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Strill
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Posted - 2008.09.17 02:25:00 -
[1]
Currently when you train a skill, the server figures out the date that the skill will finish, and when that date comes, it ends your skill and adds its skill points to your character. This is a lot less work than giving everyone a skill point every few seconds, however, the skill points listed on your character sheet don't take into account the points from the skill you're currently training. There's no reason for this. Make the client estimate the amount of points you've gained so far from the skill you're training and add it to the (running) total of skill points you currently have.
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Slobodanka
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Posted - 2008.09.17 06:45:00 -
[2]
Use evemon? Besides, having this in game client would help you how?
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Strill
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Posted - 2008.09.17 07:00:00 -
[3]
Originally by: Slobodanka Use evemon? Besides, having this in game client would help you how?
Because it's a messy unpolished UI design. There's no need to have the player deal with the internal mechanics of how the server manages its information.
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CCP Lingorm
C C P
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Posted - 2008.09.17 09:42:00 -
[4]
I think this has been mentioned before sometime on the forums.
The issue is that skill points don't "Accumulate" (that would waste cpu cycles calculating more skill points). What happens is that we record your last activity on you skills (start skill training on X at time Y) and when you change skills we then calculate how many skillpoints would have been earned and apply it to the skill.
The only exception to this is skill completions. This trigger an event so that things are calculated.
So any client side display of the accumulation of skill points would be a best guess effort by the client and would not reflect the data on the server (hence why we do not display it).
CCP Lingorm CCP Quality Assurance QA Engineering Team Leader
Originally by: Lord Fitz Eve is to WoW as Wow is to an 8 player game of Unreal Tournament.
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Herschel Yamamoto
Bloodmoney Incorporated
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Posted - 2008.09.17 11:46:00 -
[5]
Originally by: CCP Lingorm I think this has been mentioned before sometime on the forums.
The issue is that skill points don't "Accumulate" (that would waste cpu cycles calculating more skill points). What happens is that we record your last activity on you skills (start skill training on X at time Y) and when you change skills we then calculate how many skillpoints would have been earned and apply it to the skill.
The only exception to this is skill completions. This trigger an event so that things are calculated.
So any client side display of the accumulation of skill points would be a best guess effort by the client and would not reflect the data on the server (hence why we do not display it).
How inaccurate would this best guess be? I'm assuming plus or minus 1 SP, possibly 2, which I can virtually guarantee that nobody cares about. If it's seriously off, I can see your point, but I can't imagine that it would be. ------------------ Fix the forums! |
Bad Borris
Most Wanted INC G00DFELLAS
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Posted - 2008.09.17 13:18:00 -
[6]
All you do is pause your training and your total sp will update.
Do not do that if you have recently been podded out of implants however as you will lose fast training time until you replace your implants.
Thats why some ppl set a long skill when they go out to pvp.
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Anig Browl
Caldari
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Posted - 2008.09.17 18:18:00 -
[7]
Originally by: CCP Lingorm The issue is that skill points don't "Accumulate" (that would waste cpu cycles calculating more skill points). [...]
Well, it updates on the skill you're training (even if this is an estimate). And even with your best attributes it's something like 1.25 seconds per skill point. I think pretty much any CPU/GPU can handle an extra add/blit once a second for the point total. It's 10 lines of code or less. And honestly, when you're looking at market details the sell prices always flash up and then disappear while the buy prices are updated - which is wasting a lot more CPU cycles than the SP total.
It's not that big a deal...but remember that multiple small issues like this are disproportionately confusing to new players who are already on a steep learning curve for the complex game mechanics.
From my previous experience (years ago doing text MUDs), I'd estimate that about 1/3 of people who give up after the trial people do so because of little weird inconsistencies which cause them to perceive the client as broken or unfinished. People expect a polished-looking window system to be as graphically stable and consistent as their desktop and get subconsciously irritated by such flaws. So fixing a few things like this would probably pay for itself pretty quickly.
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Strill
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Posted - 2008.09.18 00:22:00 -
[8]
Edited by: Strill on 18/09/2008 00:24:49
Originally by: CCP Lingorm I think this has been mentioned before sometime on the forums.
The issue is that skill points don't "Accumulate" (that would waste cpu cycles calculating more skill points). What happens is that we record your last activity on you skills (start skill training on X at time Y) and when you change skills we then calculate how many skillpoints would have been earned and apply it to the skill.
The only exception to this is skill completions. This trigger an event so that things are calculated.
So any client side display of the accumulation of skill points would be a best guess effort by the client and would not reflect the data on the server (hence why we do not display it).
The client already estimates the amount of skill points gained and displays them under the name of the skill you're training. Personally I've never had any problems with it but that might just be me.
If the accuracy of the client display is a problem then couldn't it be resolved by having the server tell the client the date and time it plans to end your skill training? So long as both of their clocks are correct, I can't think of a situation that would cause a discrepency.
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