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Adhocracy statement on new POSes

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jonnykefka
Adhocracy Incorporated
Adhocracy
#1 - 2012-09-20 12:04:47 UTC  |  Edited by: jonnykefka
We invited Two Step for a private discussion on our Mumble some time ago. Over two hours we had a very productive and constructive discussion on nPOSes and Wormholes. One thing that came out of it was that it was very helpful to have a clear statement of "this is what we want" from individual corps, so that Two Step can point CCP to it and they can have a clear, concise reference of what the players want.

One of the other important things to come out of that discussion was that CCP doesn't like specific mechanic ideas from players as much as they like general goals. After all, they are game designers, they don't want us doing all the design work for them.

The following post is Adhocracy's statement. It is not meant to represent the opinion of anyone other than Adhocracy. I encourage other corps to construct similar statements.

EDIT: Because this has apparently become the most current discussion thread for the issue of nPOSes in w-space, here's some background reading:

http://community.eveonline.com/devblog.asp?a=blog&nbid=73092 - the CSM minutes where the dev's plan for new POSes is outlined. Note that this does not reflect any of the discussions that have happened since or the impact those discussions have had on the plans. The relevant devs are busy getting Crimewatch ready for Retribution, so we might not get an update on their plans until after Retribution hits.

http://twostep4csm.blogspot.no/2012/08/response-to-response-on-pos-redesign.html - Two step summarizes a lot of the debate and addresses a lot of the relevant concerns. His blog was written shortly before his conversation with ADHC (if I recall correctly), and about a month before this post.
jonnykefka
Adhocracy Incorporated
Adhocracy
#2 - 2012-09-20 12:05:52 UTC  |  Edited by: jonnykefka
Adhocracy's position on new POSes (based on the information available to us)

General statement (Cliff notes for you busy CCP devs): We have a lot of concerns about the proposed ideas for new POSes under current mechanics. However, there are many other mechanics that are on the table for improvement that would interact with the proposed design of new POSes. The order in which these mechanics are addressed relative to the design and implementation of new POSes may resolve many of our concerns and yield an ultimately better system.

1. Regarding docking, mooring, and force fields:

We recognize that CCP has valid reasons, however mysterious, for wanting to get rid of force fields. We are not inherently opposed to this, provided whatever replaces them maintains certain key features:

A) Transparency, both from the outside looking in and the inside looking out
B) Unambiguous and visible division between "safe" and "not safe"
C) Allows for all of our actively piloted ships to be safe if need be
D) Allows for people to log in safely
E) Allows us to at least temporarily keep safe ships we do not have room to store long-term, so that in w-space our capital pilots are not enslaved to their capitals the way k-space supercapital pilots are.

We feel it is worth noting that, under current mechanics, fighting on a POS is a distinctly different environment than fighting on a station. We would like this distinction to be preserved in some form, as it adds more variety to the game and allows for new forms of emergent gameplay, both of which are part of what makes EVE great.

1a. About docking specifically

We feel that docking in its current form would be disastrous if implemented in w-space. However, based on conversations with Two Step, we recognize that there are great benefits to having all of EVE using the same interface for docking-like activities. To that end, we feel that if docking is going to be an integral part of the new POSes, then docking needs to be fixed before the new POSes are implemented. A docking radius that is visible to EVERYONE (even if it's just part of the Tactical Overlay), docking timers that are likewise visible to everyone, and ideally some kind of two-way "station windows" would make it possible to introduce docking to w-space without having a catastrophic effect on the way w-space works now.

To that end, if docking is a key part of the new POSes, we would rather the new POSes and all of their other important benefits be delayed until the docking system is fixed. While the new POSes will introduce a host of benefits for everyone, a broken docking system could have a disastrous effect on w-space life, particularly w-space pvp. While we expect that docking would eventually be fixed, we feel that w-space would suffer greatly in the interim. We are willing to wait longer to have other mechanics that will interact with new POSes refined before new POSes themselves come in to W-space

1b. Alternatives to docking

Alternately, a new system that simply allowed us to open the same windows as we currently get while docking and interact with them the same way while still being in space would be acceptable as well. Obviously we can't say whether this or a redesign of docking mechanics would be more challenging to implement, but that's CCP's job to figure out.

2. Defensibility and POS gunning

In general, the new POSes need to be defensible to more or less the same degree as the current ones. Systems that encourage fighting on the POS are also good, but timers that can drag on longer than a couple of days are impractical, especially in w-space. There are many good ideas for how to improve reinforcement etc. available on the forums, here is just one example: https://forums.eveonline.com/default.aspx?g=posts&m=1908401#post1908401

2a. Big things in small holes

Now that your mind is out of the gutter, there are good arguments on both sides about the size allowances of towers in small holes. Managing how these towers can be defended is going to be ultimately more important than the size of the tower itself. However, there is definitely a huge difference between a hole you can bring a capital ship to siege and one you cannot. Refinements to ewar mechanics (hinted at by CCP Fozzie and Ytterbium) may help address this problem without any special work on the part of the new POS design team.

2b. POS gunning

While not an essential feature, in w-space POS gunning is a very useful mechanic. Because of the limited fleet size and lack of supercaptials the w-space environment imposes, a POS gunner can have real impact on the outcome of a battle. Having both used it defensively and fought against it offensively, we can say that it can make both sides of a POS fight much more interesting and engaging. Defensively, coordinating POS guns with fleet action can lead to novel, emergent tactics that can generate unexpected outcomes and fend off vastly superior forces. Offensively, fighting a manned POS is a far more interesting and challenging experience than an unmanned one. Even one pilot in a hauler that can man four guns can make what would otherwise be an extremely boring POS siege into a white-knuckle slugfest.

The current interface is honestly crap and it's not something we would want new POSes as a whole delayed in order to implement, but we feel some continuation of the concept of "manning the guns" would add real gameplay value to the new POSes in w-space.

3. Property management and theft protection

In short, fixing the corp roles system will do more for this than any new POS mechanic alone ever could. Personal storage space is good, but ultimately directors and people responsible for POS logistics will need to have access to everyone's things so they can be moved in the event of needing to reorganize or relocate a POS.
Two step
Aperture Harmonics
#3 - 2012-09-20 12:34:43 UTC
Thanks for the great feedback, I have passed this on to the appropriate folks.

CSM 7 Secretary CSM 6 Alternate Delegate @two_step_eve on Twitter My Blog

Godfrey Silvarna
Arctic Light Inc.
Arctic Light
#4 - 2012-09-20 13:54:50 UTC
Best take on this issue so far. _b
Oreamnos Amric
Confidently Incompetent
#5 - 2012-09-20 15:37:41 UTC
I pretty much agree with all the points in jonnykefka's post. Living out of a POS and all the challenges it brings is part of the attraction of living in wormhole space.

  • Any changes to POSs should be across the whole of New Eden. Creating arbitrary rules which say a large POS can't be anchored in a wormhole makes no sense when I can anchor a large POS in hisec. Unless we cannot any anchor POSs in W-space at all and have to scrounge an existence in abandoned sleeper structures I can't see any sane way to put rules on POS sizes into a sandbox.

  • I don't want others to be invisible while tending to their industry, reactions, or other administrivia. W-space life is all about intel so if someone is at a POS this should be determinable.

  • Please, please, please can I assemble T3s in W-space. Their components all come from W-space, I could build all the subsystems in W-space, yet I have to go to K-space to make something I can actually fly...

  • I don't want massively improved security - the trust issues are a large part of the W-space experience. Some improved security through increased granularity would be nice. e.g. roles on a per-POS basis would be more than enough.

  • Assembling modules into bespoke POS designs would be pretty cool. Complexity for the sake of complexity isn't. There should be some benefit to building a well designed POS but these benefits should not be huge.

Ultimately, change is good. It can shake up the status quo for some and reinvigorate interest for others. As long as the changes aren't game breaking I look forward to what CCP serves up.
Rroff
Antagonistic Tendencies
#6 - 2012-09-20 15:43:28 UTC
I can't see how this isn't going to end up with silly station games - you can't really put enough automated/player controlled firepower on a POS/Station to stop people dropping in logistics support in to tank the automated defences and then wreaking havoc with a corp if they only have a few people online who end up camped into their own "POS" without being able to even warp off to scan the system, etc.

If this is really the best anyone can come up with we might as well keep the current broken system atleast is provides some semblance of balance even if its badly lacking on the useability side.
M Thomas
Adhocracy Incorporated
Adhocracy
#7 - 2012-09-20 19:15:40 UTC
I'd just like to point out that the creation of a single statement on POS's is actually impossible given that we are an Adhocracy. But I'll roll with this, for now.
Sandslinger
The Scope
Gallente Federation
#8 - 2012-09-20 20:44:47 UTC  |  Edited by: Sandslinger
Great Post jonnykefka it addresses the exact concerns we have had also.

The other large concern is about undocking/docking.

In 0,0 you have the ability to pod yourself out of a camped station and rejoin the fight coming from another station.

In wormholes when corps posses are all surprise-coitus caged they can exit the posses and get into other posses using interdicted T3 or by sneaking through the bubbles with cov ops. Or even use bombers to blow the bubbles up if the attackers are thin on the ground.

If some sort of undocking/docking mechanism is created that's the end of that. What will effectively happen with WH invasions is that the attacker only need to blob up on the undock points of each pos that contains players and will then effectively have shut down the defenders possibility of doing anything at all.

That's a pretty massive loss of gameplay for everyone in wormholes.
jonnykefka
Adhocracy Incorporated
Adhocracy
#9 - 2012-09-20 21:49:23 UTC
M Thomas wrote:
I'd just like to point out that the creation of a single statement on POS's is actually impossible given that we are an Adhocracy. But I'll roll with this, for now.


I made it, put it up for comments, and no one told me not to. That's official by our standards :P
Rek Seven
University of Caille
Gallente Federation
#10 - 2012-09-20 21:55:25 UTC
Rroff wrote:
if they only have a few people online who end up camped into their own "POS" without being able to even warp off to scan the system, etc.


This worries me also...
extraordinary facepalm
Quantar Swords
#11 - 2012-09-21 04:10:10 UTC
good post from jonnykefka. i go agree with all this points and hope it will find ears!
Seleia O'Sinnor
Drop of Honey
#12 - 2012-09-21 08:49:35 UTC
Thanks alot for your post!

The most important skill as a game designer is to listen. Listening to the players as well. Many game designer don't get that.

Odyssey: Repacking in POS hangars for modules +1,  but please for other stuff too, especially containers. Make containers openable in POS hangars.

Rek Seven
University of Caille
Gallente Federation
#13 - 2012-09-21 12:25:53 UTC
Seleia O'Sinnor wrote:
Thanks alot for your post!

The most important skill as a game designer is to listen. Listening to the players as well. Many game designer don't get that.


I would have thought the most important skill of a designer would be the ability to design something fit for purpose... Blink

Henry Ford’s quote: “If I had asked my customers what they wanted they would have said a faster horse”
Rroff
Antagonistic Tendencies
#14 - 2012-09-21 12:37:08 UTC  |  Edited by: Rroff
Rek Seven wrote:
Rroff wrote:
if they only have a few people online who end up camped into their own "POS" without being able to even warp off to scan the system, etc.


This worries me also...


Theres too many variables really to see the full feasibility or otherwise of it at the moment i.e. a triage carrier would be a pain in the behind to extract after your done unless you either slowboat out dipping in and out of triage if needed or kill the scrams but there are other ways around that - infact even most reasonably setup large POSes at the moment can be tanked by a fairly small number of logis if theres 1 or less POS gunners online (so you could burn the fleet out of range and warp once done with logis instead of a carrier). Then you have the other side of it - would people really sit around waiting to grief a corp that only has a few people active for potentially no gain - but from what I've seen people actually do go to great lengths just to screw with people in that manner in eve so I think it will be a potential problem.
Marsan
#15 - 2012-09-21 16:16:34 UTC
The basic fundamental issue is undocking. Ask eve players who have done any sort of HS warfare, and 90% of them will have station/docking games as one of their top 3 dislikes about high sec warfare. Unless CCP fixes the current undock mess then WH warfare gets bogged down in the same undock camping insanity. NS is going to have the same sort of issues. Unless you give the new POS a doomsday gun able to shoot even cloaked undock campers it's going to reduce WH warfare to the lameness of HS warfare. (BTW the doomsday gun is horrible idea....)

What need to happen to make this work is to provide the following:

1) A way to see outside the station. This is nice for empire space, but at least there you have local. In WH you need to be able know if your station is under siege.

2) Remove the common docking exit area. Either let us undock at a place of our choosing or use a random direction. (This would be nice for places like Jita 4-4 as well to avoid playing bumper spaceships in space.)

Former forum cheerleader CCP, now just a grumpy small portion of the community.

LanFear TyRaX
Lead Farmers
#16 - 2012-09-24 04:00:21 UTC
jonnykefka wrote:
M Thomas wrote:
I'd just like to point out that the creation of a single statement on POS's is actually impossible given that we are an Adhocracy. But I'll roll with this, for now.


I made it, put it up for comments, and no one told me not to. That's official by our standards :P


for a second I thought adhoc has agreed on something , and the space-time fabric has been altered. Phew
Meytal
Doomheim
#17 - 2012-09-24 18:43:07 UTC
Docking takes you out of the proper multi-player in-space environment and moves you into a single-player in-station environment. The docking games are possible because of the timers which exist to allow players who have slower computers or slower connections than other players to fully load the in-space environment before opponents can insta-blap them. If you don't take players out of the multi-player in-space environment, you have no need of timers, and you eliminate docking games.

Any kind of docking that is even remotely similar to what is called "docking" today is a problem. It is not just a problem with immersion, but it also removes the potential for intel from both sides, and it introduces gameplay that is universally hated. It's a technical means, like Time Dilation, to ensure some parts of the game can operate correctly, but it should not become the standard for everything.

Instead of accepting docking, push to have station services work in space, in the multi-player environment.
Keep docking out of w-space. It's not needed here.

Azrin Stella Oerndotte
Caldari Provisions
Caldari State
#18 - 2012-09-24 18:58:17 UTC
I have been wondering why the station inventory system is so hard to implement in space, should be simple enough to have it connected to a POS module that would allow for "personal" hangars and all the functionality there in, with a limited space of course.

Is the issue with the corp hangar coding that i presume is shared with stations?

Hell, put both in the same module and the problem will be solved, just move stuff into the personal one whenever you need.
Denidil
Cascades Mountain Operatives
#19 - 2012-09-25 02:20:01 UTC
Oreamnos Amric wrote:


  • I don't want massively improved security - the trust issues are a large part of the W-space experience. Some improved security through increased granularity would be nice. e.g. roles on a per-POS basis would be more than enough.
  • .


    i do. having to expose all of your assets to some jackass corp thief in your corp shouldn't be a requirement to live out of a POS.

    obviously you cannot have unlimited private space - but you should have enough space to storage a reasonable number of ships in personal space, and mods and equipment.

    Tedium and difficulty are not the same thing, if you don't realize this then STFU about game design.

    Captain Hellfest
    Viziam
    Amarr Empire
    #20 - 2012-09-25 03:21:33 UTC
    Meytal wrote:
    Docking takes you out of the proper multi-player in-space environment and moves you into a single-player in-station environment. The docking games are possible because of the timers which exist to allow players who have slower computers or slower connections than other players to fully load the in-space environment before opponents can insta-blap them. If you don't take players out of the multi-player in-space environment, you have no need of timers, and you eliminate docking games.

    Any kind of docking that is even remotely similar to what is called "docking" today is a problem. It is not just a problem with immersion, but it also removes the potential for intel from both sides, and it introduces gameplay that is universally hated. It's a technical means, like Time Dilation, to ensure some parts of the game can operate correctly, but it should not become the standard for everything.

    Instead of accepting docking, push to have station services work in space, in the multi-player environment.
    Keep docking out of w-space. It's not needed here.


    What if instead of docking inside the station you somehow docked while still in space? Kinda like the space shuttle docks with the international space station. Same interface you have while you are spinning in station except you are still in space.
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