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[proposal] limit gang links to a single grid

First post
Author
Zircon Dasher
#101 - 2011-11-17 17:46:01 UTC
Cearain wrote:
at least not solo like I normally do.


So it is working as intended then?

Nerfing High-sec is never the answer. It is the question. The answer is 'YES'.

Laechyd Eldgorn
Avanto
Hole Control
#102 - 2011-11-17 19:50:19 UTC
Quote:
1. Should someone be able to fit a tech 3 to work off grid?
2. Should a corp gain the benefits from a pos they took the time to install?
3. Do all these options have a counter and are they open to all?.......


1. No. Tech 3 can bring links to same grid and be pretty useful. There's no fair reason for them to be in perfect safety in safespot. And even on same grid they can be flown in a way they're near untouchable anyway.
2. Yes. But not for links. Having a POS in system is a benefit alone. Reason for putting up a POS shouldn't be making perfect safe for titan or link boat. Also it's not too much trouble to put up random POS, especially when 0.0 alliances have POS in every system anyway.
3. Doing weed is bad for your health. Stop it.


Cearain
Plus 10 NV
#103 - 2011-11-17 21:57:37 UTC
Zircon Dasher wrote:
Cearain wrote:
at least not solo like I normally do.


So it is working as intended then?


If they intend to make eve a game that can't be played unless you are multi-boxing alts then yes its working as intended.

Is that good for the game?

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

Zircon Dasher
#104 - 2011-11-17 22:15:57 UTC
Cearain wrote:
Zircon Dasher wrote:
Cearain wrote:
at least not solo like I normally do.


So it is working as intended then?


If they intend to make eve a game that can't be played unless you are multi-boxing alts then yes its working as intended.

Is that good for the game?


I am just saying that CCP (via player feedback) has decided that group play is better than solo play. They consistantly give carrots to activities and tactics that require 2+ characters by granting bonuses or positive scaling mechanics. CCP does not, however, have an ingame mechanism to filter out alt characters from real characters (bad terminology but you get my drift). Nor do I think that CCP would want to have such a mechanism even if it was possible. I know a lot of players who wouldn't that is for sure.

So long as efficiency is greater by bringing more characters (whether more people are at screens or not) alt use will increase.

Are multiple players engaged in activity cooperatively good for the game? CCP and many players seem to think so.

Is bypassing the need for friends via the alt mechanics good for the game? Any rule to the contrary would be un-enforceable so the point is moot imo.

Nerfing High-sec is never the answer. It is the question. The answer is 'YES'.

Cearain
Plus 10 NV
#105 - 2011-11-17 23:08:12 UTC
Zircon Dasher wrote:
Cearain wrote:
Zircon Dasher wrote:
Cearain wrote:
at least not solo like I normally do.


So it is working as intended then?


If they intend to make eve a game that can't be played unless you are multi-boxing alts then yes its working as intended.

Is that good for the game?


I am just saying that CCP (via player feedback) has decided that group play is better than solo play.


What feedback are you refering to? If the players already prefered group play why would CCP need to give huge isk incentives to join in groups e.g., incursions? Its not based on what players want its based on what ccp wants. Many players don't look to eve as their social medium and ccp is trying to change that. CCP want more of players lives invested in the game. It's understandable from a business perspective.

But lets assuming they "intend" to drive out all the solo players. Making it so you are no longer solo because you have an alt in a booster ship is unlikely to be what they are intending. (Although I do think they may intend to try to get everyone to feel they must have alt accounts to play so that they can make more money. I addressed this earlier in the thread and still believe such a view is short sighted. Its the sort of approach a company that wants to sell a game would take not one that hopes to have a game long term.)

Zircon Dasher wrote:

They consistantly give carrots to activities and tactics that require 2+ characters by granting bonuses or positive scaling mechanics. CCP does not, however, have an ingame mechanism to filter out alt characters from real characters (bad terminology but you get my drift). Nor do I think that CCP would want to have such a mechanism even if it was possible. I know a lot of players who wouldn't that is for sure.

So long as efficiency is greater by bringing more characters (whether more people are at screens or not) alt use will increase.

Are multiple players engaged in activity cooperatively good for the game? CCP and many players seem to think so.

Is bypassing the need for friends via the alt mechanics good for the game? Any rule to the contrary would be un-enforceable so the point is moot imo.


Well this particular situation is pretty clearly just for alts. Or do you know people who like to sit their main at a pos giving their fleet a boost and not doing anything else? No one seems to be stepping up and saying that doing that is a very important part of their main's gameplay. I'm sure such people exist, but are there numbers great enough to justify losing the number of people who thinks it sucks that you have to mess around with multiple accounts in order to play this game competitively?

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

Zircon Dasher
#106 - 2011-11-17 23:31:03 UTC
Cearain wrote:
It's understandable from a business perspective.


That is exactly what I meant by "better". The feedback I refer to comes in the way of people posting about how they would have left the game a long time ago if it had not been for the fact that they were part of a corp that they bonded with. It also comes from seeing people resub just because thier RL friends (or people that they play other games with) keep talking about good fights, funny ganks, etc.

Quote:
But lets assuming they "intend" to drive out all the solo players.


I never made this claim. I merely said that group play gets carrots.

Last I checked carrots are not sticks.


Quote:
to justify losing the number of people who thinks it sucks that you have to mess around with multiple accounts in order to play this game competitively?


This sounds like a complaint against needing a gangbooster even as a "solo" player. To that degree it does not matter if that boosting is done by a POS alt or by an ongrid (because ongrid does not mean actually vulnerable) player/alt.

You hit the nail on the head with the complaint about :effort: involved in dragging an alt around for boosting. That effort will be even greater if it has to be ongrid (which is why people dont like such a change... especially when splitting up a gang/fleet across many grids) which means that much more frustration. Unfortunately, as you yourself point out, many people see gangboosters as "necessary" to be competative. So people wont stop using them, they will just be bitter about how much more effort it takes with them being on grid.

Or they stop bothering to PVP in small gangs completely.

Nerfing High-sec is never the answer. It is the question. The answer is 'YES'.

Mag's
Azn Empire
#107 - 2011-11-18 00:31:34 UTC
Cearain wrote:
You did not answer my questions so I will take it you admit it does not dumb down the game to require link ships to be on grid.
It was a loaded question and if he's dumb, it really makes no difference where he is, he'll still diaf horribly.

Cearain wrote:
1) It can work but it's work should not directly influence a battle that is happening on grid.
2) Yes and I am not suggesting we remove every reason to build a pos.
3) Yes it has a counter. The counter is the immersion breaking “eve is a chore” option of dragging an alt around yourself and multiboxing your combat so you can compete. That option sucks. The other “counters” don't work well as explained above.
So they all have counters, it's just back to the 'we can't be arsed' argument.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Proclus Diadochu
Mar Sarrim
Red Coat Conspiracy
#108 - 2011-11-18 02:08:08 UTC
Supported.

Minister of High Society | Twitter: @autoritare

E-mail: diogenes.proc@gmail.com

My Blog: http://diogenes-club.blogspot.com/

The Diogenes Club | Join W-Space | Down The Pipe

Flyinghotpocket
Small Focused Memes
Ragequit Cancel Sub
#109 - 2011-11-18 05:29:51 UTC
when your commanding a fleet your on grid. plane and simple. deal with it.

you dont see the great captain picard in his commandship giving orders from earth do ya?

Amarr Militia Representative - A jar of nitro

Cearain
Plus 10 NV
#110 - 2011-11-18 15:08:30 UTC

Zircon Dasher wrote:

This sounds like a complaint against needing a gangbooster even as a "solo" player. To that degree it does not matter if that boosting is done by a POS alt or by an ongrid (because ongrid does not mean actually vulnerable) player/alt..


I'm not sure what you mean. On grid does indeed mean actually vulnerable.



Zircon Dasher wrote:

You hit the nail on the head with the complaint about :effort: involved in dragging an alt around for boosting. That effort will be even greater if it has to be ongrid (which is why people dont like such a change... especially when splitting up a gang/fleet across many grids) which means that much more frustration. Unfortunately, as you yourself point out, many people see gangboosters as "necessary" to be competative. So people wont stop using them, they will just be bitter about how much more effort it takes with them being on grid.

Or they stop bothering to PVP in small gangs completely.


There is a difference between the immersion breaking tedious "effort" of multi boxing alts with you werever you go and the "effort" you need to make when you are on the grid of a pvp battle. The former is tedious effort the latter is fun.

I agree that command ships are powerful enough to still be used even if they needed to be on grid. Actually I think they would actually be balanced against the t3s, if booster ships had to be on grid because now there is little point in even training them. Its just that instead of being a ship that people always fly with an alt they would be flown by peoples main characters.


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

Cearain
Plus 10 NV
#111 - 2011-11-18 15:17:42 UTC
Mag's wrote:
Cearain wrote:
You did not answer my questions so I will take it you admit it does not dumb down the game to require link ships to be on grid.
It was a loaded question and if he's dumb, it really makes no difference where he is, he'll still diaf horribly.

Cearain wrote:
1) It can work but it's work should not directly influence a battle that is happening on grid.
2) Yes and I am not suggesting we remove every reason to build a pos.
3) Yes it has a counter. The counter is the immersion breaking “eve is a chore” option of dragging an alt around yourself and multiboxing your combat so you can compete. That option sucks. The other “counters” don't work well as explained above.
So they all have counters, it's just back to the 'we can't be arsed' argument.



If the counter to this is - "well get your own army of alts to multibox" then that is crap.

Notice no one is denying that you will need these booster alts to be competitive after the t2 links hit the market.

Now the only question is how long will it take before people realize that eve is a game that in order to play it you must invest in alts that you multibox around the universe?

I can tell you if I knew eve was going to be a game that you *had* to multi box alt accounts to be competitive I never would have installed it. Does ccp really want the game to get this reputation?

Like I said the only reason they would want this is to get the short term burst of new accounts so that they can demonstrate numbers to sell the game. But in the long run this sort of thing will ruin the game.

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

Vertisce Soritenshi
The Scope
Gallente Federation
#112 - 2011-11-18 16:26:34 UTC
Cearain wrote:
Mag's wrote:
Cearain wrote:
You did not answer my questions so I will take it you admit it does not dumb down the game to require link ships to be on grid.
It was a loaded question and if he's dumb, it really makes no difference where he is, he'll still diaf horribly.

Cearain wrote:
1) It can work but it's work should not directly influence a battle that is happening on grid.
2) Yes and I am not suggesting we remove every reason to build a pos.
3) Yes it has a counter. The counter is the immersion breaking “eve is a chore” option of dragging an alt around yourself and multiboxing your combat so you can compete. That option sucks. The other “counters” don't work well as explained above.
So they all have counters, it's just back to the 'we can't be arsed' argument.



If the counter to this is - "well get your own army of alts to multibox" then that is crap.

Notice no one is denying that you will need these booster alts to be competitive after the t2 links hit the market.

Now the only question is how long will it take before people realize that eve is a game that in order to play it you must invest in alts that you multibox around the universe?

I can tell you if I knew eve was going to be a game that you *had* to multi box alt accounts to be competitive I never would have installed it. Does ccp really want the game to get this reputation?

Like I said the only reason they would want this is to get the short term burst of new accounts so that they can demonstrate numbers to sell the game. But in the long run this sort of thing will ruin the game.


This really isn't any different than PvP in any other MMO however. These ships are basically "buffing" other ships. Similar to what a priest might do in WoW. Although I think a healer would be more along the lines of a logistics ship. The only difference is in most MMO games you cast your buff on a character and it remains until a timer expires or that person dies or it is based on proximity to your group. Same "general" idea applies to what we do in EvE. You have your tank, DPS, healers, crowd control and buffers...but everything is a little more mixed and generalized.

It doesn't mean we HAVE to have an alt to stay competitive but those that do have alts will definately have the upper hand.

Bounties for all! https://forums.eveonline.com/default.aspx?g=posts&m=2279821#post2279821

Wrath IX
islaw inc.
#113 - 2011-11-20 01:15:55 UTC  |  Edited by: Wrath IX
well if you think about it the Command ships are the Awax of EVE, being able to give bonuses across the fleet in system is reasonable so long as that ship is in space. like any other command and control unit it should not need to be on a particular grid to be effective.

If your angry that its out there doing its thing scan it down and kill it

Otherwise don't get annoyed cause someone else has the good sense to keep these potent tools out of your gun sights. That just means your tactics need to include scouts to hunt and and scan these ships downso they can be killed. That Means you have to actually develop a strategy and not just fly in guns blazing.

Tactics out do fire power in the real world too, figure it out don't ask GOD to change the rules


That being said I do agree that a ship using these gang units should be much easier to lock down in a scan (on account of its actively transmitting a fleet wide signal to make that bonus) so that way using those module should make it difficult to hide the ship.

Likewise Jamming these ships should interupt the bonus as well since it would sever the gang link communication

So it would give rise to the use of a cloaky ship with probes and ECM to shut this bonus down

But thats just my two cents
Prometheus Bird
Doomheim
#114 - 2011-11-21 00:25:03 UTC
Supported.
Prometheus Bird
Doomheim
#115 - 2011-11-21 06:09:43 UTC
This change would be good for solo play and bad for fleet/carebear play.

Let's look at some extreme examples.


Example 1 (SOLO):
I'm in a HAC. My opponent is in a HAC. They've got a ganglink T3 in a POS in system, I don't.

They are going to win 9 times out of 10. My only real option is to try to escape.

This is bad. There's very little I can do skill wise to compete with the benefits of a ganglink. They're at no risk. Particularly when we look at the diminutive returns of modules. Let's take reppers, on a reference fit sacrilege.

Medium armor repairer II, no ganglink: 318.
Corpum C-type medium armor repairer, no ganglink: 393.
Medium armor repairer II, level 5 legion ganglink: 425.

A T2 with a legion ganglink is better than a corpum c-type. These reppers cost almost the same as the legion does. Each. A sacrilege would need two, to be ALMOST level.

In this situation, it was actually FAIRER when it was possible to make them totally unprobable. I could jump my own T3 in, warp to a safe, and not look at that screen for the next 5 or 10 minutes. Still unfair everyone needs multiple accounts to compete, though.

Let's look at a counter example, though.
Example 2, fleet battle if ganglinks were grid only:

A large subcap fleet jumps into a system to take down some caps/supercaps. The defending fleet has triage carriers set up; they can keep their command ship alive. The subcap fleet, however, do not have triage set up. Their command ship will likely get primaried and popped. This puts the defending fleet at an unfair advantage.

SO:
What if the range of gang links was directly affected by how many people are in the fleet?
I think it's wrong for a single person to be able to have one toon sitting in a safe/POS and another performing PVP and

What if the range calculation, based on how many fleet members were in system at the time, scaled to such a way that 2/3 in fleet, = on grid, 4-10, within a couple of AU, 10+, slowly increasing to the entire range of the system. This makes sense, and would do the opposite of "dumbing down" play: it would require boosters to position themselves properly to be able to assist everyone at critical points.

Whilst this looks like a solo nerf and a group buff, it really isnt'. Let's be honest, unless my target is a frigate, if the opponent has 20 friends in system, I'm going to lose anyway.

In example 1, I try to burn to the booster and if I can make it, maybe I take out a nice T3. In example 2, the subcap fleet is big enough that their booster can be anywhere. This seems pretty fair to me.

In addition, it would also mean that stupid/careless pilots who stray outside of the range of their fleet booster (ie they warp to a gate 200AU away) can still be picked off, for their stupidity.

This solution:

  • Works for solo/small gang, unless you're solo(ish) fighting a huge fleet (not going to work unless you're Garmon anyway :P)
  • Works for fleet VS fleet
  • Punishes stupidity
Prometheus Bird
Doomheim
#116 - 2011-11-21 06:18:55 UTC  |  Edited by: Prometheus Bird
One other thing: I think it should be possible to look at a ship and see if it's receiving bonuses. Some kind of effect etc.

Just in the same way you can look at a target and work out what guns they have (if you practice) and whether they're shield or armor tanked, you should be able to see that they have a fleet booster, and you should probably be able to differentiate the 8 types somehow. (4 races x 2 (ganglink / leadership skills only)).
cBOLTSON
School of Applied Knowledge
Caldari State
#117 - 2011-11-21 12:34:38 UTC
I have to say I dissagree.

My main reason for this is that even with smaller gangs of say 10-15 people there are many times where you might want scouts or a few tackle to be positioned across multiple gates in a system.
With midsize and larger gangs this 'Nerf' would becomme more pronounced.

Loosing vital gangboosts for ships offgrid is an idea I dont like.

The good old days of Unreal Tournament, fragging and sniping on Facing Worlds, listening to Foregone Destruction.......

Damassys Kadesh
Royal Khanid Hunting Society
Ragequit Cancel Sub
#118 - 2011-11-21 19:27:08 UTC  |  Edited by: Damassys Kadesh
+1 to OP

Makes no sense that you can boost from 100% safety. You're gang should be assembled in order to receive gang bonuses.

I'd be totally satisfied if it was completely axed, but a variation (and more dev work) to this could be that off-grid boosting is nerfed to something like 20% of full value, and stays full value when the booster is on-grid.

Sourem Itharen > Congratulations Lady Kadesh, you have been selected by trial of fire and blood, under the watchful eyes of God, to represent Lord Khanid as his champion in the Imperial Succession trials -YC117

Vertisce Soritenshi
The Scope
Gallente Federation
#119 - 2011-11-21 20:02:15 UTC
Damassys Kadesh wrote:
+1 to OP

Makes no sense that you can boost from 100% safety. You're gang should be assembled in order to receive gang bonuses.

I'd be totally satisfied if it was completely axed, but a variation (and more dev work) to this could be that off-grid boosting is nerfed to something like 20% of full value, and stays full value when the booster is on-grid.


I think that would be an excellent compromise. Maybe make one of the skills increase the effectiveness of gang links accross distances to allow it to get above 20% but not too much higher. I think the incentive should be to get the pilot to have a reason to be on grid and in the battle with bonuses instead of just being 100% immune and safe while contributing to the fight.

Bounties for all! https://forums.eveonline.com/default.aspx?g=posts&m=2279821#post2279821

Cearain
Plus 10 NV
#120 - 2011-11-21 20:17:25 UTC
Vertisce Soritenshi wrote:
Damassys Kadesh wrote:
+1 to OP

Makes no sense that you can boost from 100% safety. You're gang should be assembled in order to receive gang bonuses.

I'd be totally satisfied if it was completely axed, but a variation (and more dev work) to this could be that off-grid boosting is nerfed to something like 20% of full value, and stays full value when the booster is on-grid.


I think that would be an excellent compromise. Maybe make one of the skills increase the effectiveness of gang links accross distances to allow it to get above 20% but not too much higher. I think the incentive should be to get the pilot to have a reason to be on grid and in the battle with bonuses instead of just being 100% immune and safe while contributing to the fight.



Personally I don't see the reason to have him be 100% safe and contributing to the fight at all. I just don't think its a good idea to force people to multibox alts. It makes the game less fun.

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