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Aerin Osaa
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Posted - 2003.06.14 22:51:00 -
[1]
When a player warps from one place to another, the server has to tell the client what stuff is at the new location (asteroids, pirates etc). Currently, this data is all transfered as the player exits warp. This leaves the player vulnerable briefly (longer if its very laggy), and causes the graphics engine to pause for a few seconds (due to the lack of multi-threading).
Given that a player cannot stop warping prematurely implies that the destination is predetermined (based on where they click 'warp to', and how much capacitor they have left). Why not start loading the destination data while the player is still warping? Since most of the data about an area of space won't change very much in the 10+ seconds that a player is warping for, the servers could inform the client of all the necessary objects and positions BEFORE the player stops warping. If this data is spread out over the whole time the player is warping, there will be negligable client lag, and the only thing that needs to be transfered as a client exits warp is the current location/velocity of any players (PC or NPC) in the area.
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Aerin Osaa
Caldari EQUALIBRIUM COALITION
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Posted - 2003.06.14 22:51:00 -
[2]
When a player warps from one place to another, the server has to tell the client what stuff is at the new location (asteroids, pirates etc). Currently, this data is all transfered as the player exits warp. This leaves the player vulnerable briefly (longer if its very laggy), and causes the graphics engine to pause for a few seconds (due to the lack of multi-threading).
Given that a player cannot stop warping prematurely implies that the destination is predetermined (based on where they click 'warp to', and how much capacitor they have left). Why not start loading the destination data while the player is still warping? Since most of the data about an area of space won't change very much in the 10+ seconds that a player is warping for, the servers could inform the client of all the necessary objects and positions BEFORE the player stops warping. If this data is spread out over the whole time the player is warping, there will be negligable client lag, and the only thing that needs to be transfered as a client exits warp is the current location/velocity of any players (PC or NPC) in the area.
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Silverbud
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Posted - 2003.06.15 00:30:00 -
[3]
$Aerin_Osaa++;
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Silverbud
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Posted - 2003.06.15 00:30:00 -
[4]
$Aerin_Osaa++;
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Dukath
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Posted - 2003.06.17 06:16:00 -
[5]
Another possible solution is implementing a LOD engine (if there already is one then it does not work unfortunately). At this point the only combat that is possible is one with less than 10 items (items including ships, missiles, mines, explosions, stargates and stations).
Warping into a place with more than 20 items gives a framerate of less than a second for at least 30 seconds which is enough to be killed in a good cruiser (active medium shield booster, tactical shields and 1100+ shields, targetted by 3 ships).
I know the graphics are a nice part of eve but at the moment the graphics ruin gameplay, simple as that. Most people that have experiences the lag have expressed similar feelings about rather having low or no detail at all over nice graphics with low framerate.
So please include a low detail option where you fly really really low polycount ships (i think a lot of people would even accept grey solid rectangles). This would increase the gameplay by a lot. Nice graphics in the slow boring parts but high framerate where it matters.
ps: if you have not done so already i suggest to take 20 people for a testbattle. Station 10 of them at a gate and let them drop a minefield at the warp entry point. when they are ready have the other 10 warp in and let them fight it out.
Unless the players at the gate are seriously outgunned they will come out on top all the time simply due to low framerate for the attackers
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Dukath
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Posted - 2003.06.17 06:16:00 -
[6]
Another possible solution is implementing a LOD engine (if there already is one then it does not work unfortunately). At this point the only combat that is possible is one with less than 10 items (items including ships, missiles, mines, explosions, stargates and stations).
Warping into a place with more than 20 items gives a framerate of less than a second for at least 30 seconds which is enough to be killed in a good cruiser (active medium shield booster, tactical shields and 1100+ shields, targetted by 3 ships).
I know the graphics are a nice part of eve but at the moment the graphics ruin gameplay, simple as that. Most people that have experiences the lag have expressed similar feelings about rather having low or no detail at all over nice graphics with low framerate.
So please include a low detail option where you fly really really low polycount ships (i think a lot of people would even accept grey solid rectangles). This would increase the gameplay by a lot. Nice graphics in the slow boring parts but high framerate where it matters.
ps: if you have not done so already i suggest to take 20 people for a testbattle. Station 10 of them at a gate and let them drop a minefield at the warp entry point. when they are ready have the other 10 warp in and let them fight it out.
Unless the players at the gate are seriously outgunned they will come out on top all the time simply due to low framerate for the attackers
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Main
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Posted - 2003.06.24 11:23:00 -
[7]
What it should do is load all data half way through the warp and then as soon as you exit the warp, it modifies the data to account for people warping away, jumping out, blowing up, etc. Main Everlasting Vendetta Veteran Member of the Stain Alliance |

Main
Minmatar Sebiestor tribe
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Posted - 2003.06.24 11:23:00 -
[8]
What it should do is load all data half way through the warp and then as soon as you exit the warp, it modifies the data to account for people warping away, jumping out, blowing up, etc. Main Everlasting Vendetta Veteran Member of the Stain Alliance |

lexxx
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Posted - 2003.06.24 21:05:00 -
[9]
EVE Idea Lab << look in there for lag
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lexxx
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Posted - 2003.06.24 21:05:00 -
[10]
EVE Idea Lab << look in there for lag
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Violence Reborn
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Posted - 2003.06.25 11:58:00 -
[11]
The Problem seems to be made more severe by the "threat" that someone will attack you whilst you are transfering.
For this reason, supposed roleplayers blockade gates using excuse similar to blockade of a seaport. In reality, the reason they are doing this is because they can get "easy kills". And you can't get easier then killing someone before they even know they've arrived. The solution is obvious.
Protect them until they are aware of thier surroundings.
You could do this with a ball of light, making the arrival unable to attack or target and anyone near to gate also unable to attack or target the arriving ship.
The 'User' gets a message "You are momentarily disorientated by warp" And the game loads his immiediate arrvial point, when loaded the ball of light dissipates...this allows the 'user' to see his surroundings.
All 'potencial' attackers would see an untargetable ball of light until the 'user' had loaded his environment.
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Violence Reborn
Amarr Mad Martins' Mining Corp
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Posted - 2003.06.25 11:58:00 -
[12]
The Problem seems to be made more severe by the "threat" that someone will attack you whilst you are transfering.
For this reason, supposed roleplayers blockade gates using excuse similar to blockade of a seaport. In reality, the reason they are doing this is because they can get "easy kills". And you can't get easier then killing someone before they even know they've arrived. The solution is obvious.
Protect them until they are aware of thier surroundings.
You could do this with a ball of light, making the arrival unable to attack or target and anyone near to gate also unable to attack or target the arriving ship.
The 'User' gets a message "You are momentarily disorientated by warp" And the game loads his immiediate arrvial point, when loaded the ball of light dissipates...this allows the 'user' to see his surroundings.
All 'potencial' attackers would see an untargetable ball of light until the 'user' had loaded his environment.
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Michel Licari
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Posted - 2003.06.25 14:28:00 -
[13]
I like the "ball of light" solution. Elegant and effective... and not too technological complex. Furthermore, it stops possible exploit by all sides...
I vote for that one
'To fight when others fold, pursue while others retreat. conquer while others quit and make right when all else is wrong' |

Michel Licari
Gallente Codito Ergo Sum
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Posted - 2003.06.25 14:28:00 -
[14]
I like the "ball of light" solution. Elegant and effective... and not too technological complex. Furthermore, it stops possible exploit by all sides...
I vote for that one
'To fight when others fold, pursue while others retreat. conquer while others quit and make right when all else is wrong' |

Cyrus Troy
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Posted - 2003.06.27 19:27:00 -
[15]
I've had this idea before, and it doesn't solve everything, but if you give the players the choice to come out of warp further away from something like a stargate, such as another 50+Km plus your usual 20Km, then any ships around a stargate won't be able to target ships that are 70Km out. This gives more than enough time for everyone's client to load, gives you the ability to chose if you want to run the blockaid, and you can use your 35Km long range guns vs just comming out of warp 5km from some campers ship.
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Cyrus Troy
Caldari Deep Core Mining Inc.
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Posted - 2003.06.27 19:27:00 -
[16]
I've had this idea before, and it doesn't solve everything, but if you give the players the choice to come out of warp further away from something like a stargate, such as another 50+Km plus your usual 20Km, then any ships around a stargate won't be able to target ships that are 70Km out. This gives more than enough time for everyone's client to load, gives you the ability to chose if you want to run the blockaid, and you can use your 35Km long range guns vs just comming out of warp 5km from some campers ship.
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Evee
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Posted - 2003.07.07 11:03:00 -
[17]
Only problem with the 70km warp stopping solution is that on safe runs where you maybe have to negotiate 15 - 20 jumps you would end up having to spend alot more downtime waiting to get to your destination. Although it would give you a chance to view any potential threats and possibly make a hyperspace leap out of trouble before even been targetable - Maybe it should be added as an option to the autopilot screen, Thus allowing people to choose either slow and safe or fast and risky...
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Evee
Gallente Aliastra
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Posted - 2003.07.07 11:03:00 -
[18]
Only problem with the 70km warp stopping solution is that on safe runs where you maybe have to negotiate 15 - 20 jumps you would end up having to spend alot more downtime waiting to get to your destination. Although it would give you a chance to view any potential threats and possibly make a hyperspace leap out of trouble before even been targetable - Maybe it should be added as an option to the autopilot screen, Thus allowing people to choose either slow and safe or fast and risky...
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Taurus 6345
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Posted - 2006.08.19 00:51:00 -
[19]
Here is what I just did to fix the lag... I cancelled my subscription. I have lost two Ravens in the last two weeks fully decked out with tech II stuff. It took me a long time to build up to them and I get blown up first in a LVL 3 mission and then two weeks later in a LVL 4 mission because I am not able to do anything. Once I finally warp in, I am already blown up. This program sucks. So the best way to solve the lag is to quit. I will take my $20 a month US, and play a different game. Taurus 6345 signing out... for good!
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