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Factional Warfare... and us

Author
Deliora May
Altersheim fuer grummelige Veteranen
#1 - 2013-12-05 17:31:01 UTC
Hello everyone,
I post this not as a member of the Minmatar militia, but as a person who is participating in factional warfare in general. The concerns I want to point out regard the Amarr, Gallente and Caldari just as much as the Minmatar and I'll try to keep things as objectively as possible.

Concern #1: Neutrals and Plexes. I realize there are quite a few people who do not care if they ruin their sec status, but some of us have friends in high sec who need help every now and than, like to go to high sec etc. and would like to continue to be in good graces with Concord. Yes, you can call me a carebear - but back to the issue. Wartargets can be attacked the moment they enter a plex and on gates without any consequences, yet neutrals, even though they are obviously looking for a fight, cause you to suffer security status losses when you attack them first and if you give them the first hit.... well let's just say that it's the choice between the pestilence and rabies. Solution: Flag neutrals who enters a plex suspect. It allows the defender to attack them at their discretion and the attacker to go for them, breaking the law if they feel like doing so.

Concern #2: Not enough incentive to use certain ship types. Now I realize that there are some restrictions in low-sec which can make life quite comfortable, but let's face it: Carriers, Dreadnoughts and Battleships are a rarity in FW. You do see the occasional battlecruiser gang - but they are quite rare as well. Give people an incentive to use the large ships, be it through plexes or other mechanics which actually affect the Warzone.

Concern #3: The NPCs in the plexes are too weak. Point. Give them an advanced AI and force people to actually bring something proper to the field to kill them. Also, bring back different % contested rewards for the different plex sizes. Novices are too valuable in relation to large plexes both in terms of offensive and defensive plexing.

Concern #4: The farmers. Now I know that this is a topic which is uncomfortable for CCP as farmers = subscribed accounts. But it would be kind of sweet if you'd install a cooldown on the characters before they can switch from militia A to militia B to prevent militia hopping and deny characters on the same account from joining different militias a the same time. A suitable cooldown might be 12 months, anything less and the farmer-militia-hopping-back-and-forth-game will continue as it is. Before anyone starts crying about "metagaming" and that this would take the "fun out of the spygame" - it won't. You can still use an alt account to spy on the hostile militia if you want to - but you won't be able to use the same account to run things in your mains militia at the same time, adding to the consequences of your decision... which is something that CCP is frequently advertising as one of the main selling - points of this game. Why is it important then, that you can not join several militias on the same account? Because that way someone could simply create 3 characters and hop between the winning factions / the factions with the best market as they please all the time, not solving the issue at all.

Concern #5: The PvE factor. It is plainly too large at the moment. It would make more sense if the tier of a militia would be made up out of factors like the number of people, the kill / death ratio of said militia and the systems owned and not the amount of buttons you're spinning or the amount of LP whoring farmers you have on your side.
ShahFluffers
Ice Fire Warriors
#2 - 2013-12-05 18:01:34 UTC
Just FYI... concern #2 has less to do with the availability of large complexes (though, that is a factor) and more to do with the fact that null-sec groups like Pandemic Legion, TEST, etc. will hotdrop any large scale "big ship" brawl with overwhelming numbers and firepower.
And that mobile cyno jammer that was recently introduced is pretty much useless as it is both...
- not fast enough to block a hotdrop from interfering in a random brawl that escalated (2 minute anchor time is an eternity).
- it does not prevent a hotdrop at all (it just moves it little further away... which is a pittence for slow moving gangs/fleets).

Nostalgia time: I remember there being a time where there was a massive battleship brawl with limited triage carrier support about once a month in the Minmatar-Amarr zones... the fight would kick off and random people from both militias would start piling into the system... the fight would rage for a good hour or two wih little interference and both sides would come out bloody... good times.
Naomi Anthar
#3 - 2013-12-05 18:51:20 UTC
My dear Minmatar foe ... i agree with many concerns you rise there.

Especially with sec status penalty for milita in fw plex.

+1
Naomi Anthar
#4 - 2013-12-05 18:54:09 UTC
ShahFluffers wrote:
Just FYI... concern #2 has less to do with the availability of large complexes (though, that is a factor) and more to do with the fact that null-sec groups like Pandemic Legion, TEST, etc. will hotdrop any large scale "big ship" brawl with overwhelming numbers and firepower.
And that mobile cyno jammer that was recently introduced is pretty much useless as it is both...
- not fast enough to block a hotdrop from interfering in a random brawl that escalated (2 minute anchor time is an eternity).
- it does not prevent a hotdrop at all (it just moves it little further away... which is a pittence for slow moving gangs/fleets).

Nostalgia time: I remember there being a time where there was a massive battleship brawl with limited triage carrier support about once a month in the Minmatar-Amarr zones... the fight would kick off and random people from both militias would start piling into the system... the fight would rage for a good hour or two wih little interference and both sides would come out bloody... good times.


would acceleration gate to large plex fix problem ? Or not really ? Mayby intruduce Huge plex and make Large one with gate. Just an idea.
Deliora May
Altersheim fuer grummelige Veteranen
#5 - 2013-12-05 20:29:55 UTC
Yes, I think an acceleration gate on the large plexes might fix the issue of people being scared of hotdrops. However there is at the moment little to no point to go in there with a battleship, as the rat inside can be killed by most assault frigates and cruisers with ease. Another thing I noticed is that people are complaining a lot about the downwards compatibility in different plexes. Perhaps if people would have to field at least a certain minimum size ship hull to enter certain plexes this could be remedied, although I think that is a bit too much whining from people who want a lower risk while PvP'ing.
Veshta Yoshida
PIE Inc.
Khimi Harar
#6 - 2013-12-05 20:33:06 UTC
ShahFluffers wrote:
Just FYI... concern #2 has less to do with the availability of large complexes (though, that is a factor) and more to do with the fact that null-sec groups like Pandemic Legion, TEST, etc. will hotdrop any large scale "big ship" brawl with overwhelming numbers and firepower.
And that mobile cyno jammer that was recently introduced is pretty much useless as it is both...
- not fast enough to block a hotdrop from interfering in a random brawl that escalated (2 minute anchor time is an eternity).
- it does not prevent a hotdrop at all (it just moves it little further away... which is a pittence for slow moving gangs/fleets).

Nostalgia time: I remember there being a time where there was a massive battleship brawl with limited triage carrier support about once a month in the Minmatar-Amarr zones... the fight would kick off and random people from both militias would start piling into the system... the fight would rage for a good hour or two wih little interference and both sides would come out bloody... good times.

Once a month, you are only considering the 150+ pilot bashes then because as I remember it the large shin-digs were almost every weekend .. those Kamela-Kourmonen-Auga gates were submerged in blood in those days Smile

As for rest:
Mobile Jammer is pointless in a bubble-less area, true enough, but it does indicate that CCP knows something is amiss so that's something.
- Prohibit bridging into Empire space (includes lowsec for those who didn't know) unless to a specific hard destructible point, be it a mobile thingie or a POS.
- Remove all immunities from supers when operating in Empire space.
- Introduce delays on multiple jumps to same cyno, say 1-2 jumps immediately, 3-5th take 5-10s longer and so on. Call it a built-in Concord safety measure to prevent collisions or some such Big smile

As for Original Post:
FW specific NPCs were meant to help CCP by giving them a way to tweak them without breaking all rats within 100 parsecs and to 'force' appropriate ships .. they just neglected to actually do the necessary follow-up.
- Dessie swarms are here to stay, nothing to do about those .. min/maxing at its finest .. but why doesn't that solo navy ship call for help when facing a gangrape scenario and why do they insist on driving Fiat Puntos in Le Mans?
Increase rat sizes/threat and spawn one extra rat for every 1.5-2 people in a plex, be it friendly or hostile, they will be weak enough to easily dispatch even in numbers provided at least some of ones crew are in appropriate ships . .that applies even if sizes/threat is upped (they are ridiculously weak now).
- Small/Novice have way too high a payout for the work/risk involved, especially considering that the number of spawns one can close. Halve LP on novices, by 1/3rd on smalls.
- Instead of spawning one of each size ad nauseum let each system hold three plexes with no other rules. Close a novice and respawn can be anything, lets see farmers farm systems when they have filled them to the brim with massive oaks by only going after the shrubbery!
- Sec. status should not move as long as one is in a militia and shooting people in the warzone. How is that for solution!?!
-- Standing hit for shooting blues increased many-fold and rules governing individual vs. corp standings tightened to prevent abuse (ie. faster kick of blue-on-blue repeat offenders).