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Warp to zero autopilot, but not automatic...

Author
Jovat
Science and Trade Institute
Caldari State
#1 - 2013-04-19 00:24:24 UTC  |  Edited by: Jovat
So what's the rationale behind not having a warp to zero autopilot?

It relegates certain professions to essentially afk activities (hauling) and it provides little or no advantage for those who are actually interacting with the game, except with alts to web freighters.

Why do people keep asking for warp to zero autopilot?

Because doing more than 3 jumps becomes ludicrously tedious. Select the gate, hit D, read internet until jump. Wash, rinse, repeat. On some ships modules are activated after gate cloak (tank, cloak) but not much interaction.

I propose a warp to zero autopilot with the caveat that the warp drive needs to navigate subspace disruptions that need to be avoided: Every vessel that traverses a path disrupt space for some time based on its mass (similar to wormhole mechanics) and slows down warp speed. Pilots then would turn on autopilot but if they don't alter the path from the default, they face a significant warp speed delay and/or capacitor cost. The solar system map would then have a heat map of lines where there's the most disruption that you want to avoid.

The job of the time sensitive pilot would be to place route waypoint pins for intrasystem routes that avoid the spatial disruption that slow down travel time, while more lazy pilots can go make a sandwich and then come back to do more route planning.

Ganking is still entirely possible, on gate exits. I propose a subspace disruption generator module to force early exit of autopiloting, similar to warp disruption bubbles but that doesn't affect actively piloted ships (module activation indicates active piloting in a system) to address the loss of gate entry scan/gank doctrine. Further, subspace disruption generators can be used to force larger levels of route disruption for strategic purposes...

The purpose of this is to make long travel times more interesting, faster for interactive play, possible for AFK with similar risk and travel time penalty to today, and to make making bookmarks for safespots more interesting less tedious (placing route pins opens up more possibilities for making bookmarks than the static warp between celestial options today along with providing some intel on most widely used routes (the lines of subspace disruption indicate where the largest mass vessels have travelled.)

Probably far too much dev work to implement, but I thought I'd suggest it.
Ruze
Next Stage Initiative
#2 - 2013-04-19 00:28:38 UTC
So, stay at the keys.

There are some of us ... some few, probably, since warp-to-0 is easier ... who still want warp-to-20km.

I remember how to make insta's. I'm ready for it. I bet the server could handle BM copying so much better now, and we've got a folder system and all.



Seriously, don't make it easier to afk. Make it harder. AFK only works in hisec, anyhow, and even then its fairly naive.

If you're driven to threaten others with harm or violence because of what they do in game, you can't separate fantasy from reality. That "griefer/thief" is probably more sane than you are. How screwed up is that?

Jovat
Science and Trade Institute
Caldari State
#3 - 2013-04-19 00:37:08 UTC
I'm guessing you didn't actually read the proposal.

If someone hits autopilot and goes away under this proposal, they take at least as long as today if not longer, and is vulnerable to to ganking just as much as today. This isn't for AFK pilots, as they'll get pulled out of warp scanned, and ganked if there's anything to gank them for.

Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#4 - 2013-04-19 03:48:38 UTC
AFK = Another Free Kill

It's just a bad thing to do, especially in EVE, and should not be encouraged by the game mechanics in any way.
Alx Warlord
The Scope
Gallente Federation
#5 - 2013-04-19 04:15:38 UTC
I think that the warp to 0 would be good by itself. What is the good point on allowing the autopilot to warp to 10? more time for gankers in hi-sec? more waiting time for players that have no patience to make the 30 hi-sec jumps one by one?

In 0.0 and Null-sec you never should use it for well known reasons. You have to react fast on each gate, especially if there are bubbles or gate-camps.

If you have something valuable in your cargo, you will not use autopilot. Also you would have to activate cloak, hardeners on every gate even if the autopilot would warp you to 0.

In hi-sec / low-sec most profitable ganks occur not when the ship is arriving in the gate, but when it is about to leave.

AFK = Another Free Kill.

If you read this article: http://evenews24.com/2013/04/16/mabrick-i-quit-eve/
you will se that one of the most common reason why people don't play eve or why they leave eve is the extremely long travels.
I think a auto-warp to 0 would be beneficial to eve.

If there are people that risk braking the EULA just to have a warp to 0 so they can avoid more boredom. I think that maybe is time for CCP to look at it.

Warp to 10 is not a good feature of EVE, it is bad for the game.

If you compare the warp to 10 and the warp to 0 what are their good and bad points?

The warp to 10 only make player bored with eve.
Ruze
Next Stage Initiative
#6 - 2013-04-19 04:23:25 UTC
Alx Warlord wrote:
I think that the warp to 0 would be good by itself. What is the good point on allowing the autopilot to warp to 10? more time for gankers in hi-sec? more waiting time for players that have no patience to make the 30 hi-sec jumps one by one?

In 0.0 and Null-sec you never should use it for well known reasons. You have to react fast on each gate, especially if there are bubbles or gate-camps.

If you have something valuable in your cargo, you will not use autopilot. Also you would have to activate cloak, hardeners on every gate even if the autopilot would warp you to 0.

In hi-sec / low-sec most profitable ganks occur not when the ship is arriving in the gate, but when it is about to leave.

AFK = Another Free Kill.

If you read this article: http://evenews24.com/2013/04/16/mabrick-i-quit-eve/
you will se that one of the most common reason why people don't play eve or why they leave eve is the extremely long travels.
I think a auto-warp to 0 would be beneficial to eve.

If there are people that risk braking the EULA just to have a warp to 0 so they can avoid more boredom. I think that maybe is time for CCP to look at it.

Warp to 10 is not a good feature of EVE, it is bad for the game.

If you compare the warp to 10 and the warp to 0 what are their good and bad points?

The warp to 10 only make player bored with eve.


Hmm. No perspective.

EvE is growing more every day. Steadily climbing. If CCP wanted a massive amount of subscriptions to be money hungry 'focus only on the dollar' like American companies are, there are a LOT of ways they could do that.

I'd personally have one patient, intelligent and careful character for every 20 impatient, idiotic and downright ******** player that we could get from 'those other MMO's'.

Damn sure means less posts like this, or cries for less war decs, or please from players who won't stick with EvE for more than three months anyway cause they'll lose interest to change the game to fit their current desire or wishes.

If you're driven to threaten others with harm or violence because of what they do in game, you can't separate fantasy from reality. That "griefer/thief" is probably more sane than you are. How screwed up is that?

Jovat
Science and Trade Institute
Caldari State
#7 - 2013-04-19 05:42:05 UTC  |  Edited by: Jovat
Again, this proposal punishes AFK pilots exactly as much as it does today. I'm not sure why people assume I'm suggesting an easy AFK switch, or why people get so reactionary about this issue.

The problem with traveling is its tedious, and I was proposing a system where it was interactive and not as tedious.
dark heartt
#8 - 2013-04-19 05:53:02 UTC  |  Edited by: dark heartt
Alx Warlord wrote:

If you read this article: http://evenews24.com/2013/04/16/mabrick-i-quit-eve/
you will se that one of the most common reason why people don't play eve or why they leave eve is the extremely long travels.


I just did read that article (it's terrible but hey if Riverini wants to let that sort of thing on there who am I to question it), and there is one mention of travel time, and the person who is quoted says this:

Random EN24 Articles Quote wrote:
“The reason I dropped Eve Online and never looked back was the travel time. The time it takes to navigate to the next acceleration gate in a mission just got tedious. It turns out that as you get bigger and better ships, they get slower, so the problem gets worse. My destroyer was slower than my smaller frigate, while my cruiser was slower than my destroyer. I realized that it would only get worse and never better as I progressed to bigger, “better” ships. So I quit cold turkey. If they ever change that hierarchy, I would be happy to try again, because I did have fun, for a while, but until then, I don’t like having my time wasted for me.”


His logic was that the bigger and better the ship, the faster it should go. Not the small zippy little frigates but the big lumbering battlships should be the fast ones. That is the sort of mindset that Eve doesn't need. And also this doesn't support your warp to 0 idea... He distinctly says that it was the slowboating to mission gates that he hated, not the warping.

The only thing that warp to 0 would affect is afk haulers, and people who gatecamp in high sec looking for tasty freighters/haulers to gank when they are afk. The fact is that people afk are bad for the game, but having a pseudo random system where you have to go around anomalies will never work with Eve's players. They will find a way to do it the most efficient then go AFK.

This idea is bad and will never be implemented.
Donedy
Lulzsec Space
#9 - 2013-04-19 06:24:35 UTC  |  Edited by: Donedy
Alx Warlord wrote:
I think that the warp to 0 would be good by itself. What is the good point on allowing the autopilot to warp to 10? more time for gankers in hi-sec? more waiting time for players that have no patience to make the 30 hi-sec jumps one by one?

In 0.0 and Null-sec you never should use it for well known reasons. You have to react fast on each gate, especially if there are bubbles or gate-camps.

If you have something valuable in your cargo, you will not use autopilot. Also you would have to activate cloak, hardeners on every gate even if the autopilot would warp you to 0.

In hi-sec / low-sec most profitable ganks occur not when the ship is arriving in the gate, but when it is about to leave.

AFK = Another Free Kill.

If you read this article: http://evenews24.com/2013/04/16/mabrick-i-quit-eve/
you will se that one of the most common reason why people don't play eve or why they leave eve is the extremely long travels.
I think a auto-warp to 0 would be beneficial to eve.

If there are people that risk braking the EULA just to have a warp to 0 so they can avoid more boredom. I think that maybe is time for CCP to look at it.

Warp to 10 is not a good feature of EVE, it is bad for the game.

If you compare the warp to 10 and the warp to 0 what are their good and bad points?

The warp to 10 only make player bored with eve.


Quote:
“The reason I dropped Eve Online and never looked back was the travel time. The time it takes to navigate to the next acceleration gate in a mission just got tedious. It turns out that as you get bigger and better ships, they get slower, so the problem gets worse. My destroyer was slower than my smaller frigate, while my cruiser was slower than my destroyer. I realized that it would only get worse and never better as I progressed to bigger, “better” ships. So I quit cold turkey. If they ever change that hierarchy, I would be happy to try again, because I did have fun, for a while, but until then, I don’t like having my time wasted for me.”



He is speaking about missions...
Also looks like this guy didnt even piloted a battleship (he may be didnt even played a month), so one of the "main reasons" about quitting eve, i dont think so, at all.

Just to say I completely disagree with warp to 0 autopilot,it would be just encouring afk as someone already said.
Alphea Abbra
Project Promethion
#10 - 2013-04-19 06:38:06 UTC
Jovat wrote:
I'm guessing you didn't actually read the proposal.

If someone hits autopilot and goes away under this proposal, they take at least as long as today if not longer, and is vulnerable to to ganking just as much as today. This isn't for AFK pilots, as they'll get pulled out of warp scanned, and ganked if there's anything to gank them for.
So your idea changes autopilot to take the same or more time compared to today, and have the same risks ...
I'm glad this won't get implemented, because it's not just a waste of dev. time compared to other areas, but also a waste of dev. time compared to the dev.s drinking coffee in the lounge.

Besides, if you autopilot anywhere, you do it exactly because you're afk - especially now where you have "warp & jump on contact" in one button. The reason why autopilot slowboats the last kilometers to the gate is so it's better to travel yourself in both time and security. Removing the security aspect of autopilot (Moving it all over to time lost) means that players who doesn't play the game loses nothing compared to those who do.
Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#11 - 2013-04-19 06:59:43 UTC
Jovat wrote:
The problem with traveling is its tedious, and I was proposing a system where it was even more tedious.

fixd that for you.

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

TheSkeptic
Federal Navy Academy
Gallente Federation
#12 - 2013-04-19 07:21:56 UTC  |  Edited by: TheSkeptic
Given you state it that it'll still take the same amount of time or longer to AP a route under you idea. One then has to ask, why is this change even needed?

Seems like its entire intention is to remove the ~14km slow boat trip to the out gate and reduce the amount of time a ship is physically vulnerable with an afk pilot.

No change required. AP is fine as is.

...

Felix Judge
Regnum Ludorum
#13 - 2013-04-19 08:50:30 UTC
The autopilot is bascially a legal travelling bot. (Which mostly aids traders.)

I guess that CCP just made a decision of where to draw a line to make their own bot inefficient enough to not be appealing to general botting practitioners.
Tonto Auri
Vhero' Multipurpose Corp
#14 - 2013-04-19 08:52:29 UTC
The one who choose to forget the history lessons, condemned to repeat them.

Two most common elements in the universe are hydrogen and stupidity. -- Harlan Ellison

Jitalt Pirkibo
Science and Trade Institute
Caldari State
#15 - 2013-04-19 09:51:00 UTC  |  Edited by: Jitalt Pirkibo
Jovat wrote:
I'm guessing you didn't actually read the proposal.

If someone hits autopilot and goes away under this proposal, they take at least as long as today if not longer, and is vulnerable to to ganking just as much as today. This isn't for AFK pilots, as they'll get pulled out of warp scanned, and ganked if there's anything to gank them for.

Except one wouldn't apparently know who is APing and who isn't - that's the core of your proposal.

And in what way exactly would plotting a warp-route and watching your ship warp be more engaging than pressing one button and watching your ship warp? It would just add some more tedious actions before you're able to return to your browser...

The ONLY way to make travel less tedious is AP-to-0. Which would be a broken mechanic.

So No. All the way. I don't want "engaging" minigames either.
Fearghaz Tiwas
Perkone
Caldari State
#16 - 2013-04-19 12:22:26 UTC
I'd give up on this one mate. Maybe if you made AP to 0 be 2 or maybe 3 times slower it might be acceptable, but it seems like a change for changes sake. AFK AP piloting should be dangerous.
seth Hendar
I love you miners
#17 - 2013-04-19 12:50:12 UTC  |  Edited by: seth Hendar
autopilot is bad anyway, and AFK shouldn't be tolerated in this game.

one who use autopilot is AFK.

one good point tho, when you have to travel several systems, it gets boring.


then if it gets boring, to the point ppl want to afk the whole time they do it, i propose to change the travel time.

2 way to do that, shorten the distances (all of them) but this could make some distance so short that slowboat would be possible, would shorten grids etc....


i propose the 2nd one:

mutliply all the current warp speed by 2 (ie frig 12 AU/s, Bigger 6AU/s intys 27AU/s)

you shorten the travel time, in a balanced manner, without breaking the game (subwarp speed remain untouched obviously).

and you get rid o the autopilot, after all, it is nothing else than a macro.

another good side of this, you solve the current issue with all the ships that have not a rounded warp speed, the 0.5au/s is currently not applied cause of a bug
Line Khagah
Imperial Academy
Amarr Empire
#18 - 2013-04-19 14:09:49 UTC
good idea greatly increased the speed of warp

I also add a x8 skill to reduce the distance to come to the gate during an AP
, -2km per level, at level 5, arrived at 5 km from the gate
seth Hendar
I love you miners
#19 - 2013-04-19 14:18:06 UTC  |  Edited by: seth Hendar
Line Khagah wrote:
good idea greatly increased the speed of warp

I also add a x8 skill to reduce the distance to come to the gate during an AP
, -2km per level, at level 5, arrived at 5 km from the gate

imao, AP should be trashed, it is of no use for any sane person.

using it outside of high is suicide, and in high, you go 2*faster manually doing it, so it is useless
Ruze
Next Stage Initiative
#20 - 2013-04-19 14:21:03 UTC
seth Hendar wrote:
Line Khagah wrote:
good idea greatly increased the speed of warp

I also add a x8 skill to reduce the distance to come to the gate during an AP
, -2km per level, at level 5, arrived at 5 km from the gate

imao, AP should be trashed, it is of no use for any sane person.

using it outside of high is suicide, and in high, you go 2*faster manually doing it, so it is useless


I actually will agree with this. Just take out autopilot altogether.

Either fly there manually, at the keys, or don't fly.

If you're driven to threaten others with harm or violence because of what they do in game, you can't separate fantasy from reality. That "griefer/thief" is probably more sane than you are. How screwed up is that?

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