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[AEGIS] Fleet Warp Changes - Please see devblog!

First post First post First post
Author
FT Diomedes
The Graduates
#1241 - 2015-06-14 17:41:50 UTC
baltec1 wrote:
Awkward Pi Duolus wrote:
Leeluvv wrote:
baltec1 wrote:


CCPs fix is better, it gives us a reason to use people as scouts thus creating more content for fleet members.


Please define the scout role as you see it that isn't already in the game and this change implements, other than 'replaces a bookmark'.


Very much this.

The pretense that scouts are not used exactly how this change supposedly will inspire is laughable.


Right now the "scout" is the FC ship that everyone is anchored on.


What I find funniest about this is that I have been the scout for numerous coalition fleets in which baltec1 has participated. Even more amazing, I was not the FC! I was, however, bored to tears burning perches for Laz (among others) and then acting as a rolling safe spot. But hey, that's quality game play!

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

Heinrich Rotwang
Spectre Fleet Corporation
#1242 - 2015-06-14 17:44:08 UTC
baltec1 wrote:


CCPs fix is better, it gives us a reason to use people as scouts thus creating more content for fleet members.


Because nobody ever did that already. The fix is because certain people don't like it to be scanned out and warped at. The fleet participation nonsense is just made up as a selling point.
Zen Tsai
Polaris Breach Corp
#1243 - 2015-06-14 17:52:52 UTC  |  Edited by: Zen Tsai
Heinrich Rotwang wrote:
baltec1 wrote:


CCPs fix is better, it gives us a reason to use people as scouts thus creating more content for fleet members.


Because nobody ever did that already. The fix is because certain people don't like it to be scanned out and warped at. The fleet participation nonsense is just made up as a selling point.


It's also about how certain people did not like it when an enemy FC landed a blob on them because they were sitting still on a BM the enemy FC had.

Instead of "Fight Aligned" as a solution, they're nerfing the mechanic that makes it necessary.

Again, to the CCP bads who are mad about being blobbed... FIGHT ALIGNED and HTFU you bads!
Busta Rock
The DawnSoarers
#1244 - 2015-06-14 18:33:16 UTC  |  Edited by: Busta Rock
like I said before, people whining about fleet warp the way it was are mainly those incapable of adapting. those of us who are complaining about this nerf of fleet warp mechanics NOW are in fact those who will adapt, and remain just as big a headache to those that lobbied for this change as before. next thing you'll know, the idiots who pushed for this will be complaining about how good FCs are able to maximize their use of scouts, and start pushing for removal of ALL warp to fleet member functionality!

enough of that, and eventually CCP will just remove bookmarks altogether, leaving us with no ability to warp to ANYTHING that isnt a fully public nav target, even if we're solo.
Solecist Punk
Brutor Tribe
Minmatar Republic
#1245 - 2015-06-14 18:37:08 UTC
baltec1 wrote:
Solecist Punk wrote:
With these fleet-changes, it would be impossible for me to move around a fleet of -10.


Everyone undocks from station, warp to insta undock, fleet warp to scanner at target, gank as normal.

And if you had properly read my post, you would have noticed that I said that there are people who do not wish to play like all the lesser gankers. There are people who actually provide gameplay for -10, beyond sitting in station and waiting for the scout to find a target so everyone can play for thirty seconds and then go afk again.

This change is fine if that's what you want, but it is gamebreaking for anyone who wants to actually play. If it is beyond you to understand that there is more than "wait for scout, undock, warp to target" then that is your issue. I accept if you do not know everything that can be done, but please do not assume that you do.

For a proper fleet of -10, who does more than be afk in station most of the time, this change is game breaking. You do not seem to have understanding of that, which is fine, but stop assuming you know better when you clearly don't.
FT Diomedes
The Graduates
#1246 - 2015-06-14 18:44:43 UTC
Solecist Punk wrote:
baltec1 wrote:
Solecist Punk wrote:
With these fleet-changes, it would be impossible for me to move around a fleet of -10.


Everyone undocks from station, warp to insta undock, fleet warp to scanner at target, gank as normal.

And if you had properly read my post, you would have noticed that I said that there are people who do not wish to play like all the lesser gankers. There are people who actually provide gameplay for -10, beyond sitting in station and waiting for the scout to find a target so everyone can play for thirty seconds and then go afk again.

This change is fine if that's what you want, but it is gamebreaking for anyone who wants to actually play. If it is beyond you to understand that there is more than "wait for scout, undock, warp to target" then that is your issue. I accept if you do not know everything that can be done, but please do not assume that you do.

For a proper fleet of -10, who does more than be afk in station most of the time, this change is game breaking. You do not seem to have understanding of that, which is fine, but stop assuming you know better when you clearly don't.


As someone pointed out about 25 pages back, baltec1 is just trolling people opposed to this change.

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

Syzygium
Ventures Bar
#1247 - 2015-06-14 19:08:05 UTC
Solecist Punk wrote:
For a proper fleet of -10, who does more than be afk in station most of the time, this change is game breaking. You do not seem to have understanding of that, which is fine, but stop assuming you know better when you clearly don't.

I was -10 for 6 years (2009-2015) and CEO of a smallscale pirate corporation for several years and I don't agree with you.

Especially -10s and WH people are skilled enough to adapt quickly and benefit from their higher overall fleet movement and independent member activity compared to fleets of larger 0.0 groups who greatly rely on the FC and his commands.

This change will give smaller groups of skilled players an edge over large pulks of F1 drones and that alone makes it a good change. That it will lead to more important scout-roles even in larger fleets, offering people with low SP but high softskills jobs they can excel in instead of fitting meta-guns to a level III skilled BS hull just to add "more dps" to the fleet.
Hengle Teron
Red Sky Morning
The Amarr Militia.
#1248 - 2015-06-14 19:18:38 UTC
baltec1 wrote:
Solecist Punk wrote:
With these fleet-changes, it would be impossible for me to move around a fleet of -10.


Everyone undocks from station, warp to insta undock, fleet warp to scanner at target, gank as normal.

Except if you actually like to play between the ganks, and not wait in station for a target.
afkalt
Republic Military School
Minmatar Republic
#1249 - 2015-06-14 19:55:09 UTC
Syzygium wrote:
Solecist Punk wrote:
For a proper fleet of -10, who does more than be afk in station most of the time, this change is game breaking. You do not seem to have understanding of that, which is fine, but stop assuming you know better when you clearly don't.

I was -10 for 6 years (2009-2015) and CEO of a smallscale pirate corporation for several years and I don't agree with you.

Especially -10s and WH people are skilled enough to adapt quickly and benefit from their higher overall fleet movement and independent member activity compared to fleets of larger 0.0 groups who greatly rely on the FC and his commands.

This change will give smaller groups of skilled players an edge over large pulks of F1 drones and that alone makes it a good change. That it will lead to more important scout-roles even in larger fleets, offering people with low SP but high softskills jobs they can excel in instead of fitting meta-guns to a level III skilled BS hull just to add "more dps" to the fleet.


Training covops and perfect scanning is a really, really bad way to start eve.

Useful skills perhaps, but a crap day 0 ambition and more importantly, crap experience.
Rowells
Blackwater USA Inc.
Pandemic Horde
#1250 - 2015-06-14 20:09:27 UTC
afkalt wrote:
Syzygium wrote:
Solecist Punk wrote:
For a proper fleet of -10, who does more than be afk in station most of the time, this change is game breaking. You do not seem to have understanding of that, which is fine, but stop assuming you know better when you clearly don't.

I was -10 for 6 years (2009-2015) and CEO of a smallscale pirate corporation for several years and I don't agree with you.

Especially -10s and WH people are skilled enough to adapt quickly and benefit from their higher overall fleet movement and independent member activity compared to fleets of larger 0.0 groups who greatly rely on the FC and his commands.

This change will give smaller groups of skilled players an edge over large pulks of F1 drones and that alone makes it a good change. That it will lead to more important scout-roles even in larger fleets, offering people with low SP but high softskills jobs they can excel in instead of fitting meta-guns to a level III skilled BS hull just to add "more dps" to the fleet.


Training covops and perfect scanning is a really, really bad way to start eve.

Useful skills perhaps, but a crap day 0 ambition and more importantly, crap experience.

That depends on how you set it up. If it's literally someone's first day, then you might want them to have a passive role as they figure out how fleets work. As they learn how the buttons work and how the fleet positions work (you can get a basic understanding of roles through listening to comms and asking questions) then you start getting them into other jobs.
Dun'Gal
Myriad Contractors Inc.
#1251 - 2015-06-14 20:24:12 UTC
Mayhaw Morgan wrote:
Dun'Gal wrote:
Hey guess what else, this guy already has the tools to see probes on scan, and make a decision as to what he wants to do, flee or fight.


Cool, then, this "change" doesn't actually change anything. So, what's the objection? 60+ pages of despair and sadness, for what?

Dun'Gal wrote:
Arguing that blowing other people up is unnecessary in a game where a very large part of it, is about exactly that, is ridiculous. It is entirely necessary, in many situations. Particularly among the group that seems so vocal in this thread that this is supposedly a "positive" change. If the null blocs had no need to blow people up, there would be no need for fleets, fleet warp, thousands of alliance members, coalitions, or any of that. We'd have an extraordinarily stale game on our hands, or rather it would be an entirely different game.


If you are arguing that blowing people up is important, then HOW people blow eachother up is also important.
You seem to think that people should blow eachother up by magically appearing on-grid, in-force, in proximity, with very little warning, and asymmetrically striking their target.
I think people should blow eachother up by conducting a methodical, observable, and disruptable search and approach and engaging in relatively symmetrical combat with their target.

Your way is more realistic, but as you say: "We're playing a science fiction game". Whack-a-Mole with bazookas is fun, but maybe we could try it with just shotguns.


You absolutely haven't got a clue what the hell you are talking about do you? 60+pages of "despair and sadness" you say? Try going over those pages again, you'll find YOU are the sad one in this thread. Asking to be given extra time to go cower in a corner when the big bad man comes knocking on your door. Your ONLY argument in this is that you feel that fleets should have a more difficult time warping to you, so they can kill you, because you're too damn lazy and incompetent to pay attention to your directional scan. You need even more time than you are already given to decide to GTFO if you so chose. Throw around your "methodical" and "symmetrical" terms all you want, the only thing you are really asking for here, is to be left alone so you don't lose more ships.

With that being said, if you want to continue using your "real world" ideas of how warfare, and navigation should be done, explain to me how this makes sense to you - if someone passes coordinates on to you for you to travel to, why in the hell should you have to wait for them to arrive there first just so you can go there too? It's an arbitrary restriction that makes no sense. It would be no different than a friend giving me the address to a place they found online, but in order for me to go there I have to wait for him to get there first, to..... make sure it stil exists? It's absolutely ridiculous.
Shilalasar
Dead Sky Inc.
#1252 - 2015-06-14 20:28:08 UTC
afkalt wrote:
Training covops and perfect scanning is a really, really bad way to start eve.

Useful skills perhaps, but a crap day 0 ambition and more importantly, crap experience.


Not true since the best income for brandnew players are radar/mag sites. Also lets them travel in a safe way and allows them to dip their toes in dangerous space.

Sysyz´s idea (by proxy) might not be ideal but it shows a better way to aproach the subject: An easy way that is slow or the manual way that is way faster. Not the "there is a problem and we will throw everyone else under the bus too just to be safe".
Dermeisen
#1253 - 2015-06-14 20:30:41 UTC  |  Edited by: Dermeisen
Mayhaw Morgan wrote:
Alexis Nightwish wrote:
noted


1. If you think there is only one reason for the change and that every other affect is "collateral damage", that might be why you don't understand or accept it.

2. FC's are not "forced" to do anything. They don't even have to log in. If FCing is too hard for them after this change, then maybe they were not officer material to begin with. Not everyone is cut out to be a leader. It sounds like a lot of the objection to this change is from people who just don't want to accept that cold, harsh reality.

3. PVE'ers, by definition, adapt to their environment. They overcome the challenges their environment imposes on them. If they can't do that, maybe they should go do something easier, like ganking noobs in Uitra.

4. Is it supposed to do something to bombers? Bomber pilots are supposed to be elite operators capable of complex, cooperative behavior. The harder EVE gets, the GREATER the advantage to such players.

5. This does nothing to small gangs. Small gang pilots tend to fall into one of two categories: noobs and elites. Or, in other words, people who are learning how to play the game and people who are good at playing the game. The former were already going to adapt, else how would they be able to play the game at all? The latter are already proven to be capable of adaptation. It's how they got good at the game.
Besides that, I've never been in a small gang that blind-fleet warped to a probe signature, not in high sec, not in low sec, not in null, and not in a wormhole. We ALWAYS sent in a scout.

Whether you think scouting is a glory-less or frustrating job depends on your playstyle. In the non-PVE fleets I've flown in, the scout(s) were usually the better players. Unfortunately, it takes a competent FC to understand their value and employ them effectively, and it takes a competent operator to scout effectively in a hostile environment. One or both of those are lacking in many fleets, but a scout is "the tip of the spear". That's a fun job for some people, for some playstyles.

6. In the wormhole operations I've been involved in, you manage your own bookmarks. Yes, sometimes you can grab/use a corp bookmark or a friend's bookmark, but generally, you didn't stand around twiddling your thumbs while others are doing the work of securing the hole, gathering intel, scanning down signatures, fighting for their lives, etc. And, this is not just so you don't get lost; it's also in case someone else (person_B) gets lost, the closest person or the person in a small ship (person_A) can be tasked to go back and provide a warp-in without one of his responsible, boomark-managing teammates (person_C) having to hold his hand and guide him to the wormhole that he couldn't be arsed to bookmark himself when he came through.
If having to wait an extra 20 seconds for your scout to say "GO!" makes it impossible for you to play in wormholes, you should GTFO of wormholes.

7. [Non-corp] group leaders can share bookmarks with eachother. Then, they can each share bookmarks with their groups. A lazy FC could also just not share bookmarks and just warp ahead of his fleet, who could then warp to him. Then, the person with the bookmarks would only have to share them with the FC . . . wait, I think that was redundant.

8. That is called a "problem". Some types of people are good at figuring out solutions to "problems". When those people are empowered to give other people "commands", they are generally referred to as "commander", not to be confused with the specific rank of Commander which is used in many militaries and other organizations with such hierarchical social structures. When a "commander" is empowered to give orders to a fleet and its members, he/she is called a "fleet commander", generally abbreviated as "FC" in EVE Online.

9. I am seeing a theme and it is this: You are not fleet command material. :-(


Great reply Mayhaw, just what I thought as I read though that list, a concise knockdown of all the straw men arguments presented.

On a more prospective note I would like to see CCP respond by lessening the fitting requirement for a combat probe launcher or the meta will be dominated by tactical destroyers.

Cheers this is good change but as they say of old physicists, they don't change their minds they just die!

"Not the Boreworms!"

afkalt
Republic Military School
Minmatar Republic
#1254 - 2015-06-14 21:08:59 UTC
Shilalasar wrote:
afkalt wrote:
Training covops and perfect scanning is a really, really bad way to start eve.

Useful skills perhaps, but a crap day 0 ambition and more importantly, crap experience.


Not true since the best income for brandnew players are radar/mag sites. Also lets them travel in a safe way and allows them to dip their toes in dangerous space.

Sysyz´s idea (by proxy) might not be ideal but it shows a better way to aproach the subject: An easy way that is slow or the manual way that is way faster. Not the "there is a problem and we will throw everyone else under the bus too just to be safe".


No, they lack the rest of the metagame skillset to be successful here. How to navigate camps, how WHs work, the hacking skills themselves, the inability to defend themselves, training paths off doctrine paths not to mention the up and down nature of the profession.

It's a fine role for an alt to be sure, but as a newbro? No, it's the road to stagnation, frustration.

Newbros thrive, in my experience, in immediately training into fast tackle: It's easy to train into, it's skills useful in all ships, FCs fall over themselves for fast tackle and it's interactive and obviously useful to the fleetmates for the newbro to observe with his own eyes. Scouting is much less....tangible.

Not to mention a GOOD scout needs years of experience under their belt. The very best scouts have almost a 6th sense for the environment and that can't be trained, just takes time. At best a new scout will scare away the enemy, at worst they'll just get you killed.
baltec1
Bat Country
Pandemic Horde
#1255 - 2015-06-14 21:47:55 UTC
afkalt wrote:

No, they lack the rest of the metagame skillset to be successful here. How to navigate camps, how WHs work, the hacking skills themselves, the inability to defend themselves, training paths off doctrine paths not to mention the up and down nature of the profession.

It's a fine role for an alt to be sure, but as a newbro? No, it's the road to stagnation, frustration.

Newbros thrive, in my experience, in immediately training into fast tackle: It's easy to train into, it's skills useful in all ships, FCs fall over themselves for fast tackle and it's interactive and obviously useful to the fleetmates for the newbro to observe with his own eyes. Scouting is much less....tangible.

Not to mention a GOOD scout needs years of experience under their belt. The very best scouts have almost a 6th sense for the environment and that can't be trained, just takes time. At best a new scout will scare away the enemy, at worst they'll just get you killed.


Every scout was new at some point. How do you expect to get new scouts if you refuse to train them?
Awkward Pi Duolus
Pator Tech School
Minmatar Republic
#1256 - 2015-06-14 21:52:30 UTC  |  Edited by: Awkward Pi Duolus
baltec1 wrote:
Awkward Pi Duolus wrote:
Leeluvv wrote:
baltec1 wrote:


CCPs fix is better, it gives us a reason to use people as scouts thus creating more content for fleet members.


Please define the scout role as you see it that isn't already in the game and this change implements, other than 'replaces a bookmark'.


Very much this.

The pretense that scouts are not used exactly how this change supposedly will inspire is laughable.


Right now the "scout" is the FC ship that everyone is anchored on.


Because that ship can be in two spots at the same time? Dev hax, or quantum physics seeing its day in space court?

Kidding aside, FCs are either in probing boosters that have paper thin tank and never come on field, or are brick tanked on field, and never bother fitting a prober on that ship.

In the first case, no one is anchored on the ship and it is the scanning "scout" that this change supposedly bring about.

In the second case, he ain't scanning anything, and is warping his wing/fleet to his alt, cause he's the FC/WC and the prober can't do it himself. Again, the elusive scout already exists in the alt.

Really, friend, stop trolling :)
Azarah Aubaris
The Irukandji
#1257 - 2015-06-14 21:53:53 UTC
this idea is still ********.

FC's need the ability to punt fleet members

the mechanic doesnt need to be nerfd so some little **** gets to feel special that he got the fleet a warpin.

this change is unrealistic and pointless
Olivias Lahoe
Native Freshfood
Minmatar Republic
#1258 - 2015-06-14 21:56:49 UTC
Making arbitrary downgrades to hurt certain players, whom certain GM's don't like, effectively pissing off the entire player base.

EvE has a bright future under its new leadership.

There is no rational reason for this, it's the personal agenda of one man. Period.
Awkward Pi Duolus
Pator Tech School
Minmatar Republic
#1259 - 2015-06-14 21:57:06 UTC
FT Diomedes wrote:
baltec1 wrote:


Right now the "scout" is the FC ship that everyone is anchored on.


What I find funniest about this is that I have been the scout for numerous coalition fleets in which baltec1 has participated. Even more amazing, I was not the FC! I was, however, bored to tears burning perches for Laz (among others) and then acting as a rolling safe spot. But hey, that's quality game play!


Likewise. I understand he's trolling, but I'm not sure why.

Some reasons that come to mind:
- the CFC has enough people to fill these roles, and can probably only be matched by PL or very good low sec groups who make up for numbers with skill. This change will only ensure CFC superiority yet again.
- he really is against these changes, but by being the "idiot" devil's advocate, is getting everyone riled up, and to no small extent, has contributed to this thread being well on its way to 100 pages.
- it's just that entertaining to get knee jerk reactions from people who are clutching at straws.
Azarah Aubaris
The Irukandji
#1260 - 2015-06-14 21:59:22 UTC
Lucas Quaan wrote:

What this system intends to do is force fleets to warp to players instead, making scouts a valuable asset once again, but slowing down the constant ongrid warping that we see today.


scouts have a role with or without this change. scouts still have always had the ability to provided warpins in ceptors cloaky t3's and such. but when it comes to large fleet battles the FC needs to be able to punt fleet members together to regroup and ad maneuver on grid.