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Faction Warfare farming has to end - we want war instead of the Cloak & Stabs -game

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Author
Xuixien
Solar Winds Security Solutions
#401 - 2013-12-13 21:07:52 UTC  |  Edited by: Xuixien
Burtakus wrote:
I have to justify and deliver nothing to you. In the realm of people who need convincing of this you are completely insignificant. Myself and other have wasted sufficient time entertaining you.


You misunderstand, again.

I'm not saying it's me personally that you have to convince.

But the fact is, you are proposing a change to the game that affects perhaps many thousands of players.

You had damned well have a solid case.

I don't have to come up with some amazing paragraph essay delving into "what ifs" to explain why your proposed changes are bad.

All I have to do is show that your reasoning is flawed, your position biased, that the "problem" you talk about either doesn't exist, or is being greatly exaggerated, and that the premises you are operating under are false.

You're making this personal. That's fine, and I guess I understand if you're getting frustrated. But this isn't a personal issue - it's not me personally that you have to convince. To elaborate - if the possibility of CCP actively watching the progress of this thread, and considering the points and counterpoints being raised within, has not crossed your mind... then you, sir, are perhaps a little bit foolish. You would do better to actively engage the points and counterpoints I raise, rather than trying to find excuses to avoid them - because, believe you me, the collective acumen of CCP is far, far beyond what I've brought to bear in this thread, and if you can't contest with me, then you have no chance of swaying CCP.

Epic Space Cat, Horsegirl, Philanthropist

Amber Kurvora
#402 - 2013-12-13 21:21:36 UTC
Veskrashen wrote:

Very few people run low sec anomalies, for the same reason. Some people are content with doing data / relic sites in low sec, because the rewards are small - but so is the risk, since they have to be scanned down, and few people bother. Low sec combat sites get run all the time, because they have to be scanned down - minimizing risk - and the rewards are definitely worth the risk on average.



Some of us run low sec anomalies, and do so happily. The real issue is going to be getting the ship into the right system in one piece. Once you're running the site, very few people are arsed to scan you down. Why? Because the chance of getting a kill is next to nothing if the person running the site is D-scanning like they should be. As long as you're on a gated one, you're fairly safe. If someone turns up you get your arse out of there to a safe spot or a station.


Also data sites aren't always safe. There's a nasty little trick where pirates will scan down sites, and wait for you to land on it. Last time I got ganked by a bomber I had no idea he was even closing in. I was actually damned impressed by the method if I'm honest.
Burtakus
Lone W0lf Society
#403 - 2013-12-13 21:21:44 UTC  |  Edited by: Burtakus
Xuixien wrote:
Burtakus wrote:
I have to justify and deliver nothing to you. In the realm of people who need convincing of this you are completely insignificant. Myself and other have wasted sufficient time entertaining you.


You misunderstand, again.

I'm not saying it's me personally that you have to convince.

But the fact is, you are proposing a change to the game that affects perhaps many thousands of players.

You had damned well have a solid case.

I don't have to come up with some amazing paragraph essay delving into "what ifs" to explain why your proposed changes are bad.

All I have to do is show that your reasoning is flawed, your position biased, that the "problem" you talk about either doesn't exist, or is being greatly exaggerated, and that the premises you are operating under are false.

You're making this personal. That's fine, and I guess I understand if you're getting frustrated. But this isn't a personal issue - it's not me personally that you have to convince. To elaborate - if the possibility of CCP actively watching the progress of this thread, and considering the points and counterpoints being raised within, has not crossed your mind... then you, sir, are perhaps a little bit foolish. You would do better to actively engage the points and counterpoints I raise, rather than trying to find excuses to avoid them - because, believe you me, the collective acumen of CCP is far, far beyond what I've brought to bear in this thread, and if you can't contest with me, then you have no chance of swaying CCP.


I am very well aware that CCP could be and probably is watching this thread.

It's not me taking this personal that is frustrating.

In that fact that despite all your bantering I am pretty sure you are intelligent enough to have a reasonable discussion with. However you hide and disguise your points and counter points in completely useless discourse with a tone that does nothing but make you sound like an arrogant elitist that likes to hear themselves talk for for that sake of argument.

If you take all that away from your posting you actually make a decent amount of sense. It's just hard to get to it through content wrapped around it.
Veskrashen
Deep Core Mining Inc.
Caldari State
#404 - 2013-12-13 21:40:49 UTC
Amber Kurvora wrote:
Veskrashen wrote:

Very few people run low sec anomalies, for the same reason. Some people are content with doing data / relic sites in low sec, because the rewards are small - but so is the risk, since they have to be scanned down, and few people bother. Low sec combat sites get run all the time, because they have to be scanned down - minimizing risk - and the rewards are definitely worth the risk on average.


Some of us run low sec anomalies, and do so happily. The real issue is going to be getting the ship into the right system in one piece. Once you're running the site, very few people are arsed to scan you down. Why? Because the chance of getting a kill is next to nothing if the person running the site is D-scanning like they should be. As long as you're on a gated one, you're fairly safe. If someone turns up you get your arse out of there to a safe spot or a station.

Also data sites aren't always safe. There's a nasty little trick where pirates will scan down sites, and wait for you to land on it. Last time I got ganked by a bomber I had no idea he was even closing in. I was actually damned impressed by the method if I'm honest.


Suppose it's a lexical difference. The anomalies I was referring to are the ones that show up automagically when you enter system - Hubs, etc. Since everyone can see them and warp to them with no additional effort, they are inherently more risky than anything that needs to be scanned down - DED plexes and such. And yeah - I've been jumped in data/relic sites before, so know that trick.

On an unrelated note, regarding risk. I don't see the risk:reward from plexing as all that outsized from the risk:reward from suicide ganking in highsec. If CCP is fine with the idea that the certainty of losing a 2mil Catalyst on a trial account is worth the reward of looting a 30+mil isk miner (or blapping his billion isk+ pod), then I find it hard to argue that the potential of losing your ship in a plex - no matter the value - isn't worth the LP rewards. Those rewards may need to be rebalanced, and I agree that defensive plexing should probably be incentivized more, but I don't see all that huge of a problem conceptually in the risk / reward tradeoff. PvP is inherently more of a risk in lowsec than anywhere else, and FW space is far more active from a PvP perspective than any other area of EVE. So much so that my personal feeling is that it's a riskier space to operate in than pretty much anywhere else in EVE, and should be rewarded more than even average nullsec space.

But that's me.

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

Veskrashen
Deep Core Mining Inc.
Caldari State
#405 - 2013-12-13 21:48:33 UTC
Burtakus wrote:
In that fact that despite all your bantering I am pretty sure you are intelligent enough to have a reasonable discussion with. However you hide and disguise your points and counter points in completely useless discourse with a tone that does nothing but make you sound like an arrogant elitist that likes to hear themselves talk for for that sake of argument.

If you take all that away from your posting you actually make a decent amount of sense. It's just hard to get to it through content wrapped around it.


So debate me instead.

I don't see all that big of an issue with stabbed cloaky farmers.
I don't see them having a huge impact on control of a warzone beyond what simple numbers would provide.
I don't see the risk / reward as all that out of whack, though I could see the need to rebalance the reward side of the equation.
I don't agree with the proposals to eliminate the use of stabs or cloaks, as those are workable in every other area of the game, without a serious issue needing to be addressed.
I could see increasing the risk from the NPCs, but that's a tough balance to find in order to ensure that low SP PvPers can still be able to impact the plexes as intended. It's also tough to balance additional spawns with the possibility of impacting ongoing PvP encounters in the plex.
I could definitely support the idea of dual timers, to ensure that equal time / effort is needed from both the attacker and defender to capture a plex.

Nothing I've read from either side so far leads me to believe that there is a huge, insurmountable problem that needs to be solved. Some of what I've read and my own personal experience leads me to believe that we could definitely use some tweaks to the LP faucet and that timer mechanics could definitely use a looking at.

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

Janden Rynd
Science and Trade Institute
Caldari State
#406 - 2013-12-13 22:12:08 UTC
I really don't buy the idea that FW farmers influencing WZ control is a problem. As I've pointed out previously, historically profiteers and mercenaries have always been a part of war, and can have a significant impact on the outcome. I see no reason for FW to be different, provided that it's not breaking the game. I think the fact that FW system control has continually shifted back and forth between the factions shows that it is not; FW remains a dynamic environment rife with PvP opportunities, and no one side maintains control indefinitely. To me, that seems like everything is working the way it should, even with the presence of LP farmers.

However, I am willing to explore the idea of improvements to the timer system. I agree that it can be tedious to defend a plex after an offensive timer has been partially run down, and it does seem to put the defender at a disadvantage. I'm not sold on the idea of instantly reverting the timer to neutral once the plexer leaves the area, as that seems to be too much of an advantage to the opposition. I also don't care for the idea of having timers reverse as soon as the opposing faction enters the plex (with the first faction still present); if both factions are represented in the plex, then the most that the timer should do is freeze until one side can gain the advantage and chase the other out.

In concept, I see offensive plexing as attacking a fortification, slowly tearing down its defenses, while defensive plexing is reinforcing that point. It doesn't make sense to me that the moment an attacking force leaves, all the damage they have done is instantly repaired. Instead, I'd like to explore some other ways that the timing system could be adjusted while maintaining the viability and concept of plexing. This is really just brainstorming, throwing out a few ideas I had just to see if anyone else thinks they might be useful.

One idea I would suggest is that once an offensive plexer leaves (assuming no defending faction is present), the timer freeze at its current state for a short period of time (maybe 2-3 minutes?), allowing for a strategic retreat/regroup with the ability to quickly return and re-engage. If the plex remains empty longer than this time, the timer begins counting back to neutral at a reduced rate. The timer could also pick up speed the longer it remains empty, so that a plex that has been run for less than five minutes might take close to 10 minutes to recover on its own, but a plex run for 14 minutes could revert to neutral in maybe ~20 minutes (I'm just throwing out hypothetical numbers here to illustrate the point, all this would have to be adjusted and tested before implementation of course). Keep in mind, this is all dependent upon the plex remaining empty; a defender entering the plex could provide an accelerated return to neutral (normal plex rate + "auto reversion" rate for example), while an attacker entering the plex (with no defenders) would return the timer to advancing normally.

Another thought (which may or may not be coupled with the first) would be to decrease the length of the defensive timer. For example, what if it took half as long to defend a plex as it did to take it over? This would reflect the reality of combat that it is easier to hold a fortified position than to conquer it, and mechanically it would lessen the impact of having to run down any time that attackers had built up. The LP payouts for defense would probably need to be adjusted; defending should still pay less LP/minute than attacking, but it would still make it less painful to defend important systems.

Here's another idea: acceleration of timers based on the size of the offensive or defensive force. If you bring two ships in to attack/defend a plex, maybe it takes 33% less time to complete? You can give it diminishing returns, just like with module stacking, so that a 50+ crew can't instantly capture any plex, but make it enough of an advantage that a small defending force could quickly undo the work of lone offensive plexers. In situations where boht attackers and defenders are present, this would also open the possibility of having the timer continue to count down in favor of the larger of the two forces. If one side has three ships and the other has five, then the timer would run for the larger side as if they had two ships in a plex on their own (runs based on the difference in the number of ships).

I also like the idea of having two concurrent timers, it gives the feeling of a race to see who can either tear down the fortifications or build them up the fastest.

So, any thoughts? Do any of these ideas, either on their own or combined with others, seem like they might be viable alternatives to the current timer mechanics? As I said, I'm just kind of throwing these out there, so they probably need a bit more refinement, but I'm hoping there is at least a concept or two that might work out.
Burtakus
Lone W0lf Society
#407 - 2013-12-13 22:17:41 UTC
Veskrashen wrote:
Burtakus wrote:
In that fact that despite all your bantering I am pretty sure you are intelligent enough to have a reasonable discussion with. However you hide and disguise your points and counter points in completely useless discourse with a tone that does nothing but make you sound like an arrogant elitist that likes to hear themselves talk for for that sake of argument.

If you take all that away from your posting you actually make a decent amount of sense. It's just hard to get to it through content wrapped around it.


So debate me instead.

I don't see all that big of an issue with stabbed cloaky farmers. [Stab and cloak all you want. That is not the issue]

I don't see them having a huge impact on control of a warzone beyond what simple numbers would provide.

[The only significant impact is on system/WZ control and then only when in mass numbers as you have stated. The low risk high reward for this activity is, in my opinion, is the biggest driver for creating the numbers that do affect WZ contorol, not from any interest in FW, just an interest in farming isk. In my experience one side or the other experiences relatively massive swings in numbers based on who the faction of the moment is based solely on whats best for the farmers. ]

I don't see the risk / reward as all that out of whack, though I could see the need to rebalance the reward side of the equation.

[it is the risk to reward and its impact on WZ control. The equation is more like: low risk, high reward + high impact. The point we are trying to make is that the equation does not need to go away but needs some tweaking to lesson the high impact variable.]

I don't agree with the proposals to eliminate the use of stabs or cloaks, as those are workable in every other area of the game, without a serious issue needing to be addressed.

[I do not agree with those either and I think most folks are of the same perspective]

I could see increasing the risk from the NPCs, but that's a tough balance to find in order to ensure that low SP PvPers can still be able to impact the plex's as intended. It's also tough to balance additional spawns with the possibility of impacting ongoing PvP encounters in the plex.

[I can see that being a potential unintended consequence and this idea would need some better assessment that what we in the forum can provide]

I could definitely support the idea of dual timers, to ensure that equal time / effort is needed from both the attacker and defender to capture a plex.

[same here]

Nothing I've read from either side so far leads me to believe that there is a huge, insurmountable problem that needs to be solved. Some of what I've read and my own personal experience leads me to believe that we could definitely use some tweaks to the LP faucet and that timer mechanics could definitely use a looking at.

[[I am pretty sure all that is being asked for is some tweaks, not massive fundamental changes. Again though, outside of CCP and a few folks that have much more time, data, and dedication than I do, proper and thorough analysis of the issue and the proposed solutions is not really feasible. We have to hope the CCP reads the thread and looks into it.]




I think the original point of this thread was to bring forth concerns from players actively engaged in FW and provide a place to discuss the issues and provide suggestions to address those issues. A formal change request with the analysis and justification behind it that would be presentable to a decision maker at CCP is in my mind way out of scope for this type of forum discussion and trying to treat it as such is unreasonable.

And Vesh, if you turn out to be an alt of this guy I am going to AWOX you every time I see you......J/K
Veskrashen
Deep Core Mining Inc.
Caldari State
#408 - 2013-12-13 22:20:17 UTC
Janden Rynd wrote:
So, any thoughts? Do any of these ideas, either on their own or combined with others, seem like they might be viable alternatives to the current timer mechanics? As I said, I'm just kind of throwing these out there, so they probably need a bit more refinement, but I'm hoping there is at least a concept or two that might work out.


I think that the dual timers approach is probably the best if we decide to implement any timer change. Both sides have to spend exactly the same amount of time in the plex to capture it. No side therefore has an advantage.

Accelerated timer resets still put one side or the other at a disadvantage, because they have to spend a disproportionately longer time than the other side to cap the plex.

Giving a defender a shorter timer gives them a distinct advantage, and increases their relative reward per time spent in LP terms.

Adding on various pauses just adds complexity without adding a lot of additional functionality. They also provide an advantage to one side or the other.

Faster running rates for more ships gives a distinct advantage to larger groups. I shudder to think of how TEST would have been able to exploit a mechanic like that.

Dual timers have the advantages of simplicity and balance, IMO.

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

Veskrashen
Deep Core Mining Inc.
Caldari State
#409 - 2013-12-13 22:24:44 UTC
Burtakus wrote:
I think the original point of this thread was to bring forth concerns from players actively engaged in FW and provide a place to discuss the issues and provide suggestions to address those issues. A formal change request with the analysis and justification behind it that would be presentable to a decision maker at CCP is in my mind way out of scope for this type of forum discussion and trying to treat it as such is unreasonable.

And Vesh, if you turn out to be an alt of this guy I am going to AWOX you every time I see you......J/K


It may be unreasonable, but lots of people in this thread seem to feel that it should be that kind of debate, and that not implementing things like WCS / cloak bans means not understanding the totally obvious massively critical problem that is destroying the game we all love so dearly, and can't we all just kumbaya and be reasonable and agree that it has to happen right now, why oh why CCP are you taking so long. Moreover, just because someone's no longer active in FW with their main doesn't mean they can't contribute to the discussion.

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

Burtakus
Lone W0lf Society
#410 - 2013-12-13 22:33:38 UTC
Veskrashen wrote:
Burtakus wrote:
I think the original point of this thread was to bring forth concerns from players actively engaged in FW and provide a place to discuss the issues and provide suggestions to address those issues. A formal change request with the analysis and justification behind it that would be presentable to a decision maker at CCP is in my mind way out of scope for this type of forum discussion and trying to treat it as such is unreasonable.

And Vesh, if you turn out to be an alt of this guy I am going to AWOX you every time I see you......J/K


It may be unreasonable, but lots of people in this thread seem to feel that it should be that kind of debate, and that not implementing things like WCS / cloak bans means not understanding the totally obvious massively critical problem that is destroying the game we all love so dearly, and can't we all just kumbaya and be reasonable and agree that it has to happen right now, why oh why CCP are you taking so long. Moreover, just because someone's no longer active in FW with their main doesn't mean they can't contribute to the discussion.


That's it, Vesh, I am AWOXing first thing next time I see you.

In all seriousness, anyone from the Eve universe can and should feel welcome to discuss aspects of Eve brought up in these forums. It's healthy for the game. I don't think anyone should expect this to be a change request board though and am of the opinion that if you are, then you should probably rethink the level of importance and the ability you have in influencing the developmental direction of Eve.
Veshta Yoshida
PIE Inc.
Khimi Harar
#411 - 2013-12-13 23:28:19 UTC
Veskrashen wrote:
...Dual timers have the advantages of simplicity and balance, IMO.

Simplicity in the concept stage perhaps, but if you know what FW has been through then you know how many years it took them to make the ONE timer work as intended .. I shudder to think of the bugs they could cram into a dual-timer .. hahahahaha
Glathull
Warlock Assassins
#412 - 2013-12-13 23:30:34 UTC
Could someone please do a quick writeup on how to make 400-500 mill Isk/hr using a noob alt?

I would like to know how to do this.

Thanks.

I honestly feel like I just read fifty shades of dumb. --CCP Falcon

Burtakus
Lone W0lf Society
#413 - 2013-12-14 00:00:17 UTC
Glathull wrote:
Could someone please do a quick writeup on how to make 400-500 mill Isk/hr using a noob alt?

I would like to know how to do this.

Thanks.


Start a new toon
Train for WCS, cloak, any weapons sytems that can do 80ish dps, train AB


  • Fit a T1 frig with said fittings
  • See which faction in FW is at the highest tier and join
  • run ofensive plexes (70 ish dps will get you through Med plex's much less for small and novice plex's) to collect LP
  • buy faction stuff at faction LP stores with you newly acquired LP
  • sell in Jita
  • Switch factions when the tiers change


a couple hundred thousand SP at most and a 500k isk ship is all you need.

Those that are pros at this keep SP under 900k to avoid having to upgrade the clones in case they do get caught and podded and they are good at timing their switch in factions and dump LP store items on the market before too much farming LP being cashed in crashes prices.

repeat over and over
ISD Ezwal
ISD Community Communications Liaisons
ISD Alliance
#414 - 2013-12-14 00:53:10 UTC
As this thread has been cleaned twice already and the discussion is running in circles again, including more than enough rule breaking posts, it gets a lock.

This thread has run its course.

ISD Ezwal Community Communication Liaisons (CCLs)