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Player Features and Ideas Discussion

 
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[Feedback Wanted] Time Zone Mechanics Survey

First post First post
Author
Tex Steele
The Scope
Gallente Federation
#121 - 2015-03-18 08:37:56 UTC
First, I think that CCP will ram the change they want down our throats, regardless of what we say here or any feedback we provide. I have not seen them listen to us yet in almost 5 years.

Limiting SOV warfare to a specific time for 4 or even 6 hours will have an "unintended consequence" that I believe is very bad for EVE and all of us.

Corps today generally have players from all over the world. Once this mechanic is in place, no corp will actively recruit players outside their target time zone. Instead they will target those players who can consistently contribute to SOV Defense.

This means that all those players outside the designated time zone will have nothing to do and no big fleets to join and no fights, and no kill mails, and no satisfaction of stopping invaders from infringing upon their homes. I can see this leading to frustration and those players leaving the corps and alliances.

When this happens, EVE will be diminshed and become a much smaller "sandbox". I enjoy conversations and interactions with players from all over the world. When the only people playing while I'm online are those who live in time zones close to my own, it won't be nearly as much fun nor as interesting.

This is not a good change. Show us for once that CCP actually does listen and STOP the SOV change madness.

CCP_FOZZIE, make a liar out of me that CCP never listens. Go ahead, I dare you.
Raphendyr Nardieu
Avanto
Hole Control
#122 - 2015-03-18 09:07:30 UTC
Few ideas:


Could the vulnerability time effect structures usefulness. Lets say with 4h window you would get 52% base yield for reprocessing and with 24h window you would get 60%. This way with more risk, wou would get more isk Blink


Could the entosis link give you hacking like interface. Failing the hack would give 5-10min invulnerability and attacker could after the small time continue where he/she left of. This would give defender more time if the attacker isn't too good. With skills/activity/money structure owner could update the strength of the structures defences and attacker could get better with entosis link skill to be better at attacking.
Reaver Glitterstim
The Scope
Gallente Federation
#123 - 2015-03-18 13:08:57 UTC
Shouldn't the structures come out of reinforce near the beginning of the Alliance's window?

I was partial to the idea that a structure should have reinforcement fuel in it, and the amount of fuel would determine the length of time it gets reinforced.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

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Soldarius
Dreddit
Test Alliance Please Ignore
#124 - 2015-03-18 14:03:19 UTC
Schluffi Schluffelsen wrote:
Thanks for the survey.

Here would be my tweaks on the system:

- switch from an alliance-wide timer to a constellation based timer
- up the 4h window to 6h
- tie the prime time to indices - 5/5/5 gives the lowest timer of 6h, less "occupied" systems have a larger window (let's say up to 12h, for example - just a number though)

This way you could hit more alliances and unloved space is ripe for taking by different TZ alliances, strongholds have defensive boni and a tighter window.


This is almost exactly what I suggested. So it gets an upvote from me.

http://youtu.be/YVkUvmDQ3HY

Greygal
Redemption Road
Affirmative.
#125 - 2015-03-18 14:15:15 UTC  |  Edited by: Greygal
Reaver Glitterstim wrote:
Shouldn't the structures come out of reinforce near the beginning of the Alliance's window?


What time the structures come out of reinforced within your prime time doesn't really matter, because once the command nodes spawn, they stay spawned until they are captured. Command nodes remain through downtime, also. If I remember right, Fozzie said on the EveDownUnder radio show interview that if nobody captures any command nodes at all, the command nodes would naturally despawn in a few days.

Of course, it'd probably be good to have the structures come out of reinforced near the beginning of primetime, 'cause your people are likely to be more numerous, awake and focused... coming out towards the end of primetime means people are likely ready to log off to get to sleep or whatever....

I myself kind of liked the idea of reinforcement fuel, until I remember what a hassle it was for my first corp just keeping six pos's refueled... I can't imagine the logistical nightmare of hundreds of structures to keep track of fuel levels!!

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Scatim Helicon
State War Academy
Caldari State
#126 - 2015-03-18 14:45:22 UTC  |  Edited by: Scatim Helicon
Raphendyr Nardieu wrote:
Few ideas:


Could the vulnerability time effect structures usefulness. Lets say with 4h window you would get 52% base yield for reprocessing and with 24h window you would get 60%. This way with more risk, wou would get more isk

This touches on the most glaring omission of the proposed sov system - an almost complete omission of options for the sovholder to decide how they want to develop their space. We have a very one dimensional system at present where grinding your indices provides fixed specific bonuses, what would be much preferable is a system where using space would give some form of 'sov points' (insert catchier name as required) which could be spent as the occupier chooses on unlocking the options they want.

Every time you post a WiS thread, Hilmar strangles a kitten.

Mabrjjcj Rojo
State War Academy
Caldari State
#127 - 2015-03-18 23:45:38 UTC
OMG such rules and confinement; such are do's and don't's.

Release the pilot from constraints.
Turn off the lights of time.
Allow the building of empires.

Wormholes rules rule.
Amyclas Amatin
SUNDERING
Goonswarm Federation
#128 - 2015-03-21 01:55:31 UTC
I dare you to afflict all of eve with timezone windows and entosis capture mechanics.

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Suitonia
Order of the Red Kestrel
#129 - 2015-03-21 15:32:51 UTC
What about adding a 4th structure, a 'Timezone' structure, which could work in a similar manner to TCUs, Ihubs, and stations, but can be attacked at anytime. If the Timezone structure does not belong to the alliance which holds any of the other 3 structures, then their prime-time window is extended towards or back to the attacking alliances prime time for those specific structures (The amount of time extended could possibly be linked to system activity levels too).

i.e. An American Alliance wants to attack a European alliances space, but their structures are timed for 19:00 - 23:00 for vulnerability. So the American Alliance attacks the Timezone structure, Their prime time timezone is set for 01:00 - 05:00, lets say that this is a moderately active system, and the Timezone Structure will come out from 23:00 (Closest defenders primetime to the attacking alliances primetime) and then possibly extended towards the attackers primetime from say 2-10 hours, based on system activity )

So lets say this European alliance uses the system enough to have a max 4 hour extension, the timezone structure will come out from 23:00 -> 03:00 randomly. If the timezone structure is then captured, then the remaining european structures will also have their vulnerable timezone hanged from normal primetime to (19::00 -> 03:00) in this case, and structures reinforced by attacks would come out at 23:00 -> 03:00 (similar case to the timezone structure). A fully upgraded system for the European alliance in this example would come out from 23:00 -> 01:00 (or 21:00 -> 01:00 if you want to keep a 4 hour window) making it a little easier but still hard to flip used systems, but dead systems could be extended by as much as 10 hours, so it would be feasible for an Australian Alliance to attack US/EU systems which aren't used. And could also open up some interesting cooperative gameplay for global timezone alliances/allys, as taking the IHUB would also remove the timezone defence, allowing say a EU vs EU fight to take place where the Ihub is taken, removing the indices, then the attacking EU alliances american allys can then take the timezone structure.

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CW Itovuo
The Executioners
#130 - 2015-03-21 18:44:08 UTC  |  Edited by: CW Itovuo
CCP Fozzie wrote:
Hey everyone... blah blah blah (nerf missiles, nerf caldari) blah blah

They (timers) encourage players to show up at the same place at the same time, facilitating multiplayer gameplay. Playing with and outplaying other human beings is the core of EVE, and putting players in contact with each other is a big part of that. If people can fight over an asset without ever coming into contact with each other, we've lost something very valuable.

Thanks!




EVE doesn't actually encourage players to show up. In fact, EVE makes things much more difficult then it should be. Why? Because of annoying 24-hour based math.

Timers require the player to take the current EVE time (17:54) and then add the timer (1 day 15 hours 34 minutes) to derive the vulnerability window.

So 1 OCT 17:54 becomes something like 3 OCT 09:28.


Wouldn't it just be easier, and more straightforward if the structure simply said: vulnerable Sunday 3 OCT 09:28 - and then under that, showed the decreasing timer?


Along the same lines, updating the in-game calendar and email to accept standardized EVE time/date codes and adding local timezone conversion would be awesome. So using the above timer example, I could send a memo or add a calendar event saying "POCO Defense Sunday 3 OCT 09:28" and everyone would get that exact eve time plus whatever their local equivalent is.

Knowing the local equivalent immediately allows me to reschedule my day or opt-out as necessary.
FT Diomedes
The Graduates
#131 - 2015-03-21 21:17:30 UTC
CW Itovuo wrote:
CCP Fozzie wrote:
Hey everyone... blah blah blah (nerf missiles, nerf caldari) blah blah

They (timers) encourage players to show up at the same place at the same time, facilitating multiplayer gameplay. Playing with and outplaying other human beings is the core of EVE, and putting players in contact with each other is a big part of that. If people can fight over an asset without ever coming into contact with each other, we've lost something very valuable.

Thanks!




EVE doesn't actually encourage players to show up. In fact, EVE makes things much more difficult then it should be. Why? Because of annoying 24-hour based math.

Timers require the player to take the current EVE time (17:54) and then add the timer (1 day 15 hours 34 minutes) to derive the vulnerability window.

So 1 OCT 17:54 becomes something like 3 OCT 09:28.


Wouldn't it just be easier, and more straightforward if the structure simply said: vulnerable Sunday 3 OCT 09:28 - and then under that, showed the decreasing timer?


Along the same lines, updating the in-game calendar and email to accept standardized EVE time/date codes and adding local timezone conversion would be awesome. So using the above timer example, I could send a memo or add a calendar event saying "POCO Defense Sunday 3 OCT 09:28" and everyone would get that exact eve time plus whatever their local equivalent is.

Knowing the local equivalent immediately allows me to reschedule my day or opt-out as necessary.


This goes back to my rule that every time CCP sees players building an application to deal with something - be it a timer manager, ship fitter, POS manager, etc. - they should address that area as it is an indication that the game needs improvement in that area. CCP seems to be finally addressing some of these things after so many years of neglect.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Mekkii
Riemannian Manifold Torus
#132 - 2015-03-22 03:54:57 UTC
Why not combine the two mechanics of SOV? Leave SBU's in the game and just retool them to work faster. Like 4 hours. These can negate the prime time window for the next 48 hours and force alliances to patrol their borders more often than they do now. I am always in favor of Beach Heads in a strategy game like EVE. The key is the anchor time of these modules, they should be around 60 mins and requires an entosis link to setup. Also make them to where they can only be carried in Supers. This also brings the capitals into the fray as if you wish to negate the advantages of the new system you will have to plan and defend a strike. Once anchored they can start affecting structures in the systems they are deployed to. The new system will favor the big coalitions for the prime, choice USDA grade A systems and make small weak alliances squabble for the crap that is left out. CFC will most defiantly try to break any system in protest.

Basically have SBU's work like a planted flag that works against the prime time window. Attacker A drops an SBU at any time of the day. Defender A has to kill that SBU in their prime time. If the defender fails to kill the SBU in that time slot a 48 hour window starts that their space is now vulnerable for and must be defended against attacks from anyone. Still the SBU's should be dropped by Supers and should have reasonable HP sort of like a medium tower. If you can establish a beach head with your Capitals then the 100% resist tanks of the new system have a counter. And yes 100% resist tanks mean invulnerable structures for a majority of the day. Eve has always been a thief in the night kind of game and some element of this should remain in my honest opinion.

TLDR:

* Don't get rid of SBU's
* Make SBU's deployable by SUPERS only
* SBU's come online with Entosis link
* SBU become planted flags into systems wanting to be contested by groups wanting to take space in other TZ's
* Makes a reason to field Supers and Capitals into a SOV mechanic without shooting Structures.
* Requires Planning and Strategy to properly execute
* Defenders have opportunity to negate its effects by patrolling their Borders
* No notification should be given, if you don't scout it, you miss it.
* Remove the gate requirements for SBU's. One per system.
Even if it takes less time to run the Entosis link you would have to be up during the Vulnerable time slot to contest SOV. So highly localized groups such as AUS tz guys will have a hard time breaking into Null Sec when the meaningful systems are all claimed.
DrysonBennington
Eagle's Talon's
#133 - 2015-03-22 06:02:03 UTC
It would help if there were multiple time zone clocks located along the bottom of the GUI so we could more effectively determine what time another Capsuleer lived in.
Noriko Mai
#134 - 2015-03-22 16:15:52 UTC  |  Edited by: Noriko Mai
I still don't really understand why it must be such a fixed system.

How about a system where a structure must be taken step by step. Let's say it has X defense nodes that protect the structures mainframe or something (A module that can be fitted on the structure and provide Y nodes per module fitted). And the owner can have defense like turrets fitted in the other slots.

The attacker can then hack them, which reinforces them. Reinforce time is set by the owner as he likes (a few hours up to one or two days, I don't know). Reinforce timers may even be different per node so the defender can set them in a way that some will exit reinforce in his TZ. After this reinforce the defense node is neutral and doesn't protect the mainframe anymore. If you hack a neutral node it becomes yours, the defender has to hack it and reinforce it (with your timer and "non-functional" because it has no mainframe belonging to it). This will prevent the defender of quickly hacking one node "back" to prevent mainframe hacking.

If all nodes are down, you can hack the mainframe to reinforce it. After reinforce it becomes a neutral free port. By hacking the now neutral mainframe you can take control over the main structure. Every hacking attempt must properly notify the owner.

Refitting of the structure (except reloading defense turrets) is only possible while all nodes are fully functional so the defender can't just refit with more nodes or remove nodes or something to play the system.

Scenarios
A: The defender doesn't care. Structure is taken over step by step.

B: The defender hacks the nodes back as soon as they leave reinforce mode and become neutral. Back and forth until someone get's the upper hand.

C: Attacker shows up with a huge amount of people to hack everything. If the defender can't show up to his own timers the structure will enter free port mode and can then be taken over by anyone.
C-A: If the attacker reinforces neutral nodes he can prevent that some random dudes take over the mainframe.

D: Defender shows up to defend his stuff. Attacker shows up too. They fight it out.


Another idea could be to not rely on pure defense nodes but make the defense turrets the nodes that must be taken over in a way described above.

"Meh.." - Albert Einstein

Angmar Udate
#135 - 2015-03-23 00:47:48 UTC  |  Edited by: Angmar Udate
Concern: alliance set prime time to TZ other then my own, which would result in reduced content.
Concern: alliance consistently attacks another alliance which has their prime time set in a TZ other then my own. Again reduced content for me

It feels like the current proposal would force alliances to segregate according to TZ, perhaps forming sister alliances.


Some random not very thoroughly thought out thoughts.
* Perhaps it would help if it is possible to change the prime time easier.
* Assign multiple different prime times to different systems / constellations.
* Have alliances assign possibly disjunct 'primetime' blocks where the total number of primetime hours depends on the alliance size. Give each system / constellation a probability to be vulnerable during each hour of the assigned prime time blocks.
* Have EVE calculate an alliances' member activity histogram (some unspecified rolling average) and have each system have a probability of being vulnerable during an hour corresponding to the activity histogram of the alliance for that hour.
Alavaria Fera
GoonWaffe
#136 - 2015-03-23 08:51:17 UTC
Angmar Udate wrote:
Concern: alliance set prime time to TZ other then my own, which would result in reduced content.
Concern: alliance consistently attacks another alliance which has their prime time set in a TZ other then my own. Again reduced content for me

It feels like the current proposal would force alliances to segregate according to TZ, perhaps forming sister alliances.

Sounds like it would shake up sov then

magical success

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Strockhov
The Shire
#137 - 2015-03-25 03:56:12 UTC
I don’t know the answer to this, other than trying to keep it simple. Everything seems to be focused on a 24 hour clock. Nothing seems to take into account the day of the week.

The survey is the same way. If you ask people when they play during the week you get one answer. If you ask them about the weekend you would get another.

Why not take the increased activity of the weekend into account some how in the game design. No idea how other than varying the vulnerability window size based on the day of the week perhaps.
Miner Hottie
The Scope
Gallente Federation
#138 - 2015-03-27 00:53:12 UTC
Fozzie: the only practical solution i can see to this terrible idea for sov that doesn't leave the AUTZ sitting around uselessly with a digit stuck up their bum is to allow the horrible prime time mechanic to be set at a constellation or system level. That way an alliance can define a system or group of systems or constellations for us to fight over/defend and so on. Otherwise, its back to the standard CCP thing of just running our playtime because there are less of us on.

It's all about how hot my mining lasers get.

Kagura Nikon
Native Freshfood
Minmatar Republic
#139 - 2015-03-27 09:49:21 UTC
Did not check if the idea was risen... but why not make the 4h window as entosis 100% effective and the further away from that time window the slower the entosis links work? So at +- 1h for example it could work 33% slower at + -2 it could be 50% slower and at +-3 it could be 75% slower. (that would widen the window to 10 hours where SOMETHING could happen, but that slowdown combined with the bonuses for a developed system would mean that a capital system would not be deeply disrupted)

"If brute force does not solve your problem....  then you are  surely not using enough!"

SilentAsTheGrave
Aliastra
Gallente Federation
#140 - 2015-03-27 16:45:31 UTC
Tex Steele wrote:
First, I think that CCP will ram the change they want down our throats, regardless of what we say here or any feedback we provide. I have not seen them listen to us yet in almost 5 years.

That could not be further from the truth. CCP have been listening to the players more now than ever. And making decisions based on our feedback and ideas. Why would you say such a thing that is an obvious lie? Straight