Pilot Archive
Thread: Deep Space Issues
I finally mastered pilot the other day so I head off to deep space. My first time in i was getting about 2-3 frames per second and it took about all I could muster just to hyper back out.
I happened to go back in around 2 am and everything was good, about 25 frames per second.
1st Issue: ISD causing lag
I was rebel on the ground and smuggler's alliance in deep space flying a JSF. Well it took out the star destroyer which was loads of fun (despite the lag) for the first 2-3 times that I did it, but all in all it was really way too easy.
Well I figured out that there seems to be somewhat of a mini game where if you destroy the ISD (and I assume the rebel base as well) all the NPC ships despawn and the game starts over.. everything is lag free. At least until some rebel preson or NPC gets in range of the ISD and the guns start going off.
Essentially if NPC's or players are attacking the star destroyer.. everything in deep space lags up even as far as 15k out. Frame rate drops to 1-2 frames persecond on my computer. Actually if you are further out the lag seems to get worse to me. It seems to me that the devs are actually simulating 100 guns going off and trying to perform all those calculations for each frame. In addition there is apparently no space partitioning since you experience the same lag or worse from 15km away than you do from 400m. The issues with the lag caused for EVERYONE IN ALL OF DEEP SPACE, because the ISD is shooting someone or something is somewhat game breaking.
2nd issue spawns affected by destruction, ISD Campers
I go into deep space not to kill the ISD, but to PVE and hopefully find some PVP as well. I like shooting down various NPC ships and gunboats. However if i am out in a nice battle against 10 interceptros and some gunboats and someone kills the ISD (which can be done in a little over a minute by someone with a good ship) then all the spawns in all of deep space vaporize.
Also since the ISD is about as hard to kill or easier than a gunboat, and since it pays about 15k credits and 500 faction each time you kill it, you have people who spend all hours of the game just killing the ISD over and over again. So this equates to neverending lag and emptiness due to no spawns.
Rebel Space Station issues
Since I am nuetral pilot and didnt ahve much rank with the rebellion ground forces (due to recently resigning to get the JSF), i resigned form the rebellion again so I could go into deep space as an imperial. I did this for 2 reasons. Firstly I wanted to see how killing the rebel space station compared to killing the ISD. Secondly I enjoy killing corvettes, they are fun for me and good practice for when I have to help someone in kessel get their master.
What I found was that neither of the shields were highlighted when you targetted them, unlike all of the guns. This made it impossible for me to take out the shields so I could kill the rebel space station. I even went back rebel and went up to the space station trying to figure out where the shields were but I could not find them. Additionally, the rebel station has only about 20 guns instead of the ISD's 100 guns, but the rebel station seemed to hit much harder and from much further out than the ISD's guns. In essence this makes the rebel space station much more difficult to kill than the ISD in the same ship.
Solutions
I think the ISD and the Rebel space station should possibly be put in their own portals or have their own space partitions so what everything that is going on around them is not rendered unless you are in that partition (space partition being a logical rendering boundary)
Secondly I think the guns on the ISD should be reduced to 20 like the rebel space station and that both the rebel space station and the ISD should hit much harder than they do. (even with the best equipment I think a single person successfully soloing these things should be left to some chance. Taking out all the components withough daying should be a matter of luck, not something that can be done successfully 100 times in a row at no risk.
The shilds should be fixed on teh rebel space station so they are targettable. I may have some things wrong here but if anyone has any pointers then let me know.
FYI, if I am the only person in deep space and I kill the ISD, then my framerate if fine... it is even bearable when I am killing the ISD by myself and the ISD is not shooting anything else. However if the ISD is attacking an NPC or someone besides me then my framerate goes to about 2 frames per second which makes ALL of deep space unplayable.
Right now if one person is killing the ISD over and over for easy credits and faction then it is ruining the game experience for everyone in deep space.
I admit that I am a deep space noob so I welcome any additional input or suggestions. I am hoping they will do something about these issues or that someone can get them addressed. Does anyone know if any of these issues are being worked on? Right now deep space is largely a single player game as it is.
Yeh I guess. Just wait 'till someone e-pulses you. Now thats a cause to get shirty.
I hate e-pulsers.
_Crash_ wrote:
I was actually thinking about trying that, but I havent. I had one dogfight that lasted about a minute and another one that lasted several minutes.. neither of us could hit each other. Both of those would have been over ina giffy if i had used Epulse.
Never do it.
Some guy in DS earlier did it to myself and two wingmen and then went on to gloat about how he always won no matter the odds and was generally the best pilot since Baron Soontir Fel. Cheek of it was, when offered a 1v1 duel with me he didn't take it and when I returned to DShe/it was nowhere to be found.
E-pulsers are cowards and game destroyers. If you want to be truly successful in pvp mate, leave that button well alone. It isn't worth it. PvP is for flying...not 'I win' buttons.
to the OP:
first of all, the ISD lagissue is a bug. back in the old days (heh) it never used to cause the lag that it does now, and something changed at the same time that the CU came out. we aren't sure what it is, but we think that it has something to do with an exploit where rebels could sit inside a respawned ISD and blow it up from within. the devs made it so guns on the bottom shoot through the hull towards the top, and vice versa. i like the rendering idea, but i think it'd also be a nice fix for them to simply correct the original exploit without a 2 bit workaround that causes all 100 guns to fire at once.
second, people disagree, but kiling the ISD and poofing your spawn is a mixed blessing. yeah, you lost that 1 ship you were shooting, however you know where to find more? yup the ISD. i have no doubt in my mind clearing the zone happens for a reason. it's a PVP zone first and foremost and if you are near the ISD you're far more likely to run into PVP. plus, all imperial ships spawn out the back of the ISD, the faster you kill them, the faster they spawn, until the point where you can't keep up anymore and spawns escape into the rest of the zone. if you are just hanging out, the ISD is probably going to be the place to be, because if anyone else is in the zone blowing things up, that will cause a respawn at the ISD. you blowing something up near the ISD will cause a respawn at the ISD, and the ISD naturally respawns.so instead of flying around looking for imperial spawns, you just stay in one spot and fight till you are done.
now that brings us to the ISD campers. the problem with these guys is they are lazy as hell. they aren't up there to fight PVE enemies or PVP enemies, they are just there to make a buck. 500 FP is good for 5 minutes of work, but you can probably double that fighting spawns. i can take out an entire gunboat spawn with fighters in2 minutes, which is what, somewhere around 900-1100 faction? plus loot. if you explained to them how DS worked, and that they'd get better productivity fighting enemies, i'm sure they'd tell you to shove off though, because the whole reason they are there is due to the fact that it's nearly automated cash for them.
IMO the ISD needs to offer no faction reward, and no credit reward. people would cry "well what's the purpose of taking it out then! whaa!" well the purpose of it being there isn't a PVE target. it's there to create a minigame for PVP'ers. imps protect the ISD, rebels assault. the rebel base offered no reward (before it was bugged)and itwas just as easy to take out (if not easier, i can get half the bridge on the ISD down on my way past the reactor).
actually, the more i think about it maybe they wouldn't get more productivity fighting enemies. how fast can a group take down the ISD now anyways? seems to me like 3 JSFs could avoid getting hit, have the firepower to take all components out nearly simultaneously. could you blow the thing up more than once every five minutes? my faction rate tops out at about 17k per hour solo... once every 5 minutes is 6k... (per person though)
anyone know how fast you can do it in?
regardless it shouldn't offer a reward.