These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Ships & Modules

 
  • Topic is locked indefinitely.
 

Heavy Missles Now Useless

First post
Author
Noisrevbus
#121 - 2013-03-08 20:44:24 UTC  |  Edited by: Noisrevbus
Deacon Abox wrote:
I don't know what kind of argument you are looking for. Not really sure whether you agree with the OP's claim that HMs are now useless. But whatever you are seeking, I won't be giving it to you.Smile


I don't really agree with the claim, but i agree with the principle of it: that changing HML was wrong.

Did Drakes need a nerf? Sure.

That nerf should have taken the form of changing EW and making BC more expensive to fly though.

Those two changes would also have improved Cruisers and Frigates without needing to change every ship in the game, it would have dealt with Hurricanes without the need to change them, it would have dealt with Slowcats being OP. It would have dealt with Artymaels being OP. It would have dealt with Trackdreads being OP, it would have dealt with Tracktitans bing OP and it would of course have dealt with Drakes and Tengus being OP.

Most of those things are problems only because there's no counter to more ships webbing you and shooting you down in any range between 0km and 100km. That's what Drakes did, what Tengus did, what Slowcats do, what Dreads do, what Battleships do and so forth. More pilots, bigger ships.

If you have any understanding of the greater scope of the game you'd realize that a counter to Painters is the same thing as an accuracy nerf to HML (or any Turret shooting a target smaller than it's designated size), and a counter to Webs is also the same thing as an accuracy nerf to HML and Turrets or Drones on larger, slower, ships. Any counters to Webs and Painters are as such also indirect buffs to Cruisers and Frigates (that rely more on speed and signature).

You would equally realize that a nerf to the cost effect of BC is the same thing as a nerf to Drakes and Canes as well as an indirect buff to Cruisers and Frigates. Any nerf to the cost-effect of any Tech I ship is also a nerf to to Battleships, Carriers, Dreadnaughts and so forth, and thus indirect buffs to Cruisers and Frigates that generate less free ISK.

Finally, that would also mean nerfs to the ships bigger and better than BC who are equally cost-effective, and even the ships that are not cost-effective because people would have less free ISK to buy those expensive ships (Supercarriers, Titans) for and still run other gangs. Ultimately, that would lead to more pilots not being OP compared to less pilots, so there would be more incentive for your little FW-gang of Atrons to go up to Deklein in nullsec and shoot Goons or Kalevala expanse (or w/e) and shoot PL.

Everyone wins. The opted changes now only make missile users lose (especially if they don't have Webs and Painters), and we can derive whatever schadenfreude we want from that. In the end though, none of these changes gives you a chance to fight the CFC or HBC and make an impact. That's why you are in FW. That's even why we have an FW in the first place, it's a concession because this balance has been ****** up for 6 years, rather than 3 years. It's the kiddie pool CCP built for you to fly your Atrons in, so you won't get blapped by the ships that are better than BC.

Personally, i'd rather have you out in the olympic pool (where us EVE-gods reside Roll).
Deacon Abox
Black Eagle5
#122 - 2013-03-08 21:38:19 UTC  |  Edited by: Deacon Abox
Right on Nois! Finally a post that I can actually understand. Have a like from me Smile

Ok. Well to address these points.

No argument from me that they left things in an imbalanced state for far too long. At least now there seems to be an understanding that it is very important and an effort to address the imbalances.

The heavy missile nerf was still needed. HMs simply did too much damage at max range. Actually they still sorta do, but every weapon system should have something. I think they could have structured the numbers slightly differently on faction v precision v fury and accomplished the same goals. The drop off in use though is only a reflection of the press button wait for damage notification mentality that so many had who flew these ships. Apparently the ammo switching that gun users have always had to engage in is inimical to the HM crowd. And having to think about range, etc just too hard.

That said of course the long(midling) range setups of Rokhs and Maels, Dreads, Carriers with sentrys, Arty Lokis, Apocs, etc with very long range point and web recons is the thing. Of course if that were hit too harsh then AHACs or some other fleet type would gain accedancy again. There will always be some preferred fleet setups.

It would be interesting to as you say have counters to the long webs and painting. I think though that they are partially already there. A few Arazu/Lach with damps instead of points to counter the opposing painting, webbing, and pointing ships should work, right? I haven't flown in null for a couple years now. So not up on the latest stuff out there in the land of bubbles and 5 hour fleet battle processes to enrich some moon overlord or whatever.

Alternatley the pending TC/TE/TD changes may present some alteration of the range best of all mechanics that predominate. I think they could hand out small module nerfs to damps and TDs and then compensatory buff the specialized ships again. This would mirror ecm boats. And prevent any new TD mechanics from making TD a mandatory mod on every ship. But anyway, if you have some proposals for other new anti-ewar ewar by all means start your own thread. Just post like this last one and avoid the style of your previous posts and I think you will get a better response.

As for FW, I'm perfectly happy with the small stuff and the field of battle we have, kiddy pool or however it might be perceived. Actually always ignored lowsec in the past but have come to find gate gun mechanics and lack of bubbles and need for actual close range tackle to be enormous fun. You scoff at atrons, but lots of fun can be had with cheap **** and a banzai attitude.P If it weren't for stabbed and cloaking isk farmers FW would be the absolute best part of eve imo. Maybe CCP will tweek things to remove/diminish the farming incentives.

Anyway, heavy missiles are fine. The BC nerfs were needed. Now cruisers are not woefully inadequate against BCs. It would have been nice if they had done a better job balancing the BCs. But one can hope that they do get to it before another 3 or 6 years goes by.

edit - forgot to mention target spectrum jammers or whatever they're called. Are these things even used in the null mongo fleet battles? Has anyone developed any tactics around microjump drives yet? It seems to me they trying to find ways to make the numbers and range less powerful. Here's hoping they get there.

CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, [u]please[/u] give us a persisting off button for the jump gate and autoscan visuals.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#123 - 2013-03-08 23:09:42 UTC
Noisrevbus wrote:
Deacon Abox wrote:
I don't know what kind of argument you are looking for. Not really sure whether you agree with the OP's claim that HMs are now useless. But whatever you are seeking, I won't be giving it to you.Smile


I don't really agree with the claim, but i agree with the principle of it: that changing HML was wrong.

Did Drakes need a nerf? Sure.

That nerf should have taken the form of changing EW and making BC more expensive to fly though.

Those two changes would also have improved Cruisers and Frigates without needing to change every ship in the game, it would have dealt with Hurricanes without the need to change them, it would have dealt with Slowcats being OP. It would have dealt with Artymaels being OP. It would have dealt with Trackdreads being OP, it would have dealt with Tracktitans bing OP and it would of course have dealt with Drakes and Tengus being OP.

Most of those things are problems only because there's no counter to more ships webbing you and shooting you down in any range between 0km and 100km. That's what Drakes did, what Tengus did, what Slowcats do, what Dreads do, what Battleships do and so forth. More pilots, bigger ships.

If you have any understanding of the greater scope of the game you'd realize that a counter to Painters is the same thing as an accuracy nerf to HML (or any Turret shooting a target smaller than it's designated size), and a counter to Webs is also the same thing as an accuracy nerf to HML and Turrets or Drones on larger, slower, ships. Any counters to Webs and Painters are as such also indirect buffs to Cruisers and Frigates (that rely more on speed and signature).

You would equally realize that a nerf to the cost effect of BC is the same thing as a nerf to Drakes and Canes as well as an indirect buff to Cruisers and Frigates. Any nerf to the cost-effect of any Tech I ship is also a nerf to to Battleships, Carriers, Dreadnaughts and so forth, and thus indirect buffs to Cruisers and Frigates that generate less free ISK.

Finally, that would also mean nerfs to the ships bigger and better than BC who are equally cost-effective, and even the ships that are not cost-effective because people would have less free ISK to buy those expensive ships (Supercarriers, Titans) for and still run other gangs. Ultimately, that would lead to more pilots not being OP compared to less pilots, so there would be more incentive for your little FW-gang of Atrons to go up to Deklein in nullsec and shoot Goons or Kalevala expanse (or w/e) and shoot PL.

Everyone wins. The opted changes now only make missile users lose (especially if they don't have Webs and Painters), and we can derive whatever schadenfreude we want from that. In the end though, none of these changes gives you a chance to fight the CFC or HBC and make an impact. That's why you are in FW. That's even why we have an FW in the first place, it's a concession because this balance has been ****** up for 6 years, rather than 3 years. It's the kiddie pool CCP built for you to fly your Atrons in, so you won't get blapped by the ships that are better than BC.

Personally, i'd rather have you out in the olympic pool (where us EVE-gods reside Roll).

Cost based balancing is horrendously ineffective as cost can't be balanced around earning potential since it varies from person to person. Your solution is literally saying the way to imbalance is to create expensive ship classes which allow richer players to overshadow newer and poorer players. This is the opposite of the situation the balance is trying to achieve.

We also know from supercaps and T3 cruisers and their related issues that this plan ultimately doesn't work.

Regarding counters to EW, things can get somewhat complicated there. While countering TP's would help with HML nerfing, it would further nerf HAM's, Cruise missiles and Torps which aren't in need of such a nerf. In the end you just create a need to buff those as well.

Same for the web nerf and range limited weapons.

I'm not sure where the idea that these counters would lead to nullification of numbers in combat either. A numerically superior force which has the same restrictions as it's opponents has a greater ability to field various forms of ewar and counter-ewar. they would simply have more tools which could be used against the smaller group.
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#124 - 2013-03-08 23:47:50 UTC  |  Edited by: Tsukino Stareine
Ok so sentries vs missiles


1. Sentries are turrets.
2. Missiles are missiles.

Turrets != missiles

Comprende amigo?

If you don't know the difference between a missile launcher and turret then I really have nothing else to say to you.
Noisrevbus
#125 - 2013-03-08 23:56:31 UTC
Deacon Abox wrote:

It would be interesting to as you say have counters to the long webs and painting. I think though that they are partially already there. A few Arazu/Lach with damps instead of points to counter the opposing painting, webbing, and pointing ships should work, right?


No, not really.

Damps can counter LR webs: They can however not counter LR webs to cover the MR-SR distance, so they are only exclusively useful from LR tactics or against non-turtling tactics, yet we have already established that buffer-projection (turtling and LR) is what is "OP", and those are the things Damps do not cover very well.

Damps are awesome for countering sensor-sensitive ships, ships that operate near their sensor-reach, but Blap operates in the opposite: it's all about huddling up defensively and extending damage out. So while 45+90 = 135 > 100, it's going to be difficult for you to damp down any Recon to the point where you have a tangible field of engagement (Recons have 150km sensors and you'll struggle with diminishing returns before pushing it well below 70). There are only some highly specialized LR concepts that can pull such a counter (think: max boost, faction mods, pirate implants) - and those were always very good against pre-redesign era Blapping concepts, but have sadly suffered with recent changes.

At the same time Damps shouldn't meddle with the huddle, so to speak. That was always ECM's domain. Damps do what they should do, enable LR concepts to increase a range-buffer or SR concepts to break such buffers for crushing distance. ECM however was the system that enabled all those ships that the Drake have come to obscure a bit; and only started doing so when EW was changed to force Recons into Blap-range.

Next, look at all other BC, contemplate their preferred ranges and then see how it fits into the picture. You can't Damp Webs down to the point where Nano-Harbies would be interesting again. Today, you can't reliably ECM or out-Neut them either, nore can you assume to out-TD a numerically superior force. You just can't reliably spread EW like that to deal with Blap.

Prior to that Harbies didn't need as good tanks as Drakes because they had superior mobility, superior firepower and superior accuracy. They could mitigate HML damage through speed and disengage when needed; so fights were shorter, or decided earlier. They were excellent at snap-killing that Recon because their weapons hit it perfectly while it was temporarily knocked out, and possibly even so some of it's Logis. Take that away and they're forced to try to shoot through the transversal, while taking more damage as their target is recieving reps. That's too inefficient so people stopped using them. It's not that a gang of Nano-Harbs can't blitz a Recon today, but the odds (time, specificly) are just too firmly stacked against them.

Quote:

Alternatley the pending TC/TE/TD changes...

It's the same thing there, they are never ever going to help smaller, fewer, newer or poorer. Never. Ontop of that it's another example of ineffective design since it's several small changes to one thing causing new problems in existing balance; instead of fewer, larger changes aimed to affect many things and limit the amount of ripples. It's poor game design, which is why CCP never seem to get crap done these days. That's no slant toward the efforts of any individual Devs but it doesn't change the fact that the current direction is ineffective. They are making big slashes with tiny scalpels, yet without proper diagnostics.

TC/TE/TD changes are only going to serve those with more slots to spare. That means larger ships or larger fleets and singular-role setups. Every time you want to tackle and shoot, you're going to be at further disadvantage to whoever brought more and larger to outsource the tackling to a specialist. In the same sense that numbers always will be better, so will properly organizing them into roles - but we don't need to stupidly help that on it's way by stacking more and more odds in that favour.

What slot would the Atron dedicate to TD? I know exactly what slots Drakes would dedicate to both TE and TD P.

Quote:
Actually always ignored lowsec in the past but have come to find gate gun mechanics and lack of bubbles and need for actual close range tackle to be enormous fun. You scoff at atrons, but lots of fun can be had with cheap **** and a banzai attitude.P If it weren't for stabbed and cloaking isk farmers FW would be the absolute best part of eve imo. Maybe CCP will tweek things to remove/diminish the farming incentives.

What do you think happens the day Moon overlords sinks 100 Supers into the theatre and splits up to game the system and dangle both sides? P

Look at how the DnD / LO groups have dominated the FW theatre, and they are still reasonably small single-bi corp alliances. Look at how influential neighbouring groups like Snuff have been, and they are still just a single corp of old players in big ships.

Quote:
Are these things even used in the null mongo fleet battles? Has anyone developed any tactics around microjump drives yet? It seems to me they trying to find ways to make the numbers and range less powerful. Here's hoping they get there.

TSB and MJD? They are in already in use, both of them, and not just in big fleets. I know plenty of small-gang use of them too.

Think about what an MJD does for a BlackOps for example Blink.
Noisrevbus
#126 - 2013-03-09 00:34:39 UTC  |  Edited by: Noisrevbus
Tyberius Franklin wrote:

Cost based balancing is horrendously ineffective as cost can't be balanced around earning potential since it varies from person to person. Your solution is literally saying the way to imbalance is to create expensive ship classes which allow richer players to overshadow newer and poorer players. This is the opposite of the situation the balance is trying to achieve.

We also know from supercaps and T3 cruisers and their related issues that this plan ultimately doesn't work.


First off, thank you for a good post - despite me disagreeing with it. There were interesting points raised nevertheless.

You are looking at Supers and Tech III or whatever would help rich players more backwards though. I can understand why you belive the slogans that hail it (Oveur on Titans, etc.), but like many other people you only look at the obvious: "They are expensive, i am poor". You are not looking at it from the perspective that they are expensive, so losing them means you lose the ISK. EVE was once balanced around that: losing ships meant you had to rebuild from scratch. New players caught up with you.

In fact, nothing serves old, rich players better than the current paradigm. Where everyone can throw away cheap ships at each other, while old and rich players in old and big alliances preserve exclusive ships that are expensive to you, but not expensive to them, so they can use them against you indiscriminately to preserve their advantage on you.

For every ship that is cheap to you, an older richer player will have a larger and better ship that is cheap to him; and losing that to your ships doesn't matter more to him than you losing your Atron. It's all about how quick you recoup losses. A Carrier is to some what an Atron are to others; both are recouperable within 5 hours of gameplay, depending on if you pull 150m/hr or 1.5m/hr. What sets them apart is that losing a Carrier means 700m free ISK.

The problem is that large, old and rich alliance don't hurt each other either, so they don't send down their defeated peers to rebuild and give someone else the chance to take their place, providing the political scene with true new blood. Now it's just the same old blood recycled, while the new blood play FW or w/e, and faces similar issues at the smaller scales.

In most situations where Supers and Tech III are "overpowered", it's on the backdrop where they are amassed in large(r) gangs. It's not a question of having Supers, it's of having the advantage of having the most Supers. It's not a "large nullsec alliance" thing either. I know of 10-man corps in Lowsec that have 10 supers. I have seen engagements where there are literally 10 vs. 10 players engaging each other for Super kills. In that sense Supers are also very positive in today's environment because they provide targets worth fighting over (unlike SOV, POS, POCO etc.), they create content.

It is perfectly possible to kill both Tech III ships and Supers with smaller ships at smaller scales. A couple of Dreads will sink a Super and a couple of Frigates with webs, neuts and SR turrets will sink a 100mn Tengu. They never needed to be buffed to do that. The problem instead now, is that less and less people will risk expensive ships fighting inexpensive ships so the problem with BC is reproduced everywhere, not solved.

Numbers will always be an advantage. It's just a question of making sure that amassing great numbers is not arbitrarily better because that is what leads more Supers being better and more Tech III being better.

That's why balancing around ISK is good for the game, because it leverages the advantage of numbers against the advantage of ISK - while making sure that ISK is not a constant (if you balance destruction to creation).

Viking designers seem to have forgotten the economy their game rests on P.

Quote:
Regarding counters to EW, things can get somewhat complicated there. While countering TP's would help with HML nerfing, it would further nerf HAM's, Cruise missiles and Torps which aren't in need of such a nerf. In the end you just create a need to buff those as well.


Yes, and your concerns would have been valid IF i had suggested nerfing Webs or Painters. Which is why i have been extremely careful explaining that nerfing Webs, Painters, TD or accuracy equations is just as stupid as nerfing HML.

I am merely suggesting restoring the balance between defensive (sensor) EW and offensive (tackle) EW. When i say restore, i mean undoing the streamlining that put all EW in the 45+X spectrum (that means 45+90 or ~45 + heat/faction/booster), effectively putting every Recon in the 50-100 range that means that any EW that snaps quicker, has a longer uptime and meshes better with LR damage and Logi RR is going to outclass all the other.

If Damps didn't face so many ships with sensors that matched 45+X it would make sense sticking them at 45.
If ECM could match the tanks of LR web and LR point it would equally make sense sticking them at 45.

Preferrably though, it would make more sense giving the projection-counters (Damps and ECM), better range instead of better tanks; and it would give the game some flavour. You could simply reverse the 45+90 paradigm to 90+45 and the problem would largely be solved. Damps would face less diminishing returns from range and ECM could operate just outside of Web-range with some implants or boosts (or within boosted Web-range, if you brought no boost of your own, which seems fair to me; in fact, it seems balanced, giving people a reason to risk even more ISK for tangible advantages).

In truth, i am not even suggesting we buff ECM and Damps, merely that we rearrange the paramaters. Improve their reach and returns, tune down other aspects of them. That's how you balance something, you take and give - not take or give.

Viking designers seem to have forgotten that too Roll.
Bouh Revetoile
In Wreck we thrust
#127 - 2013-03-09 01:11:52 UTC
I agree with what you say about EWAR, though that don't tell anything about HML previous OPness. In fact, I don't see how what you say is impacted by the balance between HML and other weapons.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#128 - 2013-03-09 01:39:52 UTC
Noisrevbus wrote:

First off, thank you for a good post - despite me disagreeing with it. There were interesting points raised nevertheless.

You are looking at Supers and Tech III or whatever would help rich players more backwards though. I can understand why you belive the slogans that hail it (Oveur on Titans, etc.), but like many other people you only look at the obvious: "They are expensive, i am poor". You are not looking at it from the perspective that they are expensive, so losing them means you lose the ISK. EVE was once balanced around that: losing ships meant you had to rebuild from scratch. New players caught up with you.

In fact, nothing serves old, rich players better than the current paradigm. Where everyone can throw away cheap ships at each other, while old and rich players in old and big alliances preserve exclusive ships that are expensive to you, but not expensive to them, so they can use them against you indiscriminately to preserve their advantage on you.

The problem is that they don't hurt each other either, so they don't send down their defeated peers to rebuild and give someone else the chance to take their place, providing the political scene with true new blood. Now it's just the same old blood recycled, while the new blood play FW or w/e, and faces similar issues at the smaller scales instead.

In most situations where Supers and Tech III are "overpowered", it's on the backdrop where they are amassed in large(r) gangs. PL does not have the advantage of having Supers, they have the advantage of having the most Supers. It's not a "large nullsec alliance" thing either. I know of 10-man corps in Lowsec that have 10 supers. I have seen engagements where there are literally 10 vs. 10 players engaging each other for Super kills. In that sense Supers are also very positive in today's environment because they provide targets worth fighting over (unlike SOV, POS, POCO etc.), so they create content.

It is perfectly possible to kill both Tech III ships and Supers with smaller ships at smaller scales. A couple of Dreads will sink a Super and a couple of Frigates with webs, neuts and SR turrets will sink a 100mn Tengu. They never needed to be buffed to Tech II levels to do that.

Numbers will always be an advantage. It's just a question of making sure that amassing great numbers is not arbitrarily better because that is what leads more Supers being better and more Tech III being better.

That's why balancing around ISK is good for the game, because it leverages the advantage of numbers against the advantage of ISK - while making sure that ISK is not a constant.

I agree with your reasoning, but somehow not the destination you've reached. You argue that cost balance works because it hurts more to loose, but you later state that some entities have the ability to field expensive setups with ease AND in numbers large enough to exasperate the issue. As mentioned before there is no ability for pricing to account for income disparity. A 2B t3 cruiser loss can hurt one player in the same way comparatively that a 100mill BC loss can hurt another.

You also point out, quite rightfully, that doing so against an equal or greater power is unwise and typically avoided. That being the case we can't reasonably expect a cost based balancing mechanism to undo this. We can expect powerful entities to squat on isk or material resources and continue to build up indefinitely barring most forms of failure save internal collapse.

The only way to have "leveraging the advantage of numbers against the advantage of ISK" is to prevent one side of a conflict from choosing both. Increasing performance of expensive ships allows one side to effectively nullify the numeric advantages of another even while being superior in number themselves. These combined lead to an overwhelming advantage.
Quote:

I am merely suggesting restoring the balance between defensive (sensor) EW and offensive (tackle) EW. When i say restore, i mean undoing the streamlining that put all EW in the 45+X spectrum (that means 45+90 or ~45 + heat/faction/booster), effectively putting every Recon in the 50-100 range that means that any EW that snaps quicker, has a longer uptime and meshes better with LR damage and Logi RR is going to outclass all the other.

If Damps didn't face so many ships with sensors that matched 45+X it would make sense sticking them at 45.
If ECM could match the tanks of LR web and LR point it would equally make sense sticking them at 45.

Preferrably though, it would make more sense giving the projection-counters (Damps and ECM), better range instead of better tanks; and it would give the game some flavour. You could simply reverse the 45+90 paradigm to 90+45 and the problem would largely be solved. Damps would face less diminishing returns from range and ECM could operate just outside of Web-range with some implants or boosts (or within it boosted Web-range, if you brought no boost of your own, which seems fair to me; in fact, it seems balanced).

It's abit more difficult to comment on this. We already have a potential link nerf incoming with stated plans to reduce T3 links to below command ship links and leave commands as is. This will help open the gaps between what you call defensive and offensive ewar abit. That aside I think you are oversimplifying the issues a bit. With the rebalance we are seeing HP increases, but we are also seeing focused bonuses to place the ships based around EHP + DPS the ability to remain distinguished from their counterparts in other roles.
Noisrevbus
#129 - 2013-03-10 03:41:03 UTC  |  Edited by: Noisrevbus
Tyberius Franklin wrote:

... but somehow not the destination you've reached. You argue that cost balance works because hurts more to loose, but you later state that some entities have the ability to field expensive setups with ease AND in numbers large enough to exasperate the issue. As mentioned before there is no ability for pricing to account for income disparity. A 2B t3 cruiser loss can hurt one player in the same way comparatively that a 100mill BC loss can hurt another.

You also point out, quite rightfully, that doing so against an equal or greater power is unwise and typically avoided. That being the case we can't reasonably expect a cost based balancing mechanism to undo this. We can expect powerful entities to squat on isk or material resources and continue to build up indefinitely barring most forms of failure save internal collapse.


I belive the reason you don't see my destination is because you omitted or missunderstood a couple important factors in my post: I took the liberty to underline them above.

Enabling:
They only have the ability to field expensive setups with ease because there is such an overflow of ISK.

If i fly 10 ships, but only 1 ship cost me ISK, then that ship is still relatively inexpensive for me.
If i fly 10 ships and all 10 ships cost me significant ISK, the least cost-effective ship will be comparatively more expensive.

That is an extremely important factor to keep in mind when you hear the good old comment that "Titans were designed to be expensive but CCP underestimated the progress of the game, and now there are personal Titans".

What that comment is omitting is that EVE was not designed for there to be such a progress in the game. EVE was designed to have as much ISK that comes in (creation) as there would be ISK that go out of it (destruction).

The assumed "progress" is the anomaly.

Such progress was not meant to exist in EVE's core economy. Ever. As with everything else, i don't expect a perfectly balanced creation-to-destruction here just a tolerable difference to the ideal.


Income-disparity:

There isn't really such a thing as income-disparity. It doesn't exist. The primary sources of ISK and Minerals in the game still come from player action in some sense. The disparities i talked about generally concerned taking risks and taking time. Nothing has ever stopped you from ratting, missioning or mining someone else's space - and even that is a moot point because the premier ISK / hr faucets are available throughout the game in non-sovereign space. There is a reasonable balance between most traditional ways of making ISK: anoms, L5, rare L4, FW and Incursion all have similar ISK / hr values. Similar enough to be tolerable.

The exception is Moons of course, but while i definately favour a bottom-up system that diminishes the value of moons, don't overestimate their value today, just because they are valuable. Keep in mind that they too are also subject to "enabling". If moons generate some creation, but there is very little destruction - then the moons will be enough to cover the expenses. If everything is more expensive then moons won't pay for everything anymore.

So income-disparity only becomes a balance issue when we begin to experience inequal access (ie., the old liberal knot of "equality of opportunity"). We can't let balance be concerned with players not playing. If creation-destruction is balanced, then so is effort (time and risk). Anyone who takes more risk is subject to more destruction and anyone who play more is also subject to more destruction.



Forms of failure:

Keep in mind that this is exactly what i am advocating here. Failure happens all the time. The problem we have is that the only time failure have an impact is when there is tangible loss to derive from it. Failure with Supers impact the game alot. Failure with Battlecruisers doesn't impact the game at all.

The same thing goes for success. You can make a successful bombing-run on a Battleship fleet and the purchase loss may be 30b, however 29b is returned through insurance and 1b is taken from the moon-fund.

The anomaly here is not purchase cost or moons, it's the insurance - providing 29b free ISK, effectively turning the 30b kill into a 1b kill. That is, incidentally, how it pertains to this thread because insurance was one of the primary reasons that BC2, and thus HML, were considered overpowered. That's why we have tiercide and all that extra workload too: because the ships were balanced around ISK before, but the economy was broken (by insurance, moons, etc.).

Even if you have Supers, if all other losses (failures or reversed success) are equally meaningful ... they will affect how you use your Supers. Not being able to replenish other ships may force you to risk your Supers more - or not being able to maintain liquid ISK may limit your ability to use your Supers (as they require fuel).

What i am advocating is making every form of failure matter. Now there's build-up even at failures, that enable further build-up. That's the "scaling issue".


Tangent: Ships used to be balanced per ISK.

That's why someone saying "ships can't be balanced around ISK" is so ridiculous to me: because they were.

That's what the tiers were: ISK-performance differentiators.

A BC2 was the step between BC1 and BS1.
A BS2 was the step between BS1 and BS3.

The economy botched it. Look at purchase prices, it's right there!

The tiercide problem roots in BS1 ending up costing the same as BS3 and BC2 ended up costing as much as C1. All of a sudden, people started using BC2 and cries errupted over the performance of C1. It's performance was never bad, it was just never intended to be as good as BC2 that ought to have cost 10x more. That's no different than a Carrier being better.
Bouh Revetoile
In Wreck we thrust
#130 - 2013-03-10 12:19:04 UTC
IMO, this cost balance neglect a few things : risk aversity and accumulation of wealth. And at the end of the day, you need people flying in space anyway.

You can't prevent people to be risk averse and doing everything they can to avoid losing what they have, and you can't prevent people to accumulate wealth, precisely because when you lose something, you definitely lose it. Hence, wealth (goods and isks) can define some idea of success : the more you have mean the more earn and the less you lose. This accumulation is also a form of power : the more you have compared to the other, the more you can do in the game compared to the other. But these are opposed to a healthy game, because they lead people to peace and avoid conflict, that's why you need conflict drivers.

And when a conflict finaly happen, all this wealth difference decide of the outcome of the war if cost is not balanced with effectiveness in itself. That's why titans were considered OP : once you had accumulated all this wealth in titans, you could take on any lower cost fleet, and if you know about your business, little can threat you, because you had the most powerful army in the galaxy. That lead to arms race more than to conflict.

So you can't balance everything with cost only, because that would only encourage people to accumulate more wealth to use the most effective ship for their use.

Unless I'm mising something ? Why do you think cost should be balanced instead of effectiveness ?
Annihilious
Caldari Provisions
Caldari State
#131 - 2013-03-10 15:17:39 UTC
I could be wrong but a lot of what I take away from this is that so many of these nerfs mean that you can no longer get good damage from far away. So the solution seems simple "GET CLOSER" to fight. IMO up close is more fun anyway...
Noisrevbus
#132 - 2013-03-12 21:31:39 UTC  |  Edited by: Noisrevbus
Bouh Revetoile wrote:
IMO, this cost balance neglect a few things : risk aversity and accumulation of wealth. And at the end of the day, you need people flying in space anyway.

Unless I'm mising something ? Why do you think cost should be balanced instead of effectiveness ?


Yes, you are missing something Bouh. I have already tried to explain it a couple of times over, to no avail. The problem is that it's difficult to explain and understand, as it requires letting go of your preconceptions and start from another perspective.

See, you, similar to a couple of other people in this thread try to read my posts based on that preconception - you interprete them based on how it is now.


  • It's impossible to solve a problem if your perspective is rooted in the problem it's trying to solve.
  • You say, there's an accumulation of wealth.
  • I have argued that every ship in the game should be more expensive, to make sure there is no accumulation of wealth.
  • The problem is the accumulation of wealth.


The reason most of the big, old, rich coalitions are big, old and rich today have much less to do with the moons they own than it has to do with how ships are balanced that cause an accumulation of wealth.

Drawn to a highly exaggerated point for simple illustration: You could argue that nothing necessarily used in EVE anymore cost anything, barring Supers, so no one has to make ISK. The passive ISK from the moons goes directly into Supers. Supers are essentially the only thing that makes sense using, that also cost ISK, so that's what moons pay for. There are two factors that lead to moons: pilots and pilots in Supers. So more pilots + more Supers = more moons, and more moons = more Supers. Self-fullfilling, isn't it?


How is that? Isn't old = rich?

There is literally nothing in the game that stops a new player from accessing ISK: Everyone have access to 100m/hr sources of ISK. It's all about knowledge and experience. They exist outside SOV. That also means that for everyone, even if you just started playing the game, 100m is a trivial sum. That also means that the replacement of any ship that cost less than 100m is trivial. That essentially removes any Tech I sub-cap and Tech II Frigates from the equation.

The way ships are balanced now: It makes little sense to use a higher tech ship against a larger ship of lower tech. That is the second bit CCP has missed when rebalancing ships. They are rebalancing both a Tech II Battlecruiser and a Tech I Battleship to be 20% better than Tech I Battlecruiser. That would make sense if Tech I BS cost as much as Tech II BC after insurance. They don't. That malbalance exist throughout the entire game. So you have two equally good ships, but the larger ship is so much cheaper you can get more of them for the same price. The reason every ship should be more expensive, instead of making all ships less expensive or all inexpensive ships better is: accumulation of wealth.

The reason why big, old, rich coalition alliances are big, old and rich (and in coalitions) is because losing 500 Battlecruisers cost about as much as losing 25 Battlecruisers which cost about as much as losing 5 Cruisers. Do you see the problem? There is a difference of course, but it's negliable and that's the problem. When i say that ships are free i do not mean it literally, but i mean it in the sense that replacing them for anyone is trivial wether you have moons or not; and irrespective of how many you lose to how many you have.


What makes expensive ships so revolutionary?

It allows someone who is smaller to hurt someone larger, by simply killing more of them. You may scruff at that and not call it revolutionary enough, but then you should keep in mind that under the current system you can't even do that. Who kills more ships is currently completely irrelevant as to who wins a battle, wins a war, hold moons or take SOV.

Today most objectives involve holding grids. So if you have 10 ships and your opponent have 100 ships, if you kill 50 ships and they kill 10 ships - they have still won. Their losses mean nothing but they hold the objective which wins the battle, wins the war, lead to moons and claims SOV. They have also won at no tangible expense.

It's not like old EVE, or any return to a balanced bottom-up economy lead to gold and green pastures for a new, few, poor or smaller players: but it does provide the tools to change that. It removes the accumulation of wealth. It does make sure ISK-effect matters: losing ships matters and killing ships matters. It means winning an objective will have to be weighed against the expenses. Also, if those objectives are things done by ships (ratting, mining etc.) then you also have more appealing targets for smaller groups. The fight is again determined by how many ships you kill and how effective you are at disrupting actions, by providing action.

Even if someone has Supers, killing their other ships will matter. The problem today is that the better groups in the game have Supers and killing their other ships does not matter, and they don't have to PvE. Killing their Supers matter today as in any other system, but you are facing a severe disadvantage getting to the point where you can kill their Supers.


What do i know that is not effective?

Laying blame on the ships most popular for accumulating wealth (Battlecruisers, Supers), and nerfing them one by one instead of solving the accumulation of wealth. At the same time improving other things that accumulate wealth: introducing new- (BC3) and improving existing (Cruisers) ships that are cost-effective and thus accumulate wealth and continue to give advantages to the old, rich, big - while reinforcing a balance that means bigger is always better - and so continuing to give advantages to flying big ships in big fleets.
Noisrevbus
#133 - 2013-03-12 22:09:29 UTC  |  Edited by: Noisrevbus
dbl.
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#134 - 2013-03-12 22:39:10 UTC
with the recent change to t1 cruisers there's not much of a gap between them and the bcs now (ignoring attack bcs) a properly fitted moa has, in proportion to size, more tank and dps than a ferox and a caracal has versatility in the ability to fit hams, HMLs or RLML.

Heavies got nerfed sure, but they're stil pretty damn good compared to other long range weapon systems.
Bouh Revetoile
In Wreck we thrust
#135 - 2013-03-13 00:41:01 UTC  |  Edited by: Bouh Revetoile
Noisrevbus wrote:
dbl.

You didn't understood me.

What I wanted to say is that I think you cannot prevent the accumulation of wealth, because people tend to use conservative strategies. And they do it because of what the game is.

You see the accumulation of wealth as an effect. I think it is a cause.

And secondly, I think that the price is secondary to effectiveness because I suppose that the ships people want drive the time they farm for it. So if a ship is so effective that no other ship compete, people will farm the time it need to acquire it (+ pay2win may become a problem if price lead effectiveness).

These are two reasons why I think price shouldn't be the first balance factor.

And finaly, I feel like if you were ignoring economy. Price of T1 ship is only determined by mineral cost, not by isks. If you increase the mineral cost of the Drake without modifying its effectiveness, then mineral demand will increase to the point more people will mine, and nothing else will happen. Drake would still be overflown, but other ship of its class would be cheaper by comparison.

IMO, what you want is more scarcity of minerals then, but I lack economic knowledge to be sure about what I think, though I think that would only lead to more people mining.

Of course, there is the barrier of the time required to mine all the minerals the economy need, but in the end, I think that would only discouraged people from playing. That is a sort of pay2win problem : people not rich enough to afford what the metagame require won't play, as will people who don't have the time to farm for the required ships.

Problem of the Drake wasn't really a price-effectiveness but a too good versatility provided by HML.

The more I think about it, and the more I think you are only nostalgic of the good old days.

Of course a war of attrition would be a cool thing, but that is more something we fix with gameplay fix, like a way for small gang to disrupt income source, than with balance to the price of ships.

PS : your phrase "It's impossible to solve a problem if your perspective is rooted in the problem it's trying to solve." apply to you as well. In the end, the only way to be constructive is to think that we didn't explained well enough for the other to understand our point of view, our perspective.
Mike Whiite
Deep Core Mining Inc.
Caldari State
#136 - 2013-03-13 08:11:23 UTC
Annihilious wrote:
I could be wrong but a lot of what I take away from this is that so many of these nerfs mean that you can no longer get good damage from far away. So the solution seems simple "GET CLOSER" to fight. IMO up close is more fun anyway...



I don't think the the range nerf, is and was a problem.

neither is the damage reduction.


I do think the accurasy nerf is over done, the damage diference between HAM and HM in PvP is to big to realy bother with HM them aside of specific situation.

PvE this isn´t realy a problem and there is the range factor more importand because of the way you´re able to keep range, over the fact you need an extra volly to kill the little ones.

Hannott Thanos
Notorious Legion
#137 - 2013-03-13 08:22:42 UTC
I don't think people here really get the point...

Medium weapons of all kinds are supposed to do the following:

Hit Battlecruisers for more or less full damage. Easy to track
Hit Cruisers for almost full damage. Much can be mitigated by speed and or ewar.
Hit Destroyers and Frigates for some damage. Almost all damage can be mitigated by speed or ewar.

When you think about it a bit past your feeling of entitlement, missiles are a lot better off than turrets.

while (CurrentSelectedTarget.Status == ShipStatus.Alive) {

     _myShip.FireAllGuns(CurrentSelectedTarget);

}

Noisrevbus
#138 - 2013-03-13 20:11:45 UTC  |  Edited by: Noisrevbus
Bouh Revetoile wrote:

You see the accumulation of wealth as an effect. I think it is a cause.

No one starts off rich, so how can it ever be anything but an effect? (result)

Accumulation of wealth, or deflation, exists when you have more resources comming into the system than going out. The problem isn't that anyone makes too much ISK, the problem is that no one lose enough ISK. That is a cause, with accumulation as a result.

A result is not a cause.

Quote:
And secondly, I think that the price is secondary to effectiveness because I suppose that the ships people want drive the time they farm for it. So if a ship is so effective that no other ship compete, people will farm the time it need to acquire it).

Performance (efficiency, power or potence) is what you always balance to something else:
It is not interchangable with ISK.

"Balance" assume weighing two concrete points against each other: ISK and performance ("effectiveness").

The balance CCP, you and some other players seem bent on pursuing is: Popularity and performance.

That's not a balance rooted in two concrete data: Popularity is a result of balance, not a cause.

A result is not a cause.

When i say balance ships to ISK, i mean balance the performance of ships to ISK. Any ship that is designed to be twice as strong should also be twice as expensive.

It doesn't work balancing a Tech II ship around 20% effect for 500% ISK, when you also balance Size +1 around 20% effect for 10% ISK. That is a problem rooted in the same misconception many players have too: that they stare themselves blind on class-balance rather than inter-class (or class-class) balance. Now, all the ships are meant to interact with each other in the same sandbox. That's why the arms race is all about getting the bigger ship today, because that has been made the most effective strategy (Supers).

This is why alot of small-ship roaming against large-ship dropping is dwindling, because they pay for the "style" not for the performance. The results of that cause is that players either revert to the more effective large-ship (large-gang) approach or adapt a small-ship (small-gang) approach that is limited to interacting only with other small-ship (small-gang) groups, in a limited stretch of space using a limited subset of ships (often accompanied by an additional social code: no ECM, no Links etc.). This is why we have themeparking behaviour even outside of the themeparks. That negative trend is present in all corners of space.

Quote:
And finaly, I feel like if you were ignoring economy. Price of T1 ship is only determined by mineral cost, not by isks.

IMO, what you want is more scarcity of minerals then, but I lack economic knowledge to be sure about what I think, though I think that would only lead to more people mining.

ISK is involved through the thing that malbalances the cost-effect of Tech I ships the most: Insurance.

Insurance is a cause, with accumulation of ISK the result. ISK that should exit the system or trade hands is preserved, accumulating, despite the action.

In terms of simple mineral-distribution, the performance-differences of ships have always been tolerable.

It's possible that mineral-balance could improve something as well, but that's not where the clog in the sink that requires a plummer is.
Quote:

Of course a war of attrition would be a cool thing, but that is more something we fix with gameplay fix, like a way for small gang to disrupt income source, than with balance to the price of ships.

There is no way to disrupt a source of income when prices are so bottomed-out that you don't really need an effective source of income anyway. This is the problem a bottom-up economy change faces on the backdrop of current ship-balance, similar to the FW economy: If 100m/hr sources can be farmed by (afk-) Frigates, shooting those ships do not sink resources out of the game, do not reward the attackers in resources and do not deter the defenders from losing ships.You stand nothing to lose, you stand nothing to gain and they stand nothing to lose beyond bragging rights.

As for concrete alternative suggestions...

An incredibly simplistic way of putting it would be:
1. Nerf moons (buff nullsec mining and ratting).
2. Nerf insurance (review mineral balance).
3. Buff Damp and ECM range (nerf ECM stacking).

Together, those things solve the following issues: (with the Drake)
1. Small-gang targets ([BC-] class balance), Pasive income (SRP influence), Grid-based objectives ("F1" scaling **).
2. Cost-effect (class-class balance), Bottomed-out pricing (SRP influence), ISK-Pilots balance ("Welp" scaling).
3. Counters to Web-Paint (oversized accuracy / missile accuracy / HML ~ damage*), Buffer-projection ("F1" scaling).

*) Keep in mind: HML (a Cruiser weapon) does about 50% of it's potential damage to an unwebbed-unpainted Cruiser signature running a propmod. A turret does not have such accuracy loss, while EFT also do not factor in criticals. Turret accuracy is based on the relative movement between attacker and target (0-100%), hence a faster turret-ship always dictate the accuracy of a slower (Caldari ships are slow). The chance-base vs. mitigation-base difference in missiles and turrets swing both ways, and is not a performance modifier, more so a situational one; one is better some situations, the other is better in other situations (missiles are predicatable, turrets are unpredictable).

**) All improvements to "down-scaling" improves active tanks relative passive tanks, SR high-damage weapons relative LR high-application weapons, Alpha relative DPS, EWar relative sheer damage thus active tanks to RR and all forms of multi-role flying (thus utility slots to focused slot layout and execution, ie., "skill" to "F1").
Noisrevbus
#139 - 2013-03-13 23:39:30 UTC  |  Edited by: Noisrevbus
dbl.
Bouh Revetoile
In Wreck we thrust
#140 - 2013-03-14 10:08:10 UTC
Noisrevbus wrote:
Bouh Revetoile wrote:

You see the accumulation of wealth as an effect. I think it is a cause.

No one starts off rich, so how can it ever be anything but an effect? (result)

Accumulation of wealth, or deflation, exists when you have more resources comming into the system than going out. The problem isn't that anyone makes too much ISK, the problem is that no one lose enough ISK. That is a cause, with accumulation as a result.

A result is not a cause.

It's a cause, because core gameplay mecanics imply players accumulating wealth. Accumulating wealth is the first thing you need to do in EVE, and a thing you will always have to do only to *do things*.

Whatever you do to prevent people to accumulate wealth will only increase the "difficulty" of the game : the artificial barrier to players to do things in the game, up to the frustration barrier (when the game is too hard, people stop playing it, but it's relative of course, and that's another topic).

So in fact, a good part of players wealth (the "too much" in the wealth balance in the game) is only a reflect of the capabilities of players. In the end, if you want people to fly in space, you *need* them to have some wealth.

Hence, rich players are only those who succeed to the game : those who manage to accumulate and to not lose their wealth. Most of the time, people will simply accumulate enough to make a reserve of "doing".

That's why "people are always richer than we think", among other things, and that's why nothing you can do will prevent people to accumulate wealth.

And that's why I consider wealth as a cause and not an effect in the game, because wealth is required in EVE more than in most other game, and such a core mecanic of gameplay rule most other things. People don't lose enough isk because of the way they play the game, and they play the game this way because that is the only way for them to continue to do things in the game.

But do not think I'm advocating for more income or easier ways to accumulate wealth in the game : this need its balance too, because that give meaning to the actions of players. But one must be careful with this balance : if the game is too hard, less people will play, and if it's too easy, less things have meaning.

And that may be a problem you see : there may be too much wealth in nullsec so things have less meaning, but again, the best fix would be to allow the income sources to be disrupted by small gangs I think.

In fact, I agree with your alternative suggestions, but I still think the balance of power between ships is not a given, and that some work may be required. The problem here is more related to having more different kind of ships flying in space and not a ship to do everything. The problem of the Drake wasn't only it's capacity to face battleships while being cheap, it was its almightyness, its ability to do everything from fairly well to excellently.

So the rebalance so far may not solve the global problem you are refering to, but I thing they are a rather good thing : more good hulls mean diversity, which mean more possibilities.

And finaly, the effectiveness you are talking about : the problem here is to compute all the strength of a ship in one value we can associate with isks, but how to do this when ships have so much caracteristics (dps, speed, tank, slot layout, fitting,...) ? How can you say a T2 cruiser have the same effectiveness than a T1 battlecruiser ? In the end, that's exactly what we are discussing in all these balancing threads, and dps/tank is not everything ; and IMO, the recent changes to cruisers were very good to give them a purpose without obsoleting other classes of ships.