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Thread Statistics | Show CCP posts - 0 post(s) |
Samuel Wess
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Posted - 2009.01.22 19:04:00 -
[1]
Why cant i just give the command lock that ship and have the crew/ai/whatever do the rest ? I dont care that it cant get a lock on it NOW, just keep trying till it gets a lock on it or it cloaks or warps out. It could just add a timer to the regular locking timer, if i uncloak and give the command lock that ship the total time will be recalibration time + regular locking time, and i can do the navigation without spamming lock lock lock lock (having a shortcut for lock would allow to do some other things also). |
Nikita Alterana
Gallente The Antikythera Mechanism
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Posted - 2009.01.22 22:22:00 -
[2]
signed |
Typhado3
Minmatar Ashen Lion Mining and Production Consortium Axiom Empire
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Posted - 2009.01.22 22:28:00 -
[3]
/not signed
seems to make it too automated.
ccp fix mining agent missions % pls |
Caldari 5
Amarr The Element Syndicate Black Mesa Project
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Posted - 2009.01.22 22:36:00 -
[4]
You still have to initiate the locking procedure, you are just cutting down on excessive network/database calls.
Signed
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NightF0x
Gallente Ardent Industrial Arcane Alliance
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Posted - 2009.01.22 23:58:00 -
[5]
Originally by: Caldari 5 You still have to initiate the locking procedure, you are just cutting down on excessive network/database calls.
Signed
How? It would seem that unless you are constantly hitting lock target that you are in-fact slower than an auto-repeat lock until it is locked. ------------------------------------
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CaptainSpock211
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Posted - 2009.01.23 02:56:00 -
[6]
Here's how it works now. Ctrl+Click your target, before the lock is acquired, you activate the high slots you care to use, lets say F1-F6. The target becomes locked, and all your weapons fire immediately.
If you want it to be any easier I suggest go to MIT and help them develop neural computer interfaces so you don't have to use your hands.
There is no "crew/ai/whatever". Its all you. If you have to keep on re-locking targets, its because you are being jammed, and thats another part of the game you need to get used to. ---------------------------------------------------------------------- Live Long and Prosper, unless you're one of those pinko Romulans!! |
Marcus Gideon
Gallente Excessive Force
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Posted - 2009.01.23 03:16:00 -
[7]
Originally by: CaptainSpock211
There is no "crew/ai/whatever". Its all you. If you have to keep on re-locking targets, its because you are being jammed, and thats another part of the game you need to get used to.
First off, you're about to stir up a bee hive of crap. So hopefully heading it off beforehand...
All the stories say that anything larger than a frigate DOES have a crew. And there are lots of threads asking for a better in-game representation of that fact. However, they all amount to little more than another form of Rigs, and usually disappear after a week of discussion.
Regardless, sometimes you may not lock for other reasons. Such as... you haven't maxed Targeting, and are trying to lock more than you can handle. That's not an excuse, just an explanation as to why someone may want to lock onto more, and be rejected.
Either way, I do agree that players just need to accept the fact that the game will not play itself. You will be required to expend a calorie or two and move the mouse or press a key now and then.
What's wrong with fitting an Automated Targeting System though? --- Don't take my ranting personally. I may just be arguing the topic, unless you're saying something stupid, and then I mean every word. "Players don't want Variety. They want THE BEST" |
Lilith Velkor
Minmatar DEATH'S LEGION Red Box.
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Posted - 2009.01.23 03:22:00 -
[8]
Originally by: CaptainSpock211 Here's how it works now. Ctrl+Click your target, before the lock is acquired, you activate the high slots you care to use, lets say F1-F6. The target becomes locked, and all your weapons fire immediately.
They should fire immediately, more often than not you get 1-2 seconds until they activate though.
Thats something that could get overworked imo, normally its just fine but sometimes lag adds up and you cant lock anything before they warp.
Also sometimes (not quite as often) locking fails completely with no apparent reason, just "you failed to target xyz". Very annoying if you see a sluggish BS warp away while constantly failing to lock despite being in perfect range to tackle.
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Irn Bruce
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Posted - 2009.01.23 03:36:00 -
[9]
The situation the OP is frustrated with occurs when someone undocks, or drops out of warp. You can see them on your overview, and you can try to target them, but the targetting won't finish until they're completely out of warp, or until their undock timer runs out. Since you cannot see these timers, the only way to be sure of getting a lock in those situations is to continually spam the lock button until eventually a lock cycle sticks. That's definitely a lot of unnecessary server calls. There's no reason why the lock attempt shouldn't be put "on hold" while the timer runs down, and then the lock cycle can begin properly. Perhaps the lock timer could say "Pending" or something before switching to the countdown when the cycle actually begins. It wouldn't change anything, just make it a lot more streamlined for the person trying to get a lock, and save on some server traffic. |
Marcus Gideon
Gallente Excessive Force
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Posted - 2009.01.23 03:40:00 -
[10]
Speaking of "Pending"...
Why can't we get a slight delay, rather than the irritating messages like "You can't undock/change ships/whatever for another 1 second".
It actually takes longer for the warning message to play, then it would have to just complete the action.
Dock, drop off cargo, exit... but I have to wait 3 seconds before I can undock. Why not just hesitate 3 seconds if it's that big a deal, and then complete my request? |
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Irn Bruce
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Posted - 2009.01.23 03:54:00 -
[11]
Or even, how about a timer (similar to the undock timer, but less intrusive) that counts the time left before an action like that can be taken. At any time during that timer, the action can be aborted, and as soon as the timer finishes, the action is invoked.
For example, I have just joined a fleet, and want to jump through a stargate. I must wait 30 seconds before I can do so. So I click jump, the timer pops up and starts counting down from 30. If I decide I'd rather go somewhere else, I can click abort and do that instead, or if I don't I simply wait for the timer to finish, and I automatically jump through the gate. |
Fullmetal Jackass
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Posted - 2009.01.23 04:17:00 -
[12]
Originally by: Marcus Gideon
Originally by: CaptainSpock211
There is no "crew/ai/whatever". Its all you. If you have to keep on re-locking targets, its because you are being jammed, and thats another part of the game you need to get used to.
First off, you're about to stir up a bee hive of crap. So hopefully heading it off beforehand...
All the stories say that anything larger than a frigate DOES have a crew. And there are lots of threads asking for a better in-game representation of that fact. However, they all amount to little more than another form of Rigs, and usually disappear after a week of discussion.
Regardless, sometimes you may not lock for other reasons. Such as... you haven't maxed Targeting, and are trying to lock more than you can handle. That's not an excuse, just an explanation as to why someone may want to lock onto more, and be rejected.
Either way, I do agree that players just need to accept the fact that the game will not play itself. You will be required to expend a calorie or two and move the mouse or press a key now and then.
What's wrong with fitting an Automated Targeting System though?
Pretty much what he said.
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Nikita Alterana
Gallente The Antikythera Mechanism
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Posted - 2009.01.23 06:03:00 -
[13]
gotta agree with Irn and the OP on this one guys, this way is much better then constant button mashing.
the other way I see this being useful is when your under fire in lowsec, and your ship is going to die. now normally, the solution is to mash down the warp button so that as soon as the ship explodes you warp, this strikes me as kinda dumb, and again, a waste of database calls. is it really that hard to put like a sort of 'kill switch' or 'complete as soon as possible' button that activates the second its able to? Like if a tackler accidentally strays out beyond jam range and you get a few seconds free from the ecm. Normally this means you instawarp, but in the few seconds it takes you to notice and jump, they might already have you jammed again. __________________________________________________ I was Amarr before they were the FOTM and I'll be Amarr after it! I'm also training Minmatar Capitals! And I eat Lions! |
Astria Tiphareth
Caldari 24th Imperial Crusade
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Posted - 2009.01.23 08:51:00 -
[14]
Originally by: Marcus Gideon Speaking of "Pending"...
Why can't we get a slight delay, rather than the irritating messages like "You can't undock/change ships/whatever for another 1 second".
Funny you should mention that - an semi-equivalent idea came up a week or so ago about reducing the button/clicking spam to deal with irritating timer-based messages.
To repost my comment from that thread, for (hopefully) convenience:
This in essence describes a one-slot queued action - as the server polls each second, it tries to run the queued action until it can. Requesting a new action replaces the previous one requested.
Sounds like a great idea to me. I really hate user interfaces that effectively state 'can't do that right now, try again in a bit, some arbitrary timer is still finishing up'. It smacks of poor design to not simply take input and work with it as most effectively as possible - in this case, to queue it up and run it when you can. ___ My views may not represent those of my corporation, which is why I never get invited to those diplomatic parties... Environmental Effects
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FullMetal Basilisk
Minmatar Freeform Industries
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Posted - 2009.01.23 10:59:00 -
[15]
Originally by: Marcus Gideon
Originally by: CaptainSpock211
What's wrong with fitting an Automated Targeting System though?
do they work properly now? |
DrDooma
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Posted - 2009.01.23 11:34:00 -
[16]
/signed
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Straight Chillen
Gallente The Collective Against ALL Authorities
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Posted - 2009.01.23 15:46:00 -
[17]
I totally agree, and hey CCP dudes, think of how many server requests can be done away with by implementing something like this.
It could also be done with jump through gates and docking up, those are pretty spamerific times Please resize image to a maximum of 400 x 120, not exceeding 24000 bytes. If you would like further details please mail [email protected] ~Saint |
Fenren
Minmatar Bure Astro Photography
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Posted - 2009.01.23 18:05:00 -
[18]
Originally by: Straight Chillen I totally agree, and hey CCP dudes, think of how many server requests can be done away with by implementing something like this.
It could also be done with jump through gates and docking up, those are pretty spamerific times
or perhaps the client first check with its own hidden timer before asking the server for permission... |
Irn Bruce
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Posted - 2009.01.23 18:24:00 -
[19]
Originally by: Nikita Alterana gotta agree with Irn and the OP on this one guys, this way is much better then constant button mashing.
the other way I see this being useful is when your under fire in lowsec, and your ship is going to die. now normally, the solution is to mash down the warp button so that as soon as the ship explodes you warp, this strikes me as kinda dumb, and again, a waste of database calls. is it really that hard to put like a sort of 'kill switch' or 'complete as soon as possible' button that activates the second its able to? Like if a tackler accidentally strays out beyond jam range and you get a few seconds free from the ecm. Normally this means you instawarp, but in the few seconds it takes you to notice and jump, they might already have you jammed again.
Actually, I'd make that the exception. A warp command shouldn't be queued if you're warp scrambled. That'd be too harsh on the person doing the scrambling in certain situations. On occasion I have activated my warp scrambler, and it hasn't activated immediately due to lag, so I've tried again, thinking I didn't press the right key or something. This has resulted on my scrambler deactivating after one cycle. I've been able to instantly reactivate it, and it hasn't been a problem, but If the target had instawarped it would have been.
We don't want this feature to interfere with PvP mechanics, i.e. it shouldn't be an "instawarp as soon as the scrambler is gone" button. The scrambled pilot should still have to pay attention if he wants to get away. The purpose behind this feature would purely be to fix a couple of little niggles that are currently quite annoying, and have no other way around than to spam a button. You can't see someone's undock timer, so you don't know when it's possible to lock him. However, you can see when someone is warp scrambling you, and you can see when your ship pops, so warping out of combat doesn't need changed IMO. |
CaptainSpock211
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Posted - 2009.01.24 02:15:00 -
[20]
Originally by: Marcus Gideon
Originally by: CaptainSpock211
There is no "crew/ai/whatever". Its all you. If you have to keep on re-locking targets, its because you are being jammed, and thats another part of the game you need to get used to.
First off, you're about to stir up a bee hive of crap. So hopefully heading it off beforehand...
All the stories say that anything larger than a frigate DOES have a crew.
Ok you are right about that one, but i guess the only way I can explain it is like so: If you are the captain of the ship, your subordinates shouldn't be taking matters into their own hands. It is your responsibility to delegate orders to get the job done. ---------------------------------------------------------------------- Live Long and Prosper, unless you're one of those pinko Romulans!! |
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Reten Kip
Eve University Ivy League
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Posted - 2009.01.24 02:53:00 -
[21]
You do still delegate it, you just told your crew "lock that SOB, whatever you gotta do, just do it."
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DarkRavin
hirr Morsus Mihi
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Posted - 2009.01.24 04:52:00 -
[22]
Originally by: Reten Kip You do still delegate it, you just told your crew "lock that SOB, whatever you gotta do, just do it."
On that note: /signed |
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