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Grand Balance of PvE and Covert Ships

Author
Your Dad Naked
Doomheim
#21 - 2014-03-04 18:29:41 UTC  |  Edited by: Your Dad Naked
I like the idea overall and I gave you a +1 for it.

However mining barges should not apply to this. With turret hardpoints, a Procurer with a faction web could take out most frigates when considering it can field 5 drones too. Mining barges would be one of those things where they either do too little DPS to even matter, or too much DPS considering their role. No DPS with combat ship support seems like a better system. Yes they have the drones still, that's pretty much anti-NPC unless fit with ECM drones, in which case it's for evasion/escape (which is fine for their role).
Kaerakh
Obscure Joke Implied
#22 - 2014-03-04 18:29:42 UTC
Nikk Narrel wrote:
Kaerakh wrote:
While they are decent points, the problem is you're expecting someone else to instigate an operation for you. Nothing is stopping you from organizing one yourself(unless if your corp/alliance is that restrictive). Gate camping is hardly exciting, but players do it all the time. Nothing stops you from conducting mining from behind the safety of said gatecamp or moving the gatecamp to the mining location. There are tradeoffs inherent in each and the lack of security is the price you pay for increased value of goods and reward.


I am not sure why, but you are apparently making an assumption here.
That being, players can reliably find others to group with, during the times they are able to play.

Sure, we want that, but I feel expecting it is unrealistic.

If you have been fortunate enough to always find those willing and ready to play with you online, I think that is wonderful for you.
But I must point out, it seems to me that this is not the case for everyone, by a significant degree.

We also need to embrace the players who, through no fault of their own, cannot find this compassionate group of like minded souls to play with.
if they are solo, or simply in a group not big enough to have others protection nearby.

The often maligned "AFK Cloaking" effect would not exist, if all PvE players could reasonably find the ops you suggest.
It seems unreasonable to me, to suggest these are all not worth consideration.

I'm a solo player now. I know exactly what the difficulties are and I don't ask the entire game to revolve around my play style. Perhaps you shouldn't make the assumptions?

Nikk Narrel wrote:
Kaerakh wrote:
Look, I've done basically everything in EVE and I can tell you that mining doesn't need its risk reduced, on the flip side I think its reward is meager and needs a buff, but that's a discussion for another time.


I am truly impressed with your experience.
How is it you seem to have not encountered any miners struggling outside of the well planned ops you describe?

I have and in my experience they lack the social skills(pardon the pun) to work well in nullsec(which is the biggest social aspect of EVE). Honestly what you're asking for is for anti-social players to be able to play anti-socially in the most social aspect of the game. It makes no sense.

Batelle wrote:
Of course i know about bearing, but that has nothing to do with being a renter (the content isn't any different if you're in a sov-holding alliance). Its a bit silly to take the time to look up my alliance and then disregard my opinion based on being in a renter corp for all of nine days. And yes, my point is not just that pvp and pve are not alike. My point is actually that they are so fundamentally different that the very notion you can bridge the gap is ludicrous. No amount of half measures like adjusting npc ewar or aggro mechanics will change that in the slightest. The fact that PVP ships are generally not viable for PVE and vica versa is probably a bad thing. But CCP and other players throw around that notion very haphazardly without any idea of what it would take to achieve or what it would mean if it was achieved. Eve is very focused on customizing a ship to its task, so they only way to bridge the gap is a complete replacement of missions and other PVE content with something currently unimaginable. So player says "this is a problem...." and CCP responds "well we want PVE content to be more like PVP, so this may not be a problem.." All I here is "we have no idea how to fix this problem and have no intention of trying."


I'm not talking about bridging anything. I suggest you reread my arguments. Also, 9 days in a renter alliance is still 9 days in a renter alliance. Blink
Your Dad Naked
Doomheim
#23 - 2014-03-04 18:31:22 UTC
^^ Don't make fun of my social skills. Big smile
Kaerakh
Obscure Joke Implied
#24 - 2014-03-04 18:35:45 UTC
Your Dad Naked wrote:
^^ Don't make fun of my social skills. Big smile

How could I? You must have sexy trained to V with an avatar like that.
Nikk Narrel
Moonlit Bonsai
#25 - 2014-03-04 18:51:31 UTC
Your Dad Naked wrote:
I like the idea overall and I gave you a +1 for it.

However mining barges should not apply to this. With turret hardpoints, a Procurer with a faction web could take out most frigates when considering it can field 5 drones too. Mining barges would be one of those things where they either do too little DPS to even matter, or too much DPS considering their role. No DPS with combat ship support seems like a better system. Yes they have the drones still, that's pretty much anti-NPC unless fit with ECM drones, in which case it's for evasion/escape (which is fine for their role).


I have already described why this barge, or it's other strip miner wielding cousins, would not be used offensively.
Why should a procurer have difficulty defending itself?

Yes, it can field 5 drones. Small ones, which are effective possibly against a frigate, but doubtful anything larger.

And if a frigate should slip past an alliances defenses, and attack the procurer by itself, (an unexpected choice, considering how few frigates could be that covert as well as tough in a fight)...
Why should the procurer want to run, instead of slugging it out?

I would consider it more interesting if evenly matched numbers resulted more often in space combat, than tedious stalemates.

We already have the means to filter out front line ships, between gate camps and cyno jammers. Both of these are reasonable to expect as persistent, depending on circumstances. More reasonable than a mining op, for many players, certainly.

I say, let the PvE ships have the ability to fight evenly, the covert ships most likely to reach them.
Batelle
Federal Navy Academy
#26 - 2014-03-04 18:54:34 UTC
Kaerakh wrote:

I'm not talking about bridging anything. I suggest you reread my arguments. Also, 9 days in a renter alliance is still 9 days in a renter alliance. Blink


You didn't make any arguments. You said the answer was to make PVE more like PVP, which I pointed out was nonsense. Then you agreed that they aren't very alike, and then I started free-styling on why it would be difficult to make them alike.

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

Nikk Narrel
Moonlit Bonsai
#27 - 2014-03-04 19:04:52 UTC
Kaerakh wrote:
Nikk Narrel wrote:
We also need to embrace the players who, through no fault of their own, cannot find this compassionate group of like minded souls to play with.
if they are solo, or simply in a group not big enough to have others protection nearby.

The often maligned "AFK Cloaking" effect would not exist, if all PvE players could reasonably find the ops you suggest.
It seems unreasonable to me, to suggest these are all not worth consideration.

I'm a solo player now. I know exactly what the difficulties are and I don't ask the entire game to revolve around my play style. Perhaps you shouldn't make the assumptions?

To assume something, you must speak or act based on something being a certain way.

I am specifically not making the assumption here. I am pointing it out, in fact, as being exactly that, an assumption.
Right now, I see the game penalizes solo play, as compared to group play.

In stark contrast to asking the game to revolve around a solo play style, I am simply suggesting it scale better.
Currently it is much more like an all or nothing choice.
You either have a group large enough to include PvP aspects, or you do without.

Why do we want to penalize solo and small group play like this?
It makes sense to me that we should improve this.

Kaerakh wrote:
Nikk Narrel wrote:
I am truly impressed with your experience.
How is it you seem to have not encountered any miners struggling outside of the well planned ops you describe?

I have and in my experience they lack the social skills(pardon the pun) to work well in nullsec(which is the biggest social aspect of EVE). Honestly what you're asking for is for anti-social players to be able to play anti-socially in the most social aspect of the game. It makes no sense.


I must point out that EVE is an MMO, and often referred to as a sandbox game.
To be able to play as we choose, in many ways describes what it means to take part in a sandbox this way.

To institute aspects which scale so poorly, as to penalize solo and small group play rather than to simply reward group play in general, seems short sighted to me.

Telling players that they MUST play in a group, or be penalized, I feel goes too far.
It is more than enough, in my opinion, that being in a group is worth the effort.

I think we should permit solo play to still be rewarding enough to log in for, in this interstellar sandbox of ours.
Grind till you have to run from the other player, sounds to me like a poor excuse for this.
Kaerakh
Obscure Joke Implied
#28 - 2014-03-04 22:44:33 UTC  |  Edited by: Kaerakh
Nikk Narrel wrote:

To assume something, you must speak or act based on something being a certain way.

I am specifically not making the assumption here. I am pointing it out, in fact, as being exactly that, an assumption.
Right now, I see the game penalizes solo play, as compared to group play.

In stark contrast to asking the game to revolve around a solo play style, I am simply suggesting it scale better.
Currently it is much more like an all or nothing choice.
You either have a group large enough to include PvP aspects, or you do without.

Why do we want to penalize solo and small group play like this?
It makes sense to me that we should improve this.


I get along just fine in wormhole space. Maybe you should try it from a different angle. Blink

Nikk Narrel wrote:

I must point out that EVE is an MMO, and often referred to as a sandbox game.
To be able to play as we choose, in many ways describes what it means to take part in a sandbox this way.

To institute aspects which scale so poorly, as to penalize solo and small group play rather than to simply reward group play in general, seems short sighted to me.

Telling players that they MUST play in a group, or be penalized, I feel goes too far.
It is more than enough, in my opinion, that being in a group is worth the effort.

I think we should permit solo play to still be rewarding enough to log in for, in this interstellar sandbox of ours.
Grind till you have to run from the other player, sounds to me like a poor excuse for this.


So... Joebob should be able to claim sov space by himself or with 2 or 3 cohorts. Honestly, it sounds like you've been beating your head against the metaphorical wall trying the same solution over and over. Try adapting and attacking it from a different angle. There are plenty of opportunities for solo players and small group players. You just need to play to your strengths, and learn how to pick your fights(and take your loses in your stride). For example I make heavy, heavy usage of stealth(cloaks help, but they're not your only tool) to evade people I'd rather not notice me, and for the large part it works for me.
Nikk Narrel
Moonlit Bonsai
#29 - 2014-03-04 23:20:53 UTC
Kaerakh wrote:
Nikk Narrel wrote:
Why do we want to penalize solo and small group play like this?
It makes sense to me that we should improve this.


I get along just fine in wormhole space. Maybe you should try it from a different angle. Blink


The area of space is a detail.

I think we need to focus on enabling more practical play options, not deporting players to places where you imply differences have less impact.
And yes, I have been in wormholes before, but they were not a good match for my play style.

Kaerakh wrote:
Nikk Narrel wrote:
I think we should permit solo play to still be rewarding enough to log in for, in this interstellar sandbox of ours.
Grind till you have to run from the other player, sounds to me like a poor excuse for this.


So... Joebob should be able to claim sov space by himself or with 2 or 3 cohorts. Honestly, it sounds like you've been beating your head against the metaphorical wall trying the same solution over and over. Try adapting and attacking it from a different angle. There are plenty of opportunities for solo players and small group players. You just need to play to your strengths, and learn how to pick your fights(and take your loses in your stride). For example I make heavy, heavy usage of stealth(cloaks help, but they're not your only tool) to evade people I'd rather not notice me, and for the large part it works for me.


At no point have I suggested anything so extreme, as claiming space being as practical as mining and ratting for solo and small groups.

This is an exaggeration, in proper debates referred to as a straw man, since it is placed as a ridiculous example intended to be knocked down without doubts as being the proper reaction to it.

I am suggesting that PvE needs to scale in a manner to retain practical use.
Rather than the gap created between having PvP ability in large groups, and needing to run from even equal numbers in smaller ones.

I want to keep the experience comparable, without compromising the large group experience.
I feel the change is wanted to improve the other end of the scale.
I want to see actual fights between small groups of players, where both want to try their chances to beat the other pilot.

Not one guy always running, with the other holding back until they think they can get a clean win.
That keeps descending into stalemates, which I do not expect most consider better than eagerly joined battles.
Nofearion
Destructive Brothers
Fraternity.
#30 - 2014-03-05 12:58:33 UTC
Arthur Aihaken wrote:
Nikk Narrel wrote:
I think this is ingenious.

It would be interesting more for another thread, than this one, but I think it should be pursued as part of a package of changes to cloaking.
(Underlined to stress the importance that this should accompany many other changes, if considered, in my opinion)

I think this is a great idea as well. I presume one would also require a passive target scanner to achieve this?



Yes that is the idea you would still have to fit current mods to do this. which in its own way would help to balance it.
Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#31 - 2014-03-05 15:34:16 UTC
Some players are achievers. They attain fulfillment and enjoyment by setting goals and accomplishing them. Things that set their goals back - like death - are obviously very high on their 'things in game to avoid' list.

Some players just like to watch ships burn. They attain fulfillment by destroying the efforts of others, and/or having the power to control others. Things that prevent them destroying other people's stuff - like cloaking devices, local chat, and interdiction nullifiers - are obviously high on their list of 'things in the game to ***** about.'

Some players are in it for the challenge. They attain fulfillment by taking on a foe and defeating them in a fair fight. Things that don't fight back - like carebears, nullbears, and cloakies - are obviously not on their list of things they care about much.

There may be some overlap.

TL:DR. Those who want to avoid certain types of gameplay will always do so, and altering their tools will just make them find new tools. Not that I don't support the idea - see sig - but it's the people in the middle who need to be targeted, not the ones who are avoiding conflict. Changing miners or covops ships is thus irrelevant to the greater effort.
Nikk Narrel
Moonlit Bonsai
#32 - 2014-03-05 16:01:48 UTC
Ines Tegator wrote:
TL:DR. Those who want to avoid certain types of gameplay will always do so, and altering their tools will just make them find new tools. Not that I don't support the idea - see sig - but it's the people in the middle who need to be targeted, not the ones who are avoiding conflict. Changing miners or covops ships is thus irrelevant to the greater effort.

I feel you may have misunderstood the intentions I have, with this thread.

I am not interested in forcing anyone to do anything.
This includes backing them into positions where they only have tools to respond a certain way.

Quite the opposite, as a miner I am tired of being forced to always run away, or rely on other players for my defense.
I also do not want to be forced into abandoning mining in order to enjoy a good fight. This would include downgrading my mining experience so that mining was a mere token aspect of my play.
(Look we all know you can fit a mining laser on a BS or other combat hull, but let's not pretend that is really a realistic way to mine with)

On the other side, as a covert pilot, I am not capable of engaging genuine front line ships, so must avoid those by necessity in order to survive.
I also see too many PvE ships viewing me as too dangerous, (to consider engaging in combat), so they must avoid me by necessity in order to survive. When I am playing on that side of the proverbial fence, I too avoid engagements for this same reason.

Now, in my opinion, we have three choices here:
One, we can either sponsor an attitude like lemmings, and encourage players to engage in fights against opponents that we have no realistic chance of beating... which I view as not sustainable, to say the least.
Two, we can keep the unfulfilling circle going, where each class of ships is forever avoiding stronger opponents, too often resulting in stalemate scenarios.

Or three, we can bridge the gap in combat difference between the ships flying covertly, and their chosen targets flying PvE support.

Pure combat purposed ships always have each other to fight against, and are countered from reaching the PvE supports of their foes by this. They are already happy, and functioning as intended for the most part.
But covert and PvE ships have evolved to be locked in this stalemate inducing circular cycle, and I feel this needs to be remedied.
Nikk Narrel
Moonlit Bonsai
#33 - 2014-03-07 15:18:09 UTC
I want to see a solo, or even a small group, react to the presence of a single hostile entering their system.
Specifically, I would like to see them react with anticipation, delighted that someone else who logged into EVE was going to show up and pew pew with them.

The stage would have been set, the gate camps keeping out all but the stealthy covert ships. A cyno jammer operating soundly ensuring that only these ships have opportunity to penetrate to otherwise vulnerable support assets.

I want these players, miners and ratters against covert pilots, to engage in guerrilla combat against each other.
And I want both sides to want the fight, rather than one side try to avoid it from expectations of inadequacy.

Both of these ship types should represent the street fighters, rather than the trained soldiers expected in trenches and front lines.

Let them log into EVE, knowing that they will either hunt or PvE, with a good chance to meet their counterparts in a fun space combat both can retell long afterwards.
Nikk Narrel
Moonlit Bonsai
#34 - 2014-03-08 16:57:43 UTC
You are in your space, in null.

You have logged in to discover your usual group of friends to be offline, and have no expectation this will change.
Maybe you logged in at an odd hour, or perhaps you know they are simply going to be unavailable for other reasons.

The important point, is your quality of play now relies on being able to operate solo.
These circumstances, while detailed for this example, can happen quite often for many players. More than enough to be significant as a point.

Your assets:
You have allies from other corps manning gate camps, and operating in systems several gates away. Good for some intel, but nothing practical to form up with.
Your corp even equipped your system with a cyno jammer, since it is the established mining system for them.

You are a miner. Your corp has a POS set up in this system, and even an alt boosting while AFK. You can be quite useful, and get some ore for your friends.

Now, after 20 minutes, you hear over channels that a single hostile is bouncing around, and is being reported moving in a direction that could have them in your system within minutes.

Current logic suggests you should evade them. To do this, you need enough warning to warp safely before they can stop you.
This has you playing an MMO, one featuring the joys of space combat no less, with the specific incentive to AVOID interacting with another player since you are badly prepared for space combat.

I find this to be at odds with the expectation of enjoyable space combat.
I think many players would far prefer the option of being able to fight, without needing to sacrifice mining to do so.

We currently don't have the right tools to do this with, in my opinion.
Moloney
University of Caille
Gallente Federation
#35 - 2014-03-08 19:45:57 UTC
Can people please get to grips with the game they are playing. There is no right or wrong. If you do .it like some thing figure a way around it or avoid it.

Most ships if fit, skilled and flown correctly with regard to the objective are perfectly fine. Or your using the wrong wooden block for the hole.
Nikk Narrel
Moonlit Bonsai
#36 - 2014-03-08 22:18:22 UTC  |  Edited by: Nikk Narrel
Moloney wrote:
Can people please get to grips with the game they are playing. There is no right or wrong. If you do .it like some thing figure a way around it or avoid it.

Most ships if fit, skilled and flown correctly with regard to the objective are perfectly fine. Or your using the wrong wooden block for the hole.

To use your analogy, you must accept that the wooden block was arbitrarily decided to not fit into that hole. There is no underlying logic that supports this choice, it was really that simple.

As I am trying to suggest a means for players, to have the option of standing and fighting, with practical concerns considered, this is not about adapting to the environment at all, as I believe you are suggesting.

I feel it is about removing an obstacle, which makes players in an MMO want to run away from each other, instead of playing with each other.
Arthur Aihaken
CODE.d
#37 - 2014-03-09 04:18:49 UTC
Nikk Narrel wrote:
We currently don't have the right tools to do this with, in my opinion.

We need "sleeper" mining ships, or something along the lines of the "Q" ship discussion.

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

Nikk Narrel
Moonlit Bonsai
#38 - 2014-03-09 14:56:43 UTC
Arthur Aihaken wrote:
Nikk Narrel wrote:
We currently don't have the right tools to do this with, in my opinion.

We need "sleeper" mining ships, or something along the lines of the "Q" ship discussion.

Sleepers, perhaps.
The mining ships with realistic fighting ability would be much like the described Q ships, in many ways too.

Whether it is the ability to fight other players comparable to "covert" vessels, or that the mining environments are abrasively hostile to all with the exception that mining ships are uniquely adapted to endure there.

Only in high sec space is this dynamic present, albeit in limited fashion, thanks to concord.

We cannot simply eliminate this threat of NPC support with nothing to replace it, with mining ships so lacking the ability to compensate on their own.

And for the obvious suggestion that none should play solo or in groups too small to inspire PvP support, I feel this results in diminished play far too often, and merits reconsideration in my opinion.
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