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Dev blog: Back Into the Structure

First post First post
Author
Ren Oren
Native Freshfood
Minmatar Republic
#81 - 2015-03-21 18:50:25 UTC
hackerus wrote:
Im posting this on one of my indy toons cause they are the one affected.

I have 30 carriers on market and 10 in build.
Most of them I cant fly.
Ive also got 33 million m3 in my hanger

How exactly do I rescue the carriers I have built that are up for sale and 33 million m3 in cargo from a container?

Are indy toons goign to need to fly what they built to rescue it?
Why would I build in zero if im going from not risking losing my minerals and stuff for sale if the station is captured to being totally screwed.

Are you trying to prevent people building in zero to encourage it?


Risk reward
Justa Hunni
State War Academy
Caldari State
#82 - 2015-03-21 18:51:27 UTC
Nyctef wrote:


tl;dr being able to put together a small town of individual structures would make me feel more like I'm building a home rather than just renting someone else's


I really like the changes but I'm quoting above as I had a totally different understanding of what is being contemplated. Right now I can have my POS do almost anything I want it to do (within PG and CPU) but your new structures seem to be role dependent. Does this mean I'll have to have separate research, manufacturing and refining "arrays" within my WH system rather than a single or two POS with all the necessary current arrays (with all the extra fueling etc headaches that enforces)?
Harvey James
The Sengoku Legacy
#83 - 2015-03-21 18:55:54 UTC
on the stations destruction you were talking about only the owners being able too access the ships/assets from the wreck,
i would rather be able as the attacker too get some reward for my effort or whats the point?

- make them hackable like relic sites
- make the difficulty very high at least on the more valuable stuff and after 2 failed tries they lock so only the owner can access them.

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

Kahawa Oban
New Groton Industrial Works
#84 - 2015-03-21 18:58:03 UTC  |  Edited by: Kahawa Oban
This looks great. I will be looking forward to the individual threads coming out next week.


And thank you for this:
Adding a mini-game to deploy Starbase structures and link them together was not something with enough perceived value to pursue.
Ren Oren
Native Freshfood
Minmatar Republic
#85 - 2015-03-21 19:00:00 UTC
MuppetsSlayed wrote:
I want to reiterate a point someone else mentioned.

A lot of indy characters build stuff they cant fly.
In eve we have always had to run multi accounts to get anywhere.

With the new mechanics about destructable outposts, etc.
How they hell do our indy toons loot what they cant fly?

Is there any thought beign put into the fact that most of us are two, three or four characters in game.
And we need our "group" of characters to be able to loot our wreck cans.

Some thought needs to be put into how you allow a designated person, or your corp/alliance to help loot your stuff.
Or you will be introducing a scenario where an indy toon in zero must be able to fly what they build or be at a disadvantage.
This is somethign that I see favoring older toons with many years of skill points who are likely to be less specialised than younger characters.



... ask a friend who can... maybe?
adriaans
Ankaa.
Nair Al-Zaurak
#86 - 2015-03-21 19:01:48 UTC  |  Edited by: adriaans
Everything seems amazing with the exception of one thing, the datacore bit...


Is this all going to be fueled by fuel blocks? because surely that is going to skyrocket fuel prices?

edit; also if things are going to go boom (which I hope they all can), make things get destroyed, make at least some stuff drop, etc.

----True oldschool solo pvp'er---- My latest vid: Insanity IV

Cervix Thumper
School of Applied Knowledge
Caldari State
#87 - 2015-03-21 19:05:56 UTC
watching the twitch and reading this sounds kind of like a cash grab.

we have to purchase new material while the old become obsolete?

existing structures / purchases can't be upgraded or transitioned into the new system?

for those purchases that have already been made and not deployed.. players are S.O.L?

A transition period is nice but, all said and done, it seems like scrap the old and buy the new.
Bel Boma
Imperial Shipment
Amarr Empire
#88 - 2015-03-21 19:09:20 UTC  |  Edited by: Bel Boma
I'm disappointed to see that these new station mechanics don't come with a little WiS. This seems like the perfect time, place, and content to slip WiS in. If not outright, allowing types of stations to permit it.
luobote kong
Garoun Investment Bank
Gallente Federation
#89 - 2015-03-21 19:10:41 UTC
CompleteFailure wrote:
luobote kong wrote:
In your slide you said one of the goals was that

"Everyone who wants to use a structure, does: ..."

Does this mean solo players will be able to do this or will the corp restriction remain?


Try actually reading the dev blog:

Quote:

We don’t want to force the user to select which group they wish to use it for before deploying anymore. Instead, we want the user to make a conscious choice after it has been deployed, and decide if they want personal, corporation, alliance or public use. That’s right, we want those structures to be used for the wider audience, so if you wish to establish your own Market Hub somewhere, make it open to everyone and set your taxes to be shamelessly expensive go right ahead. In a similar manner, if you have permission from your corporation or alliance, nothing should prevent you to deploy a structure for your own personal use.


Erm.. I did. But what I haven't seen explicitly said is whether the user that deploys the structure can be a solo player or indeed can't be. Just seeking a clarification.
CCP Nullarbor
C C P
C C P Alliance
#90 - 2015-03-21 19:13:19 UTC
Cervix Thumper wrote:
watching the twitch and reading this sounds kind of like a cash grab.

we have to purchase new material while the old become obsolete?

existing structures / purchases can't be upgraded or transitioned into the new system?

for those purchases that have already been made and not deployed.. players are S.O.L?

A transition period is nice but, all said and done, it seems like scrap the old and buy the new.


This was something missing from the blog but we discussed in our roundtable at Fanfest today. We will make sure you get some reasonable value back from your old structures and not just nerf them until they don't do anything. This includes the tower, modules and blueprints to build them.

We did a similar thing during the industry expansion.

Oh and for the wormholers, yes you will be able to anchor some (or maybe all of these structures). However there will be some activities / bonuses that remain tied to sovereignty. The exact details of this need to be discussed with the wormhole community to see what best fits their needs and play style.

CCP Nullarbor // Senior Engineer // Team Game of Drones

CCP Nullarbor
C C P
C C P Alliance
#91 - 2015-03-21 19:15:24 UTC
luobote kong wrote:
CompleteFailure wrote:
luobote kong wrote:
In your slide you said one of the goals was that

"Everyone who wants to use a structure, does: ..."

Does this mean solo players will be able to do this or will the corp restriction remain?


Try actually reading the dev blog:

Quote:

We don’t want to force the user to select which group they wish to use it for before deploying anymore. Instead, we want the user to make a conscious choice after it has been deployed, and decide if they want personal, corporation, alliance or public use. That’s right, we want those structures to be used for the wider audience, so if you wish to establish your own Market Hub somewhere, make it open to everyone and set your taxes to be shamelessly expensive go right ahead. In a similar manner, if you have permission from your corporation or alliance, nothing should prevent you to deploy a structure for your own personal use.


Erm.. I did. But what I haven't seen explicitly said is whether the user that deploys the structure can be a solo player or indeed can't be. Just seeking a clarification.


Our current thinking is you cannot be in an NPC corp because you need to be able to declare war against the owner.

However we want people to be able to deploy personal use only towers from within any player corporation.

CCP Nullarbor // Senior Engineer // Team Game of Drones

JTK Fotheringham
Ducks in Outer Space
#92 - 2015-03-21 19:20:15 UTC  |  Edited by: JTK Fotheringham
CCP Nullarbor wrote:


Oh and for the wormholers, yes you will be able to anchor some (or maybe all of these structures). However there will be some activities / bonuses that remain tied to sovereignty. The exact details of this need to be discussed with the wormhole community to see what best fits their needs and play style.


Thanks for this clarification. Happier now.

Looking forward to that discussion.
stoicfaux
#93 - 2015-03-21 19:22:38 UTC
I'm confused. The entire Game of Drones team left CCP, has been working on a new MMO for a new publisher, and made the hugest screw-up possible by posting design notes on their old employer's (that would be CCP's) website?!?


I want to play GoD's new MMO. When's the beta?

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Demyen
Araata-Teiva Kamloss
#94 - 2015-03-21 19:24:18 UTC
CCP Ytterbium wrote:
Finally, we are considering adding Interbus Shipping abilities, which could reduce logistic hassle for small volume of items to fit a ship, but at a specific cost: a NPC convoy would spawn and manually move to the destination, being highly susceptible to disruption from other player groups


Holycrap yes. Interbus shipping, and done in a realistic way that's not just magic teleportation!
Rena'Thras
Aliastra
Gallente Federation
#95 - 2015-03-21 19:29:54 UTC
This...makes me very sad in several ways.

I mean, I guess you can't please everyone, but I think you're missing some MAJOR player issues here and not realizing it. As always, my post might be a bit long, but I hope it adds something for you to maybe consider?

.

The Good:

1) I like the new system having a lot more types of structures. This is pretty sweet. I see administration structures which seem like a combination POS/Station/TCU, a POCO/Station(Corp offices/cloning facilities), etc. I really think that's a cool idea since it's one of the cool things about the Deployables having so many types.

2) I also like that it looks like you want to give players the option to build truly massive and monumental structures.

3) The new fitting system seems kind of cool and intuitive, at least the High/Medium/Low slots. I'm not quite sure I understand the S slots - are you saying to upgrade some things we have to kill our ability to do other things? That sucks...but I'll get to more why in just a sec.

4) It looks like we might finally be able to get away from moons...like the NPCs have been doing for YEARS. If only we could gate the entrances making people have to fly there manually. :p
luobote kong
Garoun Investment Bank
Gallente Federation
#96 - 2015-03-21 19:30:28 UTC
CCP Nullarbor wrote:
luobote kong wrote:
CompleteFailure wrote:
luobote kong wrote:
In your slide you said one of the goals was that

"Everyone who wants to use a structure, does: ..."

Does this mean solo players will be able to do this or will the corp restriction remain?


Try actually reading the dev blog:

Quote:

We don’t want to force the user to select which group they wish to use it for before deploying anymore. Instead, we want the user to make a conscious choice after it has been deployed, and decide if they want personal, corporation, alliance or public use. That’s right, we want those structures to be used for the wider audience, so if you wish to establish your own Market Hub somewhere, make it open to everyone and set your taxes to be shamelessly expensive go right ahead. In a similar manner, if you have permission from your corporation or alliance, nothing should prevent you to deploy a structure for your own personal use.


Erm.. I did. But what I haven't seen explicitly said is whether the user that deploys the structure can be a solo player or indeed can't be. Just seeking a clarification.


Our current thinking is you cannot be in an NPC corp because you need to be able to declare war against the owner.

However we want people to be able to deploy personal use only towers from within any player corporation.


Thanks for the clarification. If that thinking holds then actually this is disappointing as it isn't much of a change at all.
Rena'Thras
Aliastra
Gallente Federation
#97 - 2015-03-21 19:30:41 UTC
The Bad:

1) While the new system seems to be bringing more TYPES, it seems to be eliminating the GRANULARITY. See, under the system now, I would take POCOs and TCU/IHUBs and set them to the side of the equation scale. Each has a particularly defined and narrow function. What we really have to look at here are Deployables, POSes (Starbases), and Stations/Outposts. Right now, I can launch a Mobile Depot for myself (aggravatingly, I can't give friends a password so they can use it...), a Small POS for specialized missions or for a small/poor/fledgling Corporation, a Medium POS for more expansive capabilities and a well off Corp or even small Alliance, a Large POS for a small Alliance and for large scale projects, and there is some type advantages based on which Racial POS you go with. Finally, for medium sized Alliances, there are Outposts - for large Alliances, they just build several dozen.

...the new system seems to be discarding this granularity entirely. There will be MDs still, of course, but you seem to be getting rid of POSes, if I'm reading this right. You'll have some combination MD+X structures, MD+POCO, MD+Manufacturing, etc, but no more POSes. And in the place of POSes, everything will be HUGE. No more Small or Medium options. The size alone will be massive, with, again, no granularity. Likewise, you have Outposts...but again, just one size - HUGE.

Not everyone is overcompensating for something. Some of us like smaller things. And there's something cool about the POS shield and being able to sort of build your little town - the main issue with POSes is how little anyone other than Corp bosses gets to play with them.

But as a person who has an alt in a small Corp which is trying to set up our first (Small) POS, hearing that this is going away and all we'll have is massive structures with no shields and no ability to lay out the structures in 3-space to our liking...this is very, very saddening.

Worse, while the present system could do with a "Mega Outpost" for large Alliances to have some fun with, the Small/Medium/Large gameplay is nice. PLEASE keep this or integrate this in the new system in some way!!!!

2) To expand on 3) in the Good, sometimes, and this is particularly important for small Alliances, you need a small facility that will do a little of everything. Max specialization and efficiency isn't the goal, ability to cover all your bases is. Later on, as/if you grow, you can then put out more facilities ans specialize. Specialization leads to increased efficiency and economies of scale, but that's only something you CAN do once you've grown to that size.

...by removing the generalization ability of structures, you're kicking small groups in the shins and preventing them from being able to grow organically over time. It basically means that a small group will have to sit in High Sec for a lot longer trying to recruit up numbers, or join up with a big blue doughnut to get the numbers to get into the structure game. And, again, this is very very sad.

PLEASE reconsider here. I agree that specialization should (as it does now) add benefits. However, you shouldn't make it where people CAN'T be inefficient. Inefficient is necessary for small things that need to grow. Whether children, learning new things, or starting a new group - inefficiency is a necessary first step to grow into something that is more efficient and powerful later.

.

Since it's easy to criticize but to execute you need ideas and suggestions, here are mine:

1) Having the ability to make supermassive things is cool - but don't overlook the builders in the sandbox that want to build a fort instead of a castle! Can you not leave in Small/Medium/Large POSes and possibly institute two types of Outposts? You can add in an X-Large POS if you really want something with that greater size (as well as adjust the structure sizes of the existing Large and Medium somewhat), and all existing Outposts would be the regular variety with the Super Outpost being an entirely new thing (complete with bragging rights when CFC or N3 build their first one). Balance and tuning and all that, but KEEP the granularity! It's a great thing, why break it when you can build/add TO it?

2) Reconsider the shields. Shields are pretty.

3) While making specialization more attractive is good, allow generalization (at much lower levels of efficiency) to stay in the game. Read the description of the Celestis sometime - there are a lot of small Corps and Alliances that need structures that meet that same goal. (I don't remember the exact wording, it's something like "Small Corporations who have limited resources like the Celestis because it's adaptable and relatively inexpensive.)

.

Thanks for your time!

(Sorry for double post, even though I had 12 characters left, it said I was over the limit. XD)

Hope this feedback - positive, negative, and suggestions - can be useful.
Torgeir Hekard
I MYSELF AND ME
#98 - 2015-03-21 19:35:50 UTC
Dev blog mentions entosis-only capture mechanic for L-size structures and damage-only for M-size.

Does it mean you have to babysit those structures 24/7 since there's no reinforce mentioned anywhere?
RainReaper
RRN Industries
#99 - 2015-03-21 19:38:44 UTC
i have waited years.... and... its finnaly almost here.. Q~Q
Madd Adda
#100 - 2015-03-21 19:40:56 UTC  |  Edited by: Madd Adda
Quote:
5. Housing

Proper housing of player items and ships is a critical must-have if we wish those structures to be used over NPC stations.


the issues with not using NPC stations is the destructibility of player made structures and the looting of assets. As it stands, NPC stations are nigh invulnerable and players can't steal from you from within stations.

Is CCP going to impose limits on what can be stored in NPC stations to force us to buy into this?


Also will the housing structures require fuel to remain online and charter sheet in order to be used in high?

Carebear extraordinaire