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FW: rebalancing NPCs and you

First post First post
Author
Sui'Djin
State War Academy
Caldari State
#401 - 2012-09-02 08:48:20 UTC  |  Edited by: Sui'Djin
X Gallentius wrote:
Quote:
* Complex size and name changes: current complex sizes are confusing as some major sites have no acceleration gates, while others do. Plan is to revamp sites to 4 sizes: rookie (only tech 1 frigates allowed, no navy, pirate or tech 2 variant), small (all small ships, including navy, pirate and tech 2 variants - essentially all frigates and destroyers), medium (all cruisers, including navy, pirate and tech 2 variants - battlecruiser variants are not allowed) and large (unrestricted access).


The more I think abou tthis the more I don't like it. There is nothing wrong with the current system. I read this as
L1: T1 frigs
L2: Sabres
L3: HACs, Recons, Logi
L4: Nanofag ships

1. After the rebalance T1 frigs are perfectly viable options in current L1 plexes. They are competitive with dessies.

2. Navy faction ships are currently inferior to their T2 counterparts. Their only advantage was their flexibility in getting into smaller plexes. This advantage is gone. IMO, FW should be all about faction navy ships since 1) they are faction navy ships for faction warfare and 2) they are given out at a discount to the LP store.

3. No room for T1 cruisers. T2 AHAC/Logi/Recon will rule the day in L3s.

4. Armor BCs are worthless, only more "open ocean" nanofaggotry. If you are going this way, then please put a warp in on L4s.

.Maybe it's fear of change. What do other FW players think of this change?


I fully agree.
Lili Lu
#402 - 2012-09-02 16:05:25 UTC
Hrett wrote:
X Gallentius wrote:
Quote:
* Complex size and name changes: current complex sizes are confusing as some major sites have no acceleration gates, while others do. Plan is to revamp sites to 4 sizes: rookie (only tech 1 frigates allowed, no navy, pirate or tech 2 variant), small (all small ships, including navy, pirate and tech 2 variants - essentially all frigates and destroyers), medium (all cruisers, including navy, pirate and tech 2 variants - battlecruiser variants are not allowed) and large (unrestricted access).


The more I think abou tthis the more I don't like it. There is nothing wrong with the current system. I read this as
L1: T1 frigs
L2: Sabres
L3: HACs, Recons, Logi
L4: Nanofag ships

1. After the rebalance T1 frigs are perfectly viable options in current L1 plexes. They are competitive with dessies.

2. Navy faction ships are currently inferior to their T2 counterparts. Their only advantage was their flexibility in getting into smaller plexes. This advantage is gone. IMO, FW should be all about faction navy ships since 1) they are faction navy ships for faction warfare and 2) they are given out at a discount to the LP store.

3. No room for T1 cruisers. T2 AHAC/Logi/Recon will rule the day in L3s.

4. Armor BCs are worthless, only more "open ocean" nanofaggotry. If you are going this way, then please put a warp in on L4s.

.Maybe it's fear of change. What do other FW players think of this change?


Yes. I completely agree. A HUGE part of the charm and awesomeness of FW is that ALL ship sizes and classes get used. This change will eliminate T1 cruisers and destroyers among others. Currently, Pirate faction ships get used, but they are rare enough not to be unbalancing. I would rather keep the current restrictions over this suggested change.

Another post in agreement with XGallentius' comment. The current breakdown of ship sizes in plexes is one of the successes of the current system. T1 and navy faction frigs and Cruisers are viable and necessary even. Convert the restrictions to as proposed and we will lose the use of these ships. What a waste it would be.
Limarr
Arquebus Co.
Crimson Inquisicion
#403 - 2012-09-02 16:05:42 UTC
CCP Ytterbium wrote:
Alright folks, as promised, here are some iterations we are planning for winter.

Remember, this thread will focus on FW NPCs and complexes, for War Zone Control and System Upgrade changes, please refer to this post.

  • FW COMPLEX CHANGES

  • * Capture beacon location: first, we want to move the capture beacon closer to the room entrance (0-10km instead of 60-70km) to promote fights next to the acceleration gate exit point and being able to intercept incoming hostiles more easily.




    How about add more than one acceleration gate per plex with different warp in?



    TrouserDeagle
    Beyond Divinity Inc
    Shadow Cartel
    #404 - 2012-09-02 18:05:29 UTC
    Are the NPCs still going to attack neutrals? They really shouldn't do that.
    Rengerel en Distel
    #405 - 2012-09-02 19:08:13 UTC
    TrouserDeagle wrote:
    Are the NPCs still going to attack neutrals? They really shouldn't do that.


    I think they should ewar neutrals.

    With the increase in shiptoasting, the Report timer needs to be shortened.

    Alticus C Bear
    University of Caille
    Gallente Federation
    #406 - 2012-09-02 19:16:59 UTC
    TrouserDeagle wrote:
    Are the NPCs still going to attack neutrals? They really shouldn't do that.


    Yes they should, it is a military site do not enter if you do not want to be involved.
    Ashriban Kador
    Viziam
    Amarr Empire
    #407 - 2012-09-02 20:39:06 UTC
    Roddex wrote:
    Any word on where Tech 3 fit into the planned system (at least the current plan)?


    Most probably in a deep safe somewhere or PoS, just like they are currently. Why would that change?

    Your goals may align with some ... and with others, collide with the force of suns.

    Garr Earthbender
    Imperial Shipment
    Amarr Empire
    #408 - 2012-09-03 02:08:04 UTC
    X Gallentius wrote:
    Quote:
    * Complex size and name changes: current complex sizes are confusing as some major sites have no acceleration gates, while others do. Plan is to revamp sites to 4 sizes: rookie (only tech 1 frigates allowed, no navy, pirate or tech 2 variant), small (all small ships, including navy, pirate and tech 2 variants - essentially all frigates and destroyers), medium (all cruisers, including navy, pirate and tech 2 variants - battlecruiser variants are not allowed) and large (unrestricted access).


    The more I think abou tthis the more I don't like it. There is nothing wrong with the current system. I read this as
    L1: T1 frigs
    L2: Sabres
    L3: HACs, Recons, Logi
    L4: Nanofag ships

    1. After the rebalance T1 frigs are perfectly viable options in current L1 plexes. They are competitive with dessies.

    2. Navy faction ships are currently inferior to their T2 counterparts. Their only advantage was their flexibility in getting into smaller plexes. This advantage is gone. IMO, FW should be all about faction navy ships since 1) they are faction navy ships for faction warfare and 2) they are given out at a discount to the LP store.

    3. No room for T1 cruisers. T2 AHAC/Logi/Recon will rule the day in L3s.

    4. Armor BCs are worthless, only more "open ocean" nanofaggotry. If you are going this way, then please put a warp in on L4s.

    .Maybe it's fear of change. What do other FW players think of this change?


    Well, here's my quickly thought out thought. on the subject. We've seen the T1 frigs be brought more in line to be competitive with T2 frigs. Not a lot, but enough. If we move this up to the cruiser and BC classes, that means that the T1 hulls will be much more effective than before (I'm looking at YOU Omen).

    That being said, I don't see HOW they stand a CHANCE against HACs, Logi, and Navy/Pirate hulls. Sure some of us are EVE rich, but that doesn't mean we like to blow through all our ISK super quick.

    I agree with others that adding in the rookie plex is fine, but keep the other size restrictions as they currently are. I think it would be cool to see a few more unrestricted majors around though. Smile

    -Scissors is overpowered, rock is fine. -Paper

    Trinkets friend
    Sudden Buggery
    Sending Thots And Players
    #409 - 2012-09-03 03:45:32 UTC
    I, too, am concrerned about some of these changes.

    I don't want to see the end of the Unrestricted Major. I faffed about and missed a fight with carriers last night, on a gate. It was ~40 Amarrwith 2 caps vs 15-20 AHACs from Minmatar, and all agreed it was a great 30 minute brawl; everyone won though some lost their rides. MOAR PLOCKS.

    It is rare enough that FW guys use the big toys, so getting rid of the Unrestricted sites will discourage risky cap drops more than they happen today (ie; rarely). It is also the only place you can light a cyno; which is ergo the only place one can drop BLOPs gangs in FW. Again, it's risky toy usage, and should be encouraged.

    Secondly, the move of the capture button (which I suggested, with others). I am 20% agreeing with Cearain, 80% disagreeing. Right now, he gets to be lazy on the d-scan while orbiting button because 90km in a complex of any kind equals an ability to be risk averse or be a horrible farming alt. Either you avoid the fight because of blob (or, you know, use d-scan; no excuses here Cearain) or you bug out because you are a farmer. Hell, I can and do masturbate to redtube with EVE windowed down to the overview tab ONLY and if I see flashy orange I drop what I'm doing (so to speak), take the splash guard off my keyboard, and click warp to station/safe and then keep watching Assmunchers XXV - The Return of Buttcake. Moving the capture button closer will discourage such tawdry behaviour, and incidentally, increase the thrill of ****-plexing.

    However, I'm not sure that 20km is an appropriate distance, given,
    a) the proliferation of off-grid booster Lokis = instapoint on anyone within 34-40km of warpin. This includes a button 20km off the entry with a 20km radius and the WT at the far side and an overheated T2 dissy with Loki links on it. Which is basically got to be the standard threat you deal with. Ergo, the likelihood of being pointed the second someone drops on grid with a 20km button range is close to 100%.
    b) Dropping my johnson, cleaning the hand lotion off, and picking up my mouse takes at least 5 seconds. This indicates that you need another 10km at least, so I'll only really die to ceptors if I'm not on d-scan.

    I think something like a 30km from warp-in, 20km radius capture beacon gives people an opportunity to ****-plex, or even actually do it for serious, with an ability to not get pointed 100% of the time by a well prepared blob who sends in a ship with loki-boosted T2 point. At 30km, you'd have to be a dullard unaware of d-scan (or Cearain) to fall victim. Or a sodding great wanker like me.

    Thirdly, I am also concerned about the role of T1 cruisers in the proposed tiers of FW complexes. I'm not going all Chicken Little about it like others, because I at least can use d-scan and hence pick my fights while rolling my Nanocose or Nanoscythe (yeah, lol). But you WILL have, as stated, 2 vigilants/Deimos and 3 guardians with off-grid Legion boosts roflstomping everything, forever, on warp-in. At least the Deimos' won't be able to escape being pointed by the gang trying to bumrush them.

    As for the changes to the rats, I approve. This will basically stop the farmer alts of offensive plexers doing it AFK. You'll still be able to farm smalls and maybe mediums in a T1 frig/dessie (loki boosted twin rep incursus, I figure, would be enough to toss over medium rats) and people will up the ante with the medium and large plexes with new and innovative ways to farm them....but requiring the rats to be dead will at least force people to not AFK it.

    Defensive plexes, yeah they will be done by the alts. But so what? The way it will work is that, since you get LP's by defensively deplexing systems which your enemy contests, it is therefore in your interests to let your enemies contest your systems, and then decontest them. This will benefit both sides' Farmville Committees and, really, you should get organised on this with a rota and schedule and gentlemanly agreements.

    It will also, incidentally, benefit the PVPers of both sides, as we get to hunt people who offensively plex our space, and we get to defensively plex for ISK if we feel like it, and we get to go offensively plex the other guy's space while looking for fights. It will be just like now except everyone coming to your space looking for income will have to risk more than a MSE-MASB Merlin with stabs. It will at least have to have some guns on it to clear the rats off.

    Finally, I am confused by the way the rats will spawn. I take it there will be three to five on warp-in, and when you kill one a new one spawns, until the reservoir of rats is depleted, then no more spawn. This would then maintain 3-5 rats on field at all times but prevent pile-ups. Correct?
    Martin0
    Brave Empire Inc.
    Brave United
    #410 - 2012-09-03 08:14:18 UTC
    There is ONE thing that i don't like.
    T2 cruisers in medium plexes.
    This will means FALCONS everywhere (elite pvpers, you know)
    I think we need a medium plex where only t1 crisers can enter.
    Give a chance to new players to try out cruisers without be permajammed, neuted to death or raped by T2 cruisers.
    Garviel Tarrant
    Beyond Divinity Inc
    Shadow Cartel
    #411 - 2012-09-03 10:44:25 UTC
    I don't think t2 cruisers should get into a plex BC's can't get into

    The power difference between t1 cruisers and t2 cruisers is enormous.

    I'd say T1 for the mediums.

    BYDI recruitment closed-ish

    Meditril
    Hoplite Brigade
    Ushra'Khan
    #412 - 2012-09-03 11:22:54 UTC
    I really like the proposed changes to plexing mechanics in FW, the only thing I am concerned about is the new size of plexes. Currently T1/Faction Cruisers are almost equivalent to T2-Frigates if it comes to survivability. You never know exactly how the fight will end up which makes it interesting. With the new size rules T1/Faction Cruisers will in the worst case fight against T3-Cruisers which will compeletely outclass them. (And don't forget the Falcon and the Logi.)

    Therefore I like to propose the following sizes for plexes:

    L1 - Rooky: T1/Faction Frigates only (no Pirate Frigates and no Destroyers).
    L2 - Small: T1/Faction Cruisers + all Frigates and all T1/T2 Destroyers (no Pirate Cruisers and no BC).
    L3 - Medum: BC + all Cruisers + all Destroyers
    L4 - Large: BS + everything including capitals (since no gates)
    IbanezLaney
    The Church of Awesome
    #413 - 2012-09-03 13:59:06 UTC
    X Gallentius wrote:
    Quote:
    * Complex size and name changes: current complex sizes are confusing as some major sites have no acceleration gates, while others do. Plan is to revamp sites to 4 sizes: rookie (only tech 1 frigates allowed, no navy, pirate or tech 2 variant), small (all small ships, including navy, pirate and tech 2 variants - essentially all frigates and destroyers), medium (all cruisers, including navy, pirate and tech 2 variants - battlecruiser variants are not allowed) and large (unrestricted access).


    The more I think abou tthis the more I don't like it. There is nothing wrong with the current system. I read this as
    L1: T1 frigs
    L2: Sabres
    L3: HACs, Recons, Logi
    L4: Nanofag ships

    1. After the rebalance T1 frigs are perfectly viable options in current L1 plexes. They are competitive with dessies.

    2. Navy faction ships are currently inferior to their T2 counterparts. Their only advantage was their flexibility in getting into smaller plexes. This advantage is gone. IMO, FW should be all about faction navy ships since 1) they are faction navy ships for faction warfare and 2) they are given out at a discount to the LP store.

    3. No room for T1 cruisers. T2 AHAC/Logi/Recon will rule the day in L3s.

    4. Armor BCs are worthless, only more "open ocean" nanofaggotry. If you are going this way, then please put a warp in on L4s.

    .Maybe it's fear of change. What do other FW players think of this change?


    I do not like the change - T1 Destroyers will have no use at all and this will take a fun, cheap ship type out of action.
    Harpys will be everywhere.

    Lebaneur
    Tribal Core
    #414 - 2012-09-03 16:48:26 UTC
    Maybe someone asked this already but how will these changes change tags harvesting in plexes? Less NPCs, but all will be killed and more likely looted? Might want to look into that aspect as well.
    Draco Zhuangli
    Garoun Investment Bank
    Gallente Federation
    #415 - 2012-09-03 18:15:32 UTC
    Many of the ideas suggested here sound good to me...in theory. I have not ventured into FW so I can not make an informed suggestion, however the reason I have not joined FW is the reason for my post. It is because FW is limited to certain areas that many like me may refrain from joining FW. I like where I am based out of, and I also want to venture into null space. The null space nearby is NPC owned. You should be able to get a hint for where I am going with my suggestion.

    Proposal : Take FW into NPC owned null-space.

    I know that corps, alliances, individuals do not need to be at war to fight in null. However, they is no real way to lay claim to a pocket of space in NPC null besides blockading gates. This seems very limiting to me, lets go camp on a gate and wait. Sometime the fishing is good, sometimes not. But, what if you were to bring FW into the picture. The features in FW give a form of sovereignty control in the NPC space.

    - Station access denied
    - warzone control
    - and space upgrading

    These are all features that make non-NPC space able to be occupied.

    Expand FW into NPC null-space and you will not only get more people to join FW, but also more sovereignty like action in the regions.
    Squatdog
    State Protectorate
    Caldari State
    #416 - 2012-09-04 03:10:48 UTC  |  Edited by: Squatdog
    I've been known for running the odd plex or two in Faction Warfare, so here are my recommendations:

    Quote:
    * Capture beacon location: first, we want to move the capture beacon closer to the room entrance (0-10km instead of 60-70km) to promote fights next to the acceleration gate exit point and being able to intercept incoming hostiles more easily.


    TERRIBLE idea.

    The last thing players want is to have their ranged ship dumped at scram range to the button and it doesn't give plex-runners enough time to react to inbound hostiles.

    Moving the warp-in 10km-20km closer would help, though.


    Quote:
    * Unify capture range: having 10, 20 and 30km range depending on the complex size is confusing and not needed anymore if we move the beacon closer to the room entrance. Thus we would like to have a capture range of 30km for all sized sites, so it's easier to remember for everyone.


    Pointless, really.

    The difference in capture range reflects the difference in engagement range and mobility of the ship classes.

    Quote:
    * Increase contested range: at the moment an hostile pilot will only contest a capture timer if he is within capture range (whose reach varies depending on the point above). We want to move the contested area to the whole complex range, which would mean as long as hostile pilot is within your room the capture timer would be paused.


    TERRIBLE idea.

    This would invariably lead to defensive plexes being perma-trolled by MWD Condor alts orbiting at 150km.

    Quote:
    * Complex size and name changes: current complex sizes are confusing as some major sites have no acceleration gates, while others do. Plan is to revamp sites to 4 sizes: rookie (only tech 1 frigates allowed, no navy, pirate or tech 2 variant), small (all small ships, including navy, pirate and tech 2 variants - essentially all frigates and destroyers), medium (all cruisers, including navy, pirate and tech 2 variants - battlecruiser variants are not allowed) and large (unrestricted access).


    TERRIBLE idea.

    'Rookie' plexes would force people to ship down to T1 frigs they might not even own, instead of the faction frigs and destroyers that are typically part of a small gang.

    'Medium' plexes would be a a magnet for Logi/Falcon faggotry, while (farcially) not allowing the BCs required to counter them.

    No. Just no.
    Trinkets friend
    Sudden Buggery
    Sending Thots And Players
    #417 - 2012-09-04 03:58:23 UTC
    Lebaneur wrote:
    Maybe someone asked this already but how will these changes change tags harvesting in plexes? Less NPCs, but all will be killed and more likely looted? Might want to look into that aspect as well.


    Not empty quoting to highlight this issue I didn't think of.
    Cearain
    Plus 10 NV
    #418 - 2012-09-04 13:51:57 UTC
    Syzygium wrote:
    Cearain wrote:
    Syzygium wrote:
    you "see" your "enemy" in local at least a minute before he comes into your plex?
    you then "see" him on dscan if you are not too lazy to do the click once you have hostiles in local
    and then you "see" him entering your grid which gives you about 10 more seconds to decide if you want to fight or run - more than enough for a frigate to warp out, even for a cruiser of you care to pre-align once you "see enemies" in local.

    still not enough? pfffff....



    You don't get it.

    Plexing should not be a game of gank the pver. You are applying the pirate versus carebear dynamic to the wrong part of eve. We have enough of that already in eve.

    I go in plexes where there are enemies. That way it increases the chance of a fight. I just want some distance from the warp in, case there is a blob.


    The other mechanics like notifications and timer rollback are the mechanic changes that make plexing a pvp mechanic without making it a silly gank the pver game.

    I do get it. It is just my opinion, that there are quite enough chances to avoid being caught in case someone don't want to fight. The plex being 70k off the Accgate just shifts the balance way too much in favor of the one being inside because he needs zero attention and can still evade all and every combat.

    Since I am a fan of good balance, I like the proposed change. The one wanting to make the catch needs to be quick, the one wanting to escape needs to be careful. Good thing.


    Did I mention that I run plexes when there are allot of wts in system? Because I plex hopeing for pvp your comment about looking at local misses the point entirely. I want pvp I don't want plexing turned into another blob mechanic where the enemy lands right on top of you.

    As far as your comment about being to lazy to use the dscan. I do use the dscan. But I don't need to constantly spam it the way it is set up now. Moving the button closer to the warp in just means I have to constantly mash the dscan like a korean kid on a ninetendo. I am not interested in that. That is the point.

    You don't have 10 seconds from the time you see someone laning on grid. Sorry.

    Look plexing is currently a good way for small scale pvp. This moving the button closer to warp in just tends to decrease that. Now people in t1 insured ships looking for pvp will just have more of them lost to tech 2 ships because they weren't spamming the dscan like someone with a hand tremor.

    This change demonstrates that CCP seems unable to understand there can be more to pvp in eve than pirates/blobs looking to gank carebears.

    There are other ways to promote pvp in plexes that promotes quality fights. Those methods would include a timer countback if you warp out after an enemy or neutral lands on grid and some way militias could know where plexes are being attacked. But ccp decided to leave that out.

    Instead they are just making this another mechanic where helpless carebear trys to run from blobs and blobs try to catch carebears. You know like everywhere else in eve.

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

    Lili Lu
    #419 - 2012-09-04 14:38:53 UTC
    Cearain wrote:
    Syzygium wrote:
    I do get it. It is just my opinion, that there are quite enough chances to avoid being caught in case someone don't want to fight. The plex being 70k off the Accgate just shifts the balance way too much in favor of the one being inside because he needs zero attention and can still evade all and every combat.

    Since I am a fan of good balance, I like the proposed change. The one wanting to make the catch needs to be quick, the one wanting to escape needs to be careful. Good thing.


    Did I mention that I run plexes when there are allot of wts in system? Because I plex hopeing for pvp your comment about looking at local misses the point entirely. I want pvp I don't want plexing turned into another blob mechanic where the enemy lands right on top of you.

    As far as your comment about being to lazy to use the dscan. I do use the dscan. But I don't need to constantly spam it the way it is set up now. Moving the button closer to the warp in just means I have to constantly mash the dscan like a korean kid on a ninetendo. I am not interested in that. That is the point.

    You don't have 10 seconds from the time you see someone laning on grid. Sorry.

    Look plexing is currently a good way for small scale pvp. This moving the button closer to warp in just tends to decrease that. Now people in t1 insured ships looking for pvp will just have more of them lost to tech 2 ships because they weren't spamming the dscan like someone with a hand tremor.

    This change demonstrates that CCP seems unable to understand there can be more to pvp in eve than pirates/blobs looking to gank carebears.

    There are other ways to promote pvp in plexes that promotes quality fights. Those methods would include a timer countback if you warp out after an enemy or neutral lands on grid and some way militias could know where plexes are being attacked. But ccp decided to leave that out.

    Instead they are just making this another mechanic where helpless carebear trys to run from blobs and blobs try to catch carebears. You know like everywhere else in eve.

    70+ km as it is now may be too much distance, but on the flip side Cerain is right that 10km would be ridiculous. And yes dscan mashing is one of the most ******** requirements in the game atm. One of the reasons I won't bother with wormholes even though on the whole they are attractive.

    So there has to be some distance between 70 and 10 that would present some danger for inattention while at the same time not make the person in the plex instant gank meat for the attacker(s). Oh look, 40km, a midpoint between those two values. So If one wants one could mash the dscan or one could just pay attention and be quick on the fight or flight response. And on the flip side the attacker needs some fast tackle to enter, some of which he might lose in order to get that tackle. Seems like a decent solution.

    40km Question
    Cearain
    Plus 10 NV
    #420 - 2012-09-04 16:10:58 UTC
    corestwo wrote:
    Cearain wrote:
    I go in plexes where there are enemies. That way it increases the chance of a fight. I just want some distance from the warp in, case there is a blob.


    So hit dscan before you actually warp into the plex. Heaven forbid you use the tools available to you to garner intelligence.




    Nothing about this changes how you enter a plex. The concerns deal with when you are already in the plex how often you need to keep mashing the dscan.

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