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CCP, save EVE

Author
Jonah Gravenstein
Machiavellian Space Bastards
#41 - 2016-09-28 13:22:32 UTC
Teddy KGB wrote:
Shae Tadaruwa wrote:

If you think you've made argues [arguments] in other threads, you're sorely mistaken.

i don't even need to read your post, coz i see your killboard.
hurr durr killboard...


In the beginning there was nothing, which exploded.

New Player FAQ

Feyd's Survival Pack

Serendipity Lost
Repo Industries
#42 - 2016-09-28 13:52:15 UTC
Dantes Wolf wrote:
It's not as much a "delete this or that" as it is: "Provide Endgame Options" - Most pilots who live here, hasn't got much to do: If stuff like "DED 10-20" sites were added, we'd go a long way - higher sites in null, for capital (and capital team RR options) we're introduced, we'd have a lot to do also.

Lastly; if monthly payments we're skipped, and cut down to optional Plex-buying for cash, we'd be a long way also..

Not that the later's gonna happen; CCP is a greedy corp, and they need to make ends meet, but if they made the game FFA, we'd see membercounts sky-rocket.

There's the solution to saving EVE, but.. Greed will be the downfall of the game, that's my verdict.

D.



Once eve is free and 100,000 new players join and daily server load is 130,000 - what are you going to pay for the required server upgrades with??? Free to play is great for small dorky games like forge of empires that don't have much depth to them. Eve is a beast on the hardware end. If it rises in popularity down the road - it would be even beastlier. That costs real money.

A lot of you free to play guys remind me of the corporate guys where I work. You sit in a vacuum, come up with an idea and don't really think it through sufficiently.

Seriously - if Eve is free to play - how will CCP maintain (little lone improve) it?
Cade Windstalker
#43 - 2016-09-28 16:06:36 UTC
Serendipity Lost wrote:

Eve would be a lot better off down the road if the ONLY benefit to owning SOV was the ability to say "I own this, come at me bro"


I'm really not sure where this idea got going. Tying Sov to things is useful mechanically because it creates a limiter for CCP to use (on things like Super Capital production, for one) and it also helps justify sov bills, which are a significant ISK sink which is very economically useful.

Take away the mechanical benefit and people will basically either stop caring and that'll become the meta, or they'll hold just enough Sov to put their name on the map and then live wherever because why pay money for something with no mechanical benefit?

Vic Jefferson wrote:
Everything wrong with EvE can trace itself back to diminishing the diversity of ships. Jump fatigue, AegisSov, and Citadels basically made capitals terrible. Carriers were interesting, and forced a good segue into a cap fight, but they axed that too. T3Ds basically took T1 frigates. destroyers. and cruisers out of the game. Warp speed changes basically took BS out of the game.

We want to play EvE online. We are given instead a handful of ships. Therein lay the problem.


This is demonstrably untrue. Eve's ship meta was at its least diverse pre-tiericide which didn't start until 2012 and the majority of user growth was before this. Also Capital Ship use is going up, not down and even with the post-Citadel changes Carriers are seeing more use than they did before Citadel and performing better as well.

Also Battleship use hasn't changed much historically with Battleships holding the same 90 day and all-time rankings on zKillboard and almost the same 7-day ranking. On a related note, non-T2 Cruisers are still the most used hull class in the game, and Frigates are number 2 over the last 90 days.

I'm not disagreeing that T3Ds and T3Cs are a problem, but CCP acknowledges that as well. I think the main point of disagreement here is whether they have a place in the game at all. Personally I think "jack of all trades, master of none" is a pretty good idea in theory, we'll have to see if it holds up in practice. They certainly haven't removed Frigates and Cruisers from PvP in the game though.

Personally I think both you and the OP are massively over-simplifying a complicated problem at the core of which lies the fundamental truth of any form of entertainment, that people will eventually get bored. Every MMO shows this kind of boom and bust cycle. Eve had a good half a decade or so buoyed by a lot of positive changes to the game and some really wide ranging press, but at the end of the day it's not everyone's game and not everyone who likes it stays subbed all the time.

If Eve does have a systemic problem it's certainly not going to be fixed by people whining on the forums about simplistic solutions...
Merchant Rova
Tidal Lock
Vapor-Lock
#44 - 2016-09-28 17:12:58 UTC
Yodik wrote:
Merchant Rova wrote:
I seriously think this is the dumbest thread of all time.

Yodik wrote:
also remove random holes and keep just statics, except thera.


You understand how statics work right?

until u dont warp on them, yes. remove that option too and make static available from both side all period.


Thats literally what statics are. If you remove K162 holes there are no more statics. Have you tried ever leaving Thera?
Teckos Pech
Hogyoku
Goonswarm Federation
#45 - 2016-09-28 21:28:42 UTC
Teddy KGB wrote:
Quote:
Cynos have already been nerfed with fatigue and jump range reductions. In fact, some point to these changes as to why they are leaving, so again...what is the argument here?

This statement is a widespread delusion and deservs a big discussion. The fatigue and jump range brought a big boost of defense. Using caps in small battles in home regions got very safe against subcapital fleets and small-mid scale roams. When you know that there are no anycapital forces around you can easily drop couple carriers into a battle without fear of being counterdropped. So it's a very safe and cheap way to kill a ranodm roam in your home system. Cheap because the cost of fitted carrier is equal to price of fitted marauder. Another delusion is that one falcon switch of a carrier, because in fact carrier in 99% times used as additional force to existing fleet, so this type of argue is pretty result oriented and polarized.


And prior to that force project was one reason you had a vast swaths of NS that were essentially abandoned but were held as buffer zones. Force projection, marching giant fleets across the map very quickly, along with Dominion Sov created a map that looked like this, vs. the one we have today.

Yes, it does give a home field advantage, at least in theory, but considering that super capitals and even capitals do not appear to be as handy in Aegis Sov as Dominion Sov with fatigue and jump range restrictions I do not find that view very compelling. To be clear, we have yet to see super capitals and capitals being the deciding factor in sov warfare so far. Maybe it will become that way some day, but right now...not seeing it.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#46 - 2016-09-28 21:36:19 UTC
Teddy KGB wrote:

Quote:
sanctums and havens....what is the connection there?

Sanctum and havens have killed DEDs exploration. Nobody struggle for 10/10 anymore. DEDs allways used to be an escalation point for PvP content. Your fleet came in system, see ships on d-scan, you come there, if they just left the DED you didn't fly away but ran that DED as a compensation, while very often people who were kicked out of it came back regrouped and this made PvP in space. This all happened coz there was something to fight for, now DEDs cost dropped from 1.8 bil to 0.6 bil in maximum chance of loot drop. At least you can leave sanctums but remove the escalation that it gives, as it devalues DEDs.


Why can't you do this with things like sanctums, havens and escalations? Set up temporary base in the system and run their sites until they can get a large enough group to make a fight?

Teddy KGB wrote:
Quote:
Here is another issue with the argument of "because of svipul". There has been a number of Ship-of-the-day or the like. Back in 2008 or so it was nano hacs zipping around at speeds like 3,500m/s or faster.

There is a little difference between svipul nowadays and nanoishtar in 2008 and it's the price. Maybe you remember the price for t2 polycarbon rigs that days? considering the inflation the price of that nano ships was just huge. for instance dominix cost ~60mil in 2008 while t2 policarbons cost about 80mil.


Yes, and the ships/modules were rebalanced not removed. And ISK is a horrible thing to balance on because obtaining ISK is very easy. Lots of people skilled for and used nano HACs, so much so that it was nerfed. Removal is pretty extreme when simply re-balancing can work.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Dior Ambraelle
University of Caille
Gallente Federation
#47 - 2016-09-28 22:41:43 UTC
2 quick ideas to fix the T3 problems:

- T3Ds killed frigates problem: new high level DED sites, which would be a serious challenge for a solo T3D, and the acceleration gates only allow frigates to pass. People would need a small fleet of frigates to do these.
- T3Cs by general problem: now that CCP has good statistics about the most/least common configurations, they could do an actual rebalance, by erasing every numbers on every subsystems and starting to rebuild them from 0. Sure, it's much harder than nerfing something - again...

If you want an intelligent argument, please do, I'm up for it!

But if you want a trolling contest, I will win it by simply not participating.

Teddy KGB
Red Warming
3200.
#48 - 2016-09-29 13:53:19 UTC
Quote:
Why can't you do this with things like sanctums, havens and escalations? Set up temporary base in the system and run their sites until they can get a large enough group to make a fight?

whats the point in running sanctums? the problem i was talking about is that sanctums made DED useless, as its loot got cheap..
aldhura
Blackjack and Exotic Dancers
Top Tier
#49 - 2016-09-29 18:54:01 UTC
This thread is based on facts Shocked from years of research Roll, I like it. Blink

Elvis lives thread ArrowArrow
Teckos Pech
Hogyoku
Goonswarm Federation
#50 - 2016-09-29 19:50:54 UTC
Teddy KGB wrote:
Quote:
Why can't you do this with things like sanctums, havens and escalations? Set up temporary base in the system and run their sites until they can get a large enough group to make a fight?

whats the point in running sanctums? the problem i was talking about is that sanctums made DED useless, as its loot got cheap..


So are you butthurt over cheaper loot or that they have reduced PvP?

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

baltec1
Bat Country
Pandemic Horde
#51 - 2016-09-29 19:58:06 UTC
Teckos Pech wrote:
Teddy KGB wrote:
Quote:
Why can't you do this with things like sanctums, havens and escalations? Set up temporary base in the system and run their sites until they can get a large enough group to make a fight?

whats the point in running sanctums? the problem i was talking about is that sanctums made DED useless, as its loot got cheap..


So are you butthurt over cheaper loot or that they have reduced PvP?


Cheaper loot methinks.

Cade Windstalker
#52 - 2016-09-29 21:20:28 UTC
Dior Ambraelle wrote:
2 quick ideas to fix the T3 problems:

- T3Ds killed frigates problem: new high level DED sites, which would be a serious challenge for a solo T3D, and the acceleration gates only allow frigates to pass. People would need a small fleet of frigates to do these.
- T3Cs by general problem: now that CCP has good statistics about the most/least common configurations, they could do an actual rebalance, by erasing every numbers on every subsystems and starting to rebuild them from 0. Sure, it's much harder than nerfing something - again...


These are both kind of lousy solutions.

The problem with T3Ds isn't PvE content, it's when someone in a T3D looking for small gang, solo, or even large-fleet small-ship combat meets an equal or even slightly larger number of Frigates the T3Ds pretty much win. They're also strong enough to beat out larger ships designed and run away from anything that might actually threaten them. Putting in PvE content for frigate groups doesn't do anything to fix T3Ds.

Wiping out and starting over from scratch only sounds like a good idea to someone who has never done balance work before. For a start you completely lose the reference point of all of that data you've got. If you want to use the data you can't actually wipe everything out as a starting point, you have to change and tweak based on what you've already got.

Also wiping things out creates problems for players who have trained skills and want them to still be useful similarly to how they were before. If the players get pissed CCP has to either work out a refund for the SP or a conversion or something and that's more work for them, which means less work to spend on other things.

Generally speaking the problem with T3s is one of magnitude not of general concept. The problem isn't with the idea of a ship that's a bit better at things than T1 but not as good as T2 and has to decide how it's going to fit, the problem is when you wind up with a ship that's functionally a lot better than T1 and slightly better than T2, either in absolute terms (T3Cs with tank and gank) or in some semi-oblique way because of being slightly better at two things creating a ship that's very much better in one general way (10MN T3Ds). Unfortunately that's a kind of hard balance problem to fix without either failing to fix it or creating something that's been nerfed too hard, neither of which is desirable.
DEXTRAMF
3200
3200.
#53 - 2016-09-29 21:49:38 UTC  |  Edited by: DEXTRAMF
This is my first post on the forum, because the problem really exists.

Overall, I totally agree with TeddyKGB.

In 2013, the playing process was really interesting. There was a balance of ships, was pvp action and it was interesting to fly in solo and in a gang.

Now all of this is disappear. The current reality is that you can fly one hour, two or three, and not find a fight. You can fly for hours and die on the drop of capitals. Cyno drops capital and masers. Capitals currently have everyone. People are moving out from systems and come together in large groups of people and there are sitting in the dock just waiting for your dissapeareance. No Pvp Content. Just find another blob and die from capital cyno drop WTF???

No point in making complexes 10 \ 10. Farm anomaly in the pet system, and nothing else to do. As a result, people are sitting in the home system, no roaming and does nothing. Playing bored. Content is not present. Therefore, if ССP do not make a cyno and capital nerf - online will fall further. It's obvious. Just not fun to fly and die from the capital drop.

For example, "entozis Fozzy Sov" and with the introduction of the strongholds - it's not necessary. What for???
Large-scale battles "blob to blob" it is simply not profitable, just sit and farm green anomaly.
T3D Svipul everything does better, no need to use frigates\AF\Crus type.
It's just casual player's point of view and I hope CCP do all their best to find out a general solution to fix it up.

Thanks.

https://www.youtube.com/watch?v=LbKvVT1wZdc
Dior Ambraelle
University of Caille
Gallente Federation
#54 - 2016-09-30 02:46:31 UTC
Cade Windstalker wrote:

The problem isn't with the idea of a ship that's a bit better at things than T1 but not as good as T2 and has to decide how it's going to fit, the problem is when you wind up with a ship that's functionally a lot better than T1 and slightly better than T2, either in absolute terms (T3Cs with tank and gank) or in some semi-oblique way because of being slightly better at two things creating a ship that's very much better in one general way (10MN T3Ds).

Maybe I misunderstand something, but isn't the whole meaning of tiers is that each of them is better than the previous? So T2 is better than T1 and T3 is better than T2 and much better than T1?
Also, I never made game content before, so I don't know how hard it actually is to balance the T3Cs' 5 subsystems, which makes 1024 possible subsystem-combinations for each of them (wait, what?) but if you can get me into the game development, I'd like to try it.
DEXTRAMF wrote:
The current reality is that you can fly one hour, two or three, and not find a fight. ... No Pvp Content. ... Content is not present.

Isn't EVE supposed to be a PVP-based sandbox game? As much as I understand, this means that players should be creating the content through PVP actions. And PVP is definitely present, I saw CODE destroying a freighter today in hi-sec (and I managed to get some t2 salvage too), so the content is definitely there, maybe you're just looking for it at the wrong place.

If you want an intelligent argument, please do, I'm up for it!

But if you want a trolling contest, I will win it by simply not participating.

elitatwo
Zansha Expansion
#55 - 2016-09-30 04:01:21 UTC
Dior Ambraelle wrote:
...Cade...
Maybe I misunderstand something, but isn't the whole meaning of tiers is that each of them is better than the previous? So T2 is better than T1 and T3 is better than T2 and much better than T1?


This is the law!

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Teckos Pech
Hogyoku
Goonswarm Federation
#56 - 2016-09-30 04:40:34 UTC
DEXTRAMF wrote:
This is my first post on the forum, because the problem really exists.

Overall, I totally agree with TeddyKGB.

In 2013, the playing process was really interesting. There was a balance of ships, was pvp action and it was interesting to fly in solo and in a gang.

Now all of this is disappear. The current reality is that you can fly one hour, two or three, and not find a fight. You can fly for hours and die on the drop of capitals. Cyno drops capital and masers. Capitals currently have everyone. People are moving out from systems and come together in large groups of people and there are sitting in the dock just waiting for your dissapeareance. No Pvp Content. Just find another blob and die from capital cyno drop WTF???


This is not new. I have gone on roams where you see nothing for system after system. As for capital drops I recall on one roam we were dropped by a super carrier well before fatigue and jump range nerfs.

So no, this is not something new.

Quote:
No point in making complexes 10 \ 10. Farm anomaly in the pet system, and nothing else to do. As a result, people are sitting in the home system, no roaming and does nothing. Playing bored. Content is not present. Therefore, if ССP do not make a cyno and capital nerf - online will fall further. It's obvious. Just not fun to fly and die from the capital drop.


Please, the OP is butthurt over the drop in the value of the loot and nothing more. Want some PvP, go take a solid fleet to somebody's system and camp a popular ratting system. We used to do this with Goons when I was in IT Alliance years ago, they'd eventually form up and we'd have a running fight with them.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

elitatwo
Zansha Expansion
#57 - 2016-09-30 05:14:37 UTC
Teckos Pech wrote:
...
Please, the OP is butthurt over the drop in the value of the loot and nothing more. Want some PvP, go take a solid fleet to somebody's system and camp a popular ratting system. We used to do this with Goons when I was in IT Alliance years ago, they'd eventually form up and we'd have a running fight with them.


I like it!

Or if you find some newbs trying out sov and it turns out that you shouldn't take sov when you cannot defend it or someone who can will take it.
But in my defense, it just happened. And I am so glad that taking sov doesn't involve 3000 supers anymore and you have a lot of small gang action.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Shae Tadaruwa
Science and Trade Institute
Caldari State
#58 - 2016-09-30 13:45:46 UTC  |  Edited by: Shae Tadaruwa
Teddy KGB wrote:
Shae Tadaruwa wrote:

If you think you've made argues [arguments] in other threads, you're sorely mistaken.

i don't even need to read your post, coz i see your killboard.

Instead of engaging your epeen, you should try engaging your brain; and start making coherent and good argues [arguments].

PS. For an epeen flopping contest, your killboard isn't all that flash. Barely out of nappies when it comes to pvp.

Dracvlad - "...Your intel is free intel, all you do is pay for it..." && "...If you warp on the same path as a cloaked ship, you'll make a bookmark at exactly the same spot as the cloaky camper..."

Dior Ambraelle
University of Caille
Gallente Federation
#59 - 2016-09-30 19:09:00 UTC
elitatwo wrote:
Dior Ambraelle wrote:
...Cade...
Maybe I misunderstand something, but isn't the whole meaning of tiers is that each of them is better than the previous? So T2 is better than T1 and T3 is better than T2 and much better than T1?


This is the law!

Yay, another chart to remember! \o/

Okay, so navy ships are upgraded T1 ships, the logi cruisers got a huge improvement on their DPS, nice work, really nice!
Pirate ships are the best "unspecialized" ships, T2s are more specialized, need a lot more skills to use but still somewhat weaker and a lot cheaper.
The T3s should be about as good as the navy versions... what does "generalization" mean exactly? I mean in this context? I can imagine 2 possible things based on this picture:
A: the ships' basic abilities are about the same as the navy versions' but with the proper combination of subsystems and equipment and with the related skills maxed they could become about as good (maybe slightly better) than the T2s. I imagine this as the basic concept, even if the delivery resulted OP ships.
or
B: take the average stats of the navy ships and give them the rookie ships' bonuses, multiplied by the level of the "Strategic Cruisers" skill.

I know that the strategic cruisers' biggest advantage should be the ability to completely change their roles using a mobile depot, but for this much money and skill learning, I don't see a reason to make them much weaker than the T2 variants.

If you want an intelligent argument, please do, I'm up for it!

But if you want a trolling contest, I will win it by simply not participating.

Daichi Yamato
Jabbersnarks and Wonderglass
#60 - 2016-09-30 23:03:54 UTC
Think of them as being able to combine two or more abilities into a single ship but with not as much power.

E-war t3's are a good example. Recons get volleyed off the field easy in big fights so people use t3's. They have more tank but their e-war is not as strong. Another good example is cloaky t3's. They can be bridged to covert cynos and are the toughest covert ships, but they don't do as well in a straight fight.

What has definitely gone wrong though, imo, is the combination of subsystems that give the t3's the gank and tank of command ships/battleships with the resist profile and mobility of hacs and interdiction nullification to boot.

Ccp have said, a long time ago, that they want t3's to be 'jack of all trades, master of none'. And they've also said words to the effect that t3's are not all bad. There are just a few subsystem combinations that are too powerful. Probably the above mentioned.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs