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should warp disruption have diminishing returns?

Author
Daniel Plain
Doomheim
#1 - 2013-06-05 15:38:20 UTC
this is not a stealth 'nerf piracy' thread.

the more i have been thinking about it, the more it bothers me how binary many PvP situations are. for example, 99% of situations where one side is sitting in a hauler or mining vessel will end up in said hauler being destroyed. yes, warp stabs will improve your chances, but only if you choose to use them before you undock. if you choose not to or the enemy has sufficient scramble strength, you may as well go get a coffee, even if you are in a freighter and your attacker is in a frigate.

of course, since being pinned is so crucial to the outcome of the engagement, we do not want to make it completely random. having to watch a juicy target warp out in structure because RNG was not in your favor would be way too frustrating (there's a reason why people complain about ECM all the time).

my proposal would be that warp scramblers/disruptors (NOT bubbles, HICs etc.) are changed to start out with 100% chance to disrupt but over time the chance starts declining. imagine the efficacy of disruption modules slowly change from a flat 100% to a falloff curve, so that after 5 minutes or so, a target that is barely in range has a very good chance to resist your disruption cycle whereas a target that is 500m away is still 99% pinned.

to compensate for targets that get away, we may want to buff the range of affected modules by 20% or so. we can also introduce skills that slow down the chance reduction over time or even have the target warp slower if it 'broke through' your point.

so what do you think, would this make PvP more or less exciting overall?

I should buy an Ishtar.

Kagura Nikon
Native Freshfood
Minmatar Republic
#2 - 2013-06-05 15:54:59 UTC
You do not get eve. Simple as that...

If somethign shoudl be done is limit warp core stabs to 1 per ship.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Riot Girl
You'll Cowards Don't Even Smoke Crack
#3 - 2013-06-05 15:56:05 UTC
It doesn't appeal to me. Stabs are available, it's the player's choice not to use them. He shouldn't be given a free chance to compensate for his own stupidity. I don't like the idea of adding falloff to points either.
Daniel Plain
Doomheim
#4 - 2013-06-05 16:04:48 UTC
Kagura Nikon wrote:
You do not get eve. Simple as that...

If somethign shoudl be done is limit warp core stabs to 1 per ship.

rest assured that i do 'get' eve very much. i also 'get' game design. there is a reason why RNG is used in so many games; it creates excitement when used in moderation. in this particular case, i was wondering if there is a way to add *some* RNG to warp disruption without overdoing it.

I should buy an Ishtar.

Paikis
Vapour Holdings
#5 - 2013-06-05 16:07:35 UTC
Someone lost a hauler in low sec/war dec tonight huh?
Daniel Plain
Doomheim
#6 - 2013-06-05 16:10:38 UTC
Riot Girl wrote:
It doesn't appeal to me. Stabs are available, it's the player's choice not to use them. He shouldn't be given a free chance to compensate for his own stupidity. I don't like the idea of adding falloff to points either.

your argument implicitly assumes that not using stabs is inherently stupid which is factually wrong in most cases (especially when we are talking combat ships).

I should buy an Ishtar.

Daniel Plain
Doomheim
#7 - 2013-06-05 16:11:31 UTC
Paikis wrote:
Someone lost a hauler in low sec/war dec tonight huh?

the last time i lost a hauler was 2011. please read the first and last sentence again then try to roll up your epeen and think about game design.

I should buy an Ishtar.

Haulie Berry
#8 - 2013-06-05 16:13:40 UTC
Daniel Plain wrote:

so what do you think, would this make PvP more or less exciting overall?


I think this ****** idea belongs in F&I.
Daniel Plain
Doomheim
#9 - 2013-06-05 16:28:59 UTC
Haulie Berry wrote:
Daniel Plain wrote:

so what do you think, would this make PvP more or less exciting overall?


I think this ****** idea belongs in F&I.

point taken. but since we are already here, could you try and elaborate on why this idea is ***stars***?

I should buy an Ishtar.

Solutio Letum
The Scope
Gallente Federation
#10 - 2013-06-05 16:36:52 UTC
Warp disrupters, are the main reason pvp happens, thats the first problem with the thread, then second reason is, i hate pvp by chance, eve is a game about logistics, dont add a random fighting advantage

Although i do agree that there should be some means of "anti-warp disruption" more then on ones ship, like a game where you could liberate a target with a powerful expansive module, that would really only fit special ships like blackops, to save a carrier or something else expensive, although thats just a little idea nothing more.....

Non the less ya, your idea would brake pvp has we know it, because a lonely target without backup Should be dead if captured
Sanadras Riahn
Turbo Nuclear Pirate Punch
#11 - 2013-06-05 16:37:22 UTC
Daniel Plain wrote:
Kagura Nikon wrote:
You do not get eve. Simple as that...

If somethign shoudl be done is limit warp core stabs to 1 per ship.

rest assured that i do 'get' eve very much. i also 'get' game design. there is a reason why RNG is used in so many games; it creates excitement when used in moderation. in this particular case, i was wondering if there is a way to add *some* RNG to warp disruption without overdoing it.


Then you don't get enough game design.

The reason why EVE Online is as successful as it is, and its subs are going up rather than being in constant expansion flux like other games that make constant use of RNG, is because EVE Online is entirely unique. Do some games do some things EVE does? Sure. Does EVE do some things other games have done? Yes. But there isn't a single game out there that does ALL of the things EVE Online does.

In EVE, fights are simple: EVE is a game of counters. If the fight is fair, then both sides failed to prepare appropriately.

Diminishing returns on Warp Disruption is a bad idea, because it has counters: Neuts, Warp Stabs, and breaking your lock. Alternatively, blow up the target scramming you.

Diminshing returns doesn't make combat more exciting, it makes combat more frustrating, because you can no longer rely on your tools. Instead of losing a target because of your own failings or being beaten by your target, you'd lose because you lost an invisible dice roll. That's not compelling, that's infuriating.

Combat in EVE is already exciting for both parties. It just might also be terrifying for the prey, rather than the predator.

Tradition defines and shapes a person, but should be evaluated frequently; far too often does Tradition no longer help, but hobble a person and stunt their growth. Especially a Capsuleer.

Riot Girl
You'll Cowards Don't Even Smoke Crack
#12 - 2013-06-05 16:38:23 UTC
Daniel Plain wrote:
your argument implicitly assumes that not using stabs is inherently stupid which is factually wrong in most cases (especially when we are talking combat ships).

Combat ships already have diminishing returns on points. The more ships you blow up, the less points you have on you.
Daniel Plain
Doomheim
#13 - 2013-06-05 16:49:02 UTC
Solutio Letum wrote:
Warp disrupters, are the main reason pvp happens, thats the first problem with the thread, then second reason is, i hate pvp by chance, eve is a game about logistics, dont add a random fighting advantage

Although i do agree that there should be some means of "anti-warp disruption" more then on ones ship, like a game where you could liberate a target with a powerful expansive module, that would really only fit special ships like blackops, to save a carrier or something else expensive, although thats just a little idea nothing more.....

Non the less ya, your idea would brake pvp has we know it, because a lonely target without backup Should be dead if captured

notice how with the numbers i gave, this will still be the case in most situations. the real world chance for the losing side to get away will probably rise from 1% to an average 2-5% or so. it will be higher in extreme cases of low dps and high buffer (and attackers that are incapable of bumping).

but in exchange for that, both sides now have to account for the possibility of the point failing. for example let's say you're in a close fight and the opponent's point fails. do you use the chance to get out? do you stay and go all in? will you be able to align until the next cycle starts?

or if you are sitting in a kiting ship and you notice your opponent aligning. do you close in for a tighter orbit? do you go all in and try to bump him?

these are the kind of situations i was shooting for...

I should buy an Ishtar.

Onictus
Federal Navy Academy
Gallente Federation
#14 - 2013-06-05 16:52:13 UTC
Solutio Letum wrote:
Warp disrupters, are the main reason pvp happens, thats the first problem with the thread, then second reason is, i hate pvp by chance, eve is a game about logistics, dont add a random fighting advantage

Although i do agree that there should be some means of "anti-warp disruption" more then on ones ship, like a game where you could liberate a target with a powerful expansive module, that would really only fit special ships like blackops, to save a carrier or something else expensive, although thats just a little idea nothing more.....

Non the less ya, your idea would brake pvp has we know it, because a lonely target without backup Should be dead if captured


Spectrum target breaker......
Haulie Berry
#15 - 2013-06-05 16:53:07 UTC  |  Edited by: Haulie Berry
Daniel Plain wrote:
Haulie Berry wrote:
Daniel Plain wrote:

so what do you think, would this make PvP more or less exciting overall?


I think this ****** idea belongs in F&I.

point taken. but since we are already here, could you try and elaborate on why this idea is ***stars***?


I kind of feel like it should be obvious, but I'll play along anyway.

1. Using a chance-based mechanic for a fairly "macro" level qualitative effect is ****** gameplay. We already have one such mechanic - ECM - and it's been a notorious balancing pain in the ass, as unlike (for instance) weapon fall off (which mostly has quantitative impact that averages out over time), it basically amounts to, "Heads I win, Tails you win."

2. It skews balance even further in favor of the already dominant alpha. In addition to all of the other advantages of alpha, now you need to kill them before they get a lucky magical-scram-breaking roll of the dice.

3. It completely ***** the balance of big ships Vs. little ships, by virtue of the fact that the big, slow ship will now have a substantial chance of escaping a small, fast ship merely by virtue of its EHP and an RNG.

4. It completely ***** kiters, which generally have comparatively low DPS and engage from long range, relative to brawlers, that do a lot of damage from up close.

5. It's basically a "something for nothing" mechanic that says, "Hey, guess what? Even though you, as a player, have been completely outplayed and can't actually do anything about your current situation, you get a cookie because RNG. Yeah, don't even worry about making better decisions next time - I've got this." This goes against the nature of the game. Which brings me to....

6. With a little bit of planning, it's possible to get this effect in many different ways. ECM. ECM drones. Neuts. Stabs. If someone hasn't taken steps to give themselves an out, the game doing it on their behalf is patently idiotic.

There's basically nothing good about it, at all.
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#16 - 2013-06-05 17:03:28 UTC
to give an example of how this would be similarly implemented in other games:

crowd control such as stuns and roots would have % based chance of being effective depending on how far away you were from the target.

It would be infuriating and terrible game play.
Solutio Letum
The Scope
Gallente Federation
#17 - 2013-06-05 17:06:06 UTC
Onictus wrote:
Solutio Letum wrote:
Warp disrupters, are the main reason pvp happens, thats the first problem with the thread, then second reason is, i hate pvp by chance, eve is a game about logistics, dont add a random fighting advantage

Although i do agree that there should be some means of "anti-warp disruption" more then on ones ship, like a game where you could liberate a target with a powerful expansive module, that would really only fit special ships like blackops, to save a carrier or something else expensive, although thats just a little idea nothing more.....

Non the less ya, your idea would brake pvp has we know it, because a lonely target without backup Should be dead if captured


Spectrum target breaker......


No, its not made to liberate a target but resist an alpha strike or something of that nature, most likely for battles with more then 100 targets i personally never used it ether then to test it

And again this is fitted on the ship it self, something fitted onto another ship, like i suggested a black ops making them a bit more useful and less laughable, the module i had in mind was something that jams all disruption pointed at the target the module is used on.

Although it could also use something like bombs liberating only targets within it, but the bombs are not cheap and there is still a chance of the bomb being shot maybe, i dont know....

Non in the less Nothing like this exist in the game, although if its not to expansive it could be a good strategy for close range brawlers to be abble to warp out, making these ***** tengu a bit less over powered for every one who ***** about them... or anyhting that can kite making him self invulnerable

This is only an idea..... nothing else.....
Daniel Plain
Doomheim
#18 - 2013-06-05 17:09:40 UTC
Sanadras Riahn wrote:
The reason why EVE Online is as successful as it is, and its subs are going up rather than being in constant expansion flux like other games that make constant use of RNG, is because EVE Online is entirely unique. Do some games do some things EVE does? Sure. Does EVE do some things other games have done? Yes. But there isn't a single game out there that does ALL of the things EVE Online does.
i agree with the statement but it is completely irrelevant to the argument.

Quote:
In EVE, fights are simple: EVE is a game of counters. If the fight is fair, then both sides failed to prepare appropriately.

there is a difference between fairness and excitement. hard counters tend to be boring, thus the point of my change is to make them a little 'softer', if only on the surface, to make them more exciting.

Quote:
Diminishing returns on Warp Disruption is a bad idea, because it has counters: Neuts, Warp Stabs, and breaking your lock. Alternatively, blow up the target scramming you.

warp stabs are a bad idea because there is neuts. neuts are a bad idea because there is breaking your lock. breaking the lock is pointless because you could just blow your target up. see where this is going?

Quote:
Diminshing returns doesn't make combat more exciting, it makes combat more frustrating, because you can no longer rely on your tools. Instead of losing a target because of your own failings or being beaten by your target, you'd lose because you lost an invisible dice roll. That's not compelling, that's infuriating.

you are forgetting that there are always two sides to this game. the guy who did just get a lucky break and is now sitting in a station cleaning his pants was probably pretty excited. you might just be that guy one day.
on a related note: it may also be frustrating to lose a close fight because of a series of wrecking hits but the fact that most weapons have a damage range is a good thing overall.

Quote:
Combat in EVE is already exciting for both parties. It just might also be terrifying for the prey, rather than the predator.

i don't know about you but for me, sitting in a damped, webbed, pointed brick proteus is like watching paint dry. if i knew that there is at least some chance to get away this would at least bring me to align and spam warp instead of turning off my hardeners. on the other hand if i am the guy shooting the proteus, i now have to judge whether i risk losing him or getting a face full of antimatter because i wanted to keep my point...

I should buy an Ishtar.

Solutio Letum
The Scope
Gallente Federation
#19 - 2013-06-05 17:12:03 UTC
Daniel Plain wrote:
Solutio Letum wrote:
Warp disrupters, are the main reason pvp happens, thats the first problem with the thread, then second reason is, i hate pvp by chance, eve is a game about logistics, dont add a random fighting advantage

Although i do agree that there should be some means of "anti-warp disruption" more then on ones ship, like a game where you could liberate a target with a powerful expansive module, that would really only fit special ships like blackops, to save a carrier or something else expensive, although thats just a little idea nothing more.....

Non the less ya, your idea would brake pvp has we know it, because a lonely target without backup Should be dead if captured

notice how with the numbers i gave, this will still be the case in most situations. the real world chance for the losing side to get away will probably rise from 1% to an average 2-5% or so. it will be higher in extreme cases of low dps and high buffer (and attackers that are incapable of bumping).

but in exchange for that, both sides now have to account for the possibility of the point failing. for example let's say you're in a close fight and the opponent's point fails. do you use the chance to get out? do you stay and go all in? will you be able to align until the next cycle starts?

or if you are sitting in a kiting ship and you notice your opponent aligning. do you close in for a tighter orbit? do you go all in and try to bump him?

these are the kind of situations i was shooting for...


no these situations are tiny and useless to think of, if you think of it has the warp module failling ya sure.. so what then you pick a low meta module it fails more? maybe, but still could brake the game, btw you dint say anything about how the module should act.

you said 2-5%, but per what? out of 100 times your module will fail 2 - 5 times....? that sounds like its more likely that your target makes a mistake before that happens.or the game it self fails.
Daniel Plain
Doomheim
#20 - 2013-06-05 17:19:52 UTC
Haulie Berry wrote:
I kind of feel like it should be obvious, but I'll play along anyway.

1. Using a chance-based mechanic for a fairly "macro" level qualitative effect is ****** gameplay. We already have one such mechanic - ECM - and it's been a notorious balancing pain in the ass, as unlike (for instance) weapon fall off (which mostly has quantitative impact that averages out over time), it basically amounts to, "Heads I win, Tails you win."

2. It skews balance even further in favor of the already dominant alpha. In addition to all of the other advantages of alpha, now you need to kill them before they get a lucky magical-scram-breaking roll of the dice.

3. It completely ***** the balance of big ships Vs. little ships, by virtue of the fact that the big, slow ship will now have a substantial chance of escaping a small, fast ship merely by virtue of its EHP and an RNG.

4. It completely ***** kiters, which generally have comparatively low DPS and engage from long range, relative to brawlers, that do a lot of damage from up close.

5. It's basically a "something for nothing" mechanic that says, "Hey, guess what? Even though you, as a player, have been completely outplayed and can't actually do anything about your current situation, you get a cookie because RNG. Yeah, don't even worry about making better decisions next time - I've got this." This goes against the nature of the game. Which brings me to....

6. With a little bit of planning, it's possible to get this effect in many different ways. ECM. ECM drones. Neuts. Stabs. If someone hasn't taken steps to give themselves an out, the game doing it on their behalf is patently idiotic.

There's basically nothing good about it, at all.


most of the things you pointed out can be easily addressed with numbers games. for example, let's make the chance to fail dependant on sig size, mass, sensor strength or some other distinguishing metric. that way, the chance to get away stays roughly constant across hull sizes.
as for the first point, I specifically addressed ECM as a BAD example and my goal is to avoid this amount of impact. maybe reducing warp speed is not enough, we could also limit warp range to 100k or make the ship shut down for a minute after exiting warp or something... there are ways to make warping off less of a life saver.

I should buy an Ishtar.

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