Ok…NOW I think Eve is dying

Active mining mode should have space Tetris, kinda like explorers get Minesweeper. You have to orient the rocks to make them fit, and don’t stack fiery kernite next to plagio… Watch out for space weevils!

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tbh, we were the only ones keeping the post alive. :stuck_out_tongue:

My posts are relevant to the op too… there’s plenty of reasons to be excited for Vanguard integration. So no, EVE isn’t dying, it’s about to enter it’s golden age.

Absolutely. It definitely needs a minigame. Though, I kind of think it needs to be a puzzle where you remove elements that are already put together, rather than trying to piece something together. Just to fit more thematically.

Your post are so long than I broke my finger to scroll up on my phone :joy::joy::joy::joy:.

That’s why I loled and didn’t red flag your comment :saluting_face::saluting_face:

Yeah, fair enough. Pretty sure the conversation is over anyway, as there’s not much value in continuing.

Of course as where there are miners … gankers will follow!

How about NO, it’s very productive and easy to follow other than the idea of asteroid belts orbiting a star :star: ^

The bit about asteroid belts orbiting the star, is more or less suggesting rocks could spawn anywhere in that circular orbital.

image

Not necessarily that the celestials would physically move. (That would be cool, but probably not realistic for EVE.)

CCP might choose to have a few static fields… or new ones could just spawn somewhere on that circle once the old field gets mined out. Mining anoms and sigs would also spawn along that spline. There’s a few different ways to go with it, but I do think something should change about how they’re presented currently, because they’re a bit awkward the way they are now.

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So thats a no then, ok

Except it will, the fact that you seem unable to grasp this key important detail is your main issue

Sure, but thats not the silver bullet you think it will be

Anything related to something that affects progress of anything on TQ will be affected by TiDi taking place, you have no choice but to run the timers in sync with each other less you end up with a situation where the space side of it is literally unable to do anything to affect the progress being taken in the FPS because their ability to respond has been slowed down to a snails pace

This is the fundamental issue with having anything taking place in realtime in the 2 games, which is part of the reason i very much doubt its going to be realtime, another big nail in that coffin is latency, CCP has lots of experience dealing with a game that has a 1 second server tickrate, dealing with an FPS is an entirely different beast because latency becomes a much larger issue, latency doesn’t affect EVE to the same degree because of the tickrate

Sure, but even then a sov battle can exceed the number of players that entire game even has at any one time, there is niche and then there is niche

For most people the stories aren’t going to matter, they will want to shoot things, even having sat here for 19 years and been around some of these massive battles the story doesn’t matter anywhere near as much to most people as the battle itself

Except that this is going to be the majority of people playing an FPS, hate to break it to you but that community can barely manage to tolerate small timers and objectives, they aren’t going to really want to engage with things with timers the scale of which EVE is used to

And those “children” are going to be the main population of this FPS lol

Correct, given the limited number of places any battle is going to be able to handle you are basically going to have to sit there and wait for things to start or do you somehow think these vanguard battles are going to manage to have hundreds of players in the same instance? once its full its full, unlike EVE there won’t be a way for you to join once that server is at the player cap unless someone leaves, with EVE you can force a player to leave the system by killing their pod, in VG you’re going to keep respawning in the same instance so you won’t get the same cycling of players in and out

Sure, but you’re going to have to be in a group and ready for the time that action “pops off” and if you’re not ready you’re going to miss your chance as those instances will fill up pretty quickly, if you’re not ready at go time then you’re probably going to miss the fight

Citation needed

I am aware, the side effect of this is that anything outside of that system is unaffected by that slowdown directly, even 1 jump over the simulation runs at normal speeds, meaning if you were able to open a live view of the system experiencing TiDi everything would appear to run in slow motion, hence if you were trying to view a TiDi space battle from a station where its interior wasn’t experiencing that same time dilation you would see the rest of the space battle as if it were in slow motion

It does prevent them from doing it in real time however, because it won’t know how the rest of the battle is going to play out until the server is done processing it, hence any visuals you’re going to see out of a window on the station will not actually be of the battle as it happens but instead either pre-rendered or generated by the game randomly in order to give you the illusion that a fast paced space battle is going on outside

Yes i used words you were likely to understand, seems i was mistaken so i shall ELI5 it for you

The server operates on a 1 second tickrate at full speed, this means you would only be able to update the positions of all ships and entities in the simulation once per second at best, yes i used the term FPS because its simple for most people to understand but in this case the “frame” is not an actual visual frame but a timeframe snapshot of the battle, your PC will not affect that in the slightest because if its based on the current snapshot of whats going on in space then it will be dramatically slowed down when TiDi kicks in because that frame of time will be stretched out meaning your client will not have any new data to update that render with, or rather, the amount of changed data will be so insignificantly small that the player isn’t actually going to notice

Does that clear it up for you?

And i’m still failing to see how the specs of your machine affect the actual simulation which happens on the server and not on your local machine, yes your GPU has to render the 2000 ships on it, but even if your machine was a literal potato hooked up to the internet the server wouldn’t care and the speed of the simulation wouldn’t change because that is entirely independent of whats being rendered on your machine

You’re still getting a slideshow regardless of how smooth everything looks, i don’t think you understand how client updates actually work, it can only render what the simulation sends it, TiDi slows down that simulation for everyone, even with a top of the line machine your client will still only get updates at set intervals, you still seem to be hung up on the FPS number in relation to the game being a slideshow

Doesn’t matter if you have 5000 FPS, your client is still going to render a slideshow because thats all the data it has access to thanks to TiDi slowing down the simulation

Which again, has no impact on the data the server has to render, thats entirely clientside and will only really have any kind of impact to you personally, it does not affect the server simulation speed in the slightest and during TiDi it won’t speed up the battle it will only speed up how quickly your client processes the data its sent when it gets sent, you’re still reliant on the server actually updating the simulation however

Yes we’re again at the part where you seem hung up on clientside FPS, i should have just given you the proper explanation in the first place so refer to above

No the part i misunderstood was how hung up on the term FPS you would get, yeah thats on me, it was meant to simplify things for you, seems maybe i didn’t simplify it enough

Oh i very much do unfortunately

Where did i say that the skill system would be the issue? session changes are more than just skills they also update stats and let the server know something has changed, changing your loadout would also be a session change of sorts, anything that involves a loading screen would be considered a session change so loading in to a new map would be the main instance here

Thats just changing consumables, not really the same thing as swapping out the weapon entirely, the gun is still functionally the same, all you’re doing is loading different ammo in to it, its like loading a gun with different bullets, its still the same gun

And where in said video does it show you a size comparison to a capsule?

Please feel free to link the timestamp

Pretty sure there are nearly always small light tackle sat on the field, an interceptor can do the same, don’t get hung up on destroyers there bud :slight_smile:

So go shoot one, actually damage it with your weapons :slight_smile:

They don’t really need timing, fit a few firewall ships with 8 smartbombs and you have enough coverage to negate all the pods, we’ve done it before to deal with missiles and they will move far faster than a boarding pod

I never said it wouldn’t require an account, i said it would never require you to have played EVE, you can play VG without ever having loaded up the EVE client at all

Ah, but in reality there’s also Trojan asteroids occupying the Lagrange points of larger planets. Every planet has 5 relatively stable Lagrange points. Jupiter has about 5000 Trojan asteroids in each of its L4 and L5 Lagrange points…that are 400 million miles from the planet and seemingly in the middle of nowhere yet have stable orbits the same as that of Jupiter. Saturn has this too. Quite literally a swarm of asteroids as you would find in Eve.

Right on. fair enough. Might be cool to label those fields as Lagrange points then. I’d still really appreciate actual asteroid belts though. Especially if it’s tied into a more exploratory aspect of mining like exists in some of the other same games I mentioned.

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