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New dev blog: Factional Warfare overhaul

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DeBingJos
Sebiestor Tribe
Minmatar Republic
#221 - 2012-05-10 09:19:02 UTC
I like most of the changes in the devblog, but what concerns me most is the inflation ccp is promoting.

They nerfed bots and drone poo. Good changes but T1 stuff is very expensive now.
No change to Tech: T2 stuff if very expensive now.
Major incursion nerf and T1 loot drop nerf: It's a lot harder to earn isk.

Conclusion: it's a lot harder to earn isk and you cna buy less with the isk you do earn. For me personnaly this does not encourage me to pvp. When I grind isk I do it to pay for my pvp-ships. Grinding is not fun and should be kept to a minimum.

I like most of the changes to FW, but CCP are changing way too much stuff in a very short time.

Ungi maðurinn þekkir reglurnar, en gamli maðurinn þekkir undantekningarnar. The young man knows the rules, but the old man knows the exceptions.

malaire
#222 - 2012-05-10 09:20:26 UTC
Romeo Amore wrote:
Destroying a Machariel fitted with tech 2 mods: gained LP = (1.170m ISK – 95m ISK + 40m ISK + 0 ) / 10000 = 111500 LP

LP store offers will be 4x times more expensive as they are now, while at the highest tier, they will be 4 times as cheap.

So in a faction doing well killing a single machariel is worth the equivalent of 4*111,500LP. That's 446,000LP. That's close to 5.5 times the payout for a level 5 mission. That's getting close to 2 navy battleships worth of LP in that single kill. I feel this goes a little too far X

So you expect global average market price of machariel to be 4x what it is now?

If that would really happen, I'd guess there would be much less players flying it and as a result also much less kills.

New to EVE? Don't forget to read: The Manual * The Wiki * The Career Options * and everything else

Chanina
ASGARD HEAVY INDUSTRIES
#223 - 2012-05-10 09:21:20 UTC
Good direction you are going there with FW but be careful with coupling in industries! Was mentioned many times before but the Mech Engi topic can't be stressed enough.

T2 production is already crippled and dependent on uncontrollable resources. Every single T2 Items needs technetium in on way or the other. And there is not the slightest chance to get your hands on that stuff until you are in a large bloc.
If you now couple DCs to FW you should think about the demand problem first. Giving the Minmatar the Mech Engi DC as one and only supplier you give them an unfair advantage as the demand on those DCs is much higher than that of other DCs.

Doing so with the faction specific DCs is not a problem. If Amarr militia is weak, prices for laser DCs go up. If Caldari are on the loosing side Rails and Missiles will get more expensive. But if Minmatar get weak EVERY SINGEL T2 Ship and a lot of T2 Modules will get more expensive!
That's not only just a bit out of scale it is far away from balanced.

If you do race specific things than stick to the race specific stuff. Take a look at your invention tables. If Caldari encryption is needed for this item those DCs should be available in Caldari LP store. Same for the other races. Of course this will lead to market overlapping but that's not a toxin!
FW should have decent incomes so they can have there fun in killing each other. But they will have that income no matter if the other side can supply the same DCs. They already have the Benefit or Penalty of this 4 times higher or lower cost, respectively.
Lost True
Perkone
Caldari State
#224 - 2012-05-10 09:22:01 UTC
Lost True wrote:
I'm deeply disapointed about the way you're get rid of R&D.

Quote:

A change mentioned during Fanfest concerns datacores and research agents in general. While we do acknowledge that initial the initial period to train up for high-level research agents take times, effort and money, we are not particularly fond of the passive datacore income in general. Indeed, once the initial requirements are met, this is not so much of an active profession and more of a passive collection of items, which we want to look at.


Did anyone here ever heard sucn words as investment or a passive income? Or there is only a working class?

Anyway, why don't just lower an RP/Day?


Ok, let's calculate actual proffit of R&D Agents now on TQ.

For a Rocket Science Field - above average one.

And with all V skills and a good personal standings to an agent.

it's cost 50 RP per core, and there is a ~120 RP/day, one core costs now 200k ISK:

120/50*200k = 480k

With Skill at V i can run 6 of them:

480k*6 = 2880k = 2.88mil

Let's say i've done a big investment and had 3 chars with that skills and standings (thankfuly i'm not):

2.88mil * 3 = 8.64mil/day

Which is:

8.64mil*30days = 259.2mil per month

So clear proffit is:

259.2mil - 485mil(PLEX) = -255.8mil

Plus the time spend on market while selling it. It's a big one because of a trade bots, or it'll be something like a minus 350mil of proffit.

So where is this huge passive income from the R&D agents? It's a MINUS 255 millions ISK!

It's ALREADY not so proffitable thing.

Well, then remove all of R&D agents completely, and reimbus the skills, because no one will use this **** anyway.

in 2007 i've thought it's a sci-fi simulator, not an "e-sports" game. I'm not a teenager, how would i like it much?

DeBingJos
Sebiestor Tribe
Minmatar Republic
#225 - 2012-05-10 09:25:46 UTC  |  Edited by: DeBingJos
Lost True wrote:
Lost True wrote:
I'm deeply disapointed about the way you're get rid of R&D.

Quote:

A change mentioned during Fanfest concerns datacores and research agents in general. While we do acknowledge that initial the initial period to train up for high-level research agents take times, effort and money, we are not particularly fond of the passive datacore income in general. Indeed, once the initial requirements are met, this is not so much of an active profession and more of a passive collection of items, which we want to look at.


Did anyone here ever heard sucn words as investment or a passive income? Or there is only a working class?

Anyway, why don't just lower an RP/Day?


Ok, let's calculate actual proffit of R&D Agents now on TQ.

For a Rocket Science Field - above average one.

And with all V skills and a good personal standings to an agent.

it's cost 50 RP per core, and there is a ~120 RP/day, one core costs now 200k ISK:

120/50*200k = 480k

With Skill at V i can run 6 of them:

480k*6 = 2880k = 2.88mil

Let's say i've done a big investment and had 3 chars with that skills and standings (thankfuly i'm not):

2.88mil * 3 = 8.64mil/day

Which is:

8.64mil*30days = 259.2mil per month

So clear proffit is:

259.2mil - 485mil(PLEX) = -255.8mil

Plus the time spend on market while selling it. It's a big one because of a trade bots, or it'll be something like a minus 350mil of proffit.

So where is this huge passive income from the R&D agents? It's a MINUS 255 millions ISK!

It's ALREADY not so proffitable thing.

Well, then remove all of R&D agents completely, and reimbus the skills, because no one will use this **** anyway.


^^ This

Also you have take the cost of the skillbooks into account, some of them are expensive and it takes time to get that isk back. Datacores are not a very big income.

Ungi maðurinn þekkir reglurnar, en gamli maðurinn þekkir undantekningarnar. The young man knows the rules, but the old man knows the exceptions.

Edward Olmops
Gunboat Commando
#226 - 2012-05-10 09:29:16 UTC
I am extremely curious about how this works out, because I had some very negative experience with similar mechanisms in other games.
Most prominently: Warhammer Online.

The game was an utter failure, because the endgame entirely relied on something like Factional Warfare.
Basic problem: in a conflict with 2 sides, one side will get an advantage at some point and this could be simply a bigger number of players subcribing to that militia - maybe just because e.g. Gallente are the "coolest" faction atm.

The side with the more pilots is more likely to win fights and get rewarded - with cheaper LP stores etc.

Now 2 things are very likely to happen:
a)Players on the losing side will lose interest in FW or change sides. Either because losing is to expensive or simply because losing does not make them feel good.
b) And if new players enter FW, they are more likely to pick the dominant side. Maybe some players like the challenge or join a faction because they have no clue or they are hardcore RP people, but the winning side will alwas get more recruits.
People LIKE cheap ships & LP stores!!!

So the dominance of the winning side will become bigger and bigger until after a while either Gallente OR caldari will own all the contested systems.

CCP states something about "diminishing returns", but as I said, I do really see this danger and I am curious how it works out.


Alternative scenario:
If changing sides is possible without great cost, a kind of super-organization may arise (like the Incursion Fleet Corps) that keeps changing sides in order to play with the market prices.
Join one faction, make them win, stockpile cheap stuff - then change sides and watch prices for your stockpiled stuff explode.
S810 Jr
Lowlife.
Snuffed Out
#227 - 2012-05-10 09:36:46 UTC
Not sure if it's been said yet, and I'll be damned if I'm reading 13 pages of emo posts on datacores to check.

The iHub LP buffer, if I'm reading that right it's only 50K LP, which means the enemy only needs to earn a total of 100,001 LP to knock off the level V. That is just 2x minors, 2x mediums, 2x majors.... REALLY!? All you'll have happening is people goto sleep, wake up and their iHub has no LP left in it because 1 guy with his alts decided to wipe it out.

We should at least be able to buffer it for 12hours worth of Outpost type spawns (they still 30mins after despawn or 1 hour now?)
Kirikarasu
R3D SHIFT
#228 - 2012-05-10 09:41:48 UTC
CCP Soundwave wrote:
Shar Tegral wrote:
Don't know if it has been said already: Each faction should have access to Mechanical Engineering.


We´re definitely keeping an eye on this development. As mentioned, this team will continue looking at FW after Inferno with the priority being 1: make changes to what we just shipped (potentially to ME datacores) and then 2: improving FW even more with new changes.

If something doesn´t end up the way we like it, they´ll change it. Once it´s in a place where everything is how we want it to be, they´ll move on and do more new FW features.

Winter is going to be pretty sweet.



I noticed in the handy dandy graph for the races and Data Cores that 3 of the 4 races have access to 4 Data Cores while the Amarr have access to 5. Perhaps you should add Mechanical Engineering to the other 3 races to make it fair.
Rob Crowley
State War Academy
#229 - 2012-05-10 10:15:02 UTC
I'd like to know if for Starship Engineering agents I have the choice of getting datacores for 150 RP now or 100 RP + 10k ISK later or if you will normalize the accumulated RPs in regards to multipliers come patch day.

Also to all people asking for skill reimbursements: HTFU! The research skills will work exactly the same afterwards.
Lord Okinaba
Aliastra
#230 - 2012-05-10 10:32:40 UTC
Team Game of Drones aren't here to fix drones? Ugh
Vyktor Abyss
Abyss Research
#231 - 2012-05-10 10:44:35 UTC  |  Edited by: Vyktor Abyss
A great blog, well presented information and I'm very glad you're going to iterate and keep a hand on the tiller, steering the good ship FW after deployment properly this time.

I've been around FW since the start and I'm quite excited by all these changes.

The best thing being the LP for PVP buff!

I do have a few questions and concerns though (much like everyone else): Blink

1. System upgrades - Please give us a list of the upgrades possible, and roughly their order of value if it is 1-5. I'm all in favour of lower market taxes and more efficient manufacturing/research in lowsec.

2. Datacores - Please clarify if you are changing the existing method of collecting datacores from agents in various R&D corps more than just the multiplier and 10k base cost per datacore. Is FW a supplemental source of cores or will it be the sole source of cores after Inferno? Thanks. As other have mentioned, Mechanical Engineering is a rather tricky case putting them all in one militia LP store could end up in a bottleneck.

3. I have a concern about the upgrades applying neutrals. I appreciate the "get more people" doing industry in low sec is a good thing, but I am worried that major alliances and pirate groups will simply move in and have alts farm one system to fully upgraded so the pirate/large alliance that has nothing to do with 99% of FW can reap all the rewards.

4. System upgrades - Can you tell me what slots this creates, and if in a FW station with no research and manufacturing, you can now potentially upgrade it to have research and manufacturing? This would be awesome (but not unless you reserve some number of slots for FW characters only).

5. Non station FW systems - We need more reasons to upgrade these systems other just than some overall war 'tide' effect. Please consider a POS fuel reduction, cyno-jammers and perhaps some harvestable resource upgrade like booster gas clouds spawning there or something to add some 'life' and consequences to these systems too.

6. Please consider adding Mindlink Implants to FW LP stores. This would fit in quite well racially (even though being Gallente we'd get the crappiest one Sad ). Potentially you could get Outer Ring Excavation loosely in on FW at some later date for the mining mindlink which would be rather cool.

7. Plexes - Are you looking at changing any Plex mechanics? Specifically the gated predictable warp in point makes defending a plex much easier once you're in and set up.

8. NPCs - Are you rebalancing the NPCs of the different factions in plexes and missions with these changes?

9. Missions - While missions have been over-farmed in the past, please balance the time required to do these against plexing carefully. One solution to missions not "contributing" to the war would be to make missions perhaps count some small amount to reducing that systems LP control amount.


All in all some fantastic changes and you're making FW much more dynamic, fun and have real consequences. I'm looking forward to how all this pans out. Cheers.
Suek Thyben
Deep Core Mining Inc.
Caldari State
#232 - 2012-05-10 10:52:06 UTC  |  Edited by: Suek Thyben
How about lowering taxes on PI for militia members as the upgrades of systems go up? This would give smaller corps and gangs incetives to join and bring in industiral ships into the systems, which could create interesting PVP dynamic. It also should be easy to implement and it is allways noce to see systems interact together.

Also, it may reinvigorate market in contested space, as more neutrals will come to sell and buy PI goods (and its shame to make trip profitable only one way)
Axl Borlara
Sebiestor Tribe
Minmatar Republic
#233 - 2012-05-10 10:59:55 UTC
Lyn Farel wrote:


But with that in mind, now, imagine a militia losing terribly to the point they lost most of their systems. What would push newcomers to go to the side of the losing faction ? I mean, except for the few people looking for challenge, most people in Eve think in terms of isk and advantages. I would bet that most of them will chose the winning side.
[....]
Another possible consequence of this is that a side might be winning for a very long time, making all the conflict in the area boring for everyone (lack of targets on one side and no fun on the other side).


Ok, you start by saying people will join the winning faction. Fine.
But then you say joining that winning faction restricts the targets you have. Plus any rewards are shared between a lot more people.
Surely they cancel each other out, to some degree?

Also, the more systems a faction controls, the more spread out the defenders will be (even if there are more). So taking systems back should be that bit easier.

No-one knows exactly what will happen. But that's the fun part.
Dirk Smacker
Caldari Provisions
Caldari State
#234 - 2012-05-10 11:09:27 UTC
Edward Olmops wrote:


The game was an utter failure, because the endgame entirely relied on something like Factional Warfare.
Basic problem: in a conflict with 2 sides, one side will get an advantage at some point and this could be simply a bigger number of players subcribing to that militia - maybe just because e.g. Gallente are the "coolest" faction atm.

The side with the more pilots is more likely to win fights and get rewarded - with cheaper LP stores etc.

Now 2 things are very likely to happen:
a)Players on the losing side will lose interest in FW or change sides. Either because losing is to expensive or simply because losing does not make them feel good.
b) And if new players enter FW, they are more likely to pick the dominant side. Maybe some players like the challenge or join a faction because they have no clue or they are hardcore RP people, but the winning side will alwas get more recruits.
People LIKE cheap ships & LP stores!!!

So the dominance of the winning side will become bigger and bigger until after a while either Gallente OR caldari will own all the contested systems.

I was lucky enough to wind up on the Darkside server for Warhammer Online , the only one that had somewhat equal factions (had alts on the others, they were game-killing like you said). However, the enemy could clearly outzerg(outblob) us for about 6-8 hours a day. The thing that kept us fighting through it was the underdog modifier which made it easier to flip maps 24 hours after a city seige.

Of course that wouldn't work in a sandbox game like EVE, but a modifier on the PvP kills LP for a losing faction would motivate them to fight, and could attract PvP corps to join their side instead of the lockouts warding them away.

I guess once you have a signature, you cannot have a blank one.

Dirk Smacker
Caldari Provisions
Caldari State
#235 - 2012-05-10 11:21:40 UTC  |  Edited by: Dirk Smacker
Axl Borlara wrote:

Also, the more systems a faction controls, the more spread out the defenders will be (even if there are more). So taking systems back should be that bit easier.

You know how they are making DUST 514 "Eve-like" by having ways to modify your build on the fly? Well, the lockout takes all that away for the back systems. The defenders won't be spread out. They just have to be close to where their opponents can dock.

Something else: It was pretty cool the way CCP didn't have the warzones set up like a sports field. They were unbalanced from the start. Correct me if wrong, but isn't there quite a few more Minmatar sov systems than Amarr (not talking about occupancy, actual empire sov)? The Cal-Gal warzone is fairly even in regards to current empire sov, so much larger that a few systems difference doesn't matter percentage wise.

However, both the Minmatr and Gallente enjoy a lot more tactical hi sec entry points into their enemy's sov. If there were consequences from the start, I doubt the warzones would look the way they do. Which is why it amazes me they aren't adding an Amarr warzone constellation, putting in 1-2 more station in empty systems near Tama, and other things that would make the warzones better for what they are about to implement.

I guess once you have a signature, you cannot have a blank one.

SwissChris1
Stimulus
Rote Kapelle
#236 - 2012-05-10 11:28:22 UTC  |  Edited by: SwissChris1
Love all BUT the datacore changes.....I farm my datacores once a year and the payout is **** for the amount of time and effort it took for my alt to get 5 level 4 research agents he could use. A noob account can train PI skills quickly and make MUCH more money than I can with research agents...making me pay per datacore now is just retarted.

It's not profitable, remove all of R&D agents and reimbus the skills, because no one will use this **** anyway
Dirk Smacker
Caldari Provisions
Caldari State
#237 - 2012-05-10 11:33:23 UTC
Vyktor Abyss wrote:

6. Please consider adding Mindlink Implants to FW LP stores. This would fit in quite well racially (even though being Gallente we'd get the crappiest one Sad ). Potentially you could get Outer Ring Excavation loosely in on FW at some later date for the mining mindlink which would be rather cool.

7. Plexes - Are you looking at changing any Plex mechanics? Specifically the gated predictable warp in point makes defending a plex much easier once you're in and set up.

8. NPCs - Are you rebalancing the NPCs of the different factions in plexes and missions with these changes?
.

6. Ha! Dream on for the mining mindlink. That would be too much of an advantage. But I do like the idea for the combat mindlinks. Gallente would most likely end up with the info link. Suck it! P

7. The plexes are untouched on SiSi. Thrasher takes down initial mob, orbits at 500, might as well be defensive plexing from then on.

8. Haven't seen a rebalancing. I may run a mission tonight but since the LP for the missions weren't changed last I checked, I doubt its been touched.

But yeah, I am also for a revamping of the npc's.

I guess once you have a signature, you cannot have a blank one.

Winterbliss
ANZAC ALLIANCE
Goonswarm Federation
#238 - 2012-05-10 12:04:00 UTC
Very welcomed changes indeed, however in the FW presentation at Fanfest you emphasised on system upgrades and getting back in to the combat quickly. How come we can't have a discount at the repairshop if our ship warps out extremely damaged? I think that should be one of the perks at least.
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#239 - 2012-05-10 12:04:09 UTC
For everyone that's talking about changing sides:

You do know you have to have a positive standing with the faction to join their side for FW?

And doing FW plexes involves killing the opposing side's ships. Thus tanking your standing with them?

Changing side once you've been playing a while isn't as easy as you might think.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Tosh Lines
Aliastra
Gallente Federation
#240 - 2012-05-10 12:35:12 UTC
Is there any fixes for low sec pvp? particularly the small simple things that could be easily fixed but are pretty detrimental to the game. Like carrier/orca docking?

There's little point even trying to break low sec gatecamps when all they do is dock in an orca and have the clean orca jump through the gate.