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Increasing PvP Activity

Author
Teckos Pech
Hogyoku
Goonswarm Federation
#21 - 2013-09-22 06:16:36 UTC  |  Edited by: Teckos Pech
I agree with the last three posts and I'll add in the issue of Malcanis' Law:

Quote:
Whenever a mechanics change is proposed on behalf of 'new players', that change is always to the overwhelming advantage of richer, older players.


What is to stop the larger fleet from fitting these types of modules and benefiting even more? The older players also have better skills for fitting (Weapons Upgrades 5, Advanced Weapons Upgrades 5, along with other support skills). Thus you could have an entire fleet of 256 people with these hybrid modules.

So, not supported.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Kaarous Aldurald
Black Hydra Consortium.
#22 - 2013-09-22 06:17:20 UTC
So... you think that there will be more pvp, if you make it easier to run away from a fight...?

What?

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Vodiann
Sodium Chloride Mining Institute
Domain Research and Mining Inst.
#23 - 2013-09-27 04:43:14 UTC  |  Edited by: Vodiann
Well more people shown they struggle with the cause and effect. Or lack understand to apply to what was said. CCP already is releasing a crude version of what i was proposing it seems =(. So each person who suggested it was pointless.... take a look at the next expansion and lick my nu#*@. Cool

As I got to thinking I realized what if cynos had something that decreased sig radius of all ships in the immediate area of it being lit. Exponential decrease in change would occur with respect to ship size. Take a carrier or Jump frieghter would have no sig radius change so a cyno drop can result in instant capture and frig to cruiser having a massive sig radius change where targeting time is so long that they may escape ( JUST near the cyno ). Someone suggested the cyno distruption being something that placed the cyno 150km away from target spot. That would be called constructive thinking unlike the rest of you.

Again if you fail to understand and think faction warfare lowsec is how it is everywhere else then do not post any response. I think faction warfare lowsec is great and just fine, but im not going to go through and name off every region where things seem fine, nor am i going to go through and try and provide context of the issue to those that announce they are clueless.

@kaarous The idea was simple this. It is an enhanced version of why you cannot use a stargate once you engage. Thought that was just some random game mechanic? Provides a fleet a place to escape if the fight doesnt look fair.... and guess what it isnt a perfect escape mechanic... nor is what im trying to talk about despite people being stupid and reading it that way. If a fight is known to be reliably-even, then people will be willing to lose ships. Even if anyone could run away at any time fleets will want to push it. If two fleets are unable to kill anyone and either just runs away.... who cares. Not going to let carebears dictate a good mechanic change for better pvp for pvpers. It is all in the the secondary effect that is the the target effect. That AGAIN being to get a fight more likely to happen. My ideas on small fleets being able to get free of traditional traps is the same line of thought that the devs are aiming for. And it is the right one.

I want people to weigh the roles of cynos,bubbles, and points effects and reason counters that is better than a 100% jam. Think about ship class dynamics. If more advanced methods of counter-interdiction / counter blobing are not put in then crude ones will be!

LOOK at the expansion, where they are offering small gangs the ability to take on bigger groups. If you refuse to see im making valid points you'll be making a mistake. You will be ignoring this expansion having any valid uses. YES FCs need to research, bait, and plan. If you can't assume I get that and seeing into the real point then your being a noob. Pointing out baiting is legit, however baiting is not everyone's ideal and it will be removed as the most common option over time. "Front line Wars" will increasingly ( dec or not ) become more popular exercised.

Again look at what this next expansion deals with and still try and tell me my focus on improving small gangs is invalid... go on say i didnt call it Roll
Vodiann
Sodium Chloride Mining Institute
Domain Research and Mining Inst.
#24 - 2013-09-27 04:55:03 UTC
Teckos Pech wrote:
I agree with the last three posts and I'll add in the issue of Malcanis' Law:

Quote:
Whenever a mechanics change is proposed on behalf of 'new players', that change is always to the overwhelming advantage of richer, older players.


What is to stop the larger fleet from fitting these types of modules and benefiting even more? The older players also have better skills for fitting (Weapons Upgrades 5, Advanced Weapons Upgrades 6, along with other support skills). Thus you could have an entire fleet of 256 people with these hybrid modules.

So, not supported.


More experienced players or very talented players are suppose to have an advantage. This is meant to enhance that not benefit new players.

You, and the person you quoted, did not read what i posted. cause i already answered your question several times over. Originally in a summery outline... sigh... the reason 256 people couldnt take advatnage of thise hybrid modules is cause it is limited to small gangs and a limited number of them in the same system. Where i over and over and over stated no more than 50 total people. read mo betta
Vodiann
Sodium Chloride Mining Institute
Domain Research and Mining Inst.
#25 - 2013-09-27 05:00:43 UTC
Samillian wrote:
When dealing with human nature it takes more than new modules or alterations to mechanics to effect real behavioural change.

Not supported.


Totally untrue. The game mechanics have 100% control over what humans are able to do in the game. Evaluating it and predicting it is real... cant see that?.... okay.
Vodiann
Sodium Chloride Mining Institute
Domain Research and Mining Inst.
#26 - 2013-09-27 05:09:05 UTC
Lord Battlestar wrote:
I don't really see the problem as being a problem. If anything it makes it less likely people will engage in battles. Why fight someone if you know they can just get away? If anything it would negate the reason for disruptor and scrams altogether.


Maybe because this is a pvp game and not all of us would run away just because we can..... maybe some of us would gladly die to get one more hit in to cause ships to exploid!!! Even if there wasn't warp disruptors. IF you would run away from every fight then your not a real pvper. Are you all trying to suggest that there isnt enough real pvpers? thereby helping my arguement.
Teckos Pech
Hogyoku
Goonswarm Federation
#27 - 2013-09-27 05:50:57 UTC
Vodiann wrote:
Lord Battlestar wrote:
I don't really see the problem as being a problem. If anything it makes it less likely people will engage in battles. Why fight someone if you know they can just get away? If anything it would negate the reason for disruptor and scrams altogether.


Maybe because this is a pvp game and not all of us would run away just because we can..... maybe some of us would gladly die to get one more hit in to cause ships to exploid!!! Even if there wasn't warp disruptors. IF you would run away from every fight then your not a real pvper. Are you all trying to suggest that there isnt enough real pvpers? thereby helping my arguement.


That is some pretty weak tea. You are appealing to some sort of space e-honor for a valid objection to your proposal.

Still not supported.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Vodiann
Sodium Chloride Mining Institute
Domain Research and Mining Inst.
#28 - 2013-09-27 16:25:38 UTC
"That is some pretty weak tea. You are appealing to some sort of space e-honor for a valid objection to your proposal."


You said i am appealing for a valid objection to my proposal. I made it clear that I am looking for supporting evidence and what I'm getting is complaining. You may have misspoke, but ill go ahead and tell you that no honor is necessary in my argument.

Its a fact that real pvpers like ship explosions and are willing to go out and make that happen. That is what i said. Where you see honor seems like your reading ability is 'some pretty weak tea'.


Your opinion was asked not be made in that manner, as drawn out pretty clearly, so if you keep making such remarks I may or may not take the time to explain how your poor position is reflected by your complete lack of reference toward specific game mechanics . I'll restate that for your sake; talk about specific game mechanics here. If you are upset and are unsure what i may mean by mechanics, bring it up elsewhere.
Teckos Pech
Hogyoku
Goonswarm Federation
#29 - 2013-09-27 18:06:06 UTC
Vodiann wrote:
"That is some pretty weak tea. You are appealing to some sort of space e-honor for a valid objection to your proposal."


You said i am appealing for a valid objection to my proposal. I made it clear that I am looking for supporting evidence and what I'm getting is complaining. You may have misspoke, but ill go ahead and tell you that no honor is necessary in my argument.

Its a fact that real pvpers like ship explosions and are willing to go out and make that happen. That is what i said. Where you see honor seems like your reading ability is 'some pretty weak tea'.


Your opinion was asked not be made in that manner, as drawn out pretty clearly, so if you keep making such remarks I may or may not take the time to explain how your poor position is reflected by your complete lack of reference toward specific game mechanics . I'll restate that for your sake; talk about specific game mechanics here. If you are upset and are unsure what i may mean by mechanics, bring it up elsewhere.


Sure PvPers like to PvP, that is a truism, and tells us very little. It is not a fact though that because of the truism that PvPers like to PvP that they'll engage in fights willy nilly. They will evaluate their chances and may decide not to engage if the odds are too much against them. So where you see hesitation, I see it as assessing the tactical situation and then deciding on the correct course of action.

For example, if an FC takes a fleet out to do something™ and on the way back a cyno goes up as they are landing on a gate the FC may initially order the fleet to align out in preperation to warp off. But then the FC notes that the fleet landing on grid is a kitchen sink fleet and likely a mish-mash of shield and armor--i.e. the logistics will be a mess...if they even have any. The FC realizing he has a superior logistics capability then orders his fleet to anchor up and starts calling primaries. But then the hostile fleet, despite being bubbled warp off. Ahhh the one ship they did kill shows one of these hybrid modules. This happens a few more times. Evenutally the FC actually has his guys first hold on the gate till the hostile start shooting, then jump through the gate and keep on heading for home. Why engage a bunch of guys you know you can't hold down?

So yeah, the mish-mash fleet might be more inclined to fight, but then the other FC decides not to engage as its a waste of time.

So your claims of more fleet engagements and more kills is dubious, IMO. How can I kill somebody if they can simply run away if they are starting to lose?

Still not supported.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Guardian Ryu
Arton Shotgun Grannies And Logicstics
#30 - 2013-09-28 03:46:04 UTC
Teckos Pech wrote:
Vodiann wrote:
"That is some pretty weak tea. You are appealing to some sort of space e-honor for a valid objection to your proposal."


You said i am appealing for a valid objection to my proposal. I made it clear that I am looking for supporting evidence and what I'm getting is complaining. You may have misspoke, but ill go ahead and tell you that no honor is necessary in my argument.

Its a fact that real pvpers like ship explosions and are willing to go out and make that happen. That is what i said. Where you see honor seems like your reading ability is 'some pretty weak tea'.


Your opinion was asked not be made in that manner, as drawn out pretty clearly, so if you keep making such remarks I may or may not take the time to explain how your poor position is reflected by your complete lack of reference toward specific game mechanics . I'll restate that for your sake; talk about specific game mechanics here. If you are upset and are unsure what i may mean by mechanics, bring it up elsewhere.


Sure PvPers like to PvP, that is a truism, and tells us very little. It is not a fact though that because of the truism that PvPers like to PvP that they'll engage in fights willy nilly. They will evaluate their chances and may decide not to engage if the odds are too much against them. So where you see hesitation, I see it as assessing the tactical situation and then deciding on the correct course of action.

For example, if an FC takes a fleet out to do something™ and on the way back a cyno goes up as they are landing on a gate the FC may initially order the fleet to align out in preperation to warp off. But then the FC notes that the fleet landing on grid is a kitchen sink fleet and likely a mish-mash of shield and armor--i.e. the logistics will be a mess...if they even have any. The FC realizing he has a superior logistics capability then orders his fleet to anchor up and starts calling primaries. But then the hostile fleet, despite being bubbled warp off. Ahhh the one ship they did kill shows one of these hybrid modules. This happens a few more times. Evenutally the FC actually has his guys first hold on the gate till the hostile start shooting, then jump through the gate and keep on heading for home. Why engage a bunch of guys you know you can't hold down?

So yeah, the mish-mash fleet might be more inclined to fight, but then the other FC decides not to engage as its a waste of time.

So your claims of more fleet engagements and more kills is dubious, IMO. How can I kill somebody if they can simply run away if they are starting to lose?

Still not supported.


Neither of you seem to have been keeping up with all things EVE. I must say though that at least the original poster isn't putting words in other people's mouth. The last poster i quoted asks how can he kill someone if they can simple run away, how about making it so that if the fleet with the hybrid afterburners engages they are stuck unless a cyno is lite right near them, there by activating its ability for a "run away". WHEW i nearly died thinking of that.

I agree that Vodiann's idea isn't sound as it stands, however he at least is on the right train of thought with what ccp is wanting to do. While the rest of you nay sayers just describe fleets you've witnessed. Get over it because engagements will have new sets of conditions and EVE combat will change... if the player community doesn't want to help guide it then so be it. That's cool you all think you're the best FC's out there. Isn't Vodiann so lucky to get all this FC advice that has nothing to do with what he was talking about.
Teckos Pech
Hogyoku
Goonswarm Federation
#31 - 2013-09-28 04:02:11 UTC
Guardian Ryu wrote:


Neither of you seem to have been keeping up with all things EVE. I must say though that at least the original poster isn't putting words in other people's mouth. The last poster i quoted asks how can he kill someone if they can simple run away, how about making it so that if the fleet with the hybrid afterburners engages they are stuck unless a cyno is lite right near them, there by activating its ability for a "run away". WHEW i nearly died thinking of that.


You may not be guilty of putting words in other people's mouths, but damn you sure did miss the point I was making about the "running away" comment. I was responding to the claim of getting more kills. Getting more kills will be hard if you can tackle the bastards. You know that. I know that. That is the whole point of tackle modules. But these suggestions render those modules less useful.

Oh, and who is often tackle in gangs and fleets? Why the new people. The people who do have t2 large guns, WU 5, let alone AWU 5. So they can get in the main line fleet doctrine ships, so they get in the tackle ships. So this is could very well be a partial nerf to new players getting into PvP.

Quote:
I agree that Vodiann's idea isn't sound as it stands, however he at least is on the right train of thought with what ccp is wanting to do. While the rest of you nay sayers just describe fleets you've witnessed. Get over it because engagements will have new sets of conditions and EVE combat will change... if the player community doesn't want to help guide it then so be it. That's cool you all think you're the best FC's out there. Isn't Vodiann so lucky to get all this FC advice that has nothing to do with what he was talking about.


Thank you for the pompous and arrogant lecture, Dad. Roll

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Guardian Ryu
Arton Shotgun Grannies And Logicstics
#32 - 2013-09-28 05:24:44 UTC  |  Edited by: Guardian Ryu
Teckos Pech wrote:
Guardian Ryu wrote:


Neither of you seem to have been keeping up with all things EVE. I must say though that at least the original poster isn't putting words in other people's mouth. The last poster i quoted asks how can he kill someone if they can simple run away, how about making it so that if the fleet with the hybrid afterburners engages they are stuck unless a cyno is lite right near them, there by activating its ability for a "run away". WHEW i nearly died thinking of that.


You may not be guilty of putting words in other people's mouths, but damn you sure did miss the point I was making about the "running away" comment. I was responding to the claim of getting more kills. Getting more kills will be hard if you can tackle the bastards. You know that. I know that. That is the whole point of tackle modules. But these suggestions render those modules less useful.

Oh, and who is often tackle in gangs and fleets? Why the new people. The people who do have t2 large guns, WU 5, let alone AWU 5. So they can get in the main line fleet doctrine ships, so they get in the tackle ships. So this is could very well be a partial nerf to new players getting into PvP.

Quote:
I agree that Vodiann's idea isn't sound as it stands, however he at least is on the right train of thought with what ccp is wanting to do. While the rest of you nay sayers just describe fleets you've witnessed. Get over it because engagements will have new sets of conditions and EVE combat will change... if the player community doesn't want to help guide it then so be it. That's cool you all think you're the best FC's out there. Isn't Vodiann so lucky to get all this FC advice that has nothing to do with what he was talking about.


Thank you for the pompous and arrogant lecture, Dad. Roll


"pompous and arrogant" coming from the guy who assumes he wasn't understood. You're still making claims that this concept states tackling is impossible. Totally missing what was said. The OP never said it must be 100% of all forms of tackle be nullified. Vodiann did at first it looked like he meant that, but it made sense that the focus was shifted toward cynos and bubbles. I think Vodiann should have come more prepared with his idea, but lets face it most people don't. So his attempt to make it clear and short was enough i cared to read it. Stupid how terrible it was received.

Pompous and arrogant to come to a idea discussion thread acting like you've got it all figured out. If you do not care for the idea then what do you care about to keep you coming back?

Does not support Teckos Pech Trolling
CorsairV
Aliastra
Gallente Federation
#33 - 2013-09-28 06:14:03 UTC
How to increase the number of goodfites:
Step 1: In the interface and menus, switch the places of the titan bridge and jump drive controls.
Step 2: grab some popcorn
Vodiann
Sodium Chloride Mining Institute
Domain Research and Mining Inst.
#34 - 2013-09-28 10:00:39 UTC
CorsairV wrote:
How to increase the number of goodfites:
Step 1: In the interface and menus, switch the places of the titan bridge and jump drive controls.
Step 2: grab some popcorn


See there is a good idea!


@GuardianRyu Thanks for the comments, yes i should have not made my original post while drunk and unprepared lol.

To everyone else, CCP is already ahead of me on where i was going with this. Likely why people stopped replying their trolling because all i have to do is link this and between the bubble immune interceptors and the cyno jammer you pretty much get the evolution of what i was thinking AND showing that there was in fact a problem to be solved. But feel free to claim the devs have been working on those changes for no reason at all. I dont care cause im considering this thread complete given the changes i wanted to see have been introduced =).
Roime
Mea Culpa.
Shadow Cartel
#35 - 2013-09-28 13:03:25 UTC
Vodiann wrote:

To everyone else, CCP is already ahead of me on where i was going with this. Likely why people stopped replying their trolling because all i have to do is link this and between the bubble immune interceptors and the cyno jammer you pretty much get the evolution of what i was thinking AND showing that there was in fact a problem to be solved. But feel free to claim the devs have been working on those changes for no reason at all. I dont care cause im considering this thread complete given the changes i wanted to see have been introduced =).


No, your ******** suggestion has not been introduced or even considered, bubble-immune interceptors are introduced for more efficient tackling (opposite of your ******** idea), and mobile cyno jammers are a tactical tool just as available to hotdroppers as anyone else.

There still isn't a problem.

.

Guardian Ryu
Arton Shotgun Grannies And Logicstics
#36 - 2013-09-28 17:44:56 UTC  |  Edited by: Guardian Ryu
Roime wrote:
Vodiann wrote:

To everyone else, CCP is already ahead of me on where i was going with this. Likely why people stopped replying their trolling because all i have to do is link this and between the bubble immune interceptors and the cyno jammer you pretty much get the evolution of what i was thinking AND showing that there was in fact a problem to be solved. But feel free to claim the devs have been working on those changes for no reason at all. I dont care cause im considering this thread complete given the changes i wanted to see have been introduced =).


No, your ******** suggestion has not been introduced or even considered, bubble-immune interceptors are introduced for more efficient tackling (opposite of your ******** idea), and mobile cyno jammers are a tactical tool just as available to hotdroppers as anyone else.

There still isn't a problem.



Roime your such a loser haha. cyno jammers are a tactical tool just as available to hotdroppers as anyonelse. The OP was clearly talking about a tactical tool that would offset unscoutable forces... you will not understand what unscoutable forces mean and will likely make a fool of yourself trying to come up with some ass backwards explination of something unrelated to the topic. Still the OP idea was also available to anyone.... You did get it hehehe. Bubble immunity on ships other than the tech 3 cruiser is a version of what he was getting at. The OP also made it clear what CCP is introducing is far more advanaced thinking than what he suggested. You did not understand that Roll.
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#37 - 2013-09-28 18:10:38 UTC
You really like writing gigantic blocks of text don't you?

BYDI recruitment closed-ish

Zyella Stormborn
Green Seekers
#38 - 2013-09-28 19:03:31 UTC
While I like most of the well worded responses in this thread, and I am (compared to some of the posters here in particular) a very light pvp'r, I have to say that although I do agree that much of the low / null sec game favors camps and blobs, or at the least large gangs, I still do not agree with your solution.

I applaud you for having apparently worked at it and thought about your idea, but I believe it would not be a fix.

~Z

There is a special Hell for people like that, Right next to child molestors, and people that talk in the theater. ~Firefly

Teckos Pech
Hogyoku
Goonswarm Federation
#39 - 2013-09-28 21:36:47 UTC  |  Edited by: Teckos Pech
Guardian Ryu wrote:


"pompous and arrogant" coming from the guy who assumes he wasn't understood. You're still making claims that this concept states tackling is impossible. Totally missing what was said. The OP never said it must be 100% of all forms of tackle be nullified. Vodiann did at first it looked like he meant that, but it made sense that the focus was shifted toward cynos and bubbles. I think Vodiann should have come more prepared with his idea, but lets face it most people don't. So his attempt to make it clear and short was enough i cared to read it. Stupid how terrible it was received.

Pompous and arrogant to come to a idea discussion thread acting like you've got it all figured out. If you do not care for the idea then what do you care about to keep you coming back?

Does not support Teckos Pech Trolling


Did I use the word impossible? No. I said it would make tackling more difficult. The suggestions is light on details. All we get is that tackle modules will be less effective, which is precisely what I said as well. Here this is from the OP:

Vodiann wrote:
Problem: pvp hesitation among pvp organizations.
Solution: A careful change to the games ship capture mechanism.
Tool: "Hybrid Module" example: Hybrid Afterburner
Effect: Reduces effectiveness of all forms of warp disruption when multiple modules of the same type exist with-in a fleet.
--emphasis added


The clear intent is to make it easier for a fleet/gang to run away. A fleet that can run away will clearly lose less ships than one that can't. Even if it doesn't always work, it will allow some gangs/fleets or members of gangs and fleets to warp when they otherwise would not. That is not going to produce more kills. Maybe there will be a big enough increase in engagements that it will offset that effect, but even that I argue is a dubious claim. If you suspect the other side has these modules fit, then you might not even bother to engage.

Try reading my post again.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#40 - 2013-09-28 21:39:16 UTC
Roime wrote:
Vodiann wrote:

To everyone else, CCP is already ahead of me on where i was going with this. Likely why people stopped replying their trolling because all i have to do is link this and between the bubble immune interceptors and the cyno jammer you pretty much get the evolution of what i was thinking AND showing that there was in fact a problem to be solved. But feel free to claim the devs have been working on those changes for no reason at all. I dont care cause im considering this thread complete given the changes i wanted to see have been introduced =).


No, your ******** suggestion has not been introduced or even considered, bubble-immune interceptors are introduced for more efficient tackling (opposite of your ******** idea), and mobile cyno jammers are a tactical tool just as available to hotdroppers as anyone else.

There still isn't a problem.



Pretty much this. If CCP is addressing a problem, it is the problem of tackling pilots/fleets. Now interceptors can be more effective at getting stuff tackled. If anything this is the opposite of what you are suggesting. You were suggesting a method to make tackling across the board more difficult.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

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