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FW: rebalancing NPCs and you

First post First post
Author
Deerin
East Trading Co Ltd
#521 - 2012-11-19 15:41:38 UTC
It is a matter of kiting ship vs brawling ship.

Right now brawling ships need to make a tactical decission if they want to capture the plex. After spotting the enemy on short scan you have around 30-40 seconds of time to move from button to beacon. If you can manage it, you just might be able to snatch the kiting ship at the acc gate exit. If you can't, you are in for a tough fight where you'll try to slingshot the enemy in before they eat up all your EHP.

With the new change the brawler ships can just camp the exit beacon AND run the plex simultaneously. The kiting ship pilots will hesitate to enter plexes.
Bienator II
madmen of the skies
#522 - 2012-11-19 16:13:40 UTC
Deerin wrote:
It is a matter of kiting ship vs brawling ship.

right. but why has it been changed? It limits the options for no good reason. At least i see none.

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Cearain
Plus 10 NV
#523 - 2012-11-19 16:19:11 UTC  |  Edited by: Cearain
Deerin wrote:
It is a matter of kiting ship vs brawling ship.

Right now brawling ships need to make a tactical decission if they want to capture the plex. After spotting the enemy on short scan you have around 30-40 seconds of time to move from button to beacon. If you can manage it, you just might be able to snatch the kiting ship at the acc gate exit. If you can't, you are in for a tough fight where you'll try to slingshot the enemy in before they eat up all your EHP.

With the new change the brawler ships can just camp the exit beacon AND run the plex simultaneously. The kiting ship pilots will hesitate to enter plexes.



They won't hesitate. They won't enter at all unless they want to lose their ship.

But it is not just brawling versus kiting. If I am in a brawling ship now and someone warps in I can try to catch them at the warp in. Or I can stay on the button or align away from warp in to see how they are actually fit. For example most destroyers and frigates can be fit as kiting or brawler. Are they mwd fit? Are they shooting with long range guns? etc. This space between the two combatants helps good players make educated decisions.

This new warp in will mean more decisions will need to be made before the enemy is even on grid. Hence we will have allot more warp offs where there at least potentially could be fights. Either that or people will just agree to make pvp more of a crap shoot.

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

Cearain
Plus 10 NV
#524 - 2012-11-19 16:21:17 UTC
Bienator II wrote:
Deerin wrote:
It is a matter of kiting ship vs brawling ship.

right. but why has it been changed? It limits the options for no good reason. At least i see none.



I think the reason is ccp hopes more people would get ganked if they are not spamming the dscan.

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

Colt Blackhawk
Doomheim
#525 - 2012-11-19 19:50:18 UTC  |  Edited by: Colt Blackhawk
Quote:
It is a matter of kiting ship vs brawling ship.

Right now brawling ships need to make a tactical decission if they want to capture the plex. After spotting the enemy on short scan you have around 30-40 seconds of time to move from button to beacon. If you can manage it, you just might be able to snatch the kiting ship at the acc gate exit. If you can't, you are in for a tough fight where you'll try to slingshot the enemy in before they eat up all your EHP.

With the new change the brawler ships can just camp the exit beacon AND run the plex simultaneously. The kiting ship pilots will hesitate to enter plexes


Completely agree here. Kiters will not enter plex.
We will see a spam of double repped Incursus in the smallest plex. You enter with Condor to kite->You are in scram range=You have no chance.

I would rather do it like that: Let the beacon/warpout distance as it is at offensive plexes and move the warpout to 10km at beacon at defensive plexes.

[09:04:53] Ashira Twilight > Plant the f****** amarr flag and s*** on their smoking wrecks.

Bienator II
madmen of the skies
#526 - 2012-11-19 23:09:00 UTC
Colt Blackhawk wrote:
[quote]

I would rather do it like that: Let the beacon/warpout distance as it is at offensive plexes and move the warpout to 10km at beacon at defensive plexes.


there is no difference between defensive and offensive plexes. They are the same thing.

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Deerin
East Trading Co Ltd
#527 - 2012-11-20 03:50:10 UTC
Cearain wrote:

They won't hesitate. They won't enter at all unless they want to lose their ship.


That was the point I was trying to make. Camping the beacon and running the timer shouldn't be done simultaneously by one ship. I'm ok with the idea of closing the button to beacon....but not that much.

I think they want to get rid of "bot" plexing by doing this change. I believe they already reduced bots considerably by making npc removal mandatory. I don't know if it is necessary to be working on bot removal in plexes anymore.
Colt Blackhawk
Doomheim
#528 - 2012-11-20 07:35:04 UTC
Quote:
there is no difference between defensive and offensive plexes. They are the same thing.


There is a big difference: in offensive plexes you need to shoot npcs in defensive plexes you get in and grab a cup of coffee.
Moving the button near warpout in defensive plexes would make them a litle bit more exciting and more rich in variety.
But do that with offensive plexes and you will see as I said only brawlers like double repped incursus in the plexes.

[09:04:53] Ashira Twilight > Plant the f****** amarr flag and s*** on their smoking wrecks.

Alticus C Bear
University of Caille
Gallente Federation
#529 - 2012-11-20 08:29:15 UTC
Colt Blackhawk wrote:
Quote:
there is no difference between defensive and offensive plexes. They are the same thing.


There is a big difference: in offensive plexes you need to shoot npcs in defensive plexes you get in and grab a cup of coffee.
Moving the button near warpout in defensive plexes would make them a litle bit more exciting and more rich in variety.
But do that with offensive plexes and you will see as I said only brawlers like double repped incursus in the plexes.


They are the same from a mechanics point of view, it's just that the rats make things different for either faction, the only way I can think of doing this would be to have two buttons one for either faction, linked with one timer but one closer to the warp in for the defender.
Alticus C Bear
University of Caille
Gallente Federation
#530 - 2012-11-20 08:38:51 UTC
In some plexes the beacon is very far off and I can understand some movement but moving it within short point range is a mistake.

If the edge of the timer activation zone was 20km from the warp that might be ok if you were quick enough.

The problem with large timer zones is that it will give much more leeway for position in the plex and this inevitably covers the warp in, if all the zones were 10km radius with the npc’s spawning close to that point then with 20km distance the plexer could be max 40km distant or 20km close to the warp in to run the plex. A smaller zone to run the timer and a larger zone to contest the timer only may help ships force contestation of the plex without having to be too close.
Veshta Yoshida
PIE Inc.
Khimi Harar
#531 - 2012-11-20 09:16:48 UTC
Alticus C Bear wrote:
They are the same from a mechanics point of view, it's just that the rats make things different for either faction, the only way I can think of doing this would be to have two buttons one for either faction, linked with one timer but one closer to the warp in for the defender.

You are not thinking hard or long enough Big smile

- Defender spends 10s on timer after which it begins to count down on its own even if defender leaves vicinity/plex/system.
- When a timer has been set to auto-run, initial spawn withdraws as "poddies got our backs!" and future spawns are halved (read: double spawn cycle).
- When an attacker enters capture range, timer immediately resets if on auto-run, but spawn cycle remains 'gimped'.
- Half of LP-for-Kills (LfK) within a plex earned by a defender counts towards system VP pool and LfK is doubled on grid.
- Defensive plexes yield no LP on their own (more than covered by 2x LfK).

= Defensive work suddenly requires actual defence as the gunless frig running from all enemies will effectively hand plexes to the enemy.
= Defensive LP farms are eliminated.
= Aggressive/effective pew defence can make more LP than current "run-away!" stratagem.
= Defender acquires ability to defend system even though plexes themselves are lost provided they kill enough of enemy to counter VP gained by plexes, essentially trading ISK/stockpiles (and killboard epeen) for system VP.
= Attacker has to be on the ball in any/all systems being targeted lest defender use auto-run to seize plexes.
Sheynan
Lighting the blight
#532 - 2012-11-20 16:46:22 UTC
Veshta Yoshida wrote:
Alticus C Bear wrote:
They are the same from a mechanics point of view, it's just that the rats make things different for either faction, the only way I can think of doing this would be to have two buttons one for either faction, linked with one timer but one closer to the warp in for the defender.

You are not thinking hard or long enough Big smile

- Defender spends 10s on timer after which it begins to count down on its own even if defender leaves vicinity/plex/system.
- When a timer has been set to auto-run, initial spawn withdraws as "poddies got our backs!" and future spawns are halved (read: double spawn cycle).
- When an attacker enters capture range, timer immediately resets if on auto-run, but spawn cycle remains 'gimped'.
- Half of LP-for-Kills (LfK) within a plex earned by a defender counts towards system VP pool and LfK is doubled on grid.
- Defensive plexes yield no LP on their own (more than covered by 2x LfK).

= Defensive work suddenly requires actual defence as the gunless frig running from all enemies will effectively hand plexes to the enemy.
= Defensive LP farms are eliminated.
= Aggressive/effective pew defence can make more LP than current "run-away!" stratagem.
= Defender acquires ability to defend system even though plexes themselves are lost provided they kill enough of enemy to counter VP gained by plexes, essentially trading ISK/stockpiles (and killboard epeen) for system VP.
= Attacker has to be on the ball in any/all systems being targeted lest defender use auto-run to seize plexes.


But...alts.

What stops me or my corp from using an alt in the enemy militia to gimp all the plexes before we take them ?
Bienator II
madmen of the skies
#533 - 2012-11-20 22:19:04 UTC  |  Edited by: Bienator II
btw i haven't found a single major plex. Whats the status of the FW changes? Is feedback to the current state of the complexes even wanted?

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Veshta Yoshida
PIE Inc.
Khimi Harar
#534 - 2012-11-20 22:44:38 UTC
Sheynan wrote:
But...alts.

What stops me or my corp from using an alt in the enemy militia to gimp all the plexes before we take them ?

Nothing, but one must assume defenders will come after you at some point which may happen fast or slow depending on whether we get some kind of reporting tool.

Besides #1; It is impossible to design mechanics in Eve that do not favour alts in some way, the best one can do it is mitigate the effectiveness of such use.
Besides #2; Defender already had an enormous strategic advantage from having the system in the first place that I have no qualms with forcing him to undock (he can dock, you can't, remember?) once in a while to check on things.
Alticus C Bear
University of Caille
Gallente Federation
#535 - 2012-11-21 10:26:41 UTC
The NPc’s now seem to have changed; I only encountered one wave of one NPC in each plex. NPC is there on warp in no more NPC’s spawned.

My vexors drones easily dealt with the cruiser in a medium, I returned in an incurses to tackle the next wave no more NPC’s.

In the same incursus, single rep about 200dps with void I then: -

Easily killed the frigate in a Rookie.

Tanked the destroyer in a Small for a bit before killing it.

Killed a cruiser in a medium facility.

Killed a battlecruiser in a large compound. This took a little while (couple minutes tops) but orbiting close I was in no danger. Did not even need repper.

I assume these are not finished and that more will be introduced. In the larger sites I feel it the frigates (not present now) that will need to be beefed up, a single battlecruiser is easy to speed tank.
Veshta Yoshida
PIE Inc.
Khimi Harar
#536 - 2012-11-21 13:08:00 UTC
So combined with frigate revision, FW will be nothing but?

CCP obviously need to tweak some more if all sizes can be done in a single hull as the whole point of the NPC/Plex revamp is to avoid that very scenario .. doesn't much matter if the frig is gunless as now/before or if its a generic pew fit, they should have a hard time in mediums and an impossible time in majors .. we need it to require appropriate ships and or gang operations dammit!

What options are there to avoid the solo frig scenario:
- Neuts on cruisers, BCs, BS?
- Webs on cruisers, BCs, BS?
- Tackling frigs added to pool (kill first and exploit tracking I guess, so bad option)?
- Destructible sentry guns?
Cearain
Plus 10 NV
#537 - 2012-11-21 14:29:09 UTC
Alticus C Bear wrote:
The NPc’s now seem to have changed; I only encountered one wave of one NPC in each plex. NPC is there on warp in no more NPC’s spawned.

My vexors drones easily dealt with the cruiser in a medium, I returned in an incurses to tackle the next wave no more NPC’s.

In the same incursus, single rep about 200dps with void I then: -

Easily killed the frigate in a Rookie.

Tanked the destroyer in a Small for a bit before killing it.

Killed a cruiser in a medium facility.

Killed a battlecruiser in a large compound. This took a little while (couple minutes tops) but orbiting close I was in no danger. Did not even need repper.

I assume these are not finished and that more will be introduced. In the larger sites I feel it the frigates (not present now) that will need to be beefed up, a single battlecruiser is easy to speed tank.



Thanks for posting this information.

What sort of tags did they drop?

It sounds like rats active tanks need to be beefed up a bit. But really I think its foolish for ccp to assume rats will be the protection of faction war. To the extent CCP keep focusing on rats as the defense, plexing will remain a farming pve game.

CCP needs to focus on giving players the tools they need to defend their space. Unfortunately I do not see anything in retribution that will accomplish that.

Lots of time and resources spent changing tiers around and lots of resources tweaking with npcs. Nothing to help players defend their space through pvp.

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

Cearain
Plus 10 NV
#538 - 2012-11-21 14:36:18 UTC  |  Edited by: Cearain
Veshta Yoshida wrote:
So combined with frigate revision, FW will be nothing but?

CCP obviously need to tweak some more if all sizes can be done in a single hull as the whole point of the NPC/Plex revamp is to avoid that very scenario .. doesn't much matter if the frig is gunless as now/before or if its a generic pew fit, they should have a hard time in mediums and an impossible time in majors .. we need it to require appropriate ships and or gang operations dammit!

What options are there to avoid the solo frig scenario:
- Neuts on cruisers, BCs, BS?
- Webs on cruisers, BCs, BS?
- Tackling frigs added to pool (kill first and exploit tracking I guess, so bad option)?
- Destructible sentry guns?


You forgot enemy players coming in a major plex in a bc. That should be able to keep frigates from capturing major plexes.


All this talk the "npcs are too strong" the "npcs are too weak." Its a waste of time. Npcs shouldn't be what is driving the game. Do away with them entirely and give players the tools they need to defend their entire space through pvp. Players have been turned off by the pve nature of faction war since it started.

Yet 4 years later after a full expansion on faction war and the announcements of second we really don't hear a word about tools to help players fight for occupancy through pvp. Just daily updates about how they are changing lp payments and rats around.

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

Veshta Yoshida
PIE Inc.
Khimi Harar
#539 - 2012-11-21 16:56:23 UTC
Cearain wrote:
All this talk the "npcs are too strong" the "npcs are too weak." Its a waste of time....

A year ago I would have yielded that argument to you, but now that CCP has thrown LP into the mix the NPCs are no longer optional so we have to include them in all future deliberations.

Feedback system would go a long way towards allowing pew as the principal defence which should come around Soon™, which leaves NPCs as a way for CCP to suggest/dictate how and in what plexes ought to be run.
X Gallentius
Black Eagle1
#540 - 2012-11-22 06:25:14 UTC
Cearain wrote:

It sounds like rats active tanks need to be beefed up a bit. But really I think its foolish for ccp to assume rats will be the protection of faction war. To the extent CCP keep focusing on rats as the defense, plexing will remain a farming pve game.

They stated that appropriately sized ships will be able to kill rats in plexes. So I think by their own definition they aren't executing this new plex rat feature correctly - yet.