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Dev blog: Command Bursts and the New World of Fleet Boosting

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Author
Donmadefy
Fuxi Legion
Fraternity.
#1261 - 2016-09-14 18:58:31 UTC  |  Edited by: Donmadefy
Zan Shiro wrote:
Donmadefy wrote:
So a single player now will have a harder time at running command boost with an alt vs a group of players.
How dose this balance for the small guy.

Tell me CCP as you're claiming this will help the little guy. More fairness to your command link restructuring, or just a ploy to blob more in hopes of membership subscriptions.



The blob has the same issues as (not) solo (already covered, dual boxing is not solo a fleet booster self run or player run is stll a second ship running), they have to keep track of boost timers and be in range of the next cycle. In theory you will get lucky and fast tackle is out of range for the burst. His boosts fade, no new ones...easier tackle kill.

this change gets boosters out of deep safes and/or dancing around structure shields. they are on the field and killable now. Its an improvement. As in current setup your (not) solo pilot was dealing with boosters they could never see anyway. Now if the (not) solo player can't drop the booster when on grid in a ball of ships about to spread the x km's of aoe boost that's how it goes. SSDD for the solo player really and not much change. As is now, that booster was untouchable anyway as solo couldn't scan this down and scare it off anyway. Its now touchable....lack of dps/alpha to drop it that's another issue.

And CCP has stuff in here to support this (non) solo stuff. the boosts only go away on docking and structure shield entry as I read it. Gate jumps keep the boosts in play. Put another way know your timers. Know they are good, jump jump jump. Think they will run out soon, stand by on outbound (or a celestial aligned to outbound) wait for old boost expiration, splash the boost then jump all newly boosted.





Like I keep saying. CCP claims this will help the small dude. However I ask how?

This change is limiting the smaller groups to compete vs the unfair mob. I'm not out looking for fair fights. I'm looking for a fight where I have a chance. By letting that larger group which I so love to engage have a boosting alt on grid. Vs me with no booster because I have no support to keep it alive unlike the said larger group which I fight.

So how is this balance?
Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#1262 - 2016-09-14 20:59:49 UTC
Donmadefy wrote:

Like I keep saying. CCP claims this will help the small dude. However I ask how?


Depends on how you define "the small dude".
Back when I was a small(er) dude, I got annoyed by offgrid boosted roflstomp mobiles in novice FW plexes.

Now, such a smaller dude will get a real brawl, and you'll both get more fun out of your ships.

Dualboxing an OGB by definition rules you out for 'Solo' or 'small dude' arguments I'm afraid... although I do see your point. Ironically, the same scales as the numbers at both ends go up a little: our 5 man gang vs your 5 man gang would give you a fight -- unless it's a 4 man + OGB kitefest; then you pretty much shut us out of the picture.

When neither party has links, balance is restored.

What you're trying to do is go up against a much larger gang with ongrid links, and under those circumstances balance would suggest the one guy loses. Even with links, there'd be logistics and EWAR to contend with ... such endeavours may be out of your league with or without links.
Zan Shiro
Doomheim
#1263 - 2016-09-14 21:05:56 UTC
Donmadefy wrote:
This change is limiting the smaller groups to compete vs the unfair mob. I'm not out looking for fair fights. I'm looking for a fight where I have a chance. By letting that larger group which I so love to engage have a boosting alt on grid. Vs me with no booster because I have no support to keep it alive unlike the said larger group which I fight.

So how is this balance?


You boost before the jump, unless I missed a change boosts stay on ship after gate jumps. Docking and structure shield only remove them as I read it. Your booster is on the other side of the gate. It only gets shot if you jump it.



The change is the booster is on grid to kill now. You boost before jump, now you can see their booster and try to kill it if there. Your booster is on the other side of the gate if so desired. As I read the changes if trained up these boosts are a few minutes. Lets be honest...if the fight is that bad 5-10 people will drop you long before your boost timers run to need a new burst.

Its not grrr cloaky boost t3 hiding somewhere in space. what was asked for...well we got it. Can't kill it that's on the player(s). And we don't even have test files to pyfa/eft yet to see how hard or easy to kill yet to see where this is going. T3 I am not sure if this will keep them in check or not as an example. That switch to rigs for +1 boost mod....could or could not hurt some fits since t3 can rely on rigs for their edge.

This game is an mmo. Its designed around group play not solo. game can't balance on the solo player having a chance against 5 players (all skills equal and all play to an average level at least).

Its a case of scaling dilemma. A game that makes solo easier, makes group play even easier.

Poof, magic balance pass. Your solo ship can now passably tank and shoot at a 5 man gate camp with better success. Guess what....so do theirs now. They have 5 ships just like yours....SSDD only now with more EHP and DPS.

Inb4 other MMO's do pvp lake boosts to lower level players to raise some stats to not be cannon fodder to the uber max levels. A. even with buffers cannon fodder still happens. B. you'd have people not join fleet and be solo too. If solo "buff" good enough, its just the headache of coordination. Also worth noting not much of a headache on gate camps or fights by structures. Former you are all right there. latter...is a bm the game always drops you to the same area anyway.
Alexis Ford
Good Names All Gone
#1264 - 2016-09-14 21:35:30 UTC
i think what most industrial people upsets with the Rorqual Boost changes is following.

"The Rorqual needs love" was a long time used joke thrown around.

What people hoped:
1. Give it NEW functions cause many got "lost" cause of new moduls/changes/bugs/etc.
Compressing Ore --- now can be done in a Pos everywhere and anytime (even standing is not counting anymore)
Create Jumpclones --- since the "Standing bug" hit, its not needed anymore
The cheap JF --- Jumprange and Fatique killed that

2. DO NOT EVER GET US TO PUT IT INTO THE BELT --- Never ever
Especially since the Mining Anos are "1 click warp" now.
And even more cause "Industrial Core" is a dead trap (an interceptor travel 30 systems in 5 minutes including Dscan-Warp to belt / an Interdictor makes 15+ System etc.) -- there is NO Intel that reaches this far out.

What we actualy get:
1. Put it into the Belt
2. NO new function --- that "stopwatch until death" is NOT a new function its a Modul with no real benefit.
Its like "if a Rorqual is in a Pos you have to wait 5minutes until you can shot it freely"
And NO ... i dont believe the talking "oh null sov holders have so many people ready all the time to save miners" thats completly negating the reality.
3. And please use MANY of them ... everything gets better with MANY ?
and PLEASE Cuddle up as near as possible ... give the roaming gangs a clear info where "all the easy prey" sits.
1 Dscan - 1 click "warp to belt" and you at least have a Rorqual.

What could help:
1. Make the "Hidden Mining Belts" in 0.0 and Lowsec hidden again ... there shouldn`t be a "warp to the Jackpot" button with this changes.
2. Make the Rorqual not Scanable with probes when in Industrial Mode (7 seconds until pinned down cause of its insane signature would negate the "Hidden Mining Belts" completly )
3. Change the "5 minutes safety Burst" to a "Microjumpfield-burst" which involves any now "secured" ship, to get shoot in the actual direction they are heading in this very moment ... like a fishswarm dashing out of the center when it gets attacked.
And make the regeneration time of this funtion to 1+hour or Burn out completly after one use.

I too would realy like to see some "Mningprotection fleets" BUT that will not happen ... not anymore with the accutal amount of accounts in eve online in the same Timezone/Alliance/Region AND the capability to react fast enough.
Lugh Crow-Slave
#1265 - 2016-09-14 22:01:46 UTC
all the ppl who think the invuln is a death trap obviously don't have enough ppl to support using a rorq
Zan Shiro
Doomheim
#1266 - 2016-09-14 22:12:03 UTC  |  Edited by: Zan Shiro
Alexis Ford wrote:
2. Make the Rorqual not Scanable with probes when in Industrial Mode (7 seconds until pinned down cause of its insane signature would negate the "Hidden Mining Belts" completly ).



2 was removed from the game long ago. CCP controls this via math. namely sig radius/sig strength. they changed the floor of that function so you can't bottom it out like in the past. magic value used to be 1.4 iirc...below this and my tengu can and did disappear from probes.

Lowest value the equation will support is the value a max skill prober, sisters gear with virtues can still generate for scna strengths. You can go below it....but the equation(s) stopped counting at that uber probers max value point.

They'd have to do something to have that function recognize an unprobable ratio again. I have a few fit/implant combo's on standby for when they adjust that function to work like the old days. Many would.

CCP actually doesn't make things immune. they boost stats to play with the math. Example: bastions jam proofing comes from they max the hell out of sig strength. It shoots up to like 300+, well above any known way (player or NPC) to get that high a jam strength. Worth noting its probably also why in bastion sig radius goes to crap. Otherwise you'd have hard to probe bs's real easy and real fast lol.
Alexis Ford
Good Names All Gone
#1267 - 2016-09-14 22:39:43 UTC
@Lugh Crow-Slave

You can only talk of "obviously not a death trap" if you ever have experienced the function of such a modul in live state on the server.
there IS no ship or modul now in existance ... but you insist you know that everyone which warns that this can be seen as Deathtrap should never own the ship he used for years now ?

So then let us take a fictional look from the other side:
Okay ... DPS for ships needs a Booster now on grid:
Without it your "guns" have doubled Cycle times
... halfed optimal and fall off
... Volleydamage gets reduced to 85%.
... All Guns for annos are "special marked" and cant be used against attacker.
... you will get a tiny dronebay to fight with these instead ... but your lookrange is reduced to "Forget it"
... oh fitting a cyno on your DPS ship is also not possible to cal in help.

You need too bring now a 3Bil ship into every single Anomaly which cant move for 5 minutes to get back your DPS ?
And the anomaly you do is 1 of only 3 in the whole system on d-scan.
And only this Boostership can lite a cyno when in an Anno.

Now the comparison to the reality in:
Anno runner in 0.0 Sov space with upgrade @L5 have aprox 30-50 possible signatures they can use.
with 10-15 with good Isk for the Bang and can be hold @L5 with 3-4 chars easily

Miner have 5 signatures absolut maximum
... need weeks with 15+ Max boosted Miners to reach it AND hold it
... and only 2 are worth it do be done (L1-L3 much to small)
... and you now have 15 miners already in system
... which have to to cuddle near the bosster in one place
... and cant change system cause the L5 Belt is hard to get and to Hold
... and now we get a ship in it that sits up to 5 minute in its industrial mode and cant move

The change for Anno hunters is minor (if it was boosted).
Maybe loose 5-9% effective killspeed

The change for the Miner is hughe.
Risk 3bil in Trapmode or lose 50% of Miningyield

And now think what would happen to be introduced in the same manner but only for Anno hunting PVE pals.
may i than get you answer that its "obviously" you should not do ratting in annos ?
Lugh Crow-Slave
#1268 - 2016-09-14 23:04:14 UTC  |  Edited by: Lugh Crow-Slave
so you are telling me that you should be able to safely use the end game mining booster w/o having to have people to defend it?? at the point that you should be using the end game rorq you should have enough people in your alliance to show up and defend it in five minutes. if not use one of the lower level boosters OR use the rorq w/o the core and have an E-cyno set up. you want the reward of max boosts you are going to need to take the risk



just because you have always just been given these HUGE boosts for free does not mean that was balanced
Zan Shiro
Doomheim
#1269 - 2016-09-14 23:49:36 UTC
Lugh Crow-Slave wrote:


just because you have always just been given these HUGE boosts for free does not mean that was balanced



this really. CCP has been aware of the long ass mining ops for years. Kind of too long. Not accusing of botting but...if appearances are there that for some is all you need.

Some deep in the blue ball (you know, the jump fatigue rants as people still go but ccp we need to use 3 jb's to clear our system to have fights...these timers suck), those who don't set up in empire near code heavy systems....had their fun. All parties must end. Its now met mr. nerf bat. Not much empathy here. My hopefully funny take on this....

first they came for the unprobable CA tengus...and the miners said nothing since they did not run unprobable tengu.

then they came for the afk drone boats with npc aggro shift, and the miners said nothing since they did not run "afk" domi/rattler

then they came for can be safer mining boost setups...and there was no one left to speak for them.


Sure as hell not rat killers speaking up. Some bitter still to some level about loot table nerfs to make miners happy. Now they want sympathy....and find none. They can find that sympathy in the same place drone poop loot went. In the trashcan lol. Should have let us rat killers keep that...we'd be in their corner then.




Gyrr Sie
Zero Fox LLC
#1270 - 2016-09-15 00:14:48 UTC
I read posts up into the 500's then skipped ahead to the second dev post when it became clear that nothing new was really going to be added to the conversation. What I have not seen mentioned yet though is that CCP is not following the boost structure for miners that they are for combat pilots. I could argue that mining boosts != combat boosts but seeing as they are being treated the same way lets really treat them the same way.

The Rorqual, as a capital class ship should be giving less of a boost over a wider area than the Orca does. The Orca is the "Command Ship" equivalent in this scenario and should actually be the one applying max boost. This would open up the Rorqual to become something completely different and dare I say epically cool instead of the trailer queen that it currently is. Make it the mining equivalent to a ratting carrier and be done with it. You want risk vs reward... make the thing actually get some reward for being actively piloted instead of giving it all away for free to the exhumers/barges/ventures in the fleet. I don't know... maybe make it act like a capital ship or something...
Lugh Crow-Slave
#1271 - 2016-09-15 00:19:56 UTC
says nothing new was going to be added... adds nothing new
Gyrr Sie
Zero Fox LLC
#1272 - 2016-09-15 00:28:43 UTC
Lugh Crow-Slave wrote:
says nothing new was going to be added... adds nothing new


for some reason hasn't been banned from this thread for trying to sound intellectual when in actuality has only been trolling people the whole time. Also has yet to add any content worth reading for the initial 500+ posts as well as the last 200 where I picked it back up again.
Lugh Crow-Slave
#1273 - 2016-09-15 00:59:27 UTC
Idk i have pointed out many ways to use the rorq in these changes. as well as how to deal with standard boosts when solo
Gyrr Sie
Zero Fox LLC
#1274 - 2016-09-15 01:47:32 UTC
Didn't give myself enough credit... I only skipped ahead around 100 posts or so. Read more than I thought I did while I was at "work".

My opinion is still along the lines of radically changing the Rorqual from being an afk alt whose only job is to increase other characters mining output to something that would actually be fun to fly. Just like you can't assign your carrier fighters to ratters and then go afk anymore you shouldn't be able to give it all away (boost) while you sit there doing nothing in your Rorqual. You should just like in a carrier have to actually be piloting the thing to get any benefit from it. Give them boosts with a bigger range but less affect than an Orca just like the command ship / carrier relationship they have for combat boosts. Don't treat the Rorqual any more or less special than the other capital ships. if you want the additional output from flying a Rorqual make the pilot actually mine for his m3 instead of leaching off his minions.

I'll give you a little credit for having some useful posts along the way Lugh Crow-Slave however most of your posts come across as elitist trolling and its really rather pathetic especially in a thread this long.
Lugh Crow-Slave
#1275 - 2016-09-15 02:58:53 UTC  |  Edited by: Lugh Crow-Slave
Gyrr Sie wrote:
if you want the additional output from flying a Rorqual make the pilot actually mine for his m3 instead of leaching off his minions.



You mean like the new High yield mining drones? something like that?? the ones only the rorqual gets to use?


as for your idea of don't treat them any different than other capitals that is just a dull and boring way to go about things. look at the carriers you want to compare them too they are now way to similar to HAW dreads that there are very few areas in eve that they are worth using in over a dread
Gyrr Sie
Zero Fox LLC
#1276 - 2016-09-15 03:04:44 UTC
Other areas that have been mentioned but should be mentioned again regarding mining boosts just to give weight where I think it really needs to be.

1. Bumping macharials in the HS ice belts. Skiffs can orbit at 500 to mostly avoid these d-bags or fit an afterburner to your procurer and they generally can't get a good hit on you anymore. However an Orca is going to be their play toy until they let it go or they invite their gank fleet to finish it off. The only fix to this is going to also have a bumping macharial on standby to bump the other boosters / freighters off field as well... which happens to be my current stategy... they mess with my HS miners I return the favor. Had the last guys freighter on lockdown for two hours because I wouldn't let him warp off until he apologized for screwing with my Orca pilot. Of course that cost me 400 Million to buy the Macharial and fit it for bumping... but well worth it just for the salt.

2. Range of boost in NS belts, completely inadequate. Mining boosts != combat boosts... bring them on grid for obvious risk vs reward reasons but there is no reason not to give mining boosts a much larger range than the combat boosts. I don't hear the roids complaining about going pop too easily and forcing the miners into a furball is just making them an even easier target than they already are. I can see the Bombers Bar trailers now as they warp in click click boom...

3. Leadership/WC/FC skill points refund... There's way too much change in the mechanics to not refund these to people who skilled them up. If they want to put those points back into those skills for the range boost let them do so but they are no way the same or even close to what they were originally used for and saying otherwise is being disingenuous.

Gyrr Sie
Zero Fox LLC
#1277 - 2016-09-15 03:09:44 UTC
Lugh Crow-Slave wrote:
Gyrr Sie wrote:
if you want the additional output from flying a Rorqual make the pilot actually mine for his m3 instead of leaching off his minions.



You mean like the new High yield mining drones? something like that?? the ones only the rorqual gets to use?


as for your idea of don't treat them any different than other capitals that is just a dull and boring way to go about things. look at the carriers you want to compare them too they are now way to similar to HAW dreads that there are very few areas in eve that they are worth using in over a dread


exactly like the high yield mining drones... but go a step further and nerf their boosts. Capital pilots get enough advantage for themselves without taking the OP nature of being a capital pilot and compounding that affect exponentially across an entire fleet. Whether you consider that boring gameplay or not at least its actual gameplay which is a cut above mashing the button on boost and refilling the fuel bay every once in a while.
Lugh Crow-Slave
#1278 - 2016-09-15 03:10:07 UTC
I will agree with number two i see no real reason there should be a "range" on mining boosts if they were built in code that means they need range just set it to 10000k
Lugh Crow-Slave
#1279 - 2016-09-15 03:11:23 UTC  |  Edited by: Lugh Crow-Slave
Gyrr Sie wrote:
Lugh Crow-Slave wrote:
Gyrr Sie wrote:
if you want the additional output from flying a Rorqual make the pilot actually mine for his m3 instead of leaching off his minions.



You mean like the new High yield mining drones? something like that?? the ones only the rorqual gets to use?


as for your idea of don't treat them any different than other capitals that is just a dull and boring way to go about things. look at the carriers you want to compare them too they are now way to similar to HAW dreads that there are very few areas in eve that they are worth using in over a dread


exactly like the high yield mining drones... but go a step further and nerf their boosts. Capital pilots get enough advantage for themselves without taking the OP nature of being a capital pilot and compounding that affect exponentially across an entire fleet. Whether you consider that boring gameplay or not at least its actual gameplay which is a cut above mashing the button on boost and refilling the fuel bay every once in a while.



how is simply lowering the boosts adding any gameplay? it will be just the same in its mining but weaker boosts. and capitals are supposed to be fleet force multipliers the best way to do that in a mining capital is boost yield
Gyrr Sie
Zero Fox LLC
#1280 - 2016-09-15 03:25:37 UTC
My reasoning for lowering the boost rate on the Rorqual is for balancing purposes. Command ships get better boosts than capitals... Orca is the industrial Command ship... You shouldn't have to have a capital in that case to get the best boosts. The capital pilot will be able to do more than any other miner but also being the max boost puts an unequal pressure on the smaller corps / alliances that can't field one.

I thought the whole point of reworking boosts was to make them counterable and equitable across the board. Granted mining boosts don't really need to be counterable but they should be equitable across the board for smaller corps / alliances. They might not be able to get to the best spots to mine but at least they should be on even footing with the big power blocks when it comes to the actual mechanics of mining.