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Vote Steve Ronuken for CSM 9

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Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#121 - 2014-04-05 18:49:54 UTC
Esha Amphal wrote:
Mr Ronuken,

As I've stated in passing on the twitters you are rather high on my vote ballot. I gave you serious consideration last year. This time it was a no brainer to pen you in almost a month ago when I started my list. I strongly believe that your services will be required very soon, considering the upcoming expansion/s appear to have an industrial inclination and current CSM representatives have hinted that your expertise will be in demand shortly.

A main focus of mine has been the CSM outwardly communicating with the player base. All things considered NDAs are a constant obstacle where outward communication is concerned. However I feel that CSM8 has raised the bar on interacting with the players in a variety of ways (town halls, blogs, podcasts, twitter, google hangouts, etc). I would hate to see that particular sandcastle knocked over in the coming term. As someone who has been campaigning and getting his message across long before this election month, I don't think you're one to worry about in this regard Mr Ronuken.

I'm interested in your opinion about how CSM9 will communicate with the players even more effectively than CSM8. They set an excellent example, but what can they do better? Which groups of players are still isolated and how can you and the rest of the council go about creating new communication lines with them?

I'm also curious about your take on Planetary Interaction. Do you think it's in a good place? What do you think about the state of the in-game PI tutorial and the new player experience with PI? What would you like to see considering the potential for the Dust514 - PI connection?

Thank you in advance for your time.


CSM 8 has communicated pretty effectively. However, a great deal of that has come from a fairly limited selection of the members (who I'm not going to list, as I'm certain to miss someone and offend people Blink)

Communication with the player base comes in many forms, from regular blog posts, to chatting on IRC, to twitter, to being available in game for convos. I'm not saying that all CSM members should do all of them, But each of them should do at least one.

The most isolated players in game are those who are busy playing Eve as a single player game with moderate AI. And to be honest, there's not a huge deal that can be done to draw them in. It's unfortunate, but pretty much unavoidable.

The PI tutorial is pretty weak. This is the place where video tutorials would be ideal. Ditto with scanning. Some basic videos for things like how tracking work would also be nice.


Dust-PI link: It's an interesting idea. I'd probably, at least in high and low, avoid the ability to directly attack other people's PI facilities. But having a PvE zombie horde mode with rogue drones would be neat. (people who use the planet/own the customs office) kick in for protection and the empires multiply it to make it actually worth fighting over.





Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Nevyn Auscent
Broke Sauce
#122 - 2014-04-06 22:22:39 UTC
Steve, apologies if this was answered already, I had a scan and couldn't find it.

When you talk about your mining concept, prospecting & claiming belts, I have a few questions about your concept design.

How long should a player spend prospecting before expecting to find a reasonable site, and what kind of game play do you envisage this being.
How long should a 'reasonable site' take a single miner to complete
What kind of isk/hr assuming the current market do you see them making, once you take the prospecting time into account.

And with regards to the claiming mechanic, what kind of idea do you have in your head to stop a ganker corp from claiming all the prospects first then not mining them and just lying in wait till someone goes suspect, since trial account alts will be able to keep watch easily enough for targets making a large area very easy to cover.

Just to get an idea of how your design process works when suggesting concept designs to CCP for future development.
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#123 - 2014-04-07 01:22:50 UTC
Nevyn Auscent wrote:
Steve, apologies if this was answered already, I had a scan and couldn't find it.

When you talk about your mining concept, prospecting & claiming belts, I have a few questions about your concept design.

How long should a player spend prospecting before expecting to find a reasonable site, and what kind of game play do you envisage this being.
How long should a 'reasonable site' take a single miner to complete
What kind of isk/hr assuming the current market do you see them making, once you take the prospecting time into account.

And with regards to the claiming mechanic, what kind of idea do you have in your head to stop a ganker corp from claiming all the prospects first then not mining them and just lying in wait till someone goes suspect, since trial account alts will be able to keep watch easily enough for targets making a large area very easy to cover.

Just to get an idea of how your design process works when suggesting concept designs to CCP for future development.



How long it takes, and how large sites are, are going to be very dependant on the rate that CCP wishes minerals to enter the game.


As for someone claiming all the sites, there's a very simple solution to that. Prospecting for sites creates sites. You'll be able to scan them down after the fact, though I'm thinking that'll only be when a ship is there (much like mission sites)

It doesn't stop ganking. Just introduces the same barriers that exist for mission ganking.

A single miner may find their income reduced slightly, with the requirement to find the places to mine (Though they'll deplete each site slower. I'm thinking each site should be similar m3 to an asteroid belt) where as a corporation can have someone prospecting for sites and handing them out to their members.

As I said, the numbers are very dependant on what CCP want, and can be adjusted. There can also be lucky strikes, such as the one that got ORE started (though I'd suggest this kind of thing is rare).

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

sci0gon
Kaira Innovations
#124 - 2014-04-07 05:07:56 UTC  |  Edited by: sci0gon
besides some potential changes to pos's, jump bridge removal and ofc your stance on 3rd party programs these 3 aspects have got my attention however......

the proposed mining changes that you'd like to possibly bring into the game with claiming roid's opens up miners to another form of harassment and also sub contracting ore to npc mining corporations where they'd take a cut, what would you propose to be the point of sub contracting to them especially with the mining refinery changes incoming, would it be for something like standings or possibly for contracting them so much ore that you get a blueprint of a custom mining laser / upgrade?

with regards to the rest of the industry side, are there other aspects you'd also like to look at changing or updating to make things different or more interesting than they are today?

in addition, if ccp planed to introduce a change or update to the game that would be a complete waste of their time where they could be putting that effort in other places which are more needed and desired, would you step forward and tell them?
Rhavas
Noble Sentiments
Second Empire.
#125 - 2014-04-07 05:13:29 UTC  |  Edited by: Rhavas
Last year on my blog I wrote:
Rhavas wrote:
I would like to see Steve branch out this year to other areas of space, and expanded types of play. I’d like to see him put together a third-party app that had a level of renown among part of the playerbase, to give himself something specific to point to (be the next developer of an Aura-like, EVE Central-like, etc. tool and trumpet it) – he has loads of industry tools publicly posted on his site that I suspect could be rolled together into an impressive toolset and promoted by him. I think he could be a contender in future years, but I don’t see it this year.

While it doesn't look like you've made a big spatial shift, you have clearly driven a much higher profile and created a ton of useful tools. Your site is well known and people depend on it, knowing you as a solid 3rd Party developer. You took over evebloggers.com when it needed it most and would bring a badly-needed highsec industrial voice to the CSM. You've been highly visible in the community. I want to endorse you this year, and am writing the post now.

Here's the only thing holding me back.
Steve Ronuken wrote:
Cloaks. AFK cloaking is bad gameplay. I'd like to see the ability to shut down your ship, and fall off scan, but if you just cloak, you can be, with effort, traced and decloaked at range. If you're there, you can move to avoid it. If you're not, you're at risk. Don't want to be found? Turn your ship 'off', to become a whole in space, with no chance of being scanned down. Do it with a cloak, in a place you expect people to turn up, and you can set up a hot drop.

Can you provide clarification for this? As I scan the rest of the thread, it looks more like you're concerned about hotdrops than about cloaking. Would you restate this position in your OP to be about power projection rather than cloaks? If cloaking really is your issue, would you add time frames and methods (I realize you aren't a game developer, but I need to understand the level of mechanic you think of when you say this - time frames, tools, do you support the fuel approach, a time approach, or something else). My position on cloaking and Local can be found here for reference if you want something to compare and contrast to in your response. Thanks.

Author of Interstellar Privateer Shattered Planets, Wormholes and Game Commentary

Saint Michaels Soul
Stay Frosty.
A Band Apart.
#126 - 2014-04-07 08:06:18 UTC
Steve, you've got my vote.

I'm going to send a nice mail to my corp minions explaining the process and you're one of the candidates that I believe closest fits our corp profile.

Keep up the excellent work and I hope to see you get over the final hurdle this year.

Cheers,

Saint Mick
Mangala Solaris
Blue Republic
RvB - BLUE Republic
#127 - 2014-04-07 08:17:47 UTC  |  Edited by: Mangala Solaris
Steve's stance on Industry, his utter devotion to 3rd party services and greater support for them, and how he has tackled all the questions thrown at him by the public during this election season leads me to proudly endorse him for a seat on CSM 9.

Steve I hope to be working alongside you in the coming term.
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#128 - 2014-04-07 09:31:26 UTC
Rhavas wrote:

Here's the only thing holding me back.
Steve Ronuken wrote:
Cloaks. AFK cloaking is bad gameplay. I'd like to see the ability to shut down your ship, and fall off scan, but if you just cloak, you can be, with effort, traced and decloaked at range. If you're there, you can move to avoid it. If you're not, you're at risk. Don't want to be found? Turn your ship 'off', to become a whole in space, with no chance of being scanned down. Do it with a cloak, in a place you expect people to turn up, and you can set up a hot drop.

Can you provide clarification for this? As I scan the rest of the thread, it looks more like you're concerned about hotdrops than about cloaking. Would you restate this position in your OP to be about power projection rather than cloaks? If cloaking really is your issue, would you add time frames and methods (I realize you aren't a game developer, but I need to understand the level of mechanic you think of when you say this - time frames, tools, do you support the fuel approach, a time approach, or something else). My position on cloaking and Local can be found here for reference if you want something to compare and contrast to in your response. Thanks.



The lone guy sitting cloaked up isn't really a problem, whether they're afk or not. The DPS of a single ship, capable of covert cloaking isn't really that significant. And non-covert cloaks mean you can see them coming. (

The 'problem' with an AFK cloaker is power projection. That lone person can very quickly become a lot of people, right on top of you. Being able to, eventually, track that person down would mitigate the risk a bit. Right now, there's no way to mitigate it other than staying docked up or in POS. I'll update the wording in my op about it.

I read the unbreaking local article a while ago, and I quite liked it. Perfect "who's there" information, without any effort, seems a bit off. It should be possible, with destroyable infrastructure, to be able to get that perfect information. Which means there are more targets for small gangs to go after, which you have an incentive to defend. Are they just trying to annoy you, or are they the first wave of an invasion? Big smile

As for 'fixing' cloaking (this has been revised since I first formulated an option, as I had issues with it explained to me):

The fix is /relatively/ simple.
Cloaks no longer remove you from D-Scan and combat probes. They make it hard to localise you, and impossible to identify. 'Cloaked Ship' would be what appears. If you use combat probes to locate a cloaked ship, you don't land on top of them, instead landing somewhere within 30km (ish) of them.

D-Scan could give you a vector towards them (if you're good with it), but no distance. So working with multiple ships, you can find a stationary target, or one travelling in a predictable fashion.

The engine shutdown option is one I still like, but now, without a cloak, I'd say it should just reduce your signature, making it harder to find you, but not impossible. Cloaked and shutdown, and you're a hole in space.

I'm not hugely tied to the ideas stated here. I just don't like afk gameplay which affects other people. Smile

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#129 - 2014-04-07 10:17:16 UTC
sci0gon wrote:
besides some potential changes to pos's, jump bridge removal and ofc your stance on 3rd party programs these 3 aspects have got my attention however......

the proposed mining changes that you'd like to possibly bring into the game with claiming roid's opens up miners to another form of harassment and also sub contracting ore to npc mining corporations where they'd take a cut, what would you propose to be the point of sub contracting to them especially with the mining refinery changes incoming, would it be for something like standings or possibly for contracting them so much ore that you get a blueprint of a custom mining laser / upgrade?

with regards to the rest of the industry side, are there other aspects you'd also like to look at changing or updating to make things different or more interesting than they are today?

in addition, if ccp planed to introduce a change or update to the game that would be a complete waste of their time where they could be putting that effort in other places which are more needed and desired, would you step forward and tell them?



I assume you're meaning the idea 'gankers claim everything, and then kill everyone that mine'? I'd thought of that. Which is why I was thinking that the prospecting mechanic spawns the sites when you do it. So it's not possible for other people to claim everything.

The sub-contracting basically would be: Don't have to prospect, as you can just taking mining missions to get places to mine. Which would then include proper ore. Not as effective as doing everything yourself (or having someone else in your corp do bits), but not a lot worse. So you'd get paid for the ore they need (isk and lp) and be able to mine some on the side.

Industry needs a lot of work from a UI perspective. The clicking isn't the fun (or difficult) bit, just the dull bit. So streamlining that away would help.



As for telling CCP they're making a mistake, that's a large part of what the CSM is for. So yes, I would. I'm not exactly shy about expressing opinions.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

sci0gon
Kaira Innovations
#130 - 2014-04-07 10:39:44 UTC
Steve Ronuken wrote:
I assume you're meaning the idea 'gankers claim everything, and then kill everyone that mine'? I'd thought of that. Which is why I was thinking that the prospecting mechanic spawns the sites when you do it. So it's not possible for other people to claim everything.

The sub-contracting basically would be: Don't have to prospect, as you can just taking mining missions to get places to mine. Which would then include proper ore. Not as effective as doing everything yourself (or having someone else in your corp do bits), but not a lot worse. So you'd get paid for the ore they need (isk and lp) and be able to mine some on the side.

Industry needs a lot of work from a UI perspective. The clicking isn't the fun (or difficult) bit, just the dull bit. So streamlining that away would help.


I was thinking about that yea, then I also thought about the idea of only allowing mining ships to have rights to claim certain droids, however that alone would allow them to cut around the corner that way since it doesn't really take much skill to jump into a venture.

industry UI system in general I don't really have a problem with even the multiple clicks when doing invention with decryptors, however I can understand the issue with that when people want to do it fast so they can get back to doing other things. I was thinking more of things like when build jobs are in progress having a screen pop up with a monitor view showing someone building the ship and based on the time frame. say roughly 2hrs 40mins for building 1 ship and the current time left on the ship build when you check progress is at 40mins remaining and that window opens you see 75% of the ship already built. I was hoping for something similar in the past when they first setup for walking on stations and how you could possibly walk along the gantry to the building area to watch them build the ship.


will you be pursuing ccp to do something else with R&D agents so that the research points gained could be used for other things too, since almost every tom **** and harry pretty much has a few datacore agents collecting to either sell or collect to cut invention costs?

do you have any thoughts on improving the pve content too?
Sephira Galamore
Inner Beard Society
Kvitravn.
#131 - 2014-04-07 11:21:55 UTC
Steve Ronuken wrote:
The 'problem' with an AFK cloaker is power projection. That lone person can very quickly become a lot of people, right on top of you. Being able to, eventually, track that person down would mitigate the risk a bit. Right now, there's no way to mitigate it other than staying docked up or in POS. I'll update the wording in my op about it.
[...]

The fix is /relatively/ simple.
Cloaks no longer remove you from D-Scan and combat probes. They make it hard to localise you, and impossible to identify. 'Cloaked Ship' would be what appears. If you use combat probes to locate a cloaked ship, you don't land on top of them, instead landing somewhere within 30km (ish) of them.

D-Scan could give you a vector towards them (if you're good with it), but no distance. So working with multiple ships, you can find a stationary target, or one travelling in a predictable fashion.

Don't let your future WH CSM colleagues hear that! Having a cloaky appear on d-scan in wspace is a terrible idea, and a bad idea in kspace still. While the later has local, you still get the advantage of knowing that the guy is within your dscan range. Cloaked piloting is a lot about sneaking up on people, and with your proposal someone can set his dscan to 400 kms to check if I'm on grid with him.

Essentially you are trying to fix power projection by breaking cloaking (as we know it) even tho cynos are only one of several uses. Why not fix the power projection?
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#132 - 2014-04-07 11:42:05 UTC
Sephira Galamore wrote:
Steve Ronuken wrote:
The 'problem' with an AFK cloaker is power projection. That lone person can very quickly become a lot of people, right on top of you. Being able to, eventually, track that person down would mitigate the risk a bit. Right now, there's no way to mitigate it other than staying docked up or in POS. I'll update the wording in my op about it.
[...]

The fix is /relatively/ simple.
Cloaks no longer remove you from D-Scan and combat probes. They make it hard to localise you, and impossible to identify. 'Cloaked Ship' would be what appears. If you use combat probes to locate a cloaked ship, you don't land on top of them, instead landing somewhere within 30km (ish) of them.

D-Scan could give you a vector towards them (if you're good with it), but no distance. So working with multiple ships, you can find a stationary target, or one travelling in a predictable fashion.

Don't let your future WH CSM colleagues hear that! Having a cloaky appear on d-scan in wspace is a terrible idea, and a bad idea in kspace still. While the later has local, you still get the advantage of knowing that the guy is within your dscan range. Cloaked piloting is a lot about sneaking up on people, and with your proposal someone can set his dscan to 400 kms to check if I'm on grid with him.

Essentially you are trying to fix power projection by breaking cloaking (as we know it) even tho cynos are only one of several uses. Why not fix the power projection?


Heh. This is why the CSM needs a well rounded group. So when ideas are being kicked around, they can have the holes pointed out, and appropriately filled. The dscan range issue is one that I'd not thought of, wrt just seeing if they're nearby, rather than when actively hunting them. The goal is a counter, rather than to break cloaks completely.

Fixing power projection is a goal as well. But fixing power projection doesn't mean 'eliminate hotdrops'

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#133 - 2014-04-07 11:51:12 UTC
sci0gon wrote:

[...]
industry UI system in general I don't really have a problem with even the multiple clicks when doing invention with decryptors, however I can understand the issue with that when people want to do it fast so they can get back to doing other things. I was thinking more of things like when build jobs are in progress having a screen pop up with a monitor view showing someone building the ship and based on the time frame. say roughly 2hrs 40mins for building 1 ship and the current time left on the ship build when you check progress is at 40mins remaining and that window opens you see 75% of the ship already built. I was hoping for something similar in the past when they first setup for walking on stations and how you could possibly walk along the gantry to the building area to watch them build the ship.


I'd like to see something more production line based. Feed in materials, receive bacon as it completes. Possibly with the ability to get individual units more frequently, but slower than batches per unit. (produce 10 units, receiving each as it completes, at 1 hour 5 minutes per unit, or produce 10 units, and get them all 10 hours later). Adds another variable to play with.



sci0gon wrote:

will you be pursuing ccp to do something else with R&D agents so that the research points gained could be used for other things too, since almost every tom **** and harry pretty much has a few datacore agents collecting to either sell or collect to cut invention costs?

do you have any thoughts on improving the pve content too?



I'm in two minds about research agents, as they're almost entirely passive once you have the appropriate standings, and entirely passive gameplay is something to avoid. I'd be all for giving them a more active use.


PvE, in general, needs to be more dynamic.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

sci0gon
Kaira Innovations
#134 - 2014-04-07 12:33:10 UTC  |  Edited by: sci0gon
Steve Ronuken wrote:
PvE, in general, needs to be more dynamic.


dynamic is only part of it in my eyes, lvl 3 and 4 missions should be more difficult, since lvl 3's can easily be blitzed in 5mins or less depending on mission and there are a couple of lvl 4's that can be done in the same time frame. In general I am disappointed with the mission system due to two points, firstly the wave system they introduced when they changed the missions a while ago, this alone made doing lvl 4's so much easier upto the point where you really didn't need to pay much attention no more and in fact they should of been made more difficult. The other issue I had with missions was the lack of immersion when doing the storylines, which I found to be a shame especially with the repetition on the those missions too like the requirements of filling a 10k omber request.

thanks for responding to my posts steve, so far you and one other person have my attention above the rest with regards to certain aspects of game play, once he responds to my posts too i'll make my decision with regards to who i'll be voting for. :)


// added

when the voting goes up you have my vote :)
Trebor Daehdoow
The Scope
Gallente Federation
#135 - 2014-04-07 13:55:34 UTC  |  Edited by: Trebor Daehdoow
I am happy to endorse Steve for election to the 9th Council of Stellar Management! Good luck at the polls!

Private Citizen • CSM in recovery

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#136 - 2014-04-07 18:30:35 UTC
A suggested voting list, in no particular order, other than me at the top Smile

https://www.fuzzwork.co.uk/2014/04/07/csm-9-voting-list/

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Malcanis
Vanishing Point.
The Initiative.
#137 - 2014-04-08 17:41:38 UTC
Vote for Steve Ronuken!

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Dracnys
#138 - 2014-04-08 18:45:43 UTC
You topped my CSM votematch at 82%! You have my vote for better industry interface and better API support. Also for recognizing that industry has been neglected for years now and hasn't received any substantial update in forever.
Crasniya
The Aussienauts
#139 - 2014-04-08 18:50:30 UTC
You ranked pretty well on my votematch as well. CREST support and DUST integration rank among my strongest desires for EVE Online this year.

Soraya Xel - Council of Planetary Management 1 - soraya@biomassed.net

Rananka
Doomheim
#140 - 2014-04-08 20:55:24 UTC
Hi Steve, GL with the election.
As a 3rd party developer, would you be interested in bringing this suggestion to the attention of CCP?