Forums » Suggestions
I know this will fall on deaf ears
Seeing has how excessive lag is now an accepted part of the game I propose these changes to limit the carebearness:
Infinite turbo limited to 200ms
two ships jumping to same sector from same sector does not exceed 1000m distance
Auto Fire range limited to 150m or less
2 second delay before allowing docking in a capship dock
Infinite turbo limited to 200ms
two ships jumping to same sector from same sector does not exceed 1000m distance
Auto Fire range limited to 150m or less
2 second delay before allowing docking in a capship dock
infiniturbo nerf why?
Two ships jumping +1 - but that happens?
Autofire ehh, that screws with mobile pilots trying to bot, or validly defending themselves. Its allready set around the same distance as a weapon;s valid range, i think it should be left that way. -1
delay to capship docking i could understand, though i wouldnt neccesarily like...
Two ships jumping +1 - but that happens?
Autofire ehh, that screws with mobile pilots trying to bot, or validly defending themselves. Its allready set around the same distance as a weapon;s valid range, i think it should be left that way. -1
delay to capship docking i could understand, though i wouldnt neccesarily like...
-1
You start out with a title that suggests that nothing will be done, and then launch directly into a false premise. I can't imagine why you would feel that this might not be well received.
@Whistler
It's not a false premise. He has stated that he will not institute any functionality that will disconnect excessive laggers.
@Luxen
Actually limiting the autofire range helps prevent them from firing on someone by mistake unless they are close in. Maybe 150 is excessive say 250-300
If you want a ship to go over 200ms it should have a turbo drain. The only exception I can see would be the greyhound. It just silly that a big cargo ship like a Centaur can infini turbo with all that weight and designed fighters/interceptors have turbo drain reqs. See the ship REDUX threads.
@Greenwall
The buffet is over there go have your third round.
It's not a false premise. He has stated that he will not institute any functionality that will disconnect excessive laggers.
@Luxen
Actually limiting the autofire range helps prevent them from firing on someone by mistake unless they are close in. Maybe 150 is excessive say 250-300
If you want a ship to go over 200ms it should have a turbo drain. The only exception I can see would be the greyhound. It just silly that a big cargo ship like a Centaur can infini turbo with all that weight and designed fighters/interceptors have turbo drain reqs. See the ship REDUX threads.
@Greenwall
The buffet is over there go have your third round.
I'm not deaf, so here goes.
The ragnarok's should keep InfiniT.
Atlas X,too,tbh.
Greyhounds too, come on. Duh, And the hog II.
AF range should be 350. And I like that my moths have infiniturbo.
The ragnarok's should keep InfiniT.
Atlas X,too,tbh.
Greyhounds too, come on. Duh, And the hog II.
AF range should be 350. And I like that my moths have infiniturbo.
-1
as much as i'd like a solution to the extreme laggers, this isnt it. prohibiting laggers to fire/jump or alike would be a +1 (basicly, if your a lagger its mostly solo play, that would be fair)
as much as i'd like a solution to the extreme laggers, this isnt it. prohibiting laggers to fire/jump or alike would be a +1 (basicly, if your a lagger its mostly solo play, that would be fair)
-1 because washy only thinking of himself
The false premise is that Whistler knows anything about what's accepted gameplay.
Laggards are, indeed, an accepted part of the game. By the devs, who will never restrict them by setting a minimum connection standard. And by the players that have moderately decent connections who like the game enough to continue playing in spite of the presence of laggards.
They fire invisible gauss, gats, and flares and teleport from point A to B (magically). When they're being pursued they jump to a new sector and are often well beyond the 1k distance.
Personally, I agree with the notion that sometimes you jump in close to; sometimes you jump in far from each other. So as a compromise, make the detection range for the jump to sector 1500 m instead of 1000 m.
Autofire? either kill it entirely or make it available to all players. If mobile noobs can have magic teleportation, then PC players should have autofire.
-1 on the Infiniturbo nerf. I think if the jump distance detection is greater that will balance it.
+1 on increased jump detection.
-1 on making ships always jump in together under 1000 m away.
+1 on revamping autofire. Either nerf it or give it to everyone.
Laggards are, indeed, an accepted part of the game. By the devs, who will never restrict them by setting a minimum connection standard. And by the players that have moderately decent connections who like the game enough to continue playing in spite of the presence of laggards.
They fire invisible gauss, gats, and flares and teleport from point A to B (magically). When they're being pursued they jump to a new sector and are often well beyond the 1k distance.
Personally, I agree with the notion that sometimes you jump in close to; sometimes you jump in far from each other. So as a compromise, make the detection range for the jump to sector 1500 m instead of 1000 m.
Autofire? either kill it entirely or make it available to all players. If mobile noobs can have magic teleportation, then PC players should have autofire.
-1 on the Infiniturbo nerf. I think if the jump distance detection is greater that will balance it.
+1 on increased jump detection.
-1 on making ships always jump in together under 1000 m away.
+1 on revamping autofire. Either nerf it or give it to everyone.
Pc pilots can have autofire, they just have to turn on simulated VR mode.
I kinda have a problem with the whole running around thing...
I want vo to be as quake-ish as possible a 6DoF fps with relatively slow projectiles that require good trajectory analysis/evasion from both sides.
Running around is turning the game more and more into some sort flight sim combat esque thing.
I want dogfights damnit...
I'm fine with hitting and running being a viable tactic for lone wolves that want to pick shit off but man when everyone starts doing it it just gets old... fast.
Lag doesn't bother me nearly as much but it adds drops to the frustration bucket... kinda like aimquantization and when stuff happens a bit too fast for the hit detection tickrate and shots fly through people or missiles fail to detonate/don't register.
I want vo to be as quake-ish as possible a 6DoF fps with relatively slow projectiles that require good trajectory analysis/evasion from both sides.
Running around is turning the game more and more into some sort flight sim combat esque thing.
I want dogfights damnit...
I'm fine with hitting and running being a viable tactic for lone wolves that want to pick shit off but man when everyone starts doing it it just gets old... fast.
Lag doesn't bother me nearly as much but it adds drops to the frustration bucket... kinda like aimquantization and when stuff happens a bit too fast for the hit detection tickrate and shots fly through people or missiles fail to detonate/don't register.
Every game has the kind of problems that you last mentioned. And as far as meeting the space quake feel requirements, I think it hits those as well.
Running away to avoid death will always be part of the main universe as VO is primarily an rpg. Attempting to prevent this will quickly steer some away from the game as a whole, which wouldn't work for GS.
What I propose is an in-universe competitive combat "simulation" mission that creates a competitive combat system that still lies within the universe. It isn't my idea. Incarnate was the person that I first heard have the idea. They are super busy with other shit, which is understandable. But I think if we were more vocal on how beneficial this would be to some of our play-styles, we may get more traction. We may not. But we also might. The point is that they at least can get a feel for how many would want this type of addition. I would guess it is many.
Running away to avoid death will always be part of the main universe as VO is primarily an rpg. Attempting to prevent this will quickly steer some away from the game as a whole, which wouldn't work for GS.
What I propose is an in-universe competitive combat "simulation" mission that creates a competitive combat system that still lies within the universe. It isn't my idea. Incarnate was the person that I first heard have the idea. They are super busy with other shit, which is understandable. But I think if we were more vocal on how beneficial this would be to some of our play-styles, we may get more traction. We may not. But we also might. The point is that they at least can get a feel for how many would want this type of addition. I would guess it is many.
As a quake lover, its why i like pvp in VO. its similar :)
Please be aware that the devs are working on something time-intensive. Please don't mistake their lack of a timely response here as "deafness"
What I propose is an in-universe competitive combat "simulation" mission that creates a competitive combat system that still lies within the universe. It isn't my idea. Incarnate was the person that I first heard have the idea. They are super busy with other shit, which is understandable.
Ironically, I don't really have time to respond to this thread in detail, but DN is correct. I was one of the primary people who suggested some means of mitigating this.
We've actually had internal discussions in the last month relating to this (lag issues). But I definitely have no time for implementation right now. Maybe before the end of the year though. Still, that's more fundamental ways of addressing lag everywhere, and not gameplay-specific tweaks like those suggested here.
In general, I'm not against more specific tweaks to mitigate running and other scenarios as well, but I'm not weighing in on these OP suggestions specifically at this time. I will check back for further feedback though.
Ironically, I don't really have time to respond to this thread in detail, but DN is correct. I was one of the primary people who suggested some means of mitigating this.
We've actually had internal discussions in the last month relating to this (lag issues). But I definitely have no time for implementation right now. Maybe before the end of the year though. Still, that's more fundamental ways of addressing lag everywhere, and not gameplay-specific tweaks like those suggested here.
In general, I'm not against more specific tweaks to mitigate running and other scenarios as well, but I'm not weighing in on these OP suggestions specifically at this time. I will check back for further feedback though.
-1 to Wash
+1 auto fire PC
+1 jump detection
-1 capship docking delay
+1 something is done with abusive laggers lmao
And I never really had that following someone and they being 1000+ away from me sooo yah no idea how I vote on that.
+1 jump detection
-1 capship docking delay
+1 something is done with abusive laggers lmao
And I never really had that following someone and they being 1000+ away from me sooo yah no idea how I vote on that.