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Aeon Amadi
Ancient Exiles. Renegade Alliance
4323
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Posted - 2014.01.04 08:58:00 -
[1] - Quote
Quote:8. Do you feel equipment spam is a problem and if so what are your thoughts on possible solutions for littered uplinks and stacked nanohives? by The Council of Planetary Management (CPM)
Use of equipment is obviously encouraged but abuse of any system to the point where itGÇÖs detrimental to gameplay is obviously a problem. So, yeah, itGÇÖs definitely an issue. WeGÇÖd like to approach the problem by first increasing the PG/CPU costs along with role-specific skills that reduce those costs to discourage mass fitting of drop uplinks and nanohives, and put them back into the hands of the specialists. Eventually, weGÇÖd want to introduce the ability for the enemy to hack a piece of equipment and take ownership of it (to encourage smarter placement of equipment instead of dumping dozens in plain sight) and have War Barge-fired EMP strikes that destroy all equipment over a very large area.
I understand there's a significant level of crystal balling here as we [the community] don't know any details pertaining to what changes will take place, but after some time to consider my words, I feel it needs to be said.
Please proceed with caution on this, I beg you. Equipment Spam covers a wide variety of symptoms ranging from general in-battle strategy to frame-rate drops, among other things. It is important to not simply view this as the result of laxxed fittings on equipment items and while I'd rather not commit the logical fallacy of a 'slippery slope' argument, logic would dictate that regardless of the fitting costs, if a player wants to spam the item they're going to do it no matter what.
At the moment a large part of the issue, I (and others) feel, is that the problem revolves around the ability to set a pre-determined suit for the purpose and simply switch it out at a supply depot after dropping off multiple types of the same piece of equipment. Increasing the fitting costs won't hamper this much, I feel, due to the fact that the suit's sole purpose is to put down the equipment - no other. There would be no reason to fit other modules or high-grade weaponry if it meant being able to perform the same task as before.
While my fears may be premature, my concern is solely revolving around the ideal that increasing resource costs may very well downgrade the intended usability by other roles and restrict it to a more narrow field that still is capable of being used in the same problem areas.
That's all I have to say, thank you.
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CCP Saberwing
C C P C C P Alliance
646
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Posted - 2014.01.04 09:03:00 -
[2] - Quote
Will fire this thread over to him in an email. :)
CCP Saberwing // DUST 514 Community Manager // @kanafchian
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Aeon Amadi
Ancient Exiles. Renegade Alliance
4323
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Posted - 2014.01.04 09:04:00 -
[3] - Quote
CCP Saberwing wrote:Will fire this thread over to him in an email. :)
Thanks, Saberwing. Would give more likes if at all possible.
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Ghost Kaisar
Titans of Phoenix Legacy Rising
1434
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Posted - 2014.01.04 10:00:00 -
[4] - Quote
How about instead of working ways to get rid of large amounts of equipment at once (EMP'S), how about we just put a time limit on how long the equipment can be out before it self-destructs?
It would help lessen the spam, as equipment would self-regulate itself, and would encourage logi's to carry around the equipment and deploy it when NEEDED, not just willy nilly.
Exceptions to the rules would be Spawn Links and Remotes. They have a purpose in being dropped, and as such would be exempt of "being left too long".
How do you guys feel about this?
Get over it. If you don't play to win in FW, then you're playing for Caldari. -Patrick57
Minmatar. In Rust we trust.
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Stefan Stahl
Seituoda Taskforce Command Caldari State
375
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Posted - 2014.01.04 10:14:00 -
[5] - Quote
I believe that the beneficiary of a piece of equipment should not be the same person as the operator of said item. Whenever this happens I think game-design as made a mistake.
For example, Swarm Launchers can only be equipped together with a nanohive. Once the SL-operator is in position he drops a nanohive and starts unleashing his (nowadays fruitless) fury. The process could be simplified by increasing the fitting costs of a Swarm Launcher while simultaneously increasing the ammo capacity to a useful level. As a counter example a repair tool can only be used on other players. This promotes teamplay even in public games. When you're hurt you run towards the blob of blueberries, somebody shines his flashlight at you and you're good to go. Awesome.
Coming to think of it I guess that nanohives and drop uplinks are the main culprit here. It's very boring play when somebody places these items exclusively for himself. To avoid this I'd genuinely like the fitting costs of low-level uplinks and nanohives to increase. High-level nanohives and uplinks are already difficult enough to fit to discourage their use in fittings that are designed for a different purpose.
I like Ghost Kaisar's idea of having a duration timer on dropped equipment. High tier equipment could have a timer near match-duration while low tier items could have a relatively short timer. This discourages 'left-overs' from items dropped in self-service. |
Scout Registry
259
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Posted - 2014.01.04 10:39:00 -
[6] - Quote
@Aeon
I've never, ever placed a lag bomb, spammed uplinks, etc, etc.
I have, however, affixed 6 REs to the front of a LAV, swapped suits at a supply depot, then affixed 6 more REs to the front of the same LAV. I do this to lessen the odds of my suicide being fruitless; it only takes a flick of the wrist for a derpaderp tanker to flip on a hardener and foil holy mission.
Anyhow, would the proposed method for fixing equipment spam prevent me from successfully suicide bombing a tanks? If so, perhaps you could ask Remnant to give us some decent A/V while you're at it? No one really enjoys being a suicide bomber, but no one really enjoys those all-too-frequent matches featuring multiple tanks.
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DeeJay One
Guardian Solutions DARKSTAR ARMY
173
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Posted - 2014.01.04 10:46:00 -
[7] - Quote
Scout Registry wrote:@Aeon I've never, ever placed a lag bomb, spammed uplinks, etc, etc. I have, however, affixed 6 REs to the front of a LAV, swapped suits at a supply depot, then affixed 6 more REs to the front of the same LAV. I do this out of necessity, to lessen the odds of my suicide being fruitless ... it only takes a flick of the wrist for a derpaderp tanker to flip on a hardener and foil my holy mission. Anyhow, would the proposed method for fixing equipment spam prevent me from successfully suicide bombing a tanks? If so, perhaps you could ask Remnant to give us some decent A/V while you're at it? No one really enjoys being a suicide bomber, but no one really enjoys those all-too-frequent matches featuring multiple tanks. Well, I'm all for introducing equipment bandwidth to Dust (akin to drone bandwidth in EVE, more elaborate thoughts on that are somewhere on the forums here). The drawback for your use case would be that it would require a second player placing the other set of charges on your LAV, but you know - team work ;) |
CaveCav
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
147
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Posted - 2014.01.04 10:46:00 -
[8] - Quote
Scout Registry wrote:No one really enjoys being a suicide bomber
I do, I love my suicide tactics
Dedicated Logibro, Gunner, Counter-Sniper
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Rynoceros
Rise Of Old Dudes
1976
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Posted - 2014.01.04 11:15:00 -
[9] - Quote
Is the problem with the tactical advantage it creates or the lag and other technical issues they create? It's my understanding that the root of the problem stems from the audio associated with deployable equipment. If this is the case, could we just kill the affected audio until a proper repair is made, before soiling one aspect of team play?
Beer before Liquor, never sicker.
Toothpaste before Orange Juice, you're dead.
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DeathwindRising
ROGUE SPADES
174
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Posted - 2014.01.04 11:16:00 -
[10] - Quote
Aeon Amadi wrote:Quote:8. Do you feel equipment spam is a problem and if so what are your thoughts on possible solutions for littered uplinks and stacked nanohives? by The Council of Planetary Management (CPM)
Use of equipment is obviously encouraged but abuse of any system to the point where itGÇÖs detrimental to gameplay is obviously a problem. So, yeah, itGÇÖs definitely an issue. WeGÇÖd like to approach the problem by first increasing the PG/CPU costs along with role-specific skills that reduce those costs to discourage mass fitting of drop uplinks and nanohives, and put them back into the hands of the specialists. Eventually, weGÇÖd want to introduce the ability for the enemy to hack a piece of equipment and take ownership of it (to encourage smarter placement of equipment instead of dumping dozens in plain sight) and have War Barge-fired EMP strikes that destroy all equipment over a very large area. I understand there's a significant level of crystal balling here as we [the community] don't know any details pertaining to what changes will take place, but after some time to consider my words, I feel it needs to be said. Please proceed with caution on this, I beg you. Equipment Spam covers a wide variety of symptoms ranging from general in-battle strategy to frame-rate drops, among other things. It is important to not simply view this as the result of laxxed fittings on equipment items and while I'd rather not commit the logical fallacy of a 'slippery slope' argument, logic would dictate that regardless of the fitting costs, if a player wants to spam the item they're going to do it no matter what. At the moment a large part of the issue, I (and others) feel, is that the problem revolves around the ability to set a pre-determined suit for the purpose and simply switch it out at a supply depot after dropping off multiple types of the same piece of equipment. Increasing the fitting costs won't hamper this much, I feel, due to the fact that the suit's sole purpose is to put down the equipment - no other. There would be no reason to fit other modules or high-grade weaponry if it meant being able to perform the same task as before. While my fears may be premature, my concern is solely revolving around the ideal that increasing resource costs may very well downgrade the intended usability by other roles and restrict it to a more narrow field that still is capable of being used in the same problem areas. That's all I have to say, thank you.
what if you didnt need to deploy equipment to use it? say if you fit nanohives on your suit, if you wanted to give ammo to someone you would just run up to them and stand near them. if you fitted a dropuplink your squadmates would simply spawn near you.
and if you wanted to use explosives... jk, you still need to deploy those lol
not having to deploy nanohives means if your squad sticks together then they wont run out of ammo as long as someone has one.
a scout can carry uplinks and suddenly he becomes a powerful asset. staying off scan and alowing his squad to deploy near objectives or take advantage of weak defenses.
and the best part is that theres no equipment spam! which means no/less frame rate drops. |
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RKKR
The Southern Legion The Umbra Combine
609
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Posted - 2014.01.04 11:31:00 -
[11] - Quote
I rambled about a more interesting role mechanic for giving suppor before.
But yeah it needs a redesign of te game, something that needed to be done a long time ago, I mean it's fun that you can fit your suit like you want, but is it effective? isn't 99% using the same setup? Think about it. |
elric the enchanter
xCosmic Voidx Partners of Industrial Service and Salvage
318
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Posted - 2014.01.04 12:17:00 -
[12] - Quote
How about experimenting with simply restricting each logi suit to different equipment types in each slot, and making it a requirement that all equipment slots have to be filled (on Logi suits). Admittedly, if close to a supply depot it wouldn't prevent players returning to switch suits, but if they were intent on doing so, it would at least force them to not stray too far, effectively restricting their offensive capability.
Am a dedicated logi and I currently run a dedicated spawn suit with 2 x uplinks for the beginning of matches, but would be quite happy with this restriction.
Have also played a few matches where the frame rate was ridiculous - purely a result of the tactic of spamming the area around a supply depot with a solid bed of nanohives. If you drop equipment in the red-line, it 'pops' - how about possibly creating an area around supply depots where the same would happen if equipment was dropped (except remotes / proximity mines), and maybe also increasing the area of effect of the depots themselves to discourage the practice?
Tried being CEO of Cosmic Void once...
...but it's in safe hands now!
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Himiko Kuronaga
Fatal Absolution
2671
|
Posted - 2014.01.04 12:19:00 -
[13] - Quote
Ghost Kaisar wrote:How about instead of working ways to get rid of large amounts of equipment at once (EMP'S), how about we just put a time limit on how long the equipment can be out before it self-destructs?
It would help lessen the spam, as equipment would self-regulate itself, and would encourage logi's to carry around the equipment and deploy it when NEEDED, not just willy nilly.
Exceptions to the rules would be Spawn Links and Remotes. They have a purpose in being dropped, and as such would be exempt of "being left too long".
How do you guys feel about this?
Worthless, because equipment spam is exactly that. Spam.
It doesn't matter if its constantly expiring when im constantly putting down new ones anyway.
Furthermore, uplinks are the largest problem currently and they are exempt from your rule. |
BL4CKST4R
WarRavens League of Infamy
1472
|
Posted - 2014.01.04 12:52:00 -
[14] - Quote
I think the best way to approach it is by limiting the drop suits maximum deployable equipment by the Max Active count of the best hive/uplink you currently have. Either that or have multiple up links/hives in x radius cancel each other out. Or just make the damn things hackable with a repair tool. |
DeathwindRising
ROGUE SPADES
176
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Posted - 2014.01.04 13:17:00 -
[15] - Quote
elric the enchanter wrote:How about experimenting with simply restricting each logi suit to different equipment types in each slot, and making it a requirement that all equipment slots have to be filled (on Logi suits). Admittedly, if close to a supply depot it wouldn't prevent players returning to switch suits, but if they were intent on doing so, it would at least force them to not stray too far, effectively restricting their offensive capability.
Am a dedicated logi and I currently run a dedicated spawn suit with 2 x uplinks for the beginning of matches, but would be quite happy with this restriction.
Have also played a few matches where the frame rate was ridiculous - purely a result of the tactic of spamming the area around a supply depot with a solid bed of nanohives. If you drop equipment in the red-line, it 'pops' - how about possibly creating an area around supply depots where the same would happen if equipment was dropped (except remotes / proximity mines), and maybe also increasing the area of effect of the depots themselves to discourage the practice?
imo logis dont need a light weapon. if theyre doing their job, then theyll be too busy to shoot anything. logis should just have a side arm |
DeeJay One
Guardian Solutions DARKSTAR ARMY
173
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Posted - 2014.01.04 13:23:00 -
[16] - Quote
BL4CKST4R wrote:I think the best way to approach it is by limiting the drop suits maximum deployable equipment by the Max Active count of the best hive/uplink you currently have. Well, instead of a max active count bandwidth would be better. So you could for example deploy X lower tier devices or X-Y advanced devices. Also you could still switch suits to other having the same bandwidth so the devices you've deployed would still be active. If you switch to a suit with a lower bandwidth some of the devices would dissapear or be offlined (maybe based on a range function). This way at any given point in time all your active devices would be limited to your max bandwidth.
Although it would still be possible to do some spamming, as every player could be running high bandwidth suits all the time but you'd limit the maximum number of devices by a simple formula. It shouldn't be that hard for the server to keep track of it. Of course you could fine tune Logi suits stats for them being better at deploying equipment, but worse at being assaults, for example by replacing some of the current CPU/PG requirements in equipment for bandwidth, so you couldn't put on more DMG/armour/shield mods on an assault suit that on a logi suit. As the assault suit would have less bandwidth and more CPU/PG while the Logi suits would have a bonus to bandwidth with less CPU/PG.
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Paran Tadec
The Hetairoi
1819
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Posted - 2014.01.04 14:11:00 -
[17] - Quote
DeathwindRising wrote:elric the enchanter wrote:How about experimenting with simply restricting each logi suit to different equipment types in each slot, and making it a requirement that all equipment slots have to be filled (on Logi suits). Admittedly, if close to a supply depot it wouldn't prevent players returning to switch suits, but if they were intent on doing so, it would at least force them to not stray too far, effectively restricting their offensive capability.
Am a dedicated logi and I currently run a dedicated spawn suit with 2 x uplinks for the beginning of matches, but would be quite happy with this restriction.
Have also played a few matches where the frame rate was ridiculous - purely a result of the tactic of spamming the area around a supply depot with a solid bed of nanohives. If you drop equipment in the red-line, it 'pops' - how about possibly creating an area around supply depots where the same would happen if equipment was dropped (except remotes / proximity mines), and maybe also increasing the area of effect of the depots themselves to discourage the practice? imo logis dont need a light weapon. if theyre doing their job, then theyll be too busy to shoot anything. logis should just have a side arm
sorry i cant pick you up, couldnt kill the guy standing over your body....
Bittervet Proficiency V
thanks logibro!
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KEROSIINI-TERO
The Rainbow Effect
949
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Posted - 2014.01.04 14:25:00 -
[18] - Quote
CCP Saberwing wrote:Will fire this thread over to him in an email. :)
thank you. Aeon Amadi is spot on.
My comment on subject: Biggest issue is that each variant of an equipment counts towards it's own max limit. Because of that there can be a ton of similar Eq by one person causing several problems (mass spam at supply depot, detrimental corp battle tactics with unweedable amount of uplinks, unique fitting limit of 30 not being enough amongst others)
As we do not want to cut down the number of Eq variants (...AUR Eq are also variants, remember!) I urge that devs have the bravery to tackle the not so simple task of creating Eq number limitations in some other way (I have suggestions in some other thread)
Tank spam getting onto your nerves?
An improvement:
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KEROSIINI-TERO
The Rainbow Effect
949
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Posted - 2014.01.04 14:28:00 -
[19] - Quote
Making red Eqs hackable wouldn't solve a thing.
Currently red Eqs are destroyed. Imagine if ppl beging to hack them (for wp?) instead of destroying?
That would certainly not reduce the amount of Eq on ground.
Tank spam getting onto your nerves?
An improvement:
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KEROSIINI-TERO
The Rainbow Effect
949
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Posted - 2014.01.04 14:31:00 -
[20] - Quote
elric the enchanter wrote:How about experimenting with simply restricting each logi suit to different equipment types in each slot, and making it a requirement that all equipment slots have to be filled (on Logi suits). Admittedly, if close to a supply depot it wouldn't prevent players returning to switch suits, but if they were intent on doing so, it would at least force them to not stray too far, effectively restricting their offensive capability.
Am a dedicated logi and I currently run a dedicated spawn suit with 2 x uplinks for the beginning of matches, but would be quite happy with this restriction.
Have also played a few matches where the frame rate was ridiculous - purely a result of the tactic of spamming the area around a supply depot with a solid bed of nanohives. If you drop equipment in the red-line, it 'pops' - how about possibly creating an area around supply depots where the same would happen if equipment was dropped (except remotes / proximity mines), and maybe also increasing the area of effect of the depots themselves to discourage the practice?
In a match with no supply depots: As long as different fittings could have different variants, 1 Eq type per suit would help only a moderate amount.
In a match with supply depots: As long as different fittings could have different variants, 1 Eq type per suit would help only a negligible amount.
Tank spam getting onto your nerves?
An improvement:
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ADAM-OF-EVE
Dead Man's Game
734
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Posted - 2014.01.04 14:41:00 -
[21] - Quote
there is not really a need for the ability to throw down multiple versions of the same type of item. removing that would drop half of the nano hive spam/uplink spam from the start without affecting role's and fittings much. yes someone can still carry extra of different versions but deploying one would destroy the other.
so in essence instead of that logi dropping 8 hives and switching to drop of a heap of uplinks he can only deploy within the boundries of that items stats.
if i drop a 1 drop nano and then switch to a 2 drop nano as soon as i drop the first of the 2 drop nano it aborts the 1 drop nano as the newer one take priority and exceeds the first nano's 1 active at a time. i can then drop the 2nd nano as it is within the boundries of the other nanos stats of 2 deployed at a time. same would apply to uplinks
this would still allow you to carry all that supply and versitility in choice but without allowing you to spam and also clears up your other mess behind you if your advancing etc.
a simple change like increasing cpu and reducing it with skills for certain roles wont stop the problem as there are ways around high cpu/pg especially if your spamming in a safe space. this also only goes to make those single equip users weaker while(im presuming) logis get a role bonus and are not affected which could open up a whole new issue and i dont want my logi nerfed :)
https://forums.dust514.com/default.aspx?g=posts&t=99075&find
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Akdhar Saif
Intaki Liberation Front Intaki Prosperity Initiative
134
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Posted - 2014.01.04 15:03:00 -
[22] - Quote
I suggest that if a Nanohive is dropped within a certain distance from another Nanohive already set-up it is absorbed by the Nanohive in place. The absorption could affect the first NH by increasing ammo stock and maybe increasing the range of effectiveness. The person who first places their NH will still receive their WP while those who had their NH absorbed will receive a fraction of it.
This would encourage competition within a team so that players will be forced to pick the best spots and set-up their NH's before others or simply make sure that their NH's are placed sparsely enough so that they are not absorbed.
It would also add another dimension of play to the game as players will have to think twice about simply dropping their NH's or Uplinks where others have placed theirs. |
mollerz
Minja Scouts
1552
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Posted - 2014.01.04 15:07:00 -
[23] - Quote
Why not change supply depots to ammo only?
Also, one drop uplink/nanohive per soldier limit.
You gotta hustle if you wanna make a dolla
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Donwalis
BIG BAD W0LVES
7
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Posted - 2014.01.04 15:13:00 -
[24] - Quote
what if you limit the type of equipment you can fit to a certain type of suit to balance out the team aspect of play as in (scout- only uplinks). and for logis to carry both uplinks and nanohives cause asault and heavys should only be used for killing. that would do 2 things. stop the spam of equipment all over the place, by only have those suits fit that equipment and lower the amount of equipment and makes you think more about when and where you drop them. adding a strategic element to placement forcing more team play about taking an objective.mean a 6 man team 2 scouts break out 1 heads to A cap objective watch area for assault to spawn in 2nd scouts heads to B rinse repeat. now you got 1 squad covering 2 objectives less spaming and more guns to defend A &B now add in more squad with the ability to cover and move forward instead of spawning all over the place out in the open. and limiting the number of equipment spawned while adding the ability to move effectively around the battlefield. but, it will only work if everyone can talk to one another increasing teams effectiveness using team chat. but now bring up another problem. everybody doesn't use a mic and that's something i don't get. it a team based fps and yet i play and NOBODY talks then the ones that do get rolled by other side .why? because they couldn't get it together cause the rest ran around all willy nilly. cause there playstyle is COD (dont communicate just shoot and hope we win cause i just want my KDR to stay high). Well if you talk to eveyone you'll have a higher KDR and Lower Death vs Kills and a better game . but these are the ranting of some who like to coordinate a team an pass out ass whoopings lol yeah i don't have a high KDR but when i play we win. just by talking to everyone on my team an using there abilities to take out a uncoordinated team. |
Marston VC
SVER True Blood Public Disorder.
1429
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Posted - 2014.01.04 17:23:00 -
[25] - Quote
CCP Saberwing wrote:Will fire this thread over to him in an email. :)
Heres a thought. You know about how in EVE online theres time dilation if too many ships are in a system right? This is in an effort to help reduce lag. Well on a similar strain, if the number of equipment in a game exceeds a certain limit, why not have the effects disappear and be replaced with a simple blue ring? The sounds go away, and the pretty shimmer goes away until the numbers drop down below 75% of the maximum. (75% so that if they do all come back on at once it should help keep from lagging when they do turn back on).
This way you people dong have to spend hours totally thinking about how to "rebalance" equipment so that only specialist can use it. (which is curious to say anyway considering im pretty sure anyone who spams equipment is a specialist to begin with..... otherwise they wouldn't be in a logistics suit spamming proto equipment everywhere.....)
Marston VC, STB Director
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Vrain Matari
ZionTCD Public Disorder.
1426
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Posted - 2014.01.04 18:06:00 -
[26] - Quote
Marston VC wrote:CCP Saberwing wrote:Will fire this thread over to him in an email. :) Heres a thought. You know about how in EVE online theres time dilation if too many ships are in a system right? This is in an effort to help reduce lag. Well on a similar strain, if the number of equipment in a game exceeds a certain limit, why not have the effects disappear and be replaced with a simple blue ring? The sounds go away, and the pretty shimmer goes away until the numbers drop down below 75% of the maximum. (75% so that if they do all come back on at once it should help keep from lagging when they do turn back on). This way you people dong have to spend hours totally thinking about how to "rebalance" equipment so that only specialist can use it. (which is curious to say anyway considering im pretty sure anyone who spams equipment is a specialist to begin with..... otherwise they wouldn't be in a logistics suit spamming proto equipment everywhere.....) +1. Love that solution Marston.
I support SP rollover.
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Vrain Matari
ZionTCD Public Disorder.
1426
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Posted - 2014.01.04 18:07:00 -
[27] - Quote
Definition of Problem: -The problem is lag/reduced framerate, induced by deployed equipment.
Explanation of problem: -Unknown. Rumors of it being audio-related(I have vauge memories of someone saying that the system was having to create one audio channel per piece of deployed equipment). Does CCP know cause? If so please communicate this to the players. If not, please communicate this to the players. Knowing/being reminded of these things might change the way we think about the problem.
- Is the problem confined to the client? If not what code on which server(s)?
-This induced lag is attributable to code systems implemented using methods that do not scale well. These methods may be in use in other parts of the codebase as well. If that is the case then we will encounter similar scaling problems when match sizes expand.
Solution of problem: -Ideally this is solved in the code, because as match sizes scale the problem will scale. Matches may become unplayable with heavy spam, but our framerate is likely suffereing in every single game because of this code problem.
-If a code-based solution is not possible, then we'll be forced to introduce arbitrary game mechanics to kludge a band-aid for the situation. We must ensure that these arbitrary game mechanics also scale with match size.
Commentary: I believe that the binaural location of equipment is unrealistic. Someday we will be fighting in other atmospheres or vacuum - does this mean we will not hear our own equipment or the enemies? The implication is that our suits are generating the audio signal, not the equipment itself.
I support SP rollover.
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Skihids
Bullet Cluster Legacy Rising
2628
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Posted - 2014.01.04 18:31:00 -
[28] - Quote
The problem is lag and the fix should address the root cause head on rather than dance around it. If it's the animation or sound effects, fix the code. Simplify them if that's the only way you know how to eliminate the lag.
Don't add complexity by creating a whole new set of rules with CPU consuming code to support them. That way lies more trouble. |
Vrain Matari
ZionTCD Public Disorder.
1426
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Posted - 2014.01.04 18:34:00 -
[29] - Quote
Skihids wrote:The problem is lag and the fix should address the root cause head on rather than dance around it. If it's the animation or sound effects, fix the code. Simplify them if that's the only way you know how to eliminate the lag.
Don't add complexity by creating a whole new set of rules with CPU consuming code to support them. That way lies more trouble. You rock.
I support SP rollover.
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Luke Vetri
A.N.O.N.Y.M.O.U.S.
131
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Posted - 2014.01.04 20:46:00 -
[30] - Quote
Fixing it in the code is the best place, but may well be the hardest. Regardless of the lag, some of the other suggestions are excellent, specifically:
Limit uplinks to scouts and logis, limit hives, rep and needles to logis the other classes have no business using them, they should be killing, as for the comment about limiting Logis to sidearms, don't be ridiculous, however giving assaults a damage boost would be a good idea as an offset. |
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