These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE General Discussion

 
  • Topic is locked indefinitely.
 

Show of support for getting dev time for fixing the blob 1000 VS 1 AKA The Alpha Problem.

First post
Author
Hecatonis
Imperial Shipment
Amarr Empire
#141 - 2012-01-13 07:56:35 UTC
DarkAegix wrote:
Focus firing really should be changed so it is not the only viable tactic for viable fleet fights.

Whether that's a logistics nerf in addition to restricted targeting, a form of space 'terrain' to stop ships sitting in huge blobs where every ship can readily fire at every other ship, fortress shield thing to defend your fleet or split another, or any other number of crazy schemes, fleet combat needs to have strategic depth similar to an RTS, and less like whack-a-mole.


focus firing isn't the only viable tactic though. just because its widely used doesnt make it good.

lets have a fake fleet fight a nice 500vs500, for simplicity sake lets say they are all the same on both sides they can lock instantly and follow orders without problem

fleet 1 lazy FC only call one primary at a time, fleet 2 splits fire between 2 primaries

first round fleet 1 losses 2 ships, fleet 2 loses one
second round fleet 1 has lost 4 ships fleet 2 has lost 2
third round fleet 1 has lost 6 ships fleet 2 has lost 3

see the problem? fleet one is focusing fire and is loosing very fast.

Now if you want to get really efficient then take a fight like this same fleet but this time fleet two splits their ships into 10 different wings each with their own commanders directing fire (it would be silly to expect one person to direct 10 different wings at the same time) and one FC commanding movement of the fleet as a whole and special "priority" targets.

first round fleet 1 looses 10 ships fleet 2 loose 1
second round fleet 1 has lost 20 ships fleet 2 has lost 2
third round fleet 1 has lost 30 ships fleet 2 has lost three

50 ships firing on one target will make short work of that target you are then not wasting so much damage on over kill.

this will be the third time i say this but i really needs to be said again, focus firing is bad and should be stopped.....at a player level.
Malcanis
Vanishing Point.
The Initiative.
#142 - 2012-01-13 08:06:31 UTC
ITT: people who know jackshit about fleetfights

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Lord Zim
Gallente Federation
#143 - 2012-01-13 08:17:10 UTC
DarkAegix wrote:
Focus firing really should be changed so it is not the only viable tactic for viable fleet fights.

Let me introduce you to the concept of the bomb.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Marlona Sky
State War Academy
Caldari State
#144 - 2012-01-13 09:04:44 UTC
Just bring 1000 Falcons and viola, no more alpha issues.
March rabbit
Aliastra
Gallente Federation
#145 - 2012-01-13 09:06:40 UTC
Nova Fox wrote:
How to fight and win against the blob?

Dont engage the blob.

Be in more places than the blob can be at all at once.

Definelty let the enemies blob for no reason its a real moral killer after doing this against them for a month.

Have nothing the blob can destroy while you are all alseep.

Pick off stragglers.

good luck with capturing station or system.... or killing/defending POSCool

The Mittani: "the inappropriate drunked joke"

seany1212
M Y S T
#146 - 2012-01-13 09:34:17 UTC
Hecatonis wrote:
DarkAegix wrote:
Focus firing really should be changed so it is not the only viable tactic for viable fleet fights.

Whether that's a logistics nerf in addition to restricted targeting, a form of space 'terrain' to stop ships sitting in huge blobs where every ship can readily fire at every other ship, fortress shield thing to defend your fleet or split another, or any other number of crazy schemes, fleet combat needs to have strategic depth similar to an RTS, and less like whack-a-mole.


focus firing isn't the only viable tactic though. just because its widely used doesnt make it good.

lets have a fake fleet fight a nice 500vs500, for simplicity sake lets say they are all the same on both sides they can lock instantly and follow orders without problem

fleet 1 lazy FC only call one primary at a time, fleet 2 splits fire between 2 primaries

first round fleet 1 losses 2 ships, fleet 2 loses one
second round fleet 1 has lost 4 ships fleet 2 has lost 2
third round fleet 1 has lost 6 ships fleet 2 has lost 3

see the problem? fleet one is focusing fire and is loosing very fast.

Now if you want to get really efficient then take a fight like this same fleet but this time fleet two splits their ships into 10 different wings each with their own commanders directing fire (it would be silly to expect one person to direct 10 different wings at the same time) and one FC commanding movement of the fleet as a whole and special "priority" targets.

first round fleet 1 looses 10 ships fleet 2 loose 1
second round fleet 1 has lost 20 ships fleet 2 has lost 2
third round fleet 1 has lost 30 ships fleet 2 has lost three

50 ships firing on one target will make short work of that target you are then not wasting so much damage on over kill.

this will be the third time i say this but i really needs to be said again, focus firing is bad and should be stopped.....at a player level.


I question your mathematical intelligence Roll, in that terrible scenario you used as an example assuming no external factors, exact same dps and tank, it would take fleet 1 twice as long to lose those 2 ships as fleet 2 losing its single ship, and this is where the problem lies, length of time taken to take down that ship, it matters because the longer you take, the faster logistics can get a lock on and try to cut out the incoming dps and rep it back up again, this is everyone shoots X, then Y, because the entire fleet can practically insta-pop it before logistics even get a look in, the only way you'd change that would be to remove reps as a cycle and make it a continuous stream/time.
March rabbit
Aliastra
Gallente Federation
#147 - 2012-01-13 09:52:27 UTC
Hecatonis wrote:

Now if you want to get really efficient then take a fight like this same fleet but this time fleet two splits their ships into 10 different wings each with their own commanders directing fire (it would be silly to expect one person to direct 10 different wings at the same time) and one FC commanding movement of the fleet as a whole and special "priority" targets.

if only alpha from 1 wing can instakill target. Let's say you have 10 ships in wing. Not sure they will blow target. Then logistics can work and next alpha will need to kill almost helthy target.

this is the main problem with splitting fire. Distance, tracking speed, resistances.... Many things do matter here.

The Mittani: "the inappropriate drunked joke"

DarkAegix
Center for Advanced Studies
Gallente Federation
#148 - 2012-01-13 10:00:43 UTC
Lord Zim wrote:
DarkAegix wrote:
Focus firing really should be changed so it is not the only viable tactic for viable fleet fights.

Let me introduce you to the concept of the bomb.

Let's hope TiDi makes them useful!
Lord Zim
Gallente Federation
#149 - 2012-01-13 10:02:22 UTC
I see them working just fine rather often.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Smendrik Von'Smendle
HighSecers United
#150 - 2012-01-13 12:16:35 UTC
I have thought about this issue for awhile.

1 thing I would like to see is a concept I call "Negative feedback".

If a reppers target happens to explode the module(s) that were repping the destroyed target take damage not unlike a T2 mining crystal, or worse.

If a reinforced/triage mode reppers target gets destroyed I would say that the module should go pop.

The other idea I have been thinking about is sorta like a temp invulnerbility module. You turn it on and for 1 cycle you absorb all damage after the cycle all associated slots (mid for shield, low for armor) are destroyed and your shield/armour count is 0.

To me this gives more options for repping/dps ratios and of course with anything number related can certain be tweaked.

Reilly Duvolle
Hydra Squadron
#151 - 2012-01-13 12:58:46 UTC  |  Edited by: Reilly Duvolle
Basically the socalled "alpha problem" is the result of a concious game design descison thet limits offensive output of any given ship (excluding doomsdays) to a level far below the effective hitpoints of said ship. If you were to revert that descision, EVE would be a totally different game.

This is also known as attrition mechanics in contemporary operational research that the worlds militarys conduct on a daily basis.
The principle is rather simple:

- If the attacker - on average - kills less than one opponent (multiple hits required to take down the target), it will always pay off to concentrate force on each target to take it down as quick as possible, resulting in the "alpha problem", aka blobbing.

- If the attacker - on average - kills equal or more than one opponent(a single hit will kill one or more targets (precision strike, area of effect weapons)), concentration of force will not enhance combat effectivenes, but may lead to taking heavier losses, which is not desirable, leading to dispersion and decentralization of forces.

To counter the "alpha problem" aka blobbing, you need to reduce the effective hitpoints or increase damage output to a level found in modern naval battles (a single misslie or torpedo sinks the ship), so that if you hit a target you will kill it.

Now this would ofc open up a whole new can of worms, rendering buffer and active hard tanking and remote repair obsolete, and increasing the necessity of speed, sig and ewar tanking. A whole new set of tactics would also need to evolve. in 1 v 1 engagements for example, the one who shoots first would always win, rendering missile systems and drones at a serious disadvantage compared to guns with current mechanics.

In conclusion, solving the "alpha problem" to a level where concentration of force would no longer pay off, would neccessitate a total rewrite of the eve combat system, and rebalancing every ship in the game. In short, a mammut task.
Mirima Thurander
#152 - 2012-01-13 16:06:18 UTC
so there's 4 main trains of thought going in this thread so far


1 - agrees its broken

2 - dose not think its broken

3 - is STILL suggesting ways to fix it even tho its been stated not to

4 - trolls, meh...




so yea, i wonder if i could get a forum mod to come in and clean up the thread.

All automated intel should be removed from the game including Instant local/jumps/kills/cynos for all systems/regions.Eve should report nothing like this to the client/3rd party software.Intel should not be force fed to players. Player skill and iniative should be the sources of intel.

Hecatonis
Imperial Shipment
Amarr Empire
#153 - 2012-01-13 16:43:25 UTC
March rabbit wrote:
Hecatonis wrote:

Now if you want to get really efficient then take a fight like this same fleet but this time fleet two splits their ships into 10 different wings each with their own commanders directing fire (it would be silly to expect one person to direct 10 different wings at the same time) and one FC commanding movement of the fleet as a whole and special "priority" targets.

if only alpha from 1 wing can instakill target. Let's say you have 10 ships in wing. Not sure they will blow target. Then logistics can work and next alpha will need to kill almost helthy target.

this is the main problem with splitting fire. Distance, tracking speed, resistances.... Many things do matter here.


it was 10 wings of 50 ships. the example was a hyper simplified one to show that focused fire with a limited set of primaries is a very inefficient way of doing it.

the goal is to not instapop a ship but to take them out in one to three shots.
Lord Zim
Gallente Federation
#154 - 2012-01-13 16:51:10 UTC
One shot sounds like "instapop". Three shots sounds like "oh dear, their logis outrep your damage, so sad".

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

WuMaTih
Federal Navy Academy
Gallente Federation
#155 - 2012-01-13 16:54:49 UTC
remove logistics from game only way to fix it.
supersexysucker
Uber Awesome Fantastico Awesomeness Group
#156 - 2012-01-13 17:12:30 UTC
You want to know how you "fix it"... line of sight.

Once everyone can't just target and shoot one guy with out hitting others... well, now it is target whoever is near you, or you have a line of sight on, blobs are also harder to use as you just have 10000 of your ships hitting eachother...

Fixed it all!

Blobs now need skill to use
Players now need skill to shoot
Hard to alpha as again line of sight in large fights will cause most shots to hit someone else.
No need to reduce HP or change guns.

Now give logis line of sight... O man, now you have fun and lolz, if a RR hit's an enemy ship and reps him, lol.

O crap forgot, brings a hole new aspect to the game, "meat" shields!

Also makes formations (if they ever get in the game) very useful.
Small gang pvp changes, as you can take hits for another ship if it is going down...

Yes lowsec and HS this would cause some issues with current aggression mechanics but...

I can't give the perfect idea =p
Petrus Blackshell
Rifterlings
#157 - 2012-01-13 17:37:28 UTC  |  Edited by: Petrus Blackshell
supersexysucker wrote:
line of sight.


If we abstract ships to spheres 1 km in diameter (a gross over-estimation of how big shps are), and assume a distance of 70 km (common engagement range for alpha fleets), you get an effective 0.81° angle of field of view that that ship occupies. In a 45° field of view (something like half your screen), you can fit 2172 of those ships (unless my math serves me wrong).

Of course, 2000 ships wouldn't be able to cram themselves that way in a perfect firing line (or surface), but a few hundred would -- and your "fix" would be rendered pointless.

Line of sight is just impractical for a space game since space is so friggin empty you can see everything. Not to mention the line of sight calculations are not trivial at all, especially because the ship models are not simple spheres like what I reduced them to. The calculations to see whether a shot passed between the two panels underneath a Maelstrom would be very difficult -- and doing thousands of these (8 per Maelstrom, of which there can be hundreds) would create the ultimate lagfest of doom.

So, no. Line of sight combat does not work as a mechanic in Eve.

Edit: and regarding "meat shields":

How easy do you really think it is to position yourself in that few degrees wide angle in just the right position to block shots when you are piloting a ship that moves 2000 mph (894 m/s) and masses more than 11 million kg (250,00,000 lbs on Earth)? Very. Hard. What about when both the ship you are protecting and its attacker are both moving at similar speeds, and your ship has a weird irregular shape? Nigh impossible.

Those numbers are for a meat shield Maller, by the way.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

KrakizBad
Section 8.
#158 - 2012-01-13 17:43:44 UTC
Mirima Thurander wrote:
so yea, i wonder if i could get a forum mod to come in and clean up the thread.

Removing posts you don't agree with isn't cleaning. Next time, don't open idiotic threads and this won't happen.
Jan'tor
Sebiestor Tribe
Minmatar Republic
#159 - 2012-01-13 17:44:24 UTC
hi I'm from wow, just here to tell you wow pvp is often all about alpha too

well, bye
Lord Zim
Gallente Federation
#160 - 2012-01-13 17:47:29 UTC
Mirima Thurander wrote:
so yea, i wonder if i could get a forum mod to come in and clean up the thread.

It could be cleaned up by removing it in its entirety.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat