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Valto Nyntus
SVER True Blood Public Disorder.
43
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Posted - 2013.11.12 08:15:00 -
[1] - Quote
It is assumed that the lag is caused by frame rate loss due to too many equipment on the field, but ccp stated that they don't somewhere in this forum.I have a lot of experience with pc and I see the lag a lot and I also see a lot of equipment, that's why we can assume equipment causes lag; but instead there is a possible cause that is partially similar(keep in mind I'm no tech genius).
what if equipment interfere with the loading in some way or some other indirect cause which is linked to equipment?let's also go a little further and let's say the link to eve on planets you fight on is part of the problem, by that I mean fighting in real places in the eve universe when combined with equipment may be part of the problem.there may also be other variables that I didn't think of, but let's leave it like this.
I hope that this is related to the cause, that way a fix can be made. |
Chumlee Chummington
Red Star. EoN.
36
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Posted - 2013.11.12 10:02:00 -
[2] - Quote
I often wonder if it has something to do with friendly fire being on. With 32 players registering hit detection from any one source versus just 16, it seems possible.
Not to mention lag is rarely an issue during pubs where friendly fire is off. I know for a fact equipment causes some frame rate issues, but not to the level that I have experienced during some pc's. It is most likely a contributing factor to the lag, but I've lagged horribly at the very start of some pc's where there is obviously no equipment out yet. So... yeah I don't know either. |
Doshneil Antaro
Dem Durrty Boyz Public Disorder.
154
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Posted - 2013.11.12 15:55:00 -
[3] - Quote
All of those pulsing light effects from those nanohives and the beams from the uplinks are A) unnecessary waste of from a rendering perspective,, B) do add to frame rate drop. Anything that has to render takes up graphic engine resources and computational power. Just turning down the effects of the lighting on these, if not off (they show up on the radar, and that is enough) well help boost performance as well as force players to be more tactical. Also patch the identical suit switch out that allows for mass spam to be possible. I also believe capping a player to 10 pieces of equipment total or less being deployed at any time across all suit swaps should be implemented. |
Doshneil Antaro
Dem Durrty Boyz Public Disorder.
155
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Posted - 2013.11.12 17:46:00 -
[4] - Quote
small expansion on my previous post: individual equipment should also be capped at 6 across all tiers. Equipment should not be used to litter the entire battlefield and forget about them. Rather, be used more sparingly as needed during engagements. Equipment spam is the logi equivalent to redline sniping, nanohive/supply depot nade spam, and AR+ aim assist at any range. They are all exploits of poor game mechanics. |
Valto Nyntus
SVER True Blood Public Disorder.
44
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Posted - 2013.11.12 17:53:00 -
[5] - Quote
The problem with limiting equipment is you reduced the support a logi can give and I don't want to sacrifice my choice just for better performance.the limitation will effect not only the logi, but also the team on how much he can support. |
Wombat in combat
TeamPlayers
144
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Posted - 2013.11.12 17:55:00 -
[6] - Quote
Without knowing for sure I'd say the majority of the lag comes from hive/uplink spamming and constant active scanner usage. I'm in favour of putting a hard cap of 4 types of hives and 4 types of uplinks per player. It would alleviate the following things: city lag, uplink spamming, WP farming around supply depos. |
Valto Nyntus
SVER True Blood Public Disorder.
44
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Posted - 2013.11.12 18:01:00 -
[7] - Quote
The thing is though active scanners have been added just recently, so it's unlikely there causing the lag.as for uplinks/nanohives ccp has said on these forums that they did not find a direct cause for uplinks/nanohives to cause lag(which is actually frame rate loss).I also would not like a limitation like I said in my last post. Edit: correction I meant nanohives only, but I would assume it's the same for uplinks. |
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