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should warp disruption have diminishing returns?

Author
Gizznitt Malikite
Agony Unleashed
Agony Empire
#41 - 2013-06-05 21:18:07 UTC
Low-key Linx wrote:
Riot Girl wrote:
Daniel Plain wrote:
your argument implicitly assumes that not using stabs is inherently stupid which is factually wrong in most cases (especially when we are talking combat ships).

Combat ships already have diminishing returns on points. The more ships you blow up, the less points you have on you.



Best Post this thread


It's a cute line...

In reality, there is a diminishing returns on points... Once you have enough points to prevent warp, any additional points have no additional benefit!
Haulie Berry
#42 - 2013-06-05 21:21:24 UTC
Quote:
A warp disruptor/scrambler II has a 5 second duration, which is 12 cycles a minute.


Which, even at only a 1% failure rate, is an 11.4% chance of breaking loose in one minute.

Over the course of 3 minutes, it's over 30%. By the time you get to 6 minutes (72 ticks), the aggregate probability that a target will have broken free at only 1% per tick is over 50%.

Yeah, no.
Kagura Nikon
Native Freshfood
Minmatar Republic
#43 - 2013-06-06 10:18:31 UTC
Daniel Plain wrote:
Kagura Nikon wrote:
You do not get eve. Simple as that...

If somethign shoudl be done is limit warp core stabs to 1 per ship.

rest assured that i do 'get' eve very much. i also 'get' game design. there is a reason why RNG is used in so many games; it creates excitement when used in moderation. in this particular case, i was wondering if there is a way to add *some* RNG to warp disruption without overdoing it.



It woudl better be used on opposite direction.. to make warp core stabs weaker.


Make 1 point of warp strenght means 100% chance. Eveluation being made every 5 seconds or so. MAke each weap core stab reduce that by 50%. So 1 warp core stabs might make you warp away... or not....

To make is "fair" we can use diminishing returns. Every extra point adds 50% over the base strenght and every warp core stab 50% over the resistance.

Effectively creating an attribute resistance to warp, just like to EM, Explosive etc..


but this is not something that can be balanced out in 2-3 forum posts.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Kagura Nikon
Native Freshfood
Minmatar Republic
#44 - 2013-06-06 10:20:04 UTC
Haulie Berry wrote:
Quote:
A warp disruptor/scrambler II has a 5 second duration, which is 12 cycles a minute.


Which, even at only a 1% failure rate, is an 11.4% chance of breaking loose in one minute.

Over the course of 3 minutes, it's over 30%. By the time you get to 6 minutes (72 ticks), the aggregate probability that a target will have broken free at only 1% per tick is over 50%.

Yeah, no.



You are implying a linear random chance spread. We could have a bell shaped curve that would make almost impossible to get away with small margins, but very very likely to get out almost instantly with very high margins.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Sanadras Riahn
Turbo Nuclear Pirate Punch
#45 - 2013-06-06 10:47:51 UTC
Daniel Plain wrote:
i don't know about you but for me, sitting in a damped, webbed, pointed brick proteus is like watching paint dry. if i knew that there is at least some chance to get away this would at least bring me to align and spam warp instead of turning off my hardeners. on the other hand if i am the guy shooting the proteus, i now have to judge whether i risk losing him or getting a face full of antimatter because i wanted to keep my point...


Okay, so what this boils down to is that the OP got webbed and scrammed and died, and is frustrated he didn't have a chance. So he's trying to make it "fair".

I'll reiterate my previous point: If the fight is fair, both sides failed to prepare. And it should stay that way.

Tradition defines and shapes a person, but should be evaluated frequently; far too often does Tradition no longer help, but hobble a person and stunt their growth. Especially a Capsuleer.

Kasutra
No Vacancies
No Vacancies.
#46 - 2013-06-06 11:09:07 UTC
Posting to say that I like that the OP has the metaphorical ballz to present an idea like this, in spite of obviously facing a storm of accusations regarding him failing Eve. Even if I don't think this particular idea would work out all that well, I do think that we need more new ideas in general.

So you go girl.
Rush Kenni
Deltia Defense Force
#47 - 2013-06-06 14:08:21 UTC
So basically all the neigh sayers to this guys suggestion is: "We don't want pvp to be more dynamic, learning to play with more tactics available to both sides is just too hard. I have no real point to make in my argument so I will automatically state that he fails at EVE despite having no proof of this either. I'll just half read his posts and assume a constructed scenario he's using to support his argument was a real event."

I personally like the fact that this guy is trying to come up with a way to make pvp less 100% guaranteed victory just because someone got a point off on a non combat ship. He's not even asking for the poor noob out in his badger to have a 50% chance at surviving, just something slightly more then the minute chance that the aggressor decides to not kill his ship that can easily be negated by the aggressor.
Leper ofBacon
HELP GRANDMA SMASH HER LEGS IN
#48 - 2013-06-06 14:44:06 UTC
No, this is a terrible idea. The reason is that the game currently works so that if you are caught in the situation you speak of (defenseless ship vs combat ship), you have already done something catastrophically wrong. There are 10 billion x more ways to avoid targets than to find them, this would be devastating to all pvp in the game.
Antillie Sa'Kan
Imperial Shipment
Amarr Empire
#49 - 2013-06-06 17:36:58 UTC  |  Edited by: Antillie Sa'Kan
Daniel Plain wrote:
if your statement were correct, there would not be so many random factors in almost all pvp games (including EVE). what sucks about ECM is that the impact of RNG is too damn high. the whole point of the topic (which you missed) was to see if we could add RNG to warp disruption without overdoing it. so far, no one came even close to proving the contrary, instead they attacked the same straw man you did.


Since falloff and wrecking hits both average out to a nice curve in about the time it takes for a fight to be resolved and are therefore not really all that random can you elaborate on what parts of PvP in EVE are random aside from ECM? Also who gives a flying **** what other games do for their PvP mechanics, other games are not EVE.

The vast majority of PvP mechanics in EVE are not random at all. This means that planning and tactics mean something. This is a good thing. It should stay this way. Loosing a fight or loosing a kill because the RNG god doesn't like you that day is just stupid.

You are implying that adding RNG to points would add something fun and/or interesting to game play. I disagree, quite strongly. In fact your point about ECM is a great example. The more the RNG matters to any particular PvP mechanic the worse it is for game play. ECM used to be an absolute succeed or fail thing with no RNG. But that was way too OP so CCP made it random. So it went from OP without RNG to just incredibly annoying with RNG.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#50 - 2013-06-06 17:57:44 UTC
Rush Kenni wrote:
So basically all the neigh sayers to this guys suggestion is: "We don't want pvp to be more dynamic, learning to play with more tactics available to both sides is just too hard. I have no real point to make in my argument so I will automatically state that he fails at EVE despite having no proof of this either. I'll just half read his posts and assume a constructed scenario he's using to support his argument was a real event."

I personally like the fact that this guy is trying to come up with a way to make pvp less 100% guaranteed victory just because someone got a point off on a non combat ship. He's not even asking for the poor noob out in his badger to have a 50% chance at surviving, just something slightly more then the minute chance that the aggressor decides to not kill his ship that can easily be negated by the aggressor.


As I already pointed out, you can put all sorts of "modules" on your non-combat ship (with the exception of freighters) to give you the "chance of escape" he's proposing...

An ECM module, EC Drones, and an ECM Burst essentially provide the EXACT mechanic he's requesting (just with more balanced numbers).

I often put an ECM burst on my covops and viators specifically to address this scenario! I carry some EC drones & "emergency griffins" in my Orca for these emergency moments. I carry a flight EC drones in my Mackinaw and belt-ratting ships. I "travel fit" my carriers to provide some GTFO ability when I want to avoid PvP. Essentially, I use the current game mechanics so I have a chance of escape, which sometimes results in freedom, and sometimes doesn't. If he was asking for some new tool (that's not OP) to escape I'd be inclined to support it. However, he's not suggesting some new tool, rather his idea is removing the fitting responsibility of the "victims" and making it a ubiquitous game mechanic!

Take Some Responsibility!! You either plan and fit with those "oh ****" moments, giving yourself some hope of escape, or you lose when things go wrong!
Luxlunae Aishai
Science and Trade Institute
Caldari State
#51 - 2013-06-07 12:37:23 UTC  |  Edited by: Luxlunae Aishai
Daniel Plain wrote:

if your statement were correct, there would not be so many random factors in almost all pvp games (including EVE). what sucks about ECM is that the impact of RNG is too damn high. the whole point of the topic (which you missed) was to see if we could add RNG to warp disruption without overdoing it. so far, no one came even close to proving the contrary, instead they attacked the same straw man you did.



The impact of RNG on gameplay mainly depends on its result, not its chance. For example, adding 0.0000000001% chance of account deletion when you get podkilled would have far more impact than adding 50% chance of losing additional 10mil isk at clone activation.

Likewise, your suggestion would have "too damn high" impact on gameplay, no matter how low its chance. Its impact could be higher than ECM, as it does not require anything from victim. (other than clicking warp to 0 button like crazy)


If you still don't think your suggestion has high impact, see if you can say that following rule is fine :

At the end of basketball (soccer, baseball, football, whatever) match, losing team roll a dice twice ~ five times, depending on the score. if all the results are 1, (which has probability of 1/36 to 1/7776), the match is recorded as draw.
Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#52 - 2013-06-07 13:20:09 UTC
Daniel Plain wrote:
this is not a stealth 'nerf piracy' thread.

the more i have been thinking about it, the more it bothers me how binary many PvP situations are. for example, 99% of situations where one side is sitting in a hauler or mining vessel will end up in said hauler being destroyed. yes, warp stabs will improve your chances, but only if you choose to use them before you undock. if you choose not to or the enemy has sufficient scramble strength, you may as well go get a coffee, even if you are in a freighter and your attacker is in a frigate.


Sorry just stop reading here for these 2 reasons:

*Piracy has nothing to do with

*Gate camps is all about insta locking, webbing and pointing the hell out of the guy so it doesn't have any chance, which means at least 4/6 scrams/disruptors or it's not a real gate camp but little annoyance, eventually.

What I'm trying to point out for the rest of your reasoning is that you can give some ships +5 or even +10 warp scramble strength this will not change a dime on the result overtime but how long people gate camping will adapt and bring more scrams/disruptors.

removed inappropriate ASCII art signature - CCP Eterne

Maximus Andendare
Stimulus
Rote Kapelle
#53 - 2013-06-07 15:56:58 UTC  |  Edited by: Maximus Andendare
Gizznitt Malikite wrote:
As I already pointed out, you can put all sorts of "modules" on your non-combat ship (with the exception of freighters) to give you the "chance of escape" he's proposing...

An ECM module, EC Drones, and an ECM Burst essentially provide the EXACT mechanic he's requesting (just with more balanced numbers).

I often put an ECM burst on my covops and viators specifically to address this scenario! I carry some EC drones & "emergency griffins" in my Orca for these emergency moments. I carry a flight EC drones in my Mackinaw and belt-ratting ships. I "travel fit" my carriers to provide some GTFO ability when I want to avoid PvP. Essentially, I use the current game mechanics so I have a chance of escape, which sometimes results in freedom, and sometimes doesn't. If he was asking for some new tool (that's not OP) to escape I'd be inclined to support it. However, he's not suggesting some new tool, rather his idea is removing the fitting responsibility of the "victims" and making it a ubiquitous game mechanic!

Take Some Responsibility!! You either plan and fit with those "oh ****" moments, giving yourself some hope of escape, or you lose when things go wrong!
I think the problem is that the OP got pointed in a freighter and had to watch it die. It's evident that he didn't have any available tools (ECM, stabs, etc.), and now he's cross about it, so his solution is to have the game provide tools for him. "Gee, my freighter has 190k ehp, so if I could just get the game to have such a diminishing return on points, I could have just warped away regardless, thanks to my buffer."

The other LOL thing that the OP mentioned is that stabs and ECM (and modules like that) are ones you have to fit *before* you undock vs. just having built-in tools supplied by the game. Well no sh*t Sherlock! That's the whole point!

Statements like that and others he's made in the ensuing responses shows how much the OP doesn't know Eve's game design or design intent. If he did, he would understand that fitting choices are what drive the game. The whole point to having modules in the first place is to force a player to make choices. Will I fit a scram, point or web? Do I need X or Y for what I want to do? Knowing that he's so far off of Eve's game design mechanics just makes the whole thread that much funnier, especially since he tries to sell us on his knowledge of the game.

To the OP, this is the worst idea I have ever read. There's already things in place to protect yourself from warp jammers, and if it's something like a freighter, then, hey, you know, this is a social game and maybe you could get some friends to scout for you. But the ideas of some diminishing returns on points? No, that's terrible and you should feel bad.

Enter grid and you're already dead, destined to be reborn and fight another day.

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