open All Channels
seplocked EVE General Discussion
blankseplocked Ultra easy solution to fix blobs and save pvp
 
This thread is older than 90 days and has been locked due to inactivity.


 
Pages: 1 2 3 [4]

Author Topic

freshspree
Caldari
Dissonance Corp
Posted - 2011.02.25 04:45:00 - [91]
 

Edited by: freshspree on 25/02/2011 04:46:08
LMFAO @ the comments on this thread. My opinion is that CCP should upgrade the servers to meet the needs of the ever growing population.If you have a decent computer of let's say a windows index of 6.0 or better, you shouldn't be getting any sort of lag due to your hardware. The problem is because the servers can't keep up.

Apollo Gabriel
Mercatoris
Etherium Cartel
Posted - 2011.02.25 05:37:00 - [92]
 

Originally by: freshspree
Edited by: freshspree on 25/02/2011 04:46:08
LMFAO @ the comments on this thread. My opinion is that CCP should upgrade the servers to meet the needs of the ever growing population.If you have a decent computer of let's say a windows index of 6.0 or better, you shouldn't be getting any sort of lag due to your hardware. The problem is because the servers can't keep up.

LMFAO @ you

So CCP makes it 100% lag proof, it is so fun, that 1000 more people join the fight. I really invite you to rethink your position when you sober up.


Tarin Adur
Gallente
Crimson Empire.
Posted - 2011.02.25 06:32:00 - [93]
 

Originally by: Ephemeron
It would help if CCP didn't nerf speed a while back. As speed is the best counter to the blob.

Speed should play more important role in large scale combat.
Not only it helps fight the blob, but it also makes combat more FUN, and this is a game after all. We play it for fun.


QFT.

Mortania
Minmatar
No Compromise
Gentlemen's Agreement
Posted - 2011.02.25 07:39:00 - [94]
 

Stop trying to kill the blob, embrace the blob.

Why does the blob suck? Because of lag, because each ship adds load and things get worse with each ship.

How to solve? Remove the load each additional ship adds. Easier said than done of course, but possible.

Primary idea: remove autonomy of individuals in blobs.

Allow a maximum of X autonomous units per fleet action. If it's 200 v 200 that the system can handle, then X=200.

If there are 400 ships, then 200+ people lose autonomy. Squads act as a single unit for load. They move the same, the target the same, they fire the same, they warp to the same place, etc. Think Ender Wiggin (or Allegiance if anyone played that game), or Voltron, or hex style war games where entire fleets are represented by a single cardboard chit.

Now fleet actions become about bringing the right number of ships (hint: as many as you can) creating the proper squad compositions, and focused fire comes along for the ride for free. Yeah, trust of your squad commanders go up as they are controlling many people's ships, but it's mostly that way in a good fight anyhow.

If it's 10000 v 10000, then entire wings become single units.

Pros: The load remains the same no matter how many units come into the equation. Now blobs = good.

Cons: People give up autonomy, but in a well run fleet, they basically do anyhow.

Caveat: 5 min napkin idea has many holes in it, they always do, devil is in the details. Each additional ship is never going to be 100% free, but you can bring down the load a TON by combining actions.

Obsidian Hawk
RONA Corporation
RONA Directorate
Posted - 2011.02.25 07:42:00 - [95]
 

Originally by: freshspree
Edited by: freshspree on 25/02/2011 04:46:08
LMFAO @ the comments on this thread. My opinion is that CCP should upgrade the servers to meet the needs of the ever growing population.If you have a decent computer of let's say a windows index of 6.0 or better, you shouldn't be getting any sort of lag due to your hardware. The problem is because the servers can't keep up.


They upgrade the servers about every 18 months. We had 2 huge hardware overhauls last year. It isnt cheap you know. Maybe a good ccp bake sale to borrow the computers from norad or something.

Meridith Akesia
Stimulus
Posted - 2011.02.25 08:54:00 - [96]
 

This has to be one of the most stupid proposals to fix blobs i have ever read.

Pan Crastus
Anti-Metagaming League
Posted - 2011.02.25 09:16:00 - [97]
 

That would be a silly solution and too many "exploits" exist (think snoball launchers on your enemy's current target = huge damage reduction).

Now that many new games use some physics engine, CCP should make the game more realistic, for example add line of sight, splash damage and friendly fire calculations, which would result in a similar effect (and nerf turrets for fleet fights). Also, fleet fights using the terrain will be more fun (think asteroid belts).

Also, making that fast enough is an interesting problem to work on for programmers.

PS. splash damage in the early versions of EVE was sometimes confusing, e.g. in belts while ratting => concord, but it's nowhere near as confusing as repping + GCD problems were until recently.

Jasper Grimpkin
Trader's Academy
Posted - 2011.02.25 09:33:00 - [98]
 

Originally by: Barakkus
How about every ship entering grid past a certain threshold just automatically explodes.


win

Venkul Mul
Gallente
Posted - 2011.02.25 09:38:00 - [99]
 

Originally by: Pan Crastus

Now that many new games use some physics engine, CCP should make the game more realistic, for example add line of sight, splash damage and friendly fire calculations, which would result in a similar effect (and nerf turrets for fleet fights). Also, fleet fights using the terrain will be more fun (think asteroid belts).

Also, making that fast enough is an interesting problem to work on for programmers.

PS. splash damage in the early versions of EVE was sometimes confusing, e.g. in belts while ratting => concord, but it's nowhere near as confusing as repping + GCD problems were until recently.



1) turrets don't need a nerf, thank you.

2) what make you think that adding "add line of sight, splash damage and friendly fire calculations" will reduce server load?
You want leave them to the player PC to calculate? It will open a canload of cheats options.



Tub Chil
Posted - 2011.02.25 10:32:00 - [100]
 

Edited by: Tub Chil on 25/02/2011 10:32:40
My similar idea about this

http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1425271

Alotta Baggage
Amarr
Imperial Shipment
Posted - 2011.02.25 10:51:00 - [101]
 

Originally by: Mortania
Stop trying to kill the blob, embrace the blob.

Why does the blob suck? Because of lag, because each ship adds load and things get worse with each ship.

How to solve? Remove the load each additional ship adds. Easier said than done of course, but possible.

Primary idea: remove autonomy of individuals in blobs.

Allow a maximum of X autonomous units per fleet action. If it's 200 v 200 that the system can handle, then X=200.

If there are 400 ships, then 200+ people lose autonomy. Squads act as a single unit for load. They move the same, the target the same, they fire the same, they warp to the same place, etc. Think Ender Wiggin (or Allegiance if anyone played that game), or Voltron, or hex style war games where entire fleets are represented by a single cardboard chit.

Now fleet actions become about bringing the right number of ships (hint: as many as you can) creating the proper squad compositions, and focused fire comes along for the ride for free. Yeah, trust of your squad commanders go up as they are controlling many people's ships, but it's mostly that way in a good fight anyhow.

If it's 10000 v 10000, then entire wings become single units.

Pros: The load remains the same no matter how many units come into the equation. Now blobs = good.

Cons: People give up autonomy, but in a well run fleet, they basically do anyhow.

Caveat: 5 min napkin idea has many holes in it, they always do, devil is in the details. Each additional ship is never going to be 100% free, but you can bring down the load a TON by combining actions.


I love the blob.....

Pan Crastus
Anti-Metagaming League
Posted - 2011.02.26 17:47:00 - [102]
 

Originally by: Venkul Mul

2) what make you think that adding "add line of sight, splash
damage and friendly fire calculations" will reduce server load?



Nothing, I never wrote that it will. It will increase server load, but fix blobbing.

Herzog Wolfhammer
Gallente
Sigma Special Tactics Group
Posted - 2011.02.26 17:52:00 - [103]
 

Fix Blobs:

1. No more gates. You pick an adjacent system to warp to and a distance from the star to land at, engage warp - Captain Kirk style.
2. Remove local.
3. Area of effect damage for all explosions, be it ships or ballistics. Get too close and *pop*.
4. Make clone vats require as much material going in as coming out. This means you need to collect corpses, this means no more SB disco if you want that protein.

(5. Don't fix lag Twisted Evil )




Feligast
Minmatar
GoonWaffe
Goonswarm Federation
Posted - 2011.02.26 18:44:00 - [104]
 

Originally by: Skunk Gracklaw
Originally by: Feligast
Explain to me please how four ships make a blob?


Numbers are irrelevant. When pubbies complain about blobs they mean any group larger than their own.


Seems like they're saying "I lost, so it was a blob!" Numbers truly are irrelevant.

Venkul Mul
Gallente
Posted - 2011.02.26 19:21:00 - [105]
 

Originally by: Pan Crastus
Originally by: Venkul Mul

2) what make you think that adding "add line of sight, splash
damage and friendly fire calculations" will reduce server load?



Nothing, I never wrote that it will. It will increase server load, but fix blobbing.



Reducing battles to a 10 ships vs 10 ships full of lag environment?

As your solution increase server load by several orders of magnitude it will reduce maximum number of ships by several orders of magnitude, i.e. from 1.000 on grid to 10 on grid.

Utaldail Krull
Dirt Nap Squad
Dirt Nap Squad.
Posted - 2011.02.26 19:28:00 - [106]
 

A) Quit whining and grow a pair
B) This is the BS cry baby topic I would expect to see in a WOW forum.
C) Quit whining and grow a pair

Miss Xoco
Minmatar
Blacksteel Mining and Manufacturing
Renaissance Federation
Posted - 2011.02.27 08:18:00 - [107]
 

Edited by: Miss Xoco on 27/02/2011 08:33:11
I tell a very easy solution, what CCP makes out of it its theyr beer or cookie.

To avoid blobbing on expensive ships which really hurts because there is just no fair competition, no matter how powerful the ship is, no matter how skilled its pilot, it simply gets crashed by amount unless they arnt using it at all. Which is actually the case. How many are using really expensive stuff for PVP? Just the elite who can afford to lose a lot.

Now i think blobbin should still be allowed on cheap T1 ships because you CAN FULLY insure them with very low ISK loss, so i dont see the problem.

However, its a problem when the ship is very expensive because there is NO adequate insurance to even nearly cover it, and insurance is mainly for active PVP use, when you know that the risk of losing it is very high. But CCP want the players to "feel" the loss of a expensive ship.. working as intended.

Still, a T2, faction and capital ship (capital means frighter too) should have the ability to fit a special module:

Destructive Energy relay field (or something like that)

Ability: High slot, need to be enabled and will use cap, 50% damage cut, or 100% increased resist (will still be penaltized by other resist) against any damage exceeding a certain damage level from X-targets or X-damage amount.

Rat KI: Will always us the "Challenge KI", means they always attack the most expensive ship on the battlefield, so that ship
can be a PVE tank and others can fully focus on supporting it without always having a PVP randomness, means there will actually
be a tank and not random damage everywhere. Only E-Warfare is used on everyone (cap drain, target disrupt and so on).


Pages: 1 2 3 [4]

This thread is older than 90 days and has been locked due to inactivity.


 


The new forums are live

Please adjust your bookmarks to https://forums.eveonline.com

These forums are archived and read-only