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Regarding E-YJ8G last night

First post First post First post
Author
SFM Hobb3s
Perkone
Caldari State
#141 - 2013-11-25 19:16:47 UTC
I'd still like to see ccp get rid of drones entirely. Argue all you want but there's no denying that the thousands of drones on the field likely caused that node crash. Not that I'm complaining, was nice for us to get a moonwalk for a change.

The amount of system resources needed to process all those interactions from those drones...what they are doing, what is being done to them....in that battle had to be staggering. Probably close to what it would be like to have 7000 non-drone capable ships in system. So yeah, get rid of drones. That is the best guaranteed bang for the buck.

Leigh Akiga
Kuhri Innovations
#142 - 2013-11-25 19:21:03 UTC
A start would be to get rid of 10 drones coming out of a carrier and 20 fighterbombers coming out of a super. Make it spit out one drone that does 10x damage or one fighterbomber that does 20x damage depending on the number deployed.

Like how you used to have 7 missile launchers on a ship but graphically- only one missile would come out. All this new-fangled flashy graphics crap they keep adding is killing 0.0 fleet combat X
SurrenderMonkey
State Protectorate
Caldari State
#143 - 2013-11-25 19:24:48 UTC
SFM Hobb3s wrote:
That is the best guaranteed bang for the buck.




Given the entirely speculative nature of the rest of your post, it's interesting that you throw in a "guarantee" at the end. You don't actually know what the "bang" would be, and the "buck" would actually be considerably expensive, when you consider that they would pretty much have to take all of their recent balancing efforts and do them all over again (among other things).

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James Amril-Kesh
Viziam
Amarr Empire
#144 - 2013-11-25 19:33:36 UTC
Drones aren't exactly new.
What is new (maybe) is this bug, whatever it is, that brought the entire node down.

Enjoying the rain today? ;)

SFM Hobb3s
Perkone
Caldari State
#145 - 2013-11-25 20:29:58 UTC
SurrenderMonkey wrote:
SFM Hobb3s wrote:
That is the best guaranteed bang for the buck.




Given the entirely speculative nature of the rest of your post, it's interesting that you throw in a "guarantee" at the end. You don't actually know what the "bang" would be, and the "buck" would actually be considerably expensive, when you consider that they would pretty much have to take all of their recent balancing efforts and do them all over again (among other things).



You assume I meant a dollar when I could have in fact, meant a deer.
Desivo Delta Visseroff
The Scope
Gallente Federation
#146 - 2013-11-25 20:49:15 UTC  |  Edited by: Desivo Delta Visseroff
Ting Mei wrote:
[i]

Various Things



When I'm not flying internet space ships, making people rage, or drinking heavily, while not giving a care, I moonlight as a hook-up expert. To that effect, there is a wonderful OP that made this thread in love and support of your e-honor.

I think, in light of the given the ridicule and sacrifice he made, you should ask him to a nice fleet warp around a local system. He's just too shy to ask you himself.


No need to thank me. I'm always on hand to help a pixel brother and sister outCool

Edit for hearts

I was hunting for sick loot, but all I could get my hands on were 50 corpses[:|]..............[:=d]

Vincent Athena
Photosynth
#147 - 2013-11-29 15:09:20 UTC
Caydn wrote:
Here's how to fix all of this in the first place:

Step 1, limit all corporations to maximum 50 members.

Step 2, limit all alliances to a maximum of 5x 50 member corps.

Step 3, limit fleet size to a maximum of 50 players

Step 4, during a 'fleet fight', a system is limited to no more than 6 total fleets for a reinforced node fight.

Step 5, lots of bitching and whining by 1000+ power block alliances/corporations who come on the forums ***** and whining about TiDi and and why shouldn't CCP spend 10mil USD on a Quantum Computer etc etc etc to let them have it their way.

CCP needs to take a stand on this, you want your cake and eat it too? Go play something else. Otherwise STFU and be happy you can cram 2000+ people in a system that isn't Jita and actually do something or let CCP find a way to prevent you from ruining the server and the game for everyone else *Snip* Please refrain from personal attacks. ISD Ezwal

Step 4a: the first coalition to get 6 fleets into the system wins.

You cannot stop players from making a coalition of any size as its not a game mechanic, but emergent behavior.

Know a Frozen fan? Check this out

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Ramona McCandless
Silent Vale
LinkNet
#148 - 2013-11-29 15:22:17 UTC
Leigh Akiga wrote:
All this new-fangled flashy graphics crap....


Has actually no effect on 0.0 fleet combat

"Yea, some dude came in and was normal for first couple months, so I gave him director." - Sean Dunaway

"A singular character could be hired to penetrate another corps space... using gorilla like tactics..." - Chane Morgann

Trillian Stargazer
Perkone
Caldari State
#149 - 2013-11-30 00:22:08 UTC
James Amril-Kesh wrote:
Drones aren't exactly new.
What is new (maybe) is this bug, whatever it is, that brought the entire node down.


As you are an esteemed member of the neutral 3rd party, You have been in systems with over 2k players and the node lived. On the night this Reinforced node died, there were only 1300 - 1500 people in the system. Plus about 3k drones and fighter bombers.

Dasola
New Edens Freeports
#150 - 2013-12-01 01:08:49 UTC
Read throw this thread quick and it seems CCP has problem. Node crashed hard and they don't know why. My bet is there's some bug still in server code that runs a node and when proper fleetmix is in play, wham it crashes node.

To my understanding was TiDi was put in place to make fight fair for everyone (everyone suffers the lag) and help prevent total node meltdown.

Maybe they should put autolog on any node that goes over X number of players automaticly. At least logs would show something for a change. And might give them some idea of test scenario that makes node server code crap itself.

Its actually too bad client docent have a battle recorder, that would unlock its recordings 24 hours later for replay with everything that was sent to client. Enough of those and CCP could actually piece together what happened during the combat and monitor how node responded to actions unraveling. Also would make some cool re-play battle analysis videos on youtube.

We are Minmatar, Our ship are made of scraps, but look what our scraps can do...

Astradari
Native Freshfood
Minmatar Republic
#151 - 2013-12-01 14:56:57 UTC
*** SORRY FOR THE WALL-O-TEXT ***

What if, and hear me out here, what if sov warfare was reworked, completely disregarding the current model. At the moment, you simply throw as many people as you can at a timer and hope you out-blob the opposition. There is very little tactics in this. Changes such as fixing population caps or applying stacking penalties does not change the core 'idea' of simply throwing more people at a problem to make it go away. The skill of the pilots is arguably lost when it takes 15 minutes to activate a module. It becomes 'Who Clicked First'. That's not how warfare in this game, in my opinion, is supposed to be played.

Take for example, small scale warfare. I'm talking 50 - 150 people. At this level, the actions of one pilot can arguably change the entire course of a fight in seconds. It comes down to the individual skill of each pilot, the ability of the FC to react under pressure and the level of thought that has gone in to the setup of the ships in the fleet. The better prepared fleet, which may not necessarily be the fleet with the most numbers, will win. That is what EVE warfare is about, it shouldn't be about 'I clicked lock first, so that person will die'. Other games work like that, but that's not what attracted me to EVE.

I would propose a potential solution to this problem. This is basically a stream of conscious thought, so pull holes in it or whatever, but please do not just 'hate to hate', try and rework my ideas if they are not to your taste and offer your own solution instead of simply slandering the ideas of others.

Here is what I propose:

Sov warfare, as I stated previously, revolves around timers. The destruction or repair of the structures these timers correspond to decide who can take the system in question. This is on a very basic level but it is the truth of it. It is easy to see how one can simply 'bring' more players and therefore win the fight through overwhelming force..but this does not rely on the skill of the pilot, but rather the size of your blob.

What if, instead of these massive blob fights around an object, a complex of 'rooms' is created. Lets say this is only for the iHub timer and station timers, arguably two of the most important. These 'rooms' have strategic objectives. These strategic objectives must be captured/destroyed or defended by whichever team wishes to take or defend their sov. These 'rooms' exist independently of each other, and thus it does not matter whether they are all active or none of them are active, they should operate under their own power and not cause TiDi to the others. A 'special gate' will take you to whichever room you choose. Inside of these rooms, I would imagine an arena much like the Alliance tournament arena. Grid is, lets say, 350km across, and if you should stray outside of this you will be destroyed. Coming through this gate commits you to the fight. Only two fleets, regardless of faction, are allowed into this room at any time. This will cap the size of the fight. In order for the objectives to be destroyed or repped, the entirety of ONE of said fleets must be destroyed. This is either through fighting, or by violating the boundary rule. Multiple entry gates to these rooms should be hidden within the system in question, and they will have to be scanned in order to be found. They should refresh every 10-15 minutes to avoid camping. Capital ships may use these 'special gates' in order to enter the fight, but no cynos may be lit within the 'rooms'. Capital ships may cyno out of the room but ONLY when all of the opposing fleet has been destroyed or has violated the boundary rule. Cynoing your capital ship out whilst a fight is in progress will result in an unstable jump and rip your ship to shreds before it lands at it's exit point, depositing your capsule at the exit cyno.
It is possible as well, two have two fleets in said room fighting over capturing the sov, with no defender present. Again in this instance, the entirety of one fleet must be destroyed or violate the boundary rule before the objective can be touched.

The amount of rooms and the nature of the objectives are irrelevant but CCP can surely come up with some fun lore about what you have to do etc etc.

This will only apply to sov warfare. This obviously isn't a perfect idea, and i'm sure there are holes in this I haven't considered, but it is one 'out of the box' idea to counteract massive blob fights over nullsec sov.

And if you've read this far, I applaud your concentration and apologize for the long-winded explanation :)

Any and all feedback is most welcome :) What do you guys think?
James Amril-Kesh
Viziam
Amarr Empire
#152 - 2013-12-01 19:59:12 UTC
Trillian Stargazer wrote:
James Amril-Kesh wrote:
Drones aren't exactly new.
What is new (maybe) is this bug, whatever it is, that brought the entire node down.


As you are an esteemed member of the neutral 3rd party, You have been in systems with over 2k players and the node lived. On the night this Reinforced node died, there were only 1300 - 1500 people in the system. Plus about 3k drones and fighter bombers.


And in these other fights where the node lived, we still used drones. Lots of them.
Unless you're suggesting the fighter bombers are causing the node crashed.

Enjoying the rain today? ;)