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CCP: Please Stop Nerfing Small Gang PVP

Author
Bizmarhk
Why is this Pigeon so Big
Dracarys.
#21 - 2012-10-30 22:17:24 UTC  |  Edited by: Bizmarhk
Cearain wrote:
Local helps small gangs avoid the blob. Its key to small gang pvp.

The problem is your view of small gang pvp does not extend past ganking ratters.


While this may have been true at one point, you can see from our killboard that we do a lot more than that. I did a podcast with kil2 just the other week and we talked about jump bridges needing to be removed. We also talked about ways to increase reasons to go to 0.0, since as the guy above me has clearly stated and I do agree with are not enough as is. So no, at this time I am not just about ganking ratters and much rather enjoy getting good fights.

Lord Zim, your forum profile doesn't state what corp/alliance you are in, and I can't look up in game. All I have to say to you is try living in a wormhole for a bit, if those people can survive without local, without jump bridges so can you. Yes a replacement needs to be made for local, or perhaps a better scanner. Yes I agree 0.0 needs to be made more lucrative to give people a reason to live there again, but at the same time they can't screw it up like Incursions and FW. Also Incursions no longer make the kind of ISK you're talking about, neither does FW.

Anyways, I am done arguing with someone who is too arrogant to see both sides of the picture. I feel for you nullsec guys in that there isn't much reason to live there now. However at the same time, if they did increase the amount of ISK that could be made in 0.0, I'd argue that you have it way too easy. You should not be able to travel region to region within a few minutes.
Lord Zim
Gallente Federation
#22 - 2012-10-30 22:45:12 UTC
Bizmarhk wrote:
All I have to say to you is try living in a wormhole for a bit, if those people can survive without local, without jump bridges so can you.

They do not have fixed points of entry, they do not have the threat of hotdrops, etc etc etc. There are tons of differences which would make "remove local" utterly unfeasible.

Bizmarhk wrote:
Yes a replacement needs to be made for local, or perhaps a better scanner.

If you're talking about the dscan, and you're also making it into a range limited scanner, all you're giving anyone is a few seconds of heads up before you land, which again is going to keep people in hisec to suck on the L4 teat instead. And you're going to see a shift from normal combat ships to ships with covert ops cloaks for roaming gangs.

Bizmarhk wrote:
Yes I agree 0.0 needs to be made more lucrative to give people a reason to live there again, but at the same time they can't screw it up like Incursions and FW.

I've a problem seeing how CCP can possibly manage to **** nullsec up even more than they already have, apart from nerfing JFs.

Bizmarhk wrote:
Also Incursions no longer make the kind of ISK you're talking about, neither does FW.

FW is still :laffo: isk, it's just slightly less so. And I know very well that today's incursions aren't as iskspewing as they were when they were first released, and I couldn't give less of a flying ****, L4s is what I talked about. L4s set a dangerously high minimum level of rewards which CCP has tried, repeatedly, to up nullsec past, but every time they've done so they've had to panic-nerf it back to just slightly above L4 levels of income, which meant that everyone moved back to hisec to continue doing L4s.

Bizmarhk wrote:
Anyways, I am done arguing with someone who is too arrogant to see both sides of the picture. I feel for you nullsec guys in that there isn't much reason to live there now. However at the same time, if they did increase the amount of ISK that could be made in 0.0, I'd argue that you have it way too easy. You should not be able to travel region to region within a few minutes.

Yes, yes, I know you're going to harp on and on about how "hurr jumpbridges are a force projection tool", when that isn't even remotely the issue nullsec has. If you're going to harp on about some force projection problem, then you should look at capital ships, since they project power much more effectively than JBs do. Basically the only power JBs project is intraregional, i.e. for defense gangs, and for that purpose they make sense. As I said, you're pissing in someone else's back yard, expect them to have a home defense advantage.

As for "hurr nullsec has it too easy", you could only wish nullsec was easy enough so it was more desirable than hisec. If nullsec had an economic advantage to the point where it could supply both its own needs for war and supply hisec, then there would be more people there doing mining, hauling, etc, and there'd be more people who weren't paying sufficient attention to local or intel channels, which meant that people wouldn't have to go "hurr remove local so I can get kills".

In fact, I'm going to go so far as to say that you're the one who's too arrogant to see both sides of the picture. You should want nullsec to be much more vibrant than it is today, and you don't do that by merely increasing bounties on rats, you do it by making it much more valuable than hisec. Again, if CCP decided to pull their head out of their ass tomorrow and actually turn nullsec from a wasteland where nobody does anything other than shoot structures and welp the occasional fleet into eachother, into a bustling hive of activity where roaming gangs actually must be fought back against (instead of just ignored like the unimportant little gnat it is today), then everyone would win. Nullsec would have the possibility of being where resources are extracted, refined, turned into finished goods and used internally to fuel the war machine, the surplus sold to hisec at a profit, and all of nullsec would turn into a place where roaming gangs could actually anticipate getting at least one fight, instead of just hoping, desperately, to catch even just one inattentive ratter like it is today.

You can call me arrogant if you must to make yourself feel better, but I'm fairly certain I'm looking more at the bigger picture than you are.

PS: if you can't see which corp/alliance I'm in when looking at eve-gate, then you've got issues with your account.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Cearain
Plus 10 NV
#23 - 2012-10-31 00:23:14 UTC
Bizmarhk wrote:
Cearain wrote:
Local helps small gangs avoid the blob. Its key to small gang pvp.

The problem is your view of small gang pvp does not extend past ganking ratters.


While this may have been true at one point, you can see from our killboard that we do a lot more than that. I did a podcast with kil2 just the other week and we talked about jump bridges needing to be removed. We also talked about ways to increase reasons to go to 0.0, since as the guy above me has clearly stated and I do agree with are not enough as is. So no, at this time I am not just about ganking ratters and much rather enjoy getting good fights.

Lord Zim, your forum profile doesn't state what corp/alliance you are in, and I can't look up in game. All I have to say to you is try living in a wormhole for a bit, if those people can survive without local, without jump bridges so can you. Yes a replacement needs to be made for local, or perhaps a better scanner. Yes I agree 0.0 needs to be made more lucrative to give people a reason to live there again, but at the same time they can't screw it up like Incursions and FW. Also Incursions no longer make the kind of ISK you're talking about, neither does FW.

Anyways, I am done arguing with someone who is too arrogant to see both sides of the picture. I feel for you nullsec guys in that there isn't much reason to live there now. However at the same time, if they did increase the amount of ISK that could be made in 0.0, I'd argue that you have it way too easy. You should not be able to travel region to region within a few minutes.



Jump bridges may be a problem I really don't know. I don't bother with null sec.

But anytime you talk about nerfing local you are just buffing blobs. Local is key for small gangs and solo pilots to find fihgts and avoid blobs.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Lord Zim
Gallente Federation
#24 - 2012-10-31 01:38:52 UTC
Cearain wrote:
Jump bridges may be a problem I really don't know. I don't bother with null sec.

Anybody bitching about JBs being a force projection tool of epic proportions, magically transporting whole fleets, daily, from one side of the universe to the other, are deluded and out of touch with reality. Everyone who's been in any sort of war in the last 3 years (I'd love to say "since JBs were introduced", but I wasn't in nullsec at the time) knows that any force projection is done via staging systems, not JBs, and they're seeded by JFs and constant convoys.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Obsidiana
Atrament Inc.
#25 - 2012-11-01 14:13:56 UTC
Cearain wrote:
Local helps small gangs avoid the blob. Its key to small gang pvp.

The problem is your view of small gang pvp does not extend past ganking ratters.


A good point. There is always a bigger fish, and a small gang is both predator and prey.
Gypsio III
State War Academy
Caldari State
#26 - 2012-11-01 14:24:51 UTC
Cearain wrote:



Jump bridges may be a problem I really don't know. I don't bother with null sec.

But anytime you talk about nerfing local you are just buffing blobs. Local is key for small gangs and solo pilots to find fihgts and avoid blobs.


No, local helps the blob track down, bait and kill smaller gangs, because the blob has more pilots to spare for scouting. Of course, when I say "scouting", I don't mean scouting in a sense that requires any competence or skill, I just mean "look at local". A lazier, more stupid mechanism for what is arguably the most important role in a fleet could hardly be imagined, and all it does is favour lazy, stupid pilots, who incidentally are just the type who sit in blobs.
Lord Zim
Gallente Federation
#27 - 2012-11-01 14:36:15 UTC
Gypsio III wrote:
No, local helps the blob track down, bait and kill smaller gangs, because the blob has more pilots to spare for scouting. Of course, when I say "scouting", I don't mean scouting in a sense that requires any competence or skill, I just mean "look at local". A lazier, more stupid mechanism for what is arguably the most important role in a fleet could hardly be imagined, and all it does is favour lazy, stupid pilots, who incidentally are just the type who sit in blobs.

"hurr nerf the blob durr"

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Nikk Narrel
Moonlit Bonsai
#28 - 2012-11-01 14:40:27 UTC
Gypsio III wrote:
No, local helps the blob track down, bait and kill smaller gangs, because the blob has more pilots to spare for scouting. Of course, when I say "scouting", I don't mean scouting in a sense that requires any competence or skill, I just mean "look at local". A lazier, more stupid mechanism for what is arguably the most important role in a fleet could hardly be imagined, and all it does is favour lazy, stupid pilots, who incidentally are just the type who sit in blobs.

This fits the cause and effect relationships I have both witnessed and heard of.

There really is no denying it. Once you have intel, it is meaningless to foolish to duplicate getting the same intel from a second source.
Blobs, in order to maintain cohesive behavior in a reliable manner, are forced to cater to the lowest common ability present. They cannot be creative in any way that violates that need.
Scouting for such a large force tends to favor the same logic, send pilots to ranged systems, and hope they don't get distracted.

The sum total of most scouting has been reduced to two levels:
You see the name appear / vanish in local.
You actually see the gate fire, hopefully with an opportunity to see the ship being flown. This is assuming you are at the right gate at the right time.

What use of DScan or sensors?

By it's simplicity, Local Chat intel favors brute force tactics such as blobbing, since they are also based on simplicity.
DJ P0N-3
Table Flippendeavors
#29 - 2012-11-01 14:48:05 UTC
Bizmarhk wrote:
Thanks for all the replies guys. To the fella who told me try Worm Holes, I would love to but I run a corporation and we recently talked over this subject. We collectively agreed that a WH in the capacity that we'd want to do it in would do more harm to our corporate activity than it would bolster it. Thanks for the suggestion though.


I'm curious: what do you mean by "in the capacity that we'd want to do it in"? If you just want to roam around somewhere with no JBs and no local, what more do you need other than a deathstar to call home and the ability to collapse your static? Everything else is just icing. You could even base out of known space and roam around whatever connections you find. You don't have to set up a multi-capital-defended doom fortress in a high class wormhole to get PvP.
Gypsio III
State War Academy
Caldari State
#30 - 2012-11-01 14:53:50 UTC  |  Edited by: Gypsio III
I should add that simply removing local in null isn't the answer, the whole system of intel-gathering and jump-related power projection needs to be reworked. But Local as it stand makes the mechanism of ECM look good - and although both local and ECM are arguably balanced, they're both terrible mechanics.

For example, owning Sov should give you options regarding the ease of collection of intel; intel gathered should reflect personal skill and the effort put in; intel-gathering structures should be able to be temporarily neutralised by single pilots.

Right now there's a horrible binary distribution of "perfect, instant local-based scouting", coexisting very uncomfortably with "near unscoutable instantly-teleporting hotdrops". We need to move away from these extreme end-members to a more sophisticated, nuanced system. It's not gonna be easy... Straight
Nikk Narrel
Moonlit Bonsai
#31 - 2012-11-01 15:31:38 UTC
Gypsio III wrote:
I should add that simply removing local in null isn't the answer, the whole system of intel-gathering and jump-related power projection needs to be reworked. But Local as it stand makes the mechanism of ECM look good - and although both local and ECM are arguably balanced, they're both terrible mechanics.

For example, owning Sov should give you options regarding the ease of collection of intel; intel gathered should reflect personal skill and the effort put in; intel-gathering structures should be able to be temporarily neutralised by single pilots.

Right now there's a horrible binary distribution of "perfect, instant local-based scouting", coexisting very uncomfortably with "near unscoutable instantly-teleporting hotdrops". We need to move away from these extreme end-members to a more sophisticated, nuanced system. It's not gonna be easy... Straight

Of course it won't be easy.

But if you want to address this, especially if you want to address hot dropping, then you need to address it in a package with local chat intel.

Like AFK Cloaking, Hot Dropping owes most of it's reason for existing to local. Since local makes it easy to avoid ships in any significant number, predatory PvP actions are required to catch their prey before any pew pew can happen.
This means creating the smallest possible notice in local to warn targets, often a single pilot name.

You don't need to be paying more than the slightest attention to notice a population spike, but one ship can sometimes bring PvP to those who otherwise would avoid it.
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