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[Sensor system overhaul proposal] Into the Dark

Author
Jacob Holland
Weyland-Vulcan Industries
#21 - 2015-06-09 12:33:08 UTC
Quote:
A thread from a year or so ago really struck me, that a man lamented that he couldn't enter into lowsec systems anymore without everyone scattering to the four winds. Why? Not merely because of a name popping up in local, but because that name could be copy-pasted to various other online intel sources that would give enormous information on the types of ships he flies, his possible fits, the sort of people he flies with, et cetera.


I would say that given the importance of your reputation in this game this is working correctly.
If you're The Dread Pirate Roberts then it's not surprising that, given you never leave survivors, people put your flag to their stern.

The new deployables which might fudge Local in various ways are going to change the meta in a huge and drastic manner anyway - perhaps best to wait to see how they change things before suggesting more significant underlying changes. It could be that everyone starts behaving more like WHers, ignoring Local and spamming D-Scan constantly, because Local ceases to be sufficiently valuable as an intel source once these structures have been anchored about for a few months.
Leto Aramaus
Frog Team Four
Of Essence
#22 - 2015-06-09 15:19:27 UTC  |  Edited by: Leto Aramaus
This thread is so much Win.

However... I am in the "REMOVE LOCAL" camp, and nothing can change my mind about that.

There should be no "all encompassing list of players in system" available to everyone in system, just given automatically.

This thread title highlights my feelings about local... every time I say "remove local", people whinge and moan about how thats "IMPOSSIBLE" and game-breaking, and how could we ever see who else is in system with us??

Well folks, the solution is a COMPLETE OVERHAUL of how we see/find/detect each other in space.

This thread and its OP get that. Most of you don't.

Remove local, REVAMP D-scan+overview to be where we get our in-space intel. If you can't even fathom or imagine any possible system that could give us better gameplay without a "free list of all players", then I feel so bad for you.

There's so many ways it could be done, so if you read this and say "OH YEA IDIOT LETO? Well why don't you write out your proposal for how we could possibly still play the game without local???"... maybe I will, it might be similar to OP, but I'd have to put some work into it first. I probably won't because it's not worth it, but I might get bored enough.
Rengor Elongur
ThunderStrike Corp
Pewgilism.
#23 - 2015-07-25 12:20:11 UTC
How about another suggestion that would also kinda fit with the lore?

If you enter a system via a gate, you show up in local... If you enter by "other" (WH, Jumpbridge, Cyno) means, it would take some time to show up in local?
Khan Wrenth
Viziam
Amarr Empire
#24 - 2015-07-25 12:56:51 UTC
Rengor Elongur wrote:
How about another suggestion that would also kinda fit with the lore?

If you enter a system via a gate, you show up in local... If you enter by "other" (WH, Jumpbridge, Cyno) means, it would take some time to show up in local?


That specific suggestion has actually come up before in other threads. It always gets shot down, but I do like it. To be honest, I like lore, and I love it when both lore and excellent gameplay mechanics overlap, but I am fine with gameplay mechanics that completely defy lore in order to make the game better. So all that to put into context that I like your idea, but it hasn't gained traction yet with the EvE players on the forums.

Plus I like more nuanced systems that have some give and take, and I believe EvE was built upon that very premise. Gathering intel, a core function of EvE, should reflect that core value but it currently does not. That is why I put forth a system of ideas such as it described above.

Again, I'm fine with your idea, but I wouldn't hold my breath about any sort of sensor overhaul this year, or possibly ever. The devs currently have their hands full with Fozzie Sov, and ship balancing. I haven't seen any of them really mention sensor systems as any sort of priority, either officially or unofficially. So I'm forced to believe that the mostly binary, flat, uninteresting system we have now is all they want for this game.
Daichi Yamato
Jabbersnarks and Wonderglass
#25 - 2015-07-25 14:29:52 UTC
This is a good post Khan.

1 - Local

Does it work both ways?

For example, if i'm a scout whizzing through systems looking for targets, do i instantly see nullbears that have been ratting in a system for more than 10 minutes whilst they cannot see me? Would it not be better if local did not list anything for players that have newly arrived to a system until the specific timer has expired?

Preferably id prefer no names show at all below a certain sec status save for Fleet, Corp and Alliance members. Not even a local player count.

2+3 - Watch List and Locator Agents

I like your idea of differentiating the Locator agent levels and make their power about information rather than range.

But I'd overhaul and combine both the Watch list and Locators using Observation Arrays and making them a player asset. An OA could be set-up to watch a certain number of players for a corp and also provide locates on selected players. The level of detail the locate provides would depend on the distance of the character to the closest OA that corp owns. so a well placed netowrk of OA's (with locator mods?) matters.

There would be no need for locator levels.

4 +5 - D-scan + Scanning

I like the gradual increase of intel depending on focus and distance.

Does D-scan provide pure intel? or would it be possible to actually get a warp in with only d-scan if you get a strong enough signal?

As well as boosting the D-scan of battleships, what about Command Ships? and what about d-scan range as well? The 'Legolas' scenario you describe seems better suited to a command ship than bringing a BS on a roam.

Does a ship about to/in the middle of/exiting warp provide much of an engine bloom?

6 - Cloaks

Would be great with no local

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Donnachadh
United Allegiance of Undesirables
#26 - 2015-07-25 14:30:36 UTC
Lugh Crow-Slave wrote:
ignoring that there are to many ideas for a constructive discussion on any one of them that isn't just going to dissolve into off topic trolling

My thoughts precisely.
I am not going to read this whole thing because it is to complex, covers to many different ideas in one topic and so.

-1 to everything you have said simply because you choose to post it in a manor that makes relevant debate on any one part of it impossible.
Khan Wrenth
Viziam
Amarr Empire
#27 - 2015-07-25 15:06:00 UTC
Daichi Yamato wrote:
1 - Local

Does it work both ways?

For example, if i'm a scout whizzing through systems looking for targets, do i instantly see nullbears that have been ratting in a system for more than 10 minutes whilst they cannot see me? Would it not be better if local did not list anything for players that have newly arrived to a system until the specific timer has expired?

Preferably id prefer no names show at all below a certain sec status save for Fleet, Corp and Alliance members. Not even a local player count.


Originally my idea called for nuking local and replacing it with a series of columns sorted by your personal standings, and just listed as numbers. So, a blue comes into system, and the blue column would up a notch. A neutral comes into system, and neutral goes up a notch. Someone leaves...down a notch. But you wouldn't have a name or corp associated with that target unless you were on-grid with him to see and click him on your overview. I felt this was very important because just knowing someone's name means you can start putting information into killboards and other intel sites and getting a whole lot of data on that person's capabilities. Eventually, if you got enough of a rep, for an example, as a covert ops hot dropper, everyone always scatters when your name enters system. That's NOT a good thing for the health of this game, no matter what the scenario is.

But, I digress. You asked a direct question and deserve a direct answer. I hadn't thought about it before you asked, but I would imagine the system would only work if the timer were mutually exclusive. As in, you as a scout roll into a system, and you can't see local targets and they can't see you for 10 minutes in your example.

I also like your idea of no names at all below certain sec status, but that starts to infringe upon wormholes, and I like them having more unique space and I would want to preserve that. So I'd like to hear some dedicated wormholers discuss that idea :)


2+3 - Watch List and Locator Agents

(I'm going to cut out most of the quoting to simplify the formatting here)

I like your idea. More player structures and reasons to hold sov = excellent. Just a quick question: under your idea of observatory arrays providing locates...would you still have locator agents for highsec corps that still need some sort of locator function? If so, does anything about them change, other than "no more need for agent levels"?



4 +5 - D-scan + Scanning

I was imagining D-scan to only provide intel. If you want warp-ins, you should have probes out.

You make a very fair point about which ships (if any) should get boosts to d-scan as a role bonus. Over the weeks where I was refining the idea, there were several forum threads about the lackluster state of battleships, so I felt the need to give them a bone. It was a knee-jerk reaction of sorts and not well thought-out. But command ships having a role bonus does make sense and it is certainly an area worth discussing and debating the merits of.

The warp thing...I really wanted to propose a warp engine bloom but decided against it because it would probably wreck havoc with the code of the game and for not much benefit.


6 - Cloaks

Agreed. But that's just a dream at this point.
Khan Wrenth
Viziam
Amarr Empire
#28 - 2015-07-25 15:10:11 UTC
Donnachadh wrote:
My thoughts precisely.
I am not going to read this whole thing because it is to complex, covers to many different ideas in one topic and so.

-1 to everything you have said simply because you choose to post it in a manor that makes relevant debate on any one part of it impossible.


If this is complex for you, then why are you in EvE? Nothing in my topic even broaches the level of complexity of the turret hit chance code, invention and production of high tech equipment, or the recent Fozzie Sov mechanics. Seriously, EvE is not for you.

Also individual pieces can easily be debated. Choose one, voice an opinion. Other people have already done it. But if that post is any indication, you're probably better off not saying anything further.
Maldiro Selkurk
Radiation Sickness
#29 - 2015-07-25 16:09:17 UTC  |  Edited by: Maldiro Selkurk
So, youre okay with , "open map show me where ships are lightyears from my current location", why?

I cannot see whats on the market in the next system over because its not in my region but i can tell where a ship is clear across EVE, stupid.

Yawn,  I'm right as usual. The predictability kinda gets boring really.

Daichi Yamato
Jabbersnarks and Wonderglass
#30 - 2015-07-25 23:11:41 UTC
You'll find that its worm hole players that are the ones posting 'having no local is awesome fun. All of eve should be like that.' and 'there is much more than local that differentiates k-space from w-space'

Id like npc locators to be either phased out or, seeing as they are spread out anyways, provide locates based on distance from the agent themselves. Hi-sec corps can build and anchor their own OA's as well, for their own use or to sell as a service.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Khan Wrenth
Viziam
Amarr Empire
#31 - 2015-07-26 00:18:43 UTC
Maldiro Selkurk wrote:
So, youre okay with , "open map show me where ships are lightyears from my current location", why?

I cannot see whats on the market in the next system over because its not in my region but i can tell where a ship is clear across EVE, stupid.


I'm okay with it because gameplay-wise, finding low or no-activity systems and having the slightest bit of a clue about potential gatecamps is important. The info you get isn't specific to an individual, but rather polling data. I can open up Google and find out census, crime, and income data for any city in pretty much any first-world city on Earth. Yes, in EvE, I should be able to find out general information about what's been going on in a system for the past 24 hours. Eliminating that intel source is stifling to gameplay and undesired.
Thomas Karlem
The Scope
Gallente Federation
#32 - 2015-07-28 12:27:21 UTC
So in short you're basically saying if you dont have/cant run 3-4 clients with alts gathering intel, then you're a casual scrub and shouldnt be playing?

Because reading most of this, this is the only conclucsion i can reach that makes sense from what you guys are saying.

You don't want a ''balanced'' sensor system overhaul or whatever you call it. You want free kills from scrubs and this is the best way to get that for you.

Telling people that EvE is not for them because they are not playing the way that you want them to gave you away.
Daichi Yamato
Jabbersnarks and Wonderglass
#33 - 2015-07-28 12:47:16 UTC
I have no idea what you're referring to Thomas.

But a generic answer to your unspecific post would be; Players working together should be more powerful than solo players.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Macumba Oxossi
Republic Military School
Minmatar Republic
#34 - 2015-07-28 14:04:05 UTC  |  Edited by: Macumba Oxossi
Lack of information: Not being listed, or showing up as ANONYMOUS.

I think there is something to this. Make two modules, say a Ship ID anonymiser and a pilot ID anonymiser, that affect long range scans and local. A ship would be still be able to be scanned down, but only as only as SHIP, pilot would only appear as PILOT - even to friendlies.
Both hunter and prey could use these, but obviously needing to give up slots to use them, making it a trade off. Maybe have a specific skill related to use of these - x chance of being anonymised, 20% per level or time say 30 sec/level. Possibly make the modules Illegal in hisec.
Lady Rift
His Majesty's Privateers
#35 - 2015-07-28 20:35:07 UTC
Daichi Yamato wrote:
I have no idea what you're referring to Thomas.

But a generic answer to your unspecific post would be; Players working together should be more powerful than solo players.



in eve this means alts.

you do as much as possible with alts before ever including more actual people.


As a note locator agents currently list if they are docked or not. If docked it will give the station name if undocked it will only give system name. to find out what people are flying it requires slight on them. If a group is always using a certain ship maybe its cause its the only ship viable for the job they are doing.


null sec like more security so the dock up when a +1 neut enters local as people dont just wander deep in someone else sov without a reason. Low sec has more people staying in site because there can be alot of traffic though a system and none of it be interested in hunting someone in a site. Those in low sec would also be using dscan and set up to gtfo very quickly.
Daichi Yamato
Jabbersnarks and Wonderglass
#36 - 2015-07-28 23:02:47 UTC
Actually most players look to human extras before taking on the extra work of alts. The exception perhaps being mining. What you probably see though is both players working together AND using alts to get the maximum power available. And whats wrong with that?

The game makes no distinction between alts and extra players. Whining about a mechanic being favourable for alts is the same as whining about a mechanic being favourable for multi-players.

Too bad. Htfu.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Nyalnara
Marauder Initiative
#37 - 2015-07-29 03:37:35 UTC
Delayed local: according to truesec? Or just displayed sec status? Also, 1min of not appearing per 0.1 missing is way too much... When roaming, we never stay more than 2-3 minute in a nullsec system if we're not fighting, which eans we'll be moving risk-free.

About the DScan residual signal: if scanning for let's say a 90° angle, i think residual signal should only appear in the scanned area, as no signal would have been emitted toward the rest of the system.

French half-noob.

Non, je ne suis pas gentil.

Khan Wrenth
Viziam
Amarr Empire
#38 - 2015-07-29 11:30:23 UTC
Nyalnara wrote:
Delayed local: according to truesec? Or just displayed sec status? Also, 1min of not appearing per 0.1 missing is way too much... When roaming, we never stay more than 2-3 minute in a nullsec system if we're not fighting, which eans we'll be moving risk-free.

About the DScan residual signal: if scanning for let's say a 90° angle, i think residual signal should only appear in the scanned area, as no signal would have been emitted toward the rest of the system.


Displayed sec status, up to a maximum. Well what do you feel is an appropriate interval? 15 seconds per? I'm very open to discussing what the intervals, and max interval, should be.

And I agree with your statement about scanning angles.
Koebmand
Silverflames
#39 - 2015-09-01 12:28:06 UTC
Khan Wrenth wrote:


Basis: merely my opinion. But I believe intel is far too easy to acquire in this game and my sincere belief is that the game would be better off in multiple ways if gathering intel was a more involved and skillful process.



Good start.

Khan Wrenth wrote:

Part 1: Local

Local has probably caused more heated debates than any other aspect of this game. What it boils down to, however, is that it absolutely needs to stay.



Just about stopped reading there. But continued because the guy just said it shouldn't be easy.

Khan Wrenth wrote:


This would apply to all k-space. Starting with 1.0 systems which would remain unchanged, each decimal drop in security ranking would delay your appearance in local by 1 minute, topping out at 10 minutes for 0.0 sec and not going any higher than that. So in a 0.7 sec system you'd have 3 minutes before your name would appear in local. In a .2 system, you have 8 minutes.



So local will still trivially give away anyone who didn't fly straight through.

Stopped reading then, bad idea
Khan Wrenth
Viziam
Amarr Empire
#40 - 2015-09-01 13:57:45 UTC
Koebmand wrote:
So local will still trivially give away anyone who didn't fly straight through.

Stopped reading then, bad idea


Agreed, but I made a concession to my proposal based on feedback from the thread and elsewhere. The original proposal called for local to be replaced with simple numbers. With the five different standings we can set, there would be five rows showing the number of people in system that are registered to the user under each standing. Have 3 reds, a neut, and a blue in system? The rows would indicate 3 reds, a neutral, and a blue, without giving any names, corps, or anything else. If you wanted their name or their corp, you had to get on grid with them to see their name on your overview because the local chat channel would not provide it.

There was heavy pushback against that. People were vehemently against changes to local, so to make my overall proposal more palatable, I eventually changed it. I don't know if that's the best idea for changing local, but it was the best one I've heard (I take no credit for that idea). If you could, I urge you to take this idea into your consideration and read further. Some of my other proposals may or may not be to your liking, but overall I felt I made a compelling series of arguments for changing various types of intel available within the game.

If not, I do still appreciate that you let me know what your point of disagreement was. If enough people ask me to put it back into the original proposal, I shall do so.
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