These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

An ECM change even I would get behind

Author
Morrigan LeSante
Perkone
Caldari State
#61 - 2013-09-06 18:19:12 UTC  |  Edited by: Morrigan LeSante
I'd meant leave it exactly as is today, minus my changes.

The random is still there, but since the duration is shorter it offers less frustration for both ECM users and targets. As I say, the only side effect I can think of is on tackle.

You'll have approximately the same combat effectiveness overall but less relies on one jam landing, it's still binary but with much shorter ramifications if a jam does or does not land.

It doesn't reduce the chance, but it mitigates some of the impact, if you follow?
Aliventi
Rattini Tribe
Minmatar Fleet Alliance
#62 - 2013-09-06 18:43:07 UTC
Nikk Narrel wrote:

If we are not expected to be twitch gaming, then needing us to manually relock multiple targets diverts us from actually playing the real game, in exchange for the click fest mini game needed to restore locks you may need in a fight.

On a server cycle time of 1 second twitch gaming really doesn't exist. It does allow you to send a large number of commands to the sever during a single second. So you can begin to relock all the targets you need in a single second. It isn't really a mini-game when you can complete it in less than a second.

I would be down with it starting to auto-relock the targets when the jam is up. That would be a quality of life improvement.

Morrigan LeSante wrote:
I'd meant leave it exactly as is today, minus my changes.

The random is still there, but since the duration is shorter it offers less frustration for both ECM users and targets. As I say, the only side effect I can think of is on tackle.

You'll have approximately the same combat effectiveness overall but less relies on one jam landing, it's still binary but with much shorter ramifications if a jam does or does not land.

It doesn't reduce the chance, but it mitigates some of the impact, if you follow?

Yeah I follow. It doesn't get rid of a majority of the annoyances that are caused by ECM. Things like ECM bonused ships needing 4 mods to be effective, which causes them to be unable to tank. It doesn't change the fact that chance based still isn't a great mechanic. Another thing is Signal distortion amps only exist for ECM.

I think it would be a nice stop-gap measure until a better re-work can come around, but by no means a final solution.
Morrigan LeSante
Perkone
Caldari State
#63 - 2013-09-06 18:59:42 UTC
Yes, it's a starter - see how it goes and build from there. I'm also a fan of all weapon classes having access to FoF thus allowing a weak counter - weak because there's no slot sacrifice for its use so that's probably fair.
Sigras
Conglomo
#64 - 2013-09-06 20:58:25 UTC
Caliph Muhammed wrote:
Nothing in this thread has merit. Its yet another idea to change a mechanic because people don't want to defend against it and take less dps. Well guess what. TFB. Its working just fine as is. It doesn't need changing. They aren't going to remove it. They aren't going to make it disable high slots and its just about as weak as it could go before it becomes a waste of time to bring.

Part of the complaint is that ECCM doesnt do anything while you're not being jammed, this is unlike any other ewar "defense" in the game. Tracking Computer/Enhancers help even if you're not being tracking disrupted, sensor boosters decrease your lock time even if youre not being sensor dampened why is ECCM a useless module?

Also as was said before, there needs to be a way to play around ECM like there is with every other type of e-war. The problem with ECM is that you might as well walk away from the computer when you're jammed because you have NOTHING TO DO. there should never be a part of the game where the game is functioning properly and you have nothing to do.

Caliph Muhammed wrote:
See these threads always come with the assertion it's been proven too strong, too effective, whatever. Prove it. All I read is that "we" don't like ecm and heres how it should change to suit us and be damned all the ecm specialist.

I can basically guarentee that I have more characters with more SP in ECM than you do because i believe it to be so overpowered; its just that I can put the good of the game ahead of my selfish desires.

Caliph Muhammed wrote:
And nothing in EVE requires skill. Just marginally more patience than normal, some study time and a better than room temperature IQ. You don't even have to aim.

I think you might be PvPing wrong bro . . . Why dont you go have a look at snuff box or rooks and kings then come back and tell me that PvP requires no skill . . .

Sure there are some ships that require more skill and some that require less, but no ship requires no skill unless youre doing it wrong.
Sigras
Conglomo
#65 - 2013-09-06 21:03:20 UTC
just thinking about the proposed change, im not sure im a fan of guaranteed jam cycles . . . it is basically a get out of gank free card for supercarriers and titans in low sec.

The problem is I dont have a good solution for what the change should be, I just know that the current implementation has no place in a competitive game just like every other random mechanic
Caliph Muhammed
Perkone
Caldari State
#66 - 2013-09-06 21:04:06 UTC  |  Edited by: Caliph Muhammed
Shields suck if you aren't the target. Unless you're being hit they are absolutely worthless.

ECM has falloff.

I have every ewar elite cert/skill level 5. The exception being the resistance ones that came in after I remapped out of int & mem. I spent the better part of two years mapped int & mem.

Before we argue semantics, define skill.

Random has every reason to be in this game and others. Without it the results are linear and can be predicted. Predictability in my opinion leads to stale gameplay.

I'm glad you've started "just thinking about the proposed change". Its the first step. Big smile
Morrigan LeSante
Perkone
Caldari State
#67 - 2013-09-06 21:53:34 UTC
Sigras wrote:
Part of the complaint is that ECCM doesnt do anything while you're not being jammed, this is unlike any other ewar "defense" in the game. Tracking Computer/Enhancers help even if you're not being tracking disrupted, sensor boosters decrease your lock time even if youre not being sensor dampened why is ECCM a useless module?


To be pedantic, it has function beyond ECM prevention. Unless scanning has changed that much.

How would you feel about FoF ammo across all weapon types and not just missile? Crappy...ish....maybe...but not a slot taker either.


Finally, the thing you're not considering - at least not obviously and in forums it's better to avoid doubt, ECM is *also* the only ewar that can do *nothing*. You dont address at all.

My notion of reduction of cycle time [with locking jiggery-pokery] mitigates the random to a point - it is still there, but it's impact to a given player is greatly reduced as the cycle is shorter. You see, the shorter the cycle time the closer you get to X% reduced effectiveness as opposed to today's X% chance of 100% ineffectiveness for a sustained period.
Phaade
LowKey Ops
Shadow Cartel
#68 - 2013-09-06 22:21:33 UTC
Swiftstrike1 wrote:

  1. Your entire post can be summarised in 1 sentence: "target is always jammed, just not for the entire cycle". That's hardly a new idea.

  2. Someone has already pointed out that this makes perma-jamming much easier by simply staggering the activation of the ECM modules.

  3. You started by saying that there's nothing wrong with ECM, but then went on to list a bunch of problems. Make your mind up.

Sorry for being so negative, but I don't think this would be a good change. Personally I would prefer to see ECM reduced to a lock breaking effect that always hits once every X seconds, where X is determined by the ratio of jam to sensor strength. It would be weak as **** on it's own, but very strong when supported by sensor damps (which are just ecm by another name in my opinion).



QFT.

From the OP: "ECM isn't overpowered, but it's not in line with other forms of Ewar."

WHAT?
Phaade
LowKey Ops
Shadow Cartel
#69 - 2013-09-06 22:26:34 UTC
Caliph Muhammed wrote:
Shields suck if you aren't the target. Unless you're being hit they are absolutely worthless.

ECM has falloff.

I have every ewar elite cert/skill level 5. The exception being the resistance ones that came in after I remapped out of int & mem. I spent the better part of two years mapped int & mem.

Before we argue semantics, define skill.

Random has every reason to be in this game and others. Without it the results are linear and can be predicted. Predictability in my opinion leads to stale gameplay.

I'm glad you've started "just thinking about the proposed change". Its the first step. Big smile



Randomization is lame regarding ECM. It adds nothing to game play. It should have a constant effect on the target, and be less effective. Or, should have a random chance to effect each active module fit.
Sigras
Conglomo
#70 - 2013-09-06 22:48:05 UTC
Caliph Muhammed wrote:
Shields suck if you aren't the target. Unless you're being hit they are absolutely worthless.

yes, but there is no opportunity cost to having shields.

Caliph Muhammed wrote:
I have every ewar elite cert/skill level 5. The exception being the resistance ones that came in after I remapped out of int & mem. I spent the better part of two years mapped int & mem.

I have 4 dedicated ECM characters with perfect skills and caldari battleship 5 just for the scorpion; they are my cyno alts, like i said, im heavily invested in ECM . . . just saying.

Caliph Muhammed wrote:
Before we argue semantics, define skill.

Skill is the ability to analyze a situation and change tactics or gameplay in the midst of battle to increase your chances of winning or effectiveness in combat.

Caliph Muhammed wrote:
Random has every reason to be in this game and others. Without it the results are linear and can be predicted. Predictability in my opinion leads to stale gameplay.

Starcraft is widely held as the best most competitive computer game in the world. It has no randomness by design because randomness can decide battles, and yet the myriad of strategies enabled by starcraft allow the gameplay not to become stale. Another example would be chess or Goe because there are nearly limitless possibilities.

Randomness is the opposite of skill; I need to know that every time my marine fires it does 6 damage, not 5-7 damage but exactly 6. Its one of the things that makes starcraft such a competitive game because I know that my un-upgraded marine will kill an un-upgraded zergling in exactly 6 hits every time, and a zergling with 1 armor in exactly 7 hits every time, otherwise im just clicking and praying.
Caliph Muhammed
Perkone
Caldari State
#71 - 2013-09-07 18:03:53 UTC  |  Edited by: Caliph Muhammed
There is as much opportunity cost for having shields as there are for having base ship sensor strength. Perhaps you mean shield mods. If so, shield mods like ecm mods take up a slot that could be used for something else. Target painters, webs, points; etc.
If those slots you use for shields go unused they are in fact wasted. Ive went in war multiple weeks and dozens of fights without so much as being shot. Each time I had shields just in case I were though. As often as people complain about ecm and encountering it one would think the best solution is to always have ECCM/SBA's equipped.

I trust you have ECM experience. I am not calling it into question.

That's a very narrow definition and uniquely worded to fit your opinion. A more accurate description would be

skill
/skil/
noun
noun: skill
1. the ability to do something well; expertise

StarCraft is a completely different genre of game. It being held as one of the most competitive games in the world is opinion.
I believe chess to be the most competitive and in chess whoever can think the furthest ahead while eliminating the unnecessary moves is the better player. Thinking ahead and being prepared for ecm while having the ability to counter your opponent in less than optimal circumstances is "skill". You have this in EVE right now.

Randomness is not the opposite of skill. Its antonyms are
essential
methodical
planned
systematic
definite
particular
specific
Sigras
Conglomo
#72 - 2013-09-09 09:56:02 UTC
Caliph Muhammed wrote:
There is as much opportunity cost for having shields as there are for having base ship sensor strength. Perhaps you mean shield mods. If so, shield mods like ecm mods take up a slot that could be used for something else. Target painters, webs, points; etc.
If those slots you use for shields go unused they are in fact wasted. Ive went in war multiple weeks and dozens of fights without so much as being shot. Each time I had shields just in case I were though. As often as people complain about ecm and encountering it one would think the best solution is to always have ECCM/SBA's equipped.

Damage is universal; in every single encounter with your enemy you will either take damage or you will win. There are no matches that you should ever lose where you take no damage.

The same cannot be said for ECM, that coupled with the fact that ECCM provides none but the most fringe ancillary benefits and the fact that ECM is random are the crux of our problem here . . . but straw man arguments aside.

Caliph Muhammed wrote:
That's a very narrow definition and uniquely worded to fit your opinion. A more accurate description would be

skill
/skil/
noun
noun: skill
1. the ability to do something well; expertise

Look I dont care what you call it, randomness reduces the need for a person to be "good" at the game. You may be way better at the game than I am, but if I get lucky for no reason and get 3 jam cycles off in a row against you, ill probably win . . . so the game is now more based on luck . . . that makes for a non-competitive game.

Should I beat you because I just hit the jackpot on jam cycles? or would it be better to come up with a system where the outcome can be predicted and played around by the better player?

Caliph Muhammed wrote:
StarCraft is a completely different genre of game. It being held as one of the most competitive games in the world is opinion.
I believe chess to be the most competitive and in chess whoever can think the furthest ahead while eliminating the unnecessary moves is the better player. Thinking ahead and being prepared for ecm while having the ability to counter your opponent in less than optimal circumstances is "skill". You have this in EVE right now.

Ah but even in chess, you dont have randomness . . . in fact, including any random element would completely ruin the game of chess. The whole point of your argument is that you should be able to think ahead of your opponent, but you truly cant think ahead because you dont really know if his jam cycle is going to hit or not, and neither does he, its random!

Caliph Muhammed wrote:
Randomness is not the opposite of skill. Its antonyms are
essential
methodical
planned
systematic
definite
particular
specific

Ok, clearly what I meant when i said that was in a game sense, nobody is "good" at rolling dice (well ok some people are but theyre cheating dice are supposed to be random)

Say we make a game were the first person to roll three 6s wins on a regular 6 sided die. There is no opportunity for me to get better at the game (unless I want to cheat and roll the die in my favor), I just keep rolling and hope I luck out before you do. That is what I mean when I say randomness is the opposite of skill. The amount of skill you need to play a game is inversely proportional to the amount of randomness it involves.

Lets look at your example of chess again . . . If I lose at chess, I am the one to blame because I was in complete control of everything that all of my pieces did throughout the whole game.

Now lets look at another example of a strategic game, Risk . . . I can, and have before, lost at risk due to no fault of my own with no way to prevent it. I once had 30 men stationed on brazil, my enemy attacked me with a paltry force of 15 men from north africa. Statistics says I that should have been a rout in my favor and yet I lost through no fault of my own because he rolled 5s and 6s for that entire attack.
Caliph Muhammed
Perkone
Caldari State
#73 - 2013-09-09 13:19:53 UTC  |  Edited by: Caliph Muhammed
Damage is not universal. It's also not guaranteed save for maybe in a 1v1. But even then there are fringe cases. Combat versus Freighter as an example.

ECM is another weapon system, like guns and missiles. It does no damage however so shields do not defend against it. Eve is a complex game.

Randomness does not make you "less good at a game" In fact if there was no randomness every battle would be absolutely predictable and in most cases the larger party would always win.

You won't beat me by just hitting jam cycles. You may beat me by hitting jam cycles and having another means to kill me.

In chess there are random variables that follow a simple set of rules. You do not control your opponents moves and as such what you encounter is random.

You can think ahead by equipping ECCM, Backup Sensor Arrays or bringing your own ECM.

Risk is a game where you roll dice to attack and defend. Claiming that it has no skill involved because you don't engage in FPS style pvp whenever a battle is fought is .... reductive. Where did the manual state if you put 30 troops on something and are attacked by less you'll win? You risked a turtle defense, failed to recognize the danger of an impending attack and paid the price.

You can absolutely get better at rolling dice by "schooling" them. I won't bother explaining that concept but rest assured it's factual.
Nikk Narrel
Moonlit Bonsai
#74 - 2013-09-09 14:58:18 UTC
Caliph Muhammed wrote:
Randomness does not make you "less good at a game" In fact if there was no randomness every battle would be absolutely predictable and in most cases the larger party would always win.

Gotta take exception to this line here.

There are no elements more random than another player, and the lack of being able to predict how they will react.

This makes games possible, all the way from Rock/Paper/Scissors to chess.
There are zero unknown elements regarding these games, beyond how an individual player will use the elements when opposing another.

Yes, the battles would be predictable, but not to anyone involved with them as players.
Only a third party, with full awareness of all elements in play, would have a potential result.

And since the players are reacting to assumptions as well as facts about their opponents, any random element becomes meaningless if not actually diminishing to play quality.

What truly must be watched, is how some things limit options regarding what players can plan and deploy as moves.
That is the difference between Rock/Paper/Scissors and chess, the limits to what you can do.
Karma Codolle
Chimera Research and Development
#75 - 2013-09-10 08:02:32 UTC
Johnson Oramara wrote:
So currently when you get jammed your max locked targets drop to 0, which for the victim feels always very frustrating and annoying not being able to do anything. That feeling of being ripped off of your own ships ability to target is what annoys the most.

So what if the jamming just affected your ships sensor strength? It initially breaks all the targets (or not?) and then causes your locking time to grow up to 10x. This would affect differently from the current ecm mechanics and not cause nearly as much frustration and annoyance and still accomplish almost same job. Of course various attributes would need to get play tested and fine tuned for it to remain balanced with the other forms of ewar.


you mean like a sensor dampner?.,..
Sigras
Conglomo
#76 - 2013-09-11 00:38:05 UTC
Caliph Muhammed wrote:
Damage is not universal. It's also not guaranteed save for maybe in a 1v1. But even then there are fringe cases. Combat versus Freighter as an example.

ECM is another weapon system, like guns and missiles. It does no damage however so shields do not defend against it. Eve is a complex game.

The difference is that there are only three possible outcomes in PvP:

1. you win
2. you run away
3. you take damage

And in fact its usually 2 & 3 or 1 & 3 . . . You cannot say the same about ECM; if your opponent(s) dont fit damage theyre going to lose, so its reasonable to assume every person is fitting damage. It is not the same case with ECM.

Caliph Muhammed wrote:
Randomness does not make you "less good at a game" In fact if there was no randomness every battle would be absolutely predictable and in most cases the larger party would always win.

So you're saying that chess is completely predictable? or starcraft? or Goe?

What I am saying is that randomness allows a worse player to beat a better player for no reason; not because he applied an unorthodox strategy, or because he came up with something new but simply because he got lucky.

Caliph Muhammed wrote:
You won't beat me by just hitting jam cycles. You may beat me by hitting jam cycles and having another means to kill me.

As one of my friends always says "youre being intentionally dumb" you know exactly what I meant when i said that.

Caliph Muhammed wrote:
In chess there are random variables that follow a simple set of rules. You do not control your opponents moves and as such what you encounter is random.

Uncontrolled is not the same as random, and good chess players never take random actions anyway; you can bait, feign, control and intimidate your opponent into taking certain actions

Caliph Muhammed wrote:
You can think ahead by equipping ECCM, Backup Sensor Arrays or bringing your own ECM.

1. ECCM doesnt even provide good protection against ECM
2. ECCM still does nothing except protect you from ECM unlike any of the other ewar counter modules.
3. battles should not be decided before you undock, and ECM is not simply an advantage, its a battle decider on a small scale
Sigras
Conglomo
#77 - 2013-09-11 00:44:23 UTC
Caliph Muhammed wrote:
Risk is a game where you roll dice to attack and defend. Claiming that it has no skill involved because you don't engage in FPS style pvp whenever a battle is fought is .... reductive. Where did the manual state if you put 30 troops on something and are attacked by less you'll win? You risked a turtle defense, failed to recognize the danger of an impending attack and paid the price.

I didnt say there was no skill involved, what I said was that luck caused him to win a battle he should have lost for no reason.

I did in fact see an attack coming and in fact fielded a force twice the size of his and still lost because lady luck was not on my side. thus explaining why relying on luck reduced the amount of skill necessary to play the game.

Caliph Muhammed wrote:
You can absolutely get better at rolling dice by "schooling" them. I won't bother explaining that concept but rest assured it's factual.

Yes I mentioned that earlier however that is cheating because the idea behind dice is that its supposed to be random.
Caliph Muhammed
Perkone
Caldari State
#78 - 2013-09-11 04:02:47 UTC  |  Edited by: Caliph Muhammed
We can go back and forth from now til the end of time. I'm not budging nor are you. We'll just have to agree to disagree.