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[Kronos] Factional Warfare Complex Improvements

First post First post First post
Author
Liafcipe9000
Critically Preposterous
#21 - 2014-05-09 11:50:30 UTC
Kale Freeman wrote:
Cloak up or leave grid, countdown resets.

You should apply to work at CCP.
Zappity
New Eden Tank Testing Services
#22 - 2014-05-09 11:52:29 UTC
Kale Freeman wrote:
A much better solution would have been to make cloaking up an unattractive option for the farmer. Better than simply removing the option, and also removing the cloaking option for everyone else as well.

In range of button, counting down timer.
Move outside range, countdown stops.
Cloak up or leave grid, countdown resets.

Yep, timer rollbacks ftw. Maybe we haven't been asking for timer rollbacks enough. Ahem.

Zappity's Adventures for a taste of lowsec and nullsec.

Kale Freeman
Garoun Investment Bank
Gallente Federation
#23 - 2014-05-09 11:55:53 UTC
Kaarous Aldurald wrote:
Cloaks are not the problem. They can be used to evade a fight or to enable one.

Warp stabs are the problem. They are good for nothing but avoiding fights.



The fancy 30km invisible object that prevents everyone from cloaking should simple be a 30km bubble.
Zarnak Wulf
Task Force 641
Empyrean Edict
#24 - 2014-05-09 11:56:07 UTC
Timer rollbacks (gradual) good. Timer resets (immediate) bad.
Benny Ohu
Royal Amarr Institute
Amarr Empire
#25 - 2014-05-09 11:56:19 UTC  |  Edited by: Benny Ohu
Kaarous Aldurald wrote:
Cloaks are not the problem. They can be used to evade a fight or to enable one.

Warp stabs are the problem. They are good for nothing but avoiding fights.

disagree, a pvp mechanic that rewards running away (ie not pvping) is the problem, not the ability to run away itself

e: this is also why cloaks themselves are not the problem
Zappity
New Eden Tank Testing Services
#26 - 2014-05-09 11:57:34 UTC
Kale Freeman wrote:
Kaarous Aldurald wrote:
Cloaks are not the problem. They can be used to evade a fight or to enable one.

Warp stabs are the problem. They are good for nothing but avoiding fights.



The fancy 30km invisible object that prevents everyone from cloaking should simple be a 30km bubble.

If you want bubbles, go to null or wormholes. I like implants.

Zappity's Adventures for a taste of lowsec and nullsec.

Kale Freeman
Garoun Investment Bank
Gallente Federation
#27 - 2014-05-09 11:57:57 UTC
Zappity wrote:
Kale Freeman wrote:
A much better solution would have been to make cloaking up an unattractive option for the farmer. Better than simply removing the option, and also removing the cloaking option for everyone else as well.

In range of button, counting down timer.
Move outside range, countdown stops.
Cloak up or leave grid, countdown resets.

Yep, timer rollbacks ftw. Maybe we haven't been asking for timer rollbacks enough. Ahem.



Maybe having the counter counting back down when it is abandoned (everyone warped off grid or cloaked up) is tricky. I'd be quite happy with a simple counter reset when the beacon is abandoned.
Kale Freeman
Garoun Investment Bank
Gallente Federation
#28 - 2014-05-09 12:01:18 UTC  |  Edited by: Kale Freeman
Zarnak Wulf wrote:
Timer rollbacks (gradual) good. Timer resets (immediate) bad.


I agree that a gradual timer rollback would be better. I am curious why you feel that an immediate reset is bad.

EDIT: An immediate reset is a bigger penalty for running. Do you think it is too big a penalty?
Ramone Ormand
The Scope
Gallente Federation
#29 - 2014-05-09 12:04:43 UTC  |  Edited by: Ramone Ormand
CCP Fozzie wrote:
...are not intended to somehow bring an end to "farming" or other evasion tactics. We have no intention of hard blocking warp core stabs or cloaks from complexes.


Why not? Plex's would be great places to find fights if 90% of all frigates inside of them weren't stabbed. It takes a silly amount of time to find PVP in a PVP focused zone. I find it odd that a faction can bring all systems of another faction into vulnerable state whilst multiboxing stabbed frigates. I thought it was factional WARfare not 'sit in space watching youtube with your hand down your pants' fare?

"I'm sorry, but the electronic systems of your warp core stabilizers interfere with the electronics of the acceleration gate and you may not jump through"

there, FW is fixed, none of this 'large plexes' change or NPC changes.
Zarnak Wulf
Task Force 641
Empyrean Edict
#30 - 2014-05-09 12:07:29 UTC
Kale Freeman wrote:
Zarnak Wulf wrote:
Timer rollbacks (gradual) good. Timer resets (immediate) bad.


I agree that a gradual timer rollback would be better. I am curious why you feel that an immediate reset is bad.

EDIT: An immediate reset is a bigger penalty for running. Do you think it is too big a penalty?


It penalizes reshipping. Not everyone is a farmer trying to evade. If I'm in a brawler and a WT rolls up in a brawler - gf. If I see a condor on short though I'm going to want a different ship.
Iris Bravemount
Golden Grinding Gears
#31 - 2014-05-09 12:12:05 UTC
All hail Fozzy!

I like those changes.

There is another thing that was mentioned at last year's FW roundtable.

Someone asked for plex accel gates (or capture beacons) to trigger a suspect timer, so that participants don't have to be worried about their sec status in there. How do you feel about this suggestion now?

"I will not hesitate when the test of Faith finds me, for only the strongest conviction will open the gates of paradise. My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity." - Paladin's Creed

Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#32 - 2014-05-09 12:16:27 UTC  |  Edited by: Garviel Tarrant
Make the npc's in large plexes tank any dps below 400 comfortably.


Also, timer rollbacks plx (Should be exponential imo, starts off slow but ends up dropping by several seconds at a time)



(Good changes all around though)

BYDI recruitment closed-ish

Granios
Wild Tigers Unleashed
#33 - 2014-05-09 12:18:26 UTC
Novice small give you +3,3 rat more = 3min more
medium large give you +6 rat more = 6 min more

Its big offensive plexing farm nerf. def farming stay same farmers go def no ofensive so def got buff.
There will be less people in systems.

!!!! Can you set respawn after timer runing not last rat death becouse if i offesive plexing and start fighting some mini scum and he got extra rat of dps he have extra advantage.


Can you nerf bomber mission runing too ? to cap max mission you can take to 3 or buff rats in those missions to be able to kill more efectly bombers ?
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#34 - 2014-05-09 12:20:25 UTC
Defensive farming should be **** unless you're actually at risk doing it imo..

And seeing how it would be hard to program like that, defensive farming should just be a bit ****. (Its so easy to do with no risk)

BYDI recruitment closed-ish

Lloyd Roses
Artificial Memories
#35 - 2014-05-09 12:20:31 UTC
Respawning NPCs and increased tank for them counts like a strike against stabbed plexing I'd say.
BadAssMcKill
Aliastra
#36 - 2014-05-09 12:21:18 UTC
You haven't really fixed anything though
afkalt
Republic Military School
Minmatar Republic
#37 - 2014-05-09 12:23:17 UTC
You should try and find away to let covert cloaks work.
Kaarous Aldurald
Black Hydra Consortium.
#38 - 2014-05-09 12:23:25 UTC
Kale Freeman wrote:
Kaarous Aldurald wrote:
Cloaks are not the problem. They can be used to evade a fight or to enable one.

Warp stabs are the problem. They are good for nothing but avoiding fights.



The fancy 30km invisible object that prevents everyone from cloaking should simple be a 30km bubble.


While a simpler solution, I would still favor offlining warp stab modules while within capture range of a complex.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

King Fu Hostile
Mea Culpa.
Shadow Cartel
#39 - 2014-05-09 12:24:21 UTC
These help a bit, so +1

But instead of rats, why not have a structure:

1) this structure only shoots members of the opposing militia when under fire by them (it does not auto-agress)
2) because it does not interfere with PVP, it can have much bigger tank regen, and dps

same dps check, but improved?

Pinky Feldman
Amarrian Vengeance
Ragequit Cancel Sub
#40 - 2014-05-09 12:24:42 UTC  |  Edited by: Pinky Feldman
While I wish that large outposts had gates, I just wanna say thank you CCP and fozzie for these iterations. You guy are awesome and I appreciate the time spent on a feature I didn't expect to get more changes. <3

Edit: amarr victor!