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KEROSIINI-TERO
The Rainbow Effect
1404
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Posted - 2014.10.24 23:59:00 -
[1] - Quote
John Demonsbane wrote:Equipment does not = lag. We need to get that out of people's heads.
Personally I have always hated the single spawn "uplink grenade" idea. If you ask me, a simple fix is to place restrictions on deployment area... which yes I know is going to need a real patch and 1.9 is probably already locked, blah blah blah.
Anyway, if you just made a radius within which equipment could not be successfully deployed, you couldn't "spam" uplinks or nanohives to saturate an area. So, no equipment within 10-15m of an installation (i.e., CRU's or supply depots), or 5-10m of eachother. Done and done.
( I do dare to say multiple nanohives stacked DO cause lag.
probable detailed cause is the client graphic engine trying to render 'shine bubble' on 'shine bubble' on 'shine bubble' on 'shine bubble'. Or, audio engine maxing it's simultaneous sound channels by those 8+ hive sound whistles.
Empirical data shows that uplinks in same location cause minimal client lag compared to nanohives, that would point that graphic engine causes the client lag. )
People would enjoy Dust a lot more if they accepted the fact that EVERYTHING is subject to change
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KEROSIINI-TERO
The Rainbow Effect
1404
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Posted - 2014.10.25 00:10:00 -
[2] - Quote
The biggest reason for rampant uplink spam is the fact that a single player can set practically unlimited amount of them (40 or so).
What enables that huge amount of links per player is the fact that every single uplink variation has it's own deployment limit.
People would enjoy Dust a lot more if they accepted the fact that EVERYTHING is subject to change
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KEROSIINI-TERO
The Rainbow Effect
1404
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Posted - 2014.10.25 00:14:00 -
[3] - Quote
Zindorak wrote:Spam? That's why there's a thing called flux grenades. You should use em Or if you don't have those shoot them down.
Well, spam or redundant gameplay as I'd prefer to call. But spam in short.
People would enjoy Dust a lot more if they accepted the fact that EVERYTHING is subject to change
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KEROSIINI-TERO
The Rainbow Effect
1405
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Posted - 2014.10.25 00:45:00 -
[4] - Quote
Cross Atu wrote:
Graphic engine yes, but rendering sockets and details rather than rendering equipment. Lag is vastly more map based than it is gear based.
I do believe you are correct in that nanohives are a notably more substantial resource hit than uplinks, but the testing I refereed to above, which was unable to establish a lag correlation to deployed equipment used both uplinks and nanohives (full sets of each) at the same time from multiple logi all stacking them in the same area. None of the various times I've done this has resulted in any notable lag (to be clear I have avoided conducting such tests in any case where the match or map were already displaying lag prior to my ability to initiate the test)
0.02 ISK Cross
Agreeing that equipment in itself is not cause of client lag. I believe, once it has determined it's location it becomes almost as a point in game.
The model is quite modest so it's effect should be minimal.
The fancy effects come on top of that. Hence this old request
People would enjoy Dust a lot more if they accepted the fact that EVERYTHING is subject to change
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KEROSIINI-TERO
The Rainbow Effect
1405
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Posted - 2014.10.25 00:47:00 -
[5] - Quote
And Cross as you are online now, I would really really appreciate CPM feedback, as I never had any, on this suggestion originally here: https://forums.dust514.com/default.aspx?g=posts&m=2351583#post2351583
well sort of originally... =P
Even though I'm an advocate for uplink use in warfare, I too am in favor of uplink limitations.
Having each variation to have it's own maximum causes: - Huge uplink spam as it's too easy for each player to set up some 5-7 links at ease - Forces to have too many saved fittings as each link combo needs it's own
So need to limit uplinks exists. Critical change would be to have limitation which doesn't care about uplink variation. But just what to limit?
Team limitation is impractical and too confusing when implemented. Squad limitation is easily circumvented. Personal limitation remains, and is also okay to allow some specialization.
There needs to be an incentive to skill up to proto links like post-uprising (pre-uprising it did NOT really make sense!).
Medomai Grey's suggestion, which has been mentioned elsewhere as well, is a decent start: Uplink skill level setting the active link maximum: L1 - 1 L3 - 2 L5 - 3
But it is not quite enough, otherwise it would still be too easy to use several low level links. So a small tuning is needed:
Skill Level: L1 - max 1 link of STD level or higher L3 - the above PLUS 1 link of ADV level or higher L5 - the above PLUS 1 link of PRO level or higher The maximum active per player would be three. There would be a strong incentive to level up the uplink skill instead of spamming low level links variations.
In general the uplinks themselves could have slightly tuned down max active number, with maybe gauged versions having max two active but with severe limitations (care must be taken to get rid of gauded links superiority!). If maximum of three links seems too small, there could be one level added to top: L0 - Max 1 militia link (So the level 5 maximum would be four links in this case)
Note: There are some other low level links in existence: for example, Amarr Drop Uplink BPO Note2: The different equipment variation having their own limit really really has to go away! Note3: I'm willing to settel for also new skill 'uplink proficiency' which sets the max amount, total max no matter what the type.
People would enjoy Dust a lot more if they accepted the fact that EVERYTHING is subject to change
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