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IMPORTANT: Summer seeding change

First post
Author
Raivi
State War Academy
Caldari State
#21 - 2012-06-04 03:43:27 UTC
CCP Goliath wrote:
Raivi wrote:
CCP Goliath wrote:
Raivi wrote:
Thank you very much for the faction ammo seeding.

Would it be possible to change the position on unique ship seeding? They have been seeded on sisi before with no negative effects that I saw. And their seeding would be very useful for many tournament teams.


Question, and I'm mostly coming at this from a position of ignorance so excuse me if the question is daft. If a team is going to use one of the unique ships in the tournament, wouldn't they already have it (or the blueprint) on TQ ergo have it on Sisi?


But the other teams need to practice against them in order to know what they're up against.
And also a lot of trading of unique ships has happened since the last mirror according to what I'm seeing. So there's teams missing their uniques on sisi.


In terms of practise, I would argue that those teams in possession of the ships would have earned the right to having a bit of a secret weapon. I will talk to the tournament coordinators and game design on Monday and see what they say, but I would think that it's unlikely to happen.


Also I'd argue that the best way to encourage teams to incorporate unique ships into their teams is to make testing with unique ships as similar to testing without unique ships as possible. We all want to see expensive explosions on air and seeding the ships will help bring that about.

BTW unique ships were seeded on sisi in the runnup to each of the last two tournaments.
Amsterdam Conversations
Doomheim
#22 - 2012-06-04 04:35:44 UTC
My opinion about seeding them afterwards:

Don't.

For AT they really are fine. Teams that have practiced a lot will also generate much better setups, show of skills and make for overall better fights. Throwing random ships at each other isn't really that entertaining.

Afterwards, no. Making people able to "test" (in the not bugtesting way) for a game that, unlike all other games out there, has serious consequences is simply questioning the point of the game itself.

That is saying I don't mind people trying random stuff or just randomly shooting each other on Sisi, but it shouldn't become the risk-free private server for everything.
Missile War
Caldari Provisions
Caldari State
#23 - 2012-06-04 09:24:35 UTC
Amsterdam Conversations wrote:
That is saying I don't mind people trying random stuff or just randomly shooting each other on Sisi, but it shouldn't become the risk-free private server for everything.


this is what i've been trying to say the whole time when it was suggested, ofcourse i LOVE using the "new" modules(and the vangel) but if you look at fits, i've only seen a few T2 fits since the seeds, and those people didn't notice faction stuff was seeded. and the server population has increased ALOT(which i don't mind tho, more targets \o/)

CCP Goliath
C C P
C C P Alliance
#24 - 2012-06-04 10:23:55 UTC
I'm seeing the opinion that I thought I would, and can't say I'm surprised that most players don't want these items seeded. I assume you guys have no issue with faction ammo and ships?

CCP Goliath | QA Director | EVE Illuminati | @CCP_Goliath

Makari Aeron
Imperial Shipment
Amarr Empire
#25 - 2012-06-04 12:56:33 UTC  |  Edited by: Makari Aeron
CCP Goliath wrote:
I'm seeing the opinion that I thought I would, and can't say I'm surprised that most players don't want these items seeded. I assume you guys have no issue with faction ammo and ships?


I'd prefer this as the minimum.

Here's another idea, in 0.0 where the pirates are faction X, faction X items are seeded in the market. Since these items are somewhat readily available in the real server (as long as you rat enough), why not make them available as seeded items on the test server?

CCP RedDawn: Ugly people are just playing life on HARD mode. Personally, I'm playing on an INFERNO difficulty.

CCP Goliath: I often believe that the best way to get something done is to shout at the person trying to help you. http://goo.gl/PKGDP

Daneel Trevize
Give my 11percent back
#26 - 2012-06-04 22:18:19 UTC  |  Edited by: Daneel Trevize
CCP Goliath wrote:
Raivi wrote:
Thank you very much for the faction ammo seeding.

Would it be possible to change the position on unique ship seeding? They have been seeded on sisi before with no negative effects that I saw. And their seeding would be very useful for many tournament teams.


Question, and I'm mostly coming at this from a position of ignorance so excuse me if the question is daft. If a team is going to use one of the unique ships in the tournament, wouldn't they already have it (or the blueprint) on TQ ergo have it on Sisi?
Only until they run out of them via testing. Seeding allows far more and complete testing.
CCP Goliath wrote:
I'm seeing the opinion that I thought I would, and can't say I'm surprised that most players don't want these items seeded. I assume you guys have no issue with faction ammo and ships?
Faction ammo and cap boosters is a no-brainer for seeding on Sisi, they are almost exclusively used on TQ for PvP.

Makari Aeron wrote:
Here's another idea, in 0.0 where the pirates are faction X, faction X items are seeded in the market. Since these items are somewhat readily available in the real server (as long as you rat enough), why not make them available as seeded items on the test server?
Seeding faction items in their specific faction's space is just making life needlessly difficult on Sisi, this isn't a game server but for testing, we don't need extra logistics work in a world where everyone can buy a 100isk cap ship and cyno about with 0 risk.

Amsterdam Conversations wrote:
That is saying I don't mind people trying random stuff or just randomly shooting each other on Sisi, but it shouldn't become the risk-free private server for everything.
If you think Sisi competes with TQ in any way except for directly testing PvP mechanics, you are sorely mistaken. 100isk items on Sisi is no threat to nullsec alliances, small gang roaming fleet experience, or true solo fight selection. It is because TQ is a single-shard high-risk server that it is of value, that's a huge part of the game that no other server could ever be, by definition.

I say seed the faction and deadspace modules, for many there's almost no comparable modules, especially pith/gist shield boosters, armour reppers and ABs (for fitting and cap requirements). 'Officer' modules are actually often only with identical stats as said deadspace/complex/whatever their source ones. Except for capital modules/supers fits, but who cares about the 1%?
Freyja Asynjur
Folkvangr
#27 - 2012-06-05 00:20:47 UTC
There's no point, no value, no learning, no fun to test any faction module (and ship, btw), if everyone also use them. It just shifts the rules, balance and feeling of the game to a lesser, very small, portion of viable ships and tactics (look at the kills from the last few days on the sisi unofficial killboards, it's not hard to see that there's only a very few ships that dominate the full-faction-fitted world).

As far as I'm concerned, we should be removing stuff from the 100isk market, not adding any new stuff, to try to get some ship diversity back in the combat system.

(imho, *empire* faction ammo & navy cap charges sound ok, they are almost mandatory on TQ anyway)

-

Merin Ryskin
Peregrine Industries
#28 - 2012-06-05 02:20:13 UTC
CCP Goliath wrote:
I'm seeing the opinion that I thought I would, and can't say I'm surprised that most players don't want these items seeded. I assume you guys have no issue with faction ammo and ships?


Correct. Faction ammo is the default in PvP (only throwaway T1 ships ever use T1 ammo) and faction ships usually cost about the same as the equivalent T2 ship. Including them brings SiSi testing closer to the real server, and makes any balance information obtained from SiSi a lot more relevant.

Seeding faction/officer modules, on the other hand, would immediately replace every non-weapon T2 module and make SiSi combat completely unlike what happens on the real server, to a point where you'd have to re-mirror and re-seed SiSi without all that stuff every time you want to test new balance changes and get remotely useful feedback.

That said, thank you for finally adding faction ammo to the test server, it's something I (and a lot of other people) have wanted to see for a long time.
Makari Aeron
Imperial Shipment
Amarr Empire
#29 - 2012-06-05 12:17:38 UTC  |  Edited by: Makari Aeron
Freyja Asynjur wrote:
There's no point, no value, no learning, no fun to test any faction module (and ship, btw), if everyone also use them. It just shifts the rules, balance and feeling of the game to a lesser, very small, portion of viable ships and tactics (look at the kills from the last few days on the sisi unofficial killboards, it's not hard to see that there's only a very few ships that dominate the full-faction-fitted world).

As far as I'm concerned, we should be removing stuff from the 100isk market, not adding any new stuff, to try to get some ship diversity back in the combat system.

(imho, *empire* faction ammo & navy cap charges sound ok, they are almost mandatory on TQ anyway)


I beg to differ, this is the *test* server, and therefore players should be able to test nearly every aspect of the game. This includes the harder to find modules. IMHO, the test server is just for what it's name stands for. Testing bugs, fits, and new items/concepts put into the game; not to be a new universe for someone to conquer or to scratch your PvP itch. That said, I firmly believe that pretty much EVERY item and ship (sans Officer mods, super caps, and tournament/special ships) should be seeded on the server. How can we test that which we cannot readily acquire?

Will I settle for all the faction ships and faction ammo? Yes, yes I will. I just had hoped there would be at least faction mods on the test sever.

CCP RedDawn: Ugly people are just playing life on HARD mode. Personally, I'm playing on an INFERNO difficulty.

CCP Goliath: I often believe that the best way to get something done is to shout at the person trying to help you. http://goo.gl/PKGDP

Swidgen
Republic University
Minmatar Republic
#30 - 2012-06-05 21:24:50 UTC
Makari Aeron wrote:
I beg to differ, this is the *test* server, and therefore players should be able to test nearly every aspect of the game.

this+1

That's why they give out 2M skillpoints for participating in the mass tests on sisi. I have over 10 million extra SP on sisi. Why shouldn't I be able to faction fit some of the sweet setups I see on battleclinic for ships I am a year away from flying on TQ? By being able to quite literally "test" these things on sisi, it gives me a better idea of where to focus my training on the real server.

The real purpose of sisi is for CCP to have a way to test their changes (and fixes) to the game, and acquire feedback from testers. I'd argue the second-best purpose is for Alliance Tournament player practice. Beyond that, giving players a way to do stuff they can't do on TQ is a valid purpose for sisi.
Freyja Asynjur
Folkvangr
#31 - 2012-06-06 00:34:49 UTC  |  Edited by: Freyja Asynjur
Swidgen wrote:

That's why they give out 2M skillpoints for participating in the mass tests on sisi. I have over 10 million extra SP on sisi. Why shouldn't I be able to faction fit some of the sweet setups I see on battleclinic for ships I am a year away from flying on TQ? By being able to quite literally "test" these things on sisi, it gives me a better idea of where to focus my training on the real server.


Sure, that's what I did too for the last few years and it served me well.

Now what kind of valuable lesson you can learn from flying a full faction/deadspace/officer fit faction/unique ship against a cohort of other full faction/deadspace/officer fit faction/unique ships is beyond me. Roll


Quote:

Swidgen wrote:

The real purpose of sisi is for CCP to have a way to test their changes (and fixes) to the game, and acquire feedback from testers. I'd argue the second-best purpose is for Alliance Tournament player practice. Beyond that, giving players a way to do stuff they can't do on TQ is a valid purpose for sisi.

Makari Aeron wrote:

IMHO, the test server is just for what it's name stands for. Testing bugs, fits, and new items/concepts put into the game; not to be a new universe for someone to conquer or to scratch your PvP itch.



This argument has an history of translating into "your test server idea is wrong, mine is right". But it actually works against any opinion : the test server is there to find bugs and help with the balancing of new features, not to feed power hungry players or scratch your faction fits itch.

I'm not keeping arguing around much any longer, as I'm not the voice of anyone but me .

In the end it's all about whether the combat system is only a (fun) slugfest hosted because CCP can afford to host it, or if the combat system ever gave relevant insights for game balancing.

We're all laboratory rats, after all Big smile

-

Gizznitt Malikite
Agony Unleashed
Agony Empire
#32 - 2012-06-06 02:48:19 UTC
CCP Goliath wrote:
Eyriemhale wrote:
Does this mean there is going to be another mirror? cause i would like to be able to access Sisi, but missed the mirror last time due to me coming back to EVE!!! >:


We're at the moment trying to do a partial mirror that would update account info and login details, but leave things like POS setups, ships, skillpoints etc. as they are. If this isn't possible it is likely we will need to fully remirror.


Can we get a status update on when you're planning to update the server???

... I'm on sisi now, in an NPC station, and it's definitely not fully seeded.

Felix Macey
Lead Farmers
#33 - 2012-06-06 11:38:14 UTC  |  Edited by: Felix Macey
Edit: Never mind I didn't look properly
Miro Mishu
Bullworks
#34 - 2012-06-06 19:56:31 UTC
CCP Goliath wrote:
We're at the moment trying to do a partial mirror that would update account info and login details, but leave things like POS setups, ships, skillpoints etc. as they are. If this isn't possible it is likely we will need to fully remirror.


Excellent news! This toon changed accounts since the last mirror so I'm unable to play on Sisi. Really looking forward to getting in there and doing some testing.

Thanks for the great work you guys do! Keep it up. :)
Copine Callmeknau
Callmeknau Holdings
#35 - 2012-06-08 04:56:46 UTC
TL;DR:
1) Faction ammo/cap charges seeded
2) Faction mods given as mass test reward
3) LOGIC

sooooo
Obviously faction ammo/cap charges is a no-brainer.

While I did like being able to test fit some of my crazier EFT experiments, the seeding of deadspace mods is a bit insane.
Not to mention accidental seeding of some officer mods heh

Faction mods, well I'm not so sure they're bad. I mean having IN EANM or faction damage mods isn't exactly gamebreaking, of course the counter-argument is that anybody looking to fit faction mods on regular PvP ships is probably gonna have a stockpile of these already and doesn't need them seeded.

The counter argument to all of the above is that there is very low turnover on any sort of faction/dead/officer mod on SiSi.
The market gets faceraped in the first 2 days of a mirror, and then all the mods die within about a week. After that it's just T2 until the mirror.

Maybe a compromise can be made, keeping a flow of faction modules without turning CA's into a quagmire.
I propose that in addition to SP, faction/dead/officer mods could be given out as rewards for mass tests. Maybe a redeemable can with a set list of mods, eg tackle pack, 5x Fed Webs, 5x TS Scrams. Armour pack 5x IN EANM, 5x Coreli C-type ANP. Damage pack 5x Faction Gyro/Magstab/BCU/HS.
You get the idea. In the future this could be expanded to include one or two officer mods.

The thinking behind this is that SiSi is supposed to have combat like on TQ (a fallacy I know, but this is CCP's take on it), however the relative rarity of high end mods is much higher than on TQ. The population is lower and skewed 95% towards PvP, this means that there is simply no supply for these modules.
A soft introduction like outlined above would be enough to keep things interesting without breaking the server, and generates further incentives for mass-tests.
This is also extremely light on dev resources, the redeem system is already in place for all of this without need of any additional codebase. Once pack templates are made they can be copypastad into the SP reward script already in place.

To save dev time I can even offer a proposed list of module packs ^^

There should be a rather awesome pic here

Michael Harari
Genos Occidere
HYDRA RELOADED
#36 - 2012-06-09 04:13:51 UTC
I know they are already seeded, but even after the tournament is over faction mods have to be seeded to test balance. Some fits just plain wont fit without some faction or deadspace gear, and some deadspace gear is standard in other fits (like deadspace reps on a vengeance, or a gistii mwd on a slicer)
Covert Kitty
SRS Industries
#37 - 2012-06-09 04:32:37 UTC
Faction ammo I want to keep (all pvp on singularity uses faction ammo), everything else can go away including faction ships imo.
Missile War
Caldari Provisions
Caldari State
#38 - 2012-06-09 09:15:39 UTC
CCP Goliath wrote:
I'm seeing the opinion that I thought I would, and can't say I'm surprised that most players don't want these items seeded. I assume you guys have no issue with faction ammo and ships?


Like I said, the new modules are great, and I've seen some weird fits(active shield tanked vindies for one) and brings some variation to fits, since the "normal" fits aren't the basicly only succesfull fits anymore.

And I aswell, love fitting my ships in some insane ways or do some missions with them and see how much they impact how easy missions get with full best deadspace fits.

But my biggest fear was that too many idiots would join sisi since they can have all deadspace mods etc. without real risk. But it seems that my fear wasn't needed since the average population barely changed at all. I'm for letting it stay, Altho T2 mods are mostly useless now, I don't really mind that.

Also why has sisi been down for what? 5 hours now? :/
death klokk
Caldari Provisions
Caldari State
#39 - 2012-06-15 05:23:00 UTC
I dont see what the problem is with faction deadspace mods on sisi. Its a test server and I need to test my pimp fits extensively, because they're my pimp fits. It is NOT "live server #2". There is no KB that means anything. Crap pilots are still crap pilots. It doesn't take away from the Live server because what happens on there is what counts. Everything else is just eve's version of a holodeck.
Katy Ling
Crimnson Concept Flame
#40 - 2012-06-17 13:48:15 UTC
thank you for seeding the items, it's really handy. would be nice if it was for longer, at least in a few stations, but it's still nice for a short time. thank you.
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