Forums » Suggestions
Fix Ship health quantisation to the nearest percent point
As title states. Cause viewing your enemy dropping 7% of health by bumping their trident lightly is stupid.
Isn't that a side-effect of the network protocol packing the health % into something like a 5-bit field?
Hi nerds
I see your point "Ore".
Anyone that plays an online multiplayer role playing first person shooter video game has got to be a total nerd. Even more so to actually post in a forum dedicated to said game.
Anything past that is just splitting hairs.
Anyone that plays an online multiplayer role playing first person shooter video game has got to be a total nerd. Even more so to actually post in a forum dedicated to said game.
Anything past that is just splitting hairs.
Tridents are huge, full of mass and inertia. 7% is pretty reasonable for running into a stationary object.
I think what he's suggesting is to use more than 5 bits to transmit the health value over the network so that it is more accurate. The extra bits are only needed for capital class vessels, though, so no need to do it for all ships.
Wait, the trident health can drop 7% by bumping?
and yeah, what a bunch of nerds
/me snorts and swaggers off.
and yeah, what a bunch of nerds
/me snorts and swaggers off.
Ore calling the Carbonic 'roid black over here. You're playing an indie space shooter MMO, nerd.
7% is pretty reasonable for running into a stationary object.
Calling something in space a "stationary object" is debateable when something that weighs 3000 tons runs into it.
+1 to asteroid bowling!
7% is pretty reasonable for running into a stationary object.
Calling something in space a "stationary object" is debateable when something that weighs 3000 tons runs into it.
+1 to asteroid bowling!
To be clear, it also happens some a tiny little fighter ship bumps against a trident. (causing 7% loss on trident)
+1
+1
You guys understand that this is purely a visual artifact, right? The lack of accuracy in updates to other player-health-displays has no impact on the actual accuracy of the health change itself.
We send ship-health a lot. I think on every "remote object" update? So quantization has value.
It is a little dumb to see such drastic changes, but it's purely visual, and those bits do add up.
Actual damage calculation is handled separately, between the server and the respective damaged party, with perfect accuracy. It just isn't shown to everyone else with that accuracy.
I'm not arguing against the OP, more of clarifying to make sure everyone understands what's being discussed.
We send ship-health a lot. I think on every "remote object" update? So quantization has value.
It is a little dumb to see such drastic changes, but it's purely visual, and those bits do add up.
Actual damage calculation is handled separately, between the server and the respective damaged party, with perfect accuracy. It just isn't shown to everyone else with that accuracy.
I'm not arguing against the OP, more of clarifying to make sure everyone understands what's being discussed.
Considering the effect is only cosmetic, and this isn't something that people really notice until they have played a while, I'm going to suggest we spend our resources on things that improve gameplay or retention.
The idea of targeting an enemy ship and knowing precisely how healthy it is is silly anyway. :P