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EVE Online: Revolution (0.0 THEME FOR WINTER EXPANSION)

First post
Author
Dinsdale Pirannha
Pirannha Corp
#41 - 2013-08-06 05:04:20 UTC
Let's see.

It is early August.
The theme of the winter 2013 release is being announced at GamesCom in 17 days.
I strongly doubt that the CSM will pivot away from whatever they have told CCP to announce, code and debug by November for Sisi testing.

But rest assured, the inherent destruction of high sec you so deeply desire is already assured.
That die was cast some time ago, and the current CSM just cemented it.

This game truly is run by a handful of players and devs.
That became clear at the AT, watching the incestuous behavior between the null sec cartel heads and the CCP employees.

High sec won't be completely gutted with the December release, but will be finished with the June 2014 release.
Teroh Vizjereij
Federal Navy Academy
Gallente Federation
#42 - 2013-08-06 05:19:06 UTC  |  Edited by: Teroh Vizjereij
While i dont agree with all points made in OPs i like the general idea behind the whole "picture" he's drawing there.

And i agree with what some of the responses said :

-> People should not make their ISK in highsec, but rather make their money in the space they life in. That would fix "most of 0.0 is a desert with noone in it" as well along the lines

-> There should be a WAY stronger focus of group based 0.0 PvE activities besides .. maybe mining
There is a reason why almost noone is running L5 missions anymore or even barely touches the non highsec incursions. The risk involved is just too high and the reward abysmally low compared to the riskless speedfarming of highsec incursions/wormholes.
Yaturi
The Scope
Gallente Federation
#43 - 2013-08-06 05:25:51 UTC
Dirk Action wrote:
Apocryphal Noise wrote:
Having rental systems supported by in-game mechanics is an awful idea. It needs to continue to be a player created system.


I assume you're just taking an exceptionally long time writing out why you think this instead of adding nothing to the discussion?


Ditto
Parish Kasrkin
Truly Fine Corporation
#44 - 2013-08-06 06:42:35 UTC
Yep pretty much this.
Caitlyn Tufy
Perkone
Caldari State
#45 - 2013-08-06 06:47:42 UTC
Kismeteer wrote:
Missing the most important key ingredient: Want people to move out of hi-sec? Nerf level 4 missions. It's a known issue, has been for years. Want to make real money? Then give some risk for some real reward.


And it won't help a thing. You can already make more money in low, null and especially WH space, yet people still do L4s. Why? Because they're "safe". Nerf level 4s and they'll keep on doing level 3s. In order to get more people to null, you need a carrot and a stick - just a stick won't do.

Problem is, as people perceive it right now, unless you have a huge coalition behind you, you can't really do much in null. So what reason does a small newbie corp have to come to null?
Fyrkraag
Perkone
Caldari State
#46 - 2013-08-06 07:15:51 UTC  |  Edited by: Fyrkraag
Great concepts overall, and I read the whole thing.

The only concept I have a bone to pick with is the transparency-
El Digin wrote:

Make standings groups visible to general public, make it easier for players who don't follow politics to understand what's going on.


The cloak and dagger nature of Eve I feel requires some level of infiltration. Its not uncommon for a spy (or just a disgruntled player) to publically post the standings anyway, but that is also apart of what Eve is too. In cases where someone isn't willing to bother, then the group in question actually gets some privacy out of it, which can be to their advantage as well.

A slight improvement to sov capture:

If constellation warfare becomes a multi-front battle acrossed the constellation in a mad dash for buttons, I think a two-step constellation capture process (combine outer and inner) is more appropriate. The reason is because multiple iterations of sov grind was meant as additional sampling attempts to accurately reflect the abilities of each side. This sampling is now represented in the form of a constellation wide battle, where if one group is having an off-day in one system, another group can be having a good-day in another. Due to this better representation of combat, I feel the excess timers are no longer needed an an accelerated constellation capture process is appropriate.

Does that make sense?
JEFFRAIDER
THIGH GUYS
#47 - 2013-08-06 07:19:21 UTC
LET'S HAVE INSTANCED PVE
Gustav Mannfred
Summer of Mumuit
Remember Mumuit
#48 - 2013-08-06 07:44:54 UTC
some nice ideas, null sec needs really an overhaul.

Anomalies should be more profitable and harder. In these 0.0 Annomalies should be NPCs like players (officer stile) and more reward then just a small chance for a factionspawn or escalation.

- Level 4 Missions dont need a nerf, you can only do around 50-125 mil isk/h (depending on your skills).
- Wormholes needs a buff too
- Hi-Sec should be a bit less profitable as it is actually.
-- remove Incursions from hi-sec, normally, the factionmillita and concord should eliminate these rats very fast.
-- give all incursion Npcs bountys and a small chance to drop true sansha modules
-- Make Incursion Npcs, sleepers, officerspawns and other special npc spawns (not including factionspawns or deadspace oveersers) more like players (random resisteance, random damage and impossibillity to post information about these rats on games.chrucker.dk.)

But also the other changes are nice, like the Capital rebalance and the new Sov system.
+1

i'm REALY miss the old stuff. 

https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=24183

Andski
Science and Trade Institute
Caldari State
#49 - 2013-08-06 07:45:13 UTC
Dinsdale Pirannha wrote:
Let's see.

It is early August.
The theme of the winter 2013 release is being announced at GamesCom in 17 days.
I strongly doubt that the CSM will pivot away from whatever they have told CCP to announce, code and debug by November for Sisi testing.

But rest assured, the inherent destruction of high sec you so deeply desire is already assured.
That die was cast some time ago, and the current CSM just cemented it.

This game truly is run by a handful of players and devs.
That became clear at the AT, watching the incestuous behavior between the null sec cartel heads and the CCP employees.

High sec won't be completely gutted with the December release, but will be finished with the June 2014 release.


yep

Twitter: @EVEAndski

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

Ralegna Porthar
Kick B0rt
#50 - 2013-08-06 08:32:31 UTC
The general idea you're going for is great. And people getting hung up on the small details in this idea post is stupid.

The only big thing is an effective way to mold truesec into bonuses regardless of the type of iHub used. Though if anything from this I would love the anomaly changes to be implemented.
Evanga
DoctorOzz
Domain Research and Mining Inst.
#51 - 2013-08-06 09:09:00 UTC
EI Digin wrote:
ANOMALY REBALANCE
Anomaly Types


  • Make high-level anomalies more difficult, require gangs of 3/5/10/20/40 to complete.
  • - PVE Anomalies should provide content for small gangs, which provides content for other small gangs.
    - Allows players to form premade defense fleets.
    - Small gangs mean you are less afraid of one guy AFK cloaking in your system.
    - Playing with other people is more fun to some people than playing by yourself.
  • Less anomalies per system, maximum of 3 to 5.
  • - Easier to find gangs in system.
  • Give capital/supercapital/titans a higher change to escalate anomalies, perhaps spawn more npcs like wormholes
  • - Provides something for capital pilots to do, reasons to do dumb things.
    - Capitals in anomalies will allow players to complete sites with less people/faster, but at increased risk.
  • Escalations also require more people to complete, similar isk reward, perhaps require capitals/supers/titans to complete.
  • Make anomalies have a chance to spawn npc carriers if you bring a supercarrier into an anomaly, etc.
  • If you bring too many people to anomaly, you get less reward (incursion style).
  • Low end anomalies (3/5 man sites) also spawn in lowsec.


WHAT'S WRONG WITH THE OLD SYSTEM?

  • Soloable anomalies promote selfish play, if you die ratting no one cares, everyone's out to defend themselves.
  • Supers and titans are worthless.
  • Little opportunity for people to PVE in groups, unless you are nomadic and run incursions in lowsec.
  • AFK Cloaking is a result of solo players rightfully not engaging and running away at the first sign of enemy solo targets, because PVE fits are radically different and not viable in PVP. It is also a result of solo PVPers not having any other real opportunity to get a fight. Players have to pretend to not be at their keyboards in order or get lucky with NPC warp scramblers or be up against stupid people to get a chance of getting a fight. This entire dynamic is poor game design, and attempting to solve it by fixing the symptom rather than the disease helps no one.



afk cloaking whining crying again? Is it the time of the month again? Roll
Naomi Knight
Ministry of War
Amarr Empire
#52 - 2013-08-06 09:25:31 UTC  |  Edited by: Naomi Knight
Nice ideas, I havent read all ,but most what Ive read seems fine to me.

I bet you are just not a real pl member just a spy ^^

It is a shame that probably none of these will be implemented at all:(
Cause for some stupid reason ccp favours superblobs sov fights and solo booring repetative isk income, and everything made dumbproof.
What is pvp if you are not the fc -- listen to warp orders and shot primary ,thats all, so dumbed down.
What is pve , fit some outtested fit ,and just shot npc-s one after the other. Oh and for some reason this brings the most income in 0.0. solo,repetative,safe,dumbproof




Btw the best improvment would be to give targets for small roaming gangs(5-15) , like shootable structures which gives loot, so if the residents dont fight back just run , you still can do something.
xttz
GSF Logistics and Posting Reserves
Goonswarm Federation
#53 - 2013-08-06 10:30:25 UTC  |  Edited by: xttz
One of the most common CCP complaints regarding the sov system is that it would be so time-consuming to fix. A full overhaul would not only be a nightmare for CCP, but also the players that are still scarred from the Dominion handover as new structures replace old ones and everything changes overnight.

A while ago I came up with a model for a system that keeps all the current structures and mechanics as much as possible, while making the process somewhat simpler and fairer. The very core of the current system is full of odd caveats and restrictions, such as needing to win a sequence of timers in exactly the right order or face starting again. Remember when you accidently took an outpost before destroying the ihub, and the owner just took it back to get fresh timers? Yeah, that was fun!

Step 1 - Tweaks

So how do we fix it? First we make a few simple tweaks:

  • Reduce hitpoints for ihubs to be on par with TCUs.
  • Nerf shield regen time on TCUs and ihubs, so that they do not passively regen within the same timezone. Self-repairing without assistance should take at least 24 hours, if not more.
  • Change the default reinforce timer variance to be +/- 7 hours (instead of the current 3 hours).


Step 2 - New upgrades

Then we introduce new ihub upgrades that affect timer reinforcement variances and TCU/ihub resists, but have exponentially increasing maintenance costs. So for example you could get a 5-6 hour variance fairly cheaply at low levels, but the highest level 5 variance of ~2 hours would be on par with cynojammer upgrade costs. The same would apply to resistances, with the best level of upgrade giving an effective structure HP around the current levels, while also being very expensive.

Example values:

Time upgrade | Timer Variance
Level 1 | 6 hours
Level 2 | 5 hours
Level 3 | 4 hours
Level 4 | 3 hours
Level 5 | 2 hours

Structure upgrade | Structure resistances (shield/armour)
Level 1 | 10%
Level 2 | 20%
Level 3 | 30%
Level 4 | 50%
Level 5 | 90%

Step 3 - Contesting systems

Under this new system Outposts can no longer be reinforced, only TCUs and ihubs* using the same shield/armour timer approach. However instead of the current "lose timer, start again" sequence for structures, make it so that beating any timer simply drops the sov level down by 1. This gives an avenue of progress for the attacker meaning they don't have to win 100% of fights in a row, and more importantly it opens up a new angle based on the upgrades above. Because the timer variance is affected by ihub upgrades, losing initial battles causes the better upgrades to go offline and become ineffective. If you fail to defend that first structure timer say goodbye to sov level 5 and any related upgrades. Timer variance becomes less dependable and things like jumpbridges and cynojammers can become useless.

The rate at which systems regain sov levels should be tweaked somewhat, possibly being linked to military/industry activity so that actively-used systems recover more quickly. Sov could also recover more quickly based on how much of the rest of the constellation that alliance controls.

So long as the sov level is above 1, online TCUs and ihubs will have 100% structure resists meaning they cannot be destroyed.
If the sov level is reduced to 1, those resistances go away and structures can no longer be reinforced. This means the TCU can be destroyed providing the system is at least 51% covered by online SBUs. Once destroyed, any remaining ihubs go offline and any outpost in system becomes owned by an NPC corporation that allows anyone to dock so long as the system is unclaimed. Successfully onlining a new TCU gives ownership of any outpost to that same corporation.
Note that throughout this process the outpost remains invulnerable, although its services can be taken out as normal at any time.

*Why these structures? Outposts bring some very risk-free opportunities for defense, such as sitting carriers in docking range to repair a timer. Their existence also means they act as a kind of 'shield' for system sovereignty, rather than the upgrade they should be. This change moves away from encouraging outpost spam to defend a region and instead puts the focus on what upgrades the alliance choose to maintain. A system isn't easier to defend because it has an outpost, it should be easier to defend because the owners choose to invest in systems that happen to have outposts.
It also paves the way for 'shoot outpost to wreck/destroy it' mechanics in future :v



Summary
Note that this isn't intended to be the perfect sov system, but rather a way of salvaging the current one without lots of messy swapping of structures or transition periods. It's built around making the current system a bit fairer and less grindy.

The main aim is to give the defender the chance to prioritise what is most important to them, while also allowing the attacker to make progress without losing it all to a single bad day. For all the issues with the old POS system, in that case it was at least possible for a stronger attacker to gradually chip away win by virtue of being the best over a longer period. Dominion sov makes it far too easy for a defender to sit back passively and reset all whole progress in a single day.

A secondary goal here is to help reduce the structure grind from abandonded regions. With the HP nerf to ihubs and TCU/outpost switch, it means that smaller gangs can threaten lesser-developed sov without the need to bring a horde of supercaps everywhere. Any alliance that wants to make their region horrible to grind through will have to shell out a fair amount of isk for it, as it won't be free anymore.
Roime
Mea Culpa.
Shadow Cartel
#54 - 2013-08-06 10:35:47 UTC
Some great ideas (some of them are out of my scope) like the NPC null tweaks, new timers and anoms.

+1

.

Scatim Helicon
State War Academy
Caldari State
#55 - 2013-08-06 11:42:55 UTC
Look at all dem werds.

Every time you post a WiS thread, Hilmar strangles a kitten.

Scatim Helicon
State War Academy
Caldari State
#56 - 2013-08-06 11:45:31 UTC
Also somebody lock El Digin and xttz in a room together and don't let them out until they've agreed on the perfect combination.

Every time you post a WiS thread, Hilmar strangles a kitten.

Boris Lachenkov
Deep Core Mining Inc.
Caldari State
#57 - 2013-08-06 11:58:17 UTC
You mean they aren't two sockpuppets the CSM/nullsec entities have created to try and give the illusion of 'choice' and 'dicussion'?

You're breaking my mind Scatim.
Madlof Chev
GoonWaffe
Goonswarm Federation
#58 - 2013-08-06 14:18:20 UTC
same
Damian Gene
Sons of Seyllin
Pirate Lords of War
#59 - 2013-08-06 18:03:25 UTC  |  Edited by: Damian Gene
Gizznitt Malikite wrote:

Frankly, your system is missing a MAJOR component....

I'd call it a Sov Index:
If people don't use their space, they get NO RF timers.
If they utilize their space lightly, they get 1 RF timer...
If they use properly, they get 2 or 3 RF timers...


Perhaps you haven't heard, but there are things called wars, which call us away from carebearing.
We shouldn't be honorably penalized if we are off shooting peeps.
Right now, sure, because we're not ratting we drop the index, but having our timers go away is complacently full nonsense.

All major blocks in eve would hate this. N3 had some sunburn (see what I did there?) while they were away. If they did what you are talking about, no one would leave there castle, and no one would fight in eve if they had something to lose.
So no, your idea is bad.


To the OP:
I really like the OPs ideas, and I think CCP should really consider them :)
Fyrkraag
Perkone
Caldari State
#60 - 2013-08-06 18:36:23 UTC  |  Edited by: Fyrkraag
xttz wrote:
One of the most common CCP complaints regarding the sov system is that it would be so time-consuming to fix.


True
xttz wrote:


  • Reduce hitpoints for ihubs to be on par with TCUs.
  • Nerf shield regen time on TCUs and ihubs, so that they do not passively regen within the same timezone. Self-repairing without assistance should take at least 24 hours, if not more.
  • Change the default reinforce timer variance to be +/- 7 hours (instead of the current 3 hours).



That would be a low-cost way to make some very nice changes. I support this happening.