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Dev blog: I feel safe in Citadel city

First post
Author
Rat Sotken
HC - Redemption
#201 - 2015-08-14 21:02:12 UTC  |  Edited by: Rat Sotken
So first of all, I can have a line of Citadels, each with a departure day, that people can feel free to leave their goods in and at the specified day, I'll scoop it and they have a null delivery service to lowsec for 10% of collateral. Risk free and guaranteed. No limits on capacity. Would definitely save on the JF preparation.

Second, maybe you should have a control where before you can scoop need like 3 people to confirm the scoop, or whatever number of directors in the corp. The one man corp will still be king.

I was hoping for more flexibility, where I can belong to my corp and have my own Citadel on the side independently. Oh well I guess thats what alts are for.

So the only things lootable in the new Citadels, will be job materials and structure hull base materials. So if you can't see the Citadel with any manufacturing/research services, you know your rewards will be low. I will definitely miss free BPO's, how else are they meant to switch hands from inactive players.

Or inversely, create a honeypot industry Citadel with the lowest taxes around, and scoop it up after 2 months and loot all the materials.

If I'm in the attacking force, do I get a killmail for all the people that I podded?

Market Orders, the item market value is based on local system prices or the generic universal price? I'll assume universal.

Picking the closest lowsec station is easily abused. I would suggest maybe give the player the option of three closest lowsec NPC station.

How long will wrecks last? I don't think most haulers will enter a still hostile warzone.

So once items are in limbo, that will be a permanent safe with no expiration? And people can withdraw from it as they please.
And recover as they have the funds to pay for it. Seems like a lot of legacy overhead.
Maybe have a relinquish option, the original owner can't be bothered shipping the rest of the goods out and it appears as a wreck in the system?

So I can be a spy, steal things from a corp, put it into an alt's Citadel and have it whisked away to safety.
Orm Magnustat
Red Serpent Industries
Red Serpent Alliance
#202 - 2015-08-14 21:05:58 UTC
All this asset safety nonsense is a major change of paradigm for this game.

Just some pull out of he "nowhere" crap that feels totally out of place with the game i once started. Realistical risk simulation ??? - lol

The longer i see this generation of devs tottering around the more angry i get.
I´ve lost enough ingame friends to their out of touch tinkering with game mechanics and core concepts during this last year!!

Be it their diletant fiddling with idustry concepts (back then at least the UI changes were good) up to the new map (that you presented to us with practically unusable scanning mechanics) or the totally useless overhaul of icons - to name some of the lesser points. Fozzie sov in itself would more fit for a completely different game instead of implanting it here and with your new structures .... most of all i see a loss of funtionaltiy and immersion.

Asset safety is just the logical next step - and they probably dont even see that they give up on some of their core USP.

M1k3y Koontz
House of Musashi
Stay Feral
#203 - 2015-08-14 21:14:36 UTC  |  Edited by: M1k3y Koontz
Vol Arm'OOO wrote:
The whole point of pos bashing is to get to the player goodies inside.


Here's the thing though, is it really?

Looking at the POS's I've shot in the last few months, all but a few of them have been moon mining POS's (one was a safe tower for gatecampers), which means we were shooting them to remove the owner and take control of the minerals, not steal their stuffs. Even when I lived in lowsec we bashed towers for moon mining.

Citadels are also replacing outposts, and why do people shoot Outposts? Not to steal the stuff, the best they can do is lock the owners out and hope or a firesale. People shoot outposts to evict the former owners, or as a place to live because the former owner isn't there.

So while people will no longer be able to shoot offline SMAs/CHAs and hope for a loot pinata, how often did they really happen outside of wormholes? I haven't kept any ships in a POS (except one mining barge and T1 hauler) since I moved out of wormholes a year or two ago.
Wormholes can be balanced a bit differently with personal assets dropping as loot, and they already are already being balanced differently for citadels since they cannot have assets ~transported~ to NPC space in the event of losing a citadel.

How much herp could a herp derp derp if a herp derp could herp derp.

Borg Stoneson
SWARTA
#204 - 2015-08-14 21:21:03 UTC
iwannadig wrote:
I still don't feel asset saving will be enough to build Citadels over Outposts even after this blog reading.


Well since large portions of the game can't build Outposts even if we have the resources there are already a lot of reasons to build one.
Being able to place more than one in a system should be reason enough even for the people that can put down outposts, why put all your toys in one easy to camp location?


I think podding the people docked up is a terrible idea, and I've mentioned what I consider to be a far superior solution elsewhere.

I disagree with the structure auto blowing up at the end of the last reinforced cycle, just seems arbitrary. I say reduce the shields to 0% and make the attackers actually use ammo.

The personal asset shifting seems like too big a safety net to me, but then again I'll benefit from it so I wont be crying. I read somewhere that WH assets wont be saved, makes sense but only if the system has no other friendly structures. Not evacing to k-space = meh fine. Not evacing to the perfectly fine place 501km away? Not so good.

Being destroyed by entosis while being deployed is only a good mechanic for the trolls. I can see why you'd want a way to kill them before they go up but make it destroyable by dps instead (since it's super invuln shield isn't up yet).

"How will you avoid accidental killings?"
This has been an issue for us in the past and present with POS's, I'd like to see a "Never shoot at!" list that individual pilots and maybe corps can be added to, the standings system is just too unreliable and arcane.

Vincent Athena wrote:
I'm still missing something here as to why I would want one of these things rather than a POS.

The main functionality right now is for WH pilots (who CCP still seems to be ignoring), personal asset security is a big issue and working around the games limitations is a constant headache for us.



Really the biggest problems most (i did say most) people seem to be having with the structures is based on them being shoehorned to fit the entosis system, not the structures themselves.
Nevyn Auscent
Broke Sauce
#205 - 2015-08-14 21:23:05 UTC
Orm Magnustat wrote:
All this asset safety nonsense is a major change of paradigm for this game.

Just some pull out of he "nowhere" crap that feels totally out of place with the game i once started. Realistical risk simulation ??? - lol

The longer i see this generation of devs tottering around the more angry i get.
I´ve lost enough ingame friends to their out of touch tinkering with game mechanics and core concepts during this last year!!

Be it their diletant fiddling with idustry concepts (back then at least the UI changes were good) up to the new map (that you presented to us with practically unusable scanning mechanics) or the totally useless overhaul of icons - to name some of the lesser points. Fozzie sov in itself would more fit for a completely different game instead of implanting it here and with your new structures .... most of all i see a loss of funtionaltiy and immersion.

Asset safety is just the logical next step - and they probably dont even see that they give up on some of their core USP.


Asset safety already exists everywhere but WH Space.
Thus if you want people to use the new structures and not avoid them like most people avoid putting items into POS, you have to keep that functionality. If assets are lost in a Citadel, people will simply not use them or only put the bare minimum into them, resulting in a poorer game experience for everyone.
Fenris Bloodbound
Derp Company
Get Off My Lawn
#206 - 2015-08-14 21:23:22 UTC
Axhind wrote:

Also you have to think of people who have RL issues, it's hardly a good game design that due to vacation you miss your insurance (LOL like NPC stations have it) and lose everything by the time you get back...


Make the insurance able to be extended or retracted at any point. Meaning you are 2 months from it going out, you can extend that insurance by another 6 months. now you have 8 months worth of coverage. If you dont take advantage of that, its again your own fault for not taking proper precautions. You play the game, the game shouldn't play itself for you.

Also, you choose to play the game, your putting the time and money in, which means you are the one responsible for your stuff. changing game mechanics because you decided to take some R&R from the game for whatever reason is dumb on the game designers part as thats an unknown they shoudln't have to account for. Should there be leeway on somethings yes. But if you unsubscribe for 6 months and your stuff is gone, you left the game. the fact you have ANYTHING you should be happy about. Game companies do regular purges of characters that are inactive.

Axhind wrote:

If you want to suggest changes then you have to think about same things that you want to do to others happening to you too (start with imagining that you don't have the rest of Imperium to back you up).


I did. This was designed with the thought in mind of my own stuff be guarded by myself, not with some other entinty there to protect it. if i loose a ship, or a mod or a bunch of mods, its not the imperiums or my alliances fault. its my own for not taking the 3 seconds to insure the ships/hangar. Then the only person i can blame is myself for the lost stuff. Loot pinata, as you termed, is due to a lack of quality control on my own stuff. I didnt insure it, it goes to someone else. If i had insured it, no one but me woulda gotten it. its a risk but thats part of living in player controlled space. Risk vs reward here.


High sec i agree with shouldn't have the drop policy and as such it wouldnt happen, would just be transfered. you dont like loot pinatas, stay in high sec. but giving an option to be safe and forcing the safe on everyone kills the immersion and risk involved in player space its called lawless space for a reason.

You like NPC null sec stay there. no one is stopping you, but even in this situation, the small guys are still covered if they are active about their assets and where they are. you can set these up and still keep your assets. just takes some doing, not AFK ratting/mining.

Fenris

Was an idea, and appreciate the feedback. Looking at these citadels on a corp level and then alliance level is a bit tough to come to a common ground. but it is possible.
Nevyn Auscent
Broke Sauce
#207 - 2015-08-14 22:06:56 UTC
Why bother with insurance. The recovery fee achieves exactly the same purpose without requiring constant clicking.
Ishtanchuk Fazmarai
#208 - 2015-08-14 22:21:59 UTC
Nevyn Auscent wrote:
Orm Magnustat wrote:
All this asset safety nonsense is a major change of paradigm for this game.

Just some pull out of he "nowhere" crap that feels totally out of place with the game i once started. Realistical risk simulation ??? - lol

The longer i see this generation of devs tottering around the more angry i get.
I´ve lost enough ingame friends to their out of touch tinkering with game mechanics and core concepts during this last year!!

Be it their diletant fiddling with idustry concepts (back then at least the UI changes were good) up to the new map (that you presented to us with practically unusable scanning mechanics) or the totally useless overhaul of icons - to name some of the lesser points. Fozzie sov in itself would more fit for a completely different game instead of implanting it here and with your new structures .... most of all i see a loss of funtionaltiy and immersion.

Asset safety is just the logical next step - and they probably dont even see that they give up on some of their core USP.


Asset safety already exists everywhere but WH Space.
Thus if you want people to use the new structures and not avoid them like most people avoid putting items into POS, you have to keep that functionality. If assets are lost in a Citadel, people will simply not use them or only put the bare minimum into them, resulting in a poorer game experience for everyone.


The same extends to docked pods. If a Citadel is the first and only place in the game where you can die while offline, who's gonna be the fool to use them for docking? And what is the use of a dockable structure where you don't want to be docked?

Roses are red / Violets are blue / I am an Alpha / And so it's you

Justin Cody
War Firm
#209 - 2015-08-14 22:37:56 UTC  |  Edited by: Justin Cody
well I guess only w-space has consequences now. Every type of space has its safety valve to prevent mass unsubbing. F@$k W-space! <- appears to be the mantra.

Nerf'd API data
Nerf'd rage rolling statics via distant spawning based on mass
Nerf'd null sec access to W-space and from W-space

Now citadels come into w-space Pre-nerf'd. Lovely. Do we get something to make up for that EXTRA downside? Its like viagra that guarantees you a priapism. Your embarrassing hard on will always last more than 4 hours and guarantee a trip to the emergency room - every time you take it!

yeah really great. Its like making a medication where the side effects are a feature and you are trying to encourage them!
Orm Magnustat
Red Serpent Industries
Red Serpent Alliance
#210 - 2015-08-14 23:50:16 UTC
Nevyn Auscent wrote:

................................

Asset safety already exists everywhere but WH Space.
Thus if you want people to use the new structures and not avoid them like most people avoid putting items into POS, you have to keep that functionality. If assets are lost in a Citadel, people will simply not use them or only put the bare minimum into them, resulting in a poorer game experience for everyone.


Does it?
I dont think so - we are talking about POS successors here and when ever or where ever you destroy a POS it drops its contents.

Now suddenly fairies appear out of nowhere - and under the eyes and guns of the victorious armada they carry all the valuables away to a save place. Lol

Talking about a minimum of inner logic?


I feel thats a completely different issue than the "safety" in NPC stations and Outposts that are completely indisdructable by design.
Nevyn Auscent
Broke Sauce
#211 - 2015-08-15 00:05:18 UTC
Orm Magnustat wrote:

Does it?
I dont think so - we are talking about POS successors here and when ever or where ever you destroy a POS it drops its contents.

Now suddenly fairies appear out of nowhere - and under the eyes and guns of the victorious armada they carry all the valuables away to a save place. Lol

Talking about a minimum of inner logic?


I feel thats a completely different issue than the "safety" in NPC stations and Outposts that are completely indestructible by design.

No, Citadels are also a long term replacement to Outposts, and intended to be desirable above living in NPC stations also.
So that item safety already does exist.
Grorious Reader
Mongorian Horde
#212 - 2015-08-15 00:12:28 UTC  |  Edited by: Grorious Reader
"dev blog" wrote:
All players that were docked in the structure are podded. Mrs. Madeleine Truffade loses her implants and is moved to her medical home station, Duripant VII – Moon 6 – Federal Navy Academy. All items located in personal hangars are saved for their owners to claim. This includes Madeleine’s Megathron. A notification will be sent to Madeleine explaining what happened.


As others have stated, this is an objectively terrible idea. Nobody will ever log off in a citadel if this is the case. They will log off in space in a ship, just like they currently do when using a POS. It would be stupid not to.

Here are other solutions I think are reasonable.

  1. The pod (implants in tact) and the active ship move to the nearest station, just like the assets.
  2. The pod and the active ship (if any) are spawned at a random point in space when the player logs back in. Similar to what would happen if they logged off in space.


It would also be stupid to dock and store a super-cap in an XL citadel, as only a handful of alliances in the game would have the resources to lose a significant number of ships and assets (especially super-caps) for 5 days and then build another XL citadel in the same contested system, and defend it without any of the lost ships, just to get those assets back. In most cases the super-caps would just be lost.

Maybe when you reclaim a super-cap the game could just spawn it at a random point in system and warp it to within range of the nearest structure's invulnerability link, and hold it there until somebody boards it.
Vol Arm'OOO
Central Co-Prosperity Union
#213 - 2015-08-15 00:24:55 UTC
having people podded on citadel destruction is foolish. Cant take a vacation? got to stay on top of the game all the time or risk loss of implants etc? Ofc the solution is to not log off in the citadel, but then players are not actually using citadels - in fact these game mechanics will encourage folk not to use citadels at all.

I don't play, I just fourm warrior.

Max Fubarticus
Raging Main
Bullets Bombs and Blondes
#214 - 2015-08-15 00:27:40 UTC
Sabastian Cerabiam wrote:
I am more worried about the release timeline then compensation. I'm sure there is plenty of individuals/corps/alliances that are expanding and looking to drop stations/pos's. Anyone that is smart is holding off doing this but that has drawbacks as well.


This is a very valid point considering that any successful corp / alliance conducts long range planning activities. I urge the Devs / CSM to consider the impact that the release timeline has.

1. From an indy / manufacturing aspect, will the skill for outpost construction suffice? Will additional skill sets be added or existing skill levels need further training? Any additional skill books required available with sufficient lead time that allows a character to be prepared for the required changes?

2. Will those who have heavily invested in the basic outpost infrastructure BPO / BPC's have these converted or reimbursed in some fashion.

I know some of these have queries appear redundant, but I can't emphasize enough the importance of delivering a well thought out and properly prioritized package to the player base that permits informed and wise decisions. Looking forward to the possibilities Big smile

Civil discourse is uniquely human. After all, when is the last time a pride of lions and a herd of water buffalo negotiated SOV over a watering hole? Never. Someone either gets their ass kicked or eaten. At the end of the day someone holds SOV.

Vol Arm'OOO
Central Co-Prosperity Union
#215 - 2015-08-15 00:27:50 UTC
Justin Cody wrote:
well I guess only w-space has consequences now. Every type of space has its safety valve to prevent mass unsubbing. F@$k W-space! <- appears to be the mantra.

Nerf'd API data
Nerf'd rage rolling statics via distant spawning based on mass
Nerf'd null sec access to W-space and from W-space

Now citadels come into w-space Pre-nerf'd. Lovely. Do we get something to make up for that EXTRA downside? Its like viagra that guarantees you a priapism. Your embarrassing hard on will always last more than 4 hours and guarantee a trip to the emergency room - every time you take it!

yeah really great. Its like making a medication where the side effects are a feature and you are trying to encourage them!


Relax. No one will shoot citadel's in wh because whats the point? No player loot - check. Can be anchored anywhere - check. System full of dead citadels littering all of space - double check.

I don't play, I just fourm warrior.

Vol Arm'OOO
Central Co-Prosperity Union
#216 - 2015-08-15 00:30:31 UTC  |  Edited by: Vol Arm'OOO
Orm Magnustat wrote:
Nevyn Auscent wrote:

................................

Asset safety already exists everywhere but WH Space.
Thus if you want people to use the new structures and not avoid them like most people avoid putting items into POS, you have to keep that functionality. If assets are lost in a Citadel, people will simply not use them or only put the bare minimum into them, resulting in a poorer game experience for everyone.


Does it?
I dont think so - we are talking about POS successors here and when ever or where ever you destroy a POS it drops its contents.

Now suddenly fairies appear out of nowhere - and under the eyes and guns of the victorious armada they carry all the valuables away to a save place. Lol

Talking about a minimum of inner logic?


I feel thats a completely different issue than the "safety" in NPC stations and Outposts that are completely indisdructable by design.


CCP used to be more circumspect with the immersion breaks. Now magic lights and insta space fedex are popping up all over the place. They should just make a magic space wizard and be done with any pretense of realism

I don't play, I just fourm warrior.

Kel hound
The Scope
Gallente Federation
#217 - 2015-08-15 00:51:07 UTC  |  Edited by: Kel hound
beakerax wrote:
M1k3y Koontz wrote:
I'm not making sov my only consideration. I'm not sure what you're saying.

I didn't mean you specifically, I meant for balancing in general.

Citadels are meant to replace both starbases and outposts, right? But with the asset-safety outlined here, smaller citadels don't behave like starbases, they behave like mini-outposts that can be set up anywhere. I can see that smaller groups in sov null might need something like this in order to viably live in their own space. For everyone else though, this is a fairly significant change in starbase looting mechanics that was not brought on by anything in particular.



Actually not a lot changes for the attacker. Most starbase structures took any loot with them to a fiery grave when they blew up, so the only difference really is no more blueprints and no more ships from SMA's.
Also keep in mind that these are also literally serving as outposts of any size. You are supposed to be able to configure citadels to have a very wide array of access, all the way up to public docking rights. What warm blooded player with more than 2 brain cells to rub together is going to want to dock, let alone store goods at, a citadel which could eject all their crap if it is blown up or unanchored.


Like it or not, EVE does need at least some safe spaces. You cannot reasonably expect people to be 100% on their guard 100% of the time or else they get taken for a ride to awox-town. If you think that EVE should be 100% pvp 100% of the time then we go back to the argument of everyone else should be making stupid choices so you can prey on them. Which is just as stupid as expecting nothing bad to ever happen to you in EVE.
Max Fubarticus
Raging Main
Bullets Bombs and Blondes
#218 - 2015-08-15 00:57:06 UTC
Vol Arm'OOO wrote:
Justin Cody wrote:
well I guess only w-space has consequences now. Every type of space has its safety valve to prevent mass unsubbing. F@$k W-space! <- appears to be the mantra.

Nerf'd API data
Nerf'd rage rolling statics via distant spawning based on mass
Nerf'd null sec access to W-space and from W-space

Now citadels come into w-space Pre-nerf'd. Lovely. Do we get something to make up for that EXTRA downside? Its like viagra that guarantees you a priapism. Your embarrassing hard on will always last more than 4 hours and guarantee a trip to the emergency room - every time you take it!

yeah really great. Its like making a medication where the side effects are a feature and you are trying to encourage them!


Relax. No one will shoot citadel's in wh because whats the point? No player loot - check. Can be anchored anywhere - check. System full of dead citadels littering all of space - double check.


I am inclined to agree. First, one must dispel the myth of "safe" in any aspect of Eve. Truth... Nothing is safe! Secondly, there would appear to be a "minority" group of WH dwellers who essentially want to be isolationist and reap the many benefits of WH life without having to exert any extra effort to defend their home. WH space was never designed from its inception to be easy. To be fair though, the Devs / CSM need to spend some extra time considering how the Citadel mechanics affect the unique mechanics and associated game play that goes with WH life. It goes without saying that WH dwellers and their efforts are inexplicably linked to our Eve economy ( as is all sectors of Eve space ) and we don't need to go through another cycle of " this is broke " ( like sov ) Straight

Civil discourse is uniquely human. After all, when is the last time a pride of lions and a herd of water buffalo negotiated SOV over a watering hole? Never. Someone either gets their ass kicked or eaten. At the end of the day someone holds SOV.

Max Fubarticus
Raging Main
Bullets Bombs and Blondes
#219 - 2015-08-15 01:20:00 UTC
[/quote]I disagree with the structure auto blowing up at the end of the last reinforced cycle, just seems arbitrary. I say reduce the shields to 0% and make the attackers actually use ammo.[/quote]
Agreed!
Although I don't much care for the Entosis link to begin with. I would be willing to compromise and have the last cycle require some actual combat and not some arbitrary "Borg monkey mind-meld assimilation" module. Big smile

Civil discourse is uniquely human. After all, when is the last time a pride of lions and a herd of water buffalo negotiated SOV over a watering hole? Never. Someone either gets their ass kicked or eaten. At the end of the day someone holds SOV.

Vol Arm'OOO
Central Co-Prosperity Union
#220 - 2015-08-15 01:52:58 UTC
Nevyn Auscent wrote:
Orm Magnustat wrote:
All this asset safety nonsense is a major change of paradigm for this game.

Just some pull out of he "nowhere" crap that feels totally out of place with the game i once started. Realistical risk simulation ??? - lol

The longer i see this generation of devs tottering around the more angry i get.
I´ve lost enough ingame friends to their out of touch tinkering with game mechanics and core concepts during this last year!!

Be it their diletant fiddling with idustry concepts (back then at least the UI changes were good) up to the new map (that you presented to us with practically unusable scanning mechanics) or the totally useless overhaul of icons - to name some of the lesser points. Fozzie sov in itself would more fit for a completely different game instead of implanting it here and with your new structures .... most of all i see a loss of funtionaltiy and immersion.

Asset safety is just the logical next step - and they probably dont even see that they give up on some of their core USP.


Asset safety already exists everywhere but WH Space.
Thus if you want people to use the new structures and not avoid them like most people avoid putting items into POS, you have to keep that functionality. If assets are lost in a Citadel, people will simply not use them or only put the bare minimum into them, resulting in a poorer game experience for everyone.


Pos are used all over the place outside of wh despite the risk of assets loss. This new system would be fine - a slight improvement over the current situation - if it was limited to stations, but make poses asset immune everywhere is a terrible idea

I don't play, I just fourm warrior.