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showing up on local has to be removed

First post
Author
Nikk Narrel
Moonlit Bonsai
#101 - 2013-08-13 16:34:41 UTC
nahjustwarpin wrote:
Nikk Narrel wrote:
nahjustwarpin wrote:
you want no local channel like in wormholes? sure no problem, give npc income like ppl have in wormholes and problem solved. actually it would need to be bigger, because there is no hotdropping/blackops in WH, and you need to scan for WH, unlike KS where you would just warp from gate to gate and check dscan for targets.

On the other hand, logistic needs for supplies in null are far easier than in wormholes, we have markets, med clone facilities, and all around predictable travel ability.

Wormholes have a lot more challenges to them than simply local being delayed.


which has nothing to do with income based on risk

Of course it does. Wormhole logistics are far riskier, despite being just as needed as anywhere else in the game.

To make income, you need to move your materials to where it gets a price you are willing to sell at.
Then you have ISK.

Jump in your ISK, and shoot ISK bullets at... wait a minute! you can't use ISK like that!

Fortunately, you can use the ISK to buy the actual items you do use and need. For that, you need a market.

Remember. You can mine all you want, but if you can't move the ore someplace to sell or process it, it has no value.
Same with ratting.
nahjustwarpin
SUPER DUPER SPACE TRUCKS
#102 - 2013-08-13 16:40:49 UTC
Nikk Narrel wrote:
nahjustwarpin wrote:
Nikk Narrel wrote:
nahjustwarpin wrote:
you want no local channel like in wormholes? sure no problem, give npc income like ppl have in wormholes and problem solved. actually it would need to be bigger, because there is no hotdropping/blackops in WH, and you need to scan for WH, unlike KS where you would just warp from gate to gate and check dscan for targets.

On the other hand, logistic needs for supplies in null are far easier than in wormholes, we have markets, med clone facilities, and all around predictable travel ability.

Wormholes have a lot more challenges to them than simply local being delayed.


which has nothing to do with income based on risk

Of course it does. Wormhole logistics are far riskier, despite being just as needed as anywhere else in the game.

To make income, you need to move your materials to where it gets a price you are willing to sell at.
Then you have ISK.

Jump in your ISK, and shoot ISK bullets at... wait a minute! you can't use ISK like that!

Fortunately, you can use the ISK to buy the actual items you do use and need. For that, you need a market.

Remember. You can mine all you want, but if you can't move the ore someplace to sell or process it, it has no value.
Same with ratting.


you're saying like there are no statics in wormholes and jumping through each means you have 50/50 chance of surviving. seriously, like 95% of kills in WH are ppl doing anoms/plexes and not haulers with billions in cargo
Tor Saani
Arcana Imperii Ltd.
#103 - 2013-08-13 16:54:11 UTC
The seasons change and the years go by but everyday there is a new "remove local" thread... CCP hasn't done it yet, I don't think they are going too.

Honestly CCP needs to refocus on getting the carebears and jitards back out in space in low sec. Not make it more unappealing!
Nikk Narrel
Moonlit Bonsai
#104 - 2013-08-13 17:06:17 UTC
nahjustwarpin wrote:
Nikk Narrel wrote:
Of course it does. Wormhole logistics are far riskier, despite being just as needed as anywhere else in the game.

To make income, you need to move your materials to where it gets a price you are willing to sell at.
Then you have ISK.

Jump in your ISK, and shoot ISK bullets at... wait a minute! you can't use ISK like that!

Fortunately, you can use the ISK to buy the actual items you do use and need. For that, you need a market.

Remember. You can mine all you want, but if you can't move the ore someplace to sell or process it, it has no value.
Same with ratting.


you're saying like there are no statics in wormholes and jumping through each means you have 50/50 chance of surviving. seriously, like 95% of kills in WH are ppl doing anoms/plexes and not haulers with billions in cargo

You mentioned:

"which has nothing to do with income based on risk"

I am pointing out that moving supplies and goods, the same as harvesting them or shooting rats, involves risk and effort.

The more trips back and forth you make, through more systems and other wormholes, the more opportunities someone else has to shoot you.

That is risk.
Nikk Narrel
Moonlit Bonsai
#105 - 2013-08-13 17:09:55 UTC
Tor Saani wrote:
The seasons change and the years go by but everyday there is a new "remove local" thread... CCP hasn't done it yet, I don't think they are going too.

Honestly CCP needs to refocus on getting the carebears and jitards back out in space in low sec. Not make it more unappealing!

Good news, a significant amount of carebears have shown up in null.

Bad news, they are the ones complaining about AFK cloaking, despite it being demonstrated they are safer in null, than in high sec, in many ways.
Albert Spear
Non scholae sed vitae
#106 - 2013-08-13 17:11:08 UTC
If you read any reasonable science fiction series, or look at how the oceans are dealt with today via satellite tracking, you know that everyone assumes that if you are not in a stealth configuration, you are tracked from coming into a system (ocean) until you leave.

Since much of Eve seems to follow the Traveller Universe in how it is constructed (not the game mechanics or the ships or... but the overall back story and the freedom to operate). It would be reasonable to expect that you should/would be tracked and such tracking information would be available to others moving in the system in good standing.

What I could see is if your standing with the people with Sov (including say Amarr in Highsec) was below zero, that you would not have access to the ships in local. But that the ships in local would have access to the fact that you were there.

So if someone like myself was to transit say Gallente space, I would not be able to see who is in system because my Gallente standings are below zero. On the other hand everyone in the system with standings above zero would know that I am there.

In trading hubs maybe you pay a fee for access to local information - and traffic control.

This might be a fun and useful change to how local works, and it may not.

But it is far more reasonable to see people in local, based on most of current technology and the science fiction literature that probably drove the development of Eve.
Zatar Sharisa
New Eden Heavy Industries Incorporated
#107 - 2013-08-13 17:13:54 UTC
I see a lot of comments about removing local. From a game background logistical point of view, this doesn't make sense. I look at local as the equivalent of a transponder squawk in current air traffic. You come on the controllers grid and he gets a radio signal that tells him a fair amount about your plane. Now, take this to a realm where space travel is not only possible, but so is FTL, instantaneous communication. If you're in system, you're squawking to local control, and all anyone else has to do is tune to the appropriate frequency.

"Ah! But you could just turn that off!" you say. Nope. I know if I were an agency setting up jump gates, which are converting you to energy and then reassembling you at your destination, I know I'm tagging anyone coming through into my system with a squawk tag, whether they turn theirs off or not. I want to know who's in my system. Period. So even if you're not squawking yourself, the tag I just put on you when you came through my gate is doing it for you just fine.

Because of this, local just plain makes sense. For those that don't like the instant intel aspects, well what do you know, it's working as intended from the logistics point of view outlined above. Therefore, no, removing local is a bad idea, and nonsensical with respect to the game setting. This also gets into a valid setting reason for why W-space has no local: no jump gate to go through and get tagged by.

I understand about indecision, but I don't care if I get behind.  People livin' in competition.  All I want is to have my peace of mind.

"Peace of Mind"  --  Boston

Nikk Narrel
Moonlit Bonsai
#108 - 2013-08-13 17:35:10 UTC
Zatar Sharisa wrote:
I see a lot of comments about removing local. From a game background logistical point of view, this doesn't make sense. I look at local as the equivalent of a transponder squawk in current air traffic. You come on the controllers grid and he gets a radio signal that tells him a fair amount about your plane. Now, take this to a realm where space travel is not only possible, but so is FTL, instantaneous communication. If you're in system, you're squawking to local control, and all anyone else has to do is tune to the appropriate frequency.

"Ah! But you could just turn that off!" you say. Nope. I know if I were an agency setting up jump gates, which are converting you to energy and then reassembling you at your destination, I know I'm tagging anyone coming through into my system with a squawk tag, whether they turn theirs off or not. I want to know who's in my system. Period. So even if you're not squawking yourself, the tag I just put on you when you came through my gate is doing it for you just fine.

Because of this, local just plain makes sense. For those that don't like the instant intel aspects, well what do you know, it's working as intended from the logistics point of view outlined above. Therefore, no, removing local is a bad idea, and nonsensical with respect to the game setting. This also gets into a valid setting reason for why W-space has no local: no jump gate to go through and get tagged by.

You are assuming an awful lot, added to which the back story is an arbitrary construction which works however the devs say it does.

If we show up in local because of a magic donut, then that is how it works. Eat the donut, and you are in a cloaked ship.
(These high tech donuts do amazing things)

The real truth, which can be backed up with logic easily, is that Local chat is blocking game play.
By providing duplicate and perfect intel to all parties, the subsequent choices made by these parties is equally obvious and predictable.

Local resident A is operating a project, call it PvE.
He is relying on intel to warn him when to run for safety, as his ship is not effective in a fight.

Hostile pilot B is hunting for opponents, specifically to weaken the economy of the alliance opposed to his own.
He is relying on intel to tell him where to find targets, and destroy same.

If we give both sides the current intel, combined with other known game aspects, Local resident A can always get to safety before Hostile pilot B can engage them.
Simply by watching local, and remaining aligned or in a ship that has fast zero to warp speeds. Local adds the hostile pilot to the visible roster before the hostile completes loading into the system, and in the course of events the Local resident A pilot is in warp to safety by the time the hostile finishes loading.

Only in the event of pilot error, in this case not paying attention, can hostile pilot B even have a chance to threaten local pilot A, since his actions otherwise have no impact on the events before the local pilot is able to safely enter warp and reach a POS or Outpost.

Now for the other half.

Hostile pilot B, even with maximum skills, cannot have complete system awareness enough to know everyone present. An outpost which denies him access would keep him from ever knowing who or how many pilots were present inside.

Assuming he could immediately know which ships are simply sitting in a POS, versus which are actively being piloted, would require him to be on grid with the specific POS.

And yet Local is telling him all of this, allowing him to then track targets as to whether they remain online and in the system.

Noone can sneak out. No clever strategy to slip away unnoticed. He gets immediate feedback on all in attendance unfailingly.

This is why we keep getting a stalemate scenario, because perfect intel is driving actions and choices to the same impasse over and over.
Phaade
LowKey Ops
Shadow Cartel
#109 - 2013-08-13 17:48:09 UTC
I second removing local. Holy hell the game would be so crazy. It's time for a change anyway. Local should only exist in High Sec.
Phaade
LowKey Ops
Shadow Cartel
#110 - 2013-08-13 18:10:08 UTC
Peter Raptor wrote:
We've had these posts a million times, if you remove local ppl will demand some new type of scanner because dscan is the most childish, 1970s technology system ever invented for a video game (clicking it every 2 seconds for hours and hours, you call that fun???)

And so if local removed we get this awesome new scanning system by popular demand, and it'll just turn out to be LOCAL under a DIFFERENT NAME, and what a waste of Dev time that will be Roll



I agree with this as well. Update the D-scanner and remove local; this will add more to the game than any ship rebalancing either now or in the future.

Don't get me wrong, I love the ship rebalance over the past year, but it's time for local to go. It's old, outdated and allows for too much intel for too little effort that I believe has a negative impact on the game. Remove local and make the changes to 0.0 that were suggested by (i forget who, giant post about changing how sov works etc) even better by allowing small groups to disrupt larger organizations through tactical play.

An updated scanner (like we see with the cosmic anom's scanner sweep) would be so cool, especially if Aura spoke to you about certain tactical info.
Zatar Sharisa
New Eden Heavy Industries Incorporated
#111 - 2013-08-13 18:10:35 UTC
Nice reply, Nikk Narell. I honestly can say I have nothing else to add to that, other than to be honest, I really wouldn't cry if local went away. For me it's a source of needless spam and a constantly flashing icon over in my "tool" bar. (Which is distracting.)

I understand about indecision, but I don't care if I get behind.  People livin' in competition.  All I want is to have my peace of mind.

"Peace of Mind"  --  Boston

Harry Forever
Pandemic Horde Inc.
Pandemic Horde
#112 - 2013-08-13 18:13:01 UTC  |  Edited by: Harry Forever
Albert Spear wrote:
If you read any reasonable science fiction series, or look at how the oceans are dealt with today via satellite tracking, you know that everyone assumes that if you are not in a stealth configuration, you are tracked from coming into a system (ocean) until you leave.

Since much of Eve seems to follow the Traveller Universe in how it is constructed (not the game mechanics or the ships or... but the overall back story and the freedom to operate). It would be reasonable to expect that you should/would be tracked and such tracking information would be available to others moving in the system in good standing.

What I could see is if your standing with the people with Sov (including say Amarr in Highsec) was below zero, that you would not have access to the ships in local. But that the ships in local would have access to the fact that you were there.

So if someone like myself was to transit say Gallente space, I would not be able to see who is in system because my Gallente standings are below zero. On the other hand everyone in the system with standings above zero would know that I am there.

In trading hubs maybe you pay a fee for access to local information - and traffic control.

This might be a fun and useful change to how local works, and it may not.

But it is far more reasonable to see people in local, based on most of current technology and the science fiction literature that probably drove the development of Eve.


nice one... but I still feel that a fully cloaked traveling possibility would add to the game
Phaade
LowKey Ops
Shadow Cartel
#113 - 2013-08-13 18:16:11 UTC
Harry Forever wrote:
Albert Spear wrote:
If you read any reasonable science fiction series, or look at how the oceans are dealt with today via satellite tracking, you know that everyone assumes that if you are not in a stealth configuration, you are tracked from coming into a system (ocean) until you leave.

Since much of Eve seems to follow the Traveller Universe in how it is constructed (not the game mechanics or the ships or... but the overall back story and the freedom to operate). It would be reasonable to expect that you should/would be tracked and such tracking information would be available to others moving in the system in good standing.

What I could see is if your standing with the people with Sov (including say Amarr in Highsec) was below zero, that you would not have access to the ships in local. But that the ships in local would have access to the fact that you were there.

So if someone like myself was to transit say Gallente space, I would not be able to see who is in system because my Gallente standings are below zero. On the other hand everyone in the system with standings above zero would know that I am there.

In trading hubs maybe you pay a fee for access to local information - and traffic control.

This might be a fun and useful change to how local works, and it may not.

But it is far more reasonable to see people in local, based on most of current technology and the science fiction literature that probably drove the development of Eve.


nice one...


Sov holding alliances should place scanners at gates, these gates will ping and allow the alliance to know a non-blue has passed through the gate.

If the fleet was only on the gate for about 10 seconds, It wouldn't tell you specifics, and the intel wouldn't be there to see for long.
Ereshgikal
Wharf Crusaders
#114 - 2013-08-13 18:26:16 UTC
Remove local, but only if you give SOV holders the control over the stargates leading to the system.

Figured we might as well implement an awesome idea if we implement a bad idea.
Vayn Baxtor
Brutor Tribe
Minmatar Republic
#115 - 2013-08-13 18:37:13 UTC
Not a backseat moderator, but I'll try to stay objective.

I would say "YES", but solely because I would really love more surprises in the game. Scouting should and would be more interesting, but if Local is to be removed/disabled, then there has to be a few other ways to at least detect movements. It sounds illogical but thing is that removing local without any decent planning could raise the necessity of EVEN MORE CLOAKERS, which is not quite desired (unless it also get adjusted).


My approach on this edgy topic that is like talking about religion - I'm certain somebody had this in mind all these years already:
Do something like not having 100% local depending on the distant from the SOV holder's home system or such. The further away, the lower the value. The lower the value, the "presence of the SOV holder", the more obscured the actual red/neutral/blue players (they would become just grayed out, a real unidentified bogey - convo'ing the bogey will have that person remain obscured too). Heh, maybe here is when people can start chatting code words - or just simply rely on visual identification when the person passes by.

So in a way, there would be a bit of Wormhole'ism in 0.0 - in areas that are too far away from the home system. I don't know, can be regulated by distance-by-lightyears to the designated SOV holder's homesystem

So if local were "removed, then I would add this:
I would also like more skills/modules related to the directional scanner while nerfing the current one to a very basic one, so that scouting can become a real profession. Skills that could enhance the scout's personal info-gathering capabilities on Local. Of course, alt chars can be skilled, but let's say they would have to stay uncloaked at any of the gate s to actually detect any entries or something like that.
Yeah, a hidden small cloak nerf there.

Anyways. This is neither a brilliant suggestion nor the solution. But a start.
But I must agree that Local etc is too revealing.

Using tablet, typoes are common and I'm not going to fix them all.

Nikk Narrel
Moonlit Bonsai
#116 - 2013-08-13 18:43:06 UTC
Ereshgikal wrote:
Remove local, but only if you give SOV holders the control over the stargates leading to the system.

Figured we might as well implement an awesome idea if we implement a bad idea.

WOW....

Do you understand how both sides of that request undeniably favor the sov holding side in a conflict?!

Remove local: The sov holding players need local FAR less than the hostile player does, since the locals have intel channels. This means the hostile player either has to show up in small numbers, hoping not to be noticed, or in big enough force so that they don't care if everyone knows they are coming.

Are intel channels powerful? Of course they are!
The level of effort used to maintain an intel network is far lower than the level of effort needed to bypass it. This is balanced by the intel network needing to be constantly active, while the hostile effort operates only as needed.

A hostile pilot is blind in your space, operating by local alone in many ways. Sure, they might know where people were mining hours earlier, or even yesterday or last week. But they have no idea who is sitting around waiting for action otherwise.
They have no CURRENT intel without local.

As for controlling the gates to your systems... just LOL....
Rowells
Blackwater USA Inc.
Pandemic Horde
#117 - 2013-08-13 19:05:18 UTC  |  Edited by: Rowells
I got excited when I saw the CCP tag and then I was dissapointed to find it was for a thread move. CCP keeps teasing me
Vayn Baxtor
Brutor Tribe
Minmatar Republic
#118 - 2013-08-13 19:06:26 UTC
To add. Would be nice to have directional scanner reveal "Cruiser, Frigate etc" and not "Sacrilege, Rifter".

Using tablet, typoes are common and I'm not going to fix them all.

Erutpar Ambient
The Scope
Gallente Federation
#119 - 2013-08-13 19:27:14 UTC
The Fix to all of this mess (Local, Cloaky camping, hot drops, star statistics, etc etc) is a MAJOR paradigm shift.

I would be very much on board of removing local, but it would require another way to detect, find and remove cloaked ships.

This way cloakers can move from system to system undetected, and be able to actually surprise people. But they'd also have to keep moving less they be discovered prematurely. No more cloaky camping, however you do end up with cloaky surprises.

This would break the stalemate of Perfect Local intel vs Perfectly Safe Cloaked Hostile and allow for a type of tidal shift back and forth between Cloak hunter diligence and Cloakers sneaking around.

After that, we'd just have to see how effective Cyno Cloaks will become. With a big change like that flying a capital ship for whatever would become too risky outside of fleet ops. Other free intel programs would also probably need to be adjusted given the static nature of Null Security travel.
Gel Musana
LOL a Sticky Situation
#120 - 2013-08-13 19:54:36 UTC
Local should stay.

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