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The problem with removing local

First post
Author
Rowells
Pator Tech School
Minmatar Republic
#61 - 2013-08-19 00:11:59 UTC
Aliventi wrote:
No one is forcing you to put anyone anywhere. To me an intel network isn't that much work. The numbers really don't lie. 13 people locking down 94 systems in Branch. If you don't want to use 94 systems you can go down to 27 systems which would take at the very least 3 people. That isn't a grindfest. The reason it seems like a grindfest or a ton of work is you haven't invested anything in to making it more efficient. Your intel channels now are terribly inefficient because, even if you don't use your intel channels, local provides more than enough protection.

If there is one thing we have proved time and again it is when faced with a challenge or opportunity it is we will find the best way to go about it. Incursions are a prime example: Started out very rough. Over time as experience was gained in how best to go about completing the sites the fits and tactics changed to the point that the fleets are now brutally efficient. The same will happen with intel networks. They will start out very clunky and inefficient. Over time as people work on them they will grow in to highly efficient intel networks that for very little amount of work can provide near local grade intel.

As far as a new game mechanic to help a soloer gather potentially useful intel I suppose you could propose one. Many people much wiser than I have pointed out that Eve, especially in nullsec, is not a solo player game. While I am not going to say solo play is bad, it certainly shouldn't be the optimal way to play in nullsec. So I am thinking D-scan is sufficient. You will see all of the uncloaked ships on it which means a judgement call to go or stay. It won't help as much against a cloaked opponent. Then it comes down to "can I pop a Stealth Bomber?" and "Am I aligned out to warp before their cloak recalibration timer is up?". It isn't the most efficient or optimal intel system. And it really shouldn't be. Chances are you are a part of a thousand+ man alliance that is part of a multi-thousand man coalition. At that point you have proven you can work with others to take the space. Which means you can work with others to grant safety to use the space.

Have to disagree with you there. If we go from a system that has effortless partial intel (it is indeed partial), to almost no intel, you're tipping the scales completely in favor for combat pilots don't want to be found. Especially considering all of the information i can gather simply by looking at the starmap. There is intel on there that has no other way to be gathered and is perfect for those hunting targets like miners and ratters. While D-scan is useful it is very un-useful in providing information that would be very understandable to have (i.e. is the ship a friend or potential foe). When it comes to that it won't matter what ship it is, even the smallest frgate could be ready to bring all of his friends in at a moments notice. And that will still happen no matter how much intel gathering is nerfed. the fact that your ships can be seen ahead of time means you have to travel with a low profile, senmding scouts ahead. Unless intelligence gathering is comepletely removed in all forms, then this will always be the case when hunting targets that do not want to be destroyed. Which is understandable because most fights in eve are chases where one group understands it does not have the firepower/tank/speed/etc. to have a chance at defeating their foes. And there will always be people (like myself) who just hop into fights simply for the fun of it and not too concerned with consequences.
Aliventi
Rattini Tribe
Minmatar Fleet Alliance
#62 - 2013-08-19 04:32:26 UTC
Rowells wrote:

Have to disagree with you there. If we go from a system that has effortless partial intel (it is indeed partial), to almost no intel, you're tipping the scales completely in favor for combat pilots don't want to be found. Especially considering all of the information i can gather simply by looking at the starmap. There is intel on there that has no other way to be gathered and is perfect for those hunting targets like miners and ratters. While D-scan is useful it is very un-useful in providing information that would be very understandable to have (i.e. is the ship a friend or potential foe). When it comes to that it won't matter what ship it is, even the smallest frgate could be ready to bring all of his friends in at a moments notice. And that will still happen no matter how much intel gathering is nerfed. the fact that your ships can be seen ahead of time means you have to travel with a low profile, senmding scouts ahead. Unless intelligence gathering is comepletely removed in all forms, then this will always be the case when hunting targets that do not want to be destroyed. Which is understandable because most fights in eve are chases where one group understands it does not have the firepower/tank/speed/etc. to have a chance at defeating their foes. And there will always be people (like myself) who just hop into fights simply for the fun of it and not too concerned with consequences.

Removing local, an effortless perfect intel source, will not tip the scales completely in favor of combat pilots. It will bring balance back to the scale of advantage between hunters and prey. At its basic form, say a pilot in a cynabal hunting and a vandicator ratting, that are both in the same system neither one has any intel advantage. Likely neither one knows the other one is there at the point of jump in. At this point it is a battle of skill: Can the hunter find the prey before the prey discovers the hunter and safes up? Neither one has the scale tipped in their favor in any way.

Now you start factoring in intel networks, cloaks, cynos, scouts, roaming gangs, etc. and I am much more comfortable with the balance in that situation than the game currently. Right now local unfairly nullifies cloaks, cynos, scouts, roaming gangs before the hunter has even loaded grid. After this change cloaks, cynos, scouts, raming gangs, etc will finally be something to be feared, but still counterable by an intel network. By removing game given intel sources, intel must be gathered by the pilots themselves. That is all I am trying to accomplish.

As far as other forms of game given intel, such as local right now and map given activity and jump records, you are right: We should remove them. Any intel should be gathered by a person, not handed to us by the game. That map info does tip the scales unfairly towards hunters. Granted not as much as local currently tips the scale towards the prey, but enough that we can't ignore it.

As far as something for the solo pilot like an IFF that would appear on D-scan or whatever, I would agree to it under the condition that it can be compromised. No intel system should be 100% fool proof. Maybe this could work like POS passwords where if your password and the other ship's password match up then they are marked friendly on D-scan. POS passwords are compromised often enough that it clearly isn't fool proof. And this wouldn't actually mark the ship as blue on any overview which would leave the integrity of an intel network in place ahile making D-scan potentially useful. I think I would go for something like that.
Chive Clamson
Pator Tech School
Minmatar Republic
#63 - 2013-08-19 05:00:01 UTC
Sup yall you sure posting a lot of words about this! Allow me to 'buck the trend' as it were.

Keep local, because I may be new but I'm pretty sure removing it would make literally every nullsec activity a much bigger pain in the ass.

ratting- I don't really rat but it seems like you need a way to spot jerks, and '24/7 gatecamping scout' or whatever is not a realistic option.

ganking- would I have to like, scan every system and make an educated guess or something? Instead of knowing immediately if there is or isn't someone to find? **** that, too much effort.

fleet fights- probably less affected because of preset timers and an abundance of scouts but it sure would be annoying not being able to snoop local numbers on mad ani's stream and such!

conclusion: stop trying to make the game shittier, thank you and good night
Teckos Pech
Hogyoku
Goonswarm Federation
#64 - 2013-08-19 05:03:54 UTC
Chive Clamson wrote:
Sup yall you sure posting a lot of words about this! Allow me to 'buck the trend' as it were.

Keep local, because I may be new but I'm pretty sure removing it would make literally every nullsec activity a much bigger pain in the ass.

ratting- I don't really rat but it seems like you need a way to spot jerks, and '24/7 gatecamping scout' or whatever is not a realistic option.

ganking- would I have to like, scan every system and make an educated guess or something? Instead of knowing immediately if there is or isn't someone to find? **** that, too much effort.

fleet fights- probably less affected because of preset timers and an abundance of scouts but it sure would be annoying not being able to snoop local numbers on mad ani's stream and such!

conclusion: stop trying to make the game shittier, thank you and good night


You'll be back in a few months complaining about how local is messing up the game. P

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

W0lf Crendraven
Federal Navy Academy
Gallente Federation
#65 - 2013-08-19 05:14:30 UTC
Removing local would be terrible for this game, it would be a huge buff to "lame" pvp and blobs and a significant nerf to solo pvp.


The only good thing would be that it enables (but makes it a pita to find them) to catch lazy rattters in nullsec.
Nikk Narrel
Moonlit Bonsai
#66 - 2013-08-19 14:08:17 UTC
W0lf Crendraven wrote:
Removing local would be terrible for this game, it would be a huge buff to "lame" pvp and blobs and a significant nerf to solo pvp.


The only good thing would be that it enables (but makes it a pita to find them) to catch lazy rattters in nullsec.

You have this backwards.

With obviously expected intel channels, and other communications present in sov space, Local is the only thing keeping the lazy ganker flying.

If you are mining or ratting, and you are NOT using your intel channel, you are a special little rainbow who expects prancing unicorn ponies to whisk you to safety before any bad bad nasty piwates show up, yup!
That pathetic lack of effort, not using intel channels in a game where you supposedly can be shot at, speaks volumes about what a team player is and is not. Clearly you are not helping your so-called buddies by contributing to the intel either, ya selfish greedy ISK monger.

Here is something that is difficult for many to grasp, but is an important detail that those hunting will not have an advantage because of local being missing.

The advantage will always belong to whoever has sov, simply because the intel channels and patrols supplying them will be a huge advantage.

Those hunting in hostile territory will be on their own, and with no local to artificially tell them where everyone is, chances are they will have no idea.
They can, of course, guess, or do research to learn where people usually hang out, but unless someone spies for them and tips them where to look, they will be effectively blind.

Local is never the friend of PvE. PvE has a far more obvious advantage trading it in for an intel channel while the hunters are blind.
Jenn aSide
Worthless Carebears
The Initiative.
#67 - 2013-08-19 14:23:11 UTC
The people who want "no local" don't understand how the game is put together. They also don't understand the law of unintended consequences.

No local works in wormholes because that space isn't easy to access. K-space has gates, static choke points that people can camp (even cloaky camp) to catch people.

Even still, wormholes are great but even after existing for a few years it's the least visited and least populated area of EVE-space. Null sec is the 2nd least populated even with the "overpowered" intel tool of local.

For some reason people think no local would make things better, where as all the evidence points to the idea that no local would just mean fewer people in unprotected (ie non-high sec) space. EVE online's economy needs the 100s of thousands of pvp ship deaths that occur every year in null sec to keep it viable and healthy (and local chat is a part of what makes that possible), screwing with that is dumb. CCP isn't that dumb.
Nikk Narrel
Moonlit Bonsai
#68 - 2013-08-19 15:08:45 UTC
Jenn aSide wrote:
The people who want "no local" don't understand how the game is put together. They also don't understand the law of unintended consequences.

No local works in wormholes because that space isn't easy to access. K-space has gates, static choke points that people can camp (even cloaky camp) to catch people.

Even still, wormholes are great but even after existing for a few years it's the least visited and least populated area of EVE-space. Null sec is the 2nd least populated even with the "overpowered" intel tool of local.

For some reason people think no local would make things better, where as all the evidence points to the idea that no local would just mean fewer people in unprotected (ie non-high sec) space. EVE online's economy needs the 100s of thousands of pvp ship deaths that occur every year in null sec to keep it viable and healthy (and local chat is a part of what makes that possible), screwing with that is dumb. CCP isn't that dumb.

Your explanation relies on a popular myth instead of solid factual support.

I get that worm holes do not have local.
The argument that those wanting to remove local should move into a wh, falls flat due to the other differences between the two play areas.

I also acknowledge these differences make wormholes unique. This does not, however, mean that the delayed local mechanic can only work in this environment. It just means wormholes have multiple mechanics designed to isolate them and limit them to what can happen inside.

As to "ALL Evidence", I can equally say "ALL Evidence" indicates population in null will flourish, since the carebear types know that the difficulty of hostiles finding them will exponentially increase due to the teamwork of the sov holders who act in defense.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#69 - 2013-08-19 17:38:56 UTC

The biggest problem with local isn't the fact that every pilot shows up there... It is the problem that every pilot's identity is instantly revealed there.

Let the new intel system instantly show you that a pilot is there, but don't instantly give you their identity. It may be friend or foe, and you don't get to know unless you go get intel on them! Then cloaks are powerful, but not insane-GOD-Mode modules. It also means you know whether to scan for them if CCP did implement a cloak-scanning mechanic.

Replace local with an intel tool:
  • Think of it as a second overview (instead of the chat window).
  • Every pilot there shows up as "Unknown Pilot", "Unknown Ship" until they get within intel range of your ship.
  • Ship type should autopopulate when it gets within ~14 au.
  • Pilot info shows autopopulates when they get within 5 au (or debate).
  • Fleet members auto-share intel wtih each other.
  • Some ships get bonuses to intel gather range (Covops), and some modules penalize intel range (cloaks)
  • Cloaked ships remain as "unknown" until surveyed while un-cloaked.
  • [*] Doesn't work in WH space.
    Nikk Narrel
    Moonlit Bonsai
    #70 - 2013-08-19 18:08:14 UTC
    Gizznitt Malikite wrote:

    The biggest problem with local isn't the fact that every pilot shows up there... It is the problem that every pilot's identity is instantly revealed there.

    Let the new intel system instantly show you that a pilot is there, but don't instantly give you their identity. It may be friend or foe, and you don't get to know unless you go get intel on them! Then cloaks are powerful, but not insane-GOD-Mode modules. It also means you know whether to scan for them if CCP did implement a cloak-scanning mechanic.

    Replace local with an intel tool:
  • Think of it as a second overview (instead of the chat window).
  • Every pilot there shows up as "Unknown Pilot", "Unknown Ship" until they get within intel range of your ship.
  • Ship type should autopopulate when it gets within ~14 au.
  • Pilot info shows autopopulates when they get within 5 au (or debate).
  • Fleet members auto-share intel wtih each other.
  • Some ships get bonuses to intel gather range (Covops), and some modules penalize intel range (cloaks)
  • Cloaked ships remain as "unknown" until surveyed while un-cloaked.
  • Doesn't work in WH space.
  • I would institute active and passive sensor modes.

    Passive would emit no energy, and only receive energy from natural and artificial sources. Near a star, where energy is all over and bouncing off of everything, it can be both easier and harder to figure out what you are seeing. Like trying to hear a conversation at an airport, the background noise keeps drowning out what you are looking for.
    In those circumstances, using an active scanner would be harder for another ship to notice. The artificial signal is buried underneath the wash of energy naturally present.

    On the system rim, or other places with low amounts of energy presence that might interfere with sensors, passive mode could be more than enough to use for protection.
    A sensor signal needs to reach you, and then back again to the sending ship, for an active signal to reveal you.
    A sensor signal that reaches you, but is not coherent enough to reach back to the sending ship, does not reveal you, but you now know someone with an active sensor array is looking around. Your next move could get you to safety, if they are coming in the wrong direction to avoid you.

    I would have detection of warp energy, at the entry and exit points of warp tunnels, give a non specific energy wave to any passive sensor in range. (No significant range here, but if you are close to it you know someone warped in or out close by)
    (You may not be able to determine if it was coming or going, just a warp burp)
    Jenn aSide
    Worthless Carebears
    The Initiative.
    #71 - 2013-08-19 18:31:29 UTC
    Nikk Narrel wrote:
    Jenn aSide wrote:
    The people who want "no local" don't understand how the game is put together. They also don't understand the law of unintended consequences.

    No local works in wormholes because that space isn't easy to access. K-space has gates, static choke points that people can camp (even cloaky camp) to catch people.

    Even still, wormholes are great but even after existing for a few years it's the least visited and least populated area of EVE-space. Null sec is the 2nd least populated even with the "overpowered" intel tool of local.

    For some reason people think no local would make things better, where as all the evidence points to the idea that no local would just mean fewer people in unprotected (ie non-high sec) space. EVE online's economy needs the 100s of thousands of pvp ship deaths that occur every year in null sec to keep it viable and healthy (and local chat is a part of what makes that possible), screwing with that is dumb. CCP isn't that dumb.

    Your explanation relies on a popular myth instead of solid factual support.

    I get that worm holes do not have local.
    The argument that those wanting to remove local should move into a wh, falls flat due to the other differences between the two play areas.

    I also acknowledge these differences make wormholes unique. This does not, however, mean that the delayed local mechanic can only work in this environment. It just means wormholes have multiple mechanics designed to isolate them and limit them to what can happen inside.

    As to "ALL Evidence", I can equally say "ALL Evidence" indicates population in null will flourish, since the carebear types know that the difficulty of hostiles finding them will exponentially increase due to the teamwork of the sov holders who act in defense.


    Nonsense. History prove otherwise. When ccp nerf anoms, waiting lists for incursions and the numbers of people join faction warfare increased. And you you think the same kind of people who would flee null sec after a minor change would stick around in a null sec without local?

    No local can work, but it would require a major reworking of the game. Cloaks would have to be different, anomalies and ice anoms would have to be removed from the regualrscanner and require probing (look at any killboard for wormhole pvp deaths, you'll notice a majroty have anomaly sleeper npcs on them....), regular belts would have to be different. gates and gate access might require a change (lest you want every single one of them cloaky camped as it would make scouting useless). Hell, the way the game allows us to keep people on the field (bubbles, points ect) and related systems (warp stabs, nullifier sub systems, ships with built in stabs ect) might need a change too.

    And for what?

    Almost everytime ccp has tried to engineer the situation to create more fighting/conflict, it ended up in...less fighting and conflict (like the anom nerf, the switch from pos based sov and others).

    Why mess with a system that works? Null sec sov changes hands, null and low account for 100s of thousands of "kills" per year and the EVE online virtual economy is sound.

    Removing local gains us what, exactly?
    Phaade
    Know-Nothings
    Negative Feedback
    #72 - 2013-08-19 18:40:58 UTC
    M1k3y Koontz wrote:
    CCP hasn't removed local in nullsec. People have been calling for it for years. People have been opposing it for years. CCP has remained silent.

    CCP will never removal local in nullsec. They will never comment on removing local because they realize it is a bad idea to do so (one side would get majorly pissed off, probably the fools who think that nullsec is equatable to wormhole space in any way other than they both allow bubbles and bombs).

    This topic can die in peace. Permanently.



    No, the game would be far superior without local, and with a better radar / scanner.

    Local, as it stands, is out-dated and stale. It also makes literally no sense based on the rest of the game.
    Nikk Narrel
    Moonlit Bonsai
    #73 - 2013-08-19 18:41:50 UTC
    Jenn aSide wrote:
    Nikk Narrel wrote:
    Your explanation relies on a popular myth instead of solid factual support.

    I get that worm holes do not have local.
    The argument that those wanting to remove local should move into a wh, falls flat due to the other differences between the two play areas.

    I also acknowledge these differences make wormholes unique. This does not, however, mean that the delayed local mechanic can only work in this environment. It just means wormholes have multiple mechanics designed to isolate them and limit them to what can happen inside.

    As to "ALL Evidence", I can equally say "ALL Evidence" indicates population in null will flourish, since the carebear types know that the difficulty of hostiles finding them will exponentially increase due to the teamwork of the sov holders who act in defense.


    Nonsense. History prove otherwise. When ccp nerf anoms, waiting lists for incursions and the numbers of people join faction warfare increased. And you you think the same kind of people who would flee null sec after a minor change would stick around in a null sec without local?

    You are comparing apples and oranges, and the logic expecting a useful result is limited.

    You described people wanting activity, not having the activity they wanted available, and going to the next available source of activity.

    Local had not vanished. They went towards the effort, and reward, offered by faction warfare. Risk too, unless they manage to avoid getting shot at somehow...

    So, how is offering more risk and reward going to get different results, this time?
    It is certainly a given that risk will increase some, and the rewards will be balanced to match.
    Scatim Helicon
    State War Academy
    Caldari State
    #74 - 2013-08-19 19:30:39 UTC
    Jenn aSide wrote:
    Removing local gains us what, exactly?


    A couple of days easymode ratter ganking before the ratters move en masse to highsec L4s.

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

    Nikk Narrel
    Moonlit Bonsai
    #75 - 2013-08-19 19:48:51 UTC
    Scatim Helicon wrote:
    Jenn aSide wrote:
    Removing local gains us what, exactly?


    A couple of days easymode ratter ganking before the ratters move en masse to highsec L4s.

    ROFL!!

    Because gankers have psychic powers, and can sense ratting disturbances in the...
    No, wait, that's Jedi....

    Aha!!

    Because the ganking forces are born hunters, and can smell ratters from three systems away in any direction, enabling them to....
    No, wait, that's sharks...

    I got it!

    Gankers have uniquely evolved hearing, and can detect the distant sounds of rats going pop under the....
    No, wait, that's bats....

    Come to think of it, the only thing gankers have to find targets, is a few items that tell them where targets had been found in the past.
    Outside of the sensors found on every ship already, they are effectively blind without local.

    No intel channel, only the scouting they provide for themselves in first person, and add to this they have no way of knowing how populated a system is at any given time.
    (Yes, you found a ratter! Now, is there a roam forming up here too, that used an intel channel to ambush you with a nice tasty ratter as bait....)

    Here is something that is difficult for many to grasp, but is an important detail that those hunting will not have an advantage because of local being missing.

    The advantage will always belong to whoever has sov, simply because the intel channels and patrols supplying them will be a huge advantage.

    Those hunting in hostile territory will be on their own, and with no local to artificially tell them where everyone is, chances are they will have no idea.
    They can, of course, guess, or do research to learn where people usually hang out, but unless someone spies for them and tips them where to look, they will be effectively blind.

    Local is never the friend of PvE. PvE has a far more obvious advantage trading it in for an intel channel while the hunters are blind.
    Infinite Force
    #76 - 2013-08-19 20:06:18 UTC  |  Edited by: Infinite Force
    I love how it's always "remove this, nerf that" ... until it directly affects you, then it's a "no, can't have that".

    Remove local "intel" - make it like WH local (you don't show up unless you talk).

    WH / Null local should be the same.

    Low / high-sec - leave it alone.


    Will some people rage-quit? Yup - contract your stuff to me before you do that, please.

    Will some people move to high-sec? Yup - they'll get bored, then move back.

    WIll most people adapt? Yup - and they'll reap the appropriate rewards.


    Null-bears have got to be the biggest group of forum whiners I have ever seen. Get over yourselves and move forward.

    Keep EvE unique. Something it seems CCP is on the warpath to eliminate......

    HROLT CEO Live Free; Die Proud

    http://tinyurl.com/95zmyzw - The only way to go!

    Gizznitt Malikite
    Agony Unleashed
    Agony Empire
    #77 - 2013-08-19 20:13:46 UTC
    Nikk Narrel wrote:

    Come to think of it, the only thing gankers have to find targets, is a few items that tell them where targets had been found in the past.
    Outside of the sensors found on every ship already, they are effectively blind without local.

    No intel channel, only the scouting they provide for themselves in first person, and add to this they have no way of knowing how populated a system is at any given time.
    (Yes, you found a ratter! Now, is there a roam forming up here too, that used an intel channel to ambush you with a nice tasty ratter as bait....)

    Here is something that is difficult for many to grasp, but is an important detail that those hunting will not have an advantage because of local being missing.

    The advantage will always belong to whoever has sov, simply because the intel channels and patrols supplying them will be a huge advantage.

    Those hunting in hostile territory will be on their own, and with no local to artificially tell them where everyone is, chances are they will have no idea.
    They can, of course, guess, or do research to learn where people usually hang out, but unless someone spies for them and tips them where to look, they will be effectively blind.

    Local is never the friend of PvE. PvE has a far more obvious advantage trading it in for an intel channel while the hunters are blind.


    I don't think you are being reasonable nikk. Currently there are several tools that can be used to find ratters and pilots without ever stepping foot into a system:

    a.) In game Map Statistics show active pilots in space, cyno's lit, ship kills, etc.
    b.) Dotlan Maps show NPC kills, Ship kills, Jumps in the system, within the last hour or 24 hours or even the last 48hr history.
    c.) Ratters leave behind a tell-tale sign of their activity... wrecks. A simply scan when entering system will tell you if someone has been ratting there within the last 2 hours.

    Furthermore, some of your conclusions are moderately fallacious:
  • Intel channels work because pilots have the ability to get intel on people entering the area. Without local, gathering that information is much more difficult. Especially since you can't drag and drop pilot names and ship types from the overview into an intel channel.

  • The defensive "bonus" of having 50 people in system won't save the ratter when he gets attacked by a 5-10 man roaming gang. Yes, those pilots could form up and respond, but that takes time. In comparison, the "roaming force" is already organized, and usually applying dps on the target long before the rally for help is started. I've personally led 5 man frigate gangs into the heart of enemy territory, with enemy local at 20-100 (it mattered not) and easily killed ratters.

  • Removing local isn't good for the game. Replacing local with an intel system that adds a bit ambiguity as to who the pilots in system "are" would be wonderful for the game. I know you want more than that (as in complete removal a person's presence), but that makes cloaks simply too potent, and would be too far in the other direction.
    Nikk Narrel
    Moonlit Bonsai
    #78 - 2013-08-19 20:55:52 UTC
    Gizznitt Malikite wrote:
    Nikk Narrel wrote:
    Local is never the friend of PvE. PvE has a far more obvious advantage trading it in for an intel channel while the hunters are blind.


    I don't think you are being reasonable nikk. Currently there are several tools that can be used to find ratters and pilots without ever stepping foot into a system:

    a.) In game Map Statistics show active pilots in space, cyno's lit, ship kills, etc.
    b.) Dotlan Maps show NPC kills, Ship kills, Jumps in the system, within the last hour or 24 hours or even the last 48hr history.
    c.) Ratters leave behind a tell-tale sign of their activity... wrecks. A simply scan when entering system will tell you if someone has been ratting there within the last 2 hours.

    Furthermore, some of your conclusions are moderately fallacious:
  • Intel channels work because pilots have the ability to get intel on people entering the area. Without local, gathering that information is much more difficult. Especially since you can't drag and drop pilot names and ship types from the overview into an intel channel.

  • The defensive "bonus" of having 50 people in system won't save the ratter when he gets attacked by a 5-10 man roaming gang. Yes, those pilots could form up and respond, but that takes time. In comparison, the "roaming force" is already organized, and usually applying dps on the target long before the rally for help is started. I've personally led 5 man frigate gangs into the heart of enemy territory, with enemy local at 20-100 (it mattered not) and easily killed ratters.

  • Removing local isn't good for the game. Replacing local with an intel system that adds a bit ambiguity as to who the pilots in system "are" would be wonderful for the game. I know you want more than that (as in complete removal a person's presence), but that makes cloaks simply too potent, and would be too far in the other direction.

    Oh, I agree, there are too many easy mode tools, taking the place of proper effort.

    Those maps need to be nerfed, to limit only at most to daily updates from the day before.

    As to scanning, yes, you can spot wrecks. It takes at least a degree of effort, and that is to be considered.
    That said, these wrecks are created by activity, and should be handled that way. Clean up the camp site because it can be something others use to find you.

    Effort can clear the wrecks.

    As to the intel channel, it is not a big jump to making it possible to drag and drop names from the overview. Considering the nature of the change, it would be surprising if they did not do something along those lines.

    A 5 to 10 man roaming gang should be unable to enter a region without being noticed. If you are operating in a system that is on your border, and not posting eyeballs onto the gate leading out, gotta say WTF dude.
    If a roam comes into the system from that direction, it might be a good idea to have a gate camp on that bottleneck.

    As to complete removal, you should recall the links below in my signature. I also recommend a sensor upgrade to local, in it's own thread I may have already posted previously.
    Scatim Helicon
    State War Academy
    Caldari State
    #79 - 2013-08-19 21:23:08 UTC
    Gizznitt Malikite wrote:
    I've personally led 5 man frigate gangs into the heart of enemy territory, with enemy local at 20-100 (it mattered not) and easily killed ratters.

    But Gizznitt, how can this possibly be? Everyone knows that the ratters are warned by intel networks about any hostile within 20 jumps, and can just instantly dock the second unfriendlies appear in system! Local is such a perfect infallible tool that literally no ratters are ever caught out by roaming gangs, it's simply impossible!

    Here's the thing - I actually agree with much of the sentiment about nullsec ratting being too low-risk, and that part of the reason for that is local intel. I'd very much like to see a system where the careless, ignorant, or simply unlucky ratter would be at greater risk from hostile action. But a no-local nullsec doesn't provide that, it merely gives us a one-sided ganking arena where stealth bombers decloak and blopdrop the few ratters foolish enough to stick around beyond the first few days, then go back to posting complaint threads on eve-o wondering why they can't find anyone to shoot again.

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

    Gizznitt Malikite
    Agony Unleashed
    Agony Empire
    #80 - 2013-08-19 21:41:49 UTC
    Scatim Helicon wrote:
    Gizznitt Malikite wrote:
    I've personally led 5 man frigate gangs into the heart of enemy territory, with enemy local at 20-100 (it mattered not) and easily killed ratters.

    But Gizznitt, how can this possibly be? Everyone knows that the ratters are warned by intel networks about any hostile within 20 jumps, and can just instantly dock the second unfriendlies appear in system! Local is such a perfect infallible tool that literally no ratters are ever caught out by roaming gangs, it's simply impossible!

    Here's the thing - I actually agree with much of the sentiment about nullsec ratting being too low-risk, and that part of the reason for that is local intel. I'd very much like to see a system where the careless, ignorant, or simply unlucky ratter would be at greater risk from hostile action. But a no-local nullsec doesn't provide that, it merely gives us a one-sided ganking arena where stealth bombers decloak and blopdrop the few ratters foolish enough to stick around beyond the first few days, then go back to posting complaint threads on eve-o wondering why they can't find anyone to shoot again.


    The truth is, the ratters felt "safe" because they had so many brethren in system. That or our appearance was obfuscated by the long list of allies.

    You hit the nail on the head though:
    Ratting is too safe. -- I'm a pretty competent skirmisher, and in the 10-20 seconds it takes me to locate a ratter, + the time to warp to the target, anyone paying attention can get away 99% of the time. Hell, when I have their location pre-bookmarked, I can't even enter system, make a 1 au warp, and lock a mining barge before it enters warp.

    Local, which instantly alerts players to my presence, is the most obvious culprit to "nerf". Other options include increasing the number of NPC's that tackle, putting a delay between entering system and appearing in local, etc.

    I want ratters to make great isk, even with an occasional BC/BS loss. But hey should also lose those occasional BC/BS's too!

    One of the things I despise about nullsec these days, it more and more pilots play the "I can't lose anything" game. Good fights, where the outcome isn't predetermined, just don't happen very often because engaging from a position of potential losses is frowned upon. Losses should be a regular part of the game!