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For all the FW peeps: "Dockblocking" - working as intended?

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Author
Flyinghotpocket
Small Focused Memes
Ragequit Cancel Sub
#61 - 2012-10-13 04:39:37 UTC  |  Edited by: Flyinghotpocket
Deen Wispa wrote:
I don't think relocating is a problem to the mechanic at all. There are numerous Caldari corps who have relocated to more fringe areas of the lowsec FW space because they didn't want to deal with the troubles of defending more 'heated' areas. Corps that come to mind include Nasrante Watch and Amarr Retribution who love in Ostinegele and Intaki when they used to live in Eha.


we didnt want to deal with the trouble of our own militia being at war with us and fighting the gallentee at the same time so gg yeah peace out.

1 unified enemy is enough for us getting hot dropped by friendlies is something amarrian retribution is used to

Amarr Militia Representative - A jar of nitro

Shepard Book
Underground Stargate
#62 - 2012-10-15 14:25:35 UTC
Hans Jagerblitzen wrote:
I wanted to get some input on a specific aspect of the Inferno change, the fact that stations lock enemy combatants our entirely.

Given the massive problem we have right now with FW corps and alliances quitting or relocated in response to the mechanic, I think its time to re-evaluate the value of this particular element of Faction Warfare.

The community has been very loud and clear that we need to get back to FW being a PvP-centric feature, where players enlist for the pew, and stay because they can afford to fight, as supposed to enlisting for the isk, and fighting if they have to (which is never.)

With that goal of increased pew pew in mind - in your experience, has "diagonal plexing" contributed to increased PvP? Is it a conflict driver, compelling you to take to the plexes to defend your space? Or does it make you not want to roam and PvP, because you can't dock and repair or reship?

Lets discuss the value of this mechanic, or alternatives if we decide it isn't helping to generate the conflict we so desperately desire these days.


I do not believe FW corps and alliances are quitting or relocated in response to the mechanic of station locks. I believe they are moving or leaving because they can make isk easier elsewhere. I do think there should be station locks and if there are any changes to them they should be minor. Such as level one system locks the station.

I think diagonal plexing is good as well. Two factions are allies and should have an expanded role not less. I believe the allied factions should be able to take out IHUBS of both opposing factions not just one.

Station unlocks and not letting allies help each other propose to lessen the risk and reward portion of factional warfare in my opinion by making it less painful to a losing side. I would not like that as much. We all know the nerf is coming to LP payouts this winter. There will be less targets regardless as I believe most farmers will go to greener pastures. They did not fight anyways.

Side question.

Is anything being done about vulnerable systems being able to be farmed forever because they do not have to be flipped in a certain time frame? I thought I read something about it but can not find it. Thanks for all you work to make FW a better place Hans.
X Gallentius
Black Eagle1
#63 - 2012-10-15 21:49:28 UTC
Shepard Book wrote:
Is anything being done about vulnerable systems being able to be farmed forever because they do not have to be flipped in a certain time frame? I thought I read something about it but can not find it. Thanks for all you work to make FW a better place Hans.
Part of the next expansion will include cutting off LP when a system become vulnerable.
Lfod Shi
Lfod's Ratting and Salvage
#64 - 2012-10-16 13:53:45 UTC
If I were king of the universe and took a system, I'd take every station and lock out any and all enemies. The enemy stations then become Hong Kong and neutral business continues under new masters.

Hmm... fw is looking more and more appealing to me.

♪ They'll always be bloodclaws to me ♫

Cerlin
#65 - 2012-10-18 16:15:15 UTC
I was in faction warfare for 3-4 months on this character and currently do it with an alt as well to keep my Pvp in frigs sharp, especially when my current alliance keeps calling ctas and what not.

The fact you cant dock unless you hold the system is a great mechanic and I hope they dont change it. Being able to trap people's stuff and gain a reship advantage is pretty fun. It gives more motivation to the people who are not just farming LP. More pvp motivations please.... FW can be a really great mechanic for learning how EVe pvp works and I hope this can be continually expanded on.
chatgris
Quantum Cats Syndicate
Of Essence
#66 - 2012-10-18 16:24:06 UTC  |  Edited by: chatgris
I think the docking rights have negatively impacted small gang warfare. Where once corporations that wanted to spread out a little away from the main blob could, now you are pretty much forced to at least live with the big power blocs, which is pretty boring.

The biggest plus IMO for the docking rights thing was less station games - however with the neutral remote repping changes and the carrier ship swapping changes coming in the next patch, I don't think that's a good enough reason to continue to have the lock outs which promote blobbing together all in one system.

EDIT: Not to mention, I've stopped a lot of my casual playing because, well, it sucks when you can't go to the bathroom because you just happen to be in Caldari space and you can't dock up. I didn't go to nullsec to begin with largely because of the crappy "you deny docking to others, having to work to own space etc" in the first place.
Bad Messenger
Rehabilitation Clinic
#67 - 2012-10-18 18:03:19 UTC
I think that docking denial should be removed, if you want some consequences go 0.0.

FW has mostly people who do not want to have second job in EVE but still participate somehow to something bigger when they have time.
Commander Spurty
#68 - 2012-10-23 14:11:42 UTC  |  Edited by: Commander Spurty
Can't you just look at some killboard stats to see what the affect was?

A) it worked, here's proof:

- Prior to being locked out, 100 ships died in every system, every day
- After being locked out, 1000 ships died in every system, every day

B) It didn't work, people now only fight in a few places, here's proof:

- Prior to being locked out, 100 ships died in every system, every day
- After being locked out, 100 ships died in only a few system, every day

C) Had no affect:

- Prior to being locked out, 100 ships died in every system, every day
- After being locked out, 100 ships died in every system, every day

No skin in this game of faction warfare, but plenty of doubt locking people out of stations does anything to 'encourage' people to undock and move to the outer reaches.

There are good ships,

And wood ships,

And ships that sail the sea

But the best ships are Spaceships

Built by CCP

OT Smithers
A Farewell To Kings...
Dock Workers
#69 - 2012-10-23 20:23:26 UTC
Hans Jagerblitzen wrote:
I wanted to get some input on a specific aspect of the Inferno change, the fact that stations lock enemy combatants our entirely.

Given the massive problem we have right now with FW corps and alliances quitting or relocated in response to the mechanic, I think its time to re-evaluate the value of this particular element of Faction Warfare.

The community has been very loud and clear that we need to get back to FW being a PvP-centric feature, where players enlist for the pew, and stay because they can afford to fight, as supposed to enlisting for the isk, and fighting if they have to (which is never.)
With that goal of increased pew pew in mind - in your experience, has "diagonal plexing" contributed to increased PvP? Is it a conflict driver, compelling you to take to the plexes to defend your space? Or does it make you not want to roam and PvP, because you can't dock and repair or reship?

Lets discuss the value of this mechanic, or alternatives if we decide it isn't helping to generate the conflict we so desperately desire these days.


Responding to bolded:

If this is the goal then work towards this. Don't pay people LP for grinding missions -- however you make them grind them. Pay people ISK bounties, and perhaps even sec status, for killing members and ships of the enemy factions. Limit the number of times per day that any one player can earn isk from a single slain enemy, and go from there.

As for the lock-out thing, it's pretty lame. Low sec players don't want to worry about who owns a system. And it makes no sense in roleplay terms. If they could lock out anyone they would lock out pirates.
Tanaka Sekigahara
United Space Marine Corp
#70 - 2012-10-24 01:12:23 UTC
Hans Jagerblitzen wrote:
I wanted to get some input on a specific aspect of the Inferno change, the fact that stations lock enemy combatants our entirely.

Given the massive problem we have right now with FW corps and alliances quitting or relocated in response to the mechanic, I think its time to re-evaluate the value of this particular element of Faction Warfare.

The community has been very loud and clear that we need to get back to FW being a PvP-centric feature, where players enlist for the pew, and stay because they can afford to fight, as supposed to enlisting for the isk, and fighting if they have to (which is never.)

With that goal of increased pew pew in mind - in your experience, has "diagonal plexing" contributed to increased PvP? Is it a conflict driver, compelling you to take to the plexes to defend your space? Or does it make you not want to roam and PvP, because you can't dock and repair or reship?

Lets discuss the value of this mechanic, or alternatives if we decide it isn't helping to generate the conflict we so desperately desire these days.


The ONLY change the FW pilots were asking for to begin with was having the taking of systems having mreaningful consequences, i.e., being able to prevent the enemy militia from docking in systems we owned. Instead we got a whole host and slew of other changes dreamed up by the csm and ccp to try sov lite on us and use us as guinea pigs.

You post is an outright lie, sir. A bold faced lie. FW has NEVER had more participants than it does now.The ONLY real reason to wage FW against the other militia is to keep them out of our space, at least the ability to base out of it. it is NOT time to revisit this issue, it is the ONE thing that CCP did right with FW.

War has to have consequences.I have been in FW from it's inception, and your ideas do nothing but dumb it down and turned it into farmville.No more.You do more harm than good.
Tanaka Sekigahara
United Space Marine Corp
#71 - 2012-10-24 01:16:21 UTC
It has absolutelycontributed to PvP and now that the damn fasrmers will be going we can finally apply some strategy to the game, which was the whole intent, before CCP borked it withit's horsecrap plexing mechanics.

It was the ONE change we in FW wanted, and got a ton of other crap instead, and now you want to change it back.I will do all i can to oppose it, vehemently.Keep station lockout the way it is, and no, I havent heard anyone complain about it.It gives the game some actual depth.
Hans Jagerblitzen
Ice Fire Warriors
#72 - 2012-10-29 15:54:17 UTC  |  Edited by: Hans Jagerblitzen
Thanks for all the feedback everyone, lots of helpful opinions in here. I wanted to run an idea past you all and see if what you think - and just to clarifiy, there isn't currently concrete plans to modify station docking at this time, but perhaps this is something we can look into for a post-december patch.

There is a few things that still bother me about the current station lockout mechanics:

1.) It's heavy handed in terms of locking the losing militia out of a gameplay option and source of income. I can't think of any other situation in the game where the consequences of your actions prevent you from participating in some form of game play outright, especially one that belongs to your militia with which you are in good standings for (obviously standings can lock you out of certain agents elsewhere in the game, but nothing in the game says "you can't do activity X at all" because you lost some systems.)

2.) It leaves us with a rather conceptually bizarre situation of us occupying enemy stations and controlling them, without the name of the station changing or anything to indicate that there is a handover of control. Now before anyone goes off about how this is more role play fluff than anything else (not that RP reasons aren't valid for some things) think of new players. I recently heard about a noob losing a Machariel because he was trying to dock his stuff at the 24th station in Huola. Just like Crimewatch is streamlining rules so that new players can be held responsible for understanding them, the current lockout mechanics are likewise counter-intuitive.

What would everyone think of this:

1.) You can always dock in any station in the systems you control.

2.) You can always dock in your own militia-owned stations.

3.) You'd only be blocked out of a militia station if it is their station and they own the system. (For example, the Amarr could dock at the 24th imperial crusade station in Huola even if the system is owned by the TLF, but they couldn't dock at the TLF-station in Auga if the TLF also has sovereignty there.

4.) You could not dock in neutral stations if the enemy has sovereignty.

And possibly this as well:

5.) System upgrades only apply to stations that are neutral or owned by your militia. (For example, upgrades in Huola would apply to the Ishukone station only, not the 24th imperial station if the system was under Minmatar soverignty).

The net result from all of this would be that some of the positive aspects of station lockout are preserved (limited access to docking systems you don't control or have a militia office in, it would be predictable where the enemy is holed up if they're docked in enemy sovereign space). Also, some of the negatives eliminated - it would be easier for the underdog to retake systems that were historically theirs, and they'd also have full access to missions as an income source regardless of sov changes.

Let me know what you guys think, I'm quite open-minded to tweaking this mechanic (provided CCP has time in their schedule as well) and would like to refine any ideas to take with me into the Winter summit so let me know if you think such an adjustment has some merit.

CPM0 Chairman / CSM7 Vice Secretary

Hans Jagerblitzen
Ice Fire Warriors
#73 - 2012-10-29 16:08:51 UTC
Tanaka Sekigahara wrote:
The ONLY change the FW pilots were asking for to begin with was having the taking of systems having mreaningful consequences, i.e., being able to prevent the enemy militia from docking in systems we owned. Instead we got a whole host and slew of other changes dreamed up by the csm and ccp to try sov lite on us and use us as guinea pigs.

You post is an outright lie, sir. A bold faced lie. FW has NEVER had more participants than it does now.The ONLY real reason to wage FW against the other militia is to keep them out of our space, at least the ability to base out of it. it is NOT time to revisit this issue, it is the ONE thing that CCP did right with FW.

War has to have consequences.I have been in FW from it's inception, and your ideas do nothing but dumb it down and turned it into farmville.No more.You do more harm than good.


Let's be accurate here - I never said we have fewer participants in FW, obviously we have more enlisting than ever before. What I referred to as a problem was the number of corporations that have quit FW entirely or moved completely out of the warzone. Corps that quit FW or move out of the warzone aren't driven to fight back over station lockout (which is its intention, to stimulate conflict), they are instead evidence that a great deal of players just don't care enough to fight back given the ease of avoiding the penalty completely. I'm only asking questions - if allowing the Amarr to get a foothold in Huola via the 24th station encourages them to stage ships there and enables them to mount a larger offensive to take it from us, this is a huge benefit compared to them all based in Egghelende.

Also, everyone needs to realize that the farmville mechanics were a consequence of adding payouts before plexing itself was fixed, it was never the goal of any of the changes neither CCP nor myself proposed. In fact if they'd listened to me and buttoned up plexing mechanics back in Inferno, we'd never have had the summer of farmville to begin with. It's easy to stamp our feet and rage about "stupid CCP this, stupid CSM that" but so much of this has to do with the order in which it was rolled out (due to resource limitations) not because horrendous ideas with destructive intentions were proposed to begin with. If you've been around since FW started, you know people have been asking for LP payouts for plexing and PvP as long as they've asked for station lockout (which not everyone agreed upon historically, either).

CPM0 Chairman / CSM7 Vice Secretary

Sayf ulMulk
Royal Starlancers
#74 - 2012-10-29 22:06:33 UTC  |  Edited by: Sayf ulMulk
Works perfectly. Should be enabled also in highsec for people who sign up for faction warfare that peaople cant dock on stations that belong to different faction. What sense does it make that hostiles who fight against faction are chased by faction navy can dock at hostile faction stations.
Cearain
Plus 10 NV
#75 - 2012-10-29 23:25:20 UTC  |  Edited by: Cearain
Zarnak Wulf wrote:
Oh god. In before Cerain. Roll If you made it an upgrade feature it would be nice if for the only reason that I could dock and repair on a roam. Noone would stage out of a system out of fear that it would simply be upgraded and shut out. Other then that working as intended.



Yeah you were in 26 days before Cearain.

I have pretty much decided that a game that I might spend 2.5 hours on and still not get a decent pvp encounter is not to my taste.

I see mainly people left in these fw threads are those who like this null sec mechanic. I can't say I am surprised.

Why would you think people who can't stand the mechanic would be sticking around to vote on this? Look at the early threads (where this idea was lambasted) and see how many people, like me, have moved on. Did you know most Catholic Priests think that the Celebacy requirement is not too restrictive?

The reason why dock blocking slow down the frequency of pvp have been stated clearly. CCP will have to use their brains. Implementing a mechanic for half a year and then finding that the only people left playing say they don't mind the mechanic is not really rational.

If I am in a cruiser and see an enemy in a frigate in a minor I can no longer go a few jumps reship and get the fight. I have to either jump 7 jumps each way and hope he is still there or forget about. Those are fights lost.

If I win a pvp fight and lose 3/4s of my tank and a few more enemies come into the plex I need to go. Even if I want to fight them because they bring decent ships to fight I ahve to go. I need to go 7 jumps just to repair and come back usually to find they are gone. More fights lost.

People who don't realize that this is just making pvp less frequent are kidding themselves. How could making it take longer to reship or repair possibly do anything but decrease the frequency of pvp?

I haven't been playing but how is metro doing? I Law used to go roaming up there just about every night. Is that still happening?

People who want station lockouts because of fear of station games just need to learn to play. Get your instaundocks and instadocks for your bases and don't play station games if you don't want. Its a choice to play station games.

If you are worried about new players then make it so the enemy can't dock in you militia's stations. But leave the rest alone.

If you want to all base out of the same station and move out and back to base in a big blob then station lockouts won't matter. But then again null sec should be a good alternative for you. But if you don't always need a large fleet holding your hand and like to just fly around and shoot stuff, station lockouts suck.

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

X Gallentius
Black Eagle1
#76 - 2012-10-29 23:55:14 UTC
Hans Jagerblitzen wrote:

I'm only asking questions - if allowing the Amarr to get a foothold in Huola via the 24th station encourages them to stage ships there and enables them to mount a larger offensive to take it from us, this is a huge benefit compared to them all based in Egghelende.
What's the difference? If they want to participate in FW occupancy warfare they can fight for Huola. If they want to just pew, they can move to high sec (if they are not pirate), or to Egghelende (if they are pirate). Whatever they want to do is up to them.
X Gallentius
Black Eagle1
#77 - 2012-10-29 23:58:11 UTC
Cearain wrote:

People who don't realize that this is just making pvp less frequent are kidding themselves. How could making it take longer to reship or repair possibly do anything but decrease the frequency of pvp?
People will undock to defend their turf if there is a real consequence to them not doing so. That potential consequence INCREASES the frequency of pew.

Carry on.
Cearain
Plus 10 NV
#78 - 2012-10-30 01:30:49 UTC  |  Edited by: Cearain
X Gallentius wrote:
Cearain wrote:

People who don't realize that this is just making pvp less frequent are kidding themselves. How could making it take longer to reship or repair possibly do anything but decrease the frequency of pvp?
People will undock to defend their turf if there is a real consequence to them not doing so. That potential consequence INCREASES the frequency of pew.

Carry on.


So you think the people are sitting in a station docked but not doing anything, but now that they will be locked out they will undock?

You really think people are sitting at their computers docked and this is what will make them undock? I'm sorry that makes no sense.

Another problem with your theory is that most defensive plexing has nothing to do with pvp. The reason my corp bases outside of fw space is so that we don't have to take time away from pvp in order to defensive plex a system.

The problem now is if you want to have multiple bases thoughout the fw area (in order to get more fights) you will have to take on a huge grind of defensive plexing several systems, instead of looking for pvp.

Dock blocking does nothing but decrease the frequency of pvp for the reasons I gave and several more. Not a single explanation can be given as to how it would increase the frequency of pvp.

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

Cearain
Plus 10 NV
#79 - 2012-10-30 01:53:00 UTC
Spurty wrote:
Can't you just look at some killboard stats to see what the affect was?

A) it worked, here's proof:

- Prior to being locked out, 100 ships died in every system, every day
- After being locked out, 1000 ships died in every system, every day

B) It didn't work, people now only fight in a few places, here's proof:

- Prior to being locked out, 100 ships died in every system, every day
- After being locked out, 100 ships died in only a few system, every day

C) Had no affect:

- Prior to being locked out, 100 ships died in every system, every day
- After being locked out, 100 ships died in every system, every day

No skin in this game of faction warfare, but plenty of doubt locking people out of stations does anything to 'encourage' people to undock and move to the outer reaches.


Its a good idea but there were too many changes made at once to do this.

Your doubt is well based in common sense. My experience is that the station lockouts have done nothing but decreased the frequency of pvp.

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

Veshta Yoshida
PIE Inc.
Khimi Harar
#80 - 2012-10-30 10:44:47 UTC
Easy enough to deduce, just use your own needs/wants: Are you more or less willing to commit to a fight you are not certain you will win if you have X+ jumps to nearest reship while enemy has it on-site?

The 'Lock-out' concentrated fighting even more into the pipes/home-bases than occurred naturally beforehand, it is quite normal and infinitely predictable behaviour.

Ideally we want a system that allows for fighting to flow back and forth, a constant bloodbath, made improbable/impossible when one side needs to travel 3-4 times as many jumps to get back in the fight.
Cut down on militia stations so that there is only one per constellation or so and allow docking in said for the 'owning' militia regardless of system occupancy. Gives you natural hotspots, forward bases even in occupied territory and should foster more intense fighting as over-shipping is no longer required to the same degree.
Or ... add dockblock to system upgrade paths so that a determined effort by an attacker becomes a credible threat to the incumbent.

By far the most interesting fights are the ones that are like chocolates and you never know what you are going to get .. reship capability in vicinity pushes the FC's engage decision down towards the magic 50/50 versus the current 90/10 (read: dockblocking hinders the 'GF')

NB: "Docking games" are an entirely unrelated issue so don't even go there and it was never the problem some people like to describe it as. That one should be sorted for all of Eve and not just low-sec/high-sec/null.