Timings - Help me out here, what am I missing?
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Singularity
Veteran Op
Joined: Thu Jun 02, 2005 2:00 am Posts: 5558 Location: USA
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 Re: Timings - Help me out here, what am I missing?
Ok, so this new instant message queue changes a lot of game timings. I mean a lot. A 100ms pwarp delay is suddenly not off the charts here, considering.
So here's my thoughts...
On a pgrid, the hit and land is about 100ms at most (usually closer to 80). That needs brought up. So how about bringing the pwarp delay up to 60ms. That would plug that problem.
On the pwarp photon, we now have a window of about 260ms. That's about 100ms too big for a pwarp foton, but if we increase pwarp to 60ms, then the timing is only about 40ms off.
Now I'm not sure how to balance that further. If we move up the pwarp delay too high, it'll make pgridding impossible. If we bring it up down, it makes pwarp torp too easy. A photon delay works against the pgrid balance.
So here's a thought, I don't know if it'd be feasible or not. How about adding an extra 2ms (in addition to the 60ms) per pwarp hop? That way if you're far away, it takes longer to shoot (makes sense, actually), but if you're adjacent, then you've got a better chance.
That would give people a way to combat pgridding while still giving regular gridders a chance to move around a bit. From there, we can test those new baselines.
_________________ May the unholy fires of corbomite ignite deep within the depths of your soul...
1. TWGS server @ twgs.navhaz.com 2. The NavHaz Junction - Tradewars 2002 Scripts, Resources and Downloads 3. Open IRC chat @ irc.freenode.net:6667 #twchan 4. Parrothead wrote: Jesus wouldn't Subspace Crawl.
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| Wed Dec 01, 2010 7:11 am |
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Parrothead
Commander
Joined: Wed May 03, 2006 2:00 am Posts: 1722 Location: USA
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 Re: Timings - Help me out here, what am I missing?
The test server has the up to date timings?
I'd like to test for myself. I don't want to see direct torp get to powerful. That would stalemate every game. I think you put too much on pgridding personally. It is expensive to pgrid compared to other methods and this limits its use. You will never stop a 2 ship planet gridder with a standard direct torp but that is expensive with both turns and fuel so is self limiting in use.
_________________ Coconut Telegraph (ICQ)#586137616 Team Speak3@ 220.244.125.70:9987 Founding Member -=[Team Kraaken]=- Winner of Gridwars 2010 - Ka Pla
 Jesus wounldn't Subspace Crawl
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| Wed Dec 01, 2010 8:57 am |
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Singularity
Veteran Op
Joined: Thu Jun 02, 2005 2:00 am Posts: 5558 Location: USA
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 Re: Timings - Help me out here, what am I missing?
I believe it does.
You might be right, I do put a lot of emphasis on pgridding. I do that because it costs more ore, and thus is more balanced than regular gridding.
A good 2 ship pgridder is very difficult to stop, but then again it's also very costly to run, too.
This is one of the reasons why I'd like to see the distance-based delay. Wouldn't it be cool if the placement of the torper actually sped it up? That would bring about some cool techniques to direct torping.
Once we get these timings in, we can work on the direct torping thing. I suspect we might need to cut back on the move delay some.
_________________ May the unholy fires of corbomite ignite deep within the depths of your soul...
1. TWGS server @ twgs.navhaz.com 2. The NavHaz Junction - Tradewars 2002 Scripts, Resources and Downloads 3. Open IRC chat @ irc.freenode.net:6667 #twchan 4. Parrothead wrote: Jesus wouldn't Subspace Crawl.
*** SG memorial donations via paypal to: dpocky68@booinc.com
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| Wed Dec 01, 2010 10:47 am |
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Parrothead
Commander
Joined: Wed May 03, 2006 2:00 am Posts: 1722 Location: USA
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 Re: Timings - Help me out here, what am I missing?
Singularity wrote: I believe it does.
You might be right, I do put a lot of emphasis on pgridding. I do that because it costs more ore, and thus is more balanced than regular gridding.
A good 2 ship pgridder is very difficult to stop, but then again it's also very costly to run, too.
This is one of the reasons why I'd like to see the distance-based delay. Wouldn't it be cool if the placement of the torper actually sped it up? That would bring about some cool techniques to direct torping.
Once we get these timings in, we can work on the direct torping thing. I suspect we might need to cut back on the move delay some. I think your idea is Great actually. Maybe more than 2 ms would be ideal. Id like to test some timing on combonation moves to see the balance for myself. The planet does an ore check vs distance before it moves so i doubt the added feature would be an issue.
_________________ Coconut Telegraph (ICQ)#586137616 Team Speak3@ 220.244.125.70:9987 Founding Member -=[Team Kraaken]=- Winner of Gridwars 2010 - Ka Pla
 Jesus wounldn't Subspace Crawl
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| Wed Dec 01, 2010 2:11 pm |
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John Pritchett
Site Admin
Joined: Sun Dec 24, 2000 3:00 am Posts: 3150 Location: USA
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 Re: Timings - Help me out here, what am I missing?
Low end timing is 2 ms. Most delays are only 2 ms and that allows 500 such actions per second. I believe that's fast enough that nobody will notice that it's paced, yet it will not change from this point on.
_________________ John Pritchett EIS --- Help fund the TradeWars websites! If you open a hosting account with A2 Hosting, the service EIS uses for all of its sites, EIS will earn credits toward its hosting bill.
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| Wed Dec 01, 2010 2:37 pm |
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John Pritchett
Site Admin
Joined: Sun Dec 24, 2000 3:00 am Posts: 3150 Location: USA
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 Re: Timings - Help me out here, what am I missing?
Ok, I had a bug in the event system that was causing messages to be ignored now and then. I tracked it down and it's fixed, and my testing shows that the new approach to events is stable, efficient, and fast. With 30 players moving around in the same few sectors, generating a ton of output and events, both of which use the windows message system to function, I was reading 0 ms delay on the event turn-around time. So I'm pretty confident of it.
I will now implement the timing changes you requested. I intend to hold off on release until we get these timings right and players don't notice any difference in gameplay.
_________________ John Pritchett EIS --- Help fund the TradeWars websites! If you open a hosting account with A2 Hosting, the service EIS uses for all of its sites, EIS will earn credits toward its hosting bill.
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| Wed Dec 01, 2010 3:17 pm |
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John Pritchett
Site Admin
Joined: Sun Dec 24, 2000 3:00 am Posts: 3150 Location: USA
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 Re: Timings - Help me out here, what am I missing?
Keep in mind that the time for an event to be processed is no faster than it could be received before, it's just that it's consistent now. Before, you could receive an event notification anywhere from 0 to 250 ms from the time of that event. Now you're consistently receiving the notification immediately. Of course, if that's too fast, there's no reason we need to provide the player with the event notification immediately, even if it is received immediately. Or we could provide the notification, but not allow the player to respond with an action immediately. The point is, we have control over the timing and we can make it consistent. But the timing of the event notification could pretty much be whatever we need it to be.
I already have a delay that's imposed between receiving an event and acting on that event, and that delay could offset this change. If we need a 100 ms delay in reacting to an event, we can do that. We could even have a random range to emulate the randomness of the 0 to 250 ms delay that people are used to.
I like the idea of having a variable delay for pwarp based on distance. But this might be too big of a change. What I'd like to do is work out ways to reproduce the current balance with the new timings, without changing gameplay. However, if there are no objections from players on this forum, I would be willing to give it a try.
_________________ John Pritchett EIS --- Help fund the TradeWars websites! If you open a hosting account with A2 Hosting, the service EIS uses for all of its sites, EIS will earn credits toward its hosting bill.
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| Wed Dec 01, 2010 10:40 pm |
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Singularity
Veteran Op
Joined: Thu Jun 02, 2005 2:00 am Posts: 5558 Location: USA
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 Re: Timings - Help me out here, what am I missing?
If we add back a 50ms message delay, then that slows down the response for both. That's fine for defense against a normal gridder, but now that makes hitting a pgridder almost impossible (unless you can find a way to slow them down exclusively, I'm not sure how that could be done).
What I am looking for is a way to balance the pgrid against the regular gridder. Give pgrid a slight edge because of the resources spent, but not so much of an edge its impossible to hit.
This reason this particular thing changed is because the better pacing has reduced the server-side lag spikes that used to get us hit. IMO, that's a good thing.
When pgridding, most people pgrid in a line. This makes it easy predict the next hit, so you can go adjacent and torp w/o having to pwarp around. That makes pwarp a useful item for balancing stuff like this.
A distance-based delay would allow people to have fast pwarps when they need them, and slow them down for other situations. It wouldn't change play too much tho, people would pick more centrally located places to torp from and would use pgridders that hop around a little bit, but both are already done for other purposes.
I'll test the current timings and let you know how they go.
_________________ May the unholy fires of corbomite ignite deep within the depths of your soul...
1. TWGS server @ twgs.navhaz.com 2. The NavHaz Junction - Tradewars 2002 Scripts, Resources and Downloads 3. Open IRC chat @ irc.freenode.net:6667 #twchan 4. Parrothead wrote: Jesus wouldn't Subspace Crawl.
*** SG memorial donations via paypal to: dpocky68@booinc.com
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| Wed Dec 01, 2010 11:15 pm |
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John Pritchett
Site Admin
Joined: Sun Dec 24, 2000 3:00 am Posts: 3150 Location: USA
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 Re: Timings - Help me out here, what am I missing?
You're preaching to the choir on this. I think it's a great idea. But I did promise that I wouldn't change gameplay if I can avoid it, so the question is whether there are some here who would consider this a major change (Kewlbreeze?).
Keep in mind that the delays in the game right now are the same I put in several days ago. I have not yet implemented the new timings you requested.
_________________ John Pritchett EIS --- Help fund the TradeWars websites! If you open a hosting account with A2 Hosting, the service EIS uses for all of its sites, EIS will earn credits toward its hosting bill.
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| Wed Dec 01, 2010 11:22 pm |
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Big D
Veteran Op
Joined: Tue Nov 28, 2006 4:04 pm Posts: 5025
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 Re: Timings - Help me out here, what am I missing?
John Pritchett wrote: You're preaching to the choir on this. I think it's a great idea. But I did promise that I wouldn't change gameplay if I can avoid it, so the question is whether there are some here who would consider this a major change (Kewlbreeze?).
Keep in mind that the delays in the game right now are the same I put in several days ago. I have not yet implemented the new timings you requested. Actually I suggested the distance based pwarp delay months ago. I don't see this as a major game change. However, it will justify some upgrades in grid and torp scripts if you want top efficiency.
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| Wed Dec 01, 2010 11:55 pm |
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John Pritchett
Site Admin
Joined: Sun Dec 24, 2000 3:00 am Posts: 3150 Location: USA
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 Re: Timings - Help me out here, what am I missing?
I seem to recall some resistance to the idea, but I may be mistaken.
_________________ John Pritchett EIS --- Help fund the TradeWars websites! If you open a hosting account with A2 Hosting, the service EIS uses for all of its sites, EIS will earn credits toward its hosting bill.
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| Wed Dec 01, 2010 11:57 pm |
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John Pritchett
Site Admin
Joined: Sun Dec 24, 2000 3:00 am Posts: 3150 Location: USA
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 Re: Timings - Help me out here, what am I missing?
Sing, if you make a list of several important delays, I would be willing to create an editing screen so you can experiment with various times on your own. That might go a lot more smoothly than trying to work together on it.
_________________ John Pritchett EIS --- Help fund the TradeWars websites! If you open a hosting account with A2 Hosting, the service EIS uses for all of its sites, EIS will earn credits toward its hosting bill.
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| Wed Dec 01, 2010 11:58 pm |
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Big D
Veteran Op
Joined: Tue Nov 28, 2006 4:04 pm Posts: 5025
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 Re: Timings - Help me out here, what am I missing?
John Pritchett wrote: I seem to recall some resistance to the idea, but I may be mistaken. I can't recall exactly what was said then. Keep in mind that was before many of the of current changes were made, so the circumstances a different now.
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| Thu Dec 02, 2010 12:00 am |
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Singularity
Veteran Op
Joined: Thu Jun 02, 2005 2:00 am Posts: 5558 Location: USA
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 Re: Timings - Help me out here, what am I missing?
John Pritchett wrote: Sing, if you make a list of several important delays, I would be willing to create an editing screen so you can experiment with various times on your own. That might go a lot more smoothly than trying to work together on it. Pwarp Land Xport Fig kill Fig lay Move Photon And maybe add an event queue delay jIc.
_________________ May the unholy fires of corbomite ignite deep within the depths of your soul...
1. TWGS server @ twgs.navhaz.com 2. The NavHaz Junction - Tradewars 2002 Scripts, Resources and Downloads 3. Open IRC chat @ irc.freenode.net:6667 #twchan 4. Parrothead wrote: Jesus wouldn't Subspace Crawl.
*** SG memorial donations via paypal to: dpocky68@booinc.com
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| Thu Dec 02, 2010 12:08 am |
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Parrothead
Commander
Joined: Wed May 03, 2006 2:00 am Posts: 1722 Location: USA
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 Re: Timings - Help me out here, what am I missing?
Under this condition Pwarp foton not only gets more expensive gas wise but slower the farther away u get. Faster and less expensive the closer u get to someones base or central protective grid. Grid is intended to protect you. I dont see this as a major game change especially if it helps balance other things. It makes sense and adds complexity. Both are good things.
_________________ Coconut Telegraph (ICQ)#586137616 Team Speak3@ 220.244.125.70:9987 Founding Member -=[Team Kraaken]=- Winner of Gridwars 2010 - Ka Pla
 Jesus wounldn't Subspace Crawl
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| Thu Dec 02, 2010 2:34 am |
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