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Player Features and Ideas Discussion

 
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FW: rebalancing NPCs and you

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Author
Cearain
Plus 10 NV
#161 - 2012-07-06 20:46:20 UTC
Dynast wrote:
Station lockout has at least taken all the ******** station games out of FW, and that's a vast improvement on six months ago..


No it hasn't, at least not if you fight for a faction that has no stable place to base.


Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Cearain
Plus 10 NV
#162 - 2012-07-06 21:15:13 UTC
Hans Jagerblitzen wrote:


....I personally like your proposal for better notifications for enemies entering plexes, and I also like SigmaPi's idea of the plex resetting when you leave, to encourage people to stick it out and fight over it instead of fleeing constantly. .


Now we are narrowing it down a bit.

I thought SignmaPi's idea would be to have the counter start counting back to zero. Not automatically reset. I think a reset is not a good idea. A single large gang (I won't say blob because I don't mind blobs) can just make the rounds and undue everyones plexing by warping in a single time and immediately leaving.

With respect to this I also think it should only start counting back down if a wt lands on grid or on grid of the accel gate before you leave. That way my own timer won't start counting down if I want to leave to chase someone else out. Also some people like to run defensive plexes up a bit so that the offensive plexer will have to sped more time plexing if they want to cap that plex. I think that is a valid idea.

I haven't heard anyone object to this.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Tsubutai
Perkone
Caldari State
#163 - 2012-07-06 22:00:55 UTC  |  Edited by: Tsubutai
I'm not in FW, so treat this suggestion with due scepticism, but how's this for an offensive plex rework:

When you enter the plex there are some token hostile NPCs that can be killed in less than a minute in a site-appropriate pvp ship without significant difficulty.
Once these hostile NPCs are dead, an NPC transport ship belonging to your faction spawns next to the plex button and starts the plex timer - you could have some RP fluff here about it being a troop transport disgorging marines to storm the hostile facility or whatever. No further hostile NPCs spawn for the remaining duration of the plex.
If the timer runs to completion without interruption, the plex is captured and you get your LP payout as occurs at present.
If a hostile player warps in, the timer continues to run down. However, the hostile can shoot and blow up the transport ship (which should have maybe 2x the EHP of the payer ship class for which the plex was designed, so perhaps 15-20k ehp in a minor plex). If the transport ship is blown up, the attempt to capture the plex fails and the hostile player gets some kind of reward, whether it's loot from the transport, LP, or whatever. Obviously, if the hostile is shooting the transport while you're still in the plex, you should be able to kill him without issue...


The idea is that you have to fit at least some guns to your plexing ship to clear the initial few NPCs, and if you choose to run rather than fight when a hostile comes in, they can quickly negate your work and get a little reward for themselves. However, because there are very few combat NPCs in the plex, they can't significantly distort the outcome of any fights that happen inside it.
Hans Jagerblitzen
Ice Fire Warriors
#164 - 2012-07-06 22:40:51 UTC
Tsubutai wrote:

The idea is that you have to fit at least some guns to your plexing ship to clear the initial few NPCs, and if you choose to run rather than fight when a hostile comes in, they can quickly negate your work and get a little reward for themselves. However, because there are very few combat NPCs in the plex, they can't significantly distort the outcome of any fights that happen inside it.


I think this is very much a step in the right direction. I still don't like mandating PvE, but if its there, it needs to be much less intrusive, and easily dispatched by just about any basic PvP fit, including armor buffer tanks. Thats a core design value both the players and CCP can agree upon, thankfully.

I kind of envisioned more of a static small conflict between two opposing NPC's gangs, where whichever faction entered would be able to assist and kill off the other faction NPC's, tipping the scales and helping to secure the plex. That way both defensive and offensive plexing become an engaging activity that can't simply be delegated to a day-old speedtanker alt. I like your idea in particular because it rewards hostile interference, and penalizes the flight response. What is sorely needed is a directive incentive to stay rather than to bounce constantly.

I also REALLY want to investigate the possibility of NPC AI that would involve the rats de-aggroing whenever hostile players enter the plex. I think it would be awesome to have engaging NPC content for when hostiles aren't around, but have rats "stand down" when a capsuleer comes in to take you on themselves. That way, there could be a PvP-alternative to the "must kill all rats" provision everyone's been begging for - if you're challenged and you win, maybe that allows for a successful plex capture in lieu of grinding through a stack of NPC's. If you aren't challenged, you complete some manageable NPC content instead. I just think we take for granted that NPC's interfere with PvP, there's no reason that they have to if CCP is redesigning the content anyways.

CPM0 Chairman / CSM7 Vice Secretary

Hans Jagerblitzen
Ice Fire Warriors
#165 - 2012-07-06 22:47:02 UTC
Cearain wrote:

Now we are narrowing it down a bit.

I thought SignmaPi's idea would be to have the counter start counting back to zero. Not automatically reset. I think a reset is not a good idea. A single large gang (I won't say blob because I don't mind blobs) can just make the rounds and undue everyones plexing by warping in a single time and immediately leaving.

With respect to this I also think it should only start counting back down if a wt lands on grid or on grid of the accel gate before you leave. That way my own timer won't start counting down if I want to leave to chase someone else out. Also some people like to run defensive plexes up a bit so that the offensive plexer will have to sped more time plexing if they want to cap that plex. I think that is a valid idea.

I haven't heard anyone object to this.



You're absolutely right, a passive tick-down of the plex is much better than allowing a blob to control whether you can plex and accomplish anything at all. Thought now that its been brought up, I like the idea of rewarding plex defense through incentives (like protect-the-transport) as supposed to pure clock manipulation. Either way, good ideas, keep em coming.

CPM0 Chairman / CSM7 Vice Secretary

Hans Jagerblitzen
Ice Fire Warriors
#166 - 2012-07-06 23:05:10 UTC
Tsubutai wrote:

Once these hostile NPCs are dead, an NPC transport ship belonging to your faction spawns next to the plex button and starts the plex timer - you could have some RP fluff here about it being a troop transport disgorging marines to storm the hostile facility or whatever. No further hostile NPCs spawn for the remaining duration of the plex.
If the timer runs to completion without interruption, the plex is captured and you get your LP payout as occurs at present.
If a hostile player warps in, the timer continues to run down. However, the hostile can shoot and blow up the transport ship (which should have maybe 2x the EHP of the payer ship class for which the plex was designed, so perhaps 15-20k ehp in a minor plex). If the transport ship is blown up, the attempt to capture the plex fails and the hostile player gets some kind of reward, whether it's loot from the transport, LP, or whatever. Obviously, if the hostile is shooting the transport while you're still in the plex, you should be able to kill him without issue...



NOW, picture this with Dust 514 troops in a real troop carrier.....and yes, I'm 100% serious. This is something I've talked about in the past, the fact that the button timer is a nice unit of time (15-20 minutes) that dovetails nicely with an FPS match length, and that CCP should consider extending Dust 514 warfare into space compounds, not just planet surface battles. You've just come up with a better way to integrate them into the current plex model than I did at the time.

I know it sounds pie-in-the-sky, but I don't really think it is. Having a plex warfare system that is set up for this makes it all the more easy to integrate further down the road, all CCP would have to do is build a space outpost map for each race, and drop queued-up dust marines into matches as plexes were triggered and run. Militias could either allow public groups to take these deep-space missions for a fixed NPC pay rate, or have the option of paying their own highly skilled mercs to defend the plexes in systems they really cared about. CCP's already talked about Faction Warfare being one of the early places where the link will be built between the two games, this is a MUCH more meaningful and practical way to integrate the two systems without having to depend on fights over planet resources that people don't really care much about anyways, comparatively.

I think it would be awesome! Twisted

CPM0 Chairman / CSM7 Vice Secretary

Squatdog
State Protectorate
Caldari State
#167 - 2012-07-07 02:33:37 UTC
The big problem is this: It's possible to farm FW plexes of every size with low-skill alts in T1 frigs.


Literally every day I see an endless procession of unarmed Incursus' and stabbed Merlins going semi-AFK in plexes and warping off the instant their spidey-sense detects imminent PVP. It's impossible to defend systems effectively (outside of militia basing areas) because they'll simply leave and come back once you get bored, with the T1 plexing swarms running practically 24/7

The solution: Spawns have to be killed, or at least a 'boss' or 'boss wave' that needs to be killed before the plex can be capped
Tsubutai
Perkone
Caldari State
#168 - 2012-07-07 09:58:56 UTC  |  Edited by: Tsubutai
Since at least one person liked my offensive plex suggestion, I'll make another concerning defensive plexing: it is dumb and shouldn't exist in its current form. The lack of rewards is dumb, orbiting a button doing nothing while guarded by friendly NPCs is dumb, it's all dumb. So get rid of it entirely.

Instead, have offensive plexes spawn for both the the defending and the attacking faction in contested systems, with the number of plexes for the defenders (and also their sizes and respawn rates) being dependent on the capture status of the system. For example, if my system was uncontested, I wouldn't have any plexes to run. At 1-30% contested, I might have at most 2 minor plexes to run, with long respawn timers. If it was 31-60% contested, I'd have a maximum of four minor/intermediate plexes available, with slightly less long respawn timers; at 61-90% contested, I'd have a maximum of six with minors/intermediates/gated majors available with near-current respawn timers; and at 91-100% contested, I'd have the full current complement of plexes available, with current respawn timers. In all cases, attackers would have the full standard complement of plexes available, with normal respawn timers. To compensate for the long respawn timers at low capture status percentages, give each "defensive" plex a bigger impact on capture status when the system is only lightly contested.

The idea here is that you can't efficiently farm your backwater systems for LP because the long respawn timers and low number of available plexes when the system is lightly contested mean you can only run a few per hour (you could further discourage "defensive" LP farming by scaling the LP payout according to the system capture status...). However, this doesn't affect your ability to decontest your system because each individual "defensive" plex you do has a greater impact on the capture status. At the same time, you're still running the risk of having a hostile come in to kill your transport and render your efforts ineffective if you're not willing to fight.
Cearain
Plus 10 NV
#169 - 2012-07-07 12:30:44 UTC
No lp for defensive plexing does at least a few good things:

1) Encourages the defending side to stop plexers in pvp before they capture a plex so that they do not need to orbit a button for no pay.

2) Gives some reason to join the side with fewer systems since although your lp is worth very little you have more opportunities to make lp through plexing. It also limits the winning sides ability to make lp through plexing. Yes they can still make lp from missions but that does not help their occupancy efforts and if enough people switch over to missioning instead of plexing then the side with fewer systems is given some respite.

3) It can lead to a war where many systems become vulnerable or close to vulnerable and then flipped in a dramatic fashion. Sure this hasn't happened, yet. But we are starting to see it signs of how it will work. One of the caldari or gallente refused to flip a system after bringing it to vulnerable. The minmatar are already getting concerned of the prospect that amarr will start farming those back systems in a way that will be very difficult/tedious for them to recapture. Once the amarr gets around to plexing those back systems and forcing the minmatar to plex for no gain we will start to wear them out. We haven't really begun that yet but it will work if we do decide to do that.

4) Its sort of neat to use individual greed as a balance.

5) If you want to farm systems where your enemy can't even dock then eve offers that already. Sov null sec. I think sov null sec is boring because it allows "defensive plexing." - farming rats and running plexes in its own systems.

IMO Null sec would greatly benefit from a system like this where you are rewarded for taking over new space instead of just sitting in your space and farming it. IMO, that is a big reason why null sec has been so boring for the last few years. By forcing people to take over new space in order to gain isk your encourage conflict.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Avery Jaydefyre
Slackers with Questionable Tastes
#170 - 2012-07-07 20:58:20 UTC
Squatdog wrote:
The big problem is this: It's possible to farm FW plexes of every size with low-skill alts in T1 frigs.


Literally every day I see an endless procession of unarmed Incursus' and stabbed Merlins going semi-AFK in plexes and warping off the instant their spidey-sense detects imminent PVP. It's impossible to defend systems effectively (outside of militia basing areas) because they'll simply leave and come back once you get bored, with the T1 plexing swarms running practically 24/7

The solution: Spawns have to be killed, or at least a 'boss' or 'boss wave' that needs to be killed before the plex can be capped



I'm currently awaiting standings to set to join Amarr fw. I was a bit bored last night and went out to pew pew in the neighborhood and discovered a rifter speed tanking an Amarr major:


http://eve-kill.net/?a=kill_detail&kll_id=13912939


Now time for an opinion:

Take one of the current npc fw skins and apply it to frigates. Then boost the speed, tracking, and d p s on the new ship, rename it and make it exclusive to major fw plexes. This should prevent speed tanking in major plexes while allowing minors to be viable for appropriate ship types. It also does not affect current missions in high sec by doing so.

This also removes the e-war discussion from the equation in how to deal with the speed tankers. Additionally, it follows the philosophy of large ship types needing the support of smaller ship types.

Start by adding two or three of them and then slowly adjust from there, rather than making a drastic change immediately.

A 5 day old alt should not be earning as much as they are currently able to in fw.
Veshta Yoshida
PIE Inc.
Khimi Harar
#171 - 2012-07-07 21:12:41 UTC
eWar removal was never about speed/tracking tankers, but rather the occasional pew where it ended up as a turd in one sides soup .. speed/tracking tankers can only be removed by "Kill Everything!" or redesigning/-coding plexes entirely.

As for topic: Brain left on idle came up with the idea of merging the two current threads or at least their premises. Remove WZC and make it constellation based, the higher the level of "control" the higher the level of "insurgency" .. ie. upgrade all systems in constellation to gain benefit at the cost of making the life for an attacker 'easier'.
One could upgrade a backwater constellation necessitating extra travel to avail of said upgrades or one could do it closer to home (where the baddies prowl) and have to actively defend not one one but several systems for bonuses to remain intact.
Pros: More pew. One up for the underdog.
Cons: My brain does not deal with such trivial things so not applicable.

Basically ripping yet another bit of the working mechanics from Incursions .. constellation conflict/incentives rather than system conflict/entire zone benefit.
Squatdog
State Protectorate
Caldari State
#172 - 2012-07-08 00:26:08 UTC
Not only can low-skill T1 frig alts speed-tank any plex, players can abuse their faction standing and run plexes without the NPCs even aggressing.

Which is just great.
Milton Middleson
Rifterlings
#173 - 2012-07-08 01:07:10 UTC  |  Edited by: Milton Middleson
edit: **** these forums.

What my dear, departed post said at some length is that speed-tankers are a symptom, not the problem. Plexes are supposed to be generating fights. The problem is that they generally aren't, except in hotly contested systems, and I think we need to identify why that is before trying to come up with a fix. I blame the insignificant of an individual plex (which discourages defenders from stopping plexers and discourages attackers from trying to hold a given plex), the pve/pvp divide problem (which further discourages plexers from fighting), and the reward structure (which discourages offensively plexing in a group).
Squatdog
State Protectorate
Caldari State
#174 - 2012-07-08 01:56:42 UTC
Milton Middleson wrote:
edit: **** these forums.

What my dear, departed post said at some length is that speed-tankers are a symptom, not the problem. Plexes are supposed to be generating fights. The problem is that they generally aren't, except in hotly contested systems, and I think we need to identify why that is before trying to come up with a fix. I blame the insignificant of an individual plex (which discourages defenders from stopping plexers and discourages attackers from trying to hold a given plex), the pve/pvp divide problem (which further discourages plexers from fighting), and the reward structure (which discourages offensively plexing in a group).


You're doing it wrong.

Plexing is GREAT for getting solo and small gang fights, without being dropped on or blobbed by T3/Logi/Faggotry
Squatdog
State Protectorate
Caldari State
#175 - 2012-07-08 01:59:35 UTC
Milton Middleson
Rifterlings
#176 - 2012-07-08 02:00:39 UTC
No, plexes are sometimes useful for getting solo and small gang fights. The only part of them that contributes to that is the type-limited acceleration gate. System capture is more or less irrelevant, and the NPCs actively inhibit small engagements, where their presence makes a more significant impact.
Squatdog
State Protectorate
Caldari State
#177 - 2012-07-08 02:22:41 UTC
Milton Middleson wrote:
No, plexes are sometimes useful for getting solo and small gang fights. The only part of them that contributes to that is the type-limited acceleration gate. System capture is more or less irrelevant, and the NPCs actively inhibit small engagements, where their presence makes a more significant impact.


The NPCs hit like bitches and have no EWAR now, so a single spawn has very little influence of fights.

Also, their limited aggro range means that PVPers will immediately rush to the warp-in point so the NPCs can't whore in on the killmail.
Milton Middleson
Rifterlings
#178 - 2012-07-08 02:54:59 UTC
So, what you're saying is, plexes are great, so long as you find an unopened one or one where the spawns have been cleared, of the appropriate size, where you stay out of NPC aggro range (which entails pretty much not moving at all from the warp in).

Thanks for confirming my point.

The acceleration gate is the only part of the FW plex that is performing its intended function. The other elements are either non-contributors or adversely impact the creation of fights.
Squatdog
State Protectorate
Caldari State
#179 - 2012-07-08 03:01:53 UTC
Milton Middleson wrote:
So, what you're saying is, plexes are great, so long as you find an unopened one or one where the spawns have been cleared, of the appropriate size, where you stay out of NPC aggro range (which entails pretty much not moving at all from the warp in).

Thanks for confirming my point.

The acceleration gate is the only part of the FW plex that is performing its intended function. The other elements are either non-contributors or adversely impact the creation of fights.



No. Once again, the NPCs contribute very little and contribute ZERO if the fight is near the warp-in.

In fact, the only time they make a major difference is if there's a full spawn as the result of the plex being farmed by an unarmed Incursus alt.
Hurtado Soneka
Deep Core Mining Inc.
Caldari State
#180 - 2012-07-08 04:17:34 UTC
Players need to clear out the npcs before the timer goes down in offensive plexing, some minute lp reward for defensive plexing, really its that simple