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Dev blog: Brains! NOM NOM!

First post First post First post
Author
Marlona Sky
State War Academy
Caldari State
#221 - 2012-09-20 18:48:53 UTC  |  Edited by: Il Feytid
Spc One wrote:
Dramaticus wrote:
Its almost like you could add a target painter and a web to a Rattlesnake to make killing tackling frigates easier

When npc's are 70km away... it's hard to recall drones faster, so you loose all heavy drones.
As i said this mechanic is broken for high sec as you can't smartbomb.

I am extremely comfortable with the idea of level 4 missions in high sec being impossible to solo. I am also comfortable with the idea of agents moving and or becoming less profitable as more and more players complete missions from the same agent. Would love to see Dodixie's agents pack their bags and base from a player built null station for a while.
Promiscuous Female
GBS Logistics and Fives Support
#222 - 2012-09-20 18:50:30 UTC
Aethlyn wrote:
Everyone? The only drones skill I'm having at level 5 is Drones. Others are on 1-4 maximum. Don't always assume everyone is just AFKing missions or whatever.

you don't have scout drone operation to 5? shameful, get some t2 drones all up ins they are amazing
Bagehi
Science and Trade Institute
Caldari State
#223 - 2012-09-20 18:50:39 UTC
Jenn aSide wrote:
Reginald Zebranky wrote:
NPCs switching targets in some of the more difficult complexes is going to be troublesome for sure.
I know lots of folks rely on being able to manage who the structures/npcs are shooting at.

Sites like

  • The Maze (final room)
  • Dread Guristas fleet staging point (final stage)
  • No Quarter (final stage)

put out an astronomical amount of DPS. A dedicated tanking ship is usually required.

The tank-ship (often a pimped-out Tengu or a capital ship) typically sacrifices dps for tank.
The high-skilled tengu-tanker takes the aggro and lower-skilled players warp in with whatever dps ships they have.

Managing who that structure fires its Citadel Torps or Siege Railguns Batteries at is pretty key.

It is going to be interesting to see how this works out. We're going to have to come up with new techniques on the double.
Hopefully it won't lock lower-skilled players out of participating in these harder plexes entirely.

On a related note: Along with the heavy missile dps nerf this is another hit to nullsec player income. We could sure use an isk buff out here!


I pride myself on being able to set up and implement solutions to PVE related problems/content , in other words adapting. The 1st thing I thought when i hear dof the proposed Heavy Missile nerf (while others screamed blood murder) is what i could do with a Tracking comp'd up Navy Raven lol.

But done wrong this change could make high end null sec exploration content seriously bad and broken beyond our (often incredible) ability to adapt. The 1st 2 rooms of guristas maze are bad, but doable even with switching, but that last room would be impossible if you can't control or predict where that torp is going to go......\


.....and as I was typing that I thought "maybe I could put a smart bombing rokh between our dps ship and the station... see, still trying to adapt lol. But if the rokh takes torp aggro and dies, blegh.

Yea, we'll see, hope CCP thinks this all the way through.


You should be able to range tank citadel torps though. That's what I've always done anyway. Pretty easy to keep out of range. Citadel Torps are really short range, and it shouldn't take a whole lot of effort to keep range on an outpost. It isn't like it is mwd'ing towards you.
Lors Dornick
Kallisti Industries
#224 - 2012-09-20 18:52:20 UTC
Vincent Athena wrote:
Its been suggested that you should be able to set drone groups to a HUD button, like a weapon. Click it, that group launches.

Or you could define 3 hot keys: Launch currently selected drone group, move to next drone group, move to previous drone group.


There are a lot of players who would love this, I'm one of those.

Or at least give us the ability to assign some random keycombo to launching a specific flight of drones.

I'd say that every single player flying a ship capable of carrying more than one flight of drones want this (nah, not true, lets say several players).

CCP Greyscale: As to starbases, we agree it's pretty terrible, but we don't want to delay the entire release just for this one factor.

Bob Bedala
#225 - 2012-09-20 18:52:28 UTC
I've just realised something.

On large scale software projects, you have engineers dedicated to feature releases & sections of the codebase. But those features are specced by product owners who are experts in their fields, in this case game designers.

Do CCP really have engineers in effect doing game design with seemingly little feedback from game designers?

The latter are the people who should be in communication with the playerbase, not engineers -- unless it's digging into the details of a bug. Seems weird-as, to me, but explains a heck of a lot.
Scatim Helicon
State War Academy
Caldari State
#226 - 2012-09-20 18:53:44 UTC
I appreciate the efforts but seems that the net result will be a nerf to nullsec pve above and beyond that in highsec.

In particular, 0.0 mining ops and ice mining ops, which were already of dubious value, are pretty much screwed beyond all hope by this since they often rely on a supertank to warp in first and claim rat aggro.

Every time you post a WiS thread, Hilmar strangles a kitten.

Alexandr Archer
LENINGRAD SPB Ru
#227 - 2012-09-20 18:55:02 UTC
I like this AI change!
BUT may dear CPP you will have to make drones/fighters more survivable to give at least time to withdraw them to host-ship.Without this hunting with drones will be just economically unsound.
Please note this problem.
Logicycle
Stimulus
Rote Kapelle
#228 - 2012-09-20 18:56:49 UTC  |  Edited by: Logicycle
This is a death sentence to heavy drones. I like the idea previously posted about using this new AI for entirely new missions like LvL 5 FW missions or something.

By the way when are we gonna get a new dev blog about the inventory system? It would be nice if you guys fixed one catastrophe before making a new ones.
Jenn aSide
Soul Machines
The Initiative.
#229 - 2012-09-20 18:57:02 UTC
Bagehi wrote:
Jenn aSide wrote:
Reginald Zebranky wrote:
NPCs switching targets in some of the more difficult complexes is going to be troublesome for sure.
I know lots of folks rely on being able to manage who the structures/npcs are shooting at.

Sites like

  • The Maze (final room)
  • Dread Guristas fleet staging point (final stage)
  • No Quarter (final stage)

put out an astronomical amount of DPS. A dedicated tanking ship is usually required.

The tank-ship (often a pimped-out Tengu or a capital ship) typically sacrifices dps for tank.
The high-skilled tengu-tanker takes the aggro and lower-skilled players warp in with whatever dps ships they have.

Managing who that structure fires its Citadel Torps or Siege Railguns Batteries at is pretty key.

It is going to be interesting to see how this works out. We're going to have to come up with new techniques on the double.
Hopefully it won't lock lower-skilled players out of participating in these harder plexes entirely.

On a related note: Along with the heavy missile dps nerf this is another hit to nullsec player income. We could sure use an isk buff out here!


I pride myself on being able to set up and implement solutions to PVE related problems/content , in other words adapting. The 1st thing I thought when i hear dof the proposed Heavy Missile nerf (while others screamed blood murder) is what i could do with a Tracking comp'd up Navy Raven lol.

But done wrong this change could make high end null sec exploration content seriously bad and broken beyond our (often incredible) ability to adapt. The 1st 2 rooms of guristas maze are bad, but doable even with switching, but that last room would be impossible if you can't control or predict where that torp is going to go......\


.....and as I was typing that I thought "maybe I could put a smart bombing rokh between our dps ship and the station... see, still trying to adapt lol. But if the rokh takes torp aggro and dies, blegh.

Yea, we'll see, hope CCP thinks this all the way through.


You should be able to range tank citadel torps though. That's what I've always done anyway. Pretty easy to keep out of range. Citadel Torps are really short range, and it shouldn't take a whole lot of effort to keep range on an outpost. It isn't like it is mwd'ing towards you.


The warp in spot for the maze and fleet staging point (among others) is within torp range. You can warp at range for fleet staging point, but the maze 5th room is only accessable vvia gate from the 4th room.

You may want to risk a ship like a machariel or rattlesnake for that, I don't.
Feldercarb
Shrouded in secret
#230 - 2012-09-20 19:00:36 UTC
I have to agree with Vincent and others, this is a nerf to drone ship and drone battleships in particular.
This only becomes fair when I can shoot off your turrents and NPC rats can shoot off your turrents plain and simple.
Caldari or Caldari/Gal ships such as the rattler get a double whammy with defender missiles and drone targeting.
When I can shoot off your guns and intercept your lasers and projectiles maybe we can call this fair. Yes rules are different in PVP vs PVE but short of deploying defender missiles, this is a direct attack on NPC vs drone boats and NPC vs Battleships.
To adjust a mechanic against all races is a balance, to adjust to one particular set of ships or pilots is a nerf.


WHY THIS IS A CONCERN FOR EVERY BATTLESHIP REGARDLESS:
Drone boat or not, the only way to survive a Scrambler in conjunction with an ECM Jammer is to get a long enough lock to deploy drones and set them to attack either the jammer or the scrambler (usually the scrambler), or have them set on agressive and have/had a prior target or had them set prior to a fight.

WIth the new mechanics, if you get scrammed and jammed, and you managed to deploy drones, now NPCs switch targets to your drones and destroy them, thus battleship defense is now nerfed. Your dead in the water in missions that have scramming frigates in conjunction with NPC ECM battleships.

MisterNick
The Sagan Clan
#231 - 2012-09-20 19:02:19 UTC
Curses, no longer can I (as a domi pilot) release the hounds and nip off to make a tasty beverage Straight

Long-awaited changes folks, nice work Smile

"Human beings make life so interesting. Do you know that in a universe so full of wonders, they have managed to invent boredom."

Jenn aSide
Soul Machines
The Initiative.
#232 - 2012-09-20 19:03:21 UTC  |  Edited by: Jenn aSide
Scatim Helicon wrote:
I appreciate the efforts but seems that the net result will be a nerf to nullsec pve above and beyond that in highsec.

In particular, 0.0 mining ops and ice mining ops, which were already of dubious value, are pretty much screwed beyond all hope by this since they often rely on a supertank to warp in first and claim rat aggro.


I don't Mine, but yea, this idea could really screw up the whole profit/loss risk/reward picture if not fully considered.

Like for me, there MAY be ways to tank the DED sites I find without loss eventually, but at a certain point you cross a line into "this is not worth it" and the content that should have been boosted by a change instead ends up going un-used (and the CCP spends money in the form of developer man-hours to fix it instead of working on other things, which just ends up hurting the game).
Alexandr Archer
LENINGRAD SPB Ru
#233 - 2012-09-20 19:03:42 UTC
CPP.How about module that repair drones/figthers on board of ship?
Malkavien
Dead's Prostitutes
The Initiative.
#234 - 2012-09-20 19:03:53 UTC
Ok I have a novel idea. Make EvE Free To Play and I won't be too bothered about my isk per hour to pay for my PLEX's and I can use my isk for more fun things like PvP that you seem intent on forcing me to do.
stoicfaux
#235 - 2012-09-20 19:04:42 UTC
Bob Bedala wrote:
I've just realised something.

On large scale software projects, you have engineers dedicated to feature releases & sections of the codebase. But those features are specced by product owners who are experts in their fields, in this case game designers.

Do CCP really have engineers in effect doing game design with seemingly little feedback from game designers?

The latter are the people who should be in communication with the playerbase, not engineers -- unless it's digging into the details of a bug. Seems weird-as, to me, but explains a heck of a lot.

My tinfoil hat theory is that CCP really does have a plan. MMO content is expensive to create and players tend to burn through or exploit it fairly quickly.

IMHO, instead of relying on content, CCP's changes (tiericide, missile changes, NPC AI, FW, upgrades, etc.) are designed to drive the PvE crowd into a PvP (or PvP-lite) mentality so that they're more likely to move to low and null sec, fight each other, and generate their own content (aka "emergent gameplay.")

My predictions for the future is that level 4s will require a friend or two to complete efficiently, that mission fits will need to fit e-war or counter-e-war modules, and that NPCs will rely less on numbers and more on quality (e.g. mission runners will need to buffer tank for short fights instead of endurance tanking.) Dying to NPCs will become likely as well (in order to get carebears comfortable with the idea of losing ships.)



Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Melina Lin
Universal Frog
#236 - 2012-09-20 19:05:32 UTC
Marlona Sky wrote:
I am extremely comfortable with the idea of level 4 missions in high sec being impossible to solo.


My rough guess is that you are in the comfortable position to never have to bother with level 4 missions ever again. You are losing dreads casually and purposeful after all.

Anyway, I tried a mission. Four elite frigs nuked 3/5 Hobgoblins in the time it took me to drag new crystals from a can. Recalling wouldn't have helped I guess, they webbed the drones. Further testing was halted by the Navy being ********.

@CCP Market seeding seems to be very lacking. Nothing but Destroyers in Domain/Kador. Shocked
Tomcio FromFarAway
Singularity's Edge
#237 - 2012-09-20 19:08:44 UTC
Few comments :

1) As was already stated you will probably need to adjust high-end DED sites where we have to deal with super torpedoes.
With target switching capability those sites will become wasted content. It is already taking too much time to do them and if they will require over pimped fleets with full logi support we won't be bothering with them any more.

2) About drones in general :
Them drones love to use their MWD when webbed.
drone + web == dead drone
There is no way around it. No amount of skill or effort will allow you to save that drone.

Fun facts :
Medium drones have bigger signature than frigates.
Heavy drones have signature of a cruiser.

Now multiply that by mwd sig bloom, close-to-zero tanking capability and single-digit-IQ of that drone.
There is a reason why there is no point in using drones in wormholes ( without gang ).

Heavy drones are already gimped in pve. This change will make them terribly inefficient ( even more than they are now ).
Forcing all drone users to use only sentries will not be considered as good design.

Keep in mind that constant recalling/redeploying/reassigning drones is *not* fun game mechanics.


Proposition :
- no webs on drones ( all other forms of ewar are fine )
- light drones targeted by frigates only ( no destroyers )
- medium drones targeted by short range cruisers only
- heavy drones targeted by short range cruisers/battlecruisers
- no more than 4 normal rats ( 2 elite ) shooting at single drone at the same time
Bob Bedala
#238 - 2012-09-20 19:13:00 UTC
stoicfaux wrote:
IMHO, instead of relying on content, CCP's changes (tiericide, missile changes, NPC AI, FW, upgrades, etc.) are designed to drive the PvE crowd into a PvP (or PvP-lite) mentality so that they're more likely to move to low and null sec, fight each other, and generate their own content (aka "emergent gameplay.")


I'm totally fine with that. What I'm not fine with is these dot releases on features such as the Unified Inventory being ill-considered. I smell process and engineering management issues. Eve is just too big for "I see a problem over here, sleeves up, imma fix-it" engineering. That works for bugfixing and is admirable, but is risky for feature releases.
Witchking Angmar
Perkele.
#239 - 2012-09-20 19:14:27 UTC  |  Edited by: Witchking Angmar
I am a bit conflicted about this change. On one hand i agree you should work towards more interesting PVE, but i also see a few problematic things about this.

Firstly, some DED complexes such as the various 10/10's and the Fleet Staging Point 3 previously mentioned in the thread have citadel torpedoes which do absurd amounts of damage. For now these complexes can be done using a dedicated tank ship requiring high resists (~85-95%) in up to three different damage types at once along with a good amount of HP. Very commonly the ships used to tank these complexes are either T2 or T3 cruisers which rely partly on their small signature radius. Commonly used remote repair ships are Dominix, and the obvious T2 logistics. If however the NPCs were to switch targets, all members of the party would be required to take turns tanking.

You can see how it becomes a problem to at the same time have very high tanking and remote repairing capabilities. The cruisers will hardly be an adequate choice, seeing their minimal repair capability. Logistics, while having good capability when it comes to remote repair, suffer from a tank far too weak for tanking. The Dominix, a widely popular PVE ship, can be fit to excel at remote repairing or alternatively to have a decent tank. With its bloated signature radius however, the Dominix can hardly be fit to tank and repair at the same time on top of having to be cap stable on top of all that.

Not only does your tank need to reach these extremely high resistances, in the Blood Raider 10/10 complex for instance it has to do so without using any capacitor at all due to the excessive capacitor neutralizing involved. On the other hand, the Guristas 10/10, The Maze, requires your tank to have high resistances in not only kinetic and thermal, which are the damage types dealt by Guristas, but also EM, which is dealt by the citadel torpedo.

So, while the impact of this change will be minimal on complexes such as the 6/10, which are easy to solo, the 10/10's and certain other complexes will become practically impossible, barring perhaps for a large group of RR battleships. The 7/10 and 8/10's will take much longer to run (the former can already take hours with its five rooms) when all ships of the group are required to fit high tank, and to stay close to each other, severely diminishing their DPS.

In general i am not opposed to making the NPCs more intelligent, however before such changes are made you have to take a close look at some of the existing PVE content, and the effect this change would have on it.




On to my second point. While i live in nullsec i often scan wormholes in search of easy ways to other parts of K-space or the occasional possibility of ganking some poor sod running sleeper sites in a shiny ship. However, when i do find someone ratting, i have to consider not only if i can match my target in a fight, but whether i can take the sleeper fire should they switch to me.

With the proposed changes to normal NPC AI, this will become something to worry about in K-space as well. Say i was roaming around in a Cynabal, and came across a Tengu running a Serpentis sanctum. Currently with EMP doing the optimal damage type against the Tengu, and the slight advantage given by my flight of ECM-300's, i can reasonably assume to be able to tank his damage long enough to take him down. If however the NPCs in the anomaly were to switch to me on landing, and worse yet the frigates scramble and web me, i would be dead in a matter of seconds.

Again, in general i am in favor of making NPCs more intelligent, but this is yet another change that will make ratting in nullsec safer.
Bob Bedala
#240 - 2012-09-20 19:17:08 UTC  |  Edited by: Bob Bedala
Marlona Sky wrote:
I am extremely comfortable with the idea of level 4 missions in high sec being impossible to solo.


I am not. Because it will drive more people into hi-sec mining to grind ISK. Which is zero fun for everyone, except for Hulkageddoneers once a year.

EDIT: Not just the solo-ability, but it will surely mean Lvl4's take much longer to complete, if ISK/hr is your concern then it tips the balance much harder in favour of hisec mining. The dullest form of eve "gameplay" there is. You may as well just park up a mack in an icebelt and check your screen once an hour.