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#324 (permalink) |
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AKA Ted
Join Date: Aug 2006
Location: Jita
Posts: 3,683
Thanks: 40
Thanked 121 Times in 96 Posts
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Re: EVE-Online
most of mine are in industrial as I used to mine and I lost a fair bit when I was podded, my own fault, forgot to upgrade my clone. I am now training up my PvP / PvE skills.
Just got myself a Thorax to play with for a bit. Need to really save but I haven't bought a new ship for a long time.
□ΞVΞ□
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#325 (permalink) |
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Senior Member
Join Date: Apr 2006
Location: Lonetrek
Posts: 5,021
Thanks: 148
Thanked 69 Times in 55 Posts
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Re: EVE-Online
Originally Posted by Jay
Jump clones can be moved, the clone you're in will be left where ever you jump from. So say for example you have you your +5's in now, you'd dock up in ibura and J clone to your naked clone in gallente space. The +5 clone would be left in ibura, you then fly(Read: Grab a shuttle and leg it) back back to ibura with your new clone.
Now both clones are safely in caldari space, when you jump back and forth they will be left in the station you were docked at(no med bay required once you've installed the clone).
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#327 (permalink) |
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TALK TO ME
Join Date: Jul 2003
Location: Internet
Posts: 14,244
Thanks: 257
Thanked 421 Times in 323 Posts
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Re: EVE-Online
Originally Posted by chuckskull
This is what I do - Ubura has no implants
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Originally Posted by Jay
Shuttle mate - as long as you're warping to zero and jumping yourself (Don't use AP), its unlikely you will get caught. Use a non implanted JC anyway and the most you will loose is a clone
![]() The biggest worry if gate camps, but use the map browser for check for ship deaths / pods lately and you should be able to avoid most. A shuttle has a tiny sig radius. Even ships with a booster won't lock them in 99.9% of cases provided the first command you give is to go to warp
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#328 (permalink) |
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AKA Ted
Join Date: Aug 2006
Location: Jita
Posts: 3,683
Thanks: 40
Thanked 121 Times in 96 Posts
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Re: EVE-Online
I lost my Thorax tonight because of a gate camp.... only doing crappy lvl 1 mission as well.
Tried to jump but got an error 3 times (session in progress) it cost me the ship, fittings and cargo. what a pain!
□ΞVΞ□
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#329 (permalink) |
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HEXUS.social Lackey
Join Date: Feb 2006
Location: Cosford
Posts: 841
Thanks: 19
Thanked 28 Times in 21 Posts
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Re: EVE-Online
There's a 30 second timer every time you jump, dock, undock and join/leave a fleet. Called a session timer, you can enable it the options somewhere, and you will get a circle thing in the top left corner of your screen whenever it's active. I am assuming you jumped in, saw the camp and then tried running to the gate? In which case you will get that error. You should be able to run out the timer sitting there cloaked. Think that lasts 30 seconds as well.
It's all fun and games until someone gets hurt; then it's bloody hilarious!
![]() H3XU5.lan Member (Avatar shamelessly nicked from Penny-Arcade) |
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#331 (permalink) |
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Senior Member
Join Date: Apr 2006
Location: Lonetrek
Posts: 5,021
Thanks: 148
Thanked 69 Times in 55 Posts
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Re: EVE-Online
That sounds like drone lag. Get a few ships together, have them all pop drones, then when someone warps in, they get lagged, on smaller ships this is enough time to wipe them out.
Normally deliberately causing lag is against the EULA, but having drones ready to fight is a legit tactic, so not much that can be done.
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#332 (permalink) |
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TALK TO ME
Join Date: Jul 2003
Location: Internet
Posts: 14,244
Thanks: 257
Thanked 421 Times in 323 Posts
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Re: EVE-Online
Originally Posted by Gerrard
I dont understand this?
I jump all the time within under 30 seconds of the past dock / jump / whatever - when does this kick in? |
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#333 (permalink) |
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Senior Member
Join Date: Apr 2006
Location: Lonetrek
Posts: 5,021
Thanks: 148
Thanked 69 Times in 55 Posts
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Re: EVE-Online
It doesn't actually take 30seconds(on a good day) that's just the timer. Try joining a fleet then jumping/docking immediately afterward. you'll get a message telling you to wait. You can only have one session change every 30 seconds.
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#335 (permalink) |
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TALK TO ME
Join Date: Jul 2003
Location: Internet
Posts: 14,244
Thanks: 257
Thanked 421 Times in 323 Posts
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Re: EVE-Online
Originally Posted by chuckskull
Is there a reason for it though, or is it just the servers being unable to cope?
File a petition. The worst they can say is no. |
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#336 (permalink) |
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Senior Member
Join Date: Apr 2006
Location: Lonetrek
Posts: 5,021
Thanks: 148
Thanked 69 Times in 55 Posts
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Re: EVE-Online
Originally Posted by Agent
One of the reasons is to combat lag on the server side(entire solar system and everything in it is pulled from the servers cache at jump-in/undock), then there's client side lag(entire solar system loaded into client side cache/RAM) and black screens of death, which happens when one session change is still running when another starts., I don't remember the exact details, but basically the client doesn't like it at all and just reverts to the foetal position.
Then there's the immersion/RP/gameplay reasons, nano ships can uncloak and be back at the gate in around a second(literally), so a fast ship caught in a gatecamp could just keep jumping back and forth until the aggressors left or slipped up. Basic idea is, gate jumps and docking/undocking are complex procedures, they shouldn't actually be instant, even though they appear so for gameplay reasons. The timer helps avoid people exploiting this, without player actually having to watch their ship being towed in, waiting for jump clearance, passing customs etc etc.
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