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What 3 things would you change about eve?

First post
Author
Jenn aSide
Soul Machines
The Initiative.
#21 - 2015-11-27 05:42:28 UTC
I've always thought the way logi works is over the top. I think reps from logi should stack with other logi. The problem with that is that people will just math their way to bigger fleets that can alpha through the maximum amount of repping available.
Markus Reese
Deep Core Mining Inc.
Caldari State
#22 - 2015-11-27 05:47:21 UTC  |  Edited by: Markus Reese
1. Missiles and guns. Long post, but here was my proposal: Weapon Tiericide V2

2. Damage stacking, to work along side part one. Also posted, but way back in ye old forums: Dymamic fleet pvp

Jenn aSide wrote:
I've always thought the way logi works is over the top. I think reps from logi should stack with other logi. The problem with that is that people will just math their way to bigger fleets that can alpha through the maximum amount of repping available.


3. Fix logistics N+1. No post for this because is more recent idea. Take the range bonus off logistic T2 as well as the fitting reduction bonus for the Logi cruisers. This makes logi cruisers medium reps for both. In it's place, they can fit a subcap style logistics module similar to bastion. Enable it, and get the fun RR range and other bonuses for the T2 variants. So massive active tank and the range plus rep bonuses, but unable to take reps. They are still effective in the spider tank, but then without the incredible range, thus limiting N+1.

Active tank means they can function like a triage carrier, take some pounding without the reps, but a limit to it. Suddenly a fleet has some issues, dps, or logi. Logi are high tank, so spend time taking them out, or try to blast way past other ships. Too many logi, and not enough to stop enemy damage. Slow death as logi taken out, then back to the damage dealers.

On top of that, new battleships would be required. T1 logistics battleship following the guide for the T1 frig and cruiser. T2 battleship would be a logistics command ship to fill the gap between cruiser and capital. Following same guide, this still will limit the N+1. With ongrid boosting coming, it also means a heavier command ship as well to fit between the battlecruisers, and the capitals.

Edit: At least outside of capitals, a solution exists more now. Jump dessies can grab a lump of ships and jump them away from their reppers...

B-B-B-Bonus Round!

I made this years ago for the ship design contest. People still ask, and I still want one. With sov space gaining benefits to self reliance, these could be quite useful. It was a lot of work, so not going to let it just fade away! Please CCP???

To quote Lfod Shi

The ratting itself is PvE. Getting away with it is PvP.

Kaely Tanniss
Black Lotus Society.
#23 - 2015-11-27 07:05:50 UTC  |  Edited by: Kaely Tanniss
Hilti Enaka wrote:
The game has become very risk averse making it dull, boring and predictable. As much as that makes this sound like a rant, it's far from it. The question is what 3 things would you change of eve pvp?

I am PVP orientated so my three things are all aimed at trying to get people out of their comfort zones and away from being risk averse and get people looking for the GF's rather than the safe fights.

1. EWAR - needs a complete rethink, this contributes the biggest factor of risk aversion and is an "I WIN" button.

2. Logi ships - another contribution to the "I WIN" button, they tend to be the decision to go out and roam or not to go out and roam, as well as the decision to engage or not to engage, it always comes down to if your bringing 10 logi ships i am bringing 15.

3. Neutral repping ships in wars; another contribution to the massive risk aversion.

I now wait the forum trolls to try to frame the my 3 points as fail. Before you do I want you to consider what the game used to be like before EWAR and Logi came into the game, that period of the game was the most enjoyable for me and many of the friends I made who unsubbed for the reasons of trying to make content but always competing against the game plays that roll out with the points above.


1: Ewar is an essential part of PvP..you either use it or you don't. It is NOT a guaranteed win and skills and strategy can circumvent it. I admit, it sucks to be on the recieving end of it..but it's very nice to dish it. It's a matter of planning, cooperation, and fleet strategy to both implement and counter ewar. Ewar can be countered with eccm, training the proper sensor skills, and ewar of your own. Make use of it in any way you can.

2: Logi is another aspect of PvP that is there to make fights last. Logi is essential as well. It saves the game from being boring and a matter of who fits more armor deciding the winner. In order to utilize logi to its potential, you need fleet cooperation and planning. To me it sounds as if you have had trouble organizing proper logi for your fleets or have been "out logi'ed" in fleets. This can be an issue I admit, but that's why Eve is a social game. Some battles you cannot win alone..and logi doesn't determine the winner either..they are extremely vulverable and weak..especially to ewar. Use them both to maximize your advantage.

3: Neutral logi..now this one is touchy. Neutral logi is what sepparates hs warefare from null and low. In null and low..anyone in local who isn't blue is an enemy. In hs, you don't know who the enemy is. Sure, the wts flash..but their scouts, logi, and links don't. This adds a whole new level to fighting. You have to weigh your chances and choose your fights wisely rather than dropping in on a target and being an f1 monkey. Also, neutral logi is not invulnerable. Once they rep, they go suspect making them a target not only for the wts..but everyone in system. This is a chance a neutral logi pilot must accept and take. To assume a neutral logi is somehow untouchable is incorrect..in fact, they are more vulnerable than a logi that is in the wt corp.

There's my 2 cents Blink

ll Kuray ll wrote:
HeXxploiT, Yang Aurilen, Paranoid Loyd

You three have to be forum trolls really... no idea why you waste time writing criticism.

Game must be fine - i mean it's one of the lowest active users this evening... yeah thats right game is doing just fine.





That's because today is a major US holiday..just fyi What?

If I had a nickel for every time someone said women don't play eve, I'd have a bag of nickels to whack the next person who said it..

Johan Civire
Caldari Provisions
Caldari State
#24 - 2015-11-27 07:19:12 UTC
- No chat/only invite to local.
- I can walk where i want
- No high sec. But with concord all around space. If you **** some one and some one see it you get your balls burn but if not your kill is golden
Tiddle Jr
Brutor Tribe
Minmatar Republic
#25 - 2015-11-27 08:46:05 UTC
1. Make Uedama new Mega trading hub.
2. Remove T1 logi cruisers.
3. After pilot been podded make it 12 hrs freeze period for any activity. So basically re-podding would actually became time consume factor. No SP's are trained during this 12 hrs.

"The message is that there are known knowns. There are things we know that we know. There are known unknowns. That is to say there are things that we now know we don't know. But there are also unknown unknowns. There are things we don't know" - CCP

Gregor Parud
Imperial Academy
#26 - 2015-11-27 09:35:23 UTC
Jenn aSide wrote:
I've always thought the way logi works is over the top. I think reps from logi should stack with other logi. The problem with that is that people will just math their way to bigger fleets that can alpha through the maximum amount of repping available.



There's a very easy solution to this which will also have a massive impact on current doctrines etc (which is good). A logi doesn't actually repair but by activating his module on another ship it augments that ship's own repper where it reps a whole lot more. First of all it doesn't help if you stack it because only the single biggest bonus from any activated module applies. It also removes the lol EHP fits and you'll actually have to choose: run EHP fleet or have logis which also require the rest of your pilots to adapt and pay attention.
Markus Reese
Deep Core Mining Inc.
Caldari State
#27 - 2015-11-27 19:21:41 UTC
Gregor Parud wrote:
Jenn aSide wrote:
I've always thought the way logi works is over the top. I think reps from logi should stack with other logi. The problem with that is that people will just math their way to bigger fleets that can alpha through the maximum amount of repping available.



There's a very easy solution to this which will also have a massive impact on current doctrines etc (which is good). A logi doesn't actually repair but by activating his module on another ship it augments that ship's own repper where it reps a whole lot more. First of all it doesn't help if you stack it because only the single biggest bonus from any activated module applies. It also removes the lol EHP fits and you'll actually have to choose: run EHP fleet or have logis which also require the rest of your pilots to adapt and pay attention.


Wow! Intruiging concept. Definitely worth possibly more discussion. I can think some bits that kinda would take away from active logi, most notably would be tag along logi alts. Would detract from a playstyle that otherwise favors the soloplay

To quote Lfod Shi

The ratting itself is PvE. Getting away with it is PvP.

TigerXtrm
The Scope
Gallente Federation
#28 - 2015-11-27 19:26:23 UTC
Something something something wardecs.

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Jon Essler
Doomheim
#29 - 2015-11-27 19:29:06 UTC  |  Edited by: Jon Essler
.
Valacus
Streets of Fire
#30 - 2015-11-27 19:37:07 UTC
1) Remove off grid boosting. They put command ships in the game with massive tanks, then allow us to use them off grid, so everyone uses them off grid. Every fleet has to have one, but no fleet has to risk one. What is so wrong with requiring people to put their boosters on the field?

2) Rebalance ECM. I think the mechanic itself needs to change, not just tinkering with the RNG. Being unable to lock anything is just way more potent than any other form of EWAR.

3) Find a solution for AFK cloaking.
Frostys Virpio
State War Academy
Caldari State
#31 - 2015-11-27 19:43:59 UTC
Gregor Parud wrote:
Jenn aSide wrote:
I've always thought the way logi works is over the top. I think reps from logi should stack with other logi. The problem with that is that people will just math their way to bigger fleets that can alpha through the maximum amount of repping available.



There's a very easy solution to this which will also have a massive impact on current doctrines etc (which is good). A logi doesn't actually repair but by activating his module on another ship it augments that ship's own repper where it reps a whole lot more. First of all it doesn't help if you stack it because only the single biggest bonus from any activated module applies. It also removes the lol EHP fits and you'll actually have to choose: run EHP fleet or have logis which also require the rest of your pilots to adapt and pay attention.


Can't wait for fights to be decided by the amount of cap booster your ship can carry so you can keep the local repper going...
Indahmawar Fazmarai
#32 - 2015-11-27 20:21:46 UTC  |  Edited by: Indahmawar Fazmarai
Three things?

1- There is no way in which PvE players can generate content, becoming enablers or instigators, through means of PvE. That is killing EVE so it would be nice to change it.

2- Stop adding content that can only be used and exploited by PvP veterans with experience and friends. Add content that can be learned, enjoyed and mastered from scratch, on your own, and even without firing a single shot. Refer to point 1.

3- Expand EVE gameplay so it is about much more than spaceships and pew pew. Add avatar gameplay and NPC interaction in stations and on planets, develop means to political intrigue, economic warfare and other non-military conflict. Refer to points 1 and 2.

For what is worth...
Gregor Parud
Imperial Academy
#33 - 2015-11-27 22:18:54 UTC  |  Edited by: Gregor Parud
Frostys Virpio wrote:
Gregor Parud wrote:
Jenn aSide wrote:
I've always thought the way logi works is over the top. I think reps from logi should stack with other logi. The problem with that is that people will just math their way to bigger fleets that can alpha through the maximum amount of repping available.



There's a very easy solution to this which will also have a massive impact on current doctrines etc (which is good). A logi doesn't actually repair but by activating his module on another ship it augments that ship's own repper where it reps a whole lot more. First of all it doesn't help if you stack it because only the single biggest bonus from any activated module applies. It also removes the lol EHP fits and you'll actually have to choose: run EHP fleet or have logis which also require the rest of your pilots to adapt and pay attention.


Can't wait for fights to be decided by the amount of cap booster your ship can carry so you can keep the local repper going...


It diminishes the super focussed silly builds (which tend to cause trouble), on top of that it requires more input/piloting from the "grunt" in the fleet making it all more piloting skill based rather than have a fleet of cattle controlled and kept running through a few good players/logis.. It also forces more communication/interaction between the logi and its target so it gets more and more difficult to achieve in larger fleets.

There's a whole lot of pros and cons going back and forth, with a lot if implications and it's also going to have an impact on the N+1 tactic (initially it seems as if it would benefit it but in the end I don't think it would). It's something I literally "just thought of" (haven't seen or read anything on that elsewhere, if so please point me to it) but the more I think about it the more it seems to make sense.
Ralph King-Griffin
New Eden Tech Support
#34 - 2015-11-27 22:25:31 UTC
take dinsdales ball gag out
Ball gag cam (with the same one)
remote locator agents
Gillia Winddancer
Aliastra
Gallente Federation
#35 - 2015-11-27 22:32:27 UTC
Otso Bakarti wrote:
I've said this for years, and a thin minority manages to shout it down, though the majority really wants it:

1.) Make piracy a crime against the sovereignty where it occurs.

2.) Make the pirate(s) criminals with that sovereignty in all its systems.

3.) Make the punishment fit the crime; hefty/hurtful fines, banishment from said sovereignty's systems till it's paid.

Make the back story, the underlying characters and events MEANINGFUL by bringing them into the IMMERSION in a real and meaningful way. Discourage penny ante fly by night vandals from trashing the game with pedestrian and tawdry antics. Make racial sovereignty REAL.

PS "Risk averse" is a slogan invented by the minority PvP-ers hoping it will force management to turn EVE (and other games, as well) into a strictly PvP game, even though these people comprise 20% (or so) of video gamers worldwide (www). When you see "risk averse" in a post, remember it's there to obfuscate and confuse, because the people who use it know they can't win by just being honest with their intentions and ambitions. So, they're resorting to a con job.


Am all for this but at the same time then pirates need more freedom aka no concord. The way in which the space police interacts with criminals needs a total makeover in general. EVE already has almost all of the necessary puzzle pieces for this luckily. The insta-gibbing should just disappear and instead be replaced with relentless chasing by really tough, non-loot ships (all depending on sec status all the way to 0.1 systems)

Basically 1.0 systems would be like having SWAT and FBI after your ass whilst in a 0.1 system you might occasionally run into a lone patrol ship piloted by a doughnut-loving freak.
Daerrol
Republic University
Minmatar Republic
#36 - 2015-11-27 22:43:50 UTC
WARNING! Troll response to a trol lthread incomming. WARNING!
Optopmistic/fantasy thread title leads to whining thread (Clickbait)

Neutral Alt complaining of risk averse gameplay. (Post with your main)

Character with no kills or losses to speak of talking about PVP (Lack credibility)

Vague unsupported claims

Secret "Highsec wars suck"

*gasp*

BINGO!


Gregor Parud
Imperial Academy
#37 - 2015-11-28 00:48:20 UTC
Ralph King-Griffin wrote:
remote locator agents


You evil evil man, no more alt switching to get your 5th locator on the job (and then have to log back to the others to get the result).
Kaarous Aldurald
Black Hydra Consortium.
#38 - 2015-11-28 01:00:17 UTC
I only really have one that relates to game balance.

Logi should not be infinitely sustainable. As a force multiplier, the output of 1 logi player significantly exceeds the dps of one attack ship player. Worse, unlike weapons in the game, logi has no reload timer and functionally never runs out of cap thanks to cap transfer mods.

This creates a situation whereby it is unviable to "go down fighting" by trying to inflict casualties on the opposing force if your own is insufficient to win the fight. This is because unless you have the critical mass required to break the enemy reps, you can inflict basically zero lasting damage. Since your only options then become "whelp" or "don't fight", the vast majority of people will avoid any fight in which they don't stand to win automatically.

The problem, then, is that logi is both infinitely scalable and infinitely sustainable. I do not wish to attack their scalability, because ******** ideas that stem from "I H8 N+1" always leads to breaking the game worse, like we recently have with speed creep and kiting. Instead, their sustainability should be addressed, in order to make logi something that is a clutch tool, but not something you can literally just rep something all day long with.

My solution? Remote logi should require "ammo" of some kind, and innately generate heat when cycling on player ships(this so we don't wreck structure repping as a concept). This forces the logi player to have some resource management element in their gameplay. You can pour on rep after rep in an emergency, but if you do you will have to cool down eventually, or you can be more judicious with your reps.

This has the side effect of also improving the viability of local reps.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Markus Reese
Deep Core Mining Inc.
Caldari State
#39 - 2015-11-28 01:02:31 UTC
Gillia Winddancer wrote:
Otso Bakarti wrote:
I've said this for years, and a thin minority manages to shout it down, though the majority really wants it:

1.) Make piracy a crime against the sovereignty where it occurs.

2.) Make the pirate(s) criminals with that sovereignty in all its systems.

3.) Make the punishment fit the crime; hefty/hurtful fines, banishment from said sovereignty's systems till it's paid.

Make the back story, the underlying characters and events MEANINGFUL by bringing them into the IMMERSION in a real and meaningful way. Discourage penny ante fly by night vandals from trashing the game with pedestrian and tawdry antics. Make racial sovereignty REAL.

PS "Risk averse" is a slogan invented by the minority PvP-ers hoping it will force management to turn EVE (and other games, as well) into a strictly PvP game, even though these people comprise 20% (or so) of video gamers worldwide (www). When you see "risk averse" in a post, remember it's there to obfuscate and confuse, because the people who use it know they can't win by just being honest with their intentions and ambitions. So, they're resorting to a con job.


Am all for this but at the same time then pirates need more freedom aka no concord. The way in which the space police interacts with criminals needs a total makeover in general. EVE already has almost all of the necessary puzzle pieces for this luckily. The insta-gibbing should just disappear and instead be replaced with relentless chasing by really tough, non-loot ships (all depending on sec status all the way to 0.1 systems)

Basically 1.0 systems would be like having SWAT and FBI after your ass whilst in a 0.1 system you might occasionally run into a lone patrol ship piloted by a doughnut-loving freak.


Double quotes for agreement on both sides. Harsher consequences, but being pirate needs to open doors on the pirate side. Have hidden gates or cynos ran by npcs so pirates can use or other forms of security bypass. Add incentives and rewards for being a pirate hunter and we start getting into pirate vs npc warfare.

To quote Lfod Shi

The ratting itself is PvE. Getting away with it is PvP.

Paul Pohl
blue media poetry
#40 - 2015-11-28 01:49:02 UTC
Gillia Winddancer wrote:
Otso Bakarti wrote:
I've said this for years, and a thin minority manages to shout it down, though the majority really wants it:

1.) Make piracy a crime against the sovereignty where it occurs.

2.) Make the pirate(s) criminals with that sovereignty in all its systems.

3.) Make the punishment fit the crime; hefty/hurtful fines, banishment from said sovereignty's systems till it's paid.

Make the back story, the underlying characters and events MEANINGFUL by bringing them into the IMMERSION in a real and meaningful way. Discourage penny ante fly by night vandals from trashing the game with pedestrian and tawdry antics. Make racial sovereignty REAL.

PS "Risk averse" is a slogan invented by the minority PvP-ers hoping it will force management to turn EVE (and other games, as well) into a strictly PvP game, even though these people comprise 20% (or so) of video gamers worldwide (www). When you see "risk averse" in a post, remember it's there to obfuscate and confuse, because the people who use it know they can't win by just being honest with their intentions and ambitions. So, they're resorting to a con job.


Am all for this but at the same time then pirates need more freedom aka no concord. The way in which the space police interacts with criminals needs a total makeover in general. EVE already has almost all of the necessary puzzle pieces for this luckily. The insta-gibbing should just disappear and instead be replaced with relentless chasing by really tough, non-loot ships (all depending on sec status all the way to 0.1 systems)

Basically 1.0 systems would be like having SWAT and FBI after your ass whilst in a 0.1 system you might occasionally run into a lone patrol ship piloted by a doughnut-loving freak.


or you could allow pirates to use hideaways/dens etc as alternative bases

and couple this with with sov and security status changes

suddenly you have a dynamic system in which pirates can flourish - or perish