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New Diplomatic System (Will remove Blobbing)

Author
Amunari Talar
Imperial Academy
Amarr Empire
#1 - 2015-07-31 13:36:45 UTC
Hello.

Iv been watching the blobbing aspects and while i feel fozzie sov has helpped a little it needs some revisions, however i dont think that fozzie has dont a lot for removing the problem at hand.

I would like to purpose a new diplomatic system.

Mechanical Operaiton

The Current Options for (-10,-5,0.+5,+5) Will be changed to "Neutral" "Hostile" "Friendly".

Progression/digression
Neutral Bodies will neither degrade or process in relations.
Hostile bodies have a harder time returning to positive standings.
Positive Standings have a harder time returning to Neutral.

Setting an alliance to Positive will build standings over time.
Setting an alliance to negative will reduce standings over time.

Additional conditions will propagate standings in a direction.

For every x Positive-Players in your space, you will improve relationships by 0.1 point per a day.
For every x Negative-Players in your space, you will improve relationships by 0.2 point per a day.
For every Non-Alignment Based Players in your space, you will reduce standings by 1 Per a day (not equal type)
Docking at a station will grant 0.01 Point per a dock per a person per a day.
Standings will be two way, You toward them, and them toward you. The Average value between the two will grant the over all relationship.

Basically it works like this.

Lets take Alliance A (which we will call A) and Alliance B (Which we will call b).

If Alliance A has B set to neutral, no standing change will happen under any condition.
If Alliance A has B set to Hostile, then the following conditions apply

B killing the ships of A will reduce rating by 0.05 Per a kill
B killing the stations, anchored, etc of A will reduce rating by 0.5 per an aggression
B Contesting sov with A will reduce standings by 1.

If A Has B set to hostile, then the following conditions apply

B Docks at A's Stations, the relationship will improve 0.001 Point per a toon, per a day
B Kills A ship that is neutral to A in the territory of A's Space, 0.05 Point per a day, per a toon
B Kills A ship hostile to A, in the territory of A's Space, 0.05 Point per a day, per a toon


Additional Mechanic.
For every Positive standing after 3, the growth rate (Time required to hit +10) is increased by 200% (up to a year before +10).

Standings Color changes
Color changes will now sort for additional effects

-10 Sworn Enemy
-7.5 Hated Enemy
-5 Rival
-2.5 Disliked
0 Neutral
+2.5 Friendly
+5 Allies
+7.5 Brotherly
+10 Life-Pact

Time to change standings
For the 1st Positive ally it should take 1 months from 0 to +10
For the 2nd Positive allies it should take 2 months from 0 to +10
For the 3rd Positive allies it should take 3 months from 0 to +10
For the 4th Positive allies it should take 6 months from 0 to +10
For the 5th Positive allies it should take 12 months from 0 to +10
For the 6th (or more) Positive allies it should take 12 months from 0 to +10

+2.5 Standings are granted every 25% Of the time duration.
So 1st would gain "blue status" after 8 days
So 2nd would gain "blue status" after 16 days
So 3rd would gain "blue status" after 23 days

And so on.

A full standing reset would be granted instantly on the patch. After the patch, all standings in 0.0 would get a full reset.


Lastly,

The pictures of characters, corporations etc, would be changed (in operation) no local manipulation could take place (like the old school +/- Picture swap outs we use to have)
Lu Ziffer
Balanced Unity
Goonswarm Federation
#2 - 2015-07-31 14:14:57 UTC
wtf did I just read?

This has so little todo with SOV I am impressed
We could abuse your system in ways you can not imagine
ShahFluffers
Ice Fire Warriors
#3 - 2015-07-31 14:39:23 UTC
Oooookaaaaay. But why do these standings actually DO?

I think you are under the assumption that players care about standings at all in null-sec. Or rather, that they care about any standings beyond what their director/CEO/diplomat sets.
Tappits
Sniggerdly
Pandemic Legion
#4 - 2015-07-31 14:41:42 UTC
I don't know what these changes do at all?
What is this fixing?
Zimmer Jones
Aliastra
Gallente Federation
#5 - 2015-07-31 14:44:27 UTC
I really can't even express how bad the intelligible portions of these ideas are, except for these quotes attributed to Wolfgang Pauli:

"It is not only not right, it is not even wrong"

"What you said was so confused that one could not tell whether it was nonsense or not"

Use the force without consent and the court wont acquit you even if you are a card carryin', robe wearin' Jedi.

Nyalnara
Marauder Initiative
#6 - 2015-07-31 15:00:56 UTC
There is nothing wrong with the way standings are right now.

The wrong thing is not that you can set as much blues as you want.

The wrong thing is that there is no reasons not to get as much mutual bluing as possible, because NullSec is about farming ISKs, not fighting. Make sure that some places are way more valuable than other, and you'll have fighting there. At the moment, the only valuable resources are big moons, and contesting moons require a supercap fleet, because the current owner has a supercap fleet on standby. And risking a super fleet is not worth a moon for current blocks. Wait for the structure reworking, wait for how the new alternative to POS will work, and fights will happen.

French half-noob.

Non, je ne suis pas gentil.

FireFrenzy
Cynosural Samurai
#7 - 2015-08-01 07:20:56 UTC
it doesnt matter what you call things a red is still a red even if its called a "sworn enemy" which is really an odd thing to have in a video game (unless you're in one of the russian coaltions or in that "my legion is best legion" spat)
Amunari Talar
Imperial Academy
Amarr Empire
#8 - 2015-08-01 10:56:17 UTC
A few things


First, The concept of the idea is designed in a way so that

- It grows over time (Positive or negative relationships
- Neutrality becomes highly desirable (because you dont go red or blue)
- Fleet logistics with neutrality becomes more difficult to manage (because of the lack of blue/red)

Because the relationship grows or drops over time, you cannot abuse it.
The values can always be changed to prevent such things.
The daily caps prevent abuse.

What comes from this is that

- Alliances need to pick and choose their enemies and friends
- Swaping from positive or negative standings (to the opposite) Becomes difficult and a long period of progress/degress
- Helps break up the coalitions into smaller groups
- because of the removal of larger coalitions under this system, it will help reboot the birth and death cycle that was once in eve (in its early years).
Konrad Kane
#9 - 2015-08-01 11:25:04 UTC
Diplomancy is an out of client aspect of the game, this makes no sense.
Amunari Talar
Imperial Academy
Amarr Empire
#10 - 2015-08-01 12:56:11 UTC
Standings are in an in-game mechanic that allow coalitions to have easy when playing sov-war games.

removing that ease creates an immense amount of stress upon fleet commanders.
Iv for example had to micro-manage 2 enemy fleets and 3 friendly fleets (of 200-300 each).

These sorts of aspects of management would become extremely difficult if standings were not so easy to set
making all 5 of those fleets a big neutral fest and really slowing down the calling speed of fc's.

Eventually people would get sick of it and stop blobbing (a month or so after the release).
Donnachadh
United Allegiance of Undesirables
#11 - 2015-08-01 13:50:18 UTC
And we are on a rill here. This is the 3rd really bad idea I have read of your in the last few minutes.

https://forums.eveonline.com/default.aspx?g=posts&t=437529&find=unread
https://forums.eveonline.com/default.aspx?g=posts&t=437512&find=unread
TheExtruder
TheExtruder Corporation
#12 - 2015-08-01 14:23:09 UTC
-1

please no more sov or nullsec buffs this year, highsec carebears need love too
Nyalnara
Marauder Initiative
#13 - 2015-08-01 15:41:04 UTC
Amunari Talar wrote:
A few things


First, The concept of the idea is designed in a way so that

- It grows over time (Positive or negative relationships
- Neutrality becomes highly desirable (because you dont go red or blue)
- Fleet logistics with neutrality becomes more difficult to manage (because of the lack of blue/red)

Because the relationship grows or drops over time, you cannot abuse it.
The values can always be changed to prevent such things.
The daily caps prevent abuse.

What comes from this is that

- Alliances need to pick and choose their enemies and friends
- Swaping from positive or negative standings (to the opposite) Becomes difficult and a long period of progress/degress
- Helps break up the coalitions into smaller groups
- because of the removal of larger coalitions under this system, it will help reboot the birth and death cycle that was once in eve (in its early years).


"Yeay, i cannot set my own standings, because a stupid game mechanic will do it for me." What will happen? I'm just going to use an OOG tool for standings, which will let me do what i want, and not give a damn f*** about what the game is going to display.

Stupidity solved.

Now, go back playing Wow, if you want mechanic-managed standings.

French half-noob.

Non, je ne suis pas gentil.

Tappits
Sniggerdly
Pandemic Legion
#14 - 2015-08-03 10:26:41 UTC
Amunari Talar wrote:
Standings are in an in-game mechanic that allow coalitions to have easy when playing sov-war games.

removing that ease creates an immense amount of stress upon fleet commanders.
Iv for example had to micro-manage 2 enemy fleets and 3 friendly fleets (of 200-300 each).

These sorts of aspects of management would become extremely difficult if standings were not so easy to set
making all 5 of those fleets a big neutral fest and really slowing down the calling speed of fc's.

Eventually people would get sick of it and stop blobbing (a month or so after the release).



You must be new.... There was alliances and coalitions in EVE before you could set standings and even now fights go on and standings set out of game without making some one blue in game. This does nothing and changes nothing and is a pointless wast of dev time.
Arla Sarain
#15 - 2015-08-03 10:44:15 UTC
It's just a label.

It does nothing to incentivise alliances and blobs to dismantle and start fighting each other.

Unless you assume that someone is going to forget the red'd someone a while back and they become -10 and just get shot by some random uninformed corp newbie.
Lan Wang
Federal Navy Academy
Gallente Federation
#16 - 2015-08-03 11:01:35 UTC
why do we need to fix blobbing? massive battles is what makes eve Shocked

Domination Nephilim - Angel Cartel

Calm down miner. As you pointed out, people think they can get away with stuff they would not in rl... Like for example illegal mining... - Ima Wreckyou*

Samillian
Angry Mustellid
#17 - 2015-08-03 12:26:10 UTC  |  Edited by: Samillian
OP personally I think one of the main problems with your proposal is the belief that the in-game standings set between player entities are of any real importance. The standings systems real utility is as a labelling and identification convenience rather than a true reflection of the politics between those entities.

NBSI shall be the whole of the Law

Amunari Talar
Imperial Academy
Amarr Empire
#18 - 2015-08-03 12:29:35 UTC
You guys obviously do not read.

no one is aruging that politics are or may be set out of game.

What is being argued is that by removing the ability to instantly set standings at red, blue or other wise will encourage longer relationships of both positive nature.

Additionally, it is not those standings that provide just "ease" in local, But specifically in battle.

Imagine if your in a massive fleet, and all you see is names, no tickers, no colors (saver blue/purple's with in limits).
what would happen to the combat then?

It would mean crap if you were "allied out side of game" because in side of game you'd be killing people.
This would make logistics of fleet command insanely difficult, and eventually people would just go about
setting 2-3 allies and screwing off the rest.


Effectively destroying Massive blobs (even more so if other suggestions i made was put in place, like 2k limits on alliances).
Danika Princip
GoonWaffe
Goonswarm Federation
#19 - 2015-08-03 14:55:12 UTC
You don't balance a game by making it a ballache to play. That is not how it works.

You break up blobs by giving them a reason to break up, not by making the game really annoying to play.
Samillian
Angry Mustellid
#20 - 2015-08-03 15:10:24 UTC  |  Edited by: Samillian
Oh we read, we just don't agree with you.

Adding hoops to jump through and creating unnecessary in-game complexity for a process 99% of which occurs out of game via back channels is pointless.

If people want to work with people they will find a way, always have and always will. As Danika said above the carrot works far better than the stick.

NBSI shall be the whole of the Law

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