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Missions & Complexes

 
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AI changes + Drones (Not a rant at all just a question)

Author
Xuahn
McDermott Industries
#1 - 2012-12-20 16:41:16 UTC
So over the last week I haven't had a ton of free time to play, maybe an hour or so a night. I have basically just been hopping around my neck of high sec and doing exploration.

I have come across multiple 3/10's a few 4/10's and a bunch of unrated. I usually fly one of two ships either a Proteus or an Algos(I just love the little thing)

On to the question:

It seems it doesn't matter which lvl of anomaly I run the results are the same.

In a Proteus I launch 5 light drones and start shooting stuff I go through whole 3/10s (ill use these for the example since i seem to find them more) without my drones ever taking agro. Its very rare for me to ever need to recall them.

In the Algos I feel like they get targeted the second they are launched so I have to recall them a lot more.

I have not tried another drone boat, maybe ill grab a vex or something.

So do the rats know that i'm in a drone boat and that the drones are the threat, or is it that I am a small target so I don't pose that much of a threat so they attack the drones?

Its not that big of a deal just requires some more paying attention (actually I think it makes it more fun), just trying to figure out why they could care less about the drone in one scenario and in the next they hate them with a passion.
Bugsy VanHalen
Society of lost Souls
#2 - 2012-12-20 17:31:49 UTC
Well they have not revealed what mechanics generate what amount of threat. We will have to learn through experimentation.

It would make sense that a drone boat gets its drones agro'd more often as the drones are doing more damage than the ship. i.e. generating more threat. But we also know that remote reps and ewar generate more threat than damage.

Using a tracking disruptor or damper on the NPC's or using a small remote rep on your drones should boost agro enough to pull the NPC's back off your drones. However there are many ships without extra slots to fit those modules. This means the standard solo PVE fits will change as we adapt to the new A.I.

The real negative affect has been overlooked by many. The new A.I. can be beat with a little more work. it will not belong before we have new proven fits for PVE to address the new A.I. issues. But the one thing that will not change is missions now take longer to complete. No matter how you look at it, or how you adapt to it, this change has resulted in a reduction in isk/hr for all mission runners and ratters.

But is this a good thing or a bad thing? For a long time there were many complaints about how mission runners made 5-6 times as much isk/hr as mining with only slightly more risk. The changes to mining ships, and the removal of drone alloy drops has overall increased the income of miners, reducing the gap. The average well equipped boosted miner went from about 10 mil/hour up to about 25 mil/hour, a decent increase. Now with this change the income of mission runners and ratters has been reduced. Slower kills for the same rewards mean less isk/hr. this has reduced the gap even farther. Combine the A.I. changes making missions and ratting take longer for the same rewards with the reduction in loot that has slowly been introduced it is much harder to make 60 mil/hour running missions than it used to be. The gap in isk/hr between miners and mission runners/ratters is getting much smaller. i won't even get into the huge nerf to isk/hr incursion runners have seen this year. Sure it is still great isk/hr, but not what it was.

What of other larger scale incomes like the CTC's tech cartel controlling the price of technetium by controlling all the moons it is mined from. Well reducing the cost of POS fuel combined with the new alchemy should help that from getting out of control. Could this be the real reason behind the changes to mining that have made ICE mining much easier to AFK reducing the price of ice products across the EVE universe?

What does this mean for the game? Well if players are making less isk/hr they will have less to spend. Having less isk to spend will result in less players paying crazy amounts for the rare, over prices modules. Overall it will curb the inflation of the in game economy that has gotten so out of had in recent months.

What it comes down to is all the changes we have seen in the game in the last year seem to be geared toward reducing overall income to combat inflation. As a whole we have seen the prices of almost everything more than double in the past 3 years. Now with these changes the market seems to be shifting the other way. Prices of many things are getting stable and even coming down, while the prices of some things that were to low are being brought up. The EVE economy is getting more balanced. Could the true motivation behind the recent changes be to curb inflation. Yes or No it seems to be working. I believe looking at the bigger picture the game as a whole has improved more than I would have ever expected in the last year. I may not personally like some of the changes, but they all seem to have more benefits overall then whatever they may have nerfed.
Xuahn
McDermott Industries
#3 - 2012-12-20 18:00:39 UTC
Yea i was out of the game for a year. Came back at the new expansion. Prices are crazy compared to when I left, i saw thorax's going for 14mil + lol back in my old yarring days they were 4 -5 tops. I just attributed that to the cruiser overhaul and hope they go back down.

I remember when I started playing, and seeing cruiser prices at 4 mil and thinking to myself how the hell will I ever get that much cash, (granted this was me flying a maluus doing lvl 1s a month into the game. I can't imagine what a brand new player would think now.

Ill slap some ewar on the Algos and see how that does, hell it gives me a reason to train target paining for some reason I never seemed to need that skill.

I understand that they would go for the drones of a drone boat since they do more dps, I just feel like they go for them before they even get to actually apply that dps. Its like the new AI knows they are the most threatening think on the grid attack them first. Which is fine by me just need to do some adjustment to my play style.

As far as missions being slower, honestly I don't know about that one, I haven't run one since the expansion put that full room aggro bug in. When my Navy mega took me about two hours to run the assault, because I had every cruiser in the room hitting me with sensor damnps I just said hell with it and did other things. I hear that is fixed now so maybe ill give a few lvl4's a shot.

Right now just having fun flying my Algos around and scanning stuff
Rain6637
School of Applied Knowledge
Caldari State
#4 - 2012-12-21 00:26:17 UTC
Pocket 1 (auto aggro upon warp-in)

Quote:
Well they have not revealed what mechanics generate what amount of threat. We will have to learn through experimentation.


Pocket 2

Quote:
It would make sense that a drone boat gets its drones agro'd more often as the drones are doing more damage than the ship. i.e. generating more threat. But we also know that remote reps and ewar generate more threat than damage.

Using a tracking disruptor or damper on the NPC's or using a small remote rep on your drones should boost agro enough to pull the NPC's back off your drones. However there are many ships without extra slots to fit those modules. This means the standard solo PVE fits will change as we adapt to the new A.I.

The real negative affect has been overlooked by many. The new A.I. can be beat with a little more work. it will not belong before we have new proven fits for PVE to address the new A.I. issues. But the one thing that will not change is missions now take longer to complete. No matter how you look at it, or how you adapt to it, this change has resulted in a reduction in isk/hr for all mission runners and ratters.


Pocket 3 (auto trigger once pocket 2 is complete)

Quote:
But is this a good thing or a bad thing? For a long time there were many complaints about how mission runners made 5-6 times as much isk/hr as mining with only slightly more risk. The changes to mining ships, and the removal of drone alloy drops has overall increased the income of miners, reducing the gap. The average well equipped boosted miner went from about 10 mil/hour up to about 25 mil/hour, a decent increase. Now with this change the income of mission runners and ratters has been reduced. Slower kills for the same rewards mean less isk/hr. this has reduced the gap even farther. Combine the A.I. changes making missions and ratting take longer for the same rewards with the reduction in loot that has slowly been introduced it is much harder to make 60 mil/hour running missions than it used to be. The gap in isk/hr between miners and mission runners/ratters is getting much smaller. i won't even get into the huge nerf to isk/hr incursion runners have seen this year. Sure it is still great isk/hr, but not what it was.

What of other larger scale incomes like the CTC's tech cartel controlling the price of technetium by controlling all the moons it is mined from. Well reducing the cost of POS fuel combined with the new alchemy should help that from getting out of control. Could this be the real reason behind the changes to mining that have made ICE mining much easier to AFK reducing the price of ice products across the EVE universe?


Pocket 4

Quote:
What does this mean for the game? Well if players are making less isk/hr they will have less to spend. Having less isk to spend will result in less players paying crazy amounts for the rare, over prices modules. Overall it will curb the inflation of the in game economy that has gotten so out of had in recent months.


Pocket 5

Quote:
What it comes down to is all the changes we have seen in the game in the last year seem to be geared toward reducing overall income to combat inflation. As a whole we have seen the prices of almost everything more than double in the past 3 years. Now with these changes the market seems to be shifting the other way. Prices of many things are getting stable and even coming down, while the prices of some things that were to low are being brought up. The EVE economy is getting more balanced. Could the true motivation behind the recent changes be to curb inflation. Yes or No it seems to be working. I believe looking at the bigger picture the game as a whole has improved more than I would have ever expected in the last year. I may not personally like some of the changes, but they all seem to have more benefits overall then whatever they may have nerfed.


Blitz: no tl;dr offered. all content must be read
S'No Flake
Native Freshfood
Minmatar Republic
#5 - 2012-12-21 14:47:25 UTC
Rain6637 wrote:
Blitz: no tl;dr offered. all content must be read


Of course... and it is not a bad thing.
It is a good read and a good explanation...

Maybe if those mission runners will think more and complain less, they will archive more.
Akuma Tsukai
State Protectorate
Caldari State
#6 - 2012-12-22 01:07:34 UTC
some of us dont complain, we simply use caldari ships now. Those who cant will complain cause they cant use the only effective option left now.
TL;DR pf Rain6637 text wall: CCP ****** up yet again, live with it.
Komari Vosa
Republic University
Minmatar Republic
#7 - 2012-12-22 06:02:23 UTC
Proteus is still god. Try something like this... can replace faction items with tech 2, no problem.

[Proteus, Killer of Rats copy 1]
Energized Adaptive Nano Membrane II
Energized Explosive Membrane II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Damage Control II
Corelum C-Type Medium Armor Repairer
Capacitor Power Relay II

Domination 10MN MicroWarpdrive
Fleeting Propulsion Inhibitor I
Large Capacitor Battery II

Heavy Neutron Blaster II, Void M
Heavy Neutron Blaster II, Void M
Heavy Neutron Blaster II, Void M
Heavy Neutron Blaster II, Void M
Heavy Neutron Blaster II, Void M
Heavy Neutron Blaster II, Void M

Medium Capacitor Control Circuit II
Medium Capacitor Control Circuit II
Medium Auxiliary Nano Pump I

Proteus Electronics - Dissolution Sequencer
Proteus Defensive - Nanobot Injector
Proteus Engineering - Power Core Multiplier
Proteus Offensive - Dissonic Encoding Platform
Proteus Propulsion - Localized Injectors

Ok, no worries about drones because there are none for this build. The turret tracking is good enough to hit any frigs. I normally pick them out at 20km with Null ammo then switch to Void for the big stuff. The fit does 850 dps with my skills and can tank any complex you are talking about, no problem. Only thing to worry about is energy neuts.
Xuahn
McDermott Industries
#8 - 2012-12-23 17:05:05 UTC
Thanks for the fitting.

I have no problems doing any of the complexes in my prot even with drones. I use a similar fot to that except I actually use rails(i know rails suck and all that) but popping stuff at 40km without having to mwd to everything just seems faster to me. (It may not be just feels like it to me) Frigs usually go down in a single volley assuming of course they get hit.

Honestly i have no issues with drones, i was just wondering about the difference in how the npc ai now decides whether or not to target them.

I was really just wondering about that, in the algos drone seem to get targeted the moment I release them, on the prot i let them out and they run around like squirrels on crack the whole time and very rarely get targeted, I lost one drone in like 7 sites, and that was only because i walked away to get a new beer. I have not had a ton of play time so I haven't been able to test a vexor, isthar, or myrm.

Ill have to try the ew thing and slap a target painter or tracking disruptor on. Plus I should grab an ishtar and see if the result is the same, it maybe that the AI sees the Algos as not a threat at all so it doesnt bother targeting it but sees the proteus as the biggest threat so it gets focus fired.

ohh and lol on the nuet thing, I went down to blood raider town and hit a pretty nice anom, I havent messed with blood raiders in for ever and forgot about the whole nueting thing. I think at one time I had like 7 cruisers nueting me, went cap dead and actually had an oh **** moment, for a second I thought i was going to get popped just for being dumb/lazy and not paying attention. I actually had to warp out and back in, kept the cruisers at range and finished off the anom. That would have been a ridiculously stupid way to lose a proteus.
Caitlyn Tufy
Perkone
Caldari State
#9 - 2012-12-23 19:59:16 UTC
Xuahn wrote:
It seems it doesn't matter which lvl of anomaly I run the results are the same.

In a Proteus I launch 5 light drones and start shooting stuff I go through whole 3/10s (ill use these for the example since i seem to find them more) without my drones ever taking agro. Its very rare for me to ever need to recall them.

In the Algos I feel like they get targeted the second they are launched so I have to recall them a lot more.

I have not tried another drone boat, maybe ill grab a vex or something.


A simple question: does your Proteus have a target painter or some similar ewar mechanic (even webs might work, though I haven't tried those myself)? If so, then that is your reason - as soon as you paint something, the drones won't aggro anymore.
Xuahn
McDermott Industries
#10 - 2012-12-24 06:21:48 UTC
Yep I do use a web. Usually dont launch drones until the frigs get in range either.

Maybe thats it. Ill have to test that some more with a drone boat and see what happens.