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Possible improvement to FW - discussion.

Author
Bienator II
madmen of the skies
#21 - 2013-10-22 04:10:35 UTC  |  Edited by: Bienator II
Leto Thule wrote:
Bienator II wrote:
posting in a timer rollback thread


Awesome. Thanks for the constructive input. Trolololollol


no. the solution really is simple. don't let them contest the system. How do you do that? By implementing timer resets and chasing people out of the plexes using combat ships. Chasing people out of the plaxes is currently of no use, since the damage is already done, the timer ticked, farmers will be back or contest a system next door while you undo the damage. The only way to fight farmers are farmers. Timer resets would change this, they would also add an incentive to stay in the plex and fight. Cloaks and stabs won't be abused anymore to game the system.

thats my input. I just keep it short since i repeat myself in every thread about the topic since inferno already. Timer resets: do it

still posting in a timer reset thread

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Philpip
The reality disfunction
The Ascendants
#22 - 2013-10-22 06:10:53 UTC
Zarnak Wulf wrote:
Your proposal is somewhat un-sandboxy. I would prefer (and have previously suggested) straight out killing the tier system or offering better system upgrades/tools that allow players to address the problem themselves. I.E. - upgrade plexes to have more rats.


I agree, the mechanic from Incursions is there and could be better adapted to FW to give rewards (bought with LP at the Hub) to give temporary (hours or a day) blocks or bonuses to:

Block Cynos
Disable non-covert ops cloaks
Increase qty or size of rats (or both)
Extend timers for offensive (by a percentage)
Reduce timers for defensive (by a percentage)

The magnitude would be determined by the current level of the system.

There needs to be more incentive to hold a system than currently exists.

No, you were not blobbed, you just didn't bring enough people to the fight!

Lin Suizei
#23 - 2013-10-22 10:32:14 UTC
Bienator II wrote:
no. the solution really is simple. don't let them contest the system. How do you do that? By implementing timer resets and chasing people out of the plexes using combat ships


Ultimately, chasing a farmer out of a plex (with a timer reset) is like bumping an ice miner out of range - at best, you temporarily inconvenience the farmer/miner. The optimal play in both situations, for the farmer/miner, is to continue farming/mining elsewhere.

As long as this does not change, faction war will choke with farmers, regardless of which mechanical fixes are put into place.

Lol I can't delete my forum sig.

Desudes
The Scope
Gallente Federation
#24 - 2013-10-22 13:56:20 UTC
Always been confused why the rewards are from PvE.

Give more lp for killing ships, don't give lp for non-ship killing, use plexes as a "hay come PvP me bro".

Or PvP the old fashion way if you just want PvP.

Excuse me, but what the f*ck are you desu?

Major Trant
Brutor Tribe
Minmatar Republic
#25 - 2013-10-22 15:19:24 UTC
Beefing up the NPCs has been suggested a couple of times in this thread. Allow me to explain the history of plex rats over the last year or so and then you should realise that these suggestions are only going to take us back to a different problem that has already been tried and deemed sub-optimal.

1. Up until late summer of last year. Each plex spawned 5 or 6 waves of NPC each of 4 or 5 NPCs. But none of them needed to be killed to run the plex down. More to the point they didn't need to be killed instantly, you could let them burn in and take them down at your leisure and optimal range without coming off the button. This was the time of the gunless speed tanking frigate. Everyone whined, the Forum trolls got their backs up, make it so that you have to kill rats they demanded. If you read the forums at the time, everyone was in these frigates. In reality most weren't, it was actually easier to kill the rats. Certainly if you were there for PvP and it gave you something to do while waiting for the clock to run. It was a problem though if a PvP battle started and an NPC wave spawned in the middle of it. It wasn't impossible, but it made it difficult for the soloist and small gang engaging in PvP while the attacking side had to simulanously deal with the NPCs.

2. Around August of last year, they made it so you had to kill the rats. The trouble was the clock wouldn't run while the rats were up. Each spawn would take 3 or 4 minutes to clear. It would add 20 minutes to the plex time. Sure it killed off the gunless speed tanking farmer, but offensive plexing was seriously damaged by it. Did it end farming though? No! TBH the system was always advertised as temporary and it wasn't up long enough to settle. When it went live almost every system was already vulnerable as a result of a second issue described below. The farmers flocked to defensive plexing to decontest those systems, it was actually more profitable at high contestation, when factoring in the time saving in not having to kill the NPCs. Solo/Small gang PvP remained a problem though. However, the biggest problem was that it became very difficult to drive a system to vulnerable.

3. So they reduced the NPCs to a maximum of 1 at start with one reinforcement spawn. The intention was to encouraged small gang and solo PvP in the plexes and of course encourage offensive plexing over defensive plexing, necessary to create the pendulum effect across the warzone. An aim that has been spectacularly successful, but for the problem of farmers milking the system as they have always done.

People are suggesting a return to 1 or 2. I disagree, it is at it's best now. But that's my opinion of course. The thing is though, people are suggesting a return to 1 or 2 in order to STOP farming. Have another read of their descriptions, it didn't stop farming then and it won't again.

So why are farmers much more of a problem now than they were a year ago? Well there was another change. Back then when a system went vulnerable, the farmers could keep running the plexs and get LP. Thus they stayed in the farming systems, people didn't flip those systems. In short the farmers reached a position where they could earn LP without affecting contestation, a bit like a pressure cooking letting off steam. Of course it sounded stupid in a common sense, RP way, but to a degree it worked. The biggest problem was that almost every system was constantly in a vulnerable state. You couldn't afford to put any of your stuff in those system because they could be flipped on a whim and they might never come back.

Now we have a situation where farmers are running out of farming systems and then having to go to the important systems. We need a pressure cooker release valve. This suggestion is about providing that release valve, it plays to the farmers greed. A pure farmer will opt out, the back water farming systems will be run ad-nauseum by them without becoming contested or at least significantly slower than currently.

Do we want to pay farmers more? Of course not, but I'd rather see a working FW than the current never ending de-plexing grind. Of course, if we ever get too jealous, we can always do a bit of mindless farming ourselves.

Timezone problem? Yes I agree, but that's another issue.
Major Trant
Brutor Tribe
Minmatar Republic
#26 - 2013-10-22 15:23:57 UTC
Desudes wrote:
Always been confused why the rewards are from PvE.

Give more lp for killing ships...

CCP tried that, the Goons abused the system, bringing freighters into low sec on one side and killing them with alts on the other to generate more LP than the cost of the freighter.

Hence we have the current situation, where the amount of LP is restricted to the amount of loss, less premium insurance and discounting cargo (which had undergone market manipulation to inflate it's value).
Desudes
The Scope
Gallente Federation
#27 - 2013-10-22 15:38:50 UTC
Major Trant wrote:
Desudes wrote:
Always been confused why the rewards are from PvE.

Give more lp for killing ships...

CCP tried that, the Goons abused the system, bringing freighters into low sec on one side and killing them with alts on the other to generate more LP than the cost of the freighter.

Hence we have the current situation, where the amount of LP is restricted to the amount of loss, less premium insurance and discounting cargo (which had undergone market manipulation to inflate it's value).


So nerf it until it isn't worth all that. Giving people lp for sitting inside a plex is silliness.

At least make the plexes harder. We found a venture plexing, c'mon now...

Excuse me, but what the f*ck are you desu?

Bienator II
madmen of the skies
#28 - 2013-10-22 16:28:10 UTC
Lin Suizei wrote:
Bienator II wrote:
no. the solution really is simple. don't let them contest the system. How do you do that? By implementing timer resets and chasing people out of the plexes using combat ships


Ultimately, chasing a farmer out of a plex (with a timer reset) is like bumping an ice miner out of range - at best, you temporarily inconvenience the farmer/miner. The optimal play in both situations, for the farmer/miner, is to continue farming/mining elsewhere.

As long as this does not change, faction war will choke with farmers, regardless of which mechanical fixes are put into place.


you could try to compare it to miner bumping, but it is not the same thing. Miners can't defend themself from being bumped, the consequences of being bumped are also very low, the consequences for a miner mining are basically non existent beside the miners profit. He doesn't influence where people can dock, he doesn't change WZ control.

The consequence of non-combat ships farming is however very real. The counter are more farmers. A change to the mechanics would change the counter. You could defend the system and farmers would have to change the strategy. Thats where the conflict starts and we get our war and fights - thats why we are all in militia i would suppose.

Timer resets for miners would put the ore out of the cargo back to the asteroid - this doesn't make sense in the context. In the context of offensive plexing it however does make sense. Why should a farmer make progress while running away?

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Rekkr Nordgard
Steelforge Heavy Industries
#29 - 2013-10-22 16:54:48 UTC  |  Edited by: Rekkr Nordgard
Major Trant, I really like your idea from the OP... with a few caveats. I know that for myself and members of my corp, LP is the primary way we fund our PvP. What you're suggesting would nerf PvPers' income. Let's say, for the sake of example, that 90% of the LP generated comes from plexes and missions and 10% comes from kills. Only PvPers get the LP from the later, while both farmers and PvPers get LP from the former. So by boosting the former in such a way that only farmers benefit, you're decreasing both the value of LP overall as well as the % share PvPers will get; i.e. now it's 95% to 5% with the increase going to farmers.

Now like I said, I still like your idea, I just think you need a two pronged approach. The new mechanic you're suggesting needs to be implemented in combination with a nerf to plex/mission LP and a buff to kill LP. Right now you get maybe 500 LP for killing a T1 frigate, maybe, on the other hand you can get 10,000 LP for orbiting a beacon for 10 minutes; that is horrible, horrible, horrible game design. Triple the LP for killing an enemy militia member and halve the LP for plexes/missions. I realize that this game mechanic has been abused in the past, but the current state of affairs is just as broken as when Goons were abusing it - only in the opposite direction. Kill LP can be buffed to a point where it actually incentizes PvP without being profitable to blow up your alts.

Adjusting the value of plexes/missions down and killing enemy militia up, while at the same time implementing the ability for farmers to choose all LP instead of LP + system control would remove pure farmers' ability to so drastically effect the warzone, maintain the value of LP for PvPers, incentivize PvP over farming, and still retain value in plexes for LP and PvP.
Major Trant
Brutor Tribe
Minmatar Republic
#30 - 2013-10-23 13:24:30 UTC  |  Edited by: Major Trant
@Rekkr Nordgard: I can totally understand where you are coming from. But as far as increasing LP for PvP, I think CCP have done the maths correctly this time, read post #26. They nerfed the PvP payout because people were abusing the system, I don't think they arbitrarily picked the current levels just to spite us or that there is scope to bang the levels up again.

You are right, giving farmer more LP for plexing will nerf the value of said LP and on face value the PvPers will suffer for it. But that's assuming the PvPers always run with the flag off and run the exact same plexes as before. The aim of this change is to lift the chore of deplexing important systems that are being farmed rather than attacked.

In my particular case I must run at least 9 defensive plexes for every offensive plex I run. Probably higher to be frank. I get perhaps 500 LP for a defensive plex. That is 14500 LP for ten novice plexes at tier 2. Let's assume that with my suggested change, the deplexing burden is significantly lifted and my plexing ratio's changes to 4 defensive per offensive. Over ten novice plexes at tier 2 I would now earn 24000 LP. I'm pulling figures out of my arse of course, but I really don't think PvPers income will be significantly nerfed by this change. If it is it will be because we are simple running less plexes and our 'quality of life' will have been significantly improved.

Additionally for those suggesting reducing the LP plexes give, you are forgetting that plexes generate PvP opportunities, and it is the LP that causes that. There is perhaps some scope to knock it down a bit, but I'd be wary of knocking it down too much. It is a falisy to think that all farmers are in cloaked and stabbed ships and all PvPers aren't interested in LP. Plenty of farmers stand and fight or at least are in non clocky/stabbed ships. Plenty of PvPers farm. The current level of LP and the Tier swings encourages people into the plexes.

Just compare missions to plexes. Hardly anyone camps missions, why? Because, only the missioner has a reason to go to it. You can wait in the mission space all day and get nothing for it. The fact is most PvPers as much as they will claim otherwise, even when looking for PvP, will camp the plexes instead of the gates because if nothing happens, they still get a nice payout. Two years ago plexes didn't give LP. Almost nobody ran plexes. Before you say 'station lockout', that encourages defensive plexing, not offensive. Yet everyone including PvPers are quite happy to do offensive plexing.
Sura Sadiva
Entropic Tactical Crew
#31 - 2013-10-23 14:45:09 UTC

Current FW is balanced, can be tweaked an improved, but it does the work.

Main problem is defensive plexing, is boring like hell and not rewarding, so everyone hates doing it.
Problem is: a core idea behind FW sovreignity model is that don't have to be passive like in null (place your flag and then don't have to worry about it too much, don't have neither live in there) but players have to actively be there and "do something".

Another element in the current FW is promoting offensive gameplay, gathering resources (LP/plex) in enemy systems, capturing and so on.

All this - as is balanced now - works; create e dynamic envinroment and checking the ship/pod kills on dotlan prove as FW systems are generally the one with higher PvP activity in all EVE.

However just these characteristics: promoting/rewarding offensive capturing gameplay and forcing people to do something boring (deplexing) is what annoy. I think many hysterical approach to farmer are more generated by this: people login, would like to roam around fighting and see that have to deplex instead becaiuse in the previous hours someone else plexed in his home system.

So, yes, we can nerf offensive plexing so the problem is fixed; but the whole system (that actually works) will be broken.

For sure we can tune it, but we have to always keep in mind as any nerf to offensive or buff to defensive (this include, LP reduction, automatisms, timers rollback, less plex spawn and so on) risk to ruin the system turning it in a pale and stagnant clone of null-sec sov.


Humang
Sudden Buggery
Sending Thots And Players
#32 - 2013-10-24 11:22:04 UTC
I've not read this entire thread, so forgive me if I'm repeating someone.

I would suggest that the capture speed/time of a plex is based on how far away (# of jumps) it is from a allied held system(the further away, the longer it takes)

EG.
If you are offensive plexing 1 jump from a friendly system, then the capture time is unaffected, if you are 4 jumps from a friendly system it takes twice as long to capture the plex. (rough numbers, but you should get the idea)

It wont stop farmers, but it would help compress the war-zone and promote fights.
Just an idea though.

AFK cloaking thread Summary - Provided by Paikis Good Post Etiquette - Provided by CCP Grayscale

Moonlit Raid
Doomheim
#33 - 2013-10-24 16:39:03 UTC
I heard this somewhere. If you kill the farmers, they MUST stop farming for the entire time they are dead.

If brute force isn't working, you're just not using enough.

Please Note: Any advice given comes with the caveat that nothing will be suitable for every situation.

Veskrashen
Deep Core Mining Inc.
Caldari State
#34 - 2013-10-24 17:32:02 UTC
Moonlit Raid wrote:
I heard this somewhere. If you kill the farmers, they MUST stop farming for the entire time they are dead.


I've heard it takes well set up farmers less than 5 minutes to be right back at it again.

I've also heard that fitting to gank crapfit stabbed cloaked farmers gimps your fit for fighting actual PvPers in FW.

Realistically, OP is right. Need to decouple plexing LPs from system contested percentage in some way. At the same time, I hate the idea of giving them bonus LPs for farming plexes.

What about a hybrid system? If you don't set your capture flag, you get full LPs, but nothing goes to the contested percentage. If you do, you get x% of the normal rewards, and it impacts the contested percentage for the system. Then increase the LP rewards for hub bashing significantly.

Farmers would never willingly set a capture flag on if it decreased their LP rewards, so would rarely contribute to contesting systems. They'd still provide targets, though. Combine this with timer rollbacks and you've got a workable system IMO.

PvPers pushing for control would set the flag, and would be incentivized to bash the hub and take the system in the end.

If a farmer and a pilot with their capture flag set 'on' should have the plex pay out at the lower rate. Another way of farming farmer tears.

Lastly, defensive plexing should pay 0 LP unless you've got your capture flag set; if it is set, have the payout be fixed at 50% or so of offensive plexing LP. This should remove the disincentive to deplex at lower levels of contesting, and reduce farmers gaing lots of LP with minimal risk.

We Gallente have a saying: "CCP created the Gallente Militia to train the Fighters..."

Sean Parisi
Blackrise Vanguard
#35 - 2013-10-24 19:09:46 UTC
Reduce LP gain for the amount of Warp Core Stabilizers fit.
X Gallentius
Black Eagle1
#36 - 2013-10-24 19:19:16 UTC
Major Trant wrote:
The thing is though, people are suggesting a return to 1 or 2 in order to STOP farming.

Yes it did. The second option of timer stopping until all rats were killed, along with the large number of rats to be killed wiped out farming activity.

But, whatever. Time to move on just like CCP.
Andre Vauban
Federal Defense Union
Gallente Federation
#37 - 2013-10-24 19:23:21 UTC
The system as it currently stands is really quite good. Who cares about all the systems nobody lives in? If a FW group actually lives in lowsec, the home systems will be at low contested rates pretty much all the time as any farmer attempting to plex will be hunted and destroyed.

IMHO, the only thing that needs to change is that people should be rewarded almost full LP for deplexing a "home" system so that it doesn't become to much of a chore that nobody wants to do. The devil is in the details and CCP will have to figure out how to define "home" system so that it isn't exploitable to farm full defensive LP on a large number of systems. If this happens, the winning side can keep the losing side down instead of burning out because they have no more plexes to run, which then starts the pendulum swinging back towards the loser.

.

Red Teufel
Calamitous-Intent
#38 - 2013-10-29 03:48:33 UTC
right now i like how it is. with some more dust interaction it will only get better. pilots have everything they need for easy sustainable pew pew. if it isn't your fancy any longer perhaps moving to 0.0 or become a pirate.
Pinky Feldman
Dirt 'n' Glitter
Local Is Primary
#39 - 2013-10-29 04:50:16 UTC
X Gallentius wrote:
Major Trant wrote:
The thing is though, people are suggesting a return to 1 or 2 in order to STOP farming.

Yes it did. The second option of timer stopping until all rats were killed, along with the large number of rats to be killed wiped out farming activity.



Yeah, farming pretty much fell flat on it's face when you had to kill all the rats and there were a ton of them. Plus, it actually provided a limited amount of built in incentive to plex in groups that didn't overscale because you could clear the rats faster. If you wanted to push a system, you truly had to dedicate the resources necessary to push that system since deplexing was so much easier.


Quote:
But, whatever. Time to move on just like CCP.


I think of this everytime I see one of these threads.
Sura Sadiva
Entropic Tactical Crew
#40 - 2013-10-29 10:39:56 UTC
Pinky Feldman wrote:

Yeah, farming pretty much fell flat on it's face when you had to kill all the rats and there were a ton of them. Plus, it actually provided a limited amount of built in incentive to plex in groups that didn't overscale because you could clear the rats faster. If you wanted to push a system, you truly had to dedicate the resources necessary to push that system since deplexing was so much easier.


Was also a decent income from rats tags. It was good cause is a "neutral" income for whoever stayed and held the plex, and not linked to the tier so working as partial balance/incentive for the side on lower WZ tier.

And in some cases also promotic asymmetric engagments, or anyway an added variable.
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