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Dev blog: Brains! NOM NOM!

First post First post First post
Author
Urgg Boolean
Center for Advanced Studies
Gallente Federation
#501 - 2012-09-23 06:25:46 UTC
From what has been said, you can't hold aggro via DPSing, otherwise known as threat. Compared to other games, aggro management in EvE is in the stone age. If you are tweaking AI, we really need a complete set of tools to manage aggro. Skills or techniques that affect the threat tree or aggro list. In most games, tanks have all manner of tricks they use to maintain aggro, while wimpier toons have threat reduction tricks. I don't believe there is any such dimension to PvE play in EvE. Flame me if I'm wrong, of course.

I'll play with this on Duality. My initial impression is that "better AI" without real tools for aggro management is not going to be optimal. I promise, I'll keep an open mind.
tEcHnOkRaT
WipeOut Inc.
Pandemic Horde
#502 - 2012-09-23 06:36:17 UTC
Urgg Boolean wrote:
From what has been said, you can't hold aggro via DPSing, otherwise known as threat. Compared to other games, aggro management in EvE is in the stone age. If you are tweaking AI, we really need a complete set of tools to manage aggro. Skills or techniques that affect the threat tree or aggro list. In most games, tanks have all manner of tricks they use to maintain aggro, while wimpier toons have threat reduction tricks. I don't believe there is any such dimension to PvE play in EvE. Flame me if I'm wrong, of course.

I'll play with this on Duality. My initial impression is that "better AI" without real tools for aggro management is not going to be optimal. I promise, I'll keep an open mind.



this "better AI" is designed for solo mission/belt rat runners and will definetly hurt teamplay in PVE, also the impact in drone boat dps will be so huge that it will force people to use ships without any drones.

there is good sh.it and there is bad sh.it
and this update is definetly bad sh.it
Inquisitor Tyr
VEN0M0US.
Out of the Blue.
#503 - 2012-09-23 07:21:56 UTC  |  Edited by: Inquisitor Tyr
An interesting change that I see a couple downsides to;
1) It makes life harder for new players.
2) It complicates life for most PVPers.

1 - I can tank the sites well enough myself, but this is going to mean the young members of my corp will no longer be able to participate in nullsec DEDs with us. New players often join their more expereinced corp mates in difficult missions in empire and null alike. As they are new, they of course must use ships that could not handle agro on their own. They dont have the skills yet, and they dont have the isk to pay for the faction ships fit with faction hardeners necessary to take agro. I forsee new players being left behind while their corp goes out to do a difficult site; loosing the human connection and also loosing ISK that new players need to get started.

2 - There is a large community of players in EvE whose sole interest in eve is PVP. For these players the Belt Rats, Anoms, and DEDs of their homes are simply a means to an end; a way to pay for their pvp activities. By making these sites more difficult you make a pain in the butt more of a hassle.

If the issue is that High-Sec players are bored of monotonous missions with Rats that behave like idiots, and this group of players likes the idea of rats that switch targets - let them have their own AI layer. Make it layer based on sec status. And leave the nullsec rats as is please. Maybe the nullsec rats just think that focus fire on the first thing they can lock is the best route.

Perhaps there is a community of players who live in high sec who sit around in faction BS fit with a dozen officer modules and X-Type hardeners who are thinking - cool, the NPCS are going to do stuff. But not me - I just want to pvp and for me, rats that are more work to kill means less time doing what I really want to do in eve - PVPing.

Thanks for reading.
rodyas
Tie Fighters Inc
#504 - 2012-09-23 07:29:55 UTC
Mike Voidstar wrote:


Thanks for setting me strait that my 74km control range is never to be used with heavies though.


That is not really true though. True Scout drone operation gives 20 km to control range, but that is for scout drones not heavies. True electronic warfare drone interfacing gives another 15 km, but that is added range for using EW drones not heavies.

So the only range for using heavies (not explicitly said like above) is the base range of 20 kms. One should only use that range for heavies otherwise its a waste. Of course with you using drone nav computers that does help make them fly longer ranges.

Signature removed for inappropriate language - CCP Eterne

rodyas
Tie Fighters Inc
#505 - 2012-09-23 07:34:46 UTC
Inquisitor Tyr wrote:


An Maybe the nullsec rats just think that focus fire on the first thing they can lock is the best route.



That is null sec player AI, not null sec NPC AI.

Signature removed for inappropriate language - CCP Eterne

Sun Win
#506 - 2012-09-23 08:17:22 UTC  |  Edited by: Sun Win
In this thread: a lot of people upset that the techniques they've used to AFK farm PVE content won't work and that–until some smart guide writer figures out the new way to farm PVE content-–they might have to be at their keyboards while they play Eve. They might even have to *gasp* change fits and strategies.

To CCP: the point that some people have made about new players in null sec is an important one, but can be easily fixed by ensuring that plenty of lower grade anomalies spawn in null alongside the forsaken hubs and whatnot.

Looking forward to these changes as part of a long road towards making PVE in Eve more fun and less different from PvP.
rodyas
Tie Fighters Inc
#507 - 2012-09-23 08:18:33 UTC
Care Bear King wrote:
Drones:

1. Watch the NPC aggro; Drone boats are worthless in WH space and most will assume they will be worthless for missioning after this change until shown otherwise.

2. Fix the 'lose drones on disconnect' issue by having them follow your ship into warp (please).

3. Useful Drone AI would be nice, but I realize that is asking too much.

Level 1 AI:

1. Please realize that this will have very little impact on solo missioners running high sec missions. The impact is going to be on content that involves groups (L5? exploration content?). It's mostly just going to be an annoyance to Domi and Hulk pilots.

2. Thank you for the nerf to can flippers, ninja salvagers, etc. It was a long time coming.

3. Thank you for this step toward making low sec missions more viable. You're still not quite there, however.

PODS:

Go ahead with AI podding please - just restrict it to L4+. If my memory is correct, pilots don't need to worry about scrams until L3. Podding could be a similar step up at L4. Perhaps at L5 you're subject to podding, scrams on your pod, etc. Throw out a pop-up the first time someone accepts a L3 mission (you may be scrammed), L4 mission (you may be podded), etc. and people won't throw a fit. Anyone who is going to rage quit over losing a clone on a level 4 mission was already going to rage quite over losing their mission running ship anyway.


NPC podding with this patch, equals, bans not seen before. So easy to abuse the mechanics, with warping people into drone heavy made missions. Then killing them absolutely.

Signature removed for inappropriate language - CCP Eterne

Chi'Nane T'Kal
Interminatus
#508 - 2012-09-23 08:47:54 UTC
Sun Win wrote:
In this thread: a lot of people upset that the techniques they've used to AFK farm PVE content won't work and that–until some smart guide writer figures out the new way to farm PVE content-–they might have to be at their keyboards while they play Eve. They might even have to *gasp* change fits and strategies.

To CCP: the point that some people have made about new players in null sec is an important one, but can be easily fixed by ensuring that plenty of lower grade anomalies spawn in null alongside the forsaken hubs and whatnot.

Looking forward to these changes as part of a long road towards making PVE in Eve more fun and less different from PvP.


Wow. Such a complicated way to say 'I did not read or understand any post in this thread'.
Chi'Nane T'Kal
Interminatus
#509 - 2012-09-23 08:56:09 UTC
Tippia wrote:
Why on earth would you 1) use heavy drones and 2) send them 50km away? You're using the wrong tool for the job, so it should come as no surprise if it works poorly. The only instance when you should be using heavies in missions is when they have to fly no more than 10k away from your ship (e.g. against angel BS).


It may come as a surprise to you, but some people are simply put off by the immobility of sentry drones. Deploying, scooping and redeploying immobile gun platforms is simply not what I wanted when i decided to play a drone boat.

So far I'm compensating for some of the shortcomings of heavy drones by using a navigation computer or two, which i can afford to do on my DPS alt.

If the AI changes are going to be implemented more or less unfixed, I will be forced to run a double spider sentry BS setup. Since I don't like being forced into something, I will seriously consider quitting the game at that point.
Pak Narhoo
Splinter Foundation
#510 - 2012-09-23 09:58:22 UTC  |  Edited by: Pak Narhoo
I hope that CCP also takes into account that this will make the few people that run anomalies/missions in low sec rethink again, in other words that place will get even more desolate and unused then it now is.

The good thing might be that maybe CCP can implement a few new drone skills that lower the chance drones get targeted by these new NPC's or gives them an extended shield that lowers the damage from NPC opponents. I'm all for switching targets on players but you'll kill solo play for those who depend on drones, and force (which is never good remember incarna?) - increased group play while the reward remains the same so it becomes too much trouble to do.

CCP's concern should not be if you still can run that mission/anomaly with these new changes but if they're still worth it for their player base to do them?

And I can't wait for the missions that slip under the curtain and get unchecked by, slaughtering unaware players by the thousands.
Come to think of it, a lot of people never read the forums, dev blogs or patch notes. Think I'll start building them mission ships now. Lol
Valea Silpha
Sebiestor Tribe
Minmatar Republic
#511 - 2012-09-23 11:03:33 UTC
I agree that we should have some idea about how to manage aggro if the rats are going to be switching targets all willy nilly. For missions ? Pah. Who cares ? Missions aren't relevant to this really, just a few drones will get shot down.

The relevance is in DED 8/10 through 10/10. I have run most of these sites at various times, and it is ABSOLUTELY the nice helpful thing to do to let newer guys or poorer guys tag along in non-specced out ships to join you. The site runs faster and you have someone to talk to. Not a bad exchange.

If those guys are just going to start randomly picking up full pocket aggro with little to no warning then there's no way that you can have them tag along. There's also no way that you can bring a logistics ship either come to that, unless you bring two or more.

Think about certain sites... Like the Sansha 10/10 and Station Ultima's citadel torps. Are you seriously telling us that now EVERYONE has to run the site in sig tanked lokis or face one shot death ? C'mon. That's not cool.

Essentially the changes, if they are as aggressive as it seems, will mean that you can only run 10/10 plexes in WH fit remote repping tengus.

That means LESS interesting PvE content, because a decent amount of it just became basically the same but with loot instead of t3 parts. And I don't like that at all.

These changes will also essentially obsolete heavy drones with sentries being the only sensible option for doing serious damage with drones. Smalls you can always pull back fast, and mediums have a good chance, but Ogre II's trying to run 50km while they get shot at ? No. Not happening.

So everyone get t2 sentries if you haven't already, because if you fly a ship that uses heavy drones at all as a source of damage, you are going to Fed in the A.
Tomytronic
Perkone
Caldari State
#512 - 2012-09-23 11:36:56 UTC
New rat AI will not fix your terrible PvE
tEcHnOkRaT
WipeOut Inc.
Pandemic Horde
#513 - 2012-09-23 12:02:21 UTC
Tomytronic wrote:
New rat AI will not fix your terrible PvE


how true
no matter what u do to rats they will never be exiting after u met them for the third time

what makes pvp interesting is that u never know how many ar what ship designs u will meet
and then come tears, cursing and some amusing chit chat

so if devs aint inventing a true AI with human behavior
all of it is pointless

and the work on trying to make rats not boring is simply an exuse to say "we done something"
Adigard
RubberDuckies
#514 - 2012-09-23 12:05:19 UTC  |  Edited by: Adigard
tEcHnOkRaT wrote:
and the work on trying to make rats not boring is simply an exuse to say "we done something"


That's not worth much of anything at all... because the average person solo's their PvE content and they'll never notice a smarter AI, except for when it's killing their drones and they're needing to micro-manage them. Yup, sounds like more engaging PvE to me /sarcasm.

Sun Win wrote:
In this thread: a lot of people upset that the techniques they've used to AFK farm PVE content won't work and that–until some smart guide writer figures out the new way to farm PVE content-–they might have to be at their keyboards while they play Eve. They might even have to *gasp* change fits and strategies.


gawds... welcome to reading comprehension? The 2x AFK Sentry Domi strategy is to fit reppers in the high slots, and have the drones tank everything already. This changes absolutely nothing for them. If this AI tweak was designed to fix people AFK'ing in missions... it does nothing to combat it.

Tippia wrote:
There is, quite literally, no reasons to ever use heavies in missions except against very close-orbiting rats.


ITT Tippia is nice enough to tell everyone that wasted the time training T2 Heavies that they're dumb and their play-style marks them as losers, despite CCP having implemented mods specifically designed to make that play-style perfectly viable. I'm not arguing the point, I don't like Heavies either, but since an unintended consequence of 'not-really smarter AI' is going to demolish their play-style I think they get the right to complain a bit.


Really I don't understand the people who defend this change. Is it more engaging to have to focus more on a poorly implemented control scheme? Maybe, but it surely won't be more fun... why not shelve the changes until you actually think about how they'll impact the REST of the game, instead of implementing things with far reaching consequences in a vacuum. oh wait... :CCP:

Let's list a few unintended consequences. PvP in missions will be harder, Ninja Salvaging will be harder, Using drones (micro-managing them) in PvE will be harder, Fleet DED sites will be harder, Fleeting newer players into L4 missions will be harder.

The sole benefit I see behind this poorly thought out idea is that you can no longer speed tank with a pair of frigates in FW, but that's getting nerfed elsewhere... so any other benefits I'm missing?
Ispia Jaydrath
Reib Autonomous Industries
#515 - 2012-09-23 12:54:08 UTC
rodyas wrote:
Mike Voidstar wrote:


Thanks for setting me strait that my 74km control range is never to be used with heavies though.


That is not really true though. True Scout drone operation gives 20 km to control range, but that is for scout drones not heavies. True electronic warfare drone interfacing gives another 15 km, but that is added range for using EW drones not heavies.

So the only range for using heavies (not explicitly said like above) is the base range of 20 kms. One should only use that range for heavies otherwise its a waste. Of course with you using drone nav computers that does help make them fly longer ranges.


You should probably test this. I'm pretty sure scout and EW operation give range bonus to all drones (except fighters).
tEcHnOkRaT
WipeOut Inc.
Pandemic Horde
#516 - 2012-09-23 13:08:42 UTC
btw to make it clear what is here called more engaging pve
is simply more time consuming
Starakus
Shrouded in secret
#517 - 2012-09-23 13:13:33 UTC  |  Edited by: Starakus
From a developer point of view I can not see why on earth this is being done and being done the way it is being done.

Here is the best way to implement your new AI if you are really hell bent on having a new one:

-Do not implement the new AI on ANY old content.
-Create entirely new missions, encounters, experiences, and rewards based around your new AI.

The benefits:
-As a player you retain the sandbox experience. Players continue to have a choice about their game experience and which kind of content they wish to participate in.

-As a Dev you don't have to examine and tweak every individual mission, complex, and site for problems and forum complaints.
-As a Dev you can start by creating an example mission where people can test the newly introduced set of missions under a controlled scenario with different ship setups, drones, and player compositions.
-As a Dev you don't have account for every single situation where your new AI changes have broken parts of the game that you did not think of, ignored, or missed.

-As a company you retain the player base that actually enjoys the way content is and has been for near a decade.
-As a company you bring in new players and retain old ones because you are actually releasing new content.

Any other way and your looking at losing customers and in the process creating a nightmare of work for yourself by having to retweak every single mission and each individual mission scenario.
In addition you risk breaking many parts of the game that obviously were not considered, such as PVP mission ganking, ninja salvaging, and much more. By creating an example mission, every player class and every play style from PVP to PVE to anything in between can run and gank this mission, bring in lower level friends, ninja salvage, test and plug grief tactics and identify and plug possible exploits.

If I decide to quit it won't be because I dislike the proposed new AI system, but because of the way it is being implemented. In its current form it breaks existing content that was previously not broken and takes away attention and Dev time from issues in the game that are clearly still broken such as the inventory system, bounty system, alliance and corporation system, medals system, black ops, and the list endless. The forums are ripe with issues from the player community that remain to be addressed and with these proposed changes and in the manner in which they are being proposed is just begging for even more player discontent based on mission bugs or its effect on their style of gameplay.

I hope you take these suggestions as a player who really does not want to quit and has stated the obvious not out of criticism but as a genuine way to retain your player base and better the game.
Alexandr Archer
LENINGRAD SPB Ru
#518 - 2012-09-23 14:25:20 UTC
darius mclever wrote:
Alexandr Archer wrote:
CPP.How about module that repair drones/figthers on board of ship?


you mean like remote armor repair or shield transporter?

No, something new.After being damaged you recall your drone for repair onboard of ship.Do you realy think that you will have time to lock your drone when it is under attack?I think it will destroyed before you get lock on him.
Mike Voidstar
Voidstar Free Flight Foundation
#519 - 2012-09-23 16:05:30 UTC
Actually, having to lock your own drones is silly anyway. Why in the world would you need to use your targetting systems on an object that you are already tracking and is already reporting its position and telemetry?

I'm of a similar mind concerning fleets and ships on your watch lists. At the very least these should have minimal lock times just because of logic.

Might make for a cool warfare link, the ability to lock fleet targets near instantly.

Such a thing could be part of the tools to deal with the new aggro scheme we will have to deal with.
Tsukinosuke
Id Est
#520 - 2012-09-23 18:14:10 UTC
Mr Quinto wrote:
I guess CCP wants us to quit the game, and perhaps I will when this change comes.
It takes a long tedious grinding with drones. Even with them not being targeted, each mission will take an hour to complete, also preparing the mission, and moving my ship there.
I guess this game won't be worth my time anymore if spending all these hours to lose ships in some L4 missions.
I am not playing this game as a labour, I played this game for fun.



hitting a wooden dummy is so fun?

anti-antagonist "not a friend of enemy of antagonist"