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Ask me about "The CSM" Q&A

First post First post
Author
Bel Amar
Rules of Acquisition
#61 - 2012-01-23 13:20:03 UTC
Asuri Kinnes wrote:
Wormholes are working fine. We don't need a wormhole stabilizer, or stretcher or washer and dryer! Want more massive battles in W-space?


Make self-destructing ships inside POS shields impossible.


That is all it would take.


Amen!
Seleene
Body Count Inc.
Mercenary Coalition
#62 - 2012-01-23 13:20:18 UTC
Tallian Saotome wrote:
Just a quick question, out of curiosity. Totally off topic but v0v

Would you say you have more influence over dev goals as a CSM or as a dev, when you were there. Clearly devs have more control over specifics(duh) but Incarna showed us that devs didn't have alot of control over the game as a whole.

Thanks if you can field this one :)


To quote myself in a blog I did recently: "A lot of people asked me why I was running for CSM when I had already worked at the company. You know who didn't ask me? The people still working at the company. Big smile"

Here is another blog entry that might shed some light as well:

CSM vs. CCP Employee

Basically, there are a lot of people that think the CSM is some sort of silly propaganda machine or PR puppet show. Having been on both sides of the table I can just say that I wouldn't put the time into it that I have if I believed that. As an employee, there are rules of interaction that you have to follow and you have to watch yourself that you are not stepping too outside of the box. A CSM member just has to make sure we don't say 'secret stuff'. The number of CCP employees that come up to us at the Summits or that we talk to in the bars or daily on Skype tells me that we make an impact. I'm of the firm opinion that the CSM has and can continue to make a difference.

2004-2008: Mercenary Coalition Boss

2007-2010: CCP Game Designer | 2011-2013: CSM6 Delegate & CSM7 Chairman

2011-2015: Pandemic Legionnaire

2015- : Mercenary Coalition Boss

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Seleene
Body Count Inc.
Mercenary Coalition
#63 - 2012-01-23 13:21:12 UTC
CCP Punkturis wrote:
sup bro?

(did the questions have to be related to the topic?)


Hey bro! I'm just talking to the people, trying to keep hope alive, etc... Cool

2004-2008: Mercenary Coalition Boss

2007-2010: CCP Game Designer | 2011-2013: CSM6 Delegate & CSM7 Chairman

2011-2015: Pandemic Legionnaire

2015- : Mercenary Coalition Boss

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Gilbaron
The Scope
Gallente Federation
#64 - 2012-01-23 14:08:44 UTC
Seleene wrote:
CCP Punkturis wrote:
sup bro?

(did the questions have to be related to the topic?)


Hey bro! I'm just talking to the people, trying to keep hope alive, etc... Cool


punkturis is a guy ? http://www.youtube.com/watch?v=LdQguGTBnZw
Raivi
State War Academy
Caldari State
#65 - 2012-01-23 14:42:16 UTC
Punkturis is an honorary bro.
Bloodpetal
Tir Capital Management Group
#66 - 2012-01-23 16:35:24 UTC  |  Edited by: Bloodpetal
Posted on your blog, but going to here as well :


Theory crafting here...

I agree Sov mechanics are crap and will be crap until something new or interesting happens.

As a low sec dweller, I want to say that the idea that you have to just go in and "take your space" is putting the emphasis on projection of power rather than "upkeep" costs. The Sov Mechanic is to some degree broken because OF that HP Buffer in the first place. There shouldn't be an HP Buffer between me controlling SOV or Not, it should be how much force I can apply when I'm living there. The scalable nature always becomes an issue "I have 1,000 people, suck it" is also an issue, but working out the system to focus more on activity/usage rather than how many HP buffers you can put between me and you would help. This does beg the question how do you keep "mega warfare" useful and fun while still implementing an idea that relies less on "Moar DPS!!"

My opinion for a resolution is simple... Have multiple ways to take over SOV through game mechanics - Military (HP Buffer), Industrial, Social, Economic, etc. This will force SOV defenders to look at multiple avenues of defense and offense that fit to different styles of play.

I can be on an offensive Industrial attack and defend heavily against a Military attack by stacking ridiculous amounts of HP, but it leaves me vulnerable to an Economic take over.

I know this is very vague and "broad" but I think you can see how that dynamic is more relevant than "Moar DPS!!!"






I think any player outpost should have a limited # of supercaps that can be docked in it, as well they should literally be "docked" to the physical station on the exterior and be visible to everyone when done so, but invulnerable. They can't be directly targeted without destroying the object they are docked to/until the station is vulnerable or whatever and destroyed - but that would be a more reasonable balance.


It forces a couple compromises with docking

#1 - You can SEE where your enemy has his supercaps. You get a luxury, but you sacrifice the secrecy.
#2 - It limits and prioritizes the docking bay and gives purpose to having more than one Outpost as a supercap hub, spreading out the force as necessary and it produces internal politics - who gets to dock their supercap.
#3 - When the Outpost falls, so do the Supercaps, either open for capture or destruction. Reducing the idea that they are "Safely docked".
#4 - It is more vulnerable in that position

I think this can be pretty easily implemented with current technology as well and also give some supercaps pilots the ability to dock but not at a cost to their safety or their strategic value.


There would also be something pretty cool about pulling up to a Null Sec Outpost and seeing 3-4 titans parked right alongside it as mega structures.

Where I am.

Remigius Varagine
Hibernating
#67 - 2012-01-23 20:06:46 UTC
Xorv wrote:

Having to make meaningful choices, often means closing the door on the alternative choices. A player's actions with other players and the game world's NPCs should have consequences. An RPG, MMO or otherwise where there's no meaningful choices and consequences is a pretty boring ****** game.


Seleene wrote:

This dude TLDR'd most of what I would have said.


Yes, meaningful choices. That's fine.

If I had known in 2007 that some 5 years later the game would be changed so that I can't access a lot of NPC stations anymore,
because I do missions, I wouldn't have done it.
If I had known that ratting would lock me out of gameplay, I wouldn't have done it.
And I did stop mission running some time back because of exactly that reasons.

And on the other hand you want to be able to dock your Nyx. Goddammit, you knew you would not be able to dock! But no, thats too hard, no, we can't do that.

So, what was that about MEANINGFUL choices?
Seleene
Body Count Inc.
Mercenary Coalition
#68 - 2012-01-23 20:37:49 UTC
Remigius Varagine wrote:
If I had known in 2007 that some 5 years later the game would be changed


No game stays the same for five years and there are parts of EVE that have been the same way for over eight.

Remigius Varagine wrote:
so that I can't access a lot of NPC stations anymore, because I do missions, I wouldn't have done it. If I had known that ratting would lock me out of gameplay, I wouldn't have done it.


Ummmm... yeah, I wish I had a crystal ball too, m8. If I had known a flycathcer could tank an AoE doomsday, I wouldn't have lost a Titan. If I had known that letting a CSAA come out of reinforced in Russian prime in 2007 was a bad idea, I wouldn't have lost Hel in build. If I had known that such a thing as Sig Radius and explosion velocity would one day affect my missile damage, I would never have started a Caldari character.

Remigius Varagine wrote:
And on the other hand you want to be able to dock your Nyx. Goddammit, you knew you would not be able to dock! But no, thats too hard, no, we can't do that.


Can't do what? I thought I was following your train of thought but it kind of derailed here.... Ugh

2004-2008: Mercenary Coalition Boss

2007-2010: CCP Game Designer | 2011-2013: CSM6 Delegate & CSM7 Chairman

2011-2015: Pandemic Legionnaire

2015- : Mercenary Coalition Boss

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Remigius Varagine
Hibernating
#69 - 2012-01-23 21:20:00 UTC
Seleene wrote:

Can't do what? I thought I was following your train of thought but it kind of derailed here.... Ugh


Just saying.

You had a choice to climb into that Nyx, you knew exactly what would happen. Nobody forced you to do it. And not being able to dock was not something that was changed later. But now you don't want to live by the consequeces of that decision. You want to change the game so it suits you better.

But changing the game so that things I did years ago make life difficult for me, yea, that's OK.

Bloodpetal
Tir Capital Management Group
#70 - 2012-01-23 21:29:25 UTC
Remigius Varagine wrote:

Just saying.

You had a choice to climb into that Nyx, you knew exactly what would happen. Nobody forced you to do it. And not being able to dock was not something that was changed later. But now you don't want to live by the consequeces of that decision. You want to change the game so it suits you better.

But changing the game so that things I did years ago make life difficult for me, yea, that's OK.



At least the name of your Corporation fits you well.

Twisted


Welcome to politics, someone wants to screw you over so that they don't get screwed over. You're just being obvious at this point that Seleene's interests don't line up with your interests. I recommend you come up with a better argument than saying "Seleene doesn't care about me!!"

Where I am.

Seleene
Body Count Inc.
Mercenary Coalition
#71 - 2012-01-23 21:41:16 UTC
Bloodpetal wrote:
Posted on your blog, but going to here as well :

Theory crafting here...

I agree Sov mechanics are crap and will be crap until something new or interesting happens.

As a low sec dweller, I want to say that the idea that you have to just go in and "take your space" is putting the emphasis on projection of power rather than "upkeep" costs. The Sov Mechanic is to some degree broken because OF that HP Buffer in the first place. There shouldn't be an HP Buffer between me controlling SOV or Not, it should be how much force I can apply when I'm living there. The scalable nature always becomes an issue "I have 1,000 people, suck it" is also an issue, but working out the system to focus more on activity/usage rather than how many HP buffers you can put between me and you would help. This does beg the question how do you keep "mega warfare" useful and fun while still implementing an idea that relies less on "Moar DPS!!"

My opinion for a resolution is simple... Have multiple ways to take over SOV through game mechanics - Military (HP Buffer), Industrial, Social, Economic, etc. This will force SOV defenders to look at multiple avenues of defense and offense that fit to different styles of play.

I can be on an offensive Industrial attack and defend heavily against a Military attack by stacking ridiculous amounts of HP, but it leaves me vulnerable to an Economic take over.

I know this is very vague and "broad" but I think you can see how that dynamic is more relevant than "Moar DPS!!!"


This is similar to the initial ideal behind the whole 'pendulum' version of Sov, which died in a fire a long time ago; not because it was a bad idea, but because making it work with the time / resources available wasn't really feasible. Perhaps that will change in the near future. At the bare minimum, having multiple, spread out, military targets as a key part of sov is something that needs to happen.

Bloodpetal wrote:
I think any player outpost should have a limited # of supercaps that can be docked in it, as well they should literally be "docked" to the physical station on the exterior and be visible to everyone when done so, but invulnerable. They can't be directly targeted without destroying the object they are docked to/until the station is vulnerable or whatever and destroyed - but that would be a more reasonable balance.


This has actually been broached before and shot down due to technical and Art reasons. I'm no programming expert, I just know that they couldn't' do it previously and any effort to have some kind of 'external docking' would require more than two or three lines of code (five, at least). IF IF IF they actually allow any sort of docking to take place, I think limiting the available number of slots and subjecting any 'docked' ships to destruction along with the outpost is good stuff too.

Bloodpetal wrote:
There would also be something pretty cool about pulling up to a Null Sec Outpost and seeing 3-4 titans parked right alongside it as mega structures.


TBH, outposts are absurdly small in scale next to a couple titans. I was outside an Amarr outpost last night with a group of about six titans and the outpost was this little thing in the middle of us. Pretty silly looking tbh. Smile

2004-2008: Mercenary Coalition Boss

2007-2010: CCP Game Designer | 2011-2013: CSM6 Delegate & CSM7 Chairman

2011-2015: Pandemic Legionnaire

2015- : Mercenary Coalition Boss

Follow Seleene on Twitter!

Bloodpetal
Tir Capital Management Group
#72 - 2012-01-23 21:51:01 UTC  |  Edited by: Bloodpetal
Seleene wrote:

TBH, outposts are absurdly small in scale next to a couple titans. I was outside an Amarr outpost last night with a group of about six titans and the outpost was this little thing in the middle of us. Pretty silly looking tbh. Smile


Ya, Titans are massive and I've seen my share. I think that only adds to the arguments about not letting these massive things dock inside that are that huge. Cool


Right, I know there's some big challenges coming up ahead for CCP, but I think this is the time to put the dev time into making SOV into something more sophisticated. As I wrote in another post, the days of EVEs "Pre-Industrial, Exploration and Resource and hunter gatherer" society is a bit behind us. We're in the industrial age, so to speak, and the game has to accommodate a more sophisticated level of gameplay and structure. There is only so much "space" you can keep adding for expansion.

Players have conquered EVE much like the Steamboat and Airplane helped us conquer the world - it's time to focus on developing the tools for players to wage industrial age warfare and politics.



I'm surprised Titans external docking would be that complicated overall. Not that I'm an expert by any means. Simply being able to click on the outpost service, say "Dock" and then freezing the titan into place and then allowing the player to get off onto the station.

The new wave of resources and Devs at CCP have been impressing me so far, so I'm hoping that they review some of these options and go, "it's time to make these happen."

Where I am.

Seleene
Body Count Inc.
Mercenary Coalition
#73 - 2012-01-23 21:57:44 UTC
Remigius Varagine wrote:
Seleene wrote:

Can't do what? I thought I was following your train of thought but it kind of derailed here.... Ugh


You had a choice to climb into that Nyx, you knew exactly what would happen. Nobody forced you to do it. And not being able to dock was not something that was changed later. But now you don't want to live by the consequeces of that decision. You want to change the game so it suits you better.


I just don't expect things to stay the same forever. Letting the things dock has been a constant debate for years, one I've actually opposed more often than not (look up CCP Abathur posts). It's not some new thing this CSM brought up, it's not my pet project and it may never happen so harping on about it like I have some personal stake in it is kinda weird. If I could have what I PERSONALLY wanted then my Nyx would be in permanent low orbit over the Mercenary Coalition Wonderland theme park in Carrignottin where tens of thousands of visitors a day could gaze upon it and marvel at - ummmm.... yeah, well, I don't really care if I can dock it but I wouldn't mind if I could either. Pirate

Remigius Varagine wrote:
But changing the game so that things I did years ago make life difficult for me, yea, that's OK.


I won't apologize for wanting to improve the way the eight year old NPC dynamic works. I have no idea if or how far the concept might go, I just know it's boring as **** and completely lifeless. As for your life being difficult, you've pretty much ignored everything I've written in response to this issue and just seem like you want to stay mad. That's cool but it's not going to change my mind. Smile

2004-2008: Mercenary Coalition Boss

2007-2010: CCP Game Designer | 2011-2013: CSM6 Delegate & CSM7 Chairman

2011-2015: Pandemic Legionnaire

2015- : Mercenary Coalition Boss

Follow Seleene on Twitter!

Myxx
The Scope
#74 - 2012-01-23 22:22:02 UTC
Your thoughts on the ultrabear who abhors conflict at any and all costs and wants pvp to be opt-out? Is this a problem for EVE? What should/could be done with regards to it and war mechanics?
Orakkus
ImperiaI Federation
Goonswarm Federation
#75 - 2012-01-23 22:41:30 UTC
In regards to Sov as well as all thing Sov:

What ideas are being tossed around by both the CSM and CCP? I imagine with something as complex as this, there are more than a few ideas being put on the table.

He's not just famous, he's "IN" famous. - Ned Nederlander

Remigius Varagine
Hibernating
#76 - 2012-01-24 22:44:29 UTC
Seleene wrote:
[quote=Remigius Varagine][quote=Seleene]
I won't apologize for wanting to improve the way the eight year old NPC dynamic works. I have no idea if or how far the concept might go, I just know it's boring as **** and completely lifeless. As for your life being difficult, you've pretty much ignored everything I've written in response to this issue and just seem like you want to stay mad. That's cool but it's not going to change my mind. Smile


Ok, I think there is some misunderstanding. Sorry, my english is not as good as I whish it would be :(

I am not opposed to change.
I also think that NPCs are boring atm.
I think that your idea would make NPCs more interresting. Thats a good thing.
I think that with a fresh start in standings it could make things meaningful and fun.

But there are currently standing vales stored in the TQ database that come from activities that happened a long time ago.
From a time where there were officially little (just agent access and market tax. oh, and empire POS stuff. I don't mention FW because some of that data is older than FW) consequences.
From activities that were made by people that understood game mechanics.

I just think that applying these old values for new mechanics is not such a great idea.
Imagine someone living in a NPC 0.0 region for 4 years, ratting for income (nobody ever told us that is wrong), and after the expansion he will be literaly kicked out of his home region, with little hope to ever be able to return there.

But wiping out all old standing data doesn't sound like a good idea either. That would affect all mission runners, market players, everyone who has a POS up in >= 0.4 systems and all faction warfare players (might be I forgot something).

So perhaps some new number? But would you call that? Standing II? That's just confusing.

So, TL;DR:
I am concerned about the transition.

And about bribing: Good idea, but how do you want to make sure that standing/sec status would remain meaningful in the long run? When I started playing the price for a capital ship was a big deal for most players. Today not so much. And in three years?
So, how much should bribing cost?
Because if bribing costs just a trivial amout of ISK standing/sec status would be meaningless, which would contradict the whole exrecise.

I hope that clears up what I mean.
Kaelie Onren
Native Freshfood
Minmatar Republic
#77 - 2012-01-24 23:41:00 UTC
Regarding the flawed election system for CSM, was there any mention of introducing parliamentary constituencies to limit the one sided loading of the council? As a players in different parts of the game should have their voices heard by a councilman who "resides" in their camp for the council to be a true representation of the demographics.
Seleene
Body Count Inc.
Mercenary Coalition
#78 - 2012-01-25 07:39:10 UTC
Myxx wrote:
Your thoughts on the ultrabear who abhors conflict at any and all costs and wants pvp to be opt-out? Is this a problem for EVE?


Play a different game. That may sound harsh, but PVP is part of EVE. Be it in space, the market or whatever, that's just the way it has always been. It's what makes EVE... 'work'. Just to be clear - I don't go out of my way to grief random people. I'm not talking about dudes that get mauled in low-sec as anyone that makes the jump to 0.4 and below even gets a warning message about it. I mean stuff like I've never suicide ganked in Empire and I've never even done the 'Hulkageddon' thing. Some players derive a form of maniacal glee from that sort of thing but I don't. I do enjoy competing against other people though and have spent my entire time in EVE doing so. Allowing players to "opt out" of what essentially makes EVE what it is... no. Then it's not EVE anymore.

Myxx wrote:
What should/could be done with regards to it and war mechanics?


I would like to see the war dec mechanics evolve and have additional layers added for both sides of the equation. There is currently no in-game functionality that enforces a 'surrender' or allows for any sort of negotiated settlement of a dispute. I said this in an earlier post but even Master of Orion had this back in 1993. Or are you asking me if I think no one should be able to 'declare war' ever?

2004-2008: Mercenary Coalition Boss

2007-2010: CCP Game Designer | 2011-2013: CSM6 Delegate & CSM7 Chairman

2011-2015: Pandemic Legionnaire

2015- : Mercenary Coalition Boss

Follow Seleene on Twitter!

Seleene
Body Count Inc.
Mercenary Coalition
#79 - 2012-01-25 07:46:19 UTC  |  Edited by: Seleene
Remigius Varagine wrote:
Seleene wrote:

I won't apologize for wanting to improve the way the eight year old NPC dynamic works. I have no idea if or how far the concept might go, I just know it's boring as **** and completely lifeless. As for your life being difficult, you've pretty much ignored everything I've written in response to this issue and just seem like you want to stay mad. That's cool but it's not going to change my mind. Smile


Ok, I think there is some misunderstanding. Sorry, my english is not as good as I whish it would be :(

I am not opposed to change.
I also think that NPCs are boring atm.
I think that your idea would make NPCs more interresting. Thats a good thing.
I think that with a fresh start in standings it could make things meaningful and fun.

But there are currently standing vales stored in the TQ database that come from activities that happened a long time ago.
From a time where there were officially little (just agent access and market tax. oh, and empire POS stuff. I don't mention FW because some of that data is older than FW) consequences.
From activities that were made by people that understood game mechanics.

I just think that applying these old values for new mechanics is not such a great idea.
Imagine someone living in a NPC 0.0 region for 4 years, ratting for income (nobody ever told us that is wrong), and after the expansion he will be literaly kicked out of his home region, with little hope to ever be able to return there.

But wiping out all old standing data doesn't sound like a good idea either. That would affect all mission runners, market players, everyone who has a POS up in >= 0.4 systems and all faction warfare players (might be I forgot something).

So perhaps some new number? But would you call that? Standing II? That's just confusing.

So, TL;DR:
I am concerned about the transition.


If THAT is the sole cause of your concern, I wouldn't worry too much. If such a new system were introduced, CCP isn't going to just arbitrarily **** over people. That would be short-sighted and dumb. With anything of this nature there would certainly be some sort of transitional phase and probably a fair bit of tweakage. I know CCP is very ~CCP~ sometimes but just look at the most recent big change - the starbase fuel blocks. People had PLENTY of time and warning to get prepared. I'm sure that there would be a similar effort in regards to this sort of thing as well.

Remigius Varagine wrote:
And about bribing: Good idea, but how do you want to make sure that standing/sec status would remain meaningful in the long run? When I started playing the price for a capital ship was a big deal for most players. Today not so much. And in three years? So, how much should bribing cost? Because if bribing costs just a trivial amout of ISK standing/sec status would be meaningless, which would contradict the whole exrecise.


I can't say, but obviously there should be some level of auto-adjust in terms of what an NPC would 'demand' based on current economic conditions.

2004-2008: Mercenary Coalition Boss

2007-2010: CCP Game Designer | 2011-2013: CSM6 Delegate & CSM7 Chairman

2011-2015: Pandemic Legionnaire

2015- : Mercenary Coalition Boss

Follow Seleene on Twitter!

Seleene
Body Count Inc.
Mercenary Coalition
#80 - 2012-01-25 07:55:42 UTC
Kaelie Onren wrote:
Regarding the flawed election system for CSM, was there any mention of introducing parliamentary constituencies to limit the one sided loading of the council? As a players in different parts of the game should have their voices heard by a councilman who "resides" in their camp for the council to be a true representation of the demographics.


Well, one must assume that the current system is 'flawed' right now, which can be debated on endlessly. Personally, I prefer the direct voting method to a 'parliamentary' system because it's simple. Introducing some sort of 'party' system would be... I'm not even sure CCP would allocate or have the resources to code / properly track that sort of thing in an official capacity. The best we could come up with that they can do atm is requiring a candidate to have a sufficient number of 'likes' in order to secure a right to even be voted for.

What do you feel like is missing from the current process in terms of voters having the ability to vote in a candidate that represents their interests? How would you limit the number of CSM slots in order to ensure that a 'Parliamentary system' would even work?

2004-2008: Mercenary Coalition Boss

2007-2010: CCP Game Designer | 2011-2013: CSM6 Delegate & CSM7 Chairman

2011-2015: Pandemic Legionnaire

2015- : Mercenary Coalition Boss

Follow Seleene on Twitter!