These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE General Discussion

 
  • Topic is locked indefinitely.
 

FIX for tidi dogpiles

First post
Author
Dorian Wylde
Imperial Academy
Amarr Empire
#21 - 2014-03-01 21:56:30 UTC
indiana bones wrote:


You've really not thought this through, have you?



This applies to any complaint about TiDi.
Sentamon
Imperial Academy
Amarr Empire
#22 - 2014-03-01 22:37:16 UTC  |  Edited by: Sentamon
Tippia wrote:
Sentamon wrote:
AnotherUseless Alt wrote:
So first in wins?

Assuming we keep the bad instant teleport mechanics of EVE, yes the first in wins ONE system, as opposed one coalition owning EVERY system.
With the proposed mechanics, they actually will own every system since there is no way to defend against them.

The OP's idea is horrible and doesn't even address any kind of problem.


A small group of leaders already owns every system, so talking about this in the future tense is pretty silly. The OP's idea isn't perfect but it is a step in the right direction.

~ Professional Forum Alt  ~

March rabbit
Aliastra
Gallente Federation
#23 - 2014-03-01 22:44:42 UTC
indiana bones wrote:
Trit wrote:
So yes if you want to join a fight in a TiDi sysme get there when it starts or wait till time catches up and join in.



OK, so under your "well thought through" proposal:

Attacking Alliance jumps/gates into target system.
Attacking Alliance 'fills up' local to kick in TiDi.
...
Defending Alliance tries to jump/gate into target system.
Defending Alliance sit in warp tunnel.
Attacking Alliance happily reinforce/kill every structure in system unchallenged.
...

let me tell you what means "TiDi".....



Do i really should ?

The Mittani: "the inappropriate drunked joke"

Sentamon
Imperial Academy
Amarr Empire
#24 - 2014-03-01 22:49:45 UTC
Tippia wrote:
Trit wrote:
So you think that entering a fight that was over before you even got there timeline wise is the way it should work?
I think that being able to join a fight in progress is how it should work, yes.
I don't think that you should be able to arbitrarily and trivially lock other players out of the game to make any kind of opposition impossible, because that's a pretty stupid and gameplay-defeating idea.


I don't read the OP's suggestion that way. It's not about locking people out, its about making reinforcements behave as if the whole game is in TiDi, not just the system with the combat.

For example, if the total TiDi time expanded the system time an extra 30 minutes then reinforcements arriving from systems outside of TiDi should have to add 30 minutes to their travel time before joining combat.

~ Professional Forum Alt  ~

Tippia
Sunshine and Lollipops
#25 - 2014-03-01 23:02:27 UTC  |  Edited by: Tippia
Sentamon wrote:
A small group of leaders already owns every system, so talking about this in the future tense is pretty silly. The OP's idea isn't perfect but it is a step in the right direction.

A small group is many many times more than one. Unless the goal is for it to be one and to make gameplay denial an actual mechanic, it's a step in the wrong direction. It solved nothing, it breaks things, and it makes the game worse for everyone.

Quote:
It's not about locking people out
It's doesn't matter what “it's about”. That is the effect and it's a horrible one.

Quote:
its about making reinforcements behave as if the whole game is in TiDi
Which is just an arbitrary and meaningless restriction on gameplay that doesn't address any kind of problem and just wastes everyone's time for no good reason.
James Amril-Kesh
Viziam
Amarr Empire
#26 - 2014-03-01 23:13:38 UTC
Sentamon wrote:
indiana bones wrote:
So what... you expect people to sit in warp tunnels for what can, and probably would be, hours on end? What?

Edit: Also, this would also mean whoever gets into system first wins. That's exactly what TiDi is meant to stop.


Which for some reason is worse the then the side with the most people and time to dedicate to the fight always winning? Roll

Back up a second. You think people who are less prepared should win... just because?
And yes it is worse, because under the proposed system there wouldn't be any fight to begin with, which is objectively worse than the current system which allows fights. And fights are, you know, fun.
Most people who partake in tidi slugfests enjoy them - if they didn't they'd be off doing something else instead of jumping into systems they know are tidi'd.

Enjoying the rain today? ;)

James Amril-Kesh
Viziam
Amarr Empire
#27 - 2014-03-01 23:14:44 UTC
Sentamon wrote:
Tippia wrote:
Sentamon wrote:
AnotherUseless Alt wrote:
So first in wins?

Assuming we keep the bad instant teleport mechanics of EVE, yes the first in wins ONE system, as opposed one coalition owning EVERY system.
With the proposed mechanics, they actually will own every system since there is no way to defend against them.

The OP's idea is horrible and doesn't even address any kind of problem.


A small group of leaders already owns every system,

It has always been this way.

Enjoying the rain today? ;)

Sentamon
Imperial Academy
Amarr Empire
#28 - 2014-03-01 23:17:21 UTC
Tippia wrote:

Quote:
its about making reinforcements behave as if the whole game is in TiDi
Which is just an arbitrary and meaningless restriction on gameplay that doesn't address any kind of problem and just wastes everyone's time for no good reason.


TiDI is an arbitrary and meaningless restriction in the first place, but its understandable to avoid lockups and other unpleasant things, but If you were too far away to from the fight in the first place, why should you reinforce faster because the ships in combat are in a 10% speed goop. If the system ran full speed you sure as hell couldn't reinforce as fast.

~ Professional Forum Alt  ~

Tippia
Sunshine and Lollipops
#29 - 2014-03-01 23:20:54 UTC
Sentamon wrote:
TiDI is an arbitrary and meaningless restriction in the first place
Lol Humour.
No.

Quote:
If you were too far away to from the fight in the first place, why should you reinforce faster because the ships in combat are in a 10% speed goop
Good news: you don't reinforce faster. If you're too far away from the fight, you won't get there in time.
Sentamon
Imperial Academy
Amarr Empire
#30 - 2014-03-01 23:22:14 UTC
James Amril-Kesh wrote:

Back up a second. You think people who are less prepared should win... just because?


No you're incorrect, I believe that TiDI shouldn't give artificial time to bring reinforcements and dogpile the fight. Seems you're the one that wants the less prepared to win every fight simply because you're wealthier and have more people to call on.

~ Professional Forum Alt  ~

James Amril-Kesh
Viziam
Amarr Empire
#31 - 2014-03-01 23:27:15 UTC
I can't really argue with someone who keeps contradicting themselves.

Enjoying the rain today? ;)

Anonymous Player
Alt Shift Q
#32 - 2014-03-02 02:48:46 UTC
Anyone who thinks that the OLD SYSTEM (AKA locking the second fleet out of a fight (Albeit with this particular change, at least the ships should be safe while warping, jumping into a clogged system in the past meant your ship could get popped while your screen was still not loaded)) is in any way better than the TiDi system, is ignorant and their opinion is invalid. Arguing with them is pointless.

If you want to think about ways to slow down reinforcements without making it impossible for someone to defend their stuff, perhaps when a system kicks into TiDi, it creates a small ripple effect, so that all the surrounding systems experience TiDi to a lesser degree. You could still come and reinforce, but it would take more time to actually fly there. Certainly you could still bridge or cyno in, but it would limit the reinforcements to some degree. People would have to have cynos and bridges scheduled for reinforcement groups. You could go a step farther and, depending on the time TiDi has been in effect, possible increase the "effective range" from other systems (What I mean is basically make it effectively a longer jump than it would be normally, depending on the length of the battle. The longer it goes on, the closer ships would have to be to cyno or bridge into the system.) I know it seems silly, but it would mean that it would take more effort to defend a far-flung empire, you would have to have staging areas much closer to all of your space you wanted to defend.

Not a perfect idea, but it's better than the old way by an infinite order of magnitude, and it would address the fact that you can login three hours after a fight starts, and still fly there and only ten minutes of the fight have gone by :P
masternerdguy
Doomheim
#33 - 2014-03-02 03:03:23 UTC
Let me tell you a story about why this is a bad idea and why TiDi is the best thing to happen to nullsec.

Back in the days of BRUCE a common tactic was to get your fleet into the system first and drop all your drones. Since there was no TiDi yet, when the enemy fleet jumped into your fleet a huge chunk of them would desync or crash. TiDi fixed this by just making time run slower for everyone so that you can't get the lag advantage by being in the system before your opponent.

If we go with your plan, then you're bringing this tactic back. The new strategy will be to cause TiDi in the system before your opponent can get there so that they can't even fight you. This would be bad.

I find it funny when people whine about TiDi because it shows they never lived in the good old days of nullsec warfare. Trust me. TiDi is the best thing they ever did when revamping null.

Things are only impossible until they are not.

Knights Armament
Deep Core Mining Inc.
Caldari State
#34 - 2014-03-02 03:42:26 UTC
The problem is sov mechanics, it doesn't even make sense that in a space game you'd have magical shields with timers, if someone wants to take a system they shouldn't need to wait 24 hours to take it. You go to a system attack, and if no one can defend the system in time its yours.

The only complaint about this is that super mega blob alliances might find it more difficult to manage these huge renter systems, and might not be able to monopolize all of the space if they can't organize a force within 24 hours to blob the system to death.
Sentamon
Imperial Academy
Amarr Empire
#35 - 2014-03-02 03:42:37 UTC
Nobody is talking about removing TiDi or going back to the old ways.

Reading comprehension. Use it.

~ Professional Forum Alt  ~

masternerdguy
Doomheim
#36 - 2014-03-02 03:43:51 UTC
Knights Armament wrote:
The problem is sov mechanics, it doesn't even make sense that in a space game you'd have magical shields with timers, if someone wants to take a system they shouldn't need to wait 24 hours to take it. You go to a system attack, and if no one can defend the system in time its yours.

The only complaint about this is that super mega blob alliances might find it more difficult to manage these huge renter systems, and might not be able to monopolize all of the space if they can't organize a force within 24 hours to blob the system to death.


I've always felt with way too. Timers are a handicap and should be removed. If you can't defend your space in all time zones you shouldn't have it.

Things are only impossible until they are not.

Tippia
Sunshine and Lollipops
#37 - 2014-03-02 04:40:36 UTC
Sentamon wrote:
Nobody is talking about removing TiDi or going back to the old ways.
…only about reinstating the gameplay effects.
Glockshna Quant
Versatility Production Corporation' LLC
#38 - 2014-03-02 04:53:04 UTC
Well there is a fundamental flaw in your plan that being that a system never runs at beyond 100% of normal speed so if it ever goes TiDi it will never catch up but for the sake of argument, since I think your idea is worth discussing, lets say that as soon as the system hits 50% TiDi or better the clock (THE CLOCK not game mechanics, just the time that system reads compared to the rest of eve) in that system runs at a highly increased rate until such a time as the TiDi gets worse than 50% again.

Your implementation would be very bad as the first group to enter the system would win in most cases, however a slight modification, that being when the TiDi'd system catches up to the time the new entrees jumped in (not when it is synced with live clock but when the clock of the Tidi System reaches the Eve Time on Live at which the new pilot jumped in) and a confirmation message explaining that this system's clock is at X and current Eve time is Y and it will take at least Y-X = N if not longer for the jump request to be completed would solve it while still retaining fairness to all parties who have an agenda in that system.

This would also in a way bring response times in heavily time dilated in line with the way events would pan out in non time-dilated fights because your reinforcements will arrive at a time scaled with the time dilation in that system. So if a fight breaks out and instantly dilates to 10% and it takes 1 hour for reinforcements to arrive from the opposing force there will truly be 1 hour of GAME time between the time the fight breaks out and the time the reinforcements arrive rather than 6 minutes of game time as it would be now. I see that as an improvement.
Thoughts?
baltec1
Bat Country
Pandemic Horde
#39 - 2014-03-02 04:56:03 UTC
masternerdguy wrote:
Knights Armament wrote:
The problem is sov mechanics, it doesn't even make sense that in a space game you'd have magical shields with timers, if someone wants to take a system they shouldn't need to wait 24 hours to take it. You go to a system attack, and if no one can defend the system in time its yours.

The only complaint about this is that super mega blob alliances might find it more difficult to manage these huge renter systems, and might not be able to monopolize all of the space if they can't organize a force within 24 hours to blob the system to death.


I've always felt with way too. Timers are a handicap and should be removed. If you can't defend your space in all time zones you shouldn't have it.


We have capital fleets large enough to grind through 100 systems in 72 hours. A station and all sov structures can be burned in as little as 30 mnutes and a POS wont even last 5 minutes.

Without times it will be impossible to hold sov space and outposts would be usless.
Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#40 - 2014-03-02 06:33:02 UTC  |  Edited by: Infinity Ziona
At high TIDI's you could have a queue based system to filter people in more randomly. If there are 3500 people in system and 10% TiDi then as people die slots become available and other people are allowed to enter.

If you have a fleet of 250 people and you cyno or jump into a system you're queued until 250 people leave system or a timer expires whichever comes first.

Sort of like Jita and I know many many people in this thread fully support the queues in Jita.


baltec1 wrote:
masternerdguy wrote:
Knights Armament wrote:
The problem is sov mechanics, it doesn't even make sense that in a space game you'd have magical shields with timers, if someone wants to take a system they shouldn't need to wait 24 hours to take it. You go to a system attack, and if no one can defend the system in time its yours.

The only complaint about this is that super mega blob alliances might find it more difficult to manage these huge renter systems, and might not be able to monopolize all of the space if they can't organize a force within 24 hours to blob the system to death.


I've always felt with way too. Timers are a handicap and should be removed. If you can't defend your space in all time zones you shouldn't have it.


We have capital fleets large enough to grind through 100 systems in 72 hours. A station and all sov structures can be burned in as little as 30 mnutes and a POS wont even last 5 minutes.

Without times it will be impossible to hold sov space and outposts would be usless.

Largely irrelevant to the issue. The issue you're raising Baltec is not timers its your ability to chew through 100 systems in 72 hours, stations and sov structures in 30 minutes and POS in 5.

That's more an issue with capitals, the population of the CFC putting it 30th on the smallest countries in the world list and the ability to jump all over EVE in no time at all. Not timers.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)