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Hobo on Fire
Goonfeet Special Planetary Emergency Response Group
98
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Posted - 2014.01.06 20:07:00 -
[61] - Quote
I'm going to echo that this problem needs a real solution to fix, not a band aid. However, sometimes you need to use the first aid kit before you get to the hospital, so alternatives (depending on how easy/difficult they are to implement) should at least be brainstormed. The suggestions going around that the equipment spam is related to an audio issue is a perfect example; disabling the audio effect for uplinks and nanohives would have zero real effect on gameplay. I would gladly give up a little immersion to make the game more playable.
My other ideas (admittedly more band-aid in nature than solutions, I'm not a programmer)
-Enable destruction of equipment by friendly fire in all game modes. It will help the players self regulate.
-Equipment dropped inside the "bubble" of another equipment item would instantly pop, without being activated, similar to how they behave in the MCC. This would at least force the spammers to spread out the equipment over a much wider area, making them and the equipment more vulnerable to enemy action. CRUs could have a similar effect with drop uplinks, and supply depots with nanohives. I do think that putting a single uplink at a supply depot/ammo around a CRU should be a valid tactic for fortifying a position. |
Skihids
Bullet Cluster Legacy Rising
2649
|
Posted - 2014.01.06 20:15:00 -
[62] - Quote
None of the proposed restrictions would solve the frame rate issue and all would reduce options and fun.
Team wide restrictions? People could still dump everything in one pile.
Individual restrictions? People could still dump everything in one pile.
Proximity restrictions? One type of equipment could lock out all others within a useable radius. Someone drops an RE and it locks out uplinks and hives? This gets worse when we get deployable shield bubbles and other types.
What's that? You say RE's aren't an issue? You mean six or more piled up on an objective don't cause lag? Two dozen stuck to the bumper of a LAV isn't causing the frame rate to crawl? Hmm, maybe it's the fact that there is no animation, not the shear count of objects in the vicinity.
So maybe streamlining or simplifying the sound/animation would completely eliminate the lag issue? |
lee corwood
Knights Of Ender Public Disorder.
326
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Posted - 2014.01.06 20:34:00 -
[63] - Quote
DeathwindRising wrote: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.
I think that's actually a good idea in theory for the ammo but is flawed in many other ways. Their are hives out there that also allow you to heal the user a tiny bit. Does this mean if they are near you, they also heal you as well as give you ammo? If so, I see a lot of less dedicated players dropping the rep tool entirely.
Secondly, I see this going horribly wrong for those with spawn points. Poor blue running from a tank and you spawn right next to him, stationary. Splat. I don't think we need even more reason to hate issues with spawn points right now...
Minmatar Logisis | Heavy lover. Come get some badass Band-Aids from this chick
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lee corwood
Knights Of Ender Public Disorder.
326
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Posted - 2014.01.06 20:46:00 -
[64] - Quote
Skihids wrote:
Why even transmit the location of equipment regularly?
Why not only when equipment is laid down or is removed? It doesn't move. It doesn't change orientation. Just cache it locally on the PS3 and let the system handle display. If the PS3 can't handle the display, simplify it.
It's not like server interaction is needed unless the merc is requesting supply from a hive.
I sort of agree with this. For one, the sound is absolutely deafening when I run to an objective and my team has laid down 28 nanohives. It's irritating and I wish my flux grenades could knock out about 22 of them. That is ridiculous and not needed.
In other ways, it will make stealthier characters more unnoticed. I can't tell you how many times I found a sniper because of the big blue bubble of the ammo/hive recycling over and over again. Pro tip for bbs, don't lay down hives/uplinks right next to your sniper for this reason, especially if you're not the sniper!!!
The bubble half the time is what leads me to know where an uplink is, especially on hilly terrain when I don't have a scanner. I think it helps the support role by giving uplinks an edge if they don't have the 'here I am bubble'. However, I think this will just bring more flak about the scanners being overpowered. As a ballerina myself, I still think the scanner is a super xray machine that needs to be reevaluated.
Minmatar Logisis | Heavy lover. Come get some badass Band-Aids from this chick
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Aeon Amadi
Ancient Exiles. Renegade Alliance
4368
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Posted - 2014.01.06 21:11:00 -
[65] - Quote
Vrain Matari wrote:Aeon Amadi wrote:Vrain Matari wrote: I've got nothing against your or anybody else's suggestions. Sometime the car needs a new paint job or to have brake pads changed. But those worthwhile things are not gonna cut it when a main bearing needs replacing.
Then it's best not to pretend to be the mechanic and let him do his job Evidence-to-date in DUST's development history indicates that is a bad idea. The risk of a band-aid patch here is high, and it would only come back to haunt us later. There needs to be voices in these threads telling CCP that the desired course of action is to address the underlying issues. Speaking only for myself, ofc, that is the desired course of action.
That's an even more dangerous move, I feel, because the player-base will never unanimously agree to any specific ideal or circumstance; this thread is proof enough of that. Band-aid patches usually work a lot better than trying over-arching themes and mass changes due to the severity of said change. You're more likely to **** people off when you implement those. Such said, I'd much rather we take it slowly and work with small scalpel changes until we find a sweet spot instead of spending months using extremes in either direction until we, by pure luck or chance, find what we're looking for.
Hobo on Fire wrote: The suggestions going around that the equipment spam is related to an audio issue is a perfect example; disabling the audio effect for uplinks and nanohives would have zero real effect on gameplay. I would gladly give up a little immersion to make the game more playable.
Removing the audio effect would make drop-uplinks/nanohive locations entirely dependent on active scanners and visual spotting; the latter of which is impossible at long distances. You'd be spending the entire match trying to figure out where they're spawning from using only the general location they keep popping up from. It'd be like trying to find the source of bed bugs using only the occurrences in which you saw them.
Despite this, there's no evidence that the audio is the direct cause of the problem. It's plausible, yes, but the graphical factor is far more prominent as I've displayed here: https://forums.dust514.com/default.aspx?g=posts&m=1648656#post1648656
Skihids wrote:None of the proposed restrictions would solve the frame rate issue and all would reduce options and fun.
Team wide restrictions? People could still dump everything in one pile.
Individual restrictions? People could still dump everything in one pile.
Proximity restrictions? One type of equipment could lock out all others within a useable radius. Someone drops an RE and it locks out uplinks and hives? This gets worse when we get deployable shield bubbles and other types.
Individual restrictions would force a team initiative to do that, which becomes more of a time-involved-to-reward scenario. Every single player on the team would have to drop each piece of equipment individually and replace it each time it was removed; reducing the time spent actually participating in combat. It would focus specialists.
Proximity restrictions are a good solution but I don't think it's the most optimal. Even if the proximity restrictions were based on type (drop uplinks only affected drop uplinks, for example) it would just make placement more frustrating as someone else takes up the usable spot in a very terrible area and you'd have to invest time in removing the erroneous placement to get a better one out. It's also very susceptible to 'griefing' this way but I won't assume that it will automatically occur that way.
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dreth longbow
Bank of DUST 514
22
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Posted - 2014.01.06 21:15:00 -
[66] - Quote
Skihids wrote:dreth longbow wrote:Wait, lets think about this. Is to much equipment the problem? Should we limit them or expire them after a set period? Should raise the fitting cost on them? Should we limit the ability to change fits at a depot?
I say no to all this! Lets think about it not in a cause and effect issue but as a game issue. Problem: All these spawn points and nano hives make it so the frame rate is so bad it give me a headache and everything is so jittery that I can't even walk around without bumping into walls and falling off buildings.
The real problem is not the spawn points or nano hives but the frame rate, so lets not nerf the equipment but fix the frame rate. How might that be done? 1) Fix the data flow between server and user, if a player is not in the area where all the equipment is then don't send his ps3 that data so then he is not effected by the links and hives. 2) Add more server processing to handle the rendering. 3) Add more band width to handle the transport. 4) Set a thresh hold for when frame rate drops below a point, then lower resolution is deployed to increase frame rate (I think we all would agree that lower resolution is preferred to choppy game play).
These 4 solutions are all viable solutions to a problem and should be looked at first instead of a knee jerk reaction of modifying equipment or user use of equipment to increase frame rate. Why even transmit the location of equipment regularly? Why not only when equipment is laid down or is removed? It doesn't move. It doesn't change orientation. Just cache it locally on the PS3 and let the system handle display. If the PS3 can't handle the display, simplify it. It's not like server interaction is needed unless the merc is requesting supply from a hive.
Exactly, works for me. Lets all follow the KISS principal, in this scenario only new data would need to be sent when it is destroyed or used up, and then the ps3 updates it's cache. Frame rate problem solved
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RKKR
The Southern Legion The Umbra Combine
620
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Posted - 2014.01.06 22:07:00 -
[67] - Quote
What do you think about the triage and ammo types?
Maybe change the skill that for each level you can maintain 1 hive, this will have a maximum of 5 hives active at all times.
That's like 3 gauged and 2 triages, that's all I need for my team (spread out).
I guess a team will still be able to spam them if everyone does it.
God I wish I was in more games where people spammed nano hives, because I'm always out of ammo when I don't carry hives myself :P.
An active way of support still sounds like more fun, what do you think about that? |
Skihids
Bullet Cluster Legacy Rising
2649
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Posted - 2014.01.06 23:09:00 -
[68] - Quote
RKKR wrote:What do you think about the triage and ammo types?
Maybe change the skill that for each level you can maintain 1 hive, this will have a maximum of 5 hives active at all times.
That's like 3 gauged and 2 triages, that's all I need for my team (spread out).
I guess a team will still be able to spam them if everyone does it.
God I wish I was in more games where people spammed nano hives, because I'm always out of ammo when I don't carry hives myself :P.
An active way of support still sounds like more fun, what do you think about that?
No, I've got a single ADV Logi suit where I can drop 2 sets of 2 ammo/repping and 2 triage hives, none of them overlapping. It's great support for a Domination match. On Skirmish they won't be within yards of each other. |
Auris Lionesse
SVER True Blood Public Disorder.
44
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Posted - 2014.01.06 23:15:00 -
[69] - Quote
Equipment bandwidth on suits.
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Atiim
Living Like Larry Schwag
3096
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Posted - 2014.01.06 23:23:00 -
[70] - Quote
DeathwindRising wrote: 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
I have multipule jobs, none of which involve becoming your slave and sitting in the back repping and resupplying people 24/7.
Also, while we are talking about being limited to their jobs, why can Assaults and Commandos carry equipment?
Support's not their job, so let's remove it.
Tanker > Logi > Scout > AV > Heavy > Assault > Sniper > Ninja > Forum Warrior.
And more weapons than you can count!
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Aeon Amadi
Ancient Exiles. Renegade Alliance
4370
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Posted - 2014.01.07 01:31:00 -
[71] - Quote
Atiim wrote:DeathwindRising wrote: 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
I have multipule jobs, none of which involve becoming your slave and sitting in the back repping and resupplying people 24/7. Also, while we are talking about being limited to their jobs, why can Assaults and Commandos carry equipment? Support's not their job, so let's remove it.
Being limited to one equipment slot severely limits a suit's capabilities. I run a scanner but I'm completely dependent on others for ammunition. Scouts have actually been asking for more equipment slots ever since they removed the Type-II variant, though I'm not sure that would do them justice as of late considering the plethora of other problems that is ailing the scout currently.
In regards to Logi's having only side-arms, that is not the purpose of this discussion and I'm already discouraged that the thread has devolved into a discussion on equipment as it is. Please bring it to another thread.
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RKKR
The Southern Legion The Umbra Combine
623
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Posted - 2014.01.07 10:30:00 -
[72] - Quote
Yeah because the current mechanics on how equipment and support works don't contribute to the problems you wrote down in your first post...I guess we can't discuss that and stick to same old crappy system .
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Aeon Amadi
Ancient Exiles. Renegade Alliance
4382
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Posted - 2014.01.07 12:04:00 -
[73] - Quote
RKKR wrote:Yeah because the current mechanics on how equipment and support works don't contribute to the problems you wrote down in your first post...I guess we can't discuss that and stick to same old crappy system .
I don't understand this statement.
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Protected Void
Endless Hatred
218
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Posted - 2014.01.07 12:06:00 -
[74] - Quote
I don't know Dust's engine in detail, but from general digital sound knowledge, I would assume that if equipment sound is causing lag, it's most likely to be reverb related.
Ie: the calculations needed to apply a reverb effect (make audio sound like it's in an actual room or hallway) are very processor-intensive, compared to just playing an audio clip. Grab any DAW and loop some sound while applying a reverb effect. Watch CPU load rise as you increase decay time of the effect. Add more sound sources to the same reverb and the load might increase exponentially, depending on how the sound mixing is done. Reverb effects that simulate smaller rooms or rooms with highly reflective walls might also be more resource intensive, since they have to calculate how the sound bounces of walls multiple times.
In any case, limiting the sound emitted from equipment in some way could only be good anyway, even if it doesn't create any lag at all - the sound of 5+ nanohives tighly clustered together in a small room is just a headache inducing, useless sensory overload anyway. Voice comms are impossible when in the middle of that racket.
I think nanohives should have their audio muted if they're closer to a nanohive from the same team than, say, 6 or 7 meters. Or at the very least, the combined volume of multiple hives should be lowered to a more tolerable threshold, and only a few of them should be routed to the reverb effect. |
RKKR
The Southern Legion The Umbra Combine
624
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Posted - 2014.01.07 12:08:00 -
[75] - Quote
Aeon Amadi wrote:RKKR wrote:Yeah because the current mechanics on how equipment and support works don't contribute to the problems you wrote down in your first post...I guess we can't discuss that and stick to same old crappy system . I don't understand this statement.
I thought it was weird you said " I'm already discouraged that the thread has devolved into a discussion on equipment" while the problem is related to equipment.
Maybe I'm not on the same level? |
Aeon Amadi
Ancient Exiles. Renegade Alliance
4383
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Posted - 2014.01.07 12:09:00 -
[76] - Quote
Protected Void wrote:I don't know Dust's engine in detail, but from general digital sound knowledge, I would assume that if equipment sound is causing lag, it's most likely to be reverb related.
Ie: the calculations needed to apply a reverb effect (make audio sound like it's in an actual room or hallway) are very processor-intensive, compared to just playing an audio clip. Grab any DAW and loop some sound while applying a reverb effect. Watch CPU load rise as you increase decay time of the effect. Add more sound sources to the same reverb and the load might increase exponentially, depending on how the sound mixing is done. Reverb effects that simulate smaller rooms or rooms with highly reflective walls might also be more resource intensive, since they have to calculate how the sound bounces of walls multiple times.
In any case, limiting the sound emitted from equipment in some way could only be good anyway, even if the sound isn't creating any lag at all - the sound of 5+ nanohives tighly clustered together in a small room is just a headache inducing, useless sensory overload anyway. Voice comms are impossible when in the middle of that racket.
I think nanohives should have their audio muted if they're closer to a nanohive from the same team than, say, 6 or 7 meters. Or at the very least, the combined volume of multiple hives should be lowered to a more tolerable threshold, and only a few of them should be routed to the reverb effect.
That's a pretty logical assessment. I'll have to get a team together and test that out. All of my previous tests have been in the outdoors.
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dreth longbow
Bank of DUST 514
23
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Posted - 2014.01.07 20:23:00 -
[77] - Quote
dreth longbow wrote:Wait, lets think about this. Is to much equipment the problem? Should we limit them or expire them after a set period? Should raise the fitting cost on them? Should we limit the ability to change fits at a depot?
I say no to all this! Lets think about it not in a cause and effect issue but as a game issue. Problem: All these spawn points and nano hives make it so the frame rate is so bad it give me a headache and everything is so jittery that I can't even walk around without bumping into walls and falling off buildings.
The real problem is not the spawn points or nano hives but the frame rate, so lets not nerf the equipment but fix the frame rate. How might that be done? 1) Fix the data flow between server and user, if a player is not in the area where all the equipment is then don't send his ps3 that data so then he is not effected by the links and hives. 2) Add more server processing to handle the rendering. 3) Add more band width to handle the transport. 4) Set a thresh hold for when frame rate drops below a point, then lower resolution is deployed to increase frame rate (I think we all would agree that lower resolution is preferred to choppy game play).
These 4 solutions are all viable solutions to a problem and should be looked at first instead of a knee jerk reaction of modifying equipment or user use of equipment to increase frame rate.
Only one response to my post, do you guys not understand the situation or the solution that I propose? or are you only capable of talking about modifications to equipment? Think about the issue - Frame rate Think about what causes the issue- to much equipment deployed Now think about why that causes the issue- -to many items, really? we have sub-par graphics no water, little grass, no bushes to hide in, etc - sound of items, really? this is the profile of an item whatever it is char, lav, hav, equipment etc. Yes you can lower it and save processor time as you can do with everything.
Think what is the real problem not the manifestation of the problem (bad frame rate), bottom line is bandwidth and CPU power. Bandwidth is in 2 parts, 1 what the user has and 2 what the server has. 1 most users have sufficient band width or the they would see problems in other games or downloading movies or it would not be wide spread problem, therefore it is server bandwidth. Solution CCP buys more bandwidth, issue solved no "fixes" need to be released into game changing the equipment. CPU is in 2 parts also, 1) what the user has, again not a problem on that end, 2) CPU power of CCP servers, that is the problem also more power = better frame rate, better graphics, better game flow = better game more players etc.
Solution CCP needs to stop wasting time trying to "fix" things and only make them worse and fix the problem by buying more bandwidth and faster servers. Problem solved no coding involved by sub-par programmers with little quality control. |
Jaran Vilktar
The Gauldar Tactical Alliance
1
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Posted - 2014.02.23 01:08:00 -
[78] - Quote
I think I have an idea that has probably been suggested in one way or the other by my fellow mercs but i'll leave my idea here regardless. We all know how equipment spam is both annoying but handy, many don't really mind the problems it causes because the owners of said equipment rarely actually use these areas other than just to feed on WP when their teammates so much as go near them (Ok I'm just making a long reply of roundabout stuff that's already been said so i'll just cut to the chase). These items could be added to the game in an attempt to fix these problems: 1. A "Corrosive" Flux grenade variation that (DOES NOT HACK equipment) releases a virus on a designated area to serve a reversed role to the original purpose of said equipment. 2. A... I don't know, Pathogenic Pulse Sidearm? Does basically the same as the above item but has a cool sound effect, because who doesn't like those? 3. A new type of infantry equipment that sends signals, pulses or shoots...chips? that send computer viruses to nearby hostile equipment to corrupt its data and reverse their intended purpose.
Upon using any of the above items hostile equipment will enter a "Corrrupted" (Unfriendly, Mean, Evil, Traitorous, Negative, Infected... i'm sure you can think of a better name than me.) state in which said equipment would become a hindrance to it's owner and his team. For example: a Nanohive gets infected? It no longer gives ammo and triage but if you stay near it long enough it begins to "Corrode" a players ammunition and stop the function of shield and armor repairers, infected Uplink? Players want to use it? sure let them, but take half their shield, armor and ammo upon spawning as a result, An R/E gets infected? Oh, I see you're an excellent ally and a real asset to our team, how about I just blow your **** up when you get close to me? (I'm sure you know where i'm going with this by now.) If their equipment becomes "Corrupted" players would have no choice other than destroy it rather than have it become a hindrance (needless to say... NO WP 4 U!).
That is basically my idea, just a raw thought that came out of my mind not thinking of how this could harm me and my fellow mercs later on, I don't even know if you guys will see this reply or not but if you do, I hope you give it some thought. |
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