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Marston VC
SVER True Blood Public Disorder.
1434
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Posted - 2014.01.04 18:44:00 -
[1] - Quote
So I want to make it clear that equipment spam isn't the real issue here. The fact that so many people use equipment is a good thing. It adds an extra level to the game. The problem here is that the level of equipment spammed literally kills frame rates in both PC and, believe it or not, ive seen corps spamming so much equipment in pub matches soley to try and crash the game.
So how do we fix the performance issue when equipment is being spammed? Its simple really, all we have to do is look towards our big brother EVE online.
In EVE online there is a thing called "time dilation" and basically, when too many ships are loaded into one area, the server automatically slows down the in game time. Thus, allowing it to process all the server requests properly. Think of it as..... "controlled lag", its similar to normal lag, except its consistent for everyone. (keeping those nerdy super computer users from just mercing everyone in big space fights).
WELL obviously we cant "slow down time" in an FPS. BUT what we can do is have things happen once certain criteria are met.
In the event that too many units of equipment have been deployed, all of the sound and effects from the equipment gets removed and replaced by a simple blue ring that outlines the border of its effective area. All CCP has to do is find the magic number of equipment it takes for lag to begin. (which should be easy via testing) Then once that number gets hit, the effects/sounds of equipment simply vanish for the remainder of the match.
I believe I heard that it was our hardware trying to render all of these sounds and effects at the same time that was killing frame rate. And if the sounds and effects aren't there then the games performance should pick up dramatically.
This, in my opinion, is better then trying to rebalance equipment entirely so that only specialist can use it. Because like I said, equipment spam is a good thing. Gameplay performance dropping because of it is the actual problem. Furthermore, this change wont effect a majority of people. Mainly only those who are in PC. And PC is where this is an issue anyway. So the public will rarely notice it at all, and the people who actually need this fixed will notice it immediately in a positive way. (because I would rather my equipment function the way it has been honestly )
So what do you say CCP? Good idea? Bad?
Marston VC, STB Director
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KEROSIINI-TERO
The Rainbow Effect
953
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Posted - 2014.01.04 20:56:00 -
[2] - Quote
On a good side.
(Though I'd prefer in getting rid of nanohive's shiny bubble effect which does not stack nicely (proven!) Also, getting rid of Eq variations own deploy limit amounts)
Tank spam getting onto your nerves?
An improvement:
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Draco Cerberus
BurgezzE.T.F Public Disorder.
647
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Posted - 2014.01.04 20:57:00 -
[3] - Quote
Yeah, this idea has good merit. My suggestion would be just the equipment sounds and not the other sounds though, I like to hear shotgunners trying to sneak me a new vent hole for my drop suit. I spent a few matches testing the gallente research facility and the number on that map was 8 uplinks between the supply depot and A (domination), and 6 proto hives (the deployment of the 7th caused a slight reduction in framerate). I am not sure what amount of enemy equipment was around the inner sanctum but typically with the defender setup as is there are usually 1-6 uplinks outside and it allows for a cleanish just starting to lag but not giving in to it framerate.
Another suggestion I would think would help is to allow passive resistance modules for vehicles so that activation of them isn't a source of Lag. I played a few matches with tankers this week, and we were attacking an objective, the match was crystal clear right up to the point in time where we hacked the letter, then like magic the framerate dropped right out of the game, such as if every one of the 8 tanks on the other side turned on their armor hardeners at once. The rendering of the animation and sound from those is again significant enough to consider removing the sound of the hardener or the animation of the hardener to reduce system load as well.
LogiGod earns his pips
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Marston VC
SVER True Blood Public Disorder.
1439
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Posted - 2014.01.04 21:13:00 -
[4] - Quote
Draco Cerberus wrote:Yeah, this idea has good merit. My suggestion would be just the equipment sounds and not the other sounds though, I like to hear shotgunners trying to sneak me a new vent hole for my drop suit. I spent a few matches testing the gallente research facility and the number on that map was 8 uplinks between the supply depot and A (domination), and 6 proto hives (the deployment of the 7th caused a slight reduction in framerate). I am not sure what amount of enemy equipment was around the inner sanctum but typically with the defender setup as is there are usually 1-6 uplinks outside and it allows for a cleanish just starting to lag but not giving in to it framerate.
Another suggestion I would think would help is to allow passive resistance modules for vehicles so that activation of them isn't a source of Lag. I played a few matches with tankers this week, and we were attacking an objective, the match was crystal clear right up to the point in time where we hacked the letter, then like magic the framerate dropped right out of the game, such as if every one of the 8 tanks on the other side turned on their armor hardeners at once. The rendering of the animation and sound from those is again significant enough to consider removing the sound of the hardener or the animation of the hardener to reduce system load as well.
I didn't say anything about other sounds. The only sound that would hypothetically stop is the "shimmer" sound we get with the equipment.
Marston VC, STB Director
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