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[AEGIS] Fleet Warp Changes - Please see devblog!

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Author
baltec1
Bat Country
Pandemic Horde
#621 - 2015-06-12 11:27:34 UTC
Invisible Air wrote:
Cry stop demolishing things that work fine
Was this discussed with the CSM? Cause it doesn't appear you've listened to the player base and act accordingly


The CSM argued for it.
afkalt
Republic Military School
Minmatar Republic
#622 - 2015-06-12 11:30:05 UTC  |  Edited by: afkalt
baltec1 wrote:
Wolf Crownn wrote:
...

In conclusion, it's more of a bad idea than it is good.


Only for people why rely upon the FC to do everything for their fleet.


You're better than that Baltec - I cannot control the warp speeds in a mixed comp without a fleet warp. That's a pretty big deal and no amount of command and control delegation can fix that.

Not everyone has the bodies to put a pre-places ship at EVERY warp, and even if they did, it's a ****** crutch to an unnecessary problem.

It's a mechanic which was pretty essential to keep fleets as one that's taken a huge collateral swipe.
Numen Anomalie
sonyc live
Not Purple Shoot It.
#623 - 2015-06-12 11:30:09 UTC
All i can say is this:

CCP up to 2 years ago: BIG promo run to have people fly multiple accounts.
Now: they say: its great, run multiple accounts everybody! BUT, we will totally KILL ANY mechanism that allows you to properly do it.

Don't know why i stick with eve anymore. Over the passed years they are going in the direction of world of warcarft. Killing all cool stuff for us veteran nerds and making it more accesible for noobs and mainstreamers. i Get it, but it doesnt mean i like it.

I heared nobody support this so far. Nobody. Okej maybe a forrest troll in the dungeon of his mother with no friends said he liked it, but besides that creature. Nobody.

Just putting it out there.
Cypherous
Liberty Rogues
Aprilon Dynasty
#624 - 2015-06-12 11:32:54 UTC
X4me1eoH wrote:
what about WH? There are no batles on celestial objects, all activity on books. And all warp with differense warp speed.
What about missions? Like L5 mmissions without gate. When logist will be arrive, main ship can die.


I actually forgot about the warp speed differences, thats a very important one
Airi Cho
Dark-Rising
Wrecking Machine.
#625 - 2015-06-12 11:33:33 UTC
Potamus Jenkins wrote:
"you cannot activate your propulsion module while running command links"


sometimes you really wish you could down vote people. Ever ran a small gang with a CS fitting a link or two while also being combat fit?
X4me1eoH
School of Applied Knowledge
Caldari State
#626 - 2015-06-12 11:34:23 UTC  |  Edited by: X4me1eoH
Why you again make game more uncomfortable?
Kenneth Feld
Habitual Euthanasia
Pandemic Legion
#627 - 2015-06-12 11:34:38 UTC
Louanne Barros wrote:
SilentAsTheGrave wrote:

Your point?


My point is that "Warping yourself or warping to Wwwww's in fleet" is not a replacement for fleet warp, as it does not synchronize the arrival of your ships. It's so unhelpful for the task that I'm grinning at the absurdity of him suggesting it.



warping to WWW's in fleet CAN BE a fleet warp, as the pilot in fleet is public and this will not stop that from being a fleet warp
Makari Aeron
Imperial Shipment
Amarr Empire
#628 - 2015-06-12 11:34:56 UTC
Wow......I just, wow. Personally, terrible idea.

CCP RedDawn: Ugly people are just playing life on HARD mode. Personally, I'm playing on an INFERNO difficulty.

CCP Goliath: I often believe that the best way to get something done is to shout at the person trying to help you. http://goo.gl/PKGDP

Ralen Zateki
Imperial Academy
Amarr Empire
#629 - 2015-06-12 11:36:33 UTC  |  Edited by: Ralen Zateki
In general I stay pretty open minded about change in this game... and in general I've been able to get behind the significant changes Sov, etc.

But this one... ugh.

A few thoughts:

1. I understand what you are trying to do by getting more involvement in individual fleet comps/ members. And I'm sure it sounds great in a brainstorming session. But in practice this is going to be a disorganized mess for fleets that aren't composed of seasoned vets. And most peeps are not seasoned vets. As an FC, it's hard enough to get people to read pings, get in the right ship, not lemming, shoot the primary, etc. etc. FC-ing can be a game of herding cats. This just adds one more significant layer to that and will likely just make it a hassle for FCs to deal with rather than act as any kind of real inspiring game play. I mean... have the people that came up with this idea ever actually run a fleet?

2. This change feels rushed and feels like an afterthought. Like, you were sitting around last week brainstorming, worked yourselves into a lather about this idea, and started pushing it out the door. Not exactly consistent with your track record of late of announcing changes well in advance and at least prep-ing peeps, etc.

3. There are some practical scenarios that I think you need to think through:

- Warping to gates or warping fleet to gain tactical advantage at celestials/ pos-es/ stations/ etc. without warping into a bubble or a death star or a brawling fleet of doom. Sure, I could use skilled & prepared inty pilots or I could use an alt with combat probes and drop www's in fleet. But likely any fleet with inexperienced members is going to result in a piece meal/ disorganized mess. Not exactly fun. And when you do land at a perch above a gate and wait for the stragglers and then anchor up what then? Do it again on grid? Rinse and repeat (especially against kitey doctrines that will likely just pick off straggler after straggler.

- I suppose you think that over time people will start getting into smaller gangs/ smaller fleets that are easier to control and that are less susceptible to the results of this change. But I think the truth is - at least in the interim which could be quite a while - you're going to lose people who want to FC and members who want to fleet up because it's more hassle than fun.

4. How 'bout you get Fozzie sov implemented in it's entirety - including the time zone scaling - before you start messing with other mechanics? I'm sure you have different teams working on different things and think it's a separate issue from your point of view. But from a member point of view it screams "we haven't implemented what we said we were going to implement with Fozzie Sov but here's a new change for you..." Not a very good perception tbh.


By all means... tilt the field toward more small gang action. We need more small gang stuff. Keep working to break up the power blocs if you think that's a healthy change. But use game mechanics that are actually fun rather than beat FCs in the head with a stick. And I also don't think attempting to completely eliminate large fleet battles is very wise. I mean... you did get a spike in subscriptions after B-R right?
baltec1
Bat Country
Pandemic Horde
#630 - 2015-06-12 11:37:54 UTC
afkalt wrote:
baltec1 wrote:
Wolf Crownn wrote:
...

In conclusion, it's more of a bad idea than it is good.


Only for people why rely upon the FC to do everything for their fleet.


You're better than that Baltec - I cannot control the warp speeds in a mixed comp without a fleet warp. That's a pretty big deal and no amount of command and control delegation can fix that.

Not everyone has the bodies to put a pre-places ship at EVERY warp, and even if they did, it's a ****** crutch to an unnecessary problem.

It's a mechanic which was pretty essential to keep fleets as one that's taken a huge collateral swipe.


It returns us to what it used to be like and its how our corp has always done things. We are very excited by this change and feel that even more nerfs should happen to the fleet system.
Ralen Zateki
Imperial Academy
Amarr Empire
#631 - 2015-06-12 11:39:33 UTC
Double post.
Ab'del Abu
Atlantis Ascendant
#632 - 2015-06-12 11:40:00 UTC  |  Edited by: Ab'del Abu
Cross-posting what I believe would be a good compromise in this matter

Basically, the idea is to introduce a delay or "spool up" (say 5-15 seconds or so) to group warping depending on the size of the group. The delay for fleet warping would be larger than the delay for wing warping, which in turn would be larger than the time it takes to enter a squad warp. Add to that, there would be a prominent visual effect in order to help opponents react to an imminent group warp.

Pros:


  • Clean solution, easy to understand. A group can warp to anything that an individual could warp to, but with a certain penalty. Makes for in interesting choice!
  • Individual warping/piloting would be much faster and well organised groups more effective, thus "more individual fleet member participation" would likely be achieved.
  • The downsides for group warps would be quite significant:
  • Arrow The visual effect would warn a kiting / sniping fleet of an incoming fleet.
    Arrow If a fleet was preparing to leave the scene via fleet warp, the opposing group could spread points and/or warp a dictor on top of them to keep them on the grid.
    Arrow An FC could no longer just insta-save his entire fleet without other pilots' involvement
  • Last, but not least, the gazillion other (legitimate) use cases for group warps wouldn't be completely screwed.


Questions:


  • Would the visual effect show on a cloaked fleet?
  • Would ships align during spool up or after?


Bombers, apparently one the primary reasons for the planned changes, would need a sensible rebalancing effort at the same time. This goes without saying, the details, however, belong in another discussion.
afkalt
Republic Military School
Minmatar Republic
#633 - 2015-06-12 11:41:28 UTC
baltec1 wrote:
afkalt wrote:
baltec1 wrote:
Wolf Crownn wrote:
...

In conclusion, it's more of a bad idea than it is good.


Only for people why rely upon the FC to do everything for their fleet.


You're better than that Baltec - I cannot control the warp speeds in a mixed comp without a fleet warp. That's a pretty big deal and no amount of command and control delegation can fix that.

Not everyone has the bodies to put a pre-places ship at EVERY warp, and even if they did, it's a ****** crutch to an unnecessary problem.

It's a mechanic which was pretty essential to keep fleets as one that's taken a huge collateral swipe.


It returns us to what it used to be like and its how our corp has always done things. We are very excited by this change and feel that even more nerfs should happen to the fleet system.



Yes but back in the day™ ship warp differences were essentially negligible. This is no longer the case.

Moving mixed compositions becomes a chore. To what gain? Why the heck should I need to put a preliminary ship out somewhere JUST to make sure the mixed fleet doesn't land minutes apart, or have stragglers waiting on grid to initiate a late warp?

It's broken.
Ralen Zateki
Imperial Academy
Amarr Empire
#634 - 2015-06-12 11:44:28 UTC  |  Edited by: Ralen Zateki
Ab'del Abu wrote:
Cross-posting what I believe would be a good compromise in this matter

Basically, the idea is to introduce a delay or "spool up" (say 5-15 seconds or so) - similar to micro jump drives - to group warping depending on the size of the group (fleet warping takes comparatively long to squad and wing warps). Add to that, there would be a prominent visual effect in order to help opponents react to an imminent group warp.

Pros:


  • Individual warping/piloting will be much faster and more effective, thus "more individual fleet member participation" would likely be achieved
  • There would be very relevant downsides to group warps:
  • Arrow The visual effect would warn a kiting / sniping fleet of an incoming fleet.
    Arrow If a fleet was preparing to leave the scene via fleet warp, the opposing group could spread points and/or warp a dictor on top of them to keep them on the grid.
    Arrow An FC couldn't just insta-save his entire fleet without other pilots' involvement
  • Last, but not least, the gazillion other (legitimate) use cases for group warps wouldn't be completely screwed.


Questions:


  • Would the visual effect show on a cloaked fleet?
  • Would ships align during spool up or after?


Bombers, apparently one the primary reasons for the planned changes, would need a sensible rebalancing effort at the same time. This goes without saying, the details, however, belong in another discussion.


It's already in. It's called 'aligning.' If I'm FC-ing a small gang I fleet warp fast. If I'm FC-ing a large/ heavier doctrine I have to wait longer for the lemmings to align.

Ugh... the thing that bothers me the most about this is that it very much feels like an afterthought type change and we're going to have a bunch of people - including CCP - making judgments about the effect that haven't FC-ed a damn thing.
Inggroth
Harbingers of Reset
#635 - 2015-06-12 11:47:55 UTC  |  Edited by: Inggroth
Manfred Sideous wrote:
+1 this is a excellent change that will help to open up combat/fleet tactics. I supported and pushed hard for this.

Putting you first on my ballot wasnt wrong Smile
I'm a bit biased because i dont care about wormholes other than for travel, but this change seems to have way more upsides than downsides in my opinion.

Now CCP, do something about offgrid boosting and i'm one happy customer Lol
l0rd carlos
the king asked me to guard the mountain
#636 - 2015-06-12 11:50:29 UTC
Ab'del Abu wrote:
Cross-posting what I believe would be a good compromise in this matter

Basically, the idea is to introduce a delay or "spool up" (say 5-15 seconds or so) - similar to micro jump drives - to group warping depending on the size of the group (fleet warping takes comparatively long to squad and wing warps). Add to that, there would be a prominent visual effect in order to help opponents react to an imminent group warp.

Pros:


  • Individual warping/piloting will be much faster and more effective, thus "more individual fleet member participation" would likely be achieved
  • There would be very relevant downsides to group warps:
  • Arrow The visual effect would warn a kiting / sniping fleet of an incoming fleet.
    Arrow If a fleet was preparing to leave the scene via fleet warp, the opposing group could spread points and/or warp a dictor on top of them to keep them on the grid.
    Arrow An FC couldn't just insta-save his entire fleet without other pilots' involvement
  • Last, but not least, the gazillion other (legitimate) use cases for group warps wouldn't be completely screwed.
.


I wanted to post that here :P
I like it.


  • It will keep the core of what ccp wants (more grunt interaction)
  • It's more streamlined, unlike the CCP version with a lot of exceptions. You can fleetwarp anywhere you can also solo warp. It just takes more time.
  • CCPs idea is a bit more complex without any more depth. Even more so if you add more exception later on like WH signatures etc.
  • People who think for themself will benefit greatly!


CCP please. This is more simple, better for what you want to archive and looks visually cool.

Youtube Channel about Micro and Small scale PvP with commentary: Fleet Commentary by l0rd carlos

baltec1
Bat Country
Pandemic Horde
#637 - 2015-06-12 11:51:25 UTC
afkalt wrote:



Yes but back in the day™ ship warp differences were essentially negligible. This is no longer the case.

Moving mixed compositions becomes a chore. To what gain? Why the heck should I need to put a preliminary ship out somewhere JUST to make sure the mixed fleet doesn't land minutes apart, or have stragglers waiting on grid to initiate a late warp?

It's broken.


You can still warp the fleet to a player.
Airi Cho
Dark-Rising
Wrecking Machine.
#638 - 2015-06-12 11:52:11 UTC
Onslaughtor wrote:
So I haven't really been able to play recently. :( so I cant really test this. But can you warp to missions at range without useing a fleetwarp? I am recalling you can't.


you can. you just have to start warping. cancel warp then warp to fleet member.
Leeluvv
Caldari Provisions
Caldari State
#639 - 2015-06-12 11:52:45 UTC  |  Edited by: Leeluvv
Welcome to Bookmarks Online, the new game where you make a spy that deletes Corp bookmarks, so the Fleet he isn't even in can no longer warp to its destination. You know that safe spot the FC made, doesn't work. You know the POS warp-in location to avoid the bubbles, doesn't work, yadda, yadda, yadda.

What problem is this change trying to fix, as it strikes me that this is someone's personal vendetta and not a strategic decision for the future of the game, as well as being the stupidest thing I've seen from CCP in along time? The consequences haven't been thought through, which implies it is a knee-jerk reaction and not the results of planning and debate.

Bookmark deleting spies aside, a single large corporation fleet now has an extra advantage over a similar sized alliance or coalition fleet, which is exactly what this game DOESN'T NEED.
Capqu
Half Empty
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#640 - 2015-06-12 11:57:50 UTC
bombers aren't really that affected tbh, except the no brained warp fleet from 4 perches @ 42km style of bombing

we already used wrecks/alts for 90% of our squad warps



this wrecks small entities moving titans/supers tho

because that was super easy before right



as for fleet fights its not going to change anything just make the fc have another alt