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Player Features and Ideas Discussion

 
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Changes to SOV , Power Projection & Nullsec Stagnation

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Author
Hopelesshobo
Hoboland
#741 - 2014-07-14 04:58:34 UTC
Manfred Sideous wrote:


Too easily gamed. The first ship through will just light a cyno and cap inject to maintain it.


It would still force a second cyno, and during the times that the second cyno is between cap booster cycles, half the fleet could be still sitting on the titan.

Lowering the average to make you look better since 2012.

Zenshift
Offworld Accounts
#742 - 2014-07-14 06:28:15 UTC
It's nice to see all these ideas being tossed around. Talking about this will hopefully lead to some forward movement on the stagnation issue that really has a strangle hold on the game. I think one thing people tend to forget is that good and bad ideas all come from the same place. This is hopefully a place to paint with a broad brush on potential solutions and fixes. Even a bad idea can lead to more critical thinking on the subject.

CCP seems to have painted themselves into a corner and the decay of the game is accelerating as a result. I'm not a fan of the term "power projection". It's a buzz term that gets the point across but I tend to think about the issue as stemming from all the ways mobility is achieved in EVE. So many mechanics to shorten travel times have created a situation where it is not hard to see why the game map feels so small. Mix that with a sov system that encourages organizations to be as big as possible because whoever wins the arms race of warm bodies in fleets or caps wins.

Remember how big eve felt as a new player? Before you had the skills for fast ships, jump drives and clones? I don't think the importance of Infomorph Psychology and the ability to set jump clones can be understated for how game changing it is for a player. And once it happens, there is no going back. Even for a solo player in high sec, it opens so many doors. Instead of adding skills to reduce the cooldown, it might be time to look at this mechanic as a factor in many of the core problems in the game right now.

Jump cloning in its current form allows for a ridiculous amount of mobility (ie power projection) on an individual level, not to mention when done as part of a coordinated staging with thousands of players. It's already been pointed out multiple times in this thread how this one game mechanic completely circumnavigates most changes to the game that would attempt to limit mobility of alliances/coalitions. The level of organization the average null entity has, as well as the size the coalitions, are well past the point where this one mechanic allows them to continually beat down the proverbial "little guy" trying to stake a claim in 0.0. This problem would remain if you deleted every jump capable ship in the game and needs to be addressed directly.

Speaking of jump capable ships, not much more needs to be said on how wrong it is that the largest, most powerful and most necessary ships (based on the current sov system) are the easiest to move quickly around the map en masse. I personally think changing structures to be less of an HP grind and make moving capitals more of a chore through a change to jump drive distances would do a lot to help. Capital doctrines have their place, but it has gotten to the point that they are too much firepower to be allowed to move so quickly around the map.

And logistics isn't hard... but it isn't fun or engaging either. It's able to be done in such a way to minimize the amount of people (but not accounts) involved and is almost impossible to interdict. I don't advocate anything as draconian as deleting jump freighters to fix this but something does need to be done. It's hard to come up with a solution because nobody who has joined the game post 2005?...2006? can really picture anything different. In my own experience I know of small groups of players who have moved out to NPC null and what two ships did they rely on...? JFs and carriers. The issue is I don't think some of my in game experiences would have happened without jump capable ships so it is hard to completely villainize them for their role in "easy" logistics. I don't think rolling back to the days of freighter escorts (way before my time so I have to plead ignorance) will do much for the simple reason that the rest of the game is very different. The days are gone where fleets of 100 were god-like, organizations were small and everyone was new to the game and low on SP. You'd have to roll back cap proliferation, blops and I don't know what all else just to make that old school style of logistics feasible.
Anthar Thebess
#743 - 2014-07-14 06:54:21 UTC  |  Edited by: Anthar Thebess
Clones are OP not because you have so many of them (i think CCP should increase their number even. )
The issue with clones is that you can have them in so many places.
Limit number of places you can have them to 2-3 places.
Multiple clones on one station.

You can exchange clones on the same station without using your jump clone colddown - for 20mil.
If you want to jump to clone located on the other station , normal conditions and colddowns apply.

You are somewhere far away , and need to jump back from the station you are in :
"You have reach maximum number of jump clone storing facilitates. You can successfully jump to designated clone , but current clone will be reprocessed. Yes/No"

Death clone jumping.
Now , change your cloning station to every possible, undock, self destruct ... and you are on place.
After op, do reverse thing, and you are home.

This is something very easy to fix.
YOU CANNOT CHANGE CLONING STATION REMOTELY , TO ANY STATION IN LOWSEC AND NULLSEC.

In all lowsec/nullsec station you have to be on a station to assign it as as your main cloning point.

This change CCP should apply ASAP, as it is something easy, and will also help EVE.

As most of the people didn't bothered to check , some stuff already suggested
- Capitals and supers moving by gates. Yes by gates , not all of them , but for example regional ones, and not all region will have this connection to all nearby regions , but only in to direction of closest NPC space)
( so in order to move those ships between regions you will have choke point on each region. )
- New stargates , each region connected to a NPC space
( Those additional gates are smugglers gate , not allowing any thing bigger from a cruiser or a non capital industrial ship to pass - this way there will be always way to move stuff out and in)
- NPC null regions not connected to lowsec will get similar gate connections to lowsec
( Like before , but every one will be able to get in or get out )
- each region having ALL materials needed for constructing T2 ships and components for a selected race.
( so no more using all race doctrines , if you are living in guristas space, you will be flying caldari ships, as simply they will be more cheaper , and for a zealot you will have to pay few hundred mill. In opposite sansha/amarr space , you will use cheap zelots , and caldari ships will be expensive)
CS10
Doomheim
#744 - 2014-07-14 13:26:34 UTC  |  Edited by: CS10
I'd just like to add a couple of comments from a "liitle person" on soverign null and some ways to improve it based on some of the great ideas in the thread so far.

There is a lot of debate about logistics & the difficulty corporations and the pilots who do corporation specific logistics would face if jump freighters were nerfed. The solution (now removed) was to have NPC trade routes. This has been changed to a form of alchemy to allow for transforming racial goods from one type to another. I very strongly believe that the market shold be, as much as possible, built, stocked and priced by players and that artificial solutions should be avoided.

The original post states: " Miners were important to nullsec alliances because importing minerals wasn't practical ( no jumpfreighters or jumpbridges ). [...] Builders/Industrialist were important because again just simply importing everything from empire was not practical. This meant creating a safe environment so they can do their work. "

A lot of people are against the nerfing of jump freighters because in order to build T2 goods or to fuel POSes etc, you need to import feedstock from other regions. This means that being able to jump items in is vital to establishing a manufacturing base and beter local markets. The issue with this is that, due to the simplicity of jumping items in from Jita, local markets are significantly penalised as everything can be bought from one location far easier than it is to establish a production & market hub locally. Cirus will help a little in this regard, but it will still be simple to import items en mass from Jita.

I think that people need to look at what "soverign null" should mean. It doesn't mean that your corporation has to do all of the logistics if it does not want to (allthough it should be able to make that choice if it wishes).

I propose that anyone can see (either on map or in some other location) if they are allowed to dock at a soverign station. There should be sevral options for the owner of the station: - Allow docking by everyone; - Allow docking only for neutrals and above; Allow docking only for blues; - Allow docking only for corporation members; - Disallow docking for all members of a certain corporation (say an NPC corporation); - Blacklist characters/corporations; - Charge people for docking; Disallow access to certain station facilities (such as medical bays), while allowing docking.

If independents can see that we can dock at soverign stations, there will be a lot of neutral importation of goods into soverign null. For example, we may import Blood Raiders salvage into Guristas space so that rigs can be made. Trade, even with neutrals, should be possible within soverign null. Perhaps the soverign owner can levy a tax on items bought/sold in the station.

Ovbiously, any owner of a station would retain full control over their station and set docking permissions to whatever they please based upon their goals. If we are going to make changes to the value of the space (utilised space is better than empty space), we should also trade within soverign null and that trade should be able to be done by neutrals. NB. I am not suggesting for one moment that soverign holding corporations should be forced to accept trade with neutrals, just that we recieve in - game information about if we can trade/import/export from a particular station.

If we have better information about where we can dock, we will be able to start to develop local markets in soverign null and take away some of the burden from the logistics specialists of a corporation. Some corporations may wish to take advantage of this, some may not, but there is little downside in providing the information to everyone about where you can or cannot dock.

EVE is supposed to be a big game where you can make your way as a pirate, as a footsoldier in large wars, as a soverign commander, an industruialist, a trader, an explorer etc. Right now if you are not in a soverign holding corporation you are effectivly barred from soverign null space as there is no way to have any sort of economic interaction as there is a lack of information.

It may be that there are lots of downsides to corporations allowing neutral trade and that is fine. It may be that most corporations still refuse neutral trade and that is fine but what we need is information so that is the option of more economic interaction between different players, corporations and alliances. Right now, there is no way to tell if you can dock without physically visiting a station and that is unsatisfactory. More player/player interaction and information is a good thing.
Anthar Thebess
#745 - 2014-07-14 13:48:42 UTC
Sorry , but i will block any one neutral from docking on my station.
You have the ability now to do it - check how this is working in Provi.
CS10
Doomheim
#746 - 2014-07-14 14:12:37 UTC  |  Edited by: CS10
You can still block access, if you read what I said you will see that I state, on multiple occasions, that you should be allowed to block access if you choose. All I am suggesting is that there is a way for neutrals to see (without being at the station in question) if they are allowed to dock.

You will also note that I am suggesting that people will want to encourage neutral trade as a way to supply their markets and manufacturing hubs with goods so that their corporation does not need to do all of the logistics if jump freighters are nerfed. Once again, there is no compulsion to do this; it just may provide an economic edge.

Additionally, station owners should be able to block access to certain facilities (manufacturing, medical bays etc) as well as levy taxes on trades at the same time as setting their docking policies (and that the docking policy & the facility access policy should allow the owner to discriminate which areas different types of pepole or corporations are given access to).
Seven Koskanaiken
Shadow Legions.
SONS of BANE
#747 - 2014-07-14 16:02:01 UTC
Zetaomega333 wrote:
Manny have you ever moved 10+ JF loads in one sitting of ships gear minerals and just general **** around? Doing this would kill your logistics core and i dont mean logi pilots i mean the real backbones of pvpers and thats the ones that bring and build the ships and move the **** for them. I dont think a single pilot who has ever flown a jf want to go back to pre capital ship days of nullsec, taking a JF gate to gate all the way to highsec? I would sooner stab my eyeballs out. It would be insanely easy for people to just permacamp the inbound and outbound systems to and from nullsec as there arnt that many.

Ask any of your JF pilots if they would be willing to fly a jump freighter after these changes. I dont think you will here back from a single one saying yes. This would result in a good 90% of null going unpopulated due to supplies not getting through. It would go to people only living in the bare close regions to empire space, provi geminate ect. Turning jump drives into gate drives is not the solution.


If huge sweeping changes are made to mechanics then someone, somewhere, will no longer be able to play the same game they do now. Logistics guys, Super pilots, "the little guy", denizens of cobalt edge, blue donutites, someone is going to have to say goodbye to their current playstyle.

If everyone wants to keep playing as they do now, then you must keep everything exactly the same as now.
Vayn Baxtor
Brutor Tribe
Minmatar Republic
#748 - 2014-07-14 17:33:08 UTC  |  Edited by: Vayn Baxtor
Smashing playstyles of individuals is nothing new in MMORPGs. If it is for the greater good, then it should be done. Yes, there are many who will always get that end of the little stick - I can't even count how many times that happened in other ones.

@Clones
I'd have to agree that being able to JC everywhere is extreme and imbalanced these days. I am not all too deep into that discussion just yet so I can't really say anything smart for the moment, but I do find that one should not just nerf JCs to the ground. There are times in 0.0 where you can't do anything alone and having a JC (or deathclone) to go elsewhere to do stuff is quite useful as it is a way to use the time. But yes, it is being abused as a tool to teleport all across EVE with ease.

I'm not going to wall-text now, but I hope something can be done about this SOV/Stagnation subject.
EVE is everything factor is sort of waning the more features I see elsewhere in other games/MMOGs. HTFU can be done by going to other games too.

In my opinion, the only problem I see is the (hopefully correction expression) fraternization, the buddy-buddy stuff that just come up. In another oldschool MMORPG nobody cares much about, that was a blunt no-go and never-gonna-happen thing. This does not mean the "big alliances" are big friends - no, we see conflicts - but I'm starting to find these "too big". The last time I looked, such war campaigns are just about pulling back and retreating because the others got simply too many caps and such. Also, I've seen a row things in EVE happen like in WoW, where the Alliance and the Horde ally yet again against some other moronic evil -> just bull. I'd hope that at least here we wouldn't see this "enemy of my enemy is my friend" crap here.

In a perfect world, I'd almost say "alliances mechanics need to go" and focus more on corporations, while at the same time making sure that corps cannot fraternize easily either. I'd love to see more of a confederations of feisty corps trying to get the upper hand of the EVE'verse than just mega alliances and their CEOs sipping wine with each other. Medium corps and such could lead more to having not just armies of capital ships either. I'd also hope more that capital ships would be very special vessels and flagships per Corporation than just another chunky box on the overview list. And with that must come a reset on several areas, though. Not just SOV.

But that's just me.

Using tablet, typoes are common and I'm not going to fix them all.

Anthar Thebess
#749 - 2014-07-14 17:47:33 UTC
I remember once someone did funny thing.
Guy jumped to wrong station, they bobbled him, and cargo scanned.
As he was empty they gave him choice die or dock - docking fee was around 85% value of the JF.

Just to point you how this can be easily abused.
CS10
Doomheim
#750 - 2014-07-14 18:27:40 UTC
Most mechanics can be abused but that doesn't mean they aren't in the game.

I don't see the problem with giving independents information about where they can trade and giving corporations the tools to send signals to independents about needing trade. All there should be is an in game tool (on the map, market, station info etc.) that tells you if you can dock. There is no compulsion to allow people to dock and there is nothing to stop ganking, ransoms or anything else which is as it should be. If F20Y-X shows up as dockable, but every time you go there there are helish bubble and station camps you wont go there for long. If 5ZXX-K shows up as dockable, but has a 50% transaction tax you won't trade there.

The OP's main point is to nerf jump drives to:

1. Nerf military power projection. (I've never participated in soverign or alliance warfare so I have no opinion as to wether this is good or bad).

2. Encourage local markets in null to break the terther to empire (mass import/export of items from Jita), meaning that the economic development of local markets & regions of null. This never occurs as it is more cost effective to jump items in/out en mass.

The issues people have had with this are that 1. Logistics pilots in corporations will have a very hard time supplying goods needed and 2. Racial salvage, ice and T2 components means that any local manufacturing hub would be limited to specific racial items.

What I propose is that, instead of NPC trade routes or alchemy, players should stock those markets (noting that I am replying to the OP's suggestion of nerfing Jump Freighters). For some corporations (like yours), you won't allow docking rights. Some will use it to gank and ransom. Some will use it as a way of supplying their local markets. All that needs to happen is that there is a way to see if you can dock at a station without physically going there. There is no compulsion on anyone to do anything they don't want to.

There should be a way, if Jump Drives are to be nerfed, for independents to be able to stock markets. We all know the risk of null as an independent and that's part of the attraction of the game. I don't see why anyone would object to people being able to see if they can dock at a station remotley.

There are lots and lots of traders, haulers and smugglers in the game. They should be able to see (there is no compulsion on anyone to allow access) if you can dock at a station before you physically get there.
Inquisitor Tyr
VEN0M0US.
Out of the Blue.
#751 - 2014-07-14 19:53:19 UTC
The issue is the fact that everyone has become buddies and only two mega colations exist, stomping out all other life.

No gameplay changes can affect this because its still an issue of two groups with 25,000+ members in their coalitions.

The best we can hope for is that when the west and east finally crash that one of the sides is completely irradicated and the other side gets bored and starts a civil war that breaks up the coaltions into their component alliances. At this point new groups may arrive on the scene and things will get interesting until the cycle repeats.

What we need are changes that encourage the existing mega powers to collide - right now I get the feeling that both sides believe they have too much to loose (aka multi region renter zones generating near trillions of isk) and nothing much to gain.
Harvey James
The Sengoku Legacy
#752 - 2014-07-14 20:29:54 UTC
These mega coalitions need too grow a pair and make the sacrifice instead of expecting CCP too fix things which they ofc would moan about anyway ...

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Manfred Sideous
H A V O C
Fraternity.
#753 - 2014-07-14 21:07:14 UTC
Harvey James wrote:
These mega coalitions need too grow a pair and make the sacrifice instead of expecting CCP too fix things which they ofc would moan about anyway ...


We have been making the sacrifice. How do you think all the other groups were eliminated? How do you think the largest battle and losses ever recorded in video game history happened (B-R). For 6 months straight I put giant supercapital fleets on the field and sat tackled perhaps longer than any other FC in the game. Throwing trillions on the field daily just hanging my longfellow in the wind let me tell you its stressful. The Wrecking Ball is the extreme edge of what can be done and fielded in Eve Online. I threw it into the wind several times. So when you "say grow a pair" I say "Can you even see this level"?

@EveManny

https://twitter.com/EveManny

Harvey James
The Sengoku Legacy
#754 - 2014-07-14 21:16:14 UTC
Manfred Sideous wrote:
Harvey James wrote:
These mega coalitions need too grow a pair and make the sacrifice instead of expecting CCP too fix things which they ofc would moan about anyway ...


We have been making the sacrifice. How do you think all the other groups were eliminated? How do you think the largest battle and losses ever recorded in video game history happened (B-R). For 6 months straight I put giant supercapital fleets on the field and sat tackled perhaps longer than any other FC in the game. Throwing trillions on the field daily just hanging my longfellow in the wind let me tell you its stressful. The Wrecking Ball is the extreme edge of what can be done and fielded in Eve Online. I threw it into the wind several times. So when you "say grow a pair" I say "Can you even see this level"?


dangling a fraction of your wealth too achieve what exactly?

'THE' sacrifice would be all coalitions disbanding completely ... and encouraging many more independent entities too hold SOV and create non capital content .. not renters and pets ... no blue donuts ... stop the ridiculous capital hot drops that happen willy nilly ... amongst other things..

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Manfred Sideous
H A V O C
Fraternity.
#755 - 2014-07-14 22:00:32 UTC
Harvey James wrote:
Manfred Sideous wrote:
Harvey James wrote:
These mega coalitions need too grow a pair and make the sacrifice instead of expecting CCP too fix things which they ofc would moan about anyway ...


We have been making the sacrifice. How do you think all the other groups were eliminated? How do you think the largest battle and losses ever recorded in video game history happened (B-R). For 6 months straight I put giant supercapital fleets on the field and sat tackled perhaps longer than any other FC in the game. Throwing trillions on the field daily just hanging my longfellow in the wind let me tell you its stressful. The Wrecking Ball is the extreme edge of what can be done and fielded in Eve Online. I threw it into the wind several times. So when you "say grow a pair" I say "Can you even see this level"?


dangling a fraction of your wealth too achieve what exactly?

'THE' sacrifice would be all coalitions disbanding completely ... and encouraging many more independent entities too hold SOV and create non capital content .. not renters and pets ... no blue donuts ... stop the ridiculous capital hot drops that happen willy nilly ... amongst other things..



Yeah everyone is going to just disband and decide not to win. Mhmmm ok.

@EveManny

https://twitter.com/EveManny

Cronus Maximus
Caldari Provisions
Caldari State
#756 - 2014-07-15 00:41:33 UTC
Manfred Sideous wrote:
I decided that I would leave the thread alone for a bit and see what others had to say without injecting my opinions and bias into it. I think the conversation has been good. You know it's a funny thing about Eve. Throughout our history as a game and as a community you can always gauge how important a issue is by what the community does. When you start seeing complete enemies unifying on a issue well **** is real. I can remember different things in the past that has brought us together culminating to the most visceral response "Monoclegate". So I think it's a great sign that we have people from all over Eve very interested very engaged and unified in our assertion that change HAS to happen.


I think changes that need to happen are much like a 3 legged stool. It requires changes to all three sides or the whole thing falls on its face. So let me layout the three legs to the stool.

Arrow Power Projection

ArrowSovereignty System

ArrowNullsec Industry & Resource Collection


I assert that in order to change nullsec in a meaningful way all three of these legs have to be attacked at the same time. All three have to remain in balance in order for nullsec to be able to function. If you change one it will have connotations on the others. For example we cannot simply change power projection without touching the other two. How would we supply ourselves with the goods and materials needed to survive in nullsec if there was no way to reasonably obtain them. Thats just a small & simple example.



I agree with the main drive here. However (and correct me if I am taking you too literally here) but I do not think these changes need to take place at the same time.

For obvious reason you can't nerf PP first and hope the rest fix themselves organically until you patch them. But I do feel like there could be a resource and industry re-balance, then a sov rework and THEN a PP nerf. While it would likely be more painful than skipping to the finished iteration I sincerely doubt CCP or ANY game company could do this level of re-balancing across such a wide number of interdependent game system at once and not screw it up.
Manfred Sideous
H A V O C
Fraternity.
#757 - 2014-07-15 00:47:58 UTC
Cronus Maximus wrote:
Manfred Sideous wrote:
I decided that I would leave the thread alone for a bit and see what others had to say without injecting my opinions and bias into it. I think the conversation has been good. You know it's a funny thing about Eve. Throughout our history as a game and as a community you can always gauge how important a issue is by what the community does. When you start seeing complete enemies unifying on a issue well **** is real. I can remember different things in the past that has brought us together culminating to the most visceral response "Monoclegate". So I think it's a great sign that we have people from all over Eve very interested very engaged and unified in our assertion that change HAS to happen.


I think changes that need to happen are much like a 3 legged stool. It requires changes to all three sides or the whole thing falls on its face. So let me layout the three legs to the stool.

Arrow Power Projection

ArrowSovereignty System

ArrowNullsec Industry & Resource Collection


I assert that in order to change nullsec in a meaningful way all three of these legs have to be attacked at the same time. All three have to remain in balance in order for nullsec to be able to function. If you change one it will have connotations on the others. For example we cannot simply change power projection without touching the other two. How would we supply ourselves with the goods and materials needed to survive in nullsec if there was no way to reasonably obtain them. Thats just a small & simple example.



I agree with the main drive here. However (and correct me if I am taking you too literally here) but I do not think these changes need to take place at the same time.

For obvious reason you can't nerf PP first and hope the rest fix themselves organically until you patch them. But I do feel like there could be a resource and industry re-balance, then a sov rework and THEN a PP nerf. While it would likely be more painful than skipping to the finished iteration I sincerely doubt CCP or ANY game company could do this level of re-balancing across such a wide number of interdependent game system at once and not screw it up.


Agreed

Industry & Resource > Sov System > Power Projection. From the looks of it thats the path CCP is on.

@EveManny

https://twitter.com/EveManny

Dally Lama
Doomheim
#758 - 2014-07-15 04:00:51 UTC
Timers and structures.

"Abandoned" sov systems should have 30 minute timers
"Maxed out" sov systems should have 12 hour timers
Dr Cedric
Science and Trade Institute
Caldari State
#759 - 2014-07-15 04:01:57 UTC  |  Edited by: Dr Cedric
Manfred Sideous wrote:
I decided that I would leave the thread alone for a bit and see what others had to say without injecting my opinions and bias into it.


Not complaining, just pointing out that what you stated hasn't happened and i'm seeing alot of your opinions (mostly they're good... in MY opinion!)

I'm adding a quick bump and reiterating my previous post:

CCP, any thoughts on directions that you are taking this. This is turning into a smallish thread-naught (nothing like the Titan Guns rebalance thread...) so I'm hoping that you have ANYTHING to add.

Thanks!

Cedric

Skia Aumer
Planetary Harvesting and Processing LLC
#760 - 2014-07-15 07:06:16 UTC
Manfred Sideous wrote:
When you start seeing complete enemies unifying on a issue well **** is real. I can remember different things in the past that has brought us together culminating to the most visceral response "Monoclegate". So I think it's a great sign that we have people from all over Eve very interested very engaged and unified in our assertion that change HAS to happen.

I can remember things too.

Manfred Sideous wrote:
Yeah everyone is going to just disband and decide not to win. Mhmmm ok.

If you're winning the game - then enjoy it.
If you cant enjoy - then you're not winning.
Ever thought of it?