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Player Features and Ideas Discussion

 
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[Kronos] FW rat spawn improvements.

First post
Author
Crysantia
Naval Defence Academy
Naval Defence Alliance
#1 - 2014-05-29 23:42:45 UTC  |  Edited by: Crysantia
Yo.

So as a FW pilot I did a bit of testing on the new FW rats re-spawning for kronos.

Kudos to the CCP devs for the new things I feel they are hitting well within the target disk.

Though I found one detail that I would suggest changing.

The reinforcement that arrives to try and get me out of the plex spawns "at" the structure (beacon). I would suggest changing the spawn point to where the entry point is (the place where players arrive after taking the gate. A even better but I can imagine possibly harder to do thing would have the rates spawn at the gate and then take the gate in to the plex.

My arguments for this is these.

First is pvp vise, as one who like to use weapons of all sorts (but got a weak spot for short range in your face weapons) if you are fitting blasters your are likely sitting at the entry point ready to go at any player coming in. When a npc spawns you suddenly have to burn of the entry point to kill it and then back, for this entire time the npc is interfering in your pvp. Not by much, after all killing a npc is still not that terribly difficult, but if you have gone fare out of your engagement zone to do so you are at a disadvantage if any should enter at this point. This can also be applied to long range fits to some degree as if your in your optimal for the entry point a rat spawning there is easier to engage then if it spawns at the structure (beacon).
I would call the change a quality of life change for pvp'ers. Sure we need to deal with more pesky npc's with no clue but won't end up being at a disadvantage just because of that.

Second the logical one is that while rats does not always follow the same laws as us capsulerse, I think that backup that arrives at the plex should arrive around the same place players do. after all the rule of a deadspace pocket is you can only get there taking a gate that leads to it. The idea of a private gate not accessible to their own pilots leading there is a bit thin simply cause its bad war mongering to leave your own soldiers with less options to win your war.

This is my thoughts after testings it out.

Many regards

Crysantia.
DJ FunkyBacon
Rabid Ninja Space Monkey Inc.
Monkeys with Guns.
#2 - 2014-05-30 01:21:01 UTC
That is a valid point. While part of me likes the idea that you'll have to peel off the warp in a bit to slug at the NPC, it also doesn't make much sense for them to spawn away from the warp in when everyone else has to come in that way.

Radio Host, Blogger, Lowsec Resident, PvP Afficionado.

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Sugar Kyle
Middle Ground
#3 - 2014-05-30 02:07:50 UTC
It is a lot of good points. Thank you for taking the time to test and provide feedback.

Member of CSM9 and CSM10.

Susan Black
Ice Fire Warriors
#4 - 2014-05-30 03:15:51 UTC
+1

Having to chase after the rats because they spawn somewhere else then the players is one of those annoying things that everyone lives with, but nobody usually thinks to mention. (Until now)

www.gamerchick.net @gamerchick42

Katarr Ne'asirr
Deep Core Mining Inc.
Caldari State
#5 - 2014-05-30 09:32:08 UTC
Im not pvp so i wont vote but since there is a rat topic il add a link about some rat changes on page 2. https://forums.eveonline.com/default.aspx?g=posts&t=344280&p=2
So i do agree rats need a change.
Ix Method
Doomheim
#6 - 2014-05-30 09:43:26 UTC
Is this a terrible thing? If nothing else it throws a bit of luck/randomness into the mix.

Travelling at the speed of love.

Crysantia
Naval Defence Academy
Naval Defence Alliance
#7 - 2014-05-30 12:15:23 UTC  |  Edited by: Crysantia
Not a terrible thing at all, and random is good but in a already hostile environment having to much randomness might make some players feel it turns in to chaos. In this case I don't see any good game play coming from the fact a player moves far of the entry point, but that is my personal opinion.

For Funky:

[Btw all numbers here are estimates and may very]

The rats often move of the structure(beacon) when fighting with them, this was also the case on the sisi (they got a little bit of brains after all). Many times I would end up 15-20 km or more of the structure (beacon) even if the fight started at 5-10 km of it.
I count on this behavior is the way rats are setup (rats actually flying about to avoid being a easy kill), so while the spawn point might change its likely you end up somewhat off your original position.
in the current state you move those 5-10 km in a novice towards the rat you gonna kill then when your done you might end up 15-20 km or more away from the entry point.

Many regards

Crysantia
RavenTesio
Liandri Corporation
#8 - 2014-05-30 13:35:23 UTC
Crysantia wrote:
Not a terrible thing at all, and random is good but in a already hostile environment having to much randomness might make some players feel it turns in to chaos. In this case I don't see any good game play coming from the fact a player moves far of the entry point, but that is my personal opinion.

For Funky:

[Btw all numbers here are estimates and may very]

The rats often move of the structure(beacon) when fighting with them, this was also the case on the sisi (they got a little bit of brains after all). Many times I would end up 15-20 km or more of the structure (beacon) even if the fight started at 5-10 km of it.
I count on this behavior is the way rats are setup (rats actually flying about to avoid being a easy kill), so while the spawn point might change its likely you end up somewhat off your original position.
in the current state you move those 5-10 km in a novice towards the rat you gonna kill then when your done you might end up 15-20 km or more away from the entry point.

Many regards

Crysantia


The NPCs mimicking PVP behaviour and not just in FW but in general has been something I've been advocating for years now, after a while it ends up feeling like you're yelling at someone who doesn't speak your language... they just keep nodding and smiling like an idiot doing their own thing anyway.

To give you an example of this, the most innoxiously change I've pushed time and time again has been that they simply swap out the models for the ships that have specific role focus. As while it might seem like a stupid time consuming database slog change that has no baring on "Gameplay" specifically... swapping out so instead of Merlin you have Griffin as ECM boats, does something far more important than simple gameplay as it provides those who memorise the names and ship types in PVE with those intended Roles / Specialisations.

I mean part of what has kept PVE Content just so widely separated from the PVP Content is simply they seem designed at their heart to deliberately be different... and the problem is that actually is seriously harmful. I'm not going to lie, I mean sure I did PVP before 2007; but it was Null-Sec stuff where you Zerg Swarm in numbers and really leave your brain at the door because it's just a numbers game.

Yet in '07 that's when I made the character I use today, fresh start to experience High-Sec, Low-Sec and PVP at a smaller scale than fleets of 250+ ... where I ended up taking what I learnt from PVE to PVP, and eventually realising that everything it had taught me was complete bollocks - quite a difficult and expensive lesson to learn at that.

Which sure you lose ships in PVP all the time, but it was the sense of false security in believing I knew what sort of damage a ship could do... what they would usually fit... etc... that frankly ended up costing me far more than likely would've if PVE wasn't almost completely opposite to how most ships really are.
And keep in mind here most new players don't sit there for hours looking at all of the ships making informed decisions, they go with whatever they think looks or on the recommendation of friends what is generally good.

Really that's sad in a way, because regardless of balancing that goes on as a new player or at least new to PVP there are certain ships you simply won't ever touch; because of those preconceptions.

On top of that sure we could throw lots of stuff in to tutorials, but honestly... almost everyone I know skips them, they're boring and poorly written; but even if they weren't honestly - most people just want to start playing not have to sit through hours of reading about this, that and the other... they just want to shoot something, feel involved rather than feeling like they're studying for a test that quite frankly is rigged for them to fail - because "people have to learn to lose ships".

Which is stupid as that entire part of the tutorial made me laugh, when someone told me about it as they give you a damn ship for it. How is that in any way teaching anyone the sense of loss they can expect? Especially when the missions specifically hands you a ship and says "Hey we're going to kill you now"

Honestly Tutorials are NOT the way forward in this game, they weren't even part of EVE when I first started or even when I made this character... or well I guess it kind of did have one as it dropped you off in the middle of nowhere with pirates shooting you, and AURA was like "Yup... good luck!"

That was hilariously bad, but really introduced the game far better than the hand holding today that all of a sudden just stops expecting people to suddenly find some sort of drive to keep going - it doesn't, instead it literally just over whelms players entirely... as for PVP that whole concept of "You're going to lose A LOT of ships the second you jump to low", which isn't helped by the douch-bag gate camps to be honest; frankly breeds more of that fear to get involved segregating those player bases further and further apart.

-

And yes I know this has been a long post about something as simple as Warp-In Spawn Beacons, but I really wanted to explain well my point that the biggest issue with EVE is CCP still sees that distinct separation between PVE and PVP - I mean to the point that they talk about them as separate things.

You're suggestion while sure you've made it because you prefer short-range weapons and you're left at a small disadvantage because of it, actually is something far more important than that... it is a step towards unifying PVE and PVP, teaching players new to FW that THE most important spot in the whole complex is the warp in beacon - as that is where the danger will come.

If they can extend that to the NPCs spawning at the Acceleration gate then jumping in to nudge players to actively use D-Scan, again there is another aspect taught through game mechanics; not some boring tutorial.