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Player Features and Ideas Discussion

 
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Remove WCS

Author
Merin Ryskin
Peregrine Industries
#21 - 2017-04-18 21:40:38 UTC
Daichi Yamato wrote:
But really, fw mechanic's are about capturing the sites more than the farmers. When he runs away, you win.


Only if I'm enemy FW. If I'm a pirate trying to kill everyone equally then a missed fight is a complete failure. And even as enemy FW capturing the site is much less satisfying than capturing the site AND killing the ship attacking it. The beacons are a means to get PvP fights, not an objective that is interesting for its own sake.

Quote:
If you really want a kill then put those extra scrams on. Theres also a faction frig that gets extra scram str and can get into novice sites.


Again, not possible with a realistic fit. You aren't going to counter a full rack of WCS with any ship that isn't an automatic lossmail against everything but stabbed farmers. And the existence of a single faction frigate which mitigates the problem is not an overall solution. I shouldn't be limited to a single ship choice to get fights.
Rawketsled
Generic Corp Name
#22 - 2017-04-18 22:18:32 UTC
Make WCS active modules.

Give them some sort of spool-up or preparation mechanic - either a warm-up timer like MJDs, or make the align speed higher to make them stay on grid longer. The point is to make them stay on grid for a little while unless they're paying attention and can pre-empt your tackle (of course in this case they should just bloody warp out).

Make them suck 100GJ per activation. 100GJ is nothing for a hauler, but a lot for a plex frigate.

You could even give spool-up bonuses to industrials to lessen the inconvenience of the change.

This also opens up lots of balancing options for the meta-modules. The difference in penalties between Meta 0 to Meta 5 are trivial. An enduring or a restrained WCS would be a meaningful choice here.
Daichi Yamato
Jabbersnarks and Wonderglass
#23 - 2017-04-19 00:44:11 UTC
Get fights...what fights are you missing out on? When they are warp stabbed up the arse are you really going to complain about missing out on a fight where they couldn't fight back anyway?

And if they can't use wcs do you think they are going to be easier to catch? Or do you think it's more likely they are going to leave fw all together and find a different way to make isk?

I doubt removing wcs will get you more fights. Might just make the place a whole lot quieter.

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

Murkar Omaristos
The Alabaster Albatross
Unreasonable Bastards
#24 - 2017-04-19 00:50:15 UTC
Just fit dual scram bro. Git gud.
Merin Ryskin
Peregrine Industries
#25 - 2017-04-19 03:38:51 UTC  |  Edited by: Merin Ryskin
Daichi Yamato wrote:
Get fights...what fights are you missing out on? When they are warp stabbed up the arse are you really going to complain about missing out on a fight where they couldn't fight back anyway?


They could fight back if they didn't waste valuable slots on WCS. And by removing their "get out of jail free" card they'll be forced to learn how to fight back if they want to accomplish anything.

Quote:
And if they can't use wcs do you think they are going to be easier to catch? Or do you think it's more likely they are going to leave fw all together and find a different way to make isk?


If they leave FW entirely and go back to highsec then at least incompetence and failure have been properly punished, and nobody has to waste time trying to engage someone that can't be caught. FW should be primarily about PvP, with the ISK being an incentive to do the PvP, not an opportunity for lazy minimal-risk ISK farming.

Rawketsled wrote:
MGive them some sort of spool-up or preparation mechanic - either a warm-up timer like MJDs, or make the align speed higher to make them stay on grid longer. The point is to make them stay on grid for a little while unless they're paying attention and can pre-empt your tackle (of course in this case they should just bloody warp out).


The problem, again, is that things like this encourage blobbing. If you know you only have a fixed time before the WCS activates and breaks your point then you have to bring more dps to kill your target before they can escape. That gets you the kill, but makes the fight much less entertaining because it's so one-sided.
Cade Windstalker
#26 - 2017-04-19 03:54:15 UTC
Merin Ryskin wrote:
They could fight back if they didn't waste valuable slots on WCS. And by removing their "get out of jail free" card they'll be forced to learn how to fight back if they want to accomplish anything.


More likely they'll find another way to avoid engaging, which you will come on here and complain about the existence of.

Any source of ISK that can be exploited in the game will be, any source of ISK that can't be exploited will be ignored. All ISK-farming is always minimal risk, because the alternative isn't profitable.

Merin Ryskin wrote:
The problem, again, is that things like this encourage blobbing. If you know you only have a fixed time before the WCS activates and breaks your point then you have to bring more dps to kill your target before they can escape. That gets you the kill, but makes the fight much less entertaining because it's so one-sided.


Implying that anyone currently fitting WCS in a FW Plex is ever going to provide anything other than a one-sided fight...



There was actually a brief question about Warp Core Stabs at, I believe, the Game Design panel. The answer was essentially that CCP want options for players to control whether or not they engage in a fight. That pretty clearly puts the likelihood of them outright removing something like this at basically nil.

Like, if you just want to vent then fine, but I wish you'd put the thread in a better place for circle-jerky trolling, because down here it's just wasting pixels.
Merin Ryskin
Peregrine Industries
#27 - 2017-04-19 04:04:31 UTC
Cade Windstalker wrote:
More likely they'll find another way to avoid engaging, which you will come on here and complain about the existence of.


Nope. The way to avoid engaging is situational awareness, and I've explicitly said that I have no problem with people carefully watching for a threat and escaping before I can catch them. The issue here is entirely with lazy and incompetent players who ignore the need to watch for potential threats, because they know they have enough WCS to just warp out if anyone tries to attack them.

Quote:
Any source of ISK that can be exploited in the game will be, any source of ISK that can't be exploited will be ignored. All ISK-farming is always minimal risk, because the alternative isn't profitable.


Speak for yourself. I do plenty of ISK farming in 0.0 with a risk of being caught, because I know how to minimize those risks and keep a net positive ISK/hour.

Quote:
Implying that anyone currently fitting WCS in a FW Plex is ever going to provide anything other than a one-sided fight...


Maybe they will if they're forced to learn, instead of being coddled with an auto-escape option that allows them to avoid learning how to win a fight.

Quote:
There was actually a brief question about Warp Core Stabs at, I believe, the Game Design panel. The answer was essentially that CCP want options for players to control whether or not they engage in a fight. That pretty clearly puts the likelihood of them outright removing something like this at basically nil.


That's unfortunate, because whoever said that is pretty clueless on game design. There are plenty of options for controlling whether or not you engage in a fight: situational awareness, ECM/neuts/etc to remove points, fast align times to get out before you can be tackled, fast ships that can burn out of tackle range and warp off, staying off the warp-in point so you have time to escape before tackle can close in and catch you, etc. All of these are far more interesting than declaring that you will never be caught by a solo player and filling your lows with WCS.
Alessienne Ellecon
Doomheim
#28 - 2017-04-19 07:40:35 UTC
Nevyn Auscent wrote:
If you are going to remove stabs, you need to replace them with something to allow withdrawing from a fight.

@Alessienne Ellecon, WCS mainly don't help haulers since there are almost no haulers that can make effective use of them, really only DST. Since the others all are sacrificing significant cargo space for them, and all the T1 haulers are vulnerable to instant alpha also if they are carrying enough to interest gankers, so...... sorry but your argument isn't a very good one for WCS remaining. I may have argued a lot for changes to industrials in some ways, but this isn't really going to impact on haulers.


That's what shields and hardeners are for. I fit shield extenders and invuln to my hauler mids and let those soak up alpha from gatecamps while the warp drive spools up. One of the biggest problems with minmax theorycrafting in EVE is the utter lack of creativity and flexibility. Most people aren't willing to experiment with unusual fittings, and the few who are are often relentlessly mocked.

@OP, Your thread is demanding that WCS be removed. You said nothing about the effect it would have on haulers, you just whined about how your targets kept getting away and oh what a tragedy it was because you want your targets to stay the hell still while you beat on them. Gods forbid you actually try a different tactic, ship or fitting. People say carebears like to whine, but look at you! You're doing the same thing! WAH WAH I'M TOO LAZY TO GIT GUD CCPLZ NERF THIS THING

git gud

"CONCORD are the space cops. If you attack someone in a high-security solar system, CONCORD will commit police brutality." - Encyclopedia Dramatica

If EVE is a PvP game, then Anti-Ganking is emergent gameplay.

Max Deveron
Deveron Shipyards and Technology
Citizen's Star Republic
#29 - 2017-04-19 08:43:59 UTC
AAaaannnndddd there is the problem.

Pirate, not Militia, entering Plex sites.......

You know what, I could agree with you maybe.....

If first anybody not Militia entering one of these complex sites automatically becomes suspect (flashy yellow) the moment you hit the "use the acceleration" button on your UI.

Because without that, if someone cares about their Standings....they have to wait for you to shoot first, and as a non-military pilot or such, you have no legal business being in one of those sights.
Alderson Point
Federal Navy Academy
Gallente Federation
#30 - 2017-04-19 12:12:30 UTC
If the cat cannot catch the mouse, then the cat should get better.

It is a pretty poor cat that demands it's prey is nailed to the floor.

Althalus Stenory
Flying Blacksmiths
#31 - 2017-04-19 12:38:53 UTC
WCS shouldn't be removed but there must be 'real' drawbacks using them, such as align speed or whatever (because target speed / rage or whatever it is i don't remember... sure lol).

On the other hand, in some cases it'd be good if they were "disabled" in some situation (most likely, FW combat sites)

The goal is not to remove them, but have people making the choice of "WCS over something as useful" (let's say, agility or speed for example, which works sometime better than WCS) :)

EsiPy - Python 2.7 / 3.3+ Swagger Client based on pyswagger for ESI

Scialt
Corporate Navy Police Force
Sleep Reapers
#32 - 2017-04-19 13:19:32 UTC
This strikes me as bad an idea as the reverse... asking CCP to remove scrams/disruptors.

It's rock/paper/scissors. In order to catch someone who's stabbed out... you have to scram out your fit. If you don't, they can escape. But scramming out your fit means you have less of something else that puts you at a disadvantage when you run into a plexer who wants to fight.


Every measure has a counter-measure. That's how it is supposed to work. Just because you don't want to employ more scrams than he has stabs because it nerfs your pvp fit is really your problem... not his.
Donnachadh
United Allegiance of Undesirables
#33 - 2017-04-19 13:29:29 UTC
Merin Ryskin wrote:
Lolwut. Do you know anything about FW PvP? The target has every advantage in this situation, not the hunter. If they're spamming d-scan with a short radius they'll have plenty of advance warning of any ship warping to their site and can align out. Then if the potential threat enters the site they immediately warp out before the hunter can finish exiting warp. And even if they miss the hunter on d-scan if they're smart they're going to move away from the warp-in point so that they still have time to align out and warp even if they don't start trying until after the hunter appears on their overview.

Yes I have had characters in FW in years past, and yes I know what it takes to hunt them down I have a scan character that does that every day so others can kill them.

I also know that the max you can get with WCS mods on a T1 Frigate is 1 point per slot.
I also know that using the T2 scrambler YOU can get 2 points per slot.
Yes I know WCS are low and scamble are mids.
All this means that you can fit twice as many points in scramble per slot as they can fit stabilization.
With all of this and chosing the proper ship for the job at hand you will ALWAYS be able to fit more points than they can.

So let's review these T1 frigate against T1 frigate problems you are having.

1. With proper ship choice you can always fit more points in scramble than they have in stabilization yet your targets get away. Failure on your part.

2. They are willing to sacrifice fits slots they would rather have for other things in order to fit those WCS, you are not willing to trade off something you want for the ability to tackle and hold them in place. Failure on your part.

3. You want CCP to change the game instead of adapting to the situations you face. Failure number 3.

Merin Ryskin wrote:
You aren't going to counter a full rack of WCS with any ship that isn't an automatic lossmail against everything but stabbed farmers. And the existence of a single faction frigate which mitigates the problem is not an overall solution. I shouldn't be limited to a single ship choice to get fights.

I should not be limited to 1 single battleship that has drones as a primary weapons system AND gets bonuses to missiles, yet there is only 1 ship in the game that has that combination, like me if you want to fill a specific set of requirements there is often just one single ship in the game that can fill those requirements. asking for CCP to change the game instead of using the proper ship is just another in your long line of failures.

EvE is about choices and the consequences that go along with those choices, the FW farmers are making choices and willing to suffer the consequences that may come as a result of those choices, yet you are not, and yes you do have choices.
You could use a ship with a more appropriate set of traits and slot layout as Daichi suggests, but you are not willing to do that because. Another failure on your part.

You could fly what ever ship you want and sacrifice your fit so you can tackle and kill the farmers and take your chances with all the others you may come across, again you are not willing to do that because. Yet another failure on your part.

Perhaps your ultimate failure comes when comparing you to the carebear highsec miners because you have exactly the same attitude they do. They do not want to sacrifice in their fit for max yield so they can have a tank to prevent death by ganking so they want CCP to change the game to suit their wants. You are not willing to make sacrifices in your fit or fly the proper ship so you want CCP to change the game. So I give you the same advice everyone around here gives those carebear miners, you have to choose, tackle and kill the farmers but face death by other pirates because. Or fit to go toe to toe with the other pirates and watch the farmers warp away.
Serendipity Lost
Repo Industries
#34 - 2017-04-19 13:34:26 UTC
Max Deveron wrote:
AAaaannnndddd there is the problem.

Pirate, not Militia, entering Plex sites.......

You know what, I could agree with you maybe.....

If first anybody not Militia entering one of these complex sites automatically becomes suspect (flashy yellow) the moment you hit the "use the acceleration" button on your UI.

Because without that, if someone cares about their Standings....they have to wait for you to shoot first, and as a non-military pilot or such, you have no legal business being in one of those sights.



I guess that is in the fine print on the FW application? FW is for FW pilots only? No 3rd party intervention should be allowed?




AAaaaaaannnnnddddd there is the problem.

You don't understand why FW is in LS. You think FW sites deserve to be farmed free of any interference. FW is for militias in LS to conquer and control those LS systems and get benefits from them. FW is not a farming scheme where players have characters on both sides of the overlying conflict and manipulate faction control of LS for max profits....... OK, well it isn't supposed to be.

You're ignoring the original design of the FW feature and trying to make it more risk averse and farmer friendly. You desire FW without the pvp part. There is a computer game known as Farmville that has all the features you desire and none of this bothersome 3rd party interference.

Cade Windstalker
#35 - 2017-04-19 13:46:07 UTC
Merin Ryskin wrote:
Nope. The way to avoid engaging is situational awareness, and I've explicitly said that I have no problem with people carefully watching for a threat and escaping before I can catch them. The issue here is entirely with lazy and incompetent players who ignore the need to watch for potential threats, because they know they have enough WCS to just warp out if anyone tries to attack them.


If it won't be you then it'll be someone else complaining about insta-warps or ECM or...

If you really wanted to catch these guys you could fit up a triple-scram setup or something and give the really inattentive ones a nasty surprise. The reason no one does this is because they don't like the trade-off they have to make.

Merin Ryskin wrote:
Speak for yourself. I do plenty of ISK farming in 0.0 with a risk of being caught, because I know how to minimize those risks and keep a net positive ISK/hour.


Thank you for providing more support for my argument? That is, in point of fact, a source of ISK being exploited. We've seen this over and over with things in Eve. If something can't be done profitably with any consistency it won't be done, at least not by any population of players large enough to justify investment in the feature.

Merin Ryskin wrote:
Maybe they will if they're forced to learn, instead of being coddled with an auto-escape option that allows them to avoid learning how to win a fight.


I highly highly doubt that, they'll just swap from WCS to full nano/inertial stab fits and continue to attempt to run away, because what they're after is ISK not a fight. Believe it or not the vast majority of *anyone* farming FW plexes out in low probably knows how to play the game, they're just out there to make ISK and have determined that running cheap stab fits and fleeing when challenges is more profitable.

Merin Ryskin wrote:
That's unfortunate, because whoever said that is pretty clueless on game design. There are plenty of options for controlling whether or not you engage in a fight: situational awareness, ECM/neuts/etc to remove points, fast align times to get out before you can be tackled, fast ships that can burn out of tackle range and warp off, staying off the warp-in point so you have time to escape before tackle can close in and catch you, etc. All of these are far more interesting than declaring that you will never be caught by a solo player and filling your lows with WCS.


Situational awareness only gets you so far, ECM and neuts don't work on a large variety of ships and ECM specifically is ineffective without a bonused ship, align time is the worst tank above insta-warp, the list of arguments against your arguments goes on.

What was said at the panel was perfectly good game design from the view of Eve as a whole, as opposed to someone focused just on FW plexes. It didn't rule out tweaking the bonuses and penalties for WCS but I don't see CCP ever completely removing them. That's an unrealistic expectation.
Donnachadh
United Allegiance of Undesirables
#36 - 2017-04-19 14:49:04 UTC
Merin Ryskin wrote:
They could fight back if they didn't waste valuable slots on WCS. And by removing their "get out of jail free" card they'll be forced to learn how to fight back if they want to accomplish anything.

Wanted to deal with this and one other in a separate post.
You are missing the most important aspect of this whole thing.

THEY DO NOT WANT TO FIGHT.

Fights do not win FW capturing complexes does.
Fights do not make LP / ISK capturing complexes does.
And so fights with other players enemy faction or non-aligned pirates like you is to be avoided whenever possible. To put this another way if you want fights in your FW experience then you need to FORCE the other players you come into contact with into those fights.

Setting this and all of my previous posts aside you still miss one essential element.
To those carebears or eFW farmers that do not want to fight stabing to hell and back so we can get away from you IS A WIN for us in the only game we care about and that is not having to fight YOU.
And when we are able to do this tears that flood the EvE universe and forums like this from people like you are only more frosting on an already sweet piece of cake.

Althalus Stenory wrote:
The goal is not to remove them, but have people making the choice of "WCS over something as useful" (let's say, agility or speed for example, which works sometime better than WCS) :)

What useless non-sense is this. Fitting WCS already has some serious drawbacks as in they use a mid slot.
Resistance mods, damage mods, damage application mods, propulsion mods, shield reps, capacitor mods, warp scramblers and disrupters are just some of the mod choices you have to make to fit WCS and let us not forget about the sig radius increase that they cause. The WCS are fine the way they are and those who choose to use them have more than enough compromises to deal with. What we need are fewer entitled players like you and the OP that believe that you should not have to make fitting choices / compromises to be able to counter the WCS.
Old Pervert
Perkone
Caldari State
#37 - 2017-04-19 16:29:42 UTC  |  Edited by: Old Pervert
Donnachadh wrote:


THEY DO NOT WANT TO FIGHT.

Fights do not win FW capturing complexes does.
Fights do not make LP / ISK capturing complexes does.

And so fights with other players enemy faction or non-aligned pirates like you is to be avoided whenever possible. To put this another way if you want fights in your FW experience then you need to FORCE the other players you come into contact with into those fights.


That is the player's purpose for being there, but ask yourself what the purpose of the FW is. Is it for people to make LP/ISK, or is the LP/ISK an incentive for players to go there so that they can get fights?

Allow me to bold the relevant part of the name:
Faction Warfare

When they rename the sites to Faction isk farming, then you argument becomes relevant.

If they want to avoid fights, they can run missions in high sec. Players shouldn't be making obscene isk running away from content.

Edit:
Donnachadh wrote:

What useless non-sense is this. Fitting WCS already has some serious drawbacks as in they use a mid slot.

Since when? WCS use lowslots. Which means you can fit as much tank as you want. And if their goal is to run away like little bitches, what compromises are they actually making apart from none? They aren't looking to fight anyways, the drawbacks are irrelevant to them.
Frostys Virpio
State War Academy
Caldari State
#38 - 2017-04-19 16:50:43 UTC
Teckos Pech wrote:
Merin Ryskin wrote:


Donnachadh wrote:
You have failed in every way that it is possible for you to fail in a situation where you should have had the upper hand.


Lolwut. Do you know anything about FW PvP? The target has every advantage in this situation, not the hunter. If they're spamming d-scan with a short radius they'll have plenty of advance warning of any ship warping to their site and can align out. Then if the potential threat enters the site they immediately warp out before the hunter can finish exiting warp. And even if they miss the hunter on d-scan if they're smart they're going to move away from the warp-in point so that they still have time to align out and warp even if they don't start trying until after the hunter appears on their overview.

Now, I have no problem with that part of the situation. A target escaping because of superior situational awareness is fine. My problem is that WCS eliminates the need to pay attention to any of those things. You don't need to spam d-scan or even pay attention to the overview. You can just sit on the warp-in beacon at 0km and press "warp" as soon as you hear the scram notification, and because you have lows full of WCS you're guaranteed to escape.


Maybe make it so FW players cannot fit stabs on their non-hauler ships and restrict haulers so they cannot be used in these sites.


Or just don't change anything since there are counter to stabs anyway.
Scialt
Corporate Navy Police Force
Sleep Reapers
#39 - 2017-04-19 16:54:58 UTC
Look... if we're talking about farming plexes, there are lots of things that can be done to limit that.

I don't think removing WCS is the answer for that. WCS is the counter to Scram/Disruptor use and I don't think you should remove one without removing the other.

I favor the idea of placing every FW plex inside a bubble that extends 10km past the range where you can trigger the plex. Other than farming in an interceptor, you're going to risk PvP when you enter a FW plex.

It's two different issues. FW plex farming is an issue. WCS are not.
Rawketsled
Generic Corp Name
#40 - 2017-04-20 01:01:23 UTC
Merin Ryskin wrote:
Rawketsled wrote:
Give them some sort of spool-up or preparation mechanic - either a warm-up timer like MJDs, or make the align speed higher to make them stay on grid longer. The point is to make them stay on grid for a little while unless they're paying attention and can pre-empt your tackle (of course in this case they should just bloody warp out).


The problem, again, is that things like this encourage blobbing. If you know you only have a fixed time before the WCS activates and breaks your point then you have to bring more dps to kill your target before they can escape. That gets you the kill, but makes the fight much less entertaining because it's so one-sided.

Then a cap-intensive active WCS is the better alternative here.

WCS is the natural counter to a point.
Neuting is the counter to the WCS.

If you want fights to be solo/fairer, then fit neuts and drain them before they warp out.