These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Live Events Discussion

 
  • Topic is locked indefinitely.
 

Should Live Events be Live Cutscenes?

First post
Author
Sloth Arnini
Sebiestor Tribe
Minmatar Republic
#281 - 2013-02-15 12:50:11 UTC  |  Edited by: Sloth Arnini
Esna Pitoojee wrote:
I have one big problem with the "flagging" concept which was put out a couple pages back:

It presumes that the attackers would sit out in their chosen PvP ship in the immediate path of the convoy, announcing their presence and fleet composition openly. This presumes that ship maintenance arrays, safespots, and cloaks do not exist. It presumes that all parties are going to "play by the rules" and not try every trick they have to obliterate their target.

Let's face it - that's not EVE. That's not how gankers act. Even if pre-flagging is necessary, they'll just undock, take on the flag, and then warp around in safespots for 10 minutes (or however long it takes for their prey to show up).


tl;dr
Live events should be more like regular PVP, not less with full range of interactions (including meta) possible.

Well, of course they won't, but consider it from the other side. Imagine this branching scenario:

You're the FC of the fleet escorting the delegate. You send scouts along the route. They report nothing.

You decide the way is clear and bring the fleet and VIP forward. You jump through one system safely... but when you arrive in the next one, there is a gank fleet of Tornadoes waiting. Uh oh.

Alternatively, you're a little more paranoid. There may be nothing on the main route but what about the surrounding systems? You send additional scouts to check out other systems. Ah- lots of event flagged people here. This looks like an ambush. Scout relays the information to the FC. The FC suggests an alternative route to the delegate, maybe has an argument (though one doubts that the President of the United States would backchat his security detail on matters relating to his safety). Perhaps the FC decides that they'll make a run for it, trusting to the skirmish boosts and webber he's provided for quick warps.

The scout meanwhile keeps track of the event flagged hostiles. He uses his dscan, checks stations, tries to find them. Perhaps he succeeds, perhaps he fails.

It turns out that the would-be gankers have their own eyes on the convoy. They observe that the escort fleet starts moving in a different direction. The gank fleet's FC has done his homework and knows what other routes are likely to be taken. He moves out to intercept. Or perhaps he sees that the other side is pressing on and decides to make his play as planned. Or perhaps he sees that the other side is too well prepared and aborts it, to the chagrin of his followers.

Let's say he launches his attack. To do so, he'll need someone on grid to provide initial tackle. Since he knows there is a strong defending force, and their goal is to spirit the VIP asap, he'll need someone on grid otherwise they'll just be webbed off.

So he deploys some T3s perhaps. The other side have of course seen this and jump their fleet in first to engage. The FC advises his VIP to hold until the way is clear, or get safe. Perhaps the VIP gets safe.

Anyway, the defence fleet has engaged the tacklers. The attackers' own scout happened to be in a probing ship and gets to work finding the VIP's shiny ship. He gets the hit and reports this to his FC who warps his fleet to the gate and jumps them straight through. His prober decloaks and tackles for the fleet who soon arrive and dispatch him, having outmanoeuvred the defence fleet.

Alternatively, the VIP is aligned and warps back to gate. Hostile ships soon land with him so he's forced to jump through. Chances are he'll be tackled, so all of a sudden we have a close quarters brawl at the gate. The defenders desperately try to keep their VIP alive in the chaos. Perhaps they succeed, perhaps they fail.

Ah, perhaps the attackers just bring suicide gank ships anyway, you say. Well the defenders have options to disrupt that volley through ewar. And that's just the obvious example. If need be, they can just advise the VIP gets a faster ship and runs the rest of the way in that.

If the VIP survives, perhaps the event flagged defenders get a medal. If not, maybe someone with a plausible reason issues a medal to the attackers. And of course believable consequences follow for participants.

There has been some talk in this thread about how we should be maximising the content this game delivers. Which scenario has more content? 50 Goons suicide ganking a TTI, or a pitched battle between attacking and defending fleets that may or may not result in the destruction of that TTI?

In other words, I fully agree that players should be allowed to interact to the maximum extent with the story. If anything, the problem is that the very mechanics of highsec limit scope for interaction. The only option to disrupt the passage of an event actor in highsec is a suicide gank that the mechanics do not allow an adequate defensive response. However, for maximum participation, the event has to happen in highec so the largest number of players have a chance of encountering it and choosing whether or not to interact.

The use of an "event flag" allows participants to sidestep the limits of highsec and have a full range of interactions with each other. Such a flag might even have wider use. I've heard that crimewatch has had a positive effect on performance, but it still has its limits. Giving players the option to manually flag themselves so others do not invoke even the crimewatch system when engaging them might make large lowsec encounters a little more playable as well.
Alizabeth Vea
Doomheim
#282 - 2013-02-15 12:59:19 UTC
I fully support any changes which make the world more dynamic. You want to know what's more fun than killing a TTI? Killing a TTI and a support fleet!

Retainer of Lady Newelle and House Sarum.

"Those who step into the light shall be redeemed, the sins of their past cleansed, so that they may know salvation." -Empress Jamyl Sarum I

Virtue. Valor. Victory.

CCP Eterne
C C P
C C P Alliance
#283 - 2013-02-15 13:12:54 UTC
I've deleted more trolling from this thread. I'm getting close to locking this, as most people are going around in circles.

EVE Online/DUST 514 Community Representative ※ EVE Illuminati ※ Fiction Adept

@CCP_Eterne ※ @EVE_LiveEvents

Nevyn Auscent
Broke Sauce
#284 - 2013-02-15 13:32:24 UTC
Sloth Arnini wrote:
Snip.

To cover points.
1. The Delagates were not in fleet with any FC's.
2. The FC's were not the Delagates 'security team leader' or anything like that. The Security Team leader would have been another NPC, leading a fleet of NPC's. The FC's were Neutrals being helpful.
3. We did know the goons were waiting, we suggested alternatives to at least our Delagate, who refused to reship/retime/not dally on gates
4. Under your scenario, the Goons don't bring 50, they bring 500 because they are not at risk of concord for high sec PvP. They alpha the TTI with insti locking Sebo'ed Nado's, while their other 400 ships do similar to the defending fleet of 50.
5. Under your scenario, we have meta gamed concord mechanics into non existance, despite the fact it was a gank with no wardec. (Unless the goons are declaring war on the Republic officially?)

Your scenario changes basically nothing. The Defenders still wouldn't have been able to influence anything, just instead of the goons just ganking a TTI, as Vea put it, they get to gank everyone instead. Net result. Defenders don't show up, Live Events die as they become just shiny kill mail piniatas.

We need Scenario's where both sides work inside the existing game mechanics but both sides have a chance to influence events.
If the Devs use Op Tank, neither side has a chance.
If the Devs use just T2 tank, the Gankers basically win automatically unless they fail at basic maths for the alpha needed.
In no reasonable scenario can the defenders make a difference in the current meta.

And yes we are in circles on this point.
Akrasjel Lanate
Immemorial Coalescence Administration
Immemorial Coalescence
#285 - 2013-02-15 13:54:46 UTC
Alizabeth Vea wrote:
I fully support any changes which make the world more dynamic. You want to know what's more fun than killing a TTI? Killing a TTI and a support fleet!

Starting war with HBC... oh wait Roll

CEO of Lanate Industries

Citizen of Solitude

Sloth Arnini
Sebiestor Tribe
Minmatar Republic
#286 - 2013-02-15 14:23:57 UTC  |  Edited by: Sloth Arnini
Nevyn Auscent wrote:
Sloth Arnini wrote:
Snip.

To cover points.
1. The Delagates were not in fleet with any FC's.
2. The FC's were not the Delagates 'security team leader' or anything like that. The Security Team leader would have been another NPC, leading a fleet of NPC's. The FC's were Neutrals being helpful.
3. We did know the goons were waiting, we suggested alternatives to at least our Delagate, who refused to reship/retime/not dally on gates
4. Under your scenario, the Goons don't bring 50, they bring 500 because they are not at risk of concord for high sec PvP. They alpha the TTI with insti locking Sebo'ed Nado's, while their other 400 ships do similar to the defending fleet of 50.
5. Under your scenario, we have meta gamed concord mechanics into non existance, despite the fact it was a gank with no wardec. (Unless the goons are declaring war on the Republic officially?)

Your scenario changes basically nothing. The Defenders still wouldn't have been able to influence anything, just instead of the goons just ganking a TTI, as Vea put it, they get to gank everyone instead. Net result. Defenders don't show up, Live Events die as they become just shiny kill mail piniatas.

We need Scenario's where both sides work inside the existing game mechanics but both sides have a chance to influence events.
If the Devs use Op Tank, neither side has a chance.
If the Devs use just T2 tank, the Gankers basically win automatically unless they fail at basic maths for the alpha needed.
In no reasonable scenario can the defenders make a difference in the current meta.

And yes we are in circles on this point.


I'll deal with your points in turn then leave it at this:

1) It goes without saying there would need to be changes to the conduct of event actors (such as being able to join fleets, and behave as a rational PVPer would when confronted with the likelihood of a gank).

2) To be honest, it is probably the case that an event of this exact nature cannot be plausibly done with player involvement. The VIPs involved are more Too Important Persons. However, I'm not interested in the events as story drivers (despite being a roleplayer) and more interested in them as player content creators.

3) This goes back to 1). Event actors must be able to behave more like rational capsuleers. That means denying kills if the situation warrants it. The story can still be driven forward by having the delegates then travel via unmarked transport, capital, or under explicit CONCORD protection (all options discussed already).

4) Having event actors behave sensibly would force the likes of Goonswarm to ask "is it really worth crashing the party? The moment our 500 man fleet shows up, the delegate will just dock, so no shiny killmail" To look at it cynically, CCP and the community invite Goonswarm to either abide by certain standards and enhance the event or show themselves to be mere sandbox wreckers. Mittens would have to decide if the PR hit was worth it.

Besides, lots of people have lots of axes to grind with Goonswarm. If it seems likely they're going to turn up at a particular place at a certain time, what's to stop everyone else jumping on them the moment the event flag goes live? The sandbox has great capacity for self-regulation.

5) So what? The story should develop the players' experience of the game, not stifle it. Also, everyone involved has chosen to take that flag. As I mentioned earlier, we already have duelling flags that allow people to metagame Concord away.
Alizabeth Vea
Doomheim
#287 - 2013-02-15 14:36:08 UTC
Nevyn Auscent wrote:
Sloth Arnini wrote:
Snip.

4. Under your scenario, the Goons don't bring 50, they bring 500 because they are not at risk of concord for high sec PvP. They alpha the TTI with insti locking Sebo'ed Nado's, while their other 400 ships do similar to the defending fleet of 50.
5. Under your scenario, we have meta gamed concord mechanics into non existance, despite the fact it was a gank with no wardec. (Unless the goons are declaring war on the Republic officially?)

Your scenario changes basically nothing. The Defenders still wouldn't have been able to influence anything, just instead of the goons just ganking a TTI, as Vea put it, they get to gank everyone instead. Net result. Defenders don't show up, Live Events die as they become just shiny kill mail piniatas.

We need Scenario's where both sides work inside the existing game mechanics but both sides have a chance to influence events.
If the Devs use Op Tank, neither side has a chance.
If the Devs use just T2 tank, the Gankers basically win automatically unless they fail at basic maths for the alpha needed.
In no reasonable scenario can the defenders make a difference in the current meta.

And yes we are in circles on this point.


I'm going to try not to go in circles here. I think there is still the possibility for good discussion here.

I think you overestimate the number of Goons that will show up. 500 ships is a lot to save a tech moon, much less go ganking in high sec. However, in a sandbox, a viable counter is to bring more people. No one complained about being outnumbered at Asakai. So, if you want to defend against the hundred or so Goons that might show up on a good day, bring two hundred. Hold the events in low sec, and use NPSI ROE. I would not complain about CCP cynojamming the system to keep out whatever, as cynojam mechanics are already available to sov alliances. Gank the gankers! You know there are Goons hanging about, it's not like there's a doubt what they are there for. Gank them first! Or, CCP could take the module that's been suggested and add it. Or, war dec Goons! There are tons of options.

There is a great line in the Untouchables where Sean Connery's character grills Kevin Costner's character about how far he is willing to go. How far are RPers willing to go to protect their actors? Grideris is a white knight figure, CONCORD aligned. It would be an interesting thing to see him decide that ganking Goons might be the lesser of two evils.

Retainer of Lady Newelle and House Sarum.

"Those who step into the light shall be redeemed, the sins of their past cleansed, so that they may know salvation." -Empress Jamyl Sarum I

Virtue. Valor. Victory.

Grideris
The Scope
Gallente Federation
#288 - 2013-02-15 15:06:11 UTC
Alizabeth Vea wrote:
There is a great line in the Untouchables where Sean Connery's character grills Kevin Costner's character about how far he is willing to go. How far are RPers willing to go to protect their actors? Grideris is a white knight figure, CONCORD aligned. It would be an interesting thing to see him decide that ganking Goons might be the lesser of two evils.


Ganking Goons is always the lesser of two evils. Well, nearly. You guys are self-declared anarchists and are out to cause trouble no matter the situation (IC). As such, it's not even something I would have to think of. Mind you, it's just not usually practical to gank you guys as we don't usually fit out for it (well to be honest, we don't really fit out so much as grab anyone in the area and press-gang them into action in whatever ship they may bring.)

Also, can I really be a white knight while consuming that much popcorn?

http://www.dust514.org - the unofficial forum for everything DUST 514 http://www.dust514base.com -** the** blog site with everything else DUST 514 you need

Synthetic Cultist
Church of The Crimson Saviour
#289 - 2013-02-15 15:27:32 UTC
These NPCs were simply far too valuable to the storyline.

They HAD to survive, otherwise the impact on the storyline would be unmanageable, for the relatively small storyline and events team to do things with. I.e. rewriting the Minmatar Republic from having a tribal council to having Shakor being supreme dictator.

Other NPCs, that are not so absolutely central to the storyline, could be involved in future events, where their survival or otherwise can then affect how the storyline progresses.


Also, there is the larger question about what relevance the NPC factions have at all, and how players should affect things.

You can shoot any number of things belonging to the Caldari State, and the only penalty are a few ships following you around in highsec. You can still dock, trade, and use other station facilities in Caldari stations. So what relevance does the Caldari State have at all ?

Synthia 1, Empress of Kaztropol.

It is Written.

DurrHurrDurr
Dreddit
Test Alliance Please Ignore
#290 - 2013-02-15 16:04:21 UTC
Synthetic Cultist wrote:
These NPCs were simply far too valuable to the storyline.

They HAD to survive, otherwise the impact on the storyline would be unmanageable, for the relatively small storyline and events team to do things with. I.e. rewriting the Minmatar Republic from having a tribal council to having Shakor being supreme dictator.

Other NPCs, that are not so absolutely central to the storyline, could be involved in future events, where their survival or otherwise can then affect how the storyline progresses.


Also, there is the larger question about what relevance the NPC factions have at all, and how players should affect things.

You can shoot any number of things belonging to the Caldari State, and the only penalty are a few ships following you around in highsec. You can still dock, trade, and use other station facilities in Caldari stations. So what relevance does the Caldari State have at all ?


Everyone but the Elder was a capsuleer, genius. Killing them just means that they would wake up in a cloning bay.
Synthetic Cultist
Church of The Crimson Saviour
#291 - 2013-02-15 16:15:39 UTC
DurrHurrDurr wrote:
Synthetic Cultist wrote:
These NPCs were simply far too valuable to the storyline.

Everyone but the Elder was a capsuleer, genius. Killing them just means that they would wake up in a cloning bay.


The ships were piloted by NPC capsuleers. The ships were also carrying other officials as passengers, according to the news stories. Those people would not have been cloned, so shooting down the ship would have had an impact.

Synthia 1, Empress of Kaztropol.

It is Written.

DurrHurrDurr
Dreddit
Test Alliance Please Ignore
#292 - 2013-02-15 16:24:00 UTC  |  Edited by: DurrHurrDurr
Synthetic Cultist wrote:
DurrHurrDurr wrote:
Synthetic Cultist wrote:
These NPCs were simply far too valuable to the storyline.

Everyone but the Elder was a capsuleer, genius. Killing them just means that they would wake up in a cloning bay.


The ships were piloted by NPC capsuleers. The ships were also carrying other officials as passengers, according to the news stories. Those people would not have been cloned, so shooting down the ship would have had an impact.


So think on your feet better? Have the summit go poorly due to assassinations?
Vincent Athena
Photosynth
#293 - 2013-02-15 16:25:15 UTC  |  Edited by: Vincent Athena
Andski wrote:
Nevyn Auscent wrote:
Maybe it's time for 'Remote Shield Extender'


I believe it's called a "Siege Warfare Mindlink"

That and the shield harmonizing module are the closest we have. But that's something that helps one person (and only one) help everyone in the fleet. How about the other way, something that allows many people to cooperate and help one person? An example is remote reps. But those do not help against an alpha strike, or most suicide ganks because the deed is done before the repper cycles.

A Remote Shield Extender would allow several escort ships defend one VIP against a gank.

Edit: One issue with such a module: Would there be an armor equivalent? If not large fleet armor tanking will die. Something like a "Remote armor pump".

Know a Frozen fan? Check this out

Frozen fanfiction

Alizabeth Vea
Doomheim
#294 - 2013-02-15 16:37:28 UTC
Vincent Athena wrote:
Andski wrote:
Nevyn Auscent wrote:
Maybe it's time for 'Remote Shield Extender'


I believe it's called a "Siege Warfare Mindlink"

That and the shield harmonizing module are the closest we have. But that's something that helps one person (and only one) help everyone in the fleet. How about the other way, something that allows many people to cooperate and help one person? An example is remote reps. But those do not help against an alpha strike, or most suicide ganks because the deed is done before the repper cycles.

A Remote Shield Extender would allow several escort ships defend one VIP against a gank.

Edit: One issue with such a module: Would there be an armor equivalent? If not large fleet armor tanking will die. Something like a "Remote armor pump".


I didn't do the numbers on the remote armour mod like I proposed for the remote shield mod. I did, however, say there should be such a mod. Same concept, diminishing returns, quick cycle time, etc.

Retainer of Lady Newelle and House Sarum.

"Those who step into the light shall be redeemed, the sins of their past cleansed, so that they may know salvation." -Empress Jamyl Sarum I

Virtue. Valor. Victory.

Karronn
Merch Industrial
Goonswarm Federation
#295 - 2013-02-15 16:47:00 UTC
I'm glad CCP is listening to the player feedback on this event - I love to see this game keep getting better.

My main issue here is that the way the story played out made the NPC faction stupid - they sent absolutely critical VIPs out in (should have been) vulnerable ships with a known high risk of pirate attack. They were basically sent out as sacrificial lambs and then saved by an act of God - that's poor storytelling all the way through.

Any number of ways to achieve the same goal without taking immersion-breaking shortcuts have already been discussed, and I look forward to seeing CCP do better in the future.

It's good to see Empire life keep getting better and more interesting, and I very much want to see that trend continue.
Stitcher
School of Applied Knowledge
Caldari State
#296 - 2013-02-15 16:47:32 UTC  |  Edited by: Stitcher
As a rule, wherever remote damage resistance increase, damage share and HP increase exists in other games, the recipient can only benefit from one instance at a time. Otherwise you swiftly wind up with one super-player running around winning everything and treating all his mates as hitpoints.

So, at the very least a remote HP buff would have to suffer from stacking penalties...

AKA Hambone

Author of The Deathworlders

Alizabeth Vea
Doomheim
#297 - 2013-02-15 16:49:10 UTC
Stitcher wrote:
As a rule, wherever remote damage resistance increase, damage share and HP increase exists in other games, the recipient can only benefit from one instance at a time. Otherwise you swiftly wind up with one super-player running around winning everything and treating all his mates as hitpoints.

So, at the very least a remote HP buff would have to suffer from stacking penalties...

Please go reread my post where I laid out how I viewed the mod being implemented.

Retainer of Lady Newelle and House Sarum.

"Those who step into the light shall be redeemed, the sins of their past cleansed, so that they may know salvation." -Empress Jamyl Sarum I

Virtue. Valor. Victory.

Stitcher
School of Applied Knowledge
Caldari State
#298 - 2013-02-15 16:54:47 UTC  |  Edited by: Stitcher
Ah, woops. I really should have made it clear that my observation was in response to:

Vincent Athena wrote:
A Remote Shield Extender would allow several escort ships defend one VIP against a gank.


Sorry for the confusion.

In any case, I don't like the idea of directly buffing a friend's HP. I think damage share mechanics work much better.

You know, a utility highslot module that "links" the shields of two ships so that when the recipient of the effect is damaged, the effect-giver takes a percentage of the damage on the recipient's behalf, but only in shield. Armour and structure damage is ignored by the module and if the defending ship has no shield HP remaining then the damage isn't shared. Only one ship may have this module active on a friendly at any given time, and the range is basically point blank.

That kind of a module would allow a big, tanky ship to "screen" for an ally.

I could also envision a module that massively increases the activating ship's sig radius and slows it right down, but also reduces the sig radii of ships in the same fleet. Kind of a "taunt" effect - the net result is that the taunting ship will take increased damage, but all his mates will take less.

Those kinds of subtler, more tactical effects seem more appropriate to me than just a straight remote HP or resists buff.

AKA Hambone

Author of The Deathworlders

DurrHurrDurr
Dreddit
Test Alliance Please Ignore
#299 - 2013-02-15 16:56:37 UTC
Talking about the introduction of major new modules that would massively change the way tanking works in EVE is stupid in a thread about live event interaction.
Stitcher
School of Applied Knowledge
Caldari State
#300 - 2013-02-15 17:02:40 UTC  |  Edited by: Stitcher
that's where the conversation has led. what led us here was the observation that if the mission was to escort a VIP actor then the escorts had no reasonable means to improve the actor's survivability. The recommended fix for that is to not give us this kind of live event in future, please.

New module ideas are a fun discussion, but I'm inclined to agree that it should be its own topic in "features and ideas". (but would it kill you to be less gratingly unpleasant when pointing that out?)

AKA Hambone

Author of The Deathworlders