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CSM December minutes: Nullsec

First post First post
Author
Frying Doom
#41 - 2013-01-17 03:06:45 UTC
Quote:
Trebor emphasized ownership of space as an important factor. Living in a place, he argued, should be based on the ability to use the space as opposed to blowing up structures and alarm clocking.


Very nice

Oh and also will point out super afk moon mining needs to die in a horrible accident. Top down financing is stupid as is income like that. Make it active and make it cover all 0.0 and below areas so there is no bottle neck besides player activity levels.

Any spelling, grammatical and punctuation errors are because frankly, I don't care!!

FourierTransformer
#42 - 2013-01-17 04:38:27 UTC
dafuq is this?

--Making nullsec have more point sources of income, not less.
--Instead of certain coalitions having most of the supers, said coalitions will have ALL of the supers. (thanks for that gem Trebor)
--No one uses Pos anyway. I mean aside from Sov, Npc 0.0, Wh's, and lowsec. Basically most of eve right there. But no, that's cool too....

Tbh, not sure if we're being trolled....
Greene Lee
Siberian Alpha Fleet
Pandemic Horde
#43 - 2013-01-17 04:50:04 UTC  |  Edited by: Greene Lee
Sara Mars wrote:



No tech problem?? Do you even play this game? And you call yourself a member off the CSM

I would like to ask you read text carefully. (And try to understand irony too if possible)
You have missed the point that I was answering about dr. E. statistic representativeness, not about problem itself.

P.s. to state issue: Tech problem is terrible and still occur. Static income and moonmining as part of it is bad. Best simple solution I've seen for it is moon migration. Best l9ng term solution - ring mining.
CCP Gargant
C C P
C C P Alliance
#44 - 2013-01-17 11:55:42 UTC
More posts cleaned up. Please keep things on the right side of the rules.

CCP Gargant | EVE Universe esports Coordinator

Debir Achen
Makiriemi Holdings
#45 - 2013-01-17 13:25:32 UTC
One big advantage of WH space is our income and "sov" comes from doing stuff. To get money / resources, we actively blow stuff up or mine. To keep our space, we have to turn up and fight off invaders. Admittedly, we have some advantages re Sov, as it's very difficult to move assets into a hostile wormhole without some serious effort.

FW has a different take on it. You add an abstract "score", but upping (or lowering) the "score" still requires activity. It's not as emergent a mechanism as WHs, but at least it rewards activity.

While null is a bit different, similar principles should apply. Acquiring resources needs to involve getting out there and harvesting, with the associated vulnerabilities. My impression (which might be mistaken) is that this is true for personal income (ratting, mining) but not for corp level income (moon goo, etc).


However, I think care needs to be taken on "destructible living assets". Timer shoots are horrible, but at least they ensure that taking down a major base is a major operation, and you can't go to be one night all safe and sound and wake up the following morning to discover that someone has destroyed your entire world. Someone who can only play 2 hours a night should still be able to live out of their own "home" in low or null sec.

As such, I think player-owned living space needs to be vulnerable to casual interdiction, but not casual destruction. I'd rather see structures removed by preventing them from being maintained, rather than simple bringing in enough cap-ships to blow them up twice. I don't simply mean smuggling in a shipment of fuel once every couple of weeks, but actively undocking your ship and doing stuff (the nature of this stuff is obviously critical). Similarly, the attackers should be able to hurry the process along by not just preventing you doing stuff, but actively doing stuff against you, albeit at a less economical rate (eg if you and the attackers are undisturbed, it might require three of them to undo the effect of one of you). I suspect the "stuff" will end up looking fairly similar to PvE missions or FW 'plexes, but others may have better ideas.

Aren't Caldari supposed to have a large signature?

Malcanis
Vanishing Point.
The Initiative.
#46 - 2013-01-17 14:53:22 UTC
Raid'En wrote:
Quote:
Trebor suggested that to build a new supercap would require the “core” of a dead supercap. So to build a new ship you would need the same materials and time, but also a supercap “core” that has a chance of dropping after a ship is destroyed.

I like the idea, wonder what people who are knowledgeable about supercaps think about this


it would be a great way to ensure that no currently supercap-dominant group can ever be threatened.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Ghazu
#47 - 2013-01-17 15:41:31 UTC
ctrl-f indicated that issler dainze is mostly useless, again

Issler

http://www.minerbumping.com/ lol what the christ https://forums.eveonline.com/default.aspx?g=posts&m=2299984#post2299984

Jareck Hunter
UPS Trading and Mining
#48 - 2013-01-17 15:52:51 UTC
Just some quick ideas that come to mind while reading, the 0.0 part and others...

Infrastructure:
Corps/Alliances are allowed to build up smaller structures in space.
Autoharvesters, that work like a permanent Strip Miner I or so. They drop Mins when destroyed. Could be limited to empire ores only, so ABC has to be mined manualy.
Automatic Assembly Plants, that come in different sices and produce ammo, items and ships with an BPO if ressources are put into. They drop there BPO when destroyed, so you maybe want to defend them.
Solar Panels, that give a system wide energy grid, which is consumed by the above mentioned.
All can be destroyed/damaged or hacked (inactive for a longer time) and give a bounty payment, based on the newly introduced bounty system, so they become targets for smaller gangs that can pay them also.
Maybe you could add automated defense systems into this system (gateguns).

Rethinking of damage = sov.
Atm it's bring a big fleet to conquest something with structure grinding.
Why not add the posability to hack the TCU and IHub?
Maybe a ship has to hack them for 10-15 minutes to start a timer. The owner has to activly defend the space, every time, so only used space can be defended. You could split up big fleets and attack multiple targets at the same time. Small gangs could also use this to provoke fights. And small dedicated groups could hold theyr space, simply by reconquering it easily if they really want to life there. Indexes should be made independend from sov, so they can be conquered/defended over longer times.

POS:
Only a "few" people use them cause of flawd rights system and cause of the fact that they are a pain in the ass, redoing them could have a chance that more people are going to use them.

Just my 2 Cent.

CCP t0rfifrans wrote: "We are simply fixing some things that we broke so that we can move forward. Tbh we've had our head somewhat placed in the lowermost segment of the large intestine and are finally coming out for air."

ChromeStriker
Sebiestor Tribe
Minmatar Republic
#49 - 2013-01-17 16:34:46 UTC
POS's!!!!!!!!!!!!!!!!1
Your wrong if you think changing POS's will only effect a small group. POS owners are a small group because of the POS's themselves, change the POS and more people will use them!
ATM a POS is restrictive, irritating, and a hassle. Give people a modular POS that they can fit to their own needs and more people will use them.

I loved the idea of making my own secret hideaway, maybe with a few guns, a small shield and a maintenance style hanger. Cheep and simple that i could work on and improve.

If an alliance wants a huge POS that mines a moon, has a JB, can hold a few titans, and has some mega deathray, so be it. Thats what it feels like now. But make something for the little guy, the small corp or the individual, and you will have a huge asset to the game.

No Worries

Xavier Thorm
Caldari Provisions
Caldari State
#50 - 2013-01-17 18:01:54 UTC
Kataki Soikutsu wrote:
Vera Algaert is right that the CSM & CCP Greyscale are not considering the implications of Null Industry changes being asked for.

I completely disagree with the position stated by Elise that Null shipping raw materials to Jita & importing manufactured items is bad game design. In fact this is evidence of good game design as it shows there is a robust market structure with lots of specialization and trade. Trying to change it so that each region of space or alliance is essentially self-sufficient (an extreme not mentioned in the CSM minutes, though the changes suggested push in that direction) would result in an allocation of time and resources that would create less usable items than the current system.


Why would this be a bad thing? One current aspect of the EVE economy which I consider to be very problematic is that a vast majority of production and sale or items takes place in a very small number of systems. This:

- Creates a (soft) barrier to entry for people interested in market and industry

- Largely eliminates the need for large (or even small) alliances and corporations to have an industrial backbone

- Makes it incredibly difficult for warring entities to attack each others supply lines

If goods were more limited, there would be more incentive for players without perfect production/marketing skills, fully researched BPOs, jumpfrieghters, etc, to produce and import goods. I do not see why this is a bad thing.
BEPOHNKA
Ner Vod Fleet Systems
Goonswarm Federation
#51 - 2013-01-17 18:31:29 UTC
Wondering since you have different groups working on ships and game add......
Talks of adding new stuff to supers and maybe changing roles, why are we not looking at adding more they can do because you risking lot of iskes... because of this do you think by adding more they can do your risking loseing because of it's cool roles...

only thing titans are this point are used for quick doomsday's which gives you 30 sec grab to kill...
supers are very hard at this point to grab unless pilot error.....

at this point of the topic, dose anyone think by adding more role could cause more use vs risk of dead super...
EI Digin
irc.zulusquad.org
#52 - 2013-01-17 19:21:42 UTC
BEPOHNKA wrote:
Wondering since you have different groups working on ships and game add......
Talks of adding new stuff to supers and maybe changing roles, why are we not looking at adding more they can do because you risking lot of iskes... because of this do you think by adding more they can do your risking loseing because of it's cool roles...

only thing titans are this point are used for quick doomsday's which gives you 30 sec grab to kill...
supers are very hard at this point to grab unless pilot error.....

at this point of the topic, dose anyone think by adding more role could cause more use vs risk of dead super...


The usage of supercaps/titans wasn't discussed very much, but Fozzie brought up a very important point. The best way to kill supercaps is to put them into compromising positions. We need more of those. It's easy to throw around nerfs and find ways for them to be easier to die, but the solution here is to provide an incentive for people to do dumb things.

Supers and Titans need something to do when they're not grinding structures or killing eachother, both happen rather rarely these days. I would really like to see a pve activity for supers and titans, even if it's just used as a key to unlock more spawns in an anomaly, like how pve capital escalations work in wormholes. Nothing too ridiculous though. It gives people an opportunity to use their big toys solo when they're not in a fleet, opening them up to being tackled and general stupidity.
Zyrbalax III
Goldcrest Enterprises
#53 - 2013-01-17 19:55:26 UTC
ChromeStriker wrote:
POS's!!!!!!!!!!!!!!!!1
Your wrong if you think changing POS's will only effect a small group. POS owners are a small group because of the POS's themselves, change the POS and more people will use them!
ATM a POS is restrictive, irritating, and a hassle. Give people a modular POS that they can fit to their own needs and more people will use them.

I loved the idea of making my own secret hideaway, maybe with a few guns, a small shield and a maintenance style hanger. Cheep and simple that i could work on and improve.

If an alliance wants a huge POS that mines a moon, has a JB, can hold a few titans, and has some mega deathray, so be it. Thats what it feels like now. But make something for the little guy, the small corp or the individual, and you will have a huge asset to the game.


Could not agree more. Modular scalable POS was something I was so looking forward to. I'm a solo player (call me "lurker" if you want) due to rl situation; but I roam w-space (and sometimes lowsec, and null) with my orca alt. I use an orca because it's the closest to a "secret hideaway" we have; current POSes are a PITA and instantly visible to anyone. Give me a decent scalable modular POS and I'll be toting a diddy one round with me all the time. Just iterate on what we already have and I'll sigh and wait for the next expansion with slowly increasing boredom and frustration.

As to all the discussion around null sov, everyone already knows what we need: bottom-up income and an activity-based sov system. These two changes would totally change the power structures in null, making alliances reliant on their members and opening up space for smaller corps with ambition. Can CCP just stfu and get on with delivering it already?

Z3
Trebor Daehdoow
The Scope
Gallente Federation
#54 - 2013-01-17 20:08:32 UTC
Malcanis wrote:
Raid'En wrote:
Quote:
Trebor suggested that to build a new supercap would require the “core” of a dead supercap. So to build a new ship you would need the same materials and time, but also a supercap “core” that has a chance of dropping after a ship is destroyed.

I like the idea, wonder what people who are knowledgeable about supercaps think about this

it would be a great way to ensure that no currently supercap-dominant group can ever be threatened.

That issue was addressed by the following sentence, which didn't get quoted in the original post:

"With that plus an adjustable drop rate of the cores in rare NPC spawns, one could manipulate the population of the ships."

I was simply giving an example you could implement a soft-cap on a resource, and organically get from a situation where there was "too much" of something to where there was "the right amount" of something. Adjusting the split between immediate drops in the wreck and random drops spread across the whole game provides an opportunity for other groups to get the resource.

You should never expect ideas that get thrown out in the heat of the moment in these meetings to be fully-formed and perfect; they are merely the starting point for discussion.

Private Citizen • CSM in recovery

Darirol
Ministry of War
Amarr Empire
#55 - 2013-01-17 22:14:44 UTC  |  Edited by: Darirol
about boring sov warfare in nullsec and empty space:

iam sure other people have posted suggestions like this, but i want to post my stuff here too. all numbers are more or less "random"

if i could recreate sov, i would remove all structures and all timers from the game except the TCU.

that TCU would have maybe 10 mio hitpoints, an active shield boost of around 10000 per second and an active armor repair and hull repair big enough to recharge armor and hull within a day or so.

if you find an empty system you place that tcu somewhere and after a very short time that system belongs to you.
hostile fleets can warp to that tcu and kill it without any timers and without sbu or other bullshit. just jump in the system and kill the tcu. maybe with 20 talos or jump a few dreads in and one cycle that tcu. place your own tcu and the system is yours.


and now the interesting part.
after that system belongs to someone, all activity in this system will be recorded as activity from this owner. with raising activity that tcu gets new defense abilitys and resists.
if a system is very activly used by pilots doing stuff in space and the defense is absolutly maxed out, that system should be save.
if you want to take this system you actually have to siege it. make sure people stop ratting mining or what ever.
if the defender stay docked or move to another system the defense of the tcu will go down every day and depending on how strong your force is after a day or a week you can just go to the tcu and kill it.

if the defenders decide to fight over their system, all destroyed ships count towards the owner activity index. (you can use that faction warfare/bounty code to determine the activity by isk destroyed). so as long as the defenders undock and fight and enough isk gets destroyed, that system stays save.
you still want to take that system? you have to make sure that your coalition wins all the fights or at least has the ability to replace lost ship longer then the enemy can. at some point the side who lost most battles cant afford their main fleet doctrin anymore and will come with cheaper ships. cheaper ships will not kill enough and if they get destroyed they dont count so much towards the activity. the tcu defence will go down and at one point you can just go there and kill it.

you want to prepare an assault to a system and move afk cloakies in the system? no problem, carebears have to organize and set up traps. if shiny ships die or a trap springs and the atackers die that will all count towards activity in the system. and defense will go up.

at the other hand no alliance can have empty systems anymore. if a system is empty, every random gang can move to this system, kill the tcu, place your own and set up gate camps and quickly raise activity in this system. if you cant react within a day, you will face a tcu that would require a full cta to kill it. and the defenders would have a advantage if they choose to defend that tcu. if your first atack fail the defense will probably be much higher next time you try it because of all that destroyed ships

to determine when a system has maximum possible defense due to pve or pvp activity, i would use indexes for every possible thing.

iam not good at finding the best mathematically system for this, but something that takes a look at all the other 0.0 systems and compares towards the top systems to determine how many % towards maximum activity is reached.
in a perfect world i would take in account ratting, mining, pos which actualy do something, like moonmining, reactins, labors or producing, you could include dust514 ownership, pvp(destroyed isk) to a small etend PI and all that stuff.


_______________________________________________________________________

i think no matter what kind of structures or timers you create, if one side is much stronger then the other side, there will be no fights.
but as a smaller entity you can just open your map and take a system that is not used right now. no matter how large a coalition is and how many supers they have, if they cant use all their systems and fill them with people who fly in space they cant defend their borders.
and if they can fill 3 regions of space with people, wouldnt that be a roaming pvp paradise?
Saede Riordan
Alexylva Paradox
#56 - 2013-01-18 00:05:41 UTC
Time to get back on my soapbox

There's one thing that I feel could definitely make nullsec much much better. Soft infrastructure. Lots of it .

Lets provide an example:

Automated mining outpost mines ore, packages it, and an NPC hauler takes it to a refining station, where its automatically refined, then it gets shipped to a freefloating factory the builds complete ships and fits. Of course, at any point along this chain, someone could blow up your haulers, blow up your facilities, and generally interfere with ****. This wouldn't be hard structures that would take hours to grind, 5 high DPS cruisers could do it in a few minutes. This would force defenders to actively patrol and protect their space, and constantly be on watch for hostile raiders.

This would be a real farms and fields mechanic. Players would have to live in a system to manage all their structures, and to protect them, if you didn't, someone would come along and take them from you, alliances would contract into the systems they can actively defend and space would open up for smaller groups to move in.

I think this would definitely also benefit from a reduction in the force projection abilities currently possible.
Andski
Science and Trade Institute
Caldari State
#57 - 2013-01-18 00:33:53 UTC
EI Digin wrote:
The usage of supercaps/titans wasn't discussed very much, but Fozzie brought up a very important point. The best way to kill supercaps is to put them into compromising positions. We need more of those. It's easy to throw around nerfs and find ways for them to be easier to die, but the solution here is to provide an incentive for people to do dumb things.

Supers and Titans need something to do when they're not grinding structures or killing eachother, both happen rather rarely these days. I would really like to see a pve activity for supers and titans, even if it's just used as a key to unlock more spawns in an anomaly, like how pve capital escalations work in wormholes. Nothing too ridiculous though. It gives people an opportunity to use their big toys solo when they're not in a fleet, opening them up to being tackled and general stupidity.


Yeah. A rare-ish complex with EHP and DPS figures high enough to warrant using supercaps (and not a solo SC, mind you) with a chance of dropping faction/deadspace capital-sized mods (capital RR, XL guns, etc.) would provide some activity to expose supercaps with sufficient risk/reward and not a huge isk faucet. Balancing faction/deadspace capital mods would probably be one hell of a task, but they should be designed to drop rarely enough that they won't become the defacto standard on all supercarriers and titans.

Twitter: @EVEAndski

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths."    - Abrazzar

Hakaru Ishiwara
Republic Military School
Minmatar Republic
#58 - 2013-01-18 04:56:14 UTC
Winter 2012 CSM Notes wrote:
Unifex stated that what CCP did was spend effort and prototype what would make a good POS system. It would, however, only affect the group of people who manage POSes. Focusing that amount of time and effort on some small singular aspect of the game and delivering only that “is what will kill the business”.


Winter 2012 CSM Notes wrote:
On top of that, Soundwave added, the POS system by itself would only affect a small portion of the community.


Collectively, these are astonishing statements. Off of the cuff, I can think of several categories of CCP's EVE subscribers that POS enhancements will impact. That includes, yes, POS Managers. There are industrialists who may have access to Research, Refining, Reacting or Manufacturing jobs. There are logistics personnel who deliver good to and from this stick in the sky. There are elite space pilots who store and refit their ships. There are even different classes of pilots (supers v. sub-caps) using varioius POSes. POS gunners come to mind too.

On top of all of those use classes come an incredibly wide breadth of owner-types including high-sec production corp, low-sec citizens, null-sec warriors and w-space explorers (and that is an incomplete list).

Currently, the POS ACL (roles) is a nearly flat structure creating an either all or nothing security scenario. This severely limits the access that POS owners are willing to grant to their corp and alliance mates due to theft and other shenanigans. But create some depth to those roles and suddenly a whole fxckload more EVE subscribers can do value-add stuff at the POS.

CCP Ytterbium's comment below ties in nicely too where the increased utility of POSes in space might indeed facilitate creation, but POSes also get blown up spectactularly.

Winter 2012 CSM Notes wrote:
Ytterbium continued and noted that the issue he was seeing was the accumulation of “creation” without a “destruction” sink.


Give players the chance to build more add-ons to POSes, using up more PI goods (and maybe some minerals too!) and make them more interesting targets for smaller-sized gangs that DO NOT HAVE TO USE SUPERS in order to kill the structures.

Out of honest curiousity, what numbers or percentage of players does CCP believe manage and use POSes? What numbers were predicted to make use of the proposed new POS system? And what level of effort was associated with revamping the POS mechanics so as to make it a deal-breaker relative to the returned value?

Truly, I do not believe that CCP fully thought through this project. Or CCP was not willing to discuss their true hesitations with the CSM. Whatever the reason, this is a serious blow to EVE's end-game subscribers.

+++++++ I have never shed a tear for a fellow EVE player until now. Mark “Seleene” Heard's Blog Honoring Sean "Vile Rat" Smith.

Defhammer
#59 - 2013-01-18 08:32:24 UTC  |  Edited by: Defhammer
While I agree with the CSM and CCP that null-sec needs to allow smaller corps to live there I don’t think many of their ideas are going work.

I think small corps can’t live in null-sec because they don’t have the ability to hide. Many of their activities will show up on the world map and it is too easy to patrol when you can use local. Therefore, small corporations are always going to attract the attention of a nearby alliance just by being there.

One possible solution is to increase the difficulty of finding these small corps in the first place

By bringing the fog of war to null-sec and supplying a few tricks (eg. fake bases and moving decoy ships), finding smaller corps could become a cat and mouse game. Alliances would have spread out and use scan probes in multiple systems to find them efficiently. Smaller corps can keep setting up fake trails to keep them away from their main base while picking off the smaller alliance groups.
AnJuan Jackson
Red Star Trading Corporation
#60 - 2013-01-18 08:54:45 UTC  |  Edited by: AnJuan Jackson
I would like to point out that almost every player that discovers what a POS is when they enter the game wants one. Everyone knows what I mean when I say that, they are incredibly attractive possessions.

To be perfectly honest, The whole idea that anyone moderately involved in Eve Online that would say POS changes affect a "small group" of the community is... concerning to say the least.


POS management and ownership needs to be improved, plain and simple. It's currently one of the biggest headaches to players. It seems like a basic thing to try to improve, ideally permissions and the like. Ideally I'd like to see this within the next year.


Side related to this topic: 113 pages of minutes and no (or almost no) mention of fixing the corporation management UI? Seriously? The UI section was pretty much all about overview... Can't believe it.



These are the two most important topics to me (and indeed, I feel have a CASCADING effect from the top of alliance and corp management all the way down to why new players can't take to the game easily.) Please give them extra thought to increase their priority. I realize I'm offering little in suggestion, and more in direction (or criticism) but the tone of the minutes leads me to believe there is NO serious intention of improving these critical features.

Thank you.