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Player Features and Ideas Discussion

 
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Warp to Zero

First post
Author
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#141 - 2012-10-04 14:57:05 UTC
lol

This idea is popping up quite often recently..

And somehow bad people keep thinking its a good idea.



Autopilot being slow is an intended feature. You're getting risk/slowness in exchange for being lazy.

BYDI recruitment closed-ish

Lord Zim
Gallente Federation
#142 - 2012-10-04 14:59:05 UTC
Travelling isn't that boring. If you really find travelling boring enough to bot, then maybe EVE isn't for you.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Petrus Blackshell
Rifterlings
#143 - 2012-10-04 14:59:23 UTC
Souisa wrote:
If something is repetitive and boring, people have a bigger incentive to bot it

While shorter autopilot warp-to distance would cause fewer people to risk botting, the net effect of it on Eve is the same. This is why CCP didn't implement a "make my mining lasers activate automatically when I'm in range of an asteroid" feature in order to fix mining bots.

One does not "fix" botting by building bot functionality into the game.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Souisa
Subhypersonics
#144 - 2012-10-04 15:07:00 UTC
Please provide some specifics, in what area of the game would this skill have a negative impact?

o/

Petrus Blackshell
Rifterlings
#145 - 2012-10-04 15:09:53 UTC
Souisa wrote:
Please provide some specifics, in what area of the game would this skill have a negative impact?

I (or any other scrub with a minimally-trained hauling alt) could get my freighter from Jita to Rens several times in an evening without any manual piloting on my part. Do you know what that would do to the Eve economy, regional market differences, and space feeling big and varied?

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Lord Zim
Gallente Federation
#146 - 2012-10-04 15:10:33 UTC
Souisa wrote:
Please provide some specifics, in what area of the game would this skill have a negative impact?


Nikk Narrel wrote:
In the case of EVE, they have two specific flaws:

Devalues manual piloting by making AFK piloting 2/3 more efficient than previous.
(At max skill I believe it was that the warp distance would shrink from 15KM to 5KM)
Automating game play, especially in a manner that reduces travel time designed to be significant, effectively trivializes travel to a degree.

Remove PvP opportunities for ships intended to have risk.
That freighter / hauler / <frequently long distance traveling ship here> was designed and balanced with this travel liability as a factor.
Gameplay perspective, it is slow to give potential attackers time to consider it, scan it, and plan ambushes for it.
THAT is one of the big reasons high value cargo is often manually piloted. By trading in that effort, you are able to protect your ship and cargo far better.
Add in actual support teamwork for defense and webbed aligning, and your big ship can move very quickly.


I'll also add even further homogenization of the eve economy to that list.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Souisa
Subhypersonics
#147 - 2012-10-04 15:21:11 UTC  |  Edited by: Souisa
Petrus Blackshell wrote:
Souisa wrote:
Please provide some specifics, in what area of the game would this skill have a negative impact?

I (or any other scrub with a minimally-trained hauling alt) could get my freighter from Jita to Rens several times in an evening without any manual piloting on my part. Do you know what that would do to the Eve economy, regional market differences, and space feeling big and varied?


Nothing really changes as you can still do that today, prices might even out a bit, but isnt that what the trade hubs are for? People want steady prices, and the haulers and manufacturers are there to deliver it. Actually this might be a buff to low-sec, or at least expand the scope and feel of the world as peoples "home" area increases as travel becomes slighty more convenient if you invest the skills in it. For most people the world probably seems small today, because they pretty much live in the same systems and cant be bothered to go far from their home due to the current means of travel

o/

Petrus Blackshell
Rifterlings
#148 - 2012-10-04 15:29:26 UTC  |  Edited by: Petrus Blackshell
Souisa wrote:
Nothing really changes as you can still do that today, prices might even out a bit, but isnt that what the trade hubs are for?

No, trade hubs are centralized trading hot-spots with usually above-source prices (to pay for transport) and high competition. They are also usually localized, which makes cross-region trading an actual profession. For example, the Stabber Fleet Issue is cheaper in Rens than in Jita because of either the giant time spent AFK hauling SFIs Rens to Jita slowly, or because of the manual effort spent hauling them quickly. Enabling quick, effortless hauling would get more people to do it, raising competition, homogenizing prices and making trade hubs more boring.

Ed: another possible effect is for most minor trade hubs (Hek?) to die out, as people don't have to spend forever to get to a major trade hub via autopilot anymore.
Souisa wrote:
People want steady prices, and the haulers and manufacturers are there to deliver it.

If so, why not argue for having every station service available in every station in unlimited numbers? It offers the most convenience for people and manufacturers, and will give the ~steadiest prices ever~.
Souisa wrote:
Actually this might even be a buff to low-sec, and expand peoples "home" area as travel becomes slighty more convenient if you invest the skills for it

This skill would not impact low/null sec at all, as anyone who doesn't get caught by enemy ships while autopiloting the remaining 2.5 km to jump range (at Autopilot Operation V), will get caught on the other side while aligning. It is impossible to safely haul any goods through low/null using the autopilot.

What I really meant by "why would anyone train this?" was "why would anyone who actually plays Eve by interacting with their ships train this?", or "why would anyone except hisec AFK players train this?"

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Nikk Narrel
Moonlit Bonsai
#149 - 2012-10-04 15:31:21 UTC
Souisa wrote:
Petrus Blackshell wrote:
Souisa wrote:
Please provide some specifics, in what area of the game would this skill have a negative impact?

I (or any other scrub with a minimally-trained hauling alt) could get my freighter from Jita to Rens several times in an evening without any manual piloting on my part. Do you know what that would do to the Eve economy, regional market differences, and space feeling big and varied?


Nothing really changes as you can still do that today, prices might even out a bit, but isnt that what the trade hubs are for? People want steady prices, and the haulers and manufacturers are there to deliver it. Actually this might be a buff to low-sec, or at least expand the scope and feel of the world as peoples "home" area increases as travel becomes slighty more convenient if you invest the time and skills in it. For most people the world probably seems small today, because they pretty much live in the same systems and cant be bothered to far from their home due to the current means of travel

Convenience.

It is a determining factor on whether you pick up that hull and modules locally, or travel to a far distant hub which might be a little cheaper.

It is the reason convenience stores exist in so many places in real life too. That supermarket is too far away, and only open between certain hours. The convenience store may be more expensive, but it fits into your schedule so much better, that many people consider it a good trade off.

If you make travel to that distant trade hub too easy or convenient, the local markets either dry up, or become carbon copies with pricing very close. This is BAD for trade, as it devalues the efforts made by transport pilots to move goods at a profit.
Souisa
Subhypersonics
#150 - 2012-10-04 16:11:55 UTC
It might not be a buff to low-sec per say, but it would definately broaden peoples horizon as they are able to more freely move around, if they bought and invested time training the skill

Stabber fleet issue is not cheaper in Rens than Jita today, and people are not gonna spend more time all of a sudden getting an item. Hek will still be there, as well as Rens and Jita, because its close to people and what people are used to. Maybe manufacturers will loose profit margins but thats not 100% sure, it could stay the same or even increase as more of your stuff might actually be hauled.

Just because this skill does not immediately appeal to every player in EVE does not mean it should not be implented. And although it does not immediately appeal to every player, alot of players will benefit from it if the scenario where trade-hubs becomes more competitive comes true.

People shouldnt under estimate the economy of EVE either, there are thousands if not millions of modules, and supply and demand will still be shifting all the time, there will always be money to be made somwhere

o/

Petrus Blackshell
Rifterlings
#151 - 2012-10-04 16:29:26 UTC  |  Edited by: Petrus Blackshell
Souisa wrote:
It might not be a buff to low-sec per say, but it would definately broaden peoples horizon as they are able to more freely move around, if they bought and invested time training the skill

Uh... what? That makes no sense.

Souisa wrote:
Stabber fleet issue is not cheaper in Rens than Jita today, and people are not gonna spend more time all of a sudden getting an item. Hek will still be there, as well as Rens and Jita, because its close to people and what people are used to. Maybe manufacturers will loose profit margins but thats not 100% sure, it could stay the same or even increase as more of your stuff might actually be hauled.

SFI prices are weird right now (probably because of giant surplus of supply leading to wide distribution), so they were probably a bad offhand example of a regionally-sourced good. I do know that I have made hundreds of millions of ISK simply hauling them from Abudban to Jita in the past, and that's the kind of thing I was referring to. I don't think this change would affect manufacturers much (if at all), but rather it would harm smalltime for-profit haulers by driving profits down. This may drive them out of the market entirely, leaving the business only to big groups like Red Frog.

DO YOU WANT TO HURT SMALL BUSINESS?! (heh.)
Souisa wrote:
Just because this skill does not immediately appeal to every player in EVE does not mean it should not be implented. And although it does not immediately appeal to every player, alot of players will benefit from it if the scenario where trade-hubs becomes more competitive comes true.

Would they? I personally think the recent inflation has been great, as it's giving more meaning to having bigger ships, and an incentive to not lose them (for example, Maelstrom or Abaddon blobs not being super-affordable anymore). For wealth to retain its value, it needs to not be widely available. Cheaper ships lead to a more boring game.
Souisa wrote:
People shouldnt under estimate the economy of EVE either, there are thousands if not millions of modules, and supply and demand will still be shifting all the time, there will always be money to be made somwhere

Yeah, but just like there wasn't much money to be made in mining before CCP Sreegs started hitting bots in the face, there wouldn't be as much money in hauling anymore after a change like you're proposing.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Mikaila Penshar
SISTAHs of EVE
#152 - 2012-10-04 17:51:53 UTC
YuuKnow wrote:
This is a dumb idea. If CCP makes it a skill then essentially everyone will train it and it will become the standard. CCP needs to think long term. There is an 'eventuality' to Eve in that there is no hard cap on skills and eventually everyone will have 100mil SP+ eventually.

Doesn't add anything to gameplay as well.

yk


Once every ship based skill is maxed out there can only be training for ambulation skills like:
-Professional Drinking
-Darts
-Poker
-Lasergun Quickdraw
just to name a few

(oh, and how could i forget)
-Prostitute Discernment (a must have)
Furry Commander
Furry Armada
#153 - 2012-10-05 01:48:27 UTC
I think this skill is a bad idea because it ignores the actual problem with flying in space, in particular for people flying big slow ships

it takes between 36 and 42 seconds for a freighter to align with max skills and no implants. i can fly a freighter on several accounts, but i always use an orca with a 100MN MWD because i can't stand the time it takes to fly the damned freighter around. i will aotopilot a freighter every time i fly it and go make dinner or something. i don't need a faster autopilot trip, i need flying my ship(s) from point a to point b to be faster and more efficient, and actually require me to do something.

these giant ships that tend to be the most autopiloted are flown this way because the incentive for manually flying them is frankly not worth the time to do it. point a to b is as bad as grinding XP in other MMOs except with less to do. freighters should be fittable, and all these large ships should have an increased warp speed and be more agile. i am sorry but if the only way to get places faster is by making 2 clicks and then waiting 3 minutes to align and warp so i can do it again, i would rather autopilot

this brings me to another issue. the general hauling/transport capabilities in eve suck. its to much of a pain in the ass to move **** around. rigged ships are a hassle. large volumes of expensive **** is a hassle. flying any ship that can haul a decent volume in a reasonably safe way is a hassle. what it isn't is a challenge.

i agrea with one componenet of each side of this argument
attentatively doing stuff should be rewarding (from the nay sayers)
hauling is no fun and needs buffed (from the people who misguidedly think this skill might help)

as it stands manually piloting almost any largish ship (short of the Orca, and even this is not great) is a tedious boring unchallenging and unrewarding waste of time compared to autopilot. which takes none of my time.

what is actually needed is to make manually piloting big ships better and more fun. i want to actually have a fair chance to dodge ganks and camps in my hauling ships, and do it without having to cripple my transport efficiency. a lot of players say its about trade offs between safety and efficientcy, but when it comes to hauling (and mining) the tradoffs are unbalanced. you are basically garaunteed to die if you get caught, and it is very easy to get caught if you are trying to be efficient.

A story to illustrate how hauling can be fun:

I was hauling in a maxed cargo bestower with a cloak. i had a pretty standard fit with a cloak no ECM burst since i was in highsec, a MWD and a bunch of shield mods. i was hauling a bunch of packaged faction frigates and faction modules (this was before i could fly a blockade runner) i got scanned at a gate passing through a major trade route, and sure enough i jumped through the next gate and there was an alpha fit apocalypse sitting on the gate. i double checked his guns (artillary) while i held cloak and he was about 15 k from me. i knew i would not be able to align and warp before he popped me, but i knew i could cloaky MWD and stand a chance at dodging the lock. so i did. he actually slowboated after me for the decloak. it was an intense like three minutes as he passed within 2172 meters of mebut i made it. i had to continue flying towards my intended gate cloaked until i was out of alpha range even after he returned to the gate and he had some friends in cepters show up and try decloaking me so i had to stay and be ready to hit warp if it happened. i managed to get out of range and warp eventually, but it was an intense fun and rewarding experience.

the only time manual piloting any hauler should take longer than flying a battleship between gates is when something like this happens. i don't like getting ganked, but i don't hate people who do it, and if i could still efficiently move goods and have fun dodging these types of ganks even in places like lowsec i would be risking bigger ships and having more fun doing it. this type of thing is how CCP should work on balancing the industrial ships and side of the game in general i think, not introduce skills to make autopilot take less time

TL:DR
the fun factor of hauling/industry type ships needs a buff, not reduced autopilot speed
Souisa
Subhypersonics
#154 - 2012-10-05 17:32:09 UTC  |  Edited by: Souisa
Well the autopilot is not for low-sec, not even after this addition. However i agree that freighters should be fittable

o/

Fango Mango
University of Caille
Gallente Federation
#155 - 2012-10-05 17:47:27 UTC
Souisa wrote:
Well the autopilot is not for low-sec, not even after this addition. However i agree that freighters should be fittable


Wait . . . Auto-piloting is ONLY for low sec.

Try auto piloting a frigate/shuttle through high sec with even a few tens of million of cargo in the hold. You get popped every time.

You can autopilot through most of low sec all day with no problems.

In fact my auto-piloting shuttle got a vengeance kill last night (with a little help from some gate guns of course). That was awesome.
Souisa
Subhypersonics
#156 - 2012-10-07 03:45:11 UTC
I wouldnt recommned using auto-pilot in low sec

o/

Bruce Wolf
Brutor Tribe
Minmatar Republic
#157 - 2012-10-08 11:44:24 UTC
I have an idea concerning sec status drops and how hard it is to unpirate yourself. My suggestion is when you get popped in PVP activity that the sec status drop the person that popped you gets, you get that as positive sec status. This would do several things for the pvp world. With this idea being -10 sec status now means you are scary...before it just meant you would agress. It would also make pvp an easier thing to jump in and try out as a new player because instead of getting down to -2 and sec status grinding forever just to get back up to a place where you could do missions/mining whatever carebear stuff you want. I think it would be great way to see how good someone is instead of just how long someone has pvp'd. It would also (from popular opinion) result in less -10 toons being abandoned due to frustration with pirate restrictions. Love to hear opinions on this as I have been passing it around my roam territory. And have been getting favorable feedback. Thanks all
Petrus Blackshell
Rifterlings
#158 - 2012-10-08 16:22:16 UTC
Bruce Wolf wrote:
I have an idea concerning sec status drops and how hard it is to unpirate yourself. My suggestion is when you get popped in PVP activity that the sec status drop the person that popped you gets, you get that as positive sec status. This would do several things for the pvp world. With this idea being -10 sec status now means you are scary...before it just meant you would agress. It would also make pvp an easier thing to jump in and try out as a new player because instead of getting down to -2 and sec status grinding forever just to get back up to a place where you could do missions/mining whatever carebear stuff you want. I think it would be great way to see how good someone is instead of just how long someone has pvp'd. It would also (from popular opinion) result in less -10 toons being abandoned due to frustration with pirate restrictions. Love to hear opinions on this as I have been passing it around my roam territory. And have been getting favorable feedback. Thanks all

Please post separate ideas to separate threads. That said, this is a bad idea because of the exploitability of getting all your friends to blow you up repeatedly in cheap ships for sec status gain. Why do we want to encourage shooting friendlies?

Accidentally The Whole Frigate - For-newbies blog (currently on pause)