other people wanted to know about ôguardö and ôassistö options. They are not in sisi. Maybe in the future I guess.
Damn, was afraid of that. The commands WERE there at one point, I know because I saw them myself...ah well, hopefully they make it in at some point.(and work.. lol)
I did notice ccp removed some of the 'options' from the thingy that anchors where your targets icons display too...not too happy about that either. :P
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