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Citadel defenses are pathetic.....why bother?

Author
Dracvlad
Taishi Combine
Astral Alliance
#81 - 2017-01-10 07:52:47 UTC
Tuttomenui II wrote:
Dracvlad wrote:


Thank you for pointing it out so well, they really are pathetic, setup Eve style to be easy kills for content for easy jolly jape style play, that is why so many people don't even bother to man the guns, no one likes to play futile defence do they, I wouldn't, in fact I don't think I would waste my ISK on putting weapons on any I put up, in fact I think I will put about 80 up all around the same time and only use three.


Place them all in one system and place them strategically to create space ascii. Have you noticed that a citadel bracket icon in space already looks like the stars are giving you the bird?


Yeah I was going to put them up all in one system, well its a goal, I better get working on it then... Big smileCool

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Arkady Romanov
Whole Squid
#82 - 2017-01-10 07:56:47 UTC
Black Pedro wrote:
The sad irony is that Eve is more likely to die a slow, lingering death from the inertia of all these buffs to safety the carebears say they want, but actually remove not only the excitement of the risk of players, but the very reason for players to do stuff.


I like to call this process, "Trammelization"

Whole Squid: Get Inked.

Dracvlad
Taishi Combine
Astral Alliance
#83 - 2017-01-10 08:12:22 UTC  |  Edited by: Dracvlad
Black Pedro wrote:
You still haven't provided a clear reason why attacking a structure should be some sort of complicated operation that requires dozens of players to even get started on other than your own personal whim. How does setting a high bar of entry and locking out swathes of smaller entities from attacking structures make the game better?

I am willing to entertain the idea that Citadels and Engineering Complexes are too weak offensively and do not function as a sufficient force multiplier (although the killboard data doesn't seem to support this given how rarely these things die in highsec), but I have no clue why you think they should be something put up on a pedestal such that only large groups should be entitled to attack even though a single player can deploy them. Why is it so terrible a fleet a dude and his two buddies can take a crack at a structure? That is better than the alternative of sitting around doing nothing because their corpmates didn't log in.

As for can-flipping I could care less about the specifics. I joined the game when it was in the process of being removed and in my eyes in the grand scheme of things it is a slight variation of the suspect baiting we still have today. But the point was there were plenty of avenues for creative antagonists to create content in highsec. Read blogs of the era and you'll find hilarious tales of can-flipping, awoxing industry corps, ninja salvaging and so forth that gave highsec life (and eventually got me to try the game), all of which are gone now along with the artists of the era. Now things change and people leave the game, but it is not surprising if you remove content-creation tools, people are going to leave the game and interesting things will stop happening in highsec leading to decreasing player numbers as both antagonists and prey are bored out of the game.

Now that sounds overly pessimistic. We still have ganking and war declarations creating content in highsec, and actually these new structures promise to generate even more content given CCP finally patched the wardec/structure loophole, but wardecs and modern ganking are not really a casual, solo-friendly activity for an aspiring highsec antagonist. Highsec is now lacking casual, accessible tools for new player who wants to play as an antagonist leading to less and less happening there as both new aggressive-minded, and new industrial players have nothing to do.

The sad irony is that Eve is more likely to die a slow, lingering death from the inertia of all these buffs to safety the carebears say they want, but actually remove not only the excitement of the risk of players, but the very reason for players to do stuff. For most people, accumulating resources in the near perfect safety of highsec grows stale after a few months and unless they find a larger goal, these players will leave the game. This is why nurturing conflict everywhere in this game, including highsec, is so important.

Anyways, to tie this back to the OP, this is the primary reason Citadels are in the game: they are conflict drivers. It makes no sense to make them invulnerable to everyone but the largest groups in the game (who ironically were the ones attacking the structure the OP was lamenting over - if you make it such that PL cannot explode a manned citadel then who could?). They are there to be built, fought over and destroyed (and by groups of all sizes), creating content at each step. That cycle of construction and destruction is how Eve is suppose to work.


The can flipping question is actually very relevant, I started playing in 2009 and read C&P forum when it was more than just a forum for mercs to chest beat in. The content you had in terms of the old can flipping was simple easy kills with no risk, which I have to say is how Citadels in hisec are now, if people who shoot things want easy to kill no risk stuff and call it content then fair enough. What can I say, let us put up a big structure and make it like baby seal clubbing, so people get easy kill buzzes because we have to make it so one man and a dog can kill it for you know content. Where is the challenging content one asks? That is my reason, it is not a challenge so it is not fun, great having a 2.2bn kill mail, but fun, nope..., nothing about making them invulnerable. But a player turning up and manning it to to try to defend it should actually mean something, currently it does not in hisec.

They are not conflict drivers, because they are not worth defending, I would not put any defences in them and treat it like a large mobile depot, great content isn't it. And this gets back to the boredom issue of Eve.

War decs creating content in Eve, really..., if I get a war dec and then go into the pipes I get some guy in a GTFO ship trying to catch me on the gate if I am in something easy to kill, lovely content, if I am out of the pipes and do my stuff nothing and this was the case before watch list changes too. In fact I don't know why war dec entities bother war decking any hisec entities because most of their kills come from the logistcis of null sec entities.

All they have done is setup some white elephant in hisec which they got right in terms of the vulnerability timer though the Raitaru should be the same as the Astrahus, but the issue is the anemic defences which I am glad to see you acknowledged.

I knew it was going to end up being a boredom issue in hisec, but I see some good signs in lowsec and null, some of my contacts gave the Goons a good thrashing in CNC the other day around their Large Citadel, would love to see that happen in hisec, but with the capabilities of the weapons systems in hisec, it is not going to happen.

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Black Pedro
Mine.
#84 - 2017-01-10 08:56:15 UTC
Dracvlad wrote:
The can flipping question is actually very relevant, I started playing in 2009 and read C&P forum when it was more than just a forum for mercs to chest beat in. The content you had in terms of the old can flipping was simple easy kills with no risk, which I have to say is how Citadels in hisec are now, if people who shoot things want easy to kill no risk stuff and call it content then fair enough. What can I say, let us put up a big structure and make it like baby seal clubbing, so people get easy kill buzzes because we have to make it so one man and a dog can kill it for you know content. Where is the challenging content one asks? That is my reason, it is not a challenge so it is not fun, great having a 2.2bn kill mail, but fun, nope..., nothing about making them invulnerable. But a player turning up and manning it to to try to defend it should actually mean something, currently it does not in hisec.
I am still confused. Why do you think setting an artificial bar to attack is challenging? Isn't attacking the citadel of a 25-man corp with just you and your two friends a challenge? If anything, making it such that you require 20 people to attack a citadel removes the challenge, especially when most structures in highsec are deployed by small groups who will be curb-stomped by such a fleet.

I also don't see why you are all for preserving "casual content" for some players (like citadel owners), but making such that other casual players cannot even attempt to attack a citadel. How is it good for content generation that it is impossible for one 10-man corp to attack the in-space assets of another 10-man corp?

As you say, having a citadel should actually mean something and be something you are required to show up to and defend, even to a group smaller than you.

I don't know why I continue such discussions with you. I am just reiterating CCP position on the matter. They were transparent on the game design reasons for how they implemented citadels and the other structures. You can disagree with them, or perhaps be more constructive and point out areas where they may have missed the mark they were aiming for, but largely your posts in this thread are partially rambling thoughts on how you would design a space game and your personal views on how other players play the game. Well, your thoughts are noted, but I am not sure what you are hoping to accomplish.

If you think citadels are underpowered, then perhaps you could suggest some tweaks in your own thread that would support CCPs vision that they act as a force multiplier while still enabling groups of all sizes and in all sectors of space to fight over them.
Tuttomenui II
Aliastra
Gallente Federation
#85 - 2017-01-10 08:57:09 UTC
It is a shame that none of the AOE weapons are allowed in hisec, the super weapon i can understand. A war dec on a corp owning a citadel should result in the citadels in hisec receiving exclusion zones during a war dec. You get a warning when you attempt to warp to the citadel and a choice to continue or not. By entering the area during a war you accept the possibility of taking damage from the citadel when not close enough to be anchored and protected by it.

I am reminded of the good old days of people scanning me down in the lvl4 recon mission part 'toxic cloud' and taking damage, Or even getting instantly popped if they were in a frigate.
Gregorius Goldstein
Queens of the Drone Age
#86 - 2017-01-10 09:11:29 UTC
SurrenderMonkey wrote:
Can't imagine what point you think you're making.

You basically just described citadel defense working exactly as intended, which is to say that it is a force multiplier, and not a replacement for actually showing up to defend your assets.


^^ This. Anchoring a citadel without any fleet to back it up and hoping some HS mercs and the sturcture defence will be able to save the day was the pathetic part of the story.
Dracvlad
Taishi Combine
Astral Alliance
#87 - 2017-01-10 09:22:49 UTC  |  Edited by: Dracvlad
Black Pedro wrote:
Dracvlad wrote:
The can flipping question is actually very relevant, I started playing in 2009 and read C&P forum when it was more than just a forum for mercs to chest beat in. The content you had in terms of the old can flipping was simple easy kills with no risk, which I have to say is how Citadels in hisec are now, if people who shoot things want easy to kill no risk stuff and call it content then fair enough. What can I say, let us put up a big structure and make it like baby seal clubbing, so people get easy kill buzzes because we have to make it so one man and a dog can kill it for you know content. Where is the challenging content one asks? That is my reason, it is not a challenge so it is not fun, great having a 2.2bn kill mail, but fun, nope..., nothing about making them invulnerable. But a player turning up and manning it to to try to defend it should actually mean something, currently it does not in hisec.
I am still confused. Why do you think setting an artificial bar to attack is challenging? Isn't attacking the citadel of a 25-man corp with just you and your two friends a challenge? If anything, making it such that you require 20 people to attack a citadel removes the challenge, especially when most structures in highsec are deployed by small groups who will be curb-stomped by such a fleet.

I also don't see why you are all for preserving "casual content" for some players (like citadel owners), but making such that other casual players cannot even attempt to attack a citadel. How is it good for content generation that it is impossible for one 10-man corp to attack the in-space assets of another 10-man corp?

As you say, having a citadel should actually mean something and be something you are required to show up to and defend, even to a group smaller than you.

I don't know why I continue such discussions with you. I am just reiterating CCP position on the matter. They were transparent on the game design reasons for how they implemented citadels and the other structures. You can disagree with them, or perhaps be more constructive and point out areas where they may have missed the mark they were aiming for, but largely your posts in this thread are partially rambling thoughts on how you would design a space game and your personal views on how other players play the game. Well, your thoughts are noted, but I am not sure what you are hoping to accomplish.

If you think citadels are underpowered, then perhaps you could suggest some tweaks in your own thread that would support CCPs vision that they act as a force multiplier while still enabling groups of all sizes and in all sectors of space to fight over them.


You set up an artificial bar by saying they had to be possible to be attacked by solo war deckers, as I said enjoy the content when I drop 80 of them with no defences and you have to work out which ones are actually making stuff and hence are important to me because defending them is pointless for the people who want to put them up in hisec. If you don't like the reality of things don't reply or post even.

Most of your post was rambling on about content which is naff content and talking pap around making hisec totally safe and that this caused the game to lose its subs or what not and you do that again and again.

Simple thing is that Citadels are too weak in hisec, they are so weak that the best approach is to treat them as dispoable assets put up loads of them and make the attackers wack a mole to work out which one has an impact. Eve strategy of boredom at its finest, cause and effect because players like you wanted it so one man and a dog could kill a citadel in hisec, great job mate!

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Herzog Wolfhammer
Sigma Special Tactics Group
#88 - 2017-01-10 09:28:15 UTC
Dracvlad wrote:
Nevyn Auscent wrote:
Mala Zvitorepka wrote:
If anything, there is a problem in hisec of lack of incentive to remove them. 
As for defense, targeting range is very poor, especially considering it has fighters. Maybe CCP forgot a zero? Other than this hole (damage on 300km, logi additional 60km away), I don't see how you could possibly destroy a citadel using 2x dps + 1x logi.

Calculate the DPS the launchers actually put out once you take target sig & some speed into account.
Then consider what happens when you neut the structure to it's cap of which there are not things like structure cap batteries to help,and even if they were there are so few slots.
Logi just outside 250km with sniper DPS is obviously one solution. But you can just fit your logi/dps for ECM and face tank all the DPS also with how miserable it is.

Sure they should require 'defending'. But someone turning up to gun is someone defending. If no-one turns up they don't shoot at all. And they are meant to be a force multiplier, so that 1 guy turning up to defend should count as 5 to start with. If 4 people turn up they should count as 20.
Otherwise why bother to turn up at all when the attacker outnumbers you, which is the current situation they are in for highsec, where it's so irrelevant once the attacker has more than 3 people it's just down to fleet size. And this is the issue.


Thank you for pointing it out so well, they really are pathetic, setup Eve style to be easy kills for content for easy jolly jape style play, that is why so many people don't even bother to man the guns, no one likes to play futile defence do they, I wouldn't, in fact I don't think I would waste my ISK on putting weapons on any I put up, in fact I think I will put about 80 up all around the same time and only use three.



I'm still stuck on the notion that so many are built, yet not so well defended or so easy to defend as they are to emplace.

Was it all the hype?

It kind of makes me wonder if this was a setup.

Bring back DEEEEP Space!

Herzog Wolfhammer
Sigma Special Tactics Group
#89 - 2017-01-10 09:37:07 UTC
Tuttomenui II wrote:
It is a shame that none of the AOE weapons are allowed in hisec, the super weapon i can understand. A war dec on a corp owning a citadel should result in the citadels in hisec receiving exclusion zones during a war dec. You get a warning when you attempt to warp to the citadel and a choice to continue or not. By entering the area during a war you accept the possibility of taking damage from the citadel when not close enough to be anchored and protected by it.

I am reminded of the good old days of people scanning me down in the lvl4 recon mission part 'toxic cloud' and taking damage, Or even getting instantly popped if they were in a frigate.



That old gag with the toxic site. You bastard.

Were it up to me™, the space around a citadel going down would become like a deadspace pocket: a little taste of nullsec so to speak. Concord would act like the cops do during a shootout between gangs: wait for the shooting to stop.
Anybody could join in, and then the AOE and even bombs too.

But that would not be the kind of PVPers that those using the letters PVP would want. I smell a setup of sorts. Generated "content" at the cost of someone else's ISK.

Where are the warnings to tell solo/casuals not to build citadels?

Bring back DEEEEP Space!

Dracvlad
Taishi Combine
Astral Alliance
#90 - 2017-01-10 09:37:29 UTC  |  Edited by: Dracvlad
Herzog Wolfhammer wrote:
Dracvlad wrote:
Nevyn Auscent wrote:
Mala Zvitorepka wrote:
If anything, there is a problem in hisec of lack of incentive to remove them. 
As for defense, targeting range is very poor, especially considering it has fighters. Maybe CCP forgot a zero? Other than this hole (damage on 300km, logi additional 60km away), I don't see how you could possibly destroy a citadel using 2x dps + 1x logi.

Calculate the DPS the launchers actually put out once you take target sig & some speed into account.
Then consider what happens when you neut the structure to it's cap of which there are not things like structure cap batteries to help,and even if they were there are so few slots.
Logi just outside 250km with sniper DPS is obviously one solution. But you can just fit your logi/dps for ECM and face tank all the DPS also with how miserable it is.

Sure they should require 'defending'. But someone turning up to gun is someone defending. If no-one turns up they don't shoot at all. And they are meant to be a force multiplier, so that 1 guy turning up to defend should count as 5 to start with. If 4 people turn up they should count as 20.
Otherwise why bother to turn up at all when the attacker outnumbers you, which is the current situation they are in for highsec, where it's so irrelevant once the attacker has more than 3 people it's just down to fleet size. And this is the issue.


Thank you for pointing it out so well, they really are pathetic, setup Eve style to be easy kills for content for easy jolly jape style play, that is why so many people don't even bother to man the guns, no one likes to play futile defence do they, I wouldn't, in fact I don't think I would waste my ISK on putting weapons on any I put up, in fact I think I will put about 80 up all around the same time and only use three.



I'm still stuck on the notion that so many are built, yet not so well defended or so easy to defend as they are to emplace.

Was it all the hype?

It kind of makes me wonder if this was a setup.


Well you have to give content of easy kill mails somewhere to keep the weak minded interested, most mercs realised thst they are not fun and don't bother now, they did a few to try them out and now it is like POS bashing but a lot easier and faster.

I just find this content so dull that I might as well take the pee out of it by putting up 10 all close together with nothing in them then sit there laughing as people come along to waste their time blapping them for such wonderful kill mails. Seriously funny for me that is because while they are doing that they are not shooting some other poor helpless sap...

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Black Pedro
Mine.
#91 - 2017-01-10 09:37:47 UTC
Dracvlad wrote:
You set up an artificial bar by saying they had to be possible to be attacked by solo war deckers, as I said enjoy the content when I drop 80 of them with no defences and you have to work out which ones are actually making stuff and hence are important to me because defending them is pointless for the people who want to put them up in hisec. If you don't like the reality of things don't reply or post even.
I don't understand this paragraph at all.

Dracvlad wrote:
Most of your post was rambling on about content which is naff content and talking pap around making hisec totally safe and that this caused the game to lose its subs or what not and you do that again and again.

Simple thing is that Citadels are too weak in hisec, they are so weak taht the best approach is to treat them as dispoable assets put up loads of them and make the attackers wack a mole to work out which one has an impact. Eve strategy of boredom at its finest, cause and effect because players like you wanted it so one man and a dog could kill a citadel in hisec, great job mate!

Having an easily attacked/easily defended asset is not just what I wanted, but it is what CCP wanted. It is the same strategy they used when implemented Aegis sov as the previous iteration featured largely artificial bars to attack that were stifling content. It is just basic game design.

Of course Citadels should be treated as disposable assets, as all ships should be in Eve. Remember the Golden Rule, don't fly what you can't afford to lose? Well Citadels are just large, stationary ships so if you cannot afford to lose them, or you don't want to defend them, you shouldn't deploy them.

I still don't see how any of this is boring. What would be more boring are systems full of invulnerable, player-deployed stations that required massive fleets to even attempt to attack (and given the tedium and lack of any real reward in exploding them, such a high bar would result in them never being attacked). If anything is boring, it is just the lack of reasons to shoot these things. The Market Module is one the few reasons to do so and it did actually produce an interesting fight over strategic assets that started this thread. CCP needs to work at putting more of these reasons in the game.
Dracvlad
Taishi Combine
Astral Alliance
#92 - 2017-01-10 09:40:31 UTC  |  Edited by: Dracvlad
Black Pedro wrote:
Dracvlad wrote:
You set up an artificial bar by saying they had to be possible to be attacked by solo war deckers, as I said enjoy the content when I drop 80 of them with no defences and you have to work out which ones are actually making stuff and hence are important to me because defending them is pointless for the people who want to put them up in hisec. If you don't like the reality of things don't reply or post even.
I don't understand this paragraph at all.

Dracvlad wrote:
Most of your post was rambling on about content which is naff content and talking pap around making hisec totally safe and that this caused the game to lose its subs or what not and you do that again and again.

Simple thing is that Citadels are too weak in hisec, they are so weak taht the best approach is to treat them as dispoable assets put up loads of them and make the attackers wack a mole to work out which one has an impact. Eve strategy of boredom at its finest, cause and effect because players like you wanted it so one man and a dog could kill a citadel in hisec, great job mate!

Having an easily attacked/easily defended asset is not just what I wanted, but it is what CCP wanted. It is the same strategy they used when implemented Aegis sov as the previous iteration featured largely artificial bars to attack that were stifling content. It is just basic game design.

Of course Citadels should be treated as disposable assets, as all ships should be in Eve. Remember the Golden Rule, don't fly what you can't afford to lose? Well Citadels are just large, stationary ships so if you cannot afford to lose them, or you don't want to defend them, you shouldn't deploy them.

I still don't see how any of this is boring. What would be more boring are systems full of invulnerable, player-deployed stations that required massive fleets to even attempt to attack (and given the tedium and lack of any real reward in exploding them, such a high bar would result in them never being attacked). If anything is boring, it is just the lack of reasons to shoot these things. The Market Module is one the few reasons to do so and it did actually produce an interesting fight over strategic assets that started this thread. CCP needs to work at putting more of these reasons in the game.


So everyone should run around in corvettes with no modules fit in them and empty clones too, I actually will do that with Dracvlad in the next war dec I get. And do you know what, those people will enjoy blowing me up, because they are easy to entertain, that is the issue, make it so easy so that any poor sap can do it and think they are elite... Actually that is the hisec version of Swordfleet...

By the way it was the CSM who got CCP to remove the market from the medium citadels, great job there mates screwed that one up totally.

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Black Pedro
Mine.
#93 - 2017-01-10 09:53:16 UTC
Dracvlad wrote:
Black Pedro wrote:
Dracvlad wrote:
You set up an artificial bar by saying they had to be possible to be attacked by solo war deckers, as I said enjoy the content when I drop 80 of them with no defences and you have to work out which ones are actually making stuff and hence are important to me because defending them is pointless for the people who want to put them up in hisec. If you don't like the reality of things don't reply or post even.
I don't understand this paragraph at all.

Dracvlad wrote:
Most of your post was rambling on about content which is naff content and talking pap around making hisec totally safe and that this caused the game to lose its subs or what not and you do that again and again.

Simple thing is that Citadels are too weak in hisec, they are so weak taht the best approach is to treat them as dispoable assets put up loads of them and make the attackers wack a mole to work out which one has an impact. Eve strategy of boredom at its finest, cause and effect because players like you wanted it so one man and a dog could kill a citadel in hisec, great job mate!

Having an easily attacked/easily defended asset is not just what I wanted, but it is what CCP wanted. It is the same strategy they used when implemented Aegis sov as the previous iteration featured largely artificial bars to attack that were stifling content. It is just basic game design.

Of course Citadels should be treated as disposable assets, as all ships should be in Eve. Remember the Golden Rule, don't fly what you can't afford to lose? Well Citadels are just large, stationary ships so if you cannot afford to lose them, or you don't want to defend them, you shouldn't deploy them.

I still don't see how any of this is boring. What would be more boring are systems full of invulnerable, player-deployed stations that required massive fleets to even attempt to attack (and given the tedium and lack of any real reward in exploding them, such a high bar would result in them never being attacked). If anything is boring, it is just the lack of reasons to shoot these things. The Market Module is one the few reasons to do so and it did actually produce an interesting fight over strategic assets that started this thread. CCP needs to work at putting more of these reasons in the game.


So everyone should run around in corvettes with no modules fit in them and empty clones too, I actually will do that with Dracvlad in the next war dec I get.

By the way it was the CSM who got CCP to remove the market from the medium citadels, great job there mates screwed that one up totally.
Was it? Well I see why they did it given the lack of other reasons to deploy a Fortizar. You should be happy though as Fortizars are indeed more of a "challenge" to explode and cannot really be done with a dude and a couple logi.

But yes, if you aren't willing to lose anything then you should just fly a free rookie ship and an empty clone, or perhaps better yet, just never undock.

Are we playing the same game? Ships are suppose to explode in Eve, just like structures are. Build your dreams; wreck their dreams and all. You are not entitled to fly invulnerable ships or deploy invulnerable stations. This is Eve Online 101. The way CCP implemented the new structures is entirely consistent with the fundamental competitive design of the game.
Dracvlad
Taishi Combine
Astral Alliance
#94 - 2017-01-10 09:55:03 UTC
Herzog Wolfhammer wrote:
Tuttomenui II wrote:
It is a shame that none of the AOE weapons are allowed in hisec, the super weapon i can understand. A war dec on a corp owning a citadel should result in the citadels in hisec receiving exclusion zones during a war dec. You get a warning when you attempt to warp to the citadel and a choice to continue or not. By entering the area during a war you accept the possibility of taking damage from the citadel when not close enough to be anchored and protected by it.

I am reminded of the good old days of people scanning me down in the lvl4 recon mission part 'toxic cloud' and taking damage, Or even getting instantly popped if they were in a frigate.



That old gag with the toxic site. You bastard.

Were it up to me™, the space around a citadel going down would become like a deadspace pocket: a little taste of nullsec so to speak. Concord would act like the cops do during a shootout between gangs: wait for the shooting to stop.
Anybody could join in, and then the AOE and even bombs too.

But that would not be the kind of PVPers that those using the letters PVP would want. I smell a setup of sorts. Generated "content" at the cost of someone else's ISK.

Where are the warnings to tell solo/casuals not to build citadels?


Yes it was a setup, easy kill mails paid for by stupid casuals.

Yeah I like that idea of a deadspace type pocket with the ability to use all the defences that can be used in other areas of space, I would put up a Keepstar in hisec for that...

I think most solo/casuals are putting them up like I said, nothing in them, or making them public and seeing how they last, over time they will just keep putting them up so there are more and more so no one even bothers with them, it is the best way to do it, if you have easy kill merchants running around blapping things because they can well that is the naff sort of gameplay one will do. The real cost is the rigs, so my suggested strategy of 80 with only three set up to do anything is the way to do it, you treat the players with contempt to give easy kills then see what you get back.

Of course they will moan about all these things in space and I have to laugh.

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Mala Zvitorepka
Karthen-Woight
#95 - 2017-01-10 09:56:51 UTC
Nevyn Auscent wrote:
Mala Zvitorepka wrote:
If anything, there is a problem in hisec of lack of incentive to remove them. 
As for defense, targeting range is very poor, especially considering it has fighters. Maybe CCP forgot a zero? Other than this hole (damage on 300km, logi additional 60km away), I don't see how you could possibly destroy a citadel using 2x dps + 1x logi.

Calculate the DPS the launchers actually put out once you take target sig & some speed into account.
Then consider what happens when you neut the structure to it's cap of which there are not things like structure cap batteries to help,and even if they were there are so few slots.
Logi just outside 250km with sniper DPS is obviously one solution. But you can just fit your logi/dps for ECM and face tank all the DPS also with how miserable it is.

Sure they should require 'defending'. But someone turning up to gun is someone defending. If no-one turns up they don't shoot at all. And they are meant to be a force multiplier, so that 1 guy turning up to defend should count as 5 to start with. If 4 people turn up they should count as 20.
Otherwise why bother to turn up at all when the attacker outnumbers you, which is the current situation they are in for highsec, where it's so irrelevant once the attacker has more than 3 people it's just down to fleet size. And this is the issue.

Not sure how are citadels typically fit, but with scram, web and point on midslots (which is what I would put there if I was alone. ECM if I expected a defending fleet), those 2 launchers should be enough to exceed repair capability. But yeah, this is a common missile problem where target needs to be webbed and painted for the missile to do its full damage against supposed target size.

And yeah, lack of nos/neut resistance on the structure is completely dumb. This massive crap should be nearly immune to all cap/WD/sensor warfare from the start.
Excluding those stupidities, the thing should still count as about 5 ships on the battlefield and can't really be destroyed for the duration of the fight. Which I believe is quite reasonable offense/defense capability given its other utility.

They don't fire when nobody is there? Now that is completely stupid. I expected them to randomly fire on hostiles and reload same type of ammo, while gunner would be needed to add some brain to firing pattern, change ammo type etc. The structure would keep targets jammed while I destroy the logi with a BS.
Dracvlad
Taishi Combine
Astral Alliance
#96 - 2017-01-10 10:01:25 UTC  |  Edited by: Dracvlad
Black Pedro wrote:
Was it? Well I see why they did it given the lack of other reasons to deploy a Fortizar. You should be happy though as Fortizars are indeed more of a "challenge" to explode and cannot really be done with a dude and a couple logi.

But yes, if you aren't willing to lose anything then you should just fly a free rookie ship and an empty clone, or perhaps better yet, just never undock.

Are we playing the same game? Ships are suppose to explode in Eve, just like structures are. Build your dreams; wreck their dreams and all. You are not entitled to fly invulnerable ships or deploy invulnerable stations. This is Eve Online 101. The way CCP implemented the new structures is entirely consistent with the fundamental competitive design of the game.


Let me tell you how I am currently playing Eve at the moment, I treat it as a resource gathering game period, me against the universe, I do things that are not easy to interfere with, those that I deem as having no counter I do not do, things I see as boring grindfests I do not do, I do not expose myself to boring play like AFK cloaky camping and bumping.

My next project is the ungankable DST, high grade slaves and deadspace modules and boosts. You will not be able to touch it.

And there is nothing you lot can do about it to force yourselves into my little universe, I am really enjoying this, I am now worth 70bn and I am adding about 2.6bn every month. I am winning Eve.

Every so often I run along and do some AG stuff but I treat it as a blast, the other day I sat there giving remote sensor boosts to someone blapping -10 gankers, I did not get on any kill mails, but it was fun...

I am enjoying myself a lot and even more so because none of you lot can stop me.

Just had a wicked idea, setup multiple Alpha accounts, create corp transfer a solo Raitaru to each one so war deccers have to individually war dec each Raitaru, winsauce..., emergent gameplay, content creation, I am getting this... And do you know why I am saying this to you, because your lying whine about wanting to make hisec safe and stale which is causing the game to die, pah, the issue is poor game play for casuals making them easy kill mail targets, and the citadels indy structures are a damn good example, a lot of people realised that this was what Eve was all about so they walked away from it and while CCP continues with its rubbish balance with things like bumping and this rubbish in terms of hisec citadels expect it to continue.

I really do love the much better sophisticated space combat around capitals and stripping away groups or the logi with those micro jump drives and anti bomber destroyer's with defender missiles, CCP is doing great stuff there, but they are not looking after casual player in hisec and that is going to kill them...

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Black Pedro
Mine.
#97 - 2017-01-10 10:59:30 UTC
Dracvlad wrote:
I am enjoying myself a lot and even more so because none of you lot can stop me.
Why would I want to stop you from having fun? Play the game how you want, and enjoy yourself as you are suppose to.

Remember though, not everyone plays the game as you - in fact, most do not. Many people enjoy building things, risking things, destroying things, and even losing things which is what CCP is constantly trying to balance to keep the game and the economy rolling along. But if you have found a way to play Eve within the rules that makes you happy, then more power to you!

CCP has buffed highsec to the point it is almost impossible to lose anything if you understand the mechanics and spend any effort in defending yourself. Avail yourself of that safety and use it to do want you want in the game as CCP intends. That almost perfect safety of highsec may not apply to deploying player-owned structures anymore after the Citadel revamp, but then just don't deploy them if you don't want to risk losing them.

Really though, for someone with your stated wealth and income, the remote possibility of losing a structure shouldn't cause you a second thought. Easy come, easy go as they say, and you can't take it with you. Live a little and spend some of that imaginary space wealth on owning a structure if that will make you happy. Just consider that ISK lost as soon as you deploy your space home and stop worrying about killmails that may never come.
Dracvlad
Taishi Combine
Astral Alliance
#98 - 2017-01-10 11:11:26 UTC  |  Edited by: Dracvlad
Black Pedro wrote:
Dracvlad wrote:
I am enjoying myself a lot and even more so because none of you lot can stop me.
Why would I want to stop you from having fun? Play the game how you want, and enjoy yourself as you are suppose to.

Remember though, not everyone plays the game as you - in fact, most do not. Many people enjoy building things, risking things, destroying things, and even losing things which is what CCP is constantly trying to balance to keep the game and the economy rolling along. But if you have found a way to play Eve within the rules that makes you happy, then more power to you!

CCP has buffed highsec to the point it is almost impossible to lose anything if you understand the mechanics and spend any effort in defending yourself. Avail yourself of that safety and use it to do want you want in the game as CCP intends. That almost perfect safety of highsec may not apply to deploying player-owned structures anymore after the Citadel revamp, but then just don't deploy them if you don't want to risk losing them.

Really though, for someone with your stated wealth and income, the remote possibility of losing a structure shouldn't cause you a second thought. Easy come, easy go as they say, and you can't take it with you. Live a little and spend some of that imaginary space wealth on owning a structure if that will make you happy. Just consider that ISK lost as soon as you deploy your space home and stop worrying about killmails that may never come.


I am everything at this point that the HTFU purists hate, I am playing in their self-proclaimed PvP sandbox as a resource and ISk generator and I am ignoring them, showing them as not being able to affect me and treating them with contempt.

I build lots of things, I risk things and I have lost things, but I don't give entitled players easy kills especially in areas with no counter.

And your statement about buffing hisec is twaddle, totally wrong, I see lots of ships being ganked and I have no issue with that, I do have an issue with no consequence bumping and low consequence loot scooping and I do have an issue with setting up large kill mails that die if you sneeze on them. Which is why I play as I do.

You wanted Citadels and Indy structures so a one man war dec corp can kill them, that was your bar, you got what you wanted, but did you really, talk about naff content.

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Naxirian
Republic Military School
Minmatar Republic
#99 - 2017-01-10 12:10:49 UTC
Lothar Mandrake wrote:
SurrenderMonkey wrote:
Can't imagine what point you think you're making.

You basically just described citadel defense working exactly as intended, which is to say that it is a force multiplier, and not a replacement for actually showing up to defend your assets.



Let me clarify. I'm not making a point. I am trying to get others to weigh in.

Other than the attackers movements just like a flock of birds (nice job ladies and gents), the whole thing was BORING! If that's CCP's objective, Congrats! They made citadel fights BORING! Even the attackers were "Ho Hum" about it during and after the fight. The fight (sorry, there was no real fight, that requires 2 sides).....I mean the attack itself was uninteresting.

Something as BIG as a structure or citadel should be able to handle the 1st hundred or so attackers. Defenders in ships should take out the rest.

It's sad when NPC mining fleets have better hit points than a citadel!


As a citadel owner myself, a citadel is supposed to be fitted to support a fleet. It will not solo defend itself. It was not intended to and it never will be intended to, nor would I want it to. They pack incredibly powerful neuts, webs, scrams, and painters. Their biggest strength imo is capacitor warfare. They can seriously mess with a fleets capacitor. The dps must be dealt by the defense fleet. The citadel is just intended to provide support, and it does this very well. If you can't defend a citadel then you shouldn't put one up unless you're prepared for it to die. End of story.

Asus Crosshair VI Hero X370 Motherboard

AMD Ryzen 7 1700 @ 4GHz

2 x R9 290X 4GB Crossfire @ 1150MHz

Full EKWB Custom Watercooling Loop

16GB Corsair Vengeance LED Red DDR4 RAM @ 3000MHz

Black Pedro
Mine.
#100 - 2017-01-10 12:25:26 UTC  |  Edited by: Black Pedro
Dracvlad wrote:
I am everything at this point that the HTFU purists hate, I am playing in their self-proclaimed PvP sandbox as a resource and ISk generator and I am ignoring them, showing them as not being able to affect me and treating them with contempt.

I build lots of things, I risk things and I have lost things, but I don't give entitled players easy kills especially in areas with no counter.

And your statement about buffing hisec is twaddle, totally wrong, I see lots of ships being ganked and I have no issue with that, I do have an issue with no consequence bumping and low consequence loot scooping and I do have an issue with setting up large kill mails that die if you sneeze on them. Which is why I play as I do.

You wanted Citadels and Indy structures so a one man war dec corp can kill them, that was your bar, you got what you wanted, but did you really, talk about naff content.


A one man corporation can attack, but there is no guarantee they will succeed. Pretty much any defense will send the attacker off with the support of the citadel. All it means is the defenders have to show up. Such a design puts the battle for the structure back on the grid between the two sides of real players, rather than just allowing players to hide behind the tedium of a pile of boring hoops the attacker is forced to jump through.

If you don't show up to defend your structure, you don't deserve to keep it. This design produces more content than just making it too tedious to even bother attacking like much of the current game play around POSes.

But twaddle? You yourself have shown that it is trivial to not lose anything in highsec if you take a few precautions, just as I do every day. I have built in my own facilities and moved tens of billions of ISK of ships around highsec, including ganking ships, over the years and have never come close to losing anything to anyone. The sum total of the non-consensual player interaction during my industrial activities over those years: my Orca got bumped a couple times on the Amarr undock once. Now, this is of course because I take precautions and know the mechanics of this game inside and out from playing also as a highsec pirate, but there is nothing magical in what I do. Generally, I treat highsec as lowsec and have a few additional protocols for moving my freighters, but there is nothing that other players can't do to make themselves near invincible. Plus, even if the odds catch up with me some day and I am in the wrong place at the wrong time (or face a very dedicated adversary) I never fly anything I am not ready to lose so there is nothing I have to fear.

People get ganked sure, but in almost every case it is because of something they did either to make themselves a profitable target or a target of opportunity. And if they are just unlucky, undocking in something you are can afford to lose mitigates even that risk. That's the game: perfect defensive play should make you near impervious while cutting corners by not fitting tank, not paying attention, not scouting and whatever should make you vulnerable. Most times you will get away with it and make more yield or save time, but occasionally another player will call you on your recklessness and explode you. This play, counterplay and player interaction is what Eve is all about.

No one begrudges you for playing defensively. You are sacrificing yield and effort to make yourself safe. You can play Eve as a resource gathering game, safe in the kiddie pool from the most of the sharks, as you should be able to. All of us need to have a place to start out in, and to fall back to if we hit a rough patch and get kicked out of our home elsewhere. Just don't expect to be able to enjoy the same benefits as players who take actual risks and deploy a structure, or set up in a wormhole, or take sov. People who take such risks and offer themselves up as content should be receive increased rewards as befits the risk vs. reward design of the game. If you want to forgo those rewards for reduced risks, that is your choice. For you, that means you will pass on the benefits of structure ownership for additional safety.

Personally I think that a silly choice given the vanishingly small probability of being attacked and the limited downside of losing something you can clearly afford to lose, but that is your choice. Play the game how you want.