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Solution to isk faucet with supers/carriers in null sec

Author
Gian Bal
Rattini Tribe
Minmatar Fleet Alliance
#1 - 2017-06-13 18:16:31 UTC  |  Edited by: Gian Bal
So i've seen alot of people suggesting that to fix this, you can just impose a bounty multiplier on the region that starts at 1.0 and decreases over time depending on the amount of isk paid out in bounties.

This is a ******** idea. The problem with straight up setting an isk cap for a region is that it means that 3 - 4 guys ratting in supers ruins literally everyone elses income in the region. Imagine logging in at 6pm after work and wanting to do some ratting to find that the bounty payouts in your region are now like 0.2 because numbfuck nonirons and xxsuperp1l0txx spent the last 3 hours super ratting. All that will do is **** off people in the region.


"So, Gian(t) Bal(ls), how do we fix this then?


Well, my solution is to reduce the respawn rate of the anomalies, when i used to carrier rat my system was fully upgraded etc. which meant when i did one haven/sanctum, another would respawn a few seconds later and there were like 3-4 at a time in system. This is fixed by making anoms respawn less the more you rat.

So for example say there is 4 havens in system, you do 3 or so within a short period of time, the respawn timer for them increases by like 15mins (or insert another period of time here) for every one you do for the next 20minutes. However this would only apply to the anomoly type you are doing. So lets say you get this stacking penalty thing on havens, if you then go to sanctums, they will respawn normally until you hit that cap you did with the havens.

This means that systems with multiple super ratters in them will actually have to do the lower class sites too while they wait for the havens and sanctums to respawn, this in itself means significantly less isk made in the region due to the low bounty payouts. On top of this, super pilots will need to be warping around the system alot more frequently to complete different sites. This actually indirectly decreases the isk made in the region because now the supers/carriers are having to warp to more sites more often (the lower class anoms would literally take a minute or so for a super to complete) , more hunters will be inclined to come and hunt, and more hunters would succeed because when they jump in, they will have much more time to locate the target and land in the site to bubble it.

Also, because these respawn rate penalties would only be system wide, it means ratters will be forced to spread out across a region, which potentially means carriers/supers doing 1-3 jump trips to adjacent systems to do higher class anoms there until thei r previous systems sites respawns, which means catching carriers/supers on gates. Also, this would in turn give sov more meaning to a large alliance, because currently for a large alliance holding an entire region, realistically they will only really have a handful of important systems, a few ratting systems and the rest of the systems 9 times out of 10 will just be empty (apart from when people travel through them ofc). However, because with this system people would spread out across more systems, big entities would actually value alot more of the systems held in their sov.


Obviously this idea would need some tweaking, balancing of numbers etc. but to me this seems like one of the only logical solutions that could aid the isk faucet problem alongside spreading more people around the universe as oppposed to huddling into 2-3 home/ratting systems.

Litterally God

Beast of Revelations
Pandemic Horde Inc.
Pandemic Horde
#2 - 2017-06-13 18:44:25 UTC
There are a million right ways to fix this - they aren't interested. They think nerfing a ship in PvP is the way to fix the economy LOL.

- Ban carriers from going in - that would fix it.

- Enhance the efficiency the rats target and hit fighters - that would fix it.

- Put a triage back on to the carrier so it has to sit still for a couple minutes after entering - that would fix it.

But no, we have to nerf a ship. To fix the economy. LOL.
Gian Bal
Rattini Tribe
Minmatar Fleet Alliance
#3 - 2017-06-13 18:51:52 UTC
Banning carriers/supers or making the rats shoot fighters more isn't even necessary, as I said the problem has nothing to do with how quick people can ran the sites, its how often the sites are there to run which is the issue. Using a system like this would encourage hunters to place logged off cyno alts in havens/sanctums in systems surrounding main ratting hubs which would mean when people venture out to find more high tier anoms to run they are met with a cyno. This would make pilots much more cautious and could in turn actually greatly reduce the amount of super ratters in specific regions because it would essentially become a game of minesweeper were they have a good chance of getting dropped on when they warp to a haven the next system over.

Even if the people didnt venture to other systems, they would still need to wait for the sites to respawn, therefore reducing the isk made in said region anyway. I like to think of it as a system wide anomaly fatigue.

Litterally God

Jenn aSide
Soul Machines
The Initiative.
#4 - 2017-06-13 19:55:05 UTC
There is no need for any of this. Respawing anoms have existed since 2010. People have been ratting in all manner of ships including carriers and super caps the whole time. The ONLY time it became an issue in the past was with tracking titans (with tracking links from Scimitars). CCP nerfed Forsaken hubs for everyone in the 2013 Odyssey expansion because of them, and when that didn't work that eliminated the ability for Titans to receive remote assistance.

but other than the tracking titan glitch, anomalies have been fine and not a burden on the game. Then CCP introduced Fighter Squadrons last year and the money supply that had been stable for 7 years prior exploded.

When you have a system that works fine for years and one change breaks it, you don't revamp the entire system to fix the problem, you fix the thing that broke the system, it's stupid to do otherwise.. Fighter Squadrons caused the problem, fighter squadrons are the things that need fixing or eliminating.
Gian Bal
Rattini Tribe
Minmatar Fleet Alliance
#5 - 2017-06-13 20:14:22 UTC
Jenn aSide wrote:
There is no need for any of this. Respawing anoms have existed since 2010. People have been ratting in all manner of ships including carriers and super caps the whole time. The ONLY time it became an issue in the past was with tracking titans (with tracking links from Scimitars). CCP nerfed Forsaken hubs for everyone in the 2013 Odyssey expansion because of them, and when that didn't work that eliminated the ability for Titans to receive remote assistance.

but other than the tracking titan glitch, anomalies have been fine and not a burden on the game. Then CCP introduced Fighter Squadrons last year and the money supply that had been stable for 7 years prior exploded.

When you have a system that works fine for years and one change breaks it, you don't revamp the entire system to fix the problem, you fix the thing that broke the system, it's stupid to do otherwise.. Fighter Squadrons caused the problem, fighter squadrons are the things that need fixing or eliminating.


Lets be honest ccp aren't gonna try fix something like fighter squadrons, this nerf run they are doing on them now is probably about it, and they reduced the nerf because everyone bitched about it.

Null sec is already such an easy way to make isk and it's a perfect time to revamp the anomalies in null altogether, with my proposed system, there is no change to how fast someone can run a site, or how many someone can do, or how much each site gives. By simply adding a respawn delay to the anomaly time in each system depending on how many of said anomalies are being run in a certain amount of time, it encourages people to spread out across a region and populate the otherwise stagnant space that alliances hold just for the sake of holding. By nerfing the fighters damage you aren't just nerfing the ships PVE ability but most importantly its pvp ability. Carriers are already a bit meh for pvp for the simple fact that their fighters are quite vulnerable when they get deployed far from the carrier. By adding this respawn delay, it lowers the overall isk output of the region both directly and indirectly (indirectly meaning the risk vs reward stuff in my original post with increased hunting etc.) whilst allowing people who only rat with stuff like ishtars to still earn what they would that they do now.

The only people my system would directly affect is carrier/super ratters that blitz through the havens etc. in a matter of a few minutes. People who rat with ishtars, machariels, and other subcaps like those won't actually be able to blitz through the sites quick enough to trigger the respawn delay (except of course if there are multiple of these running the same sites in the same system).

Litterally God

SurrenderMonkey
State Protectorate
Caldari State
#6 - 2017-06-13 20:16:24 UTC  |  Edited by: SurrenderMonkey
Beast of Revelations wrote:
There are a million right ways to fix this - they aren't interested. They think nerfing a ship in PvP is the way to fix the economy LOL.

- Ban carriers from going in - that would fix it.

- Enhance the efficiency the rats target and hit fighters - that would fix it.

- Put a triage back on to the carrier so it has to sit still for a couple minutes after entering - that would fix it.

But no, we have to nerf a ship. To fix the economy. LOL.


If you think putting triage back on carriers wouldn't be nerfing the ship — and massively more so than the 10% DPS nerf they went with — you need to shush and let the grownups talk.

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

Beast of Revelations
Pandemic Horde Inc.
Pandemic Horde
#7 - 2017-06-13 21:27:09 UTC
Jenn aSide wrote:
Then CCP introduced Fighter Squadrons last year and the money supply that had been stable for 7 years prior exploded.


LOL, so ships and weapons systems are the problem with the economy? Then you're right! We'd better start applying that nerf bat to those damn ships and weapon systems! Hell, lets start ELIMINATING weapon systems - not just fighters, but others as well. After all, we don't want the money supply to explode or anything.

I have probably as dim a view of most people's intelligence as one could possibly have... but even so, it surprises me that I still get surprised from time to time, more often than I would like.
Beast of Revelations
Pandemic Horde Inc.
Pandemic Horde
#8 - 2017-06-13 21:32:08 UTC
SurrenderMonkey wrote:

If you think putting triage back on carriers wouldn't be nerfing the ship — and massively more so than the 10% DPS nerf they went with — you need to shush and let the grownups talk.


I agree. I don't like that particular suggestion. In my defense, I offered two other suggestions as well, and even other suggestions in other threads. My thinking was, in a fleet usage, the carrier would have support and there would be less risk using a triage (as with a dread), but in ratting some anom, the carrier would be alone, and it would present more risk for the reward. Having said that, I agree, not a particularly good idea.
Linus Gorp
Ministry of Propaganda and Morale
#9 - 2017-06-14 09:12:20 UTC  |  Edited by: Linus Gorp
Beast of Revelations wrote:
but in ratting some anom, the carrier would be alone

With a cyno, in range of a (super) capital blob.

When you don't know the difference between there, their, and they're, you come across as being so uneducated that your viewpoint can be safely dismissed. The literate is unlikely to learn much from the illiterate.

Beast of Revelations
Pandemic Horde Inc.
Pandemic Horde
#10 - 2017-06-14 10:50:38 UTC
Linus Gorp wrote:
Beast of Revelations wrote:
but in ratting some anom, the carrier would be alone

With a cyno, in range of a (super) capital blob.


That was the point.
Linus Gorp
Ministry of Propaganda and Morale
#11 - 2017-06-14 12:20:16 UTC
Beast of Revelations wrote:
Linus Gorp wrote:
Beast of Revelations wrote:
but in ratting some anom, the carrier would be alone

With a cyno, in range of a (super) capital blob.


That was the point.

No, you tried to sneak in risk that simply isn't there to make your point.

When you don't know the difference between there, their, and they're, you come across as being so uneducated that your viewpoint can be safely dismissed. The literate is unlikely to learn much from the illiterate.

Barrogh Habalu
Imperial Shipment
Amarr Empire
#12 - 2017-06-14 13:10:34 UTC
Jenn aSide wrote:
There is no need for any of this. Respawing anoms have existed since 2010. People have been ratting in all manner of ships including carriers and super caps the whole time. The ONLY time it became an issue in the past was with tracking titans (with tracking links from Scimitars). CCP nerfed Forsaken hubs for everyone in the 2013 Odyssey expansion because of them, and when that didn't work that eliminated the ability for Titans to receive remote assistance.

but other than the tracking titan glitch, anomalies have been fine and not a burden on the game. Then CCP introduced Fighter Squadrons last year and the money supply that had been stable for 7 years prior exploded.

When you have a system that works fine for years and one change breaks it, you don't revamp the entire system to fix the problem, you fix the thing that broke the system, it's stupid to do otherwise.. Fighter Squadrons caused the problem, fighter squadrons are the things that need fixing or eliminating.

The problem is, that means removing something that isn't completely tied to an aged idea of cycling a single group of modules on every target, rinse and repeat. More stuff to do with your own ship in space (and not with 10 other accounts, or a stack of spreadsheets) is good for an, um, spaceship game.

Frankly, there are ways to address the issue - if it's an issue - and CCP used some of them in the past.
Beast of Revelations
Pandemic Horde Inc.
Pandemic Horde
#13 - 2017-06-14 14:32:20 UTC
Linus Gorp wrote:
Beast of Revelations wrote:
Linus Gorp wrote:
Beast of Revelations wrote:
but in ratting some anom, the carrier would be alone

With a cyno, in range of a (super) capital blob.


That was the point.

No, you tried to sneak in risk that simply isn't there to make your point.


I don't know if you are a moron with reading comprehension issues or what. You are certainly a troll, because I've read your other posts.

Be that as it may, if you are just a moron and cannot comprehend simple english, I'll try again. The point of my suggestion of the triage module was to add additional risk to using a single carrier to rat with.
Old Pervert
Perkone
Caldari State
#14 - 2017-06-14 16:42:11 UTC
Beast of Revelations wrote:
Linus Gorp wrote:
Beast of Revelations wrote:
Linus Gorp wrote:
Beast of Revelations wrote:
but in ratting some anom, the carrier would be alone

With a cyno, in range of a (super) capital blob.


That was the point.

No, you tried to sneak in risk that simply isn't there to make your point.


I don't know if you are a moron with reading comprehension issues or what. You are certainly a troll, because I've read your other posts.

Be that as it may, if you are just a moron and cannot comprehend simple english, I'll try again. The point of my suggestion of the triage module was to add additional risk to using a single carrier to rat with.


Compare this to HAW dreads and seiged rorqs. Yes there's a higher chance to get tackled, but 9 times out of 10 if you're out there in a capital, you've got friends in cyno range. The risk is moot because you can blob the daylights out of whoever tries to kill your capital.

Nothing dunks a subcap roam faster than a (super)carrier blob.

If they cyno in their own (super)caps, you bring in the dreadbombs because it's your home pocket and each pilot can easily just keep reshipping into dreads and gating them into the system if their fatigue is an issue.
Beast of Revelations
Pandemic Horde Inc.
Pandemic Horde
#15 - 2017-06-14 19:42:42 UTC  |  Edited by: Beast of Revelations
Old Pervert wrote:

Compare this to HAW dreads and seiged rorqs. Yes there's a higher chance to get tackled, but 9 times out of 10 if you're out there in a capital, you've got friends in cyno range. The risk is moot because you can blob the daylights out of whoever tries to kill your capital.


What's-his-head wasn't specific. I thought he was referring to being within range of an ENEMY cyno, and (possibly incoming) supercap blob. I was like "yes, that's the point - to add risk." Because that's what I pictured - an enemy being cyno'd in.

I already said I don't prefer this solution, but the point was, CCP should be trying to target and fix THE ACTUAL PROBLEM, not just nerf a ship's DPS, which is stupid. This one idea was an attempt to do that.
Old Pervert
Perkone
Caldari State
#16 - 2017-06-14 19:50:24 UTC
Beast of Revelations wrote:
Old Pervert wrote:

Compare this to HAW dreads and seiged rorqs. Yes there's a higher chance to get tackled, but 9 times out of 10 if you're out there in a capital, you've got friends in cyno range. The risk is moot because you can blob the daylights out of whoever tries to kill your capital.


What's-his-head wasn't specific. I thought he was referring to being within range of an ENEMY cyno, and (possibly incoming) supercap blob. I was like "yes, that's the point - to add risk." Because that's what I pictured - an enemy being cyno'd in.

I already said I don't prefer this solution, but the point is, CCP should be trying to target and fix THE ACTUAL PROBLEM, not just nerf a ship's DPS, which is stupid.



Fair enough on the enemy cynos, but I still feel that if an enemy blobs you with caps, you can blob them with dreads. Home field advantage and all. Dreadbombs generally win, and pre-staging enough assets to counter the dreadbomb (a bigger dreadbomb) isn't really going to happen unless it's a strategic objective. "Hey we tackled a ratting carrier" won't be a strategic objective.

I agree that nerfing carriers was not the best course of action, but transpose the problem to a different ship.

Imagine I could fit a rattlesnake with an absurd dps. The cruise missiles could volley battleships, the sentry drones could volley everything else. The clear-time on a site would be obscene, right? The ratting ticks would be beyond dank.

The clear fix in this case is to nerf the snake. It's well within its role, doing what it's intended for, it's just doing it too well. If they nerf the sites, they affect everyone else.
Teckos Pech
Hogyoku
Goonswarm Federation
#17 - 2017-06-14 20:44:17 UTC
Simple elegant solution....

CCP levies a tax on carriers and supers while ratting.

The tax rate?

100%

Problems solved.

Stop a massive expansion of the money supply. No need to nerf the PvP capability of a carrier or super.

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

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#18 - 2017-06-14 20:47:35 UTC
Gian Bal wrote:
snip


No, -1.

Why? Ratting in general is not the problem.

Ratting in carriers and supers are.

You solution penalizes not only carriers and supers, but all raters. In other words, you want all other ratters to help "pay" for the problem created by carriers and supers...to in effect subsidize them.

No.

Feck no.

Bad game design right out of the box.

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

8 Golden Rules for EVE Online

Gian Bal
Rattini Tribe
Minmatar Fleet Alliance
#19 - 2017-06-14 22:08:34 UTC
Teckos Pech wrote:
Gian Bal wrote:
snip


No, -1.

Why? Ratting in general is not the problem.

Ratting in carriers and supers are.

You solution penalizes not only carriers and supers, but all raters. In other words, you want all other ratters to help "pay" for the problem created by carriers and supers...to in effect subsidize them.

No.

Feck no.

Bad game design right out of the box.


Clearly you didn't even read it then because you would understand that this delaying of anom spawns would only be triggered if x amount of sites were being run in x amount of time. So for people ratting in one or two afktars, rattlers, domis etc. there would be very little (if any) delay, whereas where supers and carriers would be blitzing through the sites so quickly it would trigger the anomaly spawn delay.

Litterally God

Gian Bal
Rattini Tribe
Minmatar Fleet Alliance
#20 - 2017-06-14 22:10:10 UTC
And also it sorta makes sense that if in a system 1-2 types of anoms were constantly being farms one after the other (each one taking little time to finish) that the spawns would need time to regenerate etc. I really don't see peoples problem with this solution.

Litterally God

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