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[New structures] Observatory Arrays and Gates

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Cade Windstalker
#441 - 2015-04-18 01:34:47 UTC
Teckos Pech wrote:
Then why aren't you objecting to the 100% invulnerable nature of local as an intel mechanic?


Because that's a false equivalency. The invulnerability of a cloak is basically absolute, barring monumental "trying to take a Super Capital into High-Sec" levels of stupidity, which really really don't count in a discussion of game balance. The "absolute" nature of Local as an intel source is limited. It tells you whether or not someone is in the system with you, but not where, what they're flying, or anything else about them. So, in-effect, we could also say that Local is simply a base-line level of Intel.

Wormhole Space is unique because it removes this base-line. That's part of the character of the space and it has a definite effect on the play-style of the people there. Some level of intel is required in order for the game to function. If players can't find each other then there can be no fights and no content. Similarly if players can't react to each other then the game ends up feeling unfair.

Going visiting in Wormhole Space I can feel completely safe as long as I have a cloaked ship because I will never show up on D-Scan or probes except for a fraction of a second when I launch probes of my own. Unless someone manages to catch me on a hole as I jump through I'm never going to be caught.

Also, as I've said about a dozen times here, I don't flatly object to tinkering with Local's mechanics, but I think it should be done carefully and as a separate thing from the introduction of the OA because Local and its mechanics are very basic to current gameplay and should not be removed or tinkered with without significant consideration and feedback from players. I know for a fact you don't have the second and from the one-dimensional way you're trying to couch this I feel like you don't have the first either.

Teckos Pech wrote:
Oh, no I read what you wrote and you did not answer the questions. You were blowing a lot of smoke and bravo sierra.

The questions are:

If the OA can get you to a level of intel that is as good and maybe even better than local is local then not redundant? If local is redundant why can't it be removed?

Simple questions....


Well, I know I said things in there and meant them, so maybe you didn't understand what I wrote?

So, for a start, if the OA replaces local as an intel mechanic then it's only doing so for the defenders, so removing it is a buff to defense. Plus, if the OA replaces local then there's also no reason to remove it. Of course the OA isn't going to completely replace Local for all parties, so your original argument doesn't really work either.

Mag's wrote:
Sorry but I have to call BS on this. Local isn't and never has been an issue, in high and low sec. Some may have complained about it in NPC null, but I don't recall that either. (Plus he was taking in regards to AFKing.)

I can quite honestly say in the 11 years I have played, this is the first time I've seen someone has claim it is. The only reason you do so, is to be contrary in the argument. In quite frankly, a transparent attempt to bolster yours. (It didn't)

I mean station games ffs.... really? Ridiculous.


I'd respond but really this more or less sums things up:

FT Diomedes wrote:
Local is a problem in every part of space, except WH space. Anything that automatically tells you that someone else is in the same room you are, no matter how large that room claims to be, makes space too small.


Except that whether or not you feel that it's a problem is subjective. If you're the defender you're thankful it's there, if you're the attacker it makes things inconvenient. Mostly though, in high and low sec, you just don't think about it. At least in my experience.

We rarely see anyone complain about local in Low and Null because it's just a fact of life for most players there. They use it but don't really think about how, whether that's to notice the 20 gankers in system even though they're off grid or to track down someone's off-grid boosting Alt.
Teckos Pech
Hogyoku
Goonswarm Federation
#442 - 2015-04-18 15:28:29 UTC  |  Edited by: Teckos Pech
Cade Windstalker wrote:
Because that's a false equivalency. The invulnerability of a cloak is basically absolute, barring monumental "trying to take a Super Capital into High-Sec" levels of stupidity, which really really don't count in a discussion of game balance. The "absolute" nature of Local as an intel source is limited. It tells you whether or not someone is in the system with you, but not where, what they're flying, or anything else about them. So, in-effect, we could also say that Local is simply a base-line level of Intel.

...snip...

Also, as I've said about a dozen times here, I don't flatly object to tinkering with Local's mechanics...


What? This makes sense to you? Really?

Local's intel is absolute in that it tells you several seconds in advance when somebody enters system and there is nothing that can be done about it. Local is absolutely accurate. The only way somebody can hope to "beat" a pilot using local as intel and to reduce their risk is "monumental 'trying to take a Super Capital into High-Sec' levels of stupidity, which really really don't count in a discussion of game balance" on the part of of the player using local in such a way. So, no false equivalency.

And WTF does local being the baseline level of intel have to do with anything? Pretty much everyone would agree with this...are you saying it to sound erudite? You are simply stating the obvious here.

Errant nonsense regarding "tinkering with local". It is nonsense because of how local and clients work, by and large. You can't really tinker with it. It is like dichotomous variable in an equation, it is either "on" or it is "off".

Quote:
Well, I know I said things in there and meant them, so maybe you didn't understand what I wrote?

So, for a start, if the OA replaces local as an intel mechanic then it's only doing so for the defenders, so removing it is a buff to defense. Plus, if the OA replaces local then there's also no reason to remove it. Of course the OA isn't going to completely replace Local for all parties, so your original argument doesn't really work either.


For somebody who complains about others being condescending you sure are condescending.

Yes, if the OA replaces local it will work only for the defenders...at least that is my reading of it. Yes that will mean the intel that the OA provides is considerably better than the intel local currently provides with one exception....it can be destroyed. A group of players who want to disrupt PvE actually can do something about their opponents intel system. In fact, attacking that intel system could actually...you know...result in content vs. simply "Dock up, go afk for awhile, oh good they are gone, undock and do PvE again."

Second, it is NOT a sov structure so thus vulnerability of this structure is not clear.

And yes, there is still every reason to remove local, because even if players come through and hit the intel structure...no big deal, we still have local with its 100% accurate intel that is totally invulnerable to any attempts to disrupt it...except for AFK cloaking the one thing you want removed. Ironic that last one. Roll

And you still have not answered the questions. Roll

If the OA can get you to a level of intel that is as good and maybe even better than local is local then not redundant? If local is redundant why can't it be removed?

Quote:
We rarely see anyone complain about local in Low and Null because it's just a fact of life for most players there.


No, instead we see things like this,

"I don't go on roams anymore because they are boring, you get in system and everyone docks up." Why do they dock up? Because via local they know hostiles have just entered system.

"CCP you need to do something about AFK cloaks!" "CCP cloaks need fuel." "CCP we need a decloaking pulse." Why? Because an AFK cloaker has turned local against the PvE pilot (usually a dedicated PvE pilot). And the reason for this is that there is nothing that can be done about local as an intel tool. It is too absolute, to use your word.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#443 - 2015-04-18 15:47:03 UTC
Cade Windstalker wrote:

Also, as I've said about a dozen times here, I don't flatly object to tinkering with Local's mechanics, but I think it should be done carefully and as a separate thing from the introduction of the OA because Local and its mechanics are very basic to current gameplay and should not be removed or tinkered with without significant consideration and feedback from players. I know for a fact you don't have the second and from the one-dimensional way you're trying to couch this I feel like you don't have the first either.


There has been considerable feedback from the players. There are two distinct camps:

1. PvE camp, leave local, remove AFK cloaking--i.e. nerf cloaks.

2. Remove local camps (and replace it with a new intel mechanic): This camp is fine with moving towards local being a chat channel and putting in a new intel system that allows players who are active to gather intel so help them manage the risks of living in null.

This thread is part of that feedback.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#444 - 2015-04-18 17:04:23 UTC
Why local is a sh**ty intel tool:

1. The intel it provides is hyper-accurate. It never gives you the wrong name of the pilot. With the standings system you can tell instantly if the pilot entering system is friend or foe.
2. The intel local provides is near effortless. Aside from the trivial level of "work" of looking at a chat channel it costs nothing.
3. Local intel is very powerful in that it tells the resident that a friend or foe has entered system 1-2 seconds before that friend or foe has loaded grid--i.e. that friend or foe cannot do anything while the resident can act...kind of like a goddamn f***ing cloaking device (the ratter cannot act against the cloaked ship, if that last one went over your head).
4. Local often discourages active play/player interaction. Examples:

A) Player A is ratting away, hostile, Player B, enters system. Player A moves on leaving B with two choices leave or safe up turn on cloak and go AFK. The latter will result in 2 players not playing the game.

B) A fleet is thinking of doing Something™. However, the FC looks at local and hostile fleet composition and says, "Nope, fleet is standing down."

Bottom line local sucks donkey p**s.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Cade Windstalker
#445 - 2015-04-18 18:20:07 UTC
Teckos Pech wrote:
The only way somebody can hope to "beat" a pilot using local as intel and to reduce their risk is "monumental 'trying to take a Super Capital into High-Sec' levels of stupidity, which really really don't count in a discussion of game balance" on the part of of the player using local in such a way. So, no false equivalency.


This is flatly incorrect. The only thing that needs to happen for that advantage to disappear is a few seconds to a minute worth of distraction. Even if the player is at a safe spot that's enough time to launch probes and get a fix. A cloaked pilot can cloak up 200km off a gate and walk away for an hour with absolutely zero functional risk to his ship, unless he's doing something monumentally stupid like streaming his location on Twitch...

Teckos Pech wrote:
Errant nonsense regarding "tinkering with local". It is nonsense because of how local and clients work, by and large. You can't really tinker with it. It is like dichotomous variable in an equation, it is either "on" or it is "off".


Also wrong, even within current chat mechanics. The chat could be set up just like W-Space (which is still Local) or could even bet set to an intermediate where players don't show up for a few seconds to a few minutes after they enter a system.

Teckos Pech wrote:
Second, it is NOT a sov structure so thus vulnerability of this structure is not clear.


Yes it is. There's nothing anywhere to indicate that the vulnerability window doesn't apply to all structures that the E-Link can be used on. Current POSes are a Large sized structure and still have Time Zone based mechanics, so it's fairly obvious that time-zone based mechanics will apply to these structures as well.

Teckos Pech wrote:
And yes, there is still every reason to remove local, because even if players come through and hit the intel structure...no big deal, we still have local with its 100% accurate intel that is totally invulnerable to any attempts to disrupt it...except for AFK cloaking the one thing you want removed. Ironic that last one. Roll


That's a reason to remove local, not every reason.

Teckos Pech wrote:
If the OA can get you to a level of intel that is as good and maybe even better than local is local then not redundant? If local is redundant why can't it be removed?

[...condensed for space...]

No, instead we see things like this,

"I don't go on roams anymore because they are boring, you get in system and everyone docks up." Why do they dock up? Because via local they know hostiles have just entered system.

"CCP you need to do something about AFK cloaks!" "CCP cloaks need fuel." "CCP we need a decloaking pulse." Why? Because an AFK cloaker has turned local against the PvE pilot (usually a dedicated PvE pilot). And the reason for this is that there is nothing that can be done about local as an intel tool. It is too absolute, to use your word.


We've already established that Local is not redundant. "Redundant: able to be omitted without loss of meaning or function." This is not the case, clearly per what you yourself just said. It's certainly not the "oh, well obviously we should remove Local" argument you seem to be taking it as.

Except that, clearly by evidence of killboards, Local is not perfect in practical terms, because people do die. Either they're not aligned or they're not paying attention, or one of a dozen other things. Cloaked ships die too, but by attacking something or moving through a gate, not sitting in a system cloaked to the point that the only example you could give to counter this was someone who had to go AFK for literally hours while leaving a public camera trained on his location, and it still took someone hours to find him.

This sounds to me like "CCP please make it easier to get free kills on these silly PvE pilots in my PvP game!" because gods forbid they have any ability to avoid you /blatantExagerationAndSarcasm

Seriously though, if we take your assumptions at face value and make the minimum possible implementation of the OA which is that it simply enables Local chat in Immediate Mode and that's removed when it is destroyed, then where does that leave things? The PvE pilots still dock up when you enter system, they won't come out and fight you any more than they do now, except now you can spend 40 minutes E-Linking a structure that may or may not shoot back at you instead of moving on to find someone who will fight, assuming it's even vulnerable. Then once you and the OA are gone they undock again, put up another OA, and go back to PvE.

Barring any objections you may have over my assumptions regarding vulnerability timers on OAs, is this broadly correct and why do you feel it's better than current mechanics? Just because you get to blow up something worth, if current POS prices are any indication, between ~100 and 500 million ISK, depending on the price-point they go for and cost of modules. You could probably cost them more ISK than that taking some Logi with you and running 40 minutes of high-value sites in your PvP ships.
Cade Windstalker
#446 - 2015-04-18 18:29:56 UTC
Teckos Pech wrote:
There has been considerable feedback from the players. There are two distinct camps:

1. PvE camp, leave local, remove AFK cloaking--i.e. nerf cloaks.

2. Remove local camps (and replace it with a new intel mechanic): This camp is fine with moving towards local being a chat channel and putting in a new intel system that allows players who are active to gather intel so help them manage the risks of living in null.

This thread is part of that feedback.


This is an incredibly over-simplified view of things. Personally, I don't fall into either camp. I don't particularly care about the safety of PvE pilots, I just realize that if you make it too easy to gank them they will simply stop doing PvE in Null entirely because it's no longer economically viable. This means that for there to be active PvE targets in Null they have to have some ability to avoid getting ganked and it can't be too easy to completely suppress PvE in a system or region because if that happens then there will quickly become no PvE to suppress and your reason for not taking a fleet out quickly becomes "we won't find anything to shoot" rather than "most things we find to shoot at will dock up before we can shoot them".

I want AFK cloaking gone because I feel that any system that leaves no available counter-play and that level of safety while having an active effect is bad for the game, as well as being amazingly boring for all involved.

I also don't want to see cloaks nerfed, I want cloaky and intel gameplay to be more interesting. This should, to my mind, involve some kind of active counter to cloakies but with corresponding tools and buffs on the side of the cloaked ships that keep the balance at approximately the same overall level.

I am going to reiterate, for the *thirteenth* time, that I do not have any inherent objections to Local being changed or removed in Null. I simply have serious reservations about the idea and don't feel it should be part of the implementation of the OA system by default, even if that system includes changes to cloak mechanics and counters. I would prefer a more gradual approach where the impact and use of the OA and its features is evaluated and then changes are made to default Local behavior based on that.
Teckos Pech
Hogyoku
Goonswarm Federation
#447 - 2015-04-18 19:14:08 UTC  |  Edited by: Teckos Pech
Cade Windstalker wrote:
Also wrong, even within current chat mechanics. The chat could be set up just like W-Space (which is still Local) or could even bet set to an intermediate where players don't show up for a few seconds to a few minutes after they enter a system.


Yeah, I already said, it is either "on" or "off" as like in WH space. Tinker is what I see as making minor/small changes. Shifting local over to WH space is patently not tinkering. You yourself have said that changing local in that way would be too much of a change.

Quote:
This is flatly incorrect. The only thing that needs to happen for that advantage to disappear is a few seconds to a minute worth of distraction. Even if the player is at a safe spot that's enough time to launch probes and get a fix. A cloaked pilot can cloak up 200km off a gate and walk away for an hour with absolutely zero functional risk to his ship, unless he's doing something monumentally stupid like streaming his location on Twitch...


Being aligned and watching local, with the current mechanics, is a dominant strategy (giving due credit to this last point). And as was also pointed out, dominant strategies should not be in a PvP game. Given that watching local and being aligned is a dominant strategy and would disappear without local...local is the problem. Fixing it means also "fixing" cloaks as well because we don't want them to become part of a dominant strategy either.

This is why most of the reasonable, long term, fix AFK cloaking and local people favor changing both. If we made local no longer a source of intel and did nothing to cloaks every roaming gang would have a cloaking ship with it.

I'm fine with putting risk on cloaks. What I am not fine with is leaving in a dominant strategy for one player. That is even worse. Because the other player really has no options then. That is no matter what strategy you pick you cannot alter the other players strategy. Further, for the player with a dominant strategy the outcomes are always favorable...otherwise the strategy is not dominant (barring mistakes of course, see the link down below about off-equilibrium path play).

CCP has a very long track record of changing things when one strategy becomes dominant. The nerf to nano-ships being an excellent example. I think in that change they even mentioned that they did not like it when a single strategy became the dominant form of play. Tracking titans were another example.

Quote:
Yes it is. There's nothing anywhere to indicate that the vulnerability window doesn't apply to all structures that the E-Link can be used on. Current POSes are a Large sized structure and still have Time Zone based mechanics, so it's fairly obvious that time-zone based mechanics will apply to these structures as well.


No, pretty sure it wont be. Look back on the first page, there was a strong indicator the OA will be allowed in WH space--i.e. it is in space where there simply is no sov. And there is every indication it will be anchorable in NPC null. In short, it is not a structure that is connected to Sov. As such it is NOT clear that it will only be vulnerable in the vulnerable "prime time" window. You are assuming it is, but I don't see much to support that assumption.


Quote:
Except that, clearly by evidence of killboards, Local is not perfect in practical terms, because people do die. Either they're not aligned or they're not paying attention, or one of a dozen other things. Cloaked ships die too, but by attacking something or moving through a gate, not sitting in a system cloaked to the point that the only example you could give to counter this was someone who had to go AFK for literally hours while leaving a public camera trained on his location, and it still took someone hours to find him.


It doesn't have to be perfect, but merely dominant. Dominant strategies in a PvP game are bad, at the very leas they make the game boring in that if there are 2 dominant strategies for 2 players, then the outcome is entirely and totally predictable. And when the outcome is totally predictable then the game is boring and people quit. Note this encompasses both the way PvE players use local and AFK cloakers. I do not like the way PvE players use local. I also do not like AFK cloaking. I think both are very sub-optimal forms of play, with the latter only just barely being considered play under the broadest possible definition--you are playing if you are logged in.

So pointing to killboards is meaningless. Even if it is a dominant strategy it does not mean it will always work. In repeated games (i.e. PvP vs. PvE in null) you can have off-equilibrium path play. The way to think of it is you meant to play strategy A, but there is a small chance of actually playing B by "mistake". In this case you'd have people showing up on killboards who were clearly doing PvE...while watching local and being aligned was their dominant strategy. So your argument is, "Local is fine even though there is a dominant strategy (which is boring) because sometimes people make mistakes." This is a very bad approach to take towards game design and balance, IMO.

Edit: Just thought of another dominant strategy nerfed by CCP: drone assist/boot carriers.

Hopefully CCP doesn't just nerf AFK cloaking with this pass, as it would still leave the dominant strategy for the PvE pilot...watch local, be aligned.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#448 - 2015-04-18 19:16:15 UTC  |  Edited by: Teckos Pech
Cade Windstalker wrote:
Teckos Pech wrote:
There has been considerable feedback from the players. There are two distinct camps:

1. PvE camp, leave local, remove AFK cloaking--i.e. nerf cloaks.

2. Remove local camps (and replace it with a new intel mechanic): This camp is fine with moving towards local being a chat channel and putting in a new intel system that allows players who are active to gather intel so help them manage the risks of living in null.

This thread is part of that feedback.


This is an incredibly over-simplified view of things. Personally, I don't fall into either camp. I don't particularly care about the safety of PvE pilots, I just realize that if you make it too easy to gank them they will simply stop doing PvE in Null entirely because it's no longer economically viable. This means that for there to be active PvE targets in Null they have to have some ability to avoid getting ganked and it can't be too easy to completely suppress PvE in a system or region because if that happens then there will quickly become no PvE to suppress and your reason for not taking a fleet out quickly becomes "we won't find anything to shoot" rather than "most things we find to shoot at will dock up before we can shoot them".

I want AFK cloaking gone because I feel that any system that leaves no available counter-play and that level of safety while having an active effect is bad for the game, as well as being amazingly boring for all involved.

I also don't want to see cloaks nerfed, I want cloaky and intel gameplay to be more interesting. This should, to my mind, involve some kind of active counter to cloakies but with corresponding tools and buffs on the side of the cloaked ships that keep the balance at approximately the same overall level.

I am going to reiterate, for the *thirteenth* time, that I do not have any inherent objections to Local being changed or removed in Null. I simply have serious reservations about the idea and don't feel it should be part of the implementation of the OA system by default, even if that system includes changes to cloak mechanics and counters. I would prefer a more gradual approach where the impact and use of the OA and its features is evaluated and then changes are made to default Local behavior based on that.



IMO, you are in camp 1.

Do you want to leave local in place: yes.
Do you want to nerf cloaks: yes.

Therefore you are in camp 1.

Yes, its simplified, it is a "high level" view. It is not digging into various details. But clearly you are in camp 1. Your posts are ample evidence.

Edit:

Also, you complain about how there is no counter play vs. cloaks. That means cloaking is a dominant strategy if you are going to go AFK in hostile space. That needs to go, agreed. But local and PvE has a dominant strategy: be aligned and watch local. Further, there is nothing that can be done to counter that....except afk cloaking. Put AFK cloaking in as a strategy and those two dominant strategies lead to an equilibrium where neither is playing the game except possibly in the broadest sense (they are logged in, but AFK). That is clearly bad. But it is balanced, IMO.

I'd like to see balanced play that promotes active playing. Even if it is not perfect at first, it is something that can be iterated on which is more than can be said of local.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#449 - 2015-04-18 19:33:03 UTC
Cade Windstalker wrote:


Seriously though, if we take your assumptions at face value and make the minimum possible implementation of the OA which is that it simply enables Local chat in Immediate Mode and that's removed when it is destroyed, then where does that leave things? The PvE pilots still dock up when you enter system, they won't come out and fight you any more than they do now, except now you can spend 40 minutes E-Linking a structure that may or may not shoot back at you instead of moving on to find someone who will fight, assuming it's even vulnerable. Then once you and the OA are gone they undock again, put up another OA, and go back to PvE.


Well...unless the hostile leave behind a cloaker that you are unaware of because the OA is down (and maybe the hostiles are just next door....). And do they always have an OA in system to replace it with? What if they want to camp a pipe in your space and take down the OA in a non-station system then camp the gates? What if they are planning an invasion and want to "blind" you so they start whacking your intel infrastructure? What if you can't use the OA's intel while docked?

Quote:
Barring any objections you may have over my assumptions regarding vulnerability timers on OAs, is this broadly correct and why do you feel it's better than current mechanics? Just because you get to blow up something worth, if current POS prices are any indication, between ~100 and 500 million ISK, depending on the price-point they go for and cost of modules. You could probably cost them more ISK than that taking some Logi with you and running 40 minutes of high-value sites in your PvP ships.


First off, we don't have all the details, so there is still time to, hopefully, influence the Dev's position on this. Example being when the OA is vulnerable. 24/7 is probably too much, but maybe an expanded vulnerability window. Or maybe it isn't destroyed when hit with the e-link for 25-30 minutes maybe it is just offlined and to "turn it on" you have to hit it with your e-link. But is the hostile gang still there? Maybe you need to bring your own gang...possibly a fight? Maybe there is a subversion option as well?

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Cade Windstalker
#450 - 2015-04-18 19:45:54 UTC
Teckos Pech wrote:
First off, we don't have all the details, so there is still time to, hopefully, influence the Dev's position on this. Example being when the OA is vulnerable. 24/7 is probably too much, but maybe an expanded vulnerability window. Or maybe it isn't destroyed when hit with the e-link for 25-30 minutes maybe it is just offlined and to "turn it on" you have to hit it with your e-link. But is the hostile gang still there? Maybe you need to bring your own gang...possibly a fight? Maybe there is a subversion option as well?


I don't see this as a compelling argument for allowing an increased vulnerability window. The same logic behind the base vulnerability windows applies, that you shouldn't have to play Eve 24/7 in order to defend your assets, including OAs, and regardless of their intel utility. If the increased window is acceptable then it works for everything. If it doesn't it doesn't work for everything.

It's fairly easy to undock a ship with probes or just D-Scan and confirm the presence or absence of enemy ships in system. If you can't do this then players who want to avoid a fight will simply log off rather than risk their ratting ships. Players who are willing to fight will have fought you over the OA already and either won or lost control there where they had something to defend and an advantage due to the presence of the OA, whatever modules it can fit, and you needing to have active E-Links to tick down the timer.

Also IMO there's no reason not to have it simply be destroyed, since the E-Link should be a consistent mechanic and every structure needs a destruction condition, and that's what CCP have listed now (check the images of progression trees in the dev-blog for proposed properties of these structures, including destruction mechanics and other properties).
Cade Windstalker
#451 - 2015-04-18 20:10:29 UTC  |  Edited by: Cade Windstalker
Teckos Pech wrote:
No, pretty sure it wont be. Look back on the first page, there was a strong indicator the OA will be allowed in WH space--i.e. it is in space where there simply is no sov. And there is every indication it will be anchorable in NPC null. In short, it is not a structure that is connected to Sov. As such it is NOT clear that it will only be vulnerable in the vulnerable "prime time" window. You are assuming it is, but I don't see much to support that assumption.


The vulnerability window is simply a replacement for current Time Zone mechanics, aka Fuel. POSes run on these mechanics, as do Sov structures. Since Large sized structures are in the same size category as POSes and the logic behind Time Zone mechanics is that players should not have to defend their structures 24/7, it is logical to assume that the new Large structures will fall under Time Zone mechanics (as well as possibly Medium structures, since those equate to POCOs). Since we have not seen any new Time Zone mechanics other than the Vulnerability Window that work with an E-Link we must therefore assume that the Vulnerability Window applies to the OA and other Large Sized structures, they simply don't trigger the Nodes challenge. Whether or not they reinforce or simply blow up is unclear however.

Teckos Pech wrote:
Being aligned and watching local, with the current mechanics, is a dominant strategy (giving due credit to this last point). And as was also pointed out, dominant strategies should not be in a PvP game. Given that watching local and being aligned is a dominant strategy and would disappear without local...local is the problem. Fixing it means also "fixing" cloaks as well because we don't want them to become part of a dominant strategy either.

This is why most of the reasonable, long term, fix AFK cloaking and local people favor changing both. If we made local no longer a source of intel and did nothing to cloaks every roaming gang would have a cloaking ship with it.

I'm fine with putting risk on cloaks. What I am not fine with is leaving in a dominant strategy for one player. That is even worse. Because the other player really has no options then. That is no matter what strategy you pick you cannot alter the other players strategy. Further, for the player with a dominant strategy the outcomes are always favorable...otherwise the strategy is not dominant (barring mistakes of course, see the link down below about off-equilibrium path play).

CCP has a very long track record of changing things when one strategy becomes dominant. The nerf to nano-ships being an excellent example. I think in that change they even mentioned that they did not like it when a single strategy became the dominant form of play. Tracking titans were another example.


I agree, actually, and that guy's argument is fantastic. That said, I'm still not 100% convinced that Local is the thing that needs to go or that it should go with the OA though, because at the end of the day I'm a really really pessimistic SOB when it comes to making too many changes too quickly to a game system. I very much prefer minimum potentially viable change, like adding more warp disrupting rats to sites and belts, adding a 2 minute delay to Local, or tinkering with the sites so being aligned out carries significant risk or penalty in some or all instances. Then observe the change, consider the results, and decide whether further change is needed or not.

Raphael is certainly correct that current Null PvE is in a Dominant Strategy state, but I think ripping out Local into a WH space state is still too drastic, even if it's somewhat replaced by the OA. For one it doesn't just inconvenience the defenders if their OA is destroyed, it severely impacts the attackers as well. They can't get an accurate count of players in system now, which makes it easier to miss potential targets, increases time spent in dead systems while they determine that no one is there, and makes it more dangerous to remain in enemy space.

Local is, at present, the intel basis of the game. Yes this is not desirable but it also means that ripping it out as an intel tool has far-reaching consequences and it's honestly impossible to predict them all. On the basis of Raphael's post I'll certainly agree that leaving dominant strategies in place is bad for the game (like Drake-fleets, Alpha Maelstroms, Titan AOE-DD, Skynetting, Garage Door cynos, and hopefully OGBs sometime this year, to name a few more... Lol) and I'll agree that the current combo of aligning and Local is one, but until or unless CCP come out and say that's what they feel the best solution is (because believe it or not I do trust their judgement as designers) I'm going to advocate for something with a softer touch but with hopefully the same or similar results.

If this sounds reasonable then can we avoid going on for another few pages and start brain-storming mechanics and stuff for the OA? Ugh
Mikhem
Taxisk Unlimited
#452 - 2015-04-18 22:31:32 UTC
CCP Ytterbium wrote:
Hello people,

We would like your feedback on the various new structure lines presented during Fanfest and on our latest structure blog.

This particular thread is going to focus on Observatory Arrays and Gates.


  • Observatory Arrays focus on intelligence gathering and disruption tools, like tampering with Star Map filters, D-scan disruption, ship intelligence disruption, player tracking capabilities or being able to pinpoint cloak users

  • Gates focus on movement, like warp speeds, agility and mass in the system they're deployed, affect jump capabilities, alter ship movement inside a solar system, allow vessels to travel to other solar system and modify wormhole behaviors.


Here is solution for AFK cloaking. Allow observatory arrays to decloak cloaked ships once every 10 minutes. This means capsuleer flying ship needs to manually reactivate cloak again.

Mikhem

Link library to EVE music songs.

Teckos Pech
Hogyoku
Goonswarm Federation
#453 - 2015-04-19 23:14:45 UTC
Mikhem wrote:
CCP Ytterbium wrote:
Hello people,

We would like your feedback on the various new structure lines presented during Fanfest and on our latest structure blog.

This particular thread is going to focus on Observatory Arrays and Gates.


  • Observatory Arrays focus on intelligence gathering and disruption tools, like tampering with Star Map filters, D-scan disruption, ship intelligence disruption, player tracking capabilities or being able to pinpoint cloak users

  • Gates focus on movement, like warp speeds, agility and mass in the system they're deployed, affect jump capabilities, alter ship movement inside a solar system, allow vessels to travel to other solar system and modify wormhole behaviors.


Here is solution for AFK cloaking. Allow observatory arrays to decloak cloaked ships once every 10 minutes. This means capsuleer flying ship needs to manually reactivate cloak again.


No. If the OA is going to nerf cloaks it has to be done via player effort. Simply anchoring a module that does the work for you is just bad.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

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Hafwolf
Git R Done Resources
#454 - 2015-04-19 23:40:35 UTC
Hey cool idea for gates

If you have a gate network setup. instead of having gates give static destinations maybe give a selection of all the gates withing range of the gate your are that is part of your network.
Cade Windstalker
#455 - 2015-04-20 03:07:25 UTC
Hafwolf wrote:
Hey cool idea for gates

If you have a gate network setup. instead of having gates give static destinations maybe give a selection of all the gates withing range of the gate your are that is part of your network.


It's an interesting idea, but I worry that this removes strategy and choice from the game on both sides. I think it's more interesting if the Gates have a bit more range and utility but can only connect to a single destination, that way the owners get to work to create a functioning logistics network, and the attackers can work to disrupt it. For example a hub system with a lot of gates going to different places is very powerful but it's also a giant target, and if you lose it you need to re-wire your entire gate network.

Having a single gate that connects to multiple others removes this strategic depth in most cases, and also lets you more or less completely avoid hostiles, unlike the current Jump Bridge system which requires some degree of gate travel to reach a destination.
Hafwolf
Git R Done Resources
#456 - 2015-04-20 03:51:58 UTC
I can see what you mean for jump bridges which are on pos at a moon. These new structures can be anchored any where in the system there may not be the restrictions on 1 per system.


I can see having to strategically place you jump bridges. However capitals can jump to player cyno beacons and jump beacons anchored to pos structure. They just right click and jump to the beacon. However with the new system these gates will be harder to find. And possibly be moved to a different location in system to avoid camps. I think for Pvp if you find a gate if the person has to make a choice on where they want to go it might cause fights the in bound side. Also if the person is not paying attention they can still jump into a gate camp. I can see an fc loosing over half his fleet by them jumping to the wrong system when they say jump.
Cade Windstalker
#457 - 2015-04-20 03:58:16 UTC
I actually had what I thought was an interesting idea on how something like a counter-cloaking mechanic could work, as well as something to create a more interesting intel game.

Part of this that's somewhat independent of the main idea is that I think any module or whatever should have a less powerful version that can be fitted to ships. This would allow for deeper intel gameplay in all areas of space, not just Null and without the investment of a massive hundred million(s) ISK structure (which are also notoriously non-portable).

For the actual mechanics I'm thinking of something that combines the current probing interface with post-WW2 era submarine hunting tactics (if necessary the Swedish can be consulted on how to find submarines Lol). This is not just probing for Cloakies. IMO that would be boring, but it a successful anti-cloaking mechanic should allow them to be probed down.

The idea is that the structure has a supply of Subspace Sensors which are deployed like Probes using a similar interface. Launching these Probes consumes a Probe and some Strontium, probes may or may not be recoverable. These Subspace Sensors can only be launched one at a time and have a fixed or only loosely adjustable radius. You can't just cover the entire system with a single beacon the way you can with most Probes. They also have a reasonably long time between probes, though I'm unsure what sort of timer would be appropriate I'd start with a bear minimum of 30 seconds with the caveat that that's probably too low, and the Subspace Sensors don't last in space longer than 30 minutes to an hour. Whether these Subspace Sensors can be recovered and re-used or not they should not be movable like Probes once deployed.

An active Subspace Sensor tells you if there is a cloaked ship in its radius of detection similar to how a one-probe hit on a ship or other object does in the scan window, and contribute to the Scan Probe strength used to scan down the Cloaked ship. However, the ship is still cloaked and receives a significant bonus to avoid being probed down so you need time or a talented prober to find the target ship. If this isn't sufficiently threatening maybe a Cloaked ship that's been locked onto with a scan result can be forceably decloaked by the OA or by expending a Subspace Sensor.

So, where does the counter-play come in?

As soon as an active Subspace Sensor goes up a cloaked ship is automatically notified if it is within the radius, and the Subspace Sensor shows up on the overview of everyone within its area and can be warped to. The Subspace Sensor is a destructible object in space and can be destroyed fairly quickly by a fast acting Combat pilot, or they can elect to warp to somewhere currently not under the effects of a Subspace Sensor.

That's the core of the idea.

Optionally these Subspace Sensors could show roughly where a warp trail enters or exits their area of influence, giving them some utility in general intel as well as giving the hunting player a rough direction for where a cloaked ship may have gone for when they launch the next Subspace Sensor (or completely misleading information if the hunted pilot or pilots are clever).

The general goal of this is to provide tools for pressuring and hunting down cloaked pilots while giving the cloaked pilot ample ability and time to respond, but with pressure increasing over time unless the cloaked pilot takes risks by either leaving system or destroying a Subspace Sensor. If a ship mounted version is available it could even lead to a game of cat and mouse going both ways, with a Covert fleet deploying their own Subspace Sensors and probes to hunt down the enemy scanning ship and destroying it to take the pressure off.

Thoughts and/or your own vision for a mechanic ladies and gents?
Cade Windstalker
#458 - 2015-04-20 04:03:56 UTC
Hafwolf wrote:
I can see what you mean for jump bridges which are on pos at a moon. These new structures can be anchored any where in the system there may not be the restrictions on 1 per system.


I can see having to strategically place you jump bridges. However capitals can jump to player cyno beacons and jump beacons anchored to pos structure. They just right click and jump to the beacon. However with the new system these gates will be harder to find. And possibly be moved to a different location in system to avoid camps. I think for Pvp if you find a gate if the person has to make a choice on where they want to go it might cause fights the in bound side. Also if the person is not paying attention they can still jump into a gate camp. I can see an fc loosing over half his fleet by them jumping to the wrong system when they say jump.


Newbie warps instead of aligns is funny, sure, but looking at a list of gates probably with null-sec system names to distinguish them I can see the mistake being way too easy to make, and as Fozzie said recently on that Eve Radio interview the challenge should come from player choices and opposition, not from fighting with the mechanics.

Regarding how Gates function, it's also possible there could still be restrictions on player-made gates in a system, or they could show up as Overview objects like current Gates, TCUs, and Outposts. It's also likely they will have some kind of defensive armament so camping them may be inadvisable except with a large fleet. I think these are the sort of things we should be expressing preference and opinions on, so what are your assumptions for a gate that lets you pick from several destinations and what sort of restrictions do you think it should have?
d0cTeR9
Caldari Provisions
Caldari State
#459 - 2015-04-20 04:53:01 UTC
Anyone that wants to take local away... Think about this:

PvP will go down drastically since you will have no idea if there's anyone to kill in that system unless you happen into a huge blob...

Sounds boring and lame...

Been around since the beginning.

Teckos Pech
Hogyoku
Goonswarm Federation
#460 - 2015-04-20 05:18:59 UTC
d0cTeR9 wrote:
Anyone that wants to take local away... Think about this:

PvP will go down drastically since you will have no idea if there's anyone to kill in that system unless you happen into a huge blob...

Sounds boring and lame...


Probes.... Roll

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online