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Balance Factor to nerf hull ME/TE based on PvP usage patterns

Author
Madd Adda
#21 - 2015-03-13 22:13:39 UTC
Zappity wrote:
Madd Adda wrote:
you do know if CCP nerfs one thing, the only thing that'll happen is another will become the new meta, thus we'll be back to square one again.

This is exactly what the idea is supposed to help. This would encourage shifting metas, or at least creative use of a dominant ship's peers to counter it rather than relying on CCP alone.


you're giving people and CCP too much credit. People will always find the best way to do things and everyone with duplicate that, it's simple. CCP won't change something unless there is something seriously wrong with it. It's not to say CCP won't balance/nerf/buff/etc. it's whether if it's worth the money they pay to the devs to do it.

Carebear extraordinaire

Juan Mileghere
The Corporate Raiders
Safety.
#22 - 2015-03-14 02:43:22 UTC
ooks at supers, looks back at OP, HAHAHAHAHAHA....
Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#23 - 2015-03-14 06:34:21 UTC
Let's look at the basic issues.

You produce your own ships in your own station: there is no reason for costs to increase just because volume of use for a given hull increases.

The games resource model is completely ******** and will never ever allow for a true economic production model until it is changed. Allow me to qualify: highsecs resources should by 11 years in to the game be practically nonexistent. I don't mean mined out by some isboxer before you get there I mean literally nonexistent. Those resources were consumed a long time ago. Similarly to how real life works where you must go further and further abroad for materials eve could run a "regional resource monitor" where there is a static amount of resources available for mining per week and that systems/constellations which see heavy mining will quickly deplete utterly and all the resources eventually consolidate towards less used systems (predictably leading all resources to concentrate in lowsec) over time.

This has the same effect of increasing cost for a given region on manufactured items. Observe: regions where all the resources have pooled in lowsec now face dynamic danger to mining ships such as frequent pirate attacks with no concord, extortion, mining protection fleets and inevitability prices for goods spiralling out of control as gankers starve the market for minerals. A starvation so severe big groups might decide to put the cheap ganks down. This is how you encourage people to take risks - by starving them.

In nullsec the lack of easy minerals (in addition to new sov indices) encourages mining locally. Over time resources get further and further away from central systems (caveat - indices for industry get modified to be based on industry not just mining) and this promotes risks for mining fleets as they by necessity get closer to the front lines. In all ways do prices for things go up especially mineral inefficient tech2 ships but also incomes go up too since mining itself becomes a more valuable task and the trade of B.N.I. (bearer negotiable instruments) can become a second market.

I've been involved in real life mining/markets/logistics for years. My understanding might not be as complete as guys like Ejyog but to me this would promote a healthier market climate, healthier gameplay and give more reasons to concentrate your empires power near its edges not its centres.
Zan Shiro
Doomheim
#24 - 2015-03-14 14:05:54 UTC
Caleb Seremshur wrote:

I've been involved in real life mining/markets/logistics for years. My understanding might not be as complete as guys like Ejyog but to me this would promote a healthier market climate, healthier gameplay and give more reasons to concentrate your empires power near its edges not its centres.



Not really. With new SOV change coming we can safely predict any mining ops will keep the diggers closer to the heart to keep up defensive bonus. Unless 0.0 had a change of heart the outer areas in my experience are the pets, pets of pets and renters. AKA...meat shields who are disposable to some degree. They can die off or just soak up the bullets ideally till backup come at some point. It gives core member corps times to prep for the next phase of invasion.


We can also predict even some miner unfriendly homes will change their mind as while die hard miners who CBA to run combat ships and were more useless in current sov mechanics will actually be useful potentialy soon. Mine away for system defense boost guys in these core systemes we can't lose...maybe pretend to give 2 craps about trollceptors and half ass stop them and we can be happy with that even.

They stay close, indices go up, ABC comes much faster. And low ends in 0.0 get real big since not many hit them till the ABC is gone.

ccp is slowly encouraging turtle tactics imo. Great environment to mine in. Large alliance would probably be happier the trollceptors blow their cover to attack an exhumer before entosising the sov of vital systems. More reaction time to set the counter.

Bait, system defence and mins....triple double there. Hell I am changing my outlook on pure 0.0 miners in core systems just writing it....and I tbh hate them with a passion. Didn't ask for much when out there besides getting their ass in fleet and no whining. New sov....hell they may not even have to do that and I consider them useful to some degree.
Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#25 - 2015-03-14 17:43:21 UTC
What.. the hell are you talking about? One of the first pieces of feedback on the new sov system was to make the industry indices account for performed construction jobs (and presumably a lot more than just mining which is bullshit).

And why does everyone assume that all systems must be taken and MUST have sov structures up? Most of nullsec is empty just leave those POS systems to rot with no structure in them it doesn't matter, and sure send your mining fleet in there hell we had a team of prospects raiding some mining anomalies in my region of space. We don't care, we might as well not even own those systems since noone lives in them.

It's kind of like the argument of sending an army to conquer a swamp, a swamp that stretches for miles and miles and is full of discarded large-web fishing net and bear traps. Only someone with a fetish for preserved cadavers and a high casualty rate would bother.
Ben Ishikela
#26 - 2015-03-14 18:19:14 UTC
Lugh Crow-Slave wrote:

that would be great if ccp didn't just change industry with the goal to be more new player friendly


EZ.
mockup

Ideas are like Seeds. I'd chop fullgrown trees to start a fire.

Ben Ishikela
#27 - 2015-03-14 21:01:03 UTC
I like OP's suggestion. It makes longtime investment in the market even more interesting. Also i like to fly cheap :) (and i had the same idea 2 weeks ago, but did not write it)
Let me think about it:
Reina Xyaer wrote:

I just don't think that increasing the cost of ships just because they happen to be OP is any kind of good game mechanic.
i agree with this argument, but it does not apply here, because OP prefers balance patches over his suggestion.

Anhenka wrote:
The the problem with this reasoning is the assumption that a moderate increase in price would prevent people from flying the most effective ship for a situation.

No such assumption has been made. I say: Anyone who cant calculate or guess risk/benefit ratio should immediately learn it or accept to be bad in this game.

Anhenka wrote:
What you have here is a ham handed hack that attempts unsuccessfully to force people to use inefficient choices through making the more efficent ones more expensive.

Where is that rage coming from? noone would force anyone. but the more efficient ones will get less efficient by costing more. then it might be more efficient to bring other ships and different numbers at some point.

Anhenka wrote:
What actually happens is that one side pays 30% more for the efficient fleet setup, the other side brings an inefficient fleet setup, and the first side wrecks the second, taking far fewer overall losses.

Well, the odds are against the second party, but IF they win (and i assume you know that this is unlikely but still very possible) then they safed some isk. note: the 30% should be some number that expresses these odds.
hint: If you just want to win, bring lame overkill without proper escalation, but you get less kills in result.
phil: Isnt every fight similar to a bet, where you want to manipulate the odds to your favor, but one brings stakes as he likes? if yes, there should at least be a healthy risk measurement possible.
credo: we need more ewartypes that also penetrate caps and drones, obviously.

Reina Xyaer wrote:
..., making the Ishtar cost 400mil because it's OP is only going to hurt the solo and small gang people who fly it (where it isn't so OP, when used in small scale).

interesting. why even use ishtar in solo/smallscale then? more diversity is my common goal here. deimos will be sooo much cheaper with nearly same effectiveness and much higher efficiency.

Reina Xyaer---"The big alliances will still loose less of them, buy/replace them for their line members, etc."
Big alliances loose less, that might be true. but big organisations still need to calculate risk/benefit. if its worth to bring one dread or more recons instead of 6 ishtars they might do it. --> more versatitily
Suggestive Addition: Let ships that have gotten damage loose Resistance efficiency. (Exploit: repackage->assemble.) -> (higher rig/salvage consumption. <-- i'd like that). To encourage usage even more one might even apply resistance mali to ships that do not fight at all. Rust all the things!

Reina Xyaer---"CCP just needs to balance things more actively. How about instead of adding stupid crap like T3s every few patches, they do balance updates ever 2 weeks? Anyone?"
I agree. I would like that. I just wonder, how expensive is that devtime?

---
However, i still like adjusting resistance profiles to usage patterns most of all the self balance mechanix. make the "OP" ships more like glasscannons automatically without any devtime involved. -> easier release of rage against the overpowery.
It would cover the following issue being made here:
Anhenka---"If a ship is expensive but makes you have lower losses than you would otherwise, it's still the best ship the job because between requiring fewer people for the same punch and lower actual losses due to increased combat effectiveness leading to faster victory, it's still better to fly the more effective ship."

Ideas are like Seeds. I'd chop fullgrown trees to start a fire.

Zappity
New Eden Tank Testing Services
#28 - 2015-03-14 21:26:48 UTC
Reina Xyaer wrote:
CCP just needs to balance things more actively. How about instead of adding stupid crap like T3s every few patches, they do balance updates ever 2 weeks? Anyone?
That would be ideal.


Anhenka wrote:
What actually happens is that one side pays 30% more for the efficient fleet setup, the other side brings an inefficient fleet setup, and the first side wrecks the second, taking far fewer overall losses.
‘Efficiency’ is a balance between cost and performance. There is a point somewhere between 30%, 300%, 3000% where it is no longer efficient to use the fotm. I did not limit the cost increase to 30%.


Barbara Nichole wrote:
First, I am not for any game that creates skills or tools that are all identical excerpt for the graphic and sound used. you might as well give everyone exactly the same ships all the time.
This proposal would not do this. It doesn’t change the ships at all. Are you aware of the current nullsec meta?


Barbara Nichole wrote:
Second, ships have different uses in PVP so are very situational in the frequency of their useage. If game play should change in the future the useage may change.. Given the changing nature of player habits, it doesn't seem like a good idea to have a flexible balance system.
Why? It seems like a good idea to me. Please provide some reasoning here.


Barbara Nichole wrote:
Third, I don't believe in balance. It's distruptive to game play, to lore, and to any historic measure of strength.
Alright, this is a separate discussion. Balance passes will occur and this proposal is written in that context. Anyway, remember that existing ship stats are not ‘natural’ but rather completely artificial in the first place. They are sometimes just wrong.

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

Zappity
New Eden Tank Testing Services
#29 - 2015-03-14 21:27:46 UTC
Barbara Nichole wrote:
Fourth, balance is an illusion. You can never balance unequivelent things perfectly. This is just the way it is.. and trying to perfect balance is an exercise in maddeness. Better to let the players discover strengths and weaknesses and rely on them.
Yes, I agree and am not proposing a system whereby ship stats are progressively nerfed. Just cost. When imbalance is left too long then you get stale metas. Think Drake, Hurricane, Tengu, Ishtar. These are examples of ‘players discovering strengths and weaknesses and relying on them’ to the extreme.


Barbara Nichole wrote:
Fifth, your method seems like it could be abused (exploited). Large crews could fly something they wish to get nerf deliberately and repeatedly previsous to an engagement where they use ships those nerfed ships may best counter.

Sixth, I believe in a free market. Prices should never be regulated by any unnatural mechanic.
I see no problem with the fifth objection. This sounds like emergent game play to me. The free market argument could just as well be applied to every ship rebalance pass. We are operating under the assumption that balance passes will occur.

Thanks for a constructive post. It was interesting and useful to read.


Juan Mileghere wrote:
ooks at supers, looks back at OP, HAHAHAHAHAHA....
This is a proposal to balance within classes, not between them. Or are you suggesting that the concept is flawed within the supers class?


Caleb Seremshur wrote:
…no reason for costs to increase just because volume of use for a given hull increases.
I agree there is little lore justification for this. I think diversity is more important than lore. I’m sure a way could be found – just look at the Entosis link.

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

Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#30 - 2015-03-14 23:13:53 UTC
Zappity wrote:
Caleb Seremshur wrote:
…no reason for costs to increase just because volume of use for a given hull increases.
I agree there is little lore justification for this. I think diversity is more important than lore. I’m sure a way could be found – just look at the Entosis link.


WHAT

WHAT THE HELL

ARE YOU SERIOUS

ITS NOT A MATTER OF LORE: ITS ABOUT GAME BALANCE AND PRACTICALITY AND YOUR SUGGESTION IS AN INSULT TO EVERY PERSON WHO WORKS THEIR ASS OFF IN THIS GAME. You need to lay of the DRUGS and get back in touch with reality. Your suggestion is so game-breakingly unfair and ridiculous I am astounded that you even managed to conceptualise it in the first place and it yanks on heart strings that there are idiots on planet who might agree with you

what next? Some arbitrary tax on being taxed on taxable income???? because that's the slippery slope this kind of degenerative and backwards thinking is going to take us.

The problem with ishtars is that they're OVERPOWERED when using SENTRIES. This has everything to do with poor design choices for just ONE ship and nothing to do with penalising players for using one type of ship "too much".

What else? Oh yeah, what about the ships that are actually balanced and see common use because they're good at solo or good for fleets or logi or whatever the **** else that will get arbitrarily made more expensive because it sees common use.

WHAT

Zappity
New Eden Tank Testing Services
#31 - 2015-03-15 00:19:59 UTC
Caleb Seremshur wrote:
Zappity wrote:
Caleb Seremshur wrote:
…no reason for costs to increase just because volume of use for a given hull increases.
I agree there is little lore justification for this. I think diversity is more important than lore. I’m sure a way could be found – just look at the Entosis link.


WHAT

WHAT THE HELL

ARE YOU SERIOUS

ITS NOT A MATTER OF LORE: ITS ABOUT GAME BALANCE AND PRACTICALITY AND YOUR SUGGESTION IS AN INSULT TO EVERY PERSON WHO WORKS THEIR ASS OFF IN THIS GAME. You need to lay of the DRUGS and get back in touch with reality. Your suggestion is so game-breakingly unfair and ridiculous I am astounded that you even managed to conceptualise it in the first place and it yanks on heart strings that there are idiots on planet who might agree with you

what next? Some arbitrary tax on being taxed on taxable income???? because that's the slippery slope this kind of degenerative and backwards thinking is going to take us.

The problem with ishtars is that they're OVERPOWERED when using SENTRIES. This has everything to do with poor design choices for just ONE ship and nothing to do with penalising players for using one type of ship "too much".

What else? Oh yeah, what about the ships that are actually balanced and see common use because they're good at solo or good for fleets or logi or whatever the **** else that will get arbitrarily made more expensive because it sees common use.

WHAT


Settle down. If it costs more to produce, you sell it for more. If you can't sell it for more, you build something else. This is how the market works - this is no different.

This could be balanced so that relatively minor biases (such as may be observed as a result of a ship being 'good at solo') do not trigger a cost increase. If something is 'good for fleets' to the extent that the ship is used to the exclusion of everything else then it is a diversity problem. Maybe you should search for the term, "Ishtars online".

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

Donnachadh
United Allegiance of Undesirables
#32 - 2015-03-15 03:18:14 UTC
-1 to the OP idea.

While I agree in principal with Caleb Seremshur I will not quote his post as I do not believe he expressed his feelings in an appropriate manor for these forums and the civil discourse we are supposed to be having.

That said if a ship has achieved a degree of success so that it is used above and beyond all others in it's class then that ship needs to be balanced and one would hope that CCP would do so. But this idea of the game using a sliding scale to increase the cost of a ship as it's popularity increases as a way to try and balance the use of that ship is ....... well to be honest it is just flat out insane.

Please take note I said "balance the use of" not actually balance the ship itself. And you can call it anything you want but that is exactly what this idea is, balance the use of a ship by making them more expensive and that is a really bad idea.

It is bad because it takes a portion of the control over the prices of items in the markets away from the players and hands it to the game software.

It is bad because of the problems it would cause with who pockets this additional ISK.
Does it disappear from the game as an ISK sink, or does it unfairly end up in the wallets of those who sell the ships.
My opinion is that either of these are bad.

Would these price adjustments be game wide or restricted to just a specific region of space?
If they are game wide is that fair considering that ship use varies to some degree across EvE.
If it only affects a specific region then it is useless as everyone will simply fly to where they are cheaper and buy them there. Not only would this circumvent your attempt to balance the use of ships but it places the game software front and center in controlling a portion of what is supposed to be a player controlled market and that would be extremely bad.

These additional fees are not likely to bother the veteran players much as most of us have the ISK to absorb them and keep going. On the other hand new or newer players struggling to reach a competitive point in the game especially in PvP where ship losses are a more common occurrence than for vets would be placed at an even greater disadvantage.

And last an perhaps most important to me anyway is the potential for how this would affect the players who only have a few weeks at most in the game. Many of these players flock to the same ships because they read online or they are told in game that these are the ships to have. Because of this these ships would always be on the list of ships that the game was increasing the prices on. And if you removed these from the list of ships the game might price adjust then you have just given everyone else in the game a reason to fly them instead of something else.

And so I end up right where I started -1 this is a bad idea for all these and many other reasons.
Zappity
New Eden Tank Testing Services
#33 - 2015-03-15 03:40:23 UTC
Please remember that the proposal is to balance within a class. The fact that noobs flock to, let's say, exploration frigates, would not make any difference as long as the distribution within the exploration frigate class is not imbalanced.

The additional cost is in materials. There is no isk sink or faucet here.

Finally, I'd like to comment on the recurring theme of 'taking control away from the players' and 'markets should control'. When dealing with ship balance, or more properly imbalance, we are talking about something which already threatens the sandbox. In the real world the competition would do something to make their product better, or perhaps in an EVE-like world sabotage the dominant ship. Such approaches are not open to us - we are already artificially prevented from dealing with imbalance.

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

McChicken Combo HalfMayo
The Happy Meal
#34 - 2015-03-15 06:52:47 UTC  |  Edited by: McChicken Combo HalfMayo
It certainly would make production more interesting. Producing and stockpiling of ships before balance passes or shifts in meta because of predictions in increased/decreased usage. You may have coined this as a means to balance ship usage but I'm seeing it as making production more dynamic.

I'm indifferent on the proposal but I do hope CCP takes a look at your write-up.

There are all our dominion

Gate camps: "Its like the lowsec watercooler, just with explosions and boose" - Ralph King-Griffin

Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#35 - 2015-03-15 07:02:14 UTC
The existence of ship stockpiles makes this meaningless.
Zappity
New Eden Tank Testing Services
#36 - 2015-03-15 09:15:09 UTC
Ines Tegator wrote:
The existence of ship stockpiles makes this meaningless.

This is a good point for the existing meta. It might help for future metas, though.

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

Rivr Luzade
Coreli Corporation
Pandemic Legion
#37 - 2015-03-15 09:23:44 UTC
What about pre-existing BPC? Say, I have a nice stock of Ishtar, Zealot, Muninn, Deimos, Rook, Curse, Jaguar etc. BPCs: would they be adjusted every time the system detects overusage of a ship?

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Zappity
New Eden Tank Testing Services
#38 - 2015-03-15 09:29:07 UTC
Rivr Luzade wrote:
What about pre-existing BPC? Say, I have a nice stock of Ishtar, Zealot, Muninn, Deimos, Rook, Curse, Jaguar etc. BPCs: would they be adjusted every time the system detects overusage of a ship?

BPCs themselves wouldn't change. The mechanic would work like the surcharge you currently get for operating in a busy system but be applied at the mat level instead of installation fee.

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

Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#39 - 2015-03-15 09:32:13 UTC
Zappity wrote:
Maybe you should search for the term, "Ishtars online".


NO

don't you dare sass me on ishtars

I have done nothing but strive to see the game brought to balance and that meaningful choices be opened up to players based on ship performance not cost

I will not be dragged down to this lower level of anti-intellectual dialog through the insinuation that I am ignorant to the workings of the current meta and of the future meta - I'm already doing it. I've been doing it for years. I am currently in the CFC, one of the biggest abusers of rail-tengu and shield ishtar fleets if not the biggest in the whole game.

Your solution to the problem I do NOT agree with. At all. Period.

The solution to better balance is through modifying the resources in the game. Lowering them enough so that having gigantic fleets of supers is simply unsustainable and that titans stop being some laughable "end game goal" peddled to the newbies.
Zappity
New Eden Tank Testing Services
#40 - 2015-03-15 09:35:43 UTC
Caleb Seremshur wrote:
Zappity wrote:
Maybe you should search for the term, "Ishtars online".


NO

don't you dare sass me on ishtars

I have done nothing but strive to see the game brought to balance and that meaningful choices be opened up to players based on ship performance not cost

I will not be dragged down to this lower level of anti-intellectual dialog through the insinuation that I am ignorant to the workings of the current meta and of the future meta - I'm already doing it. I've been doing it for years. I am currently in the CFC, one of the biggest abusers of rail-tengu and shield ishtar fleets if not the biggest in the whole game.

Your solution to the problem I do NOT agree with. At all. Period.

The solution to better balance is through modifying the resources in the game. Lowering them enough so that having gigantic fleets of supers is simply unsustainable and that titans stop being some laughable "end game goal" peddled to the newbies.

Your suggested approach of limiting resources would not help diversity at all. Diversity would not change, just the total number of ships. Or, more likely, the cost of those ships. This is a suggestion to help increase diversity within a class.

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

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