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The Problem With Entirely Removing Off-Grid Links

First post
Author
Hopelesshobo
Hoboland
#41 - 2015-12-17 23:09:42 UTC  |  Edited by: Hopelesshobo
SurrenderMonkey wrote:


A "faucet" introduces anything to the economy. Not just isk.

Yeah, **** anyone who actually wants to be a career miner! In fact why not just allow botting outright? Who needs a mineral market at all? In fact, why don't we just bring SiSi seeding to TQ? Then people can whelp HUNDREDS OF TITANS A DAY! At a profit, no less!


By far, most of the time anyone mentions faucets and sinks, its related to isk.

You failed to answer the question, what's the difference between 100 pilots mining that is being controlled by 10 people, or 100 pilots mining that is being controlled by 100 people? The fleet that is boxing 10 pilots per person, has the same output, and the same affect on the economy that the 100 person fleet does. The boxers don't get a 10% yield bonus that the individual fleet doesn't get, and they are actively at the keyboard being controlled directly by a person.


SurrenderMonkey wrote:

You have apparently missed literally every previous dev post about why OGB has been allowed to persist, as well as the FF presentation on stats, as well as everything ever said about BIAB. OGB has survived this long, quite literally, because it has been waiting on BIAB and the Dogma rewrite.

The technical issue has never been about a range check. A range check is a a computational triviality. The difficulty has always been with the recalculation of stats that would occur far more frequently with on-grid boosting than with system wide boosting.


It's far more calculations because of the range check it has to do to constantly cycle the attributes on and off. No range check or extremely limited range checks, like a simple check to see if you are on the same grid instead of system means you don't have to check as the various ships fly around, it would only have to check if either the booster or the ship being boosted changed grids.

EDIT: To make it a bit more clear, every time a check is done, there is potential that a modification to an attribute will need to be done. So by reducing the number of checks, you reduce the number of potential modifications.

Lowering the average to make you look better since 2012.

SurrenderMonkey
State Protectorate
Caldari State
#42 - 2015-12-18 04:02:15 UTC  |  Edited by: SurrenderMonkey
Quote:
By far, most of the time anyone mentions faucets and sinks, its related to isk.


Except, it really isn't. There are many mechanisms that introduce isk, raw materials, and usable items to the game. They're all appropriately referred to as faucets. Pretending that only ISK is subject to the concept of faucets and sinks is a simpleton's perspective.

Hopelesshobo wrote:


You failed to answer the question, what's the difference between 100 pilots mining that is being controlled by 10 people, or 100 pilots mining that is being controlled by 100 people?


Myriad things. For one, there's the actual frequency of it happening. In the latter case, you actually have to find 100 players willing to mine for a player's worth of income each. In the former, you only need to find 10 players to mine for massively scaled out personal income. For another, 100 pilots will generally consume 100 pilots worth of economic resources themselves, as they're all actually players. 100 miners controlled by players will never have a consumption rate remotely near their own economic output, as 9/10 characters involved don't need anything more than a barge, and never will.

Again, if that's okay, why not just scrub the concept of an economy entirely? 100 isk Titans for all!

Quote:
It's far more calculations because of the range check it has to do to constantly cycle the attributes on and off. No range check or extremely limited range checks, like a simple check to see if you are on the same grid instead of system means you don't have to check as the various ships fly around, it would only have to check if either the booster or the ship being boosted changed grids.

EDIT: To make it a bit more clear, every time a check is done, there is potential that a modification to an attribute will need to be done. So by reducing the number of checks, you reduce the number of potential modifications.


What part of, "The recently released Dogma rewrite and accompanying BIAB significantly reduce the load these calculations place on TQ" isn't resonating with you?

The potential changes to OGB were explicitly mentioned in one of the mass test threads. Since then, they've specifically said that they're looking at an AOE buff model for the link rewrite. Never mind that, though, $randomforumguy knows better!

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

Maria Dragoon
Brutor Tribe
Minmatar Republic
#43 - 2015-12-18 04:48:09 UTC
Hopelesshobo wrote:
Maria Dragoon wrote:

Small roaming gangs will have more choices they will have to make, do they want to bring a command ship and in turn, beforced to defend it, and or slowed down by it lack of warp speed, or ditch the booster ship, and risk running into another small gang with booster ship of their own that they can protect. I like the prospect of more choices in a game about choices.


If the fleet fight happens on a gate, then generally most small roaming gangs would have to defend their command ship anyways since it was already on grid, roaming with the fleet. So this choice already happens.

SurrenderMonkey wrote:


The belief that they are going to just take the existing links and bring them "on grid" is naive. it's likely going to be a significant, total rework. Quantitatively speaking, it will probably be a nerf in many ways.

You can infer a lot about the intentions for the future of links just by looking at command destroyers. Obviously not a ship meant to sit in a safe, or even at range on-grid.


If everything will be brought on grid, then links should be allowed to be fit on any ship, and to remove the booster role from a fleet. This way if people choose to nerf their line ships and all fit a different link to get unbonused links, that should be their choice.


Based on that logic, then I should beable to fit jump drives on any ship I want, because screw dedicated ship designs.

Life is really simple, but we insist on making it complicated. Confucius

"A man who talks to people who aren't real is crazy. A man who talks to people who aren't real and writes down what they say is an author."

Hopelesshobo
Hoboland
#44 - 2015-12-18 04:58:18 UTC
SurrenderMonkey wrote:

Except, it really isn't. There are many mechanisms that introduce isk, raw materials, and usable items to the game. They're all appropriately referred to as faucets. Pretending that only ISK is subject to the concept of faucets and sinks is a simpleton's perspective.


When people talk about sink and faucets on the forums, everyone's first thought is isk, because generally it is quickly followed by a discussion about plex prices which is the gold standard.

SurrenderMonkey wrote:

Myriad things. For one, there's the actual frequency of it happening. In the latter case, you actually have to find 100 players willing to mine for a player's worth of income each. In the former, you only need to find 10 players to mine for massively scaled out personal income. For another, 100 pilots will generally consume 100 pilots worth of economic resources themselves, as they're all actually players. 100 miners controlled by players will never have a consumption rate remotely near their own economic output, as 9/10 characters involved don't need anything more than a barge, and never will.

Again, if that's okay, why not just scrub the concept of an economy entirely? 100 isk Titans for all!


So what's the difference between them having extra accounts and you? I would be willing to bet that a healthy portion of the Eve players have a couple accounts. What about these people? Are they plagues on the economy as well or is it just the people who use a number greater then you are comfortable playing with? Have you ever thought that the number of miners do balance themselves out? The cheaper the minerals become, the fewer people there are willing to mine, and move onto other activities. As the prices go back up, more people are willing to go back to it. There are always the outliers which will be the people who refuse to do anything but mine, just as there are people who refuse to mine.

So sorry to disappoint you, but titans won't be 100 isk.

Quote:

What part of, "The recently released Dogma rewrite and accompanying BIAB significantly reduce the load these calculations place on TQ" isn't resonating with you?

The potential changes to OGB were explicitly mentioned in one of the mass test threads. Since then, they've specifically said that they're looking at an AOE buff model for the link rewrite. Never mind that, though, $randomforumguy knows better!


Its funny how you have to throw insults in almost every post to attempt to demean the person you are having a discussion with in an attempt to envoke an emotional response.

Did I not say that it would be an increase in the server load? Did I mention how much it would? Did I say anything about with the new efficiencies that it would or wouldn't be doable?

I did say that I would say I would be impressed if they managed to pull off a smartbomb like effect for the boosts. I'm not an employee of CCP, so I do not know the details of, this action will take this much RAM and processing power to accomplish. I do not know how these good or bad that these actions will scale in an actual fight. I can tell you that it will take more processing power though, whether or not we will notice it on our end, is up to the devs to tell us.

But with this entire discussion, the TLDR is I disagree with removing OGB because I feel that there is already a counter to them, and you disagree.

Lowering the average to make you look better since 2012.

Max Deveron
Deveron Shipyards and Technology
Citizen's Star Republic
#45 - 2015-12-18 05:12:11 UTC
On-grid-boosting
Off-grid-boosting

Sheesh, sorry if this idea is going to screw with multiboxed alts....but the grids are huge now, in some places i can see POS towers up to 6000 km away on my overview.

If 6000km is not enough room for a On-Grid-Booster to maneuver and stay out of harms way then I do not know what would be.
SurrenderMonkey
State Protectorate
Caldari State
#46 - 2015-12-18 05:17:26 UTC  |  Edited by: SurrenderMonkey
Hopelesshobo wrote:

When people talk about sink and faucets on the forums, everyone's first thought is isk, because generally it is quickly followed by a discussion about plex prices which is the gold standard.


When simpletons talk about sinks and faucets on the forum, their only thought is isk. Other people understand that it is a general term that refers to the mechanisms by which things are introduced to the economy.

Quit trying to make it my fault that you inserted words into my mouth. Say, "Oops, I misunderstood, my mistake." Because that's what happened.


Quote:

So what's the difference between them having extra accounts and you?


Scale. Aren't you paying attention?

Quote:
I would be willing to bet that a healthy portion of the Eve players have a couple accounts. What about these people? Are they plagues on the economy as well or is it just the people who use a number greater then you are comfortable playing with? Have you ever thought that the number of miners do balance themselves out? The cheaper the minerals become, the fewer people there are willing to mine, and move onto other activities. As the prices go back up, more people are willing to go back to it.


Except we know that that isn't what happens, with the history to prove it. This is because the operations can be endlessly scaled to compensate, as the marginal increase in effort for adding an additional miner is far lower than the marginal increase in income for the aditional miner, even in a declining, over supplied market. This is largely attributable to the very small value of marginal effort required. This could effectively continue until the point where the marginal increase in isk for the additional miner is insufficient to plex the character.

Meanwhile, you make mining utterly infeasible as an economic activity for some guy who's just trying to play the game.


Quote:
Did I not say that it would be an increase in the server load? Did I mention how much it would? Did I say anything about with the new efficiencies that it would or wouldn't be doable?


First of all, you threw in a, "THINK WHAT THAT WOULD DO TO TIDI!" just a few posts back. Want to tell me you weren't suggesting something about the magnitude of the load? Really?

But let's pretend that you weren't.

So what do you imagine the utility in saying, "That will increase server load!" is without any understanding or even vague ability to make a ballpark guess at the magnitude of that load? What's the material contribution to the discussion in that?

It will increase server load! Well, no ****. Pretty much EVERYTHING "increases server load" to some degree. If it's a manageable increase, it doesn't matter, now does it? Those new micro jump generators? Increased server load. Frostline sites? You think those are magically consuming zero server resources?

What do you imagine to be the argumentative value in, "Hurfblurf it will increase server load!" without being able to, at a minimum, suggest that the increase is beyond the reasonable scope of what could be managed, particularly given that everything suggests that new technology and rewrites now mean that such a change CAN be made with manageable increases in server load, where this was not previously the case?

I'm assuming you hadn't secretly engaged me in a "State the Obvious" contest, so there must have been a reason for your keen observation that it would involve increased server loads. What was that reason?


Quote:

But with this entire discussion, the TLDR is I disagree with removing OGB because I feel that there is already a counter to them, and you disagree.


You disagree with removing them to the point that you are willing to try to genuinely argue that legal botting would be totally legit and harmless to the game. Roll That's not a reasoned form of disagreement, that's just grasping at any excuse to keep a clearly broken mechanic in its clearly broken state.

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

rsantos
The Scope
Gallente Federation
#47 - 2015-12-18 14:57:26 UTC  |  Edited by: rsantos
You totaly didn't get my point about the T3...
Why bring a T3 with weaker thank on grid when you can bring a cheaper more effective command ship and don't risk skill point loss. Remember warfare sub system doesn't give you "defense" bonus, and once you try to fit more than one link you gimp the fit.

To Serendipity Lost : No... i don't fly boosted solo frigrates. I rarely fly sole for that matter! I do have a booster alt.
I seriuoly doubt that removing off-grid links would significaly increase you warfare subsystem sales, in my view it will make your few sales drop.
Hopelesshobo
Hoboland
#48 - 2015-12-18 17:31:57 UTC
rsantos wrote:
You totaly didn't get my point about the T3...
Why bring a T3 with weaker thank on grid when you can bring a cheaper more effective command ship and don't risk skill point loss. Remember warfare sub system doesn't give you "defense" bonus, and once you try to fit more than one link you gimp the fit.


The primary role I see T3s have over command ships is blending in, in a T3 fleet. If there are 250 Tengus on grid, it will take a bit to thumb through the blob manually to find the one with the boosting subsystem compared to calling the 1 or 2 sleipnirs on grid primary.

Lowering the average to make you look better since 2012.

Hopelesshobo
Hoboland
#49 - 2015-12-18 17:41:11 UTC
SurrenderMonkey wrote:

Except we know that that isn't what happens, with the history to prove it. This is because the operations can be endlessly scaled to compensate, as the marginal increase in effort for adding an additional miner is far lower than the marginal increase in income for the aditional miner, even in a declining, over supplied market. This is largely attributable to the very small value of marginal effort required. This could effectively continue until the point where the marginal increase in isk for the additional miner is insufficient to plex the character.

Meanwhile, you make mining utterly infeasible as an economic activity for some guy who's just trying to play the game.

So then if we look at the price of tritanium, we should see a massive spike in price that’s abnormal from the natural price fluctuations at the beginning of the year. Which at least in Domain (The closest market to me atm), it looks like prices are relatively stable. They did drop a bit at the beginning of the year, but I don’t see anything beyond natural fluctuations in price. Then about a month after the mineral changes took place the prices tanked. But since prices have since come back to where they were a year ago, just before the broadcasting ban, and the low price was stable for several months, it would seem that that’s just the natural pulse of Tritanium over the course of the year. How about we take a look at PLEX as well.

When the broadcasting ban hit, the price for PLEX dropped by about 100 mil to total 800 mil (According to the past year of data that’s available in game) where it seems to have been stable for a few months before it came back within about 5 months. Fast forward to today and they are up to about 1.2 bil. Now, that dip would be a natural thing to see since a healthy portion of the boxing population got fairly ticked off and decided to close most of their accounts (If not all), and them realizing they suddenly have years and years of PLEX for the accounts they decided to maintain. This would cause a surge in PLEX on the market, so a dip is expected.

So just judging from prices that we can view in game from Tritanium and PLEX, I fail to see how broadcasting was breaking the economy.

You have not even addressed that 100 pilots piloted by 10 people, does not produce anything in the game that 100 pilots piloted by 100 people cannot provide assuming all skills are equal. Now in boxing situations most of those pilots are feeder pilots for 1 person, but who are you to say that someone can run 2-3 accounts to feed 1 account, which is fine, but them running 10 accounts is just out of the question. Eve is a wonderful sandbox for people to play as they see fit, and if they get their enjoyment out of this game by playing and using 10+ accounts, they are paying to play this game just like I am. Who are we to say that they can’t do that?

Anyways, we should probably wrap up this part of the conversation soon because it’s horribly off topic. I don’t expect broadcasting to ever come back, but I have yet to be convinced that it was breaking the game.

SurrenderMonkey wrote:

First of all, you threw in a, "THINK WHAT THAT WOULD DO TO TIDI!" just a few posts back. Want to tell me you weren't suggesting something about the magnitude of the load? Really?

I'm assuming you hadn't secretly engaged me in a "State the Obvious" contest, so there must have been a reason for your keen observation that it would involve increased server loads. What was that reason?


I mentioned the Tidi because that is a direct relation to increased server load while the server is at it’s peak in relation to the comment you made about giving links falloff on page 1. It wouldn’t be a simple yes/no check for boosts, and make the modification. It would also have to recalculate how far into falloff you are and modify the boost strength as well for each person getting boosted. Do this 250 times for each booster that the fleet booster has online, and it would be similar to 250 people getting shot with a gun with each booster online. Then you can multiply that out with each fleet that’s currently in the fight, so you can see why I would be concerned with making that sort of change to boosters without a dev stepping in and saying you know, it’s cool, you won’t notice it on the client end.

I also did mention that a simple grid check would be less server intensive then doing range checks from the AOE style that you had mentioned. Instead of pinging and potentially changing attributes every 10 seconds (If they decide to take snapshots of boosts and keep the current cycle times), they could just run the check when people change grids.

SurrenderMonkey wrote:

You disagree with removing them to the point that you are willing to try to genuinely argue that legal botting would be totally legit and harmless to the game. Roll That's not a reasoned form of disagreement, that's just grasping at any excuse to keep a clearly broken mechanic in its clearly broken state.


I believe a better slang term you are looking for is ISBotter. But what is legal botting? I’m pretty sure CCP has stated that all botting is illegal. And has CCP stated that broadcasting is botting? From my understanding they have defined broadcasting as a separate entity from botting.

Lowering the average to make you look better since 2012.

Kontract Killa
256th Shadow Wing
Phantom-Recon
#50 - 2015-12-18 18:09:09 UTC
The Primary Target wrote:
The problem with removing off-grid links entirely is that it will asymmetrically penalize small gang and solo pvpers. This is because a large gang will have ready access to deploy links on grid, where as a small gang or solo group will have trouble deploying links at all. I know many are of the opinion the only truly solo pvp is without links, however they are a powerful force multipliers and giving one side ready access to them will give asymmetric bonuses to one side. I feel this is not healthy for the game.

A compromise is to allow squad commanders to still give off-grid links while making wing and fleet commanders on-grid only. This allows small gang pvpers to benefit from links just as much as large groups, but forces links to be moved on grid for a large fleet. This means in large fleet fights links will be a target-able asset as I'm sure is intended, without overly limiting another entirely valid style of game play.


It is not solo if they have offgrid or ongrid links.
Hopelesshobo
Hoboland
#51 - 2015-12-18 18:13:28 UTC
Kontract Killa wrote:
The Primary Target wrote:
The problem with removing off-grid links entirely is that it will asymmetrically penalize small gang and solo pvpers. This is because a large gang will have ready access to deploy links on grid, where as a small gang or solo group will have trouble deploying links at all. I know many are of the opinion the only truly solo pvp is without links, however they are a powerful force multipliers and giving one side ready access to them will give asymmetric bonuses to one side. I feel this is not healthy for the game.

A compromise is to allow squad commanders to still give off-grid links while making wing and fleet commanders on-grid only. This allows small gang pvpers to benefit from links just as much as large groups, but forces links to be moved on grid for a large fleet. This means in large fleet fights links will be a target-able asset as I'm sure is intended, without overly limiting another entirely valid style of game play.


It is not solo if they have offgrid or ongrid links.


And then the offgrid boosters all swap to having cloaked falcons that are 40 km off of them and people start screaming about how ECM is breaking solo PVP.

Lowering the average to make you look better since 2012.

SurrenderMonkey
State Protectorate
Caldari State
#52 - 2015-12-18 19:03:15 UTC  |  Edited by: SurrenderMonkey
So your position is basically that, since the ban didn't result in an instantaneous massive speculative price spike in tritanium, specifically, having one person running 30 miners at a go was basically A-OK and not something that needed to be addressed.

Or basically, "I know better than CCP and, also, literally everyone else!"

Quote:

You have not even addressed that 100 pilots piloted by 10 people, does not produce anything in the game that 100 pilots piloted by 100 people cannot provide assuming all skills are equal.


You're treating pilots as a bottomless resource. Why not skip right to a million? Or ten million?

Furthermore, as already mentioned, 10 players tend to bring with them 10 players' worth of consumption, but 100 players' worth of production. 100 players bring 100 players worth of production and consumption.


Quote:

I mentioned the Tidi because that is a direct relation to increased server load while the server is at it’s peak in relation to the comment you made about giving links falloff on page 1. It wouldn’t be a simple yes/no check for boosts, and make the modification. It would also have to recalculate how far into falloff you are and modify the boost strength as well for each person getting boosted.


Yes, you have more or less successfully recapped the conversation so far. What you haven't done is answer the question.

You have listed some calculations that would have to be made. Well done.

You haven't given any actual cost for those calculations. You don't even really have the ability to do that. Then, based on this entirely unpriced list of steps, you've clutched your pearls and said, "THINK OF THE TIDI!"

What possible argument do you imagine you could be making by stating the painfully ******* obvious fact that there would be more calculations involved, without actually being able to make any assertion about the cost of those calculations?

What is the relative computational cost of a boolean check Vs. dividing one by the square of a distance? Relative both to each other, and to the total cost-per-tick of all operations?

I know you can't answer that, you know you can't answer that, so why are you pretending that you can make a meaningful argument in terms of "Server load"?

Great, there will be more of it! Put a number on "How much" or it doesn't actually matter.


Quote:

I believe a better slang term you are looking for is ISBotter. But what is legal botting? I’m pretty sure CCP has stated that all botting is illegal. And has CCP stated that broadcasting is botting? From my understanding they have defined broadcasting as a separate entity from botting.


So, you're going with semantics, then? Fine. I'll humor you.

Yes, command multiplexing and command automation are technically different things, and command automation was banned first.

However, from an actual substantive perspective, it's quite immaterial, and the net result is that, by making this distinction, you've wound up with an internally inconsistent position.

Can you see it? No? I'll help.

Quote:
100 pilots piloted by 10 people, does not produce anything in the game that 100 pilots piloted by 100 people cannot provide assuming all skills are equal.


100 pilots botted by 1 person does not produce anything in the game that 100 pilots piloted by 100 people cannot, either.

Or a thousand. Or a million.

If we accept your assertion that one player utilizing command multiplexing to generate MANY times the normal output that a single player could generate is in no way problematic for the game, why would we not also accept this claim as it pertains to command automation?

If we accept your position on multiplexing as a given then, by the same logic, automation is also not a problem, so explain the basis for your arbitrary, self-serving distinction between the two, please.


Quote:
And then the offgrid boosters all swap to having cloaked falcons that are 40 km off of them and people start screaming about how ECM is breaking solo PVP.


Anyone who actually viewed this as being just as attractive an option as OGB would shut the **** up and do it. Instead they complain about losing OGB, and threaten that they'll just use Falcons instead, indicating that they really don't view it as being an equally attractive option, most likely because it requires more attention to manage and more risk by virtue of having to be on-grid.

That, and it's a lot harder to **** yourself off about your "solo" PvP career when your helper-monkey actually shows on KMs.

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

Hopelesshobo
Hoboland
#53 - 2015-12-18 22:38:56 UTC
SurrenderMonkey wrote:
So your position is basically that, since the ban didn't result in an instantaneous massive speculative price spike in tritanium, specifically, having one person running 30 miners at a go was basically A-OK and not something that needed to be addressed.

Or basically, "I know better than CCP and, also, literally everyone else!"

So just because I have an opinion that’s different from what you call everyone else, it must mean that I must know better? What kind of arrogance is that? That’s like saying that Republicans are correct and if you are a Democrat you are wrong (or vice versa). It’s been over a year now and there hasn’t been a price increase that can be attributed to the broadcasting changes. If what you were saying is true where so many people were broadcasting massive mining fleets and driving the prices down due to oversupply, and forcing career miners that only use 1 account out of business, don’t you think we would have seen something by now. The prices stayed stable for 4 months until the refining changes came out, and even then we didn’t see any market change until a month after that. How long would it take to see a difference in the market if broadcasting was truly that big of an issue you claim it was?

SurrenderMonkey wrote:

You're treating pilots as a bottomless resource. Why not skip right to a million? Or ten million?

Furthermore, as already mentioned, 10 players tend to bring with them 10 players' worth of consumption, but 100 players' worth of production. 100 players bring 100 players worth of production and consumption.

Sorry, but a boxer that is boxing 10 pilots consumes as much as 10 pilots. Each individual pilot might not see that consumption, but they generally move that consumption off to 1 of their pilots. It is similar to how a corporation might set a tax and use that isk to purchase a titan for the corp. So when that boxer says he made 20 billion isk last week, the reality is that each pilot made 2 billion, and his organization made 20 billion.
Does someone that is boxing while they mine use mining crystals less? That’s consumption. Just basing the fact that someone having 99 boxes that does not consume anything is ludicrous. Generally they funnel their assets (whether hard or liquid) into a focused goal (kind of like a corporation?). Then they use that to further what they see fit.

A boxer that uses his boxes for career mining, is no different than people who are career miners who don’t do a lot outside of that field. Same goes for any other boxing activity in the game. And this is assuming they would only use those boxes for those specific activities, which not all of them did.
And seriously one million pilots being multiboxed? So I guess computer resources (which you seem to be so hung up on) are not limited in this hypothetical? So why can’t people be limitless in the hypothetical as well. 1 million miners piloted by 1 million people. Well, I guess they consume more food than 1 million miners piloted by 1 person. But last I checked food isn’t an in game faucet or sink (Possible idea, PLEX for Pizza, we might be onto something here). They still consume the same number of mining ships, and charges. That can be quantified in the game.

Honestly, if there was a group of people mining and you were roaming, how many of them would actually undock and give you PVP content if they are hardcore miners?

Lowering the average to make you look better since 2012.

Hopelesshobo
Hoboland
#54 - 2015-12-18 22:40:27 UTC
SurrenderMonkey wrote:

Yes, you have more or less successfully recapped the conversation so far. What you haven't done is answer the question.

You have listed some calculations that would have to be made. Well done.

You haven't given any actual cost for those calculations. You don't even really have the ability to do that. Then, based on this entirely unpriced list of steps, you've clutched your pearls and said, "THINK OF THE TIDI!"

What possible argument do you imagine you could be making by stating the painfully ******* obvious fact that there would be more calculations involved, without actually being able to make any assertion about the cost of those calculations?

What is the relative computational cost of a boolean check Vs. dividing one by the square of a distance? Relative both to each other, and to the total cost-per-tick of all operations?

I know you can't answer that, you know you can't answer that, so why are you pretending that you can make a meaningful argument in terms of "Server load"?

Great, there will be more of it! Put a number on "How much" or it doesn't actually matter.

Is there a dev tag next to my name? If there is then CCP owes me some paychecks. How are any players supposed to know that it will take 4 bytes of ram for this action and 28 bytes for this action and those take x amount of milliseconds to calculate, unless CCP gave us their source code and told us the hardware of their servers and how everything is connected?

Boolean checks are nice and quick and not resource intensive compared to what they would need to do to calculate falloff. Do I know what the actual resource cost is? No. But I would rather implement an idea that doesn’t stress a server that is already needing to slow everything in game down to 10% speed just so it can keep up with everything the players are throwing at it.

The other thing with keeping at as a Boolean check is that each individual pilot wouldn’t need to have a customized boost strength calculated for it. It either checks it on, or off. It doesn’t have to figure out how much the attributes need to change at the individual level.

So just looking at the basic level of it, it doesn’t seem to scale well. But like I said, I’m not a dev, and like I said previously, if they managed to pull that off (especially adding falloff) then I will be impressed by the work that they put out rewriting the wonderful code that’s been being used for the past how many years.

SurrenderMonkey wrote:

So, you're going with semantics, then? Fine. I'll humor you.

Yes, command multiplexing and command automation are technically different things, and command automation was banned first.

However, from an actual substantive perspective, it's quite immaterial, and the net result is that, by making this distinction, you've wound up with an internally inconsistent position.

Can you see it? No? I'll help.

Quote:

100 pilots botted by 1 person does not produce anything in the game that 100 pilots piloted by 100 people cannot, either.


Or a thousand. Or a million.

If we accept your assertion that one player utilizing command multiplexing to generate MANY times the normal output that a single player could generate is in no way problematic for the game, why would we not also accept this claim as it pertains to command automation?

If we accept your position on multiplexing as a given then, by the same logic, automation is also not a problem, so explain the basis for your arbitrary, self-serving distinction between the two, please.

How is it a self-serving distinction? I never broadcasted myself and in fact if CCP did allow broadcasting to come back, I would probably be faced with more competition, so if anything I would be nerfing my own income.

Anyways, the difference that I personally see is that with command multiplexing, the person is physically at the keyboard, making all the commands. This person needs to take breaks from the game just like any person controlling 1 pilot needs to. That is the distinction between botting and broadcasting, and that is why they are 2 separate definitions that are now both bannable offenses.

From there, you are looking at it from the level of the person. How many people play the game is not how any subscription based game is measured. It’s the number of subs that they have is what determines the health of any game, and how many of those subs are logged in at any given time. So if instead of looking at it at a player level, let’s look at it from a corporation level.

A pilot makes a corporation and this pilot manages to get 99 other pilots to sign up for his corp. The CEO then siphons off 10% of everything the pilots do in the game, and through deception and number fudging, he only gives 5% back to everyone although he ensures that all proceeds go back to everyone. He pockets the remaining 5%. Suddenly this one person has the income of 21 pilots. If this seems too extreme, how about take a look at the larger organizations in the game, and now they only have to siphon off 1% or less. So should we ban corporation tax as well?

What a lot of people don’t know about ISBoxer, is that it is not plug and go. You don’t just install it and expect yourself to be able to do what you want with 200 pilots with a single mouse click. It can take hours if not days and many versions to get a setup going that works efficiently.

Lowering the average to make you look better since 2012.

SurrenderMonkey
State Protectorate
Caldari State
#55 - 2015-12-18 22:56:17 UTC  |  Edited by: SurrenderMonkey
Quote:
Sorry, but a boxer that is boxing 10 pilots consumes as much as 10 pilots.


That's a uniquely insipid claim. There's one character that needs stuff, and 9 characters that need little more than a barge.

My PI alts certainly don't consume a fraction of what my main does in ships, skillboooks, or anything else, for that matter. I just have 3 characters worth of passive PI income that I wouldn't otherwise have.

I sure as **** do not consume three times as many PI goods.

Hopelesshobo wrote:

Is there a dev tag next to my name? If there is then CCP owes me some paychecks. How are any players supposed to know that it will take 4 bytes of ram for this action and 28 bytes for this action and those take x amount of milliseconds to calculate, unless CCP gave us their source code and told us the hardware of their servers and how everything is connected?

Boolean checks are nice and quick and not resource intensive compared to what they would need to do to calculate falloff. Do I know what the actual resource cost is? No. But I would rather implement an idea that doesn’t stress a server that is already needing to slow everything in game down to 10% speed just so it can keep up with everything the players are throwing at it.


So you admit you don't actually have any useful metric upon which you could base your opinion, but you're still going to express a preference anyway because apparently, based on the zero information you have available, it would slow everything in game down to 10% speed.

How ******* ignorant is that?

You: But but but... THE SERVER LOAD!
Me: How much server load?
You: What? How could I possibly know that, I'm not a dev.
Me: So you don't actually have a point pertaining to the server load.
You: Yes huh, THE SERVER LOAD!

You're jumping between mutually exclusive arguments like a Jack Russell Terrier on crystal meth.

Either you know something about server loads involved and can make an argument in that vein, or you don't, and need to stop pretending like you can base an argument around it.

Quote:

A pilot makes a corporation and this pilot manages to get 99 other pilots to sign up for his corp. The CEO then siphons off 10% of everything the pilots do in the game, and through deception and number fudging, he only gives 5% back to everyone although he ensures that all proceeds go back to everyone. He pockets the remaining 5%. Suddenly this one person has the income of 21 pilots. If this seems too extreme, how about take a look at the larger organizations in the game, and now they only have to siphon off 1% or less. So should we ban corporation tax as well?



....

We don't care about the income of the one person, we care about the introduction of material to the game economy. This scenario has 99 pilots expending 99 pilots' worth of effort to generate 99 pilots worth of material. The fact that they choose to pass a portion of it off to another character has no broader impact than that which directly affects the involved parties.

Quote:
What a lot of people don’t know about ISBoxer, is that it is not plug and go. You don’t just install it and expect yourself to be able to do what you want with 200 pilots with a single mouse click. It can take hours if not days and many versions to get a setup going that works efficiently.


Nor is a highly efficient automation setup. Why do you think, "Oh, there's some frontloaded effort involved," is meaningful data?

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

Hopelesshobo
Hoboland
#56 - 2015-12-19 08:31:09 UTC
SurrenderMonkey wrote:

That's a uniquely insipid claim. There's one character that needs stuff, and 9 characters that need little more than a barge.

My PI alts certainly don't consume a fraction of what my main does in ships, skillboooks, or anything else, for that matter. I just have 3 characters worth of passive PI income that I wouldn't otherwise have.

I sure as **** do not consume three times as many PI goods.

You are correct, that your PI alts do not consume as much as your main character does on an individual level. But they are all part of the same group, and your main consumes more then what someone else would if they had your level of activity and only had 1 account. But since you have 3 PI alts instead of just one you must be flooding the economy as well. What about the person that has 1 PI character and he has chosen to make a career out of it?

And who cares what specifically your alts are generating. Everything in the game is either a liquid asset or a hard asset. Anytime you produce more of a hard asset then you can personally use, you liquidate it and turn it into something else you can use. So all that extra PI gets turned into a deadspace fit Bhaalgorn that you took out to lowsec and got whelped (Just an example, not going to bother trolling through your killboard, and I don’t really care what you do with the extra PI).

SurrenderMonkey wrote:

So you admit you don't actually have any useful metric upon which you could base your opinion, but you're still going to express a preference anyway because apparently, based on the zero information you have available, it would slow everything in game down to 10% speed.

How ******* ignorant is that?

You: But but but... THE SERVER LOAD!
Me: How much server load?
You: What? How could I possibly know that, I'm not a dev.
Me: So you don't actually have a point pertaining to the server load.
You: Yes huh, THE SERVER LOAD!

You're jumping between mutually exclusive arguments like a Jack Russell Terrier on crystal meth.

Either you know something about server loads involved and can make an argument in that vein, or you don't, and need to stop pretending like you can base an argument around it.

You were the one that suggested adding falloff to links instead of having a link that works off grid and one that works on grid in boolean fashion. You have not provided any metrics proving that it wouldn’t add meaningful server strain while the server is already under peak load conditions. Where did I mention that we would be under 10% Tidi anytime boosts would go up. My concern is when Tidi is already in place that it could just make it worse when the boosts could just be a simple boolean check and be done with it. So why shouldn’t I question it? Because the forum lord of the F&I has decreed it to be?

It is not my responsibility to provide you with numbers to back up your idea in a conversation. You are the one with the burden of proof. I have given you a run down version of the additional things the servers would have to do if falloff were to be added, to address my concerns about your idea. It’s up to you to go back to your drawing board and come back to me and say “I looked into your concerns, and it would or wouldn’t be an issue because the servers are awesome and with the optimizations CCP have performed, we would still see a decrease in Tidi through server magic at the quantum level during the course of a large scale fleet engagement.” (Just more technical of course). At which point I can either agree or disagree and then we move on to another topic. it's not like we are congress trying to pass a bill here, we are on a forum throwing around ideas.

I mean at this point in the conversation, you are trying to pick apart why I disagree that falloff on links is a good idea and not even debating off grid vs on grid boosters at this point, which was the main point of this entire thread. Don’t you think this has gotten a bit petty and we should probably let the devs deal with if they should have falloff or not? Can we at least find some middle ground and move on beyond this point, because this falloff thing is just going to go in circles until ISD comes in and figures we are just ranting at each other and locks the thread.

Now, to go back to the original debate we were having...

You feel that on grid boosts would add more dynamic gameplay and offgrid boosts are essentially a plague on the game.
I feel that off grid boosts are able to be countered and that there is no need to outright remove off grid boosting. Now, that's not to say that on grid boosting shouldn't be more desirable then off grid, but off grid boosting should always at least be an option.

SurrenderMonkey wrote:

....

We don't care about the income of the one person, we care about the introduction of material to the game economy. This scenario has 99 pilots expending 99 pilots' worth of effort to generate 99 pilots worth of material. The fact that they choose to pass a portion of it off to another character has no broader impact than that which directly affects the involved parties.

But you do care about the income of one person because if 99 characters are funneling their income to 1 character, and they just happened to be boxed, then it is bad for the economy. But if 99 characters are just producing away and doing with it as they please, it’s ok for the economy.

Have you ever thought that when people box, they generally generate shiny killmails on their main that is worth a lot of isk more frequently than people who don’t box? Boxers don’t look at production and consumption at an individual level, they look at it like a CEO managing corporate assets.

Lowering the average to make you look better since 2012.

Reaver Glitterstim
The Scope
Gallente Federation
#57 - 2015-12-19 08:53:43 UTC
The problem with removing off-grid links entirely is that it will asymmetrically penalize large gang and nullsec pvpers. This is because a small gang will all be moving together as one unit, where as a large gang or nullsec alliance will have trouble deploying links all on the same grid. I know many are of the opinion the only truly large gang pvp is with links, however they are a difficult management issue and giving one side ready access to them will give asymmetric bonuses to one side. I feel this is not healthy for the game.

A compromise is to allow fleet commanders to still give off-grid links while making wing and squad commanders on-grid only. This allows large gang pvpers to benefit from links just as much as small groups, but forces links to be moved on grid for a small fleet. This means in small fleet fights links will be a target-able asset as I'm sure is intended, without overly limiting another entirely valid style of game play.




See what I did there?

But seriously, on-grid links only will help small groups. It just won't help enough for most of you to dominate. It's less because N+1 rules, and more because large nullsec groups are actually highly skilled organizations of people who know what we're doing.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Hopelesshobo
Hoboland
#58 - 2015-12-19 08:58:01 UTC  |  Edited by: Hopelesshobo
Reaver Glitterstim wrote:

A compromise is to allow fleet commanders to still give off-grid links while making wing and squad commanders on-grid only. This allows large gang pvpers to benefit from links just as much as small groups, but forces links to be moved on grid for a small fleet. This means in small fleet fights links will be a target-able asset as I'm sure is intended, without overly limiting another entirely valid style of game play.


The only issue with this limitation is, with the current fleet setup, a fleet as small as 4 people could receive off grid boosts (Fleet Commander, Wing Commander, Squad Commander, 1 person in the squad). CCP would need to add a minimum number of pilots eligible to receive boosts to make something like that work.

Lowering the average to make you look better since 2012.

Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#59 - 2015-12-19 15:19:53 UTC
The good news is: you won't be able to have *ALL* boosts up at all time. You'll have to pick and choose which boosts you want, since there's only a few slots available.

And yes, I consider this good news. A couple of links are okay, but all of them together make every ship stupidly OP.

If that means that people will start using command ships for their intended purpose, that's even better news. L33t PvPers may have to rely on actual skills instead of double the resists, hitpoints, speed, tackle~ and neut range.

Does not spell doom for solo PvP either, for if neither has links you can still 1v1.

I sure hope they nuke the rorq while they're at it. The industrial core may need some repurposing, but for miners same as for anyone else: put the assets on-grid where we can shoot them! Twisted
Donnachadh
United Allegiance of Undesirables
#60 - 2015-12-19 17:45:49 UTC
Admission time here. I did not read any of the rest because my comments go directly to the OP.
The Primary Target wrote:
The problem with removing off-grid links entirely is that it will asymmetrically penalize small gang and solo pvpers. This is because a large gang will have ready access to deploy links on grid, where as a small gang or solo group will have trouble deploying links at all. I know many are of the opinion the only truly solo pvp is without links, however they are a powerful force multipliers and giving one side ready access to them will give asymmetric bonuses to one side. I feel this is not healthy for the game.

A compromise is to allow squad commanders to still give off-grid links while making wing and fleet commanders on-grid only. This allows small gang pvpers to benefit from links just as much as large groups, but forces links to be moved on grid for a large fleet. This means in large fleet fights links will be a target-able asset as I'm sure is intended, without overly limiting another entirely valid style of game play.

Off grid boost and bonuses in any form need to go away period, why?
Simple if you have something in the fight that is affecting the outcome then it needs to be in the fight where it is at the same risk as everything else in the fight.
No I do not care about how things are in real life or in any other game. Here in EvE I believe that all of this off grid crap needs to go away. The recent expansion of the size of the girds is a good step, but now it needs to be matched by the removal of system wide boost and bonuses and yes that even includes those that would affect all aspects of the game like miners, mission runners and the Incursion folks. If it affects what you are doing then it needs to be on grid with you.