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A balanced compromise to local

Author
Toxic Paradox
Sebiestor Tribe
Minmatar Republic
#1 - 2012-03-07 07:57:38 UTC
Here it goes..

Current local is as follows

High sec, Low sec, Sov space have local always without delay or indifference.

WH space has no local until you type in it then you become visible to those in local at the time.

Solution:

High sec: Local always available without delay and constant.

Low sec: Local is delayed until you de-cloak( no matter how you de-cloak) after entering local.

Sov -Space: Local is delayed until you de-cloak ( no matter how you de-cloak) and only the SOV space owners can see local unless they chat in it then that character becomes visible in local.

WH space: You don't appear in local until you chat in it.

IMO this is the most balanced way to address the local issue on both sides of the fence.


Flame on

Mike Whiite
Deep Core Mining Inc.
Caldari State
#2 - 2012-03-07 08:41:13 UTC
what does that change except that non sov-owners can't see local.

Or do you mean you are removed form local when cloacking?

when coming through the gate you need to de-cloack before you can cloak, so in that case it wouldn't change a thing except removing locol for non sov owners.

Tidurious
Blatant Alt Corp
#3 - 2012-03-07 08:49:11 UTC
This really doesn't do anything, so try again!
Mag's
Azn Empire
#4 - 2012-03-07 08:58:23 UTC
So sov owners get all the intel and the rest can spin? Lol

Fail.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Serge Bastana
GWA Corp
#5 - 2012-03-07 13:36:07 UTC
That's a good way to make sure nobody bothers going into null again except those who hold sov. Either everybody gets the same intel that local provides or nobody does, it's as simple as that.

WoW holds your hand until end game, and gives you a cookie whether you win or lose. EVE not only takes your cookie, but laughs at you for bringing one in the first place...

Toxic Paradox
Sebiestor Tribe
Minmatar Republic
#6 - 2012-03-07 14:19:39 UTC
I don't really understand the hostility against SOV owners seeing who is in the local they control. It would only be the systems they control that they get that bit of an upper hand.

I see so many posts about removing it all together for everyone or delaying it this is a mid line approach IMO



Nikk Narrel
Moonlit Bonsai
#7 - 2012-03-07 17:22:03 UTC
Toxic Paradox wrote:
I don't really understand the hostility against SOV owners seeing who is in the local they control. It would only be the systems they control that they get that bit of an upper hand.

I see so many posts about removing it all together for everyone or delaying it this is a mid line approach IMO




Pull cloaks out of local for everyone.
In High Sec, noone will care.
In Low sec, they like danger already. No AFK cloaking will happen.
In Null sec, this will eliminate AFK cloaking.

Now, some may ask why others AFK cloaking is tied into this. The whole reason they do it, is to devalue local chat's intel value. For those who rely on this, they will get a nonstop false alarm.
(The AFK pilot is deliberately not interacting with anyone, as if protesting that anyone who can see local knows he is there, despite the fact his ship and skills keeps you from having any realistic chance of finding him)
Buzzy Warstl
Quantum Flux Foundry
#8 - 2012-03-07 17:30:52 UTC
Nice try, but all a cloaker needs to do is pop by that window on occasion, decloak, say "hi guys!", recloak and the intel fuzz factor is set for a while.

Or just light off a cyno every now and then, shut it down right away and run until you see people have stopped chasing it. Then bring in the guns.

http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs

Plyn
Uncharted.
#9 - 2012-03-07 17:32:01 UTC
Nikk Narrel wrote:
Toxic Paradox wrote:
I don't really understand the hostility against SOV owners seeing who is in the local they control. It would only be the systems they control that they get that bit of an upper hand.

I see so many posts about removing it all together for everyone or delaying it this is a mid line approach IMO




Pull cloaks out of local for everyone.
In High Sec, noone will care.
In Low sec, they like danger already. No AFK cloaking will happen.
In Null sec, this will eliminate AFK cloaking.

Now, some may ask why others AFK cloaking is tied into this. The whole reason they do it, is to devalue local chat's intel value. For those who rely on this, they will get a nonstop false alarm.
(The AFK pilot is deliberately not interacting with anyone, as if protesting that anyone who can see local knows he is there, despite the fact his ship and skills keeps you from having any realistic chance of finding him)

You are wrong about people afk cloaking just to devalue intel and disrupt ratting/mining. In fact, a lot of them are actively counting on you to make that assumption. Many "afk" cloakers are only afk a portion of the time, the other times they are waiting for your group to get cocky, and think that it will be okay to go kill some rats, because that guy's "been afk in here for days!" Then they attack and get a nice pretty kill to pin on their KB and go back to being afk. Make a sandwich, take a dump, a couple of hours later the carebears in your space will have forgotten all about it and they can snag themselves a tasty hulk or two.
Nikk Narrel
Moonlit Bonsai
#10 - 2012-03-07 17:37:00 UTC
Not for nothing, but you both must realize the pilot was not AFK during the activities you just described.

The pilot in question doesn't want to be bothered with being AFK at all, but since local will non-stop present him for all to see, he lets it.

Eventually local can backfire, as you described, and create lots of excitement and violence. All because the cloaked vessel's presence there was not guiding the behavior of others.

And isn't violence and explosions why we play the game?

Might as well take driving tests for fun, otherwise...
Plyn
Uncharted.
#11 - 2012-03-07 17:41:59 UTC
Removing cloaked ships, and only cloaked ships, from local gives them too much of an advantage. All PvP will be done with cloaky fleets only. Nullsec mining and ratting will be impossible, because the enemy always knows about you, and you aren't even sure if there IS an enemy.

Yes, we play to kill and die, but we do so under the assumption that there is some sort of balance between being predator and prey. They prey having just as much an opportunity to see the threat coming as the predator has of catching their quarry unawares.
Nikk Narrel
Moonlit Bonsai
#12 - 2012-03-07 18:01:36 UTC
Cloaky fleets... what a concept....

Aside from the obvious and specialized SB wings we might see, and which already exist anyways, cloaked vessels are not as dangerous as their non cloaking cousins.
There are two important reasons for this.

1 They have to give up a high slot just to mount the cloak itself. This is the difference between winning and losing on many fits.
2 The sips themselves are nerfed towards combat, when compared to their non cloaking counterparts.
(Force Recon VS Combat Recon provides the easiest comparison on this)

The more likely result, has nothing to do with hot drops, or ships decloaking for attacks. These happen already.

No, the more likely result is that they will again have their intended roles restored. The CovOps frigate will again be scouting for fleets and roams, locating targets, and then local will have highly visible spikes in population as the actual PvP vessels rush in to deliver pizzas.

(In this case, where the toppings are railgun ammo, missiles, and the occasional parmesan drone bites)
Toxic Paradox
Sebiestor Tribe
Minmatar Republic
#13 - 2012-03-07 18:03:27 UTC
I'm not really all that concerned if local is there or not TBH. I lived in a WH long enough to know how to deal with no local. I'm merely suggesting scalable alternatives to the whole either all local or no local current debate. As I described in the OP the deeper you go the less intel you get from local. I personally think that owning SOV should provide some benefit of knowing your own space and who's in it

Complaining about only the SOV owners get local intel is weak at best. As it works against them when not in their SOV. If your out to attack someone in their backyard you should have a bit of a disadvantage to local knowledge. Granted SOV have home field advantage of being able to reship to proper vessels to counter a hostile force but this comes with putting more assets at risk in 1 location.
Toxic Paradox
Sebiestor Tribe
Minmatar Republic
#14 - 2012-03-07 18:07:49 UTC
Could we please keep the topic to "local" not "cloaky".

I understand they have some shared concerns but the cloaky debate has it's own post.

Toxic Paradox
Sebiestor Tribe
Minmatar Republic
#15 - 2012-03-07 18:13:58 UTC
Mike Whiite wrote:
what does that change except that non sov-owners can't see local.

Or do you mean you are removed form local when cloacking?

when coming through the gate you need to de-cloack before you can cloak, so in that case it wouldn't change a thing except removing locol for non sov owners.




When coming through a gate you are cloaked until you move or cloak timer runs out giving local the delayed effect. As you have time to dscan, assess what you see, and plot your next move before you show in local.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#16 - 2012-03-07 18:25:55 UTC

Your idea is NOT balanced. Balanced means moderately equal footing for all parties involved.

This is a more balanced idea: Replace Local with an Intel Tool

Giving only the "sov holders" the quasi-omniscient knowledge of local, while leaving any passerby completely without said intel, is the epitomy of unbalanced....

I do like the idea that you don't appear in local until you actively decloak your ship.... However, that means you can be in local for a full minute before you uncloak... which is a bit too long. Within 1 minute, I can ALWAYS narrow down any target within scan range of the gate to an exact planet cluster before I decloak. It doesnt' even require skill at that time limit...

I'm a much bigger fan of you get a 10ish second delay between entering local and appearing in local. Until an actual intel tool is developed, this would balance the hunter-prey relationship that currently is unbalanced towards the prey given locals instant proclamation of neutrals/reds coming into system.

Toxic Paradox
Sebiestor Tribe
Minmatar Republic
#17 - 2012-03-07 19:16:26 UTC
Gizznitt Malikite wrote:

Your idea is NOT balanced. Balanced means moderately equal footing for all parties involved.

This is a more balanced idea: Replace Local with an Intel Tool

Giving only the "sov holders" the quasi-omniscient knowledge of local, while leaving any passerby completely without said intel, is the epitomy of unbalanced....

I do like the idea that you don't appear in local until you actively decloak your ship.... However, that means you can be in local for a full minute before you uncloak... which is a bit too long. Within 1 minute, I can ALWAYS narrow down any target within scan range of the gate to an exact planet cluster before I decloak. It doesnt' even require skill at that time limit...

I'm a much bigger fan of you get a 10ish second delay between entering local and appearing in local. Until an actual intel tool is developed, this would balance the hunter-prey relationship that currently is unbalanced towards the prey given locals instant proclamation of neutrals/reds coming into system.



Usually only the WH dwellers know who's in theyre space and how many so wouldn't that be unbalanced as well. Any WH corp worth mentioning know's who goes in and out of open WH's into their system. As they should have a Pickett/scout set on the WH at all times providing that intel. Since SOV space is not W space there is a bit more local info is what I'm trying to suggest with that.. it's not perfect but in the right direction I believe. I still think it's a better idea than removing local altogether and turning all null sec into WH space.

The local delay as you mention I agree with you as 1 minute would be a bit long where applied to low sec. Although I think it may be a fair trade off for not seeing local in hostile SOV space. As you would not know how many hostiles you may encounter once you arrive. But that could be explored maybe 30 seconds....
Gizznitt Malikite
Agony Unleashed
Agony Empire
#18 - 2012-03-07 19:45:32 UTC
Toxic Paradox wrote:

Usually only the WH dwellers know who's in theyre space and how many so wouldn't that be unbalanced as well.


Absolutely NOT. The WH dwellers that montior comers and goers do so by dedicating a pilot to picket and working as a team. They don't have an ingame-mechanics imbalance, they create an imbalance through teamwork. Their opponents can do exactly the same thing, re-balancing the field. Your suggesting an innate imbalance to the intel system granted directly to the Sov Holders... While there should be some benefits to getting Sov, the imbalance you suggest is over the top and blatantly unfair.



Toxic Paradox wrote:
I still think it's a better idea than removing local altogether and turning all null sec into WH space.

Local at the moment is balanced in the sense everyone is provided the same information. I'm all for changing local into an actual intel system, so long as its mostly balanced too. Meaning, two people that enter system should have roughly equivalent info, and need to work with other players, or outfly their opponent to gain the intel advantage. WH Delayed Local is fair.... although its too extreme for most of the nullbear population. Forcing people to spam scan to stay safe is not good for the game!

Toxic Paradox wrote:

The local delay as you mention I agree with you as 1 minute would be a bit long where applied to low sec. Although I think it may be a fair trade off for not seeing local in hostile SOV space. As you would not know how many hostiles you may encounter once you arrive. But that could be explored maybe 30 seconds....


30 Seonds is still too long in my opinion, and while I understand your desire to balance the "I have quasi-omniscient intel that my enemy doesnt" with "my intel on my enemy is delayed from when they first enter local" is just the wrong approach.... The change to local should leave people on a farily balanced field, and trying to balance the haves wtih the have nots is a dangerous road that just doesn't work so well.

How does a roaming gang find a fight with your suggestion? They never know where the people are grouped up, so they never know where to poke. How is NPC nullsec altered with your change?
Luscar Seneca
Deep Core Mining Inc.
Caldari State
#19 - 2012-03-12 19:47:26 UTC
I've been in FW for a couple years now and at times I wish there was no local. I do like the idea of scaling local between high/low/null sec.

If it was my way :
High sec : stays the same, everyone shows up on local.
Low sec : Only people within your max Dscan range show up on local. So 14 au or so. This would make bigger systems FEEL bigger, etc.
Null sec : Either like the low sec I stated above or Wh space.

Random tweaks : In overview settings you would have the option of scanning piloted/unpiloted ships.
Be able to tell if a pilot is docked or undocked with your scanner.
Not have people in your fleet show up on Dscan would be fantastic as well.


Simi Kusoni
HelloKittyFanclub
#20 - 2012-03-12 20:22:30 UTC
Luscar Seneca wrote:
High sec : stays the same, everyone shows up on local.
Low sec : Only people within your max Dscan range show up on local. So 14 au or so. This would make bigger systems FEEL bigger, etc.
Null sec : Either like the low sec I stated above or Wh space.

So when roaming around low sec you'd have to bounce around a system just to make sure they don't have backup? Then go and do the same in every adjoining system just in case they have a support fleet holding one system back?

Not to mention the issues this creates with deep safes, I have 14 deep safes in my home ratting system and none of them are within 14au of any celestial, nor will any warp between celestials bring you within 14au of me. CCP have *tried* to eliminate all the various methods of making these kind of safes, but I doubt they'll ever manage to get them all. Which means under your proposal I could hide fleets completely in low sec, and so could anyone else who can make deep safes.

And if null was like this... CYNOS. This is why null is not, and never will be, like WH space. In WH space that one ship you missed can't drop super caps or a titan bridging gang on you.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

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