Proposed Change: Unlocking Cross-Faction Ship Access with "Aces of Aces" Badge
-
Nexacon, post: 1570, member: 1362 wrote:
I don't go into details because there is a lot to cover; ...
Ship shields showing a hit yet not actually registering damage is something that can't really be improved all that easily, because that's a client to server "talkback" issue. When you directly hit a ship, your client will show a shield hit because yes, you hit the ship directly on your screen. However, your target's hitsphere/hitbox is further ahead of the ship server-side, which is why sometimes you have to shoot absurdly far in front of a ship to actually damage it. It depends on many factors, like ping, distance, and relative speeds.
That's why you always have to lead between the lead reticule and the ship's actual position in order to properly register damage.
Space overall is a bit too slow, yes; scaling is all over the place and inconsistent as well. The PvP thing is a bit weird because the only places PvP is enabled are in Dantooine and Lok GCW Space battles (which has shoddy implementation for the moment) and the Deep Space sector which you need special hyperspace chips to get to (and is largely empty because there's no reason to even really go there). You can technically PvP anywhere you want with a command to flag as Space SF/Overt, but for designated PvP zones, the aforementioned are all that're there atm.
Pretty much everything in your post regarding balancing is being addressed. However, there are definitely some limitations to things. I doubt we'll ever be able to make landing on planets possible with the engine's infrastructure, and it wouldn't make sense to dedicate that much time to trying to turn SWG into an extremely archaic version of No Man's Sky; as much as I'd love that.
Historical reactions: Like × 1
-
Draskon, post: 1575, member: 808 wrote:
Ship shields showing a hit yet not actually registering damage is something that can't really be improved all that easily, because that's a client to server "talkback" issue. When you directly hit a ship, your client will show a shield hit because yes, you hit the ship directly on your screen. However, your target's hitsphere/hitbox is further ahead of the ship server-side, which is why sometimes you have to shoot absurdly far in front of a ship to actually damage it. It depends on many factors, like ping, distance, and relative speeds.
That's why you always have to lead between the lead reticule and the ship's actual position in order to properly register damage.
Space overall is a bit too slow, yes; scaling is all over the place and inconsistent as well. The PvP thing is a bit weird because the only places PvP is enabled are in Dantooine and Lok GCW Space battles (which has shoddy implementation for the moment) and the Deep Space sector which you need special hyperspace chips to get to (and is largely empty because there's no reason to even really go there). You can technically PvP anywhere you want with a command to flag as Space SF/Overt, but for designated PvP zones, the aforementioned are all that're there atm.
Pretty much everything in your post regarding balancing is being addressed. However, there are definitely some limitations to things. I doubt we'll ever be able to make landing on planets possible with the engine's infrastructure, and it wouldn't make sense to dedicate that much time to trying to turn SWG into an extremely archaic version of No Man's Sky; as much as I'd love that.
I am glad you are doing something to space because it needs it. Basically there is much opportunity to improve space the way SOE left it. It just warms my heart to see that the good base they left is not going to waste because of the unrealized potential.
I am no programmer so I don't really know what is realistic. I just think that there is so much that could be done with the amazing foundation SOE left in the space game. I think I have like 15ish years of frustration about the state that SOE left space in that I am not articulating it effectively. I am overly excited that you guys are working on it. And because of how much more fun the ground game is on this server, I have no doubt you will do the same for space. TY for all you are doing and have done. You guys are really turning out some on point content here.
Historical reactions: Like × 2
-
Draskon, post: 1575, member: 808 wrote:
That's why you always have to lead between the lead reticule and the ship's actual position in order to properly register damage.
I'm not 100% certain, but I think there's also a fault in how the leading indicator is calculated as well. I don't have any means to test it to be certain, but what I think is happening is that the lead indicators position is calculated based on throttle position rather than current speed. For example - target ship is moving at 50m/s. They then throttle up to 100m/s. The lead indicator immediately moves to a proper lead position for 100m/s, but the target ship is still accelerating to 100m/s - and thus, shots go wide when shooting at the indicator.
I don't think this is the only thing going on, but I'm as certain as I can be that it is a factor.
-
Draskon, post: 1575, member: 808 wrote:
and the Deep Space sector which you need special hyperspace chips to get to (and is largely empty because there's no reason to even really go there).
This is incorrect. You can also reach Deep Space via the same station that you use to enter Kessel.
Edited to add:
Deep Space isn't without its uses... Handy place to grind faction for shifts as you're zipping through AOA. Also a handy place to pick up Corvettes for the Slayer collections without getting tapped on the shoulder by Tier 6-9 ships in Ord Mantel - with an extra bonus of getting help on the job from faction-aligned ships where you're on your own in Ord Mantel.
-
Yes, I forgot about the stations as I hate going to them to get there or to Kessel. Thank you for the correction.
The lead indicator is never going to be precise either because it's predicting where something is moving. It updates slowly enough that quick movements can be enough to throw you off. If the lead indicator can act more like the joystick emulation reticule (in that it shows different opacity reticules at different distances in relation to where you're aiming/going) or something similar, then that may be helpful, albeit probably a bit distracting.
The way the reticule is designed with the "hooks" up in each diagonal direction is supposed to help you line up a shot in relation to your target during movement. However, it can be a bit tricky to get used to, but if you get a feel for it, eventually you only need to use the lead indicator as a reference point and not a direct target to shoot for. There are plenty of times I've flown directly passed the bow of a Lambda shooting literally nothing and kill it because I know where its hitboxes are.
I know there are different reticules to use with a /ui reticule something command, so the hooks don't apply to every reticule you can use obviously, but I hope that makes sense.
I'll admit that I didn't know if DS was a good place for Vettes compared to Ord. Ord isn't bad once you get passed the initial spawns of T6 and T9's, because they don't spawn out that far, it's just the copious amounts of T5's you have to contend with which isn't exactly much easier sometimes. Not to mention killing 25 Vettes each for the gunship schematics is about as boring as it gets after a while.
Historical reactions: Like × 1
-
Draskon, post: 1583, member: 808 wrote:
Not to mention killing 25 Vettes each for the gunship schematics is about as boring as it gets after a while.
T R U T H
I find taking them in Deep Space is much more similar to taking them in Kessel once you've dealt with the nearby hostiles... Better, in the sense that you get help from the faction NPCs... The only catch is that you can't get credit for one that the NPCs have already parked, but they do cycle decently in Deep Space.
At the end of the day, the thing that really makes using DS for Vettes (and Gunboats) worthwhile is how disused it is here. If it gets a rework like what Legends did, it'll be more trouble than it's worth.
-
Draskon, post: 1583, member: 808 wrote:
The lead indicator is never going to be precise either because it's predicting where something is moving. It updates slowly enough that quick movements can be enough to throw you off. If the lead indicator can act more like the joystick emulation reticule (in that it shows different opacity reticules at different distances in relation to where you're aiming/going) or something similar, then that may be helpful, albeit probably a bit distracting.
No, I do agree, it shouldn't be a "Shoot Here" button, but I think you can also agree that it's comically inaccurate in many ways. How often is the indicator anywhere but square on the target on a 0/0 head-to-head pass? 50%+ in my experience. In many circumstances, aligning a single axis of a triangulation is all the indicator is worth. All it reliably tells you is where the target's nose is going. It's only minimally-to-moderately useful for ranging, and abysmal for indicating the target's speed.
I've spent many hours training to shoot without even targeting my... LOL... target for this reason; and the only time I consistently target now is when I need to shoot at components. The only ships that really give me fits are the standard TIEs. Because of their symmetry it's hard to read their orientation.
-
windshadow0177, post: 1580, member: 1090 wrote:
I'm not 100% certain, but I think there's also a fault in how the leading indicator is calculated as well. I don't have any means to test it to be certain, but what I think is happening is that the lead indicators position is calculated based on throttle position rather than current speed. For example - target ship is moving at 50m/s. They then throttle up to 100m/s. The lead indicator immediately moves to a proper lead position for 100m/s, but the target ship is still accelerating to 100m/s - and thus, shots go wide when shooting at the indicator.
I don't think this is the only thing going on, but I'm as certain as I can be that it is a factor.
Interesting! I think its also calculated based on heading, not actual momentum (which can be very different when ships like interceptors with high slide, or players with EO4 are moving and turning fast).
Historical reactions: Like × 1
-
Draskon, post: 1575, member: 808 wrote:
That's why you always have to lead between the lead reticule and the ship's actual position in order to properly register damage.
Sometimes, I lead, sometimes I track, and sometimes I trail the reticle. Its very intuitive and unsystematic for me at the moment, haven't figured out why anything works when it does so far.
-
Right, post: 1587, member: 909 wrote:
Interesting! I think its also calculated based on heading, not actual momentum (which can be very different when ships like interceptors with high slide, or players with EO4 are moving and turning fast).
Very. That would further explain more of the behavior I've seen out of the indicator that I can't get any metrics for to look over... That's why I was reluctant to mention it to start with... Everything I can offer about it is anecdotal/observation based.
-
PuddinPantz, post: 1424, member: 87 wrote:
Proposed Change: Unlocking Cross-Faction Ship Access with "Aces of Aces" Badge
In Star Wars Galaxies, the current system restricts players to flying faction-specific ships based on their allegiance and factional achievements. However, I propose a change that enhances player freedom and rewards high achievement within the game.
Change Details:
- Upon achieving the prestigious "Aces of Aces" badge, earned by attaining Ace pilot status in all factions and squadrons, players should gain access to fly any ship in the game, regardless of faction.
- This change would provide an additional layer of reward for dedicated pilots who have demonstrated mastery across all factions and squadrons.
- Allowing players to fly any ship they desire after reaching this pinnacle achievement would enhance gameplay diversity and encourage continued engagement and progression.
Benefits:
- Increased Player Freedom: Players would have the freedom to pilot any ship they choose, opening up new strategic possibilities and enhancing the overall gameplay experience.
- Rewarding High Achievement: The "Aces of Aces" badge becomes even more meaningful, serving as a symbol of mastery and granting tangible in-game benefits.
- Encouraging Exploration: With access to a wider array of ships, players may be incentivized to explore different playstyles and strategies, further enriching the game world.
Overall, implementing this change would align with the game's focus on player progression and customization, while providing a significant reward for dedicated pilots who have reached the pinnacle of achievement.
Hey PuddinPantz,
I just wanted to let you know some of what you are asking for here has finally been implemented. The system is not exactly how you wrote it up in your proposal, but the basics are there once you reach Ace you can utilize cross factional ships.
Thank You,
Orton
Evolve Community Manager
Hello! It looks like you're interested in this conversation, but you don't have an account yet.
Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.
With your input, this post could be even better 💗
Register Login