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Player Features and Ideas Discussion

 
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EVE Online: Revolution (0.0 THEME FOR WINTER EXPANSION)

First post
Author
Phoenix Jones
Small-Arms Fire
#221 - 2014-01-31 14:52:14 UTC
I'm not sure how this hasn't picked up traction yet.

Yaay!!!!

Combat Wombatz
Brutor Tribe
Minmatar Republic
#222 - 2014-01-31 15:21:32 UTC  |  Edited by: Combat Wombatz
Overall, good ideas. Some things need some reconsideration though. I have broken down my thoughts and suggestions on each below.

New sovereignty system
Please no button system. This is a cobbled-together solution that does not use real game mechanics. Instead, have "control nodes" at these littered-about sites instead. Add a new high-slot module that serves as a "capture" device - it cycles once per minute and ticks the "control node" status in the favor of the user once per cycle. Allow only one to be fit per ship, like cloaks. Also allow only one activation on a "control node" at a time, like a tractor beam. Add a new skill along the lines of "Sovereignity Reconfiguration" which reduces the cycle time of the "capture module" by 1% per level. Make this skill easy to learn initially (few prerequisites) but have it have a high multiplier (I'm talking 16x+). Each activation of the module should send out a system-wide notification (maybe constellation-wide if a sov upgrade is installed?). At skill level 5, perhaps allow the use of a T2 version which gives notification that a capture is taking place, but does not give the exact location. Mid-meta level versions would have increasing activation ranges.

This requires actual interaction with the game and promotes fights. It turns sov grinding into a series of king-of-the-hill style engagements. This is also known as fun.

Anomaly rebalance
Not bad overall, but solo players do still need an anomaly option in 0.0. Instead of your 3/5/10/20/40 fleet requirement, balance it along the lines of 1/4/8/16/32 subcaps with a T1 cruiser/battlecruiser hull being the baseline. You shouldn't need 40 dudes in Vindicators to clear a site. A dozen, though, on the high-ends? That's reasonable. This difficulty scaling, however, must come with increased reward. The fact that blitzing L4s in hisec makes as much or more money than risky nullsec operations is pure idiocy.

IHUB and system reward overhaul
The concept behind all of this is good, but the execution would need to be tweaked a bit. For example, the bonus to ore yield would be much better applied as a reduction in cycle time, as this would also benefit ice and gas harvesting. In any case, still very solid suggestions; just tweak execution. The ability to anchor cynojammers should not be limited solely to capital systems, though.

NPC 0.0 overhaul
Sounds brilliant. Signed.

Standings groups
Again, excellent, but just call them Coalitions. It makes everyone's lives easier. Also make sure that all temporary/expiring/upcoming timed standings changes are visible to the public.

Moon iteration
Not on board with all of this. "Ring mining" suggestions of the past are a better solution than this. Currently there are plenty of R16s and R32s that are held by smaller entities throughout the game. Consolidating these all together would make it impossible for the little guys to get a piece of the pie. Instead, how about we finally just fix POSes already? This is the real change that needs to happen. Allow remote management and reduce the size of fuel blocks somewhat to make fueling less of a chore. Add an (expensive) IHub upgrade that allows the IHub to serve as a collection hub for moon goo and a disbursement hub for fuel, meaning that you could just stop in one location per system to manage your moon mining operations. Put that CONCORD "fluid routing" technology to work.

Tax overhaul
Good. Be sure to account for all forms of tax, including mineral refining tax, market taxes, ratting taxes, etc.

Service module overhaul
Some good here, but also a lot of bad. Cynojamming and industry jobs, for instance, should not be able to be turned off by a ninja fleet in Taloses before defenders can form up. Station services should take at least 15 minutes to knock out with your average gang, giving the defenders at least some time to form. Ihub upgrades as you describe them should take at least 30 minutes to disable for the most part. Small gangs have no business being able to disable cynojamming. If you want to play ball on the big field, you should have bring more than a dozen guys in frigates/cruisers to deal with teh cynojammer. What's the magic number here? I'm not sure, but it should be out of reach of your average roamer (who shouldn't need to deal with it anyway).

Capital ship rebalancing
This is a good idea that has been thrown around a lot. The problem will be dealing with the cost changes and inevitable speculation that will occur when such a change is announced. The original tiericide changes took a while to even out in the market; this effect will be amplified with caps.
Silent Rambo
Orion Positronics
#223 - 2014-01-31 16:06:06 UTC
+1

You really think someone would do that? Just log into EvE and tell lies?

Phoenix Jones
Small-Arms Fire
#224 - 2014-01-31 16:07:42 UTC
Well the point of this thread is to really acknowledge that there is a Sovereignty problem, and to get a commitment to its change.

Understand that if these changes go through as is, potentially every sov holding institution would get completely upended.

Its not only that these sov changes would be good, but there would be a massive implication regarded to current sov holders presently.

It is needed, but people who have ground out their entire career through the grind won't like it as they would have to.. possibly redo everything they just did.

Also, I'm not totally convinced that these changes would bring in more smaller group based people vs just having a giant coalition divide itself completely and utilize jump networks to basically alpha small fleets as they already have all the logistics inplace. These are relatively minor concerns as a whole mainly because Sov itself currently needs a total overhaul.

I agree with ALOT of these changes. Its up to the CSM and CCP to commit to making viable sovereignty changes. I suspect they are aiming towards that when they decide to open up this unknown new space.

Yaay!!!!

Royal Methodd
GHARRAFS
#225 - 2014-01-31 16:18:50 UTC
Excellent ideas! +1!
Jamir Von Lietuva
Nameless Minions
GaNg BaNg TeAm
#226 - 2014-01-31 17:04:13 UTC
looks like another buff to PL

no thanks
Phaade
LowKey Ops
Shadow Cartel
#227 - 2014-01-31 17:33:21 UTC
Not sure why changes like these have not been done over the past several years.

In fact, not sure who came up with the original 0.0 design as it is absolutely terrible.

Nullsec is a horrible place to be in my humble opinion. Everything the OP said is true, and the suggestions are great.

CCP, quit worrying about capital wrecks looking cool when you have glaring problems with your fundamental game design.

Priorities people.
iskflakes
#228 - 2014-01-31 17:54:11 UTC
There are a lot of good ideas here. Here are the things I want to see:


  • Splitting fights over multiple systems, because smaller fights are much more fun and this also fixes the lag
  • Nullsec should be profitable. I would prefer to see this done with reduction in build costs in sov stations
  • Small gang objectives
  • Better risk/reward for capital ships. People should want to use and loose them.
  • Smaller groups using capital ships without losing every single last one of them every single time.
  • Quality of life improvements such as coalition standings
  • Encourage cooperative play rather than solo play (Anomalies)

-

Phaade
LowKey Ops
Shadow Cartel
#229 - 2014-01-31 19:11:09 UTC
Phoenix Jones wrote:
I'm not sure how this hasn't picked up traction yet.


Because it's a GOOD idea.
Kinis Deren
Mosquito Squadron
D0GS OF WAR
#230 - 2014-01-31 19:53:23 UTC
My comment is in regard to the NPC 0.0 suggestions:

What will stop the large coalitions from farming your system for faction LP & excluding the small groups which you supposedly are seeking to encourage?

Please, no pseudo-sov for NPC 0.0, it is the last bastion for smaller entities that enjoy small gang null pew pew.
Winthorp
#231 - 2014-02-01 01:39:33 UTC
I see no removing or delay of local chat.

-1
Master Odysseus
Deep Core Mining Inc.
Caldari State
#232 - 2014-02-01 02:03:15 UTC  |  Edited by: Master Odysseus
I am also posting in this thread to point out the need for some solo-able options (anomalies) for the null player. Some play casually and don't have time to find parties and join long seassons of pve-ing all the more so when they also have to pvp to defend their space, while others keep pvp-ing most of the time (cuz it's their fun) and prefer to have an alt to casually rat when there is free time from pvp etc.

Eliminating 0.0 solo-ability you will have as result many many players either unhappy or deserting 0.0.

Who said all aspects of MMO should be MMO-ish? We "MMO" when we go out to pvp or friendly chatting in our ts channel, maybe some of us want to make isk in our peace and quite, not depending on parties, where we can go eat whenever we want, go freakin poop whenever we want, go have sex with our wives whenever we want and not be a robot who waits x time in line, gets in x party, plays non-stop for x hours and then goes to pvp for x....wait, maybe till then, he's x-hausted.

And since I took my time to post. - Re: Fix sov - ***Force spread*** - Force spread people, if you don't live there, you can't claim it's yours. - Also, having 200-500-1500 ships fighting in the east or north or wherever and 20 minutes later and after 4-5 jumbridges or titan bridges the same 200-500-1500 ships can go defend south or west or wherever is food in the plates of powerblocks, keeping (or renting) all the space they want and not letting a smaller group of people having a go in the hunt of treasure (0.0 lol). And give it a rest with all those mass-insta transportation options (jb's, titan bridges etc), cuz I see CCP prepares even player made gates or jumbridges?. W/e...

My 2 cents.
Veng3ance
Imperial Academy
Amarr Empire
#233 - 2014-02-07 17:39:10 UTC
Bumping to the top. Cause ya.
StarConquer212
Nothing Comes To Mind
Snuffed Out
#234 - 2014-02-14 07:37:09 UTC
Amazing ideas!!!!!


+1
Rengas
AQUILA INC
Verge of Collapse
#235 - 2014-02-14 07:37:09 UTC  |  Edited by: Rengas
I don't even live in 0.0 but this is some really solid brainstorming.
Seliah
Blades of Liberty
#236 - 2014-02-14 08:06:04 UTC
+1, hope this gets some attention
Arthur Aihaken
CODE.d
#237 - 2014-02-15 04:34:36 UTC
+1 for a Sticky. Out of all the threads currently sticky'd, this should be at the top of the list.

I am currently away, traveling through time and will be returning last week.

samualvimes
Brothers At Arms
#238 - 2014-02-15 22:22:53 UTC
greatt ideas +1

If you've never tried PvP in EvE it's quite possible you've missed out on one of the greatest rushes available in modern gaming.

Basil Pupkin
Republic Military School
#239 - 2014-02-16 01:14:34 UTC
Everything except #1 directly contradicts the stated purpose of smaller groups support. Thus -1 until it gets unhypocritized.

Combat Wombatz wrote:
The fact that blitzing L4s in hisec makes as much or more money than risky nullsec operations is pure idiocy.

There is a bigger idiocy in believing in this. It's been proven 1000 times that blitz-able L4s are rare, blitz fits require billions of investment, which puts you at tremendously higher risk than nullsec will ever see, which is a reason why mission hubs see more destruction than HED-GP does.
And all you need to have comparable income is nullsec is a disposable battlecruiser in a disposable fit, which takes a month to skillup, compared to years you need for a marauder.

Being teh freightergankbear automatically puts you below missionbear and minerbear in carebear hierarchy.

If you're about to make "this will make eve un-eve" argument, odds are you are defending some utterly horrible mechanics against a good change.

Proats
The Scope
Gallente Federation
#240 - 2014-02-22 07:01:02 UTC
upboated