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The Beginning of the End for OGB

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Zappity
New Eden Tank Testing Services
#61 - 2013-08-07 20:55:00 UTC
Good changes.

I'm still hopeful they may come on grid eventually. The quote about the development above plus this from the OP in the recent thread look like they still want to do it (eventually). Remember that the best way to get more subscribers is to have good game play:

"For years one of the most hotly discussed issues surrounding warfare links is their ability to apply bonuses to fleet members anywhere in the same solar system. We will not be changing this aspect of the feature in Odyssey 1.1. There are some serious technical hurdles to adjusting this aspect of the features, which are being worked on as we speak but for which we are not currently ready to announce an ETA."

Anyway, they are doing good things with jump clone timers too so I'm in a good mood!

Zappity's Adventures for a taste of lowsec and nullsec.

Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#62 - 2013-08-07 21:23:53 UTC
Zarnak Wulf wrote:
Garviel Tarrant wrote:
This will change virtually nothing.

I'm still hoping for a proper nerf in v2 though.

Edit: lol V2 is already here and this still will change virtually nothing.

Yay.



They cut the max interdiction maneuvers bonus by another 5%:

Your unheated T2 warp disruptor has gone from 36.7km to 32.3km.
A meta warp disruptor has gone from 30.6km to 26.9km.
T2 Warp Scrambler was 13.8km. It is now 12.1km.
Your 10km web was 15.3km. It is now 13.5km.

Overall I wish they had nerfed it more but o well.

If they roll out the 60 second aggression timer for station docking and gates - I think I'll be happy. You will still have OGB to face but I'm sure we'll be seeing people testing how 'awake' the enemy's booster alts are. I foresee lots of Tornado drive-bys.


Hey, stop speaking like i use links >=[

BYDI recruitment closed-ish

Cearain
Plus 10 NV
#63 - 2013-08-08 03:11:44 UTC  |  Edited by: Cearain
Taoist Dragon wrote:
Are the people mianly complaining about OGB'ing the solo/very small gang crowd? (yes I do consider myself one of those)

I also feel that boosts are way OP when considering solo/small gang combat but in reality for the vast majority of eve do they really make that big an impact? vOv I'm not convinced as most organised fleets will have boosts so they cancel each other out.

Now I'm not advocating them or the 'need' to have them but on the grand scheme of things I'm not sure doing anything with them (nerfing them or removing them completely) will actually do anything at all.

After all the solo'er will then just bleet on again about combat booster drugs/pirate implants/falcon alts etc etc. Next cry will be to get what booster drugs used to kill you on your lossmail!

Get rid of lossmails!!! down with epeen contests on KB's!

Living in lowsec for the last 18 months I can say that OGB's have had pretty much SFA affect on me apart from getting ganked a few times by booster using 'leet' players.

Harden up you lot! Lol


I of course can't speak for anyone but myself, I just like to log into eve blow some stuff up. I find it decently challenging and get rewarded with the occasional adrenaline rush. Rarely do I have time for organized fleets.

There are a few reasons why ccp's refusal to deal with ogbs makes it much easier to do other things with my time.

1) AltBoosters = Pay to win: Implants and boosters cost isk. (In game currency) They do not require the pay out of real money. Paying for a second account to sit in safe spot in a booster ship does cost real money. Accordingly no matter how much experience I have gained in the market or other isk making in eve that won't matter. I need to pay the extra 15 dollars to get god mode.

I have lots of isk due to learning how to play the game. This has lead to me having 4 clones with pirate implants one set with improved learning implants and another with hg talons. All have various other implants for slots 7-10. I have made as much money from experimenting/learning drugs in eve as i have lost from using them. The ingame economy is a huge boon to eve and learning how to "play" it is a big part of the game.

Play to win with a booster alt pretty much destroys that. That bothers me but I have to say that the extra 15 dollars a month is not in itself prohibitive for me. The other problem is:

2) Alt boosters make the game no fun to play. I think there are 2 general reasons for this.

A) It ruins the immersion. I am not like the mittani where I forget who I am in real life and start thinking I am cearain. But when I am flying around space I do have at least some modicum of immersion that I am a character in a game flying a spaceship. However when i am multiboxing 2 different characters that is completely shot. Completely shot. I am then not a character in a game flying a spaceship, I am a nerd upstairs trying to outspreadsheet other nerds.

B) There is an important difference between a game being challenging and a game just being tedious. Booster alts do not make eve challenging they make it tedious. Finding safespots in all the systems and dragging an alt around everywhere on your roam is not challenging. Any cretin can do that. But it is tedious. Is eve supposed to always be won by the person who can withstand the most tedium?

Drugs and implants are bought with ingame currency and thus are balanced by that currency. If you think implants are risk free enough to spend 2.5 billion on a set, ok. use them. I do in low sec and think getting a set should be a goal of new low sec pvpers. Same if you think spending 5 mill isk on a booster that last up to an hour. Having isk to use is part of the game. People *learn* how to make/save isk in eve its a great part of the single shard game and economy.

Using implants and drugs doesn't make the game tedious and it doesn't ruin the immersion of the game either. Booster alts do make it tedious.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Zappity
New Eden Tank Testing Services
#64 - 2013-08-08 05:08:28 UTC
Everything Cearain said except about being the nerd upstairs. I don't agree with that at all.

My house is single storey.

Zappity's Adventures for a taste of lowsec and nullsec.

Trinkets friend
Sudden Buggery
Sending Thots And Players
#65 - 2013-08-08 12:31:36 UTC
Living in a wormhole, where it really is Alts Online, I can say I disagree with Cearain's arguments about immersion, yet I understand. I am TF, in game, and represent myself as such. My alt is like my familiar I summon, or a Wizard's Eye spell to reduce the tedium of constantly reshipping between DPS and scouting.

However, I will agree that pushing a booster alt around and leaving that alt in a saespot has nothing whatsoever to do with immersive gameplay, even if you can get past the alt-tabbing or the leaving the scout idling while I put my hard-earnt and hard-ratted on the line in mano-amano or gang-a-gang PVP. The difference is, I'm on one OR the other - never just one, leaving the other to cool its heels in a POS and give me instant win.

For the wormholer of reasonable means, an alt is always at risk, and always doing something important, even if it is keeping a billion ISK hauler loss off your corp's killboards and making hedion Unviersity look like a bunch of idiots.
CCP Fozzie
C C P
C C P Alliance
#66 - 2013-08-20 19:50:50 UTC
Mizhir wrote:
Cearain wrote:
Mizhir wrote:
Zappity wrote:
Can't wait until they go on grid too.

Not going to happen. Rise told me that in person.

B.


please elaborate. Cox lying about trying to remove them?



He told me that they do not intend to force them on grid.


I think he probably told you that we're not pushing them on grid in Odyssey 1.1.

When we're done with links you won't recognize them.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Deacon Abox
Black Eagle5
#67 - 2013-08-20 20:59:00 UTC  |  Edited by: Deacon Abox
CCP Fozzie wrote:
Mizhir wrote:
Cearain wrote:
Mizhir wrote:
Zappity wrote:
Can't wait until they go on grid too.

Not going to happen. Rise told me that in person.

B.


please elaborate. Cox lying about trying to remove them?



He told me that they do not intend to force them on grid.


I think he probably told you that we're not pushing them on grid in Odyssey 1.1.

When we're done with links you won't recognize them.

But Fozzie how hard can it be to make links increase sig radius? A change like that, such that one wouldn't be able to engage in the stupidity of ss'd tech III boosting, does not seem difficult to code or implement. Do that and give the command subsystems better defensive stats, and the tech IIIs will come on grid naturally. No need to worry about constant distance checks clogging the processing power of the servers or whatever the problems are associated with an area of effect mechanism for links.

edit - the changes you've been proposing will not end the ss'd link running that messes up particularly small scale engagements in fw or wherever.

CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, [u]please[/u] give us a persisting off button for the jump gate and autoscan visuals.

X Gallentius
Black Eagle1
#68 - 2013-08-20 21:24:18 UTC
Deacon Abox wrote:
But Fozzie how hard can it be to make links increase sig radius?

This proposed solution is too straight-forward. And therefore, just like the FW plex timer rollback proposal that has been on the books for well over a year, it will never be implemented.

Ginger Barbarella
#69 - 2013-08-20 21:39:22 UTC
X Gallentius wrote:
Muad 'dib wrote:
So what about the POS dwelling low sec titans that are bridging gangs onto solo targets all the time?

By his own logic that should be considered, no? (not trying to derail this thread at all)

Let's derail. If it is protected inside a POS, then it shouldn't be able to project power outside of a POS.


This is fair. But we're talking about nullies, so chances are they won't be touched.

"Blow it all on Quafe and strippers." --- Sorlac

cearaen
Plus 10 NV
#70 - 2013-08-20 22:08:00 UTC
Deacon Abox wrote:
CCP Fozzie wrote:


I think he probably told you that we're not pushing them on grid in Odyssey 1.1.

When we're done with links you won't recognize them.

But Fozzie how hard can it be to make links increase sig radius? A change like that, such that one wouldn't be able to engage in the stupidity of ss'd tech III boosting, does not seem difficult to code or implement. Do that and give the command subsystems better defensive stats, and the tech IIIs will come on grid naturally. No need to worry about constant distance checks clogging the processing power of the servers or whatever the problems are associated with an area of effect mechanism for links.

edit - the changes you've been proposing will not end the ss'd link running that messes up particularly small scale engagements in fw or wherever.



In the links thread CCP Fozzie said he did not want to have them boost sig radius because that would effectively screw people using them on grid.

There may be other options though.

I just wish they weren't so crazy powerful until they were forced on grid, and definitely should not give navy mind links while they are still off grid.
X Gallentius
Black Eagle1
#71 - 2013-08-20 23:32:57 UTC  |  Edited by: X Gallentius
Perhaps reduce sensor strength instead of increase sig radius.
Deacon Abox
Black Eagle5
#72 - 2013-08-21 04:12:58 UTC  |  Edited by: Deacon Abox
Or a little of both. It really shouldn't take much to screw the ss-ing tactic. And if it done in conjunction with a buff to defensive stats on command subsystems no one should be complaining.

edit - Or if they want to have control over exactly how much the boosting tech III is punished by running links (control over the effect regardless of how many links are fit on the ship) they could just build the penalty as a flat penalty into the subsystem (i.e. not build onto the links). The issue is forcing them into not being stupid crammed-with-links/eccm ss-ing only fits.

CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, [u]please[/u] give us a persisting off button for the jump gate and autoscan visuals.

l0rd carlos
the king asked me to guard the mountain
#73 - 2013-08-21 15:32:37 UTC
X Gallentius wrote:
Perhaps reduce sensor strength instead of increase sig radius.

If you increse the signature radius on link ships, they are harder to hit when ongrid, we don't want that.
If you decrease the sensor strenght, they can be jammed with ease while ongrid, and thus make even less DPS. we don't want that.

I like scanning down booster, please don't take that away from me :) And it's now easier then ever.
Even if you can't scan him down, doploying probes near him can force him to cloak.

Youtube Channel about Micro and Small scale PvP with commentary: Fleet Commentary by l0rd carlos

X Gallentius
Black Eagle1
#74 - 2013-08-21 16:00:35 UTC
l0rd carlos wrote:
X Gallentius wrote:
Perhaps reduce sensor strength instead of increase sig radius.

If you increse the signature radius on link ships, they are harder to hit when ongrid, we don't want that.
If you decrease the sensor strenght, they can be jammed with ease while ongrid, and thus make even less DPS. we don't want that.

I like scanning down booster, please don't take that away from me :) And it's now easier then ever.
Even if you can't scan him down, doploying probes near him can force him to cloak.

What's the big deal? Be a team player and take the sensor strength hit. Your fleet boosts will still work even if you are jammed. Small price to pay for deploying a large set of extremely overpowered bonuses to your fleetmates.
l0rd carlos
the king asked me to guard the mountain
#75 - 2013-08-21 17:04:38 UTC  |  Edited by: l0rd carlos
The big deal is, you want to punish people for bringing links on grid with a combat ship.

If you fly with 3 BCs, two of them have links but crippled sensor strength, 2/3 of your DPS will be jammed out by EC-300 drones or a single griffin.

But if you use an alt and sit him close to a station or pos shield, where he is safe, you don't care about your sensor strength. So it will weaken on grid links and thus give station hugging alts an advantage. Same with big fleets, they don't care that much if one ship is jammed out.

What the big deal with scanning? You need like 2x V skills and 4 imps.
Scanning down links is one of the things that gets my heat racing. My hand always shaking from the adrenalin while the last scan cycle @ 0.50 AU is running.

Youtube Channel about Micro and Small scale PvP with commentary: Fleet Commentary by l0rd carlos

X Gallentius
Black Eagle1
#76 - 2013-08-21 17:13:09 UTC
l0rd carlos wrote:
The big deal is, you want to punish people for bringing links on grid with a combat ship.

If you fly with 3 BCs, two of them have links but crippled sensor strength, 2/3 of your DPS will be jammed out by EC-300 drones or a single griffin.

But if you use an alt and sit him close to a station or pos shield, where he is safe, you don't care about your sensor strength. So it will weaken on grid links and thus give station hugging alts an advantage. Same with big fleets, they don't care that much if one ship is jammed out.

What the big deal with scanning? You need like 2x V skills and 4 imps.
Scanning down links is one of the things that gets my heat racing. My hand always shaking from the adrenalin while the last scan cycle @ 0.50 AU is running.

Team player man, team player. It's like being logi in a fleet. The game punishes the poor guy doing his job well by making him rep the other players and not get on killmails. (he should have repping drones if he wants to do it right) Same thing here. If your guy wants to whore on kms, then he should spare a midslot for eccm.

/me trying to figure out why a fleet booster should have omgwtfpwn dps in the first place. Logi ships when flown as intended don't have much dps. e-war doesn't do much dps (if flown as intended). Why should a fleet support ship have lots of dps if it is also supplying fleet boosts ?
l0rd carlos
the king asked me to guard the mountain
#77 - 2013-08-21 17:37:06 UTC
It's not about the killmails, totally not. At all.

You can put one link on a BCs and still habe enough grid/cpu for a normal combat fitting.
So it's not like a logi.
I'm not talking about a ship with 5 link on it. I'm talking about ongrid link ships in a small scale scenario where ships often have different roles at once.

Youtube Channel about Micro and Small scale PvP with commentary: Fleet Commentary by l0rd carlos

X Gallentius
Black Eagle1
#78 - 2013-08-21 17:51:26 UTC
l0rd carlos wrote:
It's not about the killmails, totally not. At all.

You can put one link on a BCs and still habe enough grid/cpu for a normal combat fitting.
So it's not like a logi.
I'm not talking about a ship with 5 link on it. I'm talking about ongrid link ships in a small scale scenario where ships often have different roles at once.

Then what's the problem? Use part of your combat fitting for ECCM.
l0rd carlos
the king asked me to guard the mountain
#79 - 2013-08-21 18:15:38 UTC
X Gallentius wrote:
Then what's the problem?


I already told you:
l0rd carlos wrote:
The big deal is, you want to punish people for bringing links on grid with a combat ship.
So it will weaken on grid links and thus give station hugging alts an advantage.


Your solution makes it harder to have a useful link ship on grid.
I rather put one link down on my offgrid booster and but yet another ECCM on it to counter your proposed changed that have crippled ship in grid.

You can already scan down offgrid booster with ~3 cycles. Less if you know he is very close to a celestial.

Youtube Channel about Micro and Small scale PvP with commentary: Fleet Commentary by l0rd carlos

Deacon Abox
Black Eagle5
#80 - 2013-08-21 18:33:59 UTC
l0rd carlos wrote:
X Gallentius wrote:
Then what's the problem?


I already told you:
l0rd carlos wrote:
The big deal is, you want to punish people for bringing links on grid with a combat ship.
So it will weaken on grid links and thus give station hugging alts an advantage.


Your solution makes it harder to have a useful link ship on grid.
I rather put one link down on my offgrid booster and but yet another ECCM on it to counter your proposed changed that have crippled ship in grid.

You can already scan down offgrid booster with ~3 cycles. Less if you know he is very close to a celestial.

The issue though is you shouldn't have to scan anyway. If some ship is going to have such a huge impact on the outcome of a fight it should be right there on grid and subject to getting shot and removed from the fight.

Falcons (along with all other ewar ships have to be there), Logis, bait tanks, dps, tacklers, everything should be there. Having some ship sending out powerful waves of some kind of energy or information from across the solar system but still hard as hell to probe down is ********.

I see no problem with altering the command subsystems to increase sig radius and reduce sensor strength some small amount as long as the defensive stats get a buff so that they can be in the fight and be hard to kill like command ships are. Command ships have their ability to sit in a pos while boosting removed. There will be a timer on gates and stations. So, easy quick fix to end ss-ing booster bullshit is to slightly tweak the command subsystems enough to make the ss-ing tech III tactic undesirable.

No need to figure out how to code an area effect such that it doesn't burden the hardware. Because as things appear to be heading, the ss'd tech III will probably remain more desirable in some situations. This should end. The decision should be between decent mobility plus sturdy tank with more link options but weaker boosts, or brick tank with stronger boosts but less options. It can be achieved right now with some relatively easy changes.

CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, [u]please[/u] give us a persisting off button for the jump gate and autoscan visuals.