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Kane Plekkel
The Necronomicons
Posted - 2009.08.17 12:53:00 - [1]
 

Currently, combat logs are pretty light. There's no way of distinguishing between weapons that have the same name; for example, you could have 8 large beam lasers, but whatever log message that shows up for a hit/miss cannot tell you which laser that was. Same goes for weapon groups, multiple groups of same weapon name doesn't distingush.

Another bit of information I'd like to see is the ammo equipped in the weapon/group and any modifiers that affect the weapon/group (tracking comp, heat sink, destabilizer, etc).

Possible solutions:

Add a slot number to each weapon when it shows up in the log, ie (3)Large Energy Beam I did x damage, and that would represent the large energy beam in slot 3. For groups, either add the range of slots or just an enumeration, ie (1-3) group of Large Energy Beam I... or just (1) group of Large Energy Beam I... or if you want to get real fancy, allow user's to name their groups, and put that, like (alpha) group of Large Energy Beam I...

For ammo, I've thought of 2 possible solutions.
1) When the first shot is fired, send a notify with the ammo equipped by the weapon/group just before the first damage message. I'd imagine it would show up like this:

message 1 - Ammo Notify: (1) Large Energy Beam I has Multifrequency L equipped
message 2 - Combat Damage: (1) Large Energy Beam I did some damage to that guy

Then send a notify any time the ammo is changed. I think that's already done, but I'm not sure if it specifies the ammo type, or if it just says "10 seconds to reload." An issue I see with this, however, is detecting the first shot of each weapon/group. Depending on how the code is structured, there could be an "inactivity timer" and the ammo message would be sent if the timer is more than # minutes (I'm thinking 2-5, maybe even make this an option). There is obviously something that causes combat logs to split, for I have multiple logs for the same day's activity. Maybe it makes a new one when you dock?

2) Simply tack on an ammo type to the damage message, ie. (1) Large Energy Beam I completely missed target [Multifrequency L]. Simpler, easier to implement, the first idea is just fancier.

For modifiers, however, I envision it utilizing method #1 above. When the modifier starts, throw a notify "Tracking Distrupter I in effect" and possibly add the modifiying attributes after that, and when it ends, throw the same message but "no longer in effect." To distinguish between multiple modifiers of the same type, add the ship/tower/whatever that is causing the modifier, like "Pithi Disruptor is using Tracking Disruptor I. Tracking modified by -25%" and "Pithi Disruptor stopped using Tracking Disruptor I. Tracking no longer modified by -25%."
Upon further development, modifiers can be tracked in real time, so when there's three disruptors on your ship, you get a more accurate message, so each message can display the real-time total modifier, instead of the module's base modifier. Confused? post a question and I'll explain it a bit more, as I'm running low on characters leftRolling Eyes

Of course, this brings up an issue in identifying npc enemies. Along the same lines as weapons, if you shoot at/get shot by npc's that share the same name, you cannot distinguish which one you shot at upon reviewing the logs. Simple solution, add a counter or ID to the end of the name: Pithi Disruptor 1 or Pithi Disruptor 1994981 or Pithi Disruptor 1c813baf or whatever, just something to set apart ships with the same name.

So why all these changes? Nobody reads logs, right?

I want to make a Log Analyzer, and looking at existing ones, these are the biggest issues I've found that stand in the way of providing the most accurate information to the player. Even without an analyzer, it may be helpful for some players who are wondering why suddenly they can't hit anything, and the friendly notify "you're being disrupted" shows up, and then they say "oh...bugger" or something.

Questions, Comments, post em. I want feedback plz

Kane Plekkel
The Necronomicons
Posted - 2009.08.18 00:14:00 - [2]
 

Hrm, I suppose logs aren't popular at all anymore <_<

Kane Plekkel
The Necronomicons
Posted - 2009.08.19 00:08:00 - [3]
 

ah, come on, nothing?

Cyzin Jita
Posted - 2009.08.19 00:29:00 - [4]
 

All I can say is:

Drone damage, drone damage, drone damage.

Adehlea
Posted - 2009.08.19 07:45:00 - [5]
 

I posted something a while back asking for more information in the logs, and it also got no responses!

So consider this a /signed !

I would also like to see things like Cap gains from NOS'

In fact anything that affects your ship that is not passive would be nice to see.

Ydyp Ieva
Caldari
Amarrian Retribution
Posted - 2009.08.19 08:28:00 - [6]
 

Originally by: Cyzin Jita
All I can say is:

Drone damage, drone damage, drone damage.

Yup, as long as those aren't added the logs are incomplete and not realy of any use for someone that uses drones, even if it is just one T1 light drone.

Astria Tiphareth
Caldari
24th Imperial Crusade
Posted - 2009.08.19 11:58:00 - [7]
 

Given that logs can't even be accurate today due to lag (killmails will happily show pods firing weapons or that weapons were unknown) I'd argue improved logs are a bit of a dead end until the actual reporting mechanism is improved.

That said, more detail is usually better, if it doesn't come with a major performance cost.

Kane Plekkel
The Necronomicons
Posted - 2009.08.19 12:00:00 - [8]
 

Sorry to say I missed that, not being a big drone user myself :\

However, consider 5 drones that fire once every second, let's say. That's 5 messages a second, and remember that all log messages appear in that little black box that pops up. Perhaps have a seperate log for drone damage?

Or, 'nother idea, have everything show up in logs, and allow users to filter out what they don't want to appear on screen. I noticed a couple options already for things like that, like "Show/Hide Missed Shots" and "Show/Hide Incurred Damage." Everything is set to Show as default, but if you hide any of those, not only does it not show up on screen, it doesn't get written to the log at all, so using a log analyzer with "Hide Misses" on reports a 100% accuracy Confused Which isn't entirely useful...

So, MOAR INFORMATIONZ and let us sort it out as we want.

Pian Shu
Probability Directive
Posted - 2009.08.19 23:24:00 - [9]
 

I'm all for more and more useful messages in the logs.

I had a problem a while back where I clicked the warp button (as I was about to be severely outnumbered) and my ship just aligned for 10 seconds; so I clicked to warp somewhere else, and my ship aligned for another 10 seconds. This was in an assault frigate with very quick align time. My pod had the same problem. I petitioned and all I got was a message seeming to indicate I didn't know what I was talking about because the server-side logs didn't show anything like that.

The logs on my side clearly displayed this, but apparently the server side logs didn't. Why can't they hash the logs somehow so that they can trust client-side logs for reimbursement?

This is almost a hijacking; but my point is I agree that the logs should contain more data and that data should be more useful.

Kane Plekkel
The Necronomicons
Posted - 2009.08.21 20:47:00 - [10]
 

Edited by: Kane Plekkel on 21/08/2009 20:48:14
Originally by: Pian Shu
I'm all for more and more useful messages in the logs.

I had a problem a while back where I clicked the warp button (as I was about to be severely outnumbered) and my ship just aligned for 10 seconds; so I clicked to warp somewhere else, and my ship aligned for another 10 seconds. This was in an assault frigate with very quick align time. My pod had the same problem. I petitioned and all I got was a message seeming to indicate I didn't know what I was talking about because the server-side logs didn't show anything like that.

The logs on my side clearly displayed this, but apparently the server side logs didn't. Why can't they hash the logs somehow so that they can trust client-side logs for reimbursement?

This is almost a hijacking; but my point is I agree that the logs should contain more data and that data should be more useful.
"Our server-side logs don't show anything out of the ordinary" seems to be CCP's response to anything that doesn't show unusual. Not saying that they're wrong all the time they respond like that, but it is a bit annoying, especially when you have your own logs to confirm what you're talking about.

For that situation, I'd probably account that to lag, or perhaps even a misclick, as "warp" and "align to" are next to each other :/ Server logs would either show you aligning because you clicked align (hence the "this fellow doesn't know what he's talking about" response) or if the lag wasn't severe enough, logs would show nothing out of the ordinary...

This ties in with another aspect of logs I'd like to see: more warp notify's. Click to warp somewhere, and if you don't immdiately warp, it should throw a "aligning to warp to <destination>" and then when you warp, "warping to <destination>" and maybe even an "arrived at <destination>." Totally make it an option, cuz I doubt everyone needs or even wants these sort of messages, but for those who do, its there and helpful.

Again, the whole point of this proposed change is to give MORE and BETTER DETAILED INFORMATION to the player. Those who don't need it will disregard it. Those who want it will use it to their advantage. I can see myself using it to plot out much more precise damage outputs when I can know what ammo is equipped in my guns, what modifiers are active on it, and the type of ship its shooting...

EDIT: odd post issue


 

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