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i am disappointed in null sec people. (TL:DR talking about local chat.) read first post.

First post
Author
Signal11th
#1461 - 2012-11-20 15:56:28 UTC
ISD Suvetar wrote:
Moved from General Discussion.


Being moved here is like a stealth lock. Well done :-)

God Said "Come Forth and receive eternal life!" I came fifth and won a toaster!

Shepard Wong Ogeko
Native Freshfood
Minmatar Republic
#1462 - 2012-11-20 21:54:49 UTC
Signal11th wrote:
ISD Suvetar wrote:
Moved from General Discussion.


Being moved here is like a stealth lock. Well done :-)


Well, these threads really need this sort of treatment. It is a dumb idea where the only result would be a major buff to covops cloaked gankers, and a major nerf to anyone in nullsec not traveling around in those oh so despised "blobs".
Nikk Narrel
Moonlit Bonsai
#1463 - 2012-11-20 22:08:25 UTC
I wouldn't quite call it a lock.

Frankly, I think we need to use sensors and skills to be aware of our extended environment.

There is no reason why D-Scan could not be evolved into something more practical, with repeating pings at reasonable intervals if desired.

Active and passive scanning, combined with scan probes... Why exactly do we want to avoid this?

It's like saying the bicycle needs the little training wheels, or it will always fall over.
That's not true at all, in fact at a certain point, the training wheels are what holds you back.

And the very idea that PvP will collapse, or bad things will happen if local is neutered... all assumptions with no viable data to support them.
Lord Zim
Gallente Federation
#1464 - 2012-11-20 22:15:14 UTC
Nikk Narrel wrote:
And the very idea that PvP will collapse, or bad things will happen if local is neutered... all assumptions with no viable data to support them.

You're right, the fact we have local is the one and only reason literally everybody has moved their isk-making alts to hisec. If only we could remove local, everybody will come flocking back to make just a little more than they can in hisec, for more effort and so they can reship constantly because they constantly get ganked by roaming cloaked gangs.

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

RIP Vile Rat

Nikk Narrel
Moonlit Bonsai
#1465 - 2012-11-20 22:27:43 UTC
Lord Zim wrote:
Nikk Narrel wrote:
And the very idea that PvP will collapse, or bad things will happen if local is neutered... all assumptions with no viable data to support them.

You're right, the fact we have local is the one and only reason literally everybody has moved their isk-making alts to hisec. If only we could remove local, everybody will come flocking back to make just a little more than they can in hisec, for more effort and so they can reship constantly because they constantly get ganked by roaming cloaked gangs.

Lord Zim, you are quite the clever fellow.

I see no indication of cloaked gangs dominating anything after such a change.

If anything, everyone will be effectively hidden. At least until someone with sensors goes to the trouble of finding them.

And as many pointed out, it would make sense for cloaked vessels to be possible to be hunted too, with no local.

They won't be truly cloaked anymore, just needing more effort to find.
Lord Zim
Gallente Federation
#1466 - 2012-11-20 22:36:26 UTC
How would we hunt cloaked ships, then?

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

RIP Vile Rat

Nikk Narrel
Moonlit Bonsai
#1467 - 2012-11-20 23:37:13 UTC
Lord Zim wrote:
How would we hunt cloaked ships, then?

With so many different flavors of ideas on that, I would say balance suggests matching effort and sacrifice to the cloaked vessel seems fitting.

They should need a skill to hunt cloaks, just like the cloaking pilots need a skill.
They should also need a booster module, that allows their ship to see cloaked vessels.

Whether this module does it by decrypting sensor data, or floods an area of space with energy that disrupts the cloak, I think the devs can pick something appropriate.

The point is, the hunter will be just as specialized as the prey. It might even work best on special sensor enhanced ships like the covops frigate. Mount the hunting module instead of the cloak, add the pilot with the right skill, and you have a cloak tackler.
Lord Zim
Gallente Federation
#1468 - 2012-11-20 23:38:36 UTC
In other words, something which makes WHs safer?

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

RIP Vile Rat

Nikk Narrel
Moonlit Bonsai
#1469 - 2012-11-20 23:43:11 UTC
Lord Zim wrote:
In other words, something which makes WHs safer?

That's a separate issue entirely.

If it is considered unbalancing to remove the absolute stealth of cloaks in a wormhole, they can simply say the module doesn't function there.

They already don't permit cyno fields in high sec, just another limit to an item in the game.
Lord Zim
Gallente Federation
#1470 - 2012-11-20 23:47:16 UTC
So let's pretend that for some odd reason WHs should allow cloaks to function, but things which detect cloaks don't function (makes little sense from a logical POV, but whatevs), what do you think will happen to null on a daily basis?

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

RIP Vile Rat

AtaSaal
Die..Brut
#1471 - 2012-11-21 07:33:41 UTC
Removing Local Chat does nothing.

-> People with dual-accounts and dual monitors monitoring the incoming star gates for constellations and giving intel.

You have no Wormholes, you have stargates in 0.0 ;)



-> Killing ratting ships and mining ships is no PvP. It's ISK removing.

Killing ratting ships is diametral to PvP, since ratting ships finance PvP Ships.



Things to attack, things do defend!


Nikk Narrel
Moonlit Bonsai
#1472 - 2012-11-21 15:04:58 UTC
Lord Zim wrote:
So let's pretend that for some odd reason WHs should allow cloaks to function, but things which detect cloaks don't function (makes little sense from a logical POV, but whatevs), what do you think will happen to null on a daily basis?

As we have no direct data to say for certain, all we can do is voice our opinions on this.

My opinion:

Logically, there will be a period of adjustment. This can be reduced if the devs determine a means to break down the changes over time, rather than all at once.

After which, pilots will experiment to determine if a new FOTM exists to exploit, such as hot dropping was, or other tactics able to be twisted with unexpected leverage.
Cloaked vessels, while able to hide more than their peers, will never be mainstays of combat. They were balanced to lack this in exchange for their stealth.

Actual fighting ships, now able to operate in the dark, will be able to form fleets more effectively. No, this won't make blobs more effective any more than it will make 5 man roams more effective.
It simply means hot dropping will lose part of the surprise advantage it had over actual traveling fleets. There would be no spike in local to report against, only what sensors reported.

For solo players? They were never supposed to operate with impunity in null sec, and without magical intel warnings, they will at LEAST need to pay attention to intel channels.
Intel channels will become more important, with postings at key gates being almost as important as direct gate camps for strategic use.
IFF functions, (strongly recommend), will enable scouts to know if friendly forces are passing, while sensors at least give ship size and number for others. This intel can match most of what local did, and do it legitimately.

Cyno will still give the beacon effect on overview, no projection of force on this level will be a secret.
Covert Cyno, will actually BE covert. Assuming, of course, that the ship is not known to be operating in system. Keeping secrets becomes possible about ship locations, with proper effort.

That is what I see happening. No truly devastating changes to Null or Low, just more and better reasons to work and coordinate together.
Jeremy Soikutsu
Kite Co. Space Trucking
#1473 - 2012-11-21 18:41:13 UTC  |  Edited by: Jeremy Soikutsu
Nikk Narrel wrote:
Cloaked vessels, while able to hide more than their peers, will never be mainstays of combat.
Because of hot drops they don't need to be. That's also ignoring the fact that a small clutch of bombers and recons can rip apart any subcap mission boat.

Nikk Narrel wrote:
For solo players? They were never supposed to operate with impunity in null sec, and without magical intel warnings, they will at LEAST need to pay attention to intel channels.
Cause no one ever does that now.

Nikk Narrel wrote:
with postings at key gates being almost as important as direct gate camps for strategic use.
That's cool and super realistic and all, but I don't think forcing some sizable chunk of an organization to sit around with their thumbs up their butt for hours is good gameplay.

Nikk Narrel wrote:
just more and better reasons to work and coordinate together.
Not really, as there's no reason to go through all this effort when it's been said time and again that similar rewards can be gotten in high for nominal risk.

"Of course you would choose the fun, but you don't lead a relevant entity which has allies." - Colonel Xaven

Nikk Narrel
Moonlit Bonsai
#1474 - 2012-11-21 19:04:46 UTC
>>>>Cloaked vessels, while able to hide more than their peers, will never be mainstays of combat.
Jeremy Soikutsu wrote:
Because of hot drops they don't need to be. That's also ignoring the fact that a small clutch of bombers and recons can rip apart any subcap mission boat.

Why bother hot dropping? A small clutch of combat ships does this even better, and if the target is not alert enough to notice one ship, what difference would 5 more make? Send that roam in person, no hot drop needed.
Remember, with no local to report population spikes, fleet size is no longer an obstacle making hot drops needed.

>>>>For solo players? They were never supposed to operate with impunity in null sec, and without magical intel warnings, they will at LEAST need to pay attention to intel channels.
Jeremy Soikutsu wrote:
Cause no one ever does that now.

Really? So they were safeing up from PvP based on the warnings from intel channels?
Great! That means we are not taking away their intel!

>>>>with postings at key gates being almost as important as direct gate camps for strategic use.
Jeremy Soikutsu wrote:
That's cool and super realistic and all, but I don't think forcing some sizable chunk of an organization to sit around with their thumbs up their butt for hours is good gameplay.

Tell that to the strategic gate camps that seem to be manned nonstop currently.

>>>>just more and better reasons to work and coordinate together.
Jeremy Soikutsu wrote:
Not really, as there's no reason to go through all this effort when it's been said time and again that similar rewards can be gotten in high for nominal risk.

High Sec is a different type of gameplay.

I believe you underestimate the power defenders will have with no local. Attacking that lone mission runner or miner looks so safe... too bad that making traps gets a huge boost by this. You can have fleets hidden outside D-Scan range waiting to ambush....
Crimeo Khamsi
Viziam
Amarr Empire
#1475 - 2012-11-21 19:17:15 UTC  |  Edited by: Crimeo Khamsi
Quote:
How the hell does not having local increase the number of targets? One has absolutely nothing to do with the other.

Quote:
But I also understand that removing local doesn't generate more targets. Chat has **** to do with how many people you get to shoot at.

Nice try. It's really very straightforward: If people know they can enter a system without everyone in the system hiding like scared rabbits, then they WILL DO SO more often, and there will be more pvp encounters, because people will still be out doing stuff, and when the two groups meet: pew pew. Not too complicated, dude.

You act as if attackers are somehow unaware of local chat mechanics, and that these are somehow unrelated. They are obviously related. If people know they will be instantly spotted, that will and does obviously affect their behavior and their decision to enter a system or not.


Quote:
Again, remove cloaked ships from local and they can actually do recon and intel instead of just causing everyoneWimpy nullsec carebears to dock up.

Fixed that for you.

When enemies enter your system, you should expect a FIGHT, to DEFEND yourself. You shouldn't run and hide. Or at least, the game shouldn't reward you for running and hiding. If you aren't man enough or capable enough to consistently scare off or fight off invaders, or to do so much as lift a finger to even know about an attack, then you don't deserve your own private nullsec system. Simple as that.



Quote:
All removing local will do is cause spamming of the directional scanner by everyone, putting more load on the server. Maybe a delayed local based on the sec status of the systems could work (with 1.0 being instant and gradual delays from there).

Directional scanners only work out to 14 AU. If your system has 3 entrances and is 50 AU in diameter, for instance, you would need half a dozen corp members online at all times doing NOTHING useful other than sitting aroud hitting d-scan all the time watching all the gates and the spaces in between where cynos might be fired up.

Not many people can afford doing that, and most would not actually do it all the time. Leaving crucial gaps in security that would allow actual meaningful pvp and that would actually make nullsec, you know... dangerous and risky, like it is supposed to be.



(Edit: holy ****, this thread is 74 pages long? It looked like it stopped at 5 for some reason. Sorry if this doesn't add anything new or useful anymore.)
Jeremy Soikutsu
Kite Co. Space Trucking
#1476 - 2012-11-21 19:32:30 UTC
Nikk Narrel wrote:
[...]if the target is not alert enough to notice one ship, what difference would 5 more make?
The difference is that you can only notice a covert ops ship if you're lucky. You have maybe 2 seconds between them dropping gate cloak and recloaking. You can see an uncloaked gang easy-peesy.

Nikk Narrel wrote:
Really? So they were safeing up from PvP based on the warnings from intel channels?
What people do with intel once they get it is their problem, but I know I sharpen up when I see reds getting close.

Nikk Narrel wrote:
Tell that to the strategic gate camps that seem to be manned nonstop currently.
In a gate camp you get a chance to shoot something. These recon types would be sitting on a perch cloaked reporting what happens, nothing else.

Nikk Narrel wrote:
High Sec is a different type of gameplay.
Not really for PvE, it's pretty much all shoot the red cross.

Nikk Narrel wrote:
I believe you underestimate the power defenders will have with no local. Attacking that lone mission runner or miner looks so safe... too bad that making traps gets a huge boost by this. You can have fleets hidden outside D-Scan range waiting to ambush....
Barges and mission boats can already fit cynos, and not being in the system is a little better than hopefully being out of d-scan range.

"Of course you would choose the fun, but you don't lead a relevant entity which has allies." - Colonel Xaven

Jeremy Soikutsu
Kite Co. Space Trucking
#1477 - 2012-11-21 19:52:09 UTC  |  Edited by: Jeremy Soikutsu
Sorry for the double post apparently you can only have 5 quotes in a post. Weird limitation.

Crimeo Khamsi wrote:

Fixed that for you.

When enemies enter your system, you should expect a FIGHT, to DEFEND yourself. You shouldn't run and hide. Or at least, the game shouldn't reward you for running and hiding.
Yeah what chicken ***** people are for not whelping their mission boats on PvP ships.

Crimeo Khamsi wrote:
If you aren't man enough or capable enough to consistently scare off or fight off invaders, or to do so much as lift a finger to even know about an attack, then you don't deserve your own private nullsec system. Simple as that.
In fact, since this is a game blue-balling is much for effective for driving off gangs off, which are hardly invaders, than fighting them. They want a fight so if you give it to them they'll just be back, and since small gangs aren't a real threat in the grand scheme, (if they should be or not is an argument of another time) obviously denying them till the get bored is the best tactical decision.

Crimeo Khamsi wrote:
Directional scanners only work out to 14 AU. If your system has 3 entrances and is 50 AU in diameter, for instance, you would need half a dozen corp members online at all times doing NOTHING useful other than sitting aroud hitting d-scan all the time watching all the gates and the spaces in between where cynos might be fired up.
You really don't see the problem with this?

Crimeo Khamsi wrote:
Leaving crucial gaps in security that would allow actual meaningful pvp and that would actually make nullsec, you know... dangerous and risky, like it is supposed to be.
If by meaningful PvP you undodgable ganks then, yes very meaningful.

Crimeo Khamsi wrote:
(Edit: holy ****, this thread is 74 pages long? It looked like it stopped at 5 for some reason. Sorry if this doesn't add anything new or useful anymore.)
Don't worry no one has said anything new or useful in the last few dozen of these threads.

"Of course you would choose the fun, but you don't lead a relevant entity which has allies." - Colonel Xaven

Nikk Narrel
Moonlit Bonsai
#1478 - 2012-11-21 19:58:22 UTC
>>>>[...]if the target is not alert enough to notice one ship, what difference would 5 more make?
Jeremy Soikutsu wrote:
The difference is that you can only notice a covert ops ship if you're lucky. You have maybe 2 seconds between them dropping gate cloak and recloaking. You can see an uncloaked gang easy-peesy.

Sure, once they are on grid with you.
You still haven't explained why someone would go to the trouble of hot dropping a 'clutch' of under-powered combat ships, when the obstacle to using fewer and easier to use stronger combat ships is effectively gone.
Cost may not be a balance issue, but it certainly affects decisions of what to use to accomplish your task.
A roam of T1 Thrashers can do the same if not more damage than the hot dropped covert group, and for a fraction of the cost and training time.
This makes them that much more likely to be picked as the ships to use.

>>>>Really? So they were safeing up from PvP based on the warnings from intel channels?
Jeremy Soikutsu wrote:
What people do with intel once they get it is their problem, but I know I sharpen up when I see reds getting close.

You mean you pay more attention to possible threats when you hear reports of reds in your area?
Congratulations, you are proving you are a capable pilot who can use resources. You aren't the only one, either, if I am correct.
Now, if you are trying to avoid being ganked, you can safe up, or ask a buddy to watch the gate in your system expecting trouble.
This disregards all the tactics people will figure out as time goes by, and you still are able to function smoothly.

>>>>Tell that to the strategic gate camps that seem to be manned nonstop currently.
Jeremy Soikutsu wrote:
In a gate camp you get a chance to shoot something. These recon types would be sitting on a perch cloaked reporting what happens, nothing else.

Actually, a lot of the time the gate camps act as a deterrent. People just avoid them, or don't bother trying to get through.
At least the scout watching a gate sees some activity, and reports interesting things. They don't know for sure if anyone is there, so they are less likely to avoid him.

>>>>High Sec is a different type of gameplay.
Jeremy Soikutsu wrote:
Not really for PvE, it's pretty much all shoot the red cross.

The threat of PvP in high sec is far more limited. To suggest this has no effect on PvE is disingenuous.

>>>>I believe you underestimate the power defenders will have with no local. Attacking that lone mission runner or miner looks so safe... too bad that making traps gets a huge boost by this. You can have fleets hidden outside D-Scan range waiting to ambush....
Jeremy Soikutsu wrote:
Barges and mission boats can already fit cynos, and not being in the system is a little better than hopefully being out of d-scan range.

Hopefully? Not much of D-Scan range is really guesswork. It only reaches so far.
And how many corps can really field a titan to boobytrap a miner or mission boat?
A counter gank by black ops would not be practical, as it would take significantly more effort than just parking the ships out of scan range.
Crimeo Khamsi
Viziam
Amarr Empire
#1479 - 2012-11-21 20:24:04 UTC  |  Edited by: Crimeo Khamsi
Quote:
Yeah what chicken ***** people are for not whelping their mission boats on PvP ships.

Mission agents are available in high sec, last time I checked. If you can't figure out how to defend yourself OR how to equip your ship to get away fast enough OR how to get your corp to put in actual effort and work to gather quality intel to give your fair warning, well then maybe null sec missions aren't for you.

You don't have a God-given right to run risk free missions in null sec. The reason they pay better than high sec missions is supposed to be BECAUSE you risk PVPers dropping by or pulling other shenanigans and endangering your ship. There are ways to protect yourself even without local chat intel. If you can't figure out those ways or handle the pressure, then go run your missions in the empire, which was made for people who share your taste for low risk. There is no shame in that, but there SHOULD be a lower reward for that.

Right now, though, you're getting higher mission rewards for no extra risk, which is unbalanced and broken.




Quote:

In fact, since this is a game blue-balling is much for effective for driving off gangs off, which are hardly invaders, than fighting them. They want a fight so if you give it to them they'll just be back, and since small gangs aren't a real threat in the grand scheme, (if they should be or not is an argument of another time) obviously denying them till the get bored is the best tactical decision.

Yes, it obviously is, given the current mechanics. Which is equally obviously a PROBLEM. The game should not allow you to instantly hide in a hole and stick your tongue out at all PVPers when you are in lawless, nullsec space.

I never suggested that nullsec dwellers are dumb. They are clearly doing what the game mechanics reward them for doing right now: hiding like scared rabbits. Which is why the game mechanics should be changed to make it so that they are no longer rewarded for running away in an area of space that is designed specifically for lawless pvp pew pew action.

Quote:
Crimeo Khamsi wrote:
Directional scanners only work out to 14 AU. If your system has 3 entrances and is 50 AU in diameter, for instance, you would need half a dozen corp members online at all times doing NOTHING useful other than sitting aroud hitting d-scan all the time watching all the gates and the spaces in between where cynos might be fired up.
You really don't see the problem with this?

Nope. Owning your own star system should be really effing hard to do, and very few people should be able to do it. Only the best and the brightest or the strongest and most determined should gain the massive reward of feeling safe and secure in 0.0 space with its many high end rewards. Having security holes and new, clever people coming in and ripping the defenders apart should be the norm, not the exception.

And you wouldn't HAVE to have people constantly scanning to be safe, by the way. That's simply what you would have to do if you relied on the D-scanner. Smarter and better organized people could easily set up social systems that would not require any D-scanning. I was simply responding to that earlier poster, not suggesting that this would be the ONLY way. It would in fact be a pretty stupid, crude way of getting intel.

Quote:
If by meaningful PvP you undodgable ganks then, yes very meaningful.


Again, only "undodgeable" if you are so uncreative that local chat is the ONLY way you can imagine to find out if an invader has entered your system or not.

Here, I'll give you a free example:
Pretend that instead of local chat, you simply get a number of people in the system. A well organized corp or alliance could have a rigid system set up where they require their members to announce whenever they leave or enter a friendly zone or log on/off, and where they are when they move around. Predetermined text tags, etc. could make this very easy and second-nature to follow, and if well organized enough, you could know exactly when a number going from 16 to 17 means a threat or not a threat, without ever even opening your d-scan, with only a few seconds of effort whenever a friendly group jumps somewhere.
Lord Zim
Gallente Federation
#1480 - 2012-11-21 20:42:33 UTC
Nikk Narrel wrote:
After which, pilots will experiment to determine if a new FOTM exists to exploit, such as hot dropping was, or other tactics able to be twisted with unexpected leverage.
Cloaked vessels, while able to hide more than their peers, will never be mainstays of combat. They were balanced to lack this in exchange for their stealth.

And they won't be "mainstays of combat", they'll be used for small roaming gangs designed to go after ratters, miners and other unfortunates. Mainline fleet fights will still be largely unchanged.

Nikk Narrel wrote:
For solo players? They were never supposed to operate with impunity in null sec, and without magical intel warnings, they will at LEAST need to pay attention to intel channels.
Intel channels will become more important, with postings at key gates being almost as important as direct gate camps for strategic use.

So if I want to rat in some place, I'm going to have to put alts on all the gates, all WHs and at various strategic places around the system to make sure I cover the entire solar system and pay attention to all of them at the same time? Or pay god knows how many people a salary to do so?

Nikk Narrel wrote:
That is what I see happening. No truly devastating changes to Null or Low, just more and better reasons to work and coordinate together.

Here's my prediction: Normal fleet fights will not be noticeably impacted, since they don't rely on local to a great extent anyways, roaming gangs will be moderately impacted since they're going to have to expend more time and energy to find other fleets (if there are any, who knows), and more of the ratters and miners who are still left in nullsec will find the effort/reward ratio shift even further into effort instead of reward, and thus either move to WHs, FW or hisec where the effort/reward ratio is saner.

End result: less people living in nullsec, less roaming PVP because it's harder to find, and no real impact on coalition-level PVP, because that's based on structure timers, not finding the other fleet/guy.

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

RIP Vile Rat