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Salmeria
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Posted - 2008.10.17 17:32:00 -
[1]
Edited by: Salmeria on 17/10/2008 17:32:57 I think that there needs to be more objects in space. For instance, like more buildings around various station. We just need more things to spruce up the game world.
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Fredrick Engelberg
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Posted - 2008.10.17 17:56:00 -
[2]
Originally by: Salmeria We just need more LAG to LAG OUT the game world.
FTFY.
No, really - that's the reason. Environment/object loading is laggy, and and the more objects and ships in space, the worse it is.
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Tykkis
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Posted - 2008.10.17 20:03:00 -
[3]
I allways thought it would be nice if the stations would be 100km diameter and you couldn't shoot through the objects. Say warp in point at the sides and docking in the middle 50km away. You could avoid the camper fire by traveling on the surface(very rough and lots of cover) of the station. Station could be in the middle of asteroid field too so you could warp 150km from side to side of the area.
On the other hand EVE maneuverability lacks a bit for that and some ships are just incredibly slow. CPU load could be an issue too along with game balance. Collision detection requires lot of server resources.
Lot of negative issues ye :) but thought i'd post anyway
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Malik Mantille
Minmatar Dark Sun Collective
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Posted - 2008.10.17 23:15:00 -
[4]
Originally by: Fredrick Engelberg
Originally by: Salmeria We just need more LAG to LAG OUT the game world.
FTFY.
No, really - that's the reason. Environment/object loading is laggy, and and the more objects and ships in space, the worse it is.
Personally I wouldn't mind a more expansive experience with more objects in space. to be honest if you seeded a set of "generic objects" and simply had a precached image set using X number of generic objects per space, I don't see the lag. If the objects are static (big square, non interactive) then all they consist of would be nothing more than a few pieces of data.
ObjectID Xgrid YGrid ZGrid
The object itself being static would just be a superfluous scenery object. Given this it would be maintained in cache so would not have to load every time a system is loaded this could be contained within a flagged data packet only loaded if not yet cached.
The amount of data for this, even for a hundred objects would be less than a few hundred Kb per system. As far as data goes it's a very small chunk. Most of the work would be client side, and to be honest, client lag is the least of my problems... if you don't like it, you could turn off the option to load scenery items (since the cache has a flag showing if the system scenery objects are cached, you could set this to a generic data chunk that has 0 scenery items bound to it and when toggled to not show scenery items, simply the cache responds that the scenery is already cached, yet will just use the 0 object scenery data.) ------
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Salmeria
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Posted - 2008.10.18 06:48:00 -
[5]
yea i wasn't talking about stuff to use as cover, i know the server isn't that powerful... yet
it would be cool to have random stuff around the various stations and stargates
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Clansworth
Burning Sky Labs Libertas Fidelitas
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Posted - 2008.10.18 13:17:00 -
[6]
Currently, all objects on grid are loaded prior to entering the grid. The best solution might instead to create a category of grid objects that are NOT required to be pre-loaded. Objects that do not require immediate player interaction could be placed in this group. (debris, unimportant structures, etc.). When entering grid, all required objects are loaded, as now, then, after on grid, it worries about loading up the 'fluff'. This could result in the ability to create very interesting environments, while not impacting warp in time.
POS Personal Storage |

Dylatar
Gallente Ocean Eleven Die Asteroiden Pluenderer
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Posted - 2008.10.19 00:22:00 -
[7]
When I started playing Eve in 2004, missiles HAD the behaviour to avoid objects. At least they flew around asteroids if I remember right. But with turrets this had no effect, you were able to shoot "through" them, like today.
For missiles this had the side-effect, that your real range wasn't the maximum possible range, because avoiding asteroids made the flight time towards the target longer. Was funny to see missiles hopping around asteroids. 
It would be very very nice to see something like this again, and also to see you can hide behind objects from enemy turret fire. That would give battles much more tactical depth.
But I see two reasons why this would not happen:
1. server capacity - I guess this was the reason why this missile behaviour was removed in the past. It worked with 10k players on the servers, but not today. You need to imagine, the flight path of every missile and every projectile/beam needed to be calculated for object collisions.
2. Missiles would get only their range shortened, depending on how much objects they must avoid, but the "always hit" effect would be just stronger than it is now. You couldn't hide behind objects from them, while you could avoid turret fire, but if you do so and use turrets yourself, you also are not able to fire back. I would see a quite big disadvantage for turret users here (I currently use mostly missiles myself).
So it would be a nice idea, making it very realistic and tactical - but I think not really good for gameplay.
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Dmian
Gallente The Scope
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Posted - 2008.10.19 01:28:00 -
[8]
While static objects represent very few data to send or receive, those object must be tracked in regards to pilots. While not in warp, ships need to avoid collision with those objects. A lot of objects put more stress on the servers (and on your graphic card.) The lag comes not only from the amount of data sent, but also from the amount of calculation the server needs to perform. Look how CCP had to get rid of containers in space for this same reason. ----
Eve Alpha - The font of Eve - Get it here |

Clansworth
Burning Sky Labs Libertas Fidelitas
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Posted - 2008.10.19 03:41:00 -
[9]
Originally by: Dmian While static objects represent very few data to send or receive, those object must be tracked in regards to pilots. While not in warp, ships need to avoid collision with those objects. A lot of objects put more stress on the servers (and on your graphic card.) The lag comes not only from the amount of data sent, but also from the amount of calculation the server needs to perform. Look how CCP had to get rid of containers in space for this same reason.
I think a lot fo us hope that the StacklessIO made more gains than the removal of containers, and other such decluttering, which leaves room for more beautiful clutter.
POS Personal Storage |
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