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When Is CCP going to fix the issue with Citadels Littering the game!

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ANTONE1357
HC - Hanother
Hog Hitmen
#1 - 2017-07-18 03:37:38 UTC  |  Edited by: ANTONE1357
Wouldn't it be cool if one day you see your structure being hit by the local faction NPC. Them dropping caps, and shooting at your structure. Putting it into reinforcement and creating timers for you to respond too. Making you have to protect your assets even to the local NPC factions. I see a problem in this game with Citadels being dropped in random. Some corps not even using them, almost a waste and honestly who needs 5 citadels in systems their no longer using. I think this would be a start to something interesting, and why has CCP dropped the ball on this. Think about it, a actually agent NPC being paid to go attack structures, wouldn't that be cool. What do you guys think about something like this, your honest opinion on Citadels littering the game? QuestionPirate
Marcus Binchiette
Federal Vanguard
Evictus.
#2 - 2017-07-18 03:53:13 UTC
ANTONE1357 wrote:
Wouldn't it be cool if one day you see your structure being hid by the local faction NPC. Them dropping caps, and shooting at your structure. Putting it into reinforcement, and creating timers to respond to making you have to protect even to the local NPC. I see a problem in this game with Citadels being dropped in random. Some corps not even using them, almost a waste and honestly who needs 5 citadels in systems their no longer using. I think this would be a start to something interesting, and why has CCP dropped the ball on this. Think about it, a actually agent NPC being paid to go attack structures, wouldn't that be cool. What do you guys think about something like this, your honest opinion on Citadels littering the game? QuestionPirate


There are corporations which do this. If you talk to your local mercenary corp I'm sure they'd be able to offer you a reasonable price for doing the job. The whole point of player owned structures is to create player driven content. The idea of offloading this to NPC's because you're too lazy to get off your fat arse and do it doesn't fit with that paradigm.
ANTONE1357
HC - Hanother
Hog Hitmen
#3 - 2017-07-18 04:52:36 UTC  |  Edited by: ANTONE1357
Marcus Binchiette wrote:
ANTONE1357 wrote:
Wouldn't it be cool if one day you see your structure being hid by the local faction NPC. Them dropping caps, and shooting at your structure. Putting it into reinforcement, and creating timers to respond to making you have to protect even to the local NPC. I see a problem in this game with Citadels being dropped in random. Some corps not even using them, almost a waste and honestly who needs 5 citadels in systems their no longer using. I think this would be a start to something interesting, and why has CCP dropped the ball on this. Think about it, a actually agent NPC being paid to go attack structures, wouldn't that be cool. What do you guys think about something like this, your honest opinion on Citadels littering the game? QuestionPirate


There are corporations which do this. If you talk to your local mercenary corp I'm sure they'd be able to offer you a reasonable price for doing the job. The whole point of player owned structures is to create player driven content. The idea of offloading this to NPC's because you're too lazy to get off your fat arse and do it doesn't fit with that paradigm.


So tell me how its player driven when one player has 30 citadels not being used in high sec and there are plenty of stations in those systems. NPC's would force a player to respond, there for it to be player driven content. Making you have to defend it. or fuel it and actually manage it. If you don't see a problem with the Citadels being deployed so random and so much and for no real purpose. Then technically its not something you look for in general and well progressing the game in that area might change things. Having actual artificial A.I. NPCS that go after SOV or structures. There's not enough players or time in life, in eve to take out every Citadel that sits in high sec or low sec or null sec. With no fuel and no one to managing it, their just trash sitting there. Not forcing those people to log back in daily to check their system and or surroundings and actually doing something in space. Think about it other then paying "your local merc group", who could or couldn't give you the results. So if my ratting index falls or I'm not actually doing anything to combat the local NPC, now I have a bigger problem. We have NPC mining fleets that escalate, why not having NPC factions that go on the offensive. Its almost like the game cleaning its computer from useless unused memory by clearing out its cookies. Though to think I'm speaking from my ares tells me one thing. You really don't think to far into the future on things. I'm not lazy and my ares may be a little big, but my mind is thinking far better then yours. Thanks for your response and honestly of no help but a point to be heard.
Johan Civire
Caldari Provisions
Caldari State
#4 - 2017-07-18 06:26:23 UTC
ic what the OP is meaning of this. Indeed i think let me say this if the citadels are more then 30 days inactive the need to self explode so this clean up the afk bases. Not a bad idea tbh. And or remove all citadels in high sec there is no need for that in high sec.

However like someones already mention the local merc can give it a check and clean it up for you for a price offcourse.
Marcus Binchiette
Federal Vanguard
Evictus.
#5 - 2017-07-18 07:05:39 UTC  |  Edited by: Marcus Binchiette
ANTONE1357 wrote:


So tell me how its player driven when one player has 30 citadels not being used in high sec and there are plenty of stations in those systems. NPC's would force a player to respond, there for it to be player driven content. Making you have to defend it. or fuel it and actually manage it. If you don't see a problem with the Citadels being deployed so random and so much and for no real purpose. Then technically its not something you look for in general and well progressing the game in that area might change things. Having actual artificial A.I. NPCS that go after SOV or structures. There's not enough players or time in life, in eve to take out every Citadel that sits in high sec or low sec or null sec. With no fuel and no one to managing it, their just trash sitting there. Not forcing those people to log back in daily to check their system and or surroundings and actually doing something in space. Think about it other then paying "your local merc group", who could or couldn't give you the results. So if my ratting index falls or I'm not actually doing anything to combat the local NPC, now I have a bigger problem. We have NPC mining fleets that escalate, why not having NPC factions that go on the offensive. Its almost like the game cleaning its computer from useless unused memory by clearing out its cookies. Though to think I'm speaking from my ares tells me one thing. You really don't think to far into the future on things. I'm not lazy and my ares may be a little big, but my mind is thinking far better then yours. Thanks for your response and honestly of no help but a point to be heard.


1. It's player owned.
2. If you don't like them then blow them up
3. There is a natural requirement to manage structures in lowsec and nulsec. Try living there.
4. I didn't say that I have no problem with it.... Because when I do, I blow them up.
5. You don't have to take out every single citadel. You only need to take out the ones in the systems you live in.
6. Even when unfuelled citadels can store your goods, they can be used to refit, teather and repair. Even citadels which are undefended and have no service modules can be used to garrison entire fleets of warships for launching attacks. They are always useful.
7. Your local mercs CAN give you the results... and if they can't that obviously means that the citadel was not quite so abandoned as you originally thought.
8. The game needs to be taylored to a variety of players, who can have varying degrees of real life time commitments. Personally, if I go on holidays, I'd like to have my station and assets contained therein to be still there when I get back.
9. Please don't presume to know what I am or am not thinking.
10. Please see point 9.

I appreicate your point of view, but, to be perfectly honest if you don't like how things work out in this game it's upto you to change it. Please don't write these stupid CCPlease arguments asking for people to fix things which you are too lazy to fix - and especially not when you have the means to fix them... If you can't be bothered, or don't have the time to blow up all those citadels, then, it's obviously not that important for you.
Ioci
Bad Girl Posse
Somethin Awfull Forums
#6 - 2017-07-18 07:06:22 UTC
I'm sure whoever put them up had grand plans but in the end they were just more dead end roads to nowhere. Rather than remove them, give them purpose because ultimately that's what so many mechanics in EVE lack. Purpose. The emergent content card has been rode hard and put away wet too many times. No matter your motive for asking to have these removed be it to 'clean up the space' or just so you can add your own, I think you will find they just don't matter in the end. Just like the off line POS clutter was the product of a speculation that never came to pass, Citadel placement will come and go and won't matter.

If CCP hasn't given up on the dark lady of EVE then they need to focus on motive in New Eden, not mechanic. If they have no motivation themselves and are just buying time, I'm talking out of my ass, it doesn't matter.

R.I.P. Vile Rat

Cypherous
Liberty Rogues
Aprilon Dynasty
#7 - 2017-07-18 07:15:57 UTC
So, important question, why and how do these unused citadels affect you exactly?

If they are unused they can't really impact your gameplay other than adding an overview entry if you're near them or by adding a small addition to the right click menu in space, also, high sec ones do have a use, people are using them to sell things with less tax on the market, they can also be used to avoid jump clone timers and for providing better refining services for miners, just because YOU don't have a use for them doesn't mean someone else doesn't have a use for them :P
erg cz
ErgoDron
#8 - 2017-07-18 08:22:05 UTC
Make citadels in high sec pay with race charts to be CONCORD protected. You do not pay with chart - anyone can shoot your citadel in vulnerability window without concord interferense. Content created, citadel still operating as designed, abandoned citadels are removed from the system by players. Everyone is happy.
Yarosara Ruil
Test Alliance Please Ignore
#9 - 2017-07-18 09:16:09 UTC
Just remove them from the Overview unless in range like POSes and we can go back to not giving a rat's tail about them.

I mean, I refuse to believe there are more Citadels than there are POSes!
Magnet Trade
Magnet Construction Ltd
#10 - 2017-07-18 10:02:18 UTC
Cypherous wrote:
So, important question, why and how do these unused citadels affect you exactly?

If they are unused they can't really impact your gameplay other than adding an overview entry if you're near them or by adding a small addition to the right click menu in space, also, high sec ones do have a use, people are using them to sell things with less tax on the market, they can also be used to avoid jump clone timers and for providing better refining services for miners, just because YOU don't have a use for them doesn't mean someone else doesn't have a use for them :P


There are an aweful lot of them atm, doing nothing at all and not even fueled, so on that part I agree with the op.
NPC's might be a good idea if they are left unfueled for a month, I kinda like this idea tbh but it needs more thought.

Avoid Jump Clone timers? I never knew that, thats pretty cool. Not sure it would work if the structure was not fueled? and also refining and compression does not work if unfueled, and there are an awful lot just collecting dust.
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#11 - 2017-07-18 11:43:17 UTC
Can you please define unused with regards to citadels?

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

erg cz
ErgoDron
#12 - 2017-07-18 11:47:01 UTC
Steve Ronuken wrote:
Can you please define unused with regards to citadels?


Good point. I think the only way how to defentely tell, that citadel is abandoned is the special "unprotected" state, when citadel is not protected by CONCORD any more, cause owner did not add faction charts into correspondent faction charts bay. I am speaking about high sec only, of cause.
Magnet Trade
Magnet Construction Ltd
#13 - 2017-07-18 12:16:49 UTC
Yarosara Ruil wrote:
Just remove them from the Overview unless in range like POSes and we can go back to not giving a rat's tail about them.

I mean, I refuse to believe there are more Citadels than there are POSes!


Soon, very soon. I foresee a bright future for the unused Citadels, there are at least 15 where I live, and thats without looking.
Kixx
Science and Trade Institute
Caldari State
#14 - 2017-07-18 15:40:06 UTC
With the killing of all the structures in EvE no longer giving any loot at all, I don't blame people for not killing them anymore.

In fact the people who now go play in null or go around bashing these things, just look dumber than ever. Not only is there no reward for the risk anymore, you literally are wasting money on ammo to destroy them.

I don't have to see statistics to know null and wormholes both will take a major hit in activity when there is no reward for an activity.

EvE has become that game that says it loves pvp and conflict, until you look at the mechanics and realize no they don't, they are more interested in asset security which is game breaking as its totally unbelievable mechanics and just spreading Hi sec to everywhere.

Risk? WHAT RISK? LOL

see you in Albion
Photrius Pyrelius
University of Caille
Gallente Federation
#15 - 2017-07-18 16:24:15 UTC
Kixx wrote:
EvE has become that game that says it loves pvp and conflict, until you look at the mechanics and realize no they don't, they are more interested in asset security which is game breaking as its totally unbelievable mechanics and just spreading Hi sec to everywhere.



I would expect this to be catering to their player-base, though you and I, individually, may disagree with it. People like amassing wealth. People like that wealth to be secure. People don't like losing millions/billions/trillions of ISK, and people who do lose vast fortunes (proportional to their own total assets, not necessarily in an absolute sense) are quite prone to "rage-quit", which means $15/mo less for CCP.

Now, don't mistake me, I'm not saying CCP are dumb/stupid/money-grubbing because they cater to their players - not at all. They are, after all, a business, and for this game that we all love to remain extant, they need to maintain a sufficient income. If there is any fault, it lies with players who have fooled themselves into thinking they like this game when they can't handle the harsh realities of it, so they petition CCP to change the fundamental nature of it. I dunno about you, but that doesn't sound like "love" to me.

All because they couldn't take the simplest of advice: when you undock, consider that ship and cargo destroyed. If you make it back to dock, congratulations, you just got a shiny new ship! Or, in simpler phrasing: don't fly what you can't afford to lose.
Dinsdale Pirannha
Pirannha Corp
#16 - 2017-07-18 16:38:05 UTC
Johan Civire wrote:
ic what the OP is meaning of this. Indeed i think let me say this if the citadels are more then 30 days inactive the need to self explode so this clean up the afk bases. Not a bad idea tbh. And or remove all citadels in high sec there is no need for that in high sec.

However like someones already mention the local merc can give it a check and clean it up for you for a price offcourse.


Of course abandoned citadels should be destroyed automatically.
Once again, CCP underestimates the player base's penchant for messing with game mechanics.

From common sense view, the strain on CCP's hardware and software would be greatly lessened if citadels that had run out of fuel say, somewhere between 45 and 60 days, were incinerated.

CCP could say the unattended reactors inside the citadels went critical.
Spookyjay
Brain Farmers Inc
#17 - 2017-07-18 17:56:34 UTC  |  Edited by: Spookyjay
I could fix this game in 6 months. Or at least lay the ground work. Actually I can do it now.

1. Limit the number of player citadels per system to 5. (or some other number. maybe tied to security status or standings or) 5 for argument sake. (maybe allow more industrial/specilised ones but limited to number of moons or something. Basically no more than current pos.Point is no more random spam in random locations.)
2. move sov over to a hub/spoke system with the hubs being in fortizars and spokes being in astrahaus.
3. limit the number of systems you can have sov in without a hub. So small groups can claim sov but big groups need big assets on field to claim large areas.
4. Keepstars require a hub in every surrounding system. if a keepstar loses all its hubs. then it loses a large amount of ehp.
5. Move war declarations to a structure. So that people declaring war must put something on the field top defend. If they can not defend it the war ends. (Gives the declared party a actual way to end the war) (Stops troll wars).
6. Structures will have a fuel cost. If a citadel is unfueled. it goes offline and can be killed without a timer and has no weapons and no tether. Also makes them vulnerable to spied and general mischief.
7. in keepstar systems you can build new Gates that allow you to stabilize and existing wormhole for a longer period of time. Or until the gates power source is destroyed. (Allowing the seige of the currently almost untouchable keepstars in wormhole space.

Fire Fozzy for almost destroying eve through incompetent game design.


sure. my ideas not perfect. but its 1000% times better than fozzy sov.
It makes people fight for space. And it stops spam of structure.. And fixes the age old war issues.
SurrenderMonkey
Space Llama Industries
#18 - 2017-07-18 18:06:52 UTC
Dinsdale Pirannha wrote:


From common sense view, the strain on CCP's hardware and software would be greatly lessened if citadels that had run out of fuel say, somewhere between 45 and 60 days, were incinerated.



lolwut.

You should probably stick to your tinfoil hat conspiracy theories, you're laughably out of your depth at this point.

Idle citadels consume computing resources at a rate somewhere between, "nil" and "****-all".

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

Issler Dainze
Tadakastu-Obata Corporation
The Honda Accord
#19 - 2017-07-18 19:15:17 UTC
The answer is simple and I have suggested this with POSs as well. You should be able to hack any structure left un-fueled for 30 days or more. Hack it, make it yours, then refuel it or unanchor it and steal it. Folks would start paying attention if they new someone could walk off with it if it is ignored!

SurrenderMonkey
Space Llama Industries
#20 - 2017-07-18 20:18:46 UTC
Issler Dainze wrote:
The answer is simple and I have suggested this with POSs as well. You should be able to hack any structure left un-fueled for 30 days or more. Hack it, make it yours, then refuel it or unanchor it and steal it. Folks would start paying attention if they new someone could walk off with it if it is ignored!




Nah, that's a ****** idea that starts with the presumption that you deserve to gain something. You don't.

It would be adequate to have a baseline fuel requirement that overlaps with service modules (e.g., If a medium requires a baseline fuel burn of 10/hr, and has no services installed, it burns 10/hr. With a single module installed that requires 5 per hour, the cit still burns 10 per hour. If it has service installed burning 12/hr, it burns 12/hr.). Unfueled structures are stuck on vulnerable, and get a single 24 hour reinforcement cycle.

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

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