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Dev blog: Brains! NOM NOM!

First post First post First post
Author
Dragonous Afilious
Viziam
Amarr Empire
#541 - 2012-09-24 00:47:54 UTC
Syn Fatelyng wrote:
Fantastic.

Also, this means AFK drone ship pilots will have to view their drones as an "ammo expense" much like other combat pilots.


Excluding amarr combat pilots ofc XD.
James Amril-Kesh
Viziam
Amarr Empire
#542 - 2012-09-24 01:27:33 UTC
So if I'm soloing anomalies in my Tengu, it doesn't really seem like I'll see a whole lot of difference in behavior. Am I right?

Enjoying the rain today? ;)

Inquisitor Tyr
VEN0M0US.
Out of the Blue.
#543 - 2012-09-24 01:58:56 UTC
Xython wrote:
Question. If we're "Fixing" systems in EVE that are boring and AFK friendly...

When the hell is the anti-AFK mining fix coming?


Hopefully never. I like my PVP ships cheap.

Remember the good old days when the Russians seeded our market with cheap drone minerals? *sigh*
Darth Gustav
Sith Interstellar Tech Harvesting
#544 - 2012-09-24 03:26:31 UTC
Inquisitor Tyr wrote:
Xython wrote:
Question. If we're "Fixing" systems in EVE that are boring and AFK friendly...

When the hell is the anti-AFK mining fix coming?


Hopefully never. I like my PVP ships cheap.

Remember the good old days when the Russians seeded our market with cheap drone minerals? *sigh*

With low-risk mining barges dotting high-sec, I wonder where they went?

On-topic:
This probably won't really have any impact on me at all, but I do feel a sense of deep loss for the mission running population.

Imagine having to manage your drones...in a spaceship game about combat...lest they be...DESTROYED NOM NOM NOM!

So overall I think this is a good change.

He who trolls trolls best when he who is trolled trolls the troller. -Darth Gustav's Axiom

rodyas
Tie Fighters Inc
#545 - 2012-09-24 04:10:26 UTC
^ I am not worried too much. I personally think your posts are more annoying then the AI they give to mission npcs.

Signature removed for inappropriate language - CCP Eterne

Inquisitor Tyr
VEN0M0US.
Out of the Blue.
#546 - 2012-09-24 04:38:12 UTC  |  Edited by: Inquisitor Tyr
Darth Gustav wrote:

On-topic:
This probably won't really have any impact on me at all [... ]... So overall I think this is a good change.


Point made.

Sadly there is a lot of that sentiment running through this thread.
James Amril-Kesh
Viziam
Amarr Empire
#547 - 2012-09-24 04:49:12 UTC
CCP FoxFour wrote:
Not a problem. Please keep in mind that these changes are coming for our winter release, we have two content designers working on this, and as far as the two of us are concerned this is our big thing for the winter release.

Really, now? You have two content designers working on changes that have the potential to break large swaths of PVE, not to mention hurt the already anemic nullsec individual income. Do you have any plans about maybe raising null bounties or fixing loot tables, or are we supposed to be content with yet more "content" which further establishes highsec as having a far better risk/reward ratio than nullsec?

Enjoying the rain today? ;)

Marlona Sky
State War Academy
Caldari State
#548 - 2012-09-24 05:19:40 UTC
James Amril-Kesh wrote:
CCP FoxFour wrote:
Not a problem. Please keep in mind that these changes are coming for our winter release, we have two content designers working on this, and as far as the two of us are concerned this is our big thing for the winter release.

Really, now? You have two content designers working on changes that have the potential to break large swaths of PVE, not to mention hurt the already anemic nullsec individual income. Do you have any plans about maybe raising null bounties or fixing loot tables, or are we supposed to be content with yet more "content" which further establishes highsec as having a far better risk/reward ratio than nullsec?

I'm with James on this point. I'm pretty sure I have mentioned this earlier in this thread or another, but the agents that are constantly farmed really, really need to have a dynamic payout that diminished the more it is farmed. Not by just the single player, but by all players.

Once the agent is diminished to a certain point, he packs his backs and moves somewhere else. I like the idea that they would move to the closest station that is in a system that has a security system one level lower than the current one he/she is in. This would eventually mean agents heading out to null and to player owned stations. Then once they hit the very lowest sec system and they are ran till fully diminished, they hop a transport and go back to a 1.0 system and the cycle starts over. With a vast majority of players in high sec, the agents would spend a majority of their time in low and null sec, thus helping to boost the income there.

But that is just one idea. I just think the same level 4 agents being constantly farmed with no reduced payout or anything to be a terrible mechanic. Isolating players to a select system and limiting their sandbox. Players need to travel and explore. Anyways, just another wild and crazy thought from me. I'm sure to get heavy flamed from the bot users, high sec mission farming players, the null players who only are capable of seeing the author of a post and not the content of the post itself, blah, blah, blah.
Urgg Boolean
Center for Advanced Studies
Gallente Federation
#549 - 2012-09-24 06:23:25 UTC
I think I'll have time ito test this Tuesday. I plan to compare missions with my impression of Worlds Collide as it is now as a bench mark. If it's no worse than that, we may be okay. If it's worse, then this is gonna suck for drone boats.

Philisophically, I don't understand two things:
1) Why devote two devs to adjusting drone behavior? I mean, it's a nerf for drone boats alone, rather racist. I don't undserstand why this needs the nerf bat.
2) Why make this a priority? I mean, there are many more creative ways for devs to spend their time. Like designing NEW missions, really creative missions. Instead of nerfing drone boats, they could be adding really cool content.

I guess I don't understand one more thing: who makes the decisions that direct the intellectual horsepower of the dev team? I think this effort is misplaced. I'll find out how badly misplaced during testing, or not. We'll see.
Tomcio FromFarAway
Singularity's Edge
#550 - 2012-09-24 07:09:30 UTC
Adigard wrote:

*snip*


Ugh

Who's the poor reader here.

You said :

Adigard wrote:

The fact that drones ARE affected by webs today means they will be affected once this change goes into affect.


In other words you say that it will not change because it's working like that now, which in itself is quite silly logic.

Maybe you missed something so let me explain :
- this was announced only 4 days ago
- it will be part of winter expansion meaning it's nearly three months before it hits you
- info is released so early so YOU can provide some feedback
- This thread have been created to provide ACTUAL feedback from testing

I repeat :

Tomcio FromFarAway wrote:
Maybe if you did what I suggested and tried that on the test server and then provided some actual feedback not typical whining you could actually make them see that there is a problem ( real not theoretical ).


If you did at least some testing you would have seen that drone hate of new AI is MINIMAL. In all of my tests with Dominix I had to recall drones only a couple of times ( light drones to be specific, heavy drones were never targeted ).
May O'Neez
Flying Blacksmiths
#551 - 2012-09-24 07:14:46 UTC
Improved AI is a good thing, since it will force people not following the missions guides blindly. It is more than welcome I guess for veterans and big farmers.

The side effect though is, I think, an increased difficulty for missions for newcomers, and solo becomes less and less doable unless you fly in shiny (in particular since the EWAR increase done in Inferno, which affected some L4 a LOT). Even if AI tries to match sizes, target switching may mean also being all aggro'ed in a group where formally you could count on an "anchor". Maybe one day logistics on L4's ... Cool
Lifelongnoob
State War Academy
Caldari State
#552 - 2012-09-24 10:53:26 UTC  |  Edited by: Lifelongnoob
CCP Gargant wrote:
The NPC pirate ships, generally called rats, will be getting a few upgrades to their... brains? CCP FoxFour has written a new dev blog about the plans to make our resident computer controlled entities just a little smarter.

It is available for your reading pleasure here.

Please let us know what you think of these upcoming upgrades in the comments section below.


you should consider leaving level one missions as they currently are, or noobs will struggle to complete them due to having little or no skills, poorly equipped ships, and very little isk to replace lost ships.

if noobs cant finish level one missions while still in their 2 week trial they will be less likely to subscribe.
Adigard
RubberDuckies
#553 - 2012-09-24 11:12:11 UTC  |  Edited by: Adigard
Tomcio FromFarAway wrote:
If you did at least some testing you would have seen that drone hate of new AI is MINIMAL. In all of my tests with Dominix I had to recall drones only a couple of times ( light drones to be specific, heavy drones were never targeted ).


/facepalm... stop poasting, m'kay?

I actually did testing, early in the wekend and my results were TOTALLY different from whatever test you did. But why post that HERE? Is this the testing thread and I just mis-read something? No, guess it isn't...

I parked a rattlesnake (totally passive without firing any missiles) and waited until I had aggro.

Then, I unleashed a flight of medium drones. They pulled aggro off every single rat and maintained aggro until they were all dead. It didn't happen instantly, but it surely did happen faster than I would have liked. I could have pulled them in, re-launched, etc, but this was a test of aggro mechanics (the thing that got changed?) and not mission mechanics (the thing that got ignored).

Then, I launched a flight of light drones. They pulled partial aggro, and one died, then the rats all swapped back. At no time did the rats say "wow, this new target isn't fighting back... maybe I should follow my new AI and do some more target swapping.
Then, I launched a flight of RR drones. Those got totally ignored. Figured that was odd, but :CCP:.
Then, I launched a flight of Garde's. Same as the light drones, they were up for a while before pulling partial aggro.

So the results of my testing show that medium drones are terrible under this mechanic change, and that my enjoyment of a clicky, boring aspect of the game is going to go down. Although I'm fairly certain that since these changes went into effect with almost all the NPC AI, that if anyone in New Eden ever has to escape from the faction cops all they need is to sacrifice a flight of Medium drones and they'll get off scot-free forever.

So my findings suggest that CCP has nerfed the faction police (likely a good thing) if you can carry medium drones, that for whatever reason they forgot to remember that RR drones exist (big shock there), and that drones don't really swap targets, so much as finding a new target and shooting THAT target until it's dead (another big shock).

It all tells me that they're going to implement another poorly thought out change with no real good reason, without thinking the consequences through, and that we'll have to deal with them for multiple months until someone rips them out / changes them / or actually gives us valuable content to accompany this change.
CCP FoxFour
C C P
C C P Alliance
#554 - 2012-09-24 11:15:48 UTC  |  Edited by: CCP FoxFour
Adigard wrote:
Tomcio FromFarAway wrote:
If you did at least some testing you would have seen that drone hate of new AI is MINIMAL. In all of my tests with Dominix I had to recall drones only a couple of times ( light drones to be specific, heavy drones were never targeted ).


/facepalm... stop poasting, m'kay?

I actually did testing, early in the wekend and my results were TOTALLY different from whatever test you did. But why post that HERE? Is this the testing thread and I just mis-read something? No, guess it isn't...

I parked a rattlesnake (totally passive without firing any missiles) and waited until I had aggro.

Then, I unleashed a flight of medium drones. They pulled aggro off every single rat and maintained aggro until they were all dead. It didn't happen instantly, but it surely did happen faster than I would have liked. I could have pulled them in, re-launched, etc, but this was a test of aggro mechanics (the thing that got changed?) and not mission mechanics (the thing that got ignored).

Then, I launched a flight of light drones. They pulled partial aggro, and one died, then the rats all swapped back. At no time did the rats say "wow, this new target isn't fighting back... maybe I should follow my new AI and do some more target swapping.
Then, I launched a flight of RR drones. Those got totally ignored. Figured that was odd, but :CCP:.
Then, I launched a flight of Garde's. Same as the light drones, they were up for a while before pulling partial aggro.

So the results of my testing show that medium drones are terrible under this mechanic change, and that my enjoyment of a clicky, boring aspect of the game is going to go down. Although I'm fairly certain that since these changes went into effect with almost all the NPC AI, that if anyone in New Eden ever has to escape from the faction cops all they need is to sacrifice a flight of Medium drones and they'll get off scot-free forever.


If you were not firing you were not generating any threat, your drones would have been. Also explains why your RR drones didn't get shot, because they were not active (at least you don't say anything about a second ship so I am assuming here).

When you guys are testing these things can you please let me know specifics like what mission you were doing, what ships, and all those fun details. :)

Edit: Sorry I miss read the bit about light drones. The rats also take into account signature radius so if they were light drones and the rats were not frigs the chances of aggro are lower.

@CCP_FoxFour // Technical Designer // Team Tech Co

Third-party developer? Check out the official developers site for dev blogs, resources, and more.

Adigard
RubberDuckies
#555 - 2012-09-24 11:19:17 UTC  |  Edited by: Adigard
CCP FoxFour wrote:
If you were not firing you were not generating any threat, your drones would have been. Also explains why your RR drones didn't get shot, because they were not active (at least you don't say anything about a second ship so I am assuming here).

When you guys are testing these things can you please let me know specifics like what mission you were doing, what ships, and all those fun details. :)

Edit: Sorry I miss read the bit about light drones. The rats also take into account signature radius so if they were light drones and the rats were not frigs the chances of aggro are lower.


First, sorry if you're replying while I'm posting... I'm making minor edits as I go along. Also, I'm not really as angry as my posts or poasts might appear to be... but... you know... changes that are rife with unintended changes that can impact so many different aspects of the game aren't a good thing and should be made in moderation along with things to, you know, make those changes truly fun and not just 'more engaging'.

"At no time did the rats say "wow, this new target isn't fighting back... maybe I should follow my new AI and do some more target swapping."

So if someone I don't like appears on-grid with me, I stop shooting and let the rats kill them... forever until that person leaves and they all swap back to me (unintended change much?) And I understand what you're saying about RR drones... but I didn't actually target anything or ever send any of my drones to attack rats (wait, I lie... I think I attacked some BS's with my sentries towards the end of the test, but I don't remember that changing anything drastic aggro-wise).

Also not done testing changes, so I haven't posted in the feedback thread. But really, my ultimate point remains that it's not an enjoyable change. I just want to point out again, I'm not screeching "argh, bad change, die in a fire, I'm quitting, wtf CCP". But it's an engaging change in that it makes an already boring aspect of the game just a little more clicky / less enjoyable. L4 mission rats at least aren't actually worth the attention you have to pay to kill them... that's why most people carry a flight of light drones there. Less for the anemic DPS they push, and more because it's just not worth paying attention to the frigate rats.


In the feedback thread you state that "yes, there will be far fewer red boxes and a more enjoyable experience killing them.", if that change goes into effect NOW it'll be grand. But I fear it'll go into effect LATER and we'll just be stuck with the bad things for a while.
Scatim Helicon
State War Academy
Caldari State
#556 - 2012-09-24 11:23:15 UTC  |  Edited by: Scatim Helicon
Marlona Sky wrote:
[quote=James Amril-Kesh]I'm with James on this point. I'm pretty sure I have mentioned this earlier in this thread or another, but the agents that are constantly farmed really, really need to have a dynamic payout that diminished the more it is farmed. Not by just the single player, but by all players.

Once the agent is diminished to a certain point, he packs his backs and moves somewhere else. I like the idea that they would move to the closest station that is in a system that has a security system one level lower than the current one he/she is in. This would eventually mean agents heading out to null and to player owned stations. Then once they hit the very lowest sec system and they are ran till fully diminished, they hop a transport and go back to a 1.0 system and the cycle starts over. With a vast majority of players in high sec, the agents would spend a majority of their time in low and null sec, thus helping to boost the income there.

But that is just one idea. I just think the same level 4 agents being constantly farmed with no reduced payout or anything to be a terrible mechanic. Isolating players to a select system and limiting their sandbox. Players need to travel and explore. Anyways, just another wild and crazy thought from me. I'm sure to get heavy flamed from the bot users, high sec mission farming players, the null players who only are capable of seeing the author of a post and not the content of the post itself, blah, blah, blah.

I broadly agree, though it would make more sense to follow the laws of supply and demand and just have popular agents lower their fees to take advantage of the abundance of labour, whilst underused agents upped their payouts to attract pilots from elsewhere, rather than them outright packing up and moving.

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

Tomcio FromFarAway
Singularity's Edge
#557 - 2012-09-24 11:47:22 UTC
Adigard wrote:

/facepalm... stop poasting, m'kay?


Why so mad?

Adigard wrote:

I actually did testing, early in the wekend and my results were TOTALLY different from whatever test you did.


That's what testing in different environments is about.

Adigard wrote:

But why post that HERE? Is this the testing thread and I just mis-read something? No, guess it isn't...


No but this one is :



I didn't see you posting there.Twisted
darius mclever
#558 - 2012-09-24 12:01:49 UTC
Care Bear King wrote:
Drones:
2. Fix the 'lose drones on disconnect' issue by having them follow your ship into warp (please).


warp back to mission/plex -> right click on your capacitor -> reconnect to drones.
CCP FoxFour
C C P
C C P Alliance
#559 - 2012-09-24 12:02:43 UTC  |  Edited by: CCP FoxFour
Adigard wrote:
CCP FoxFour wrote:
If you were not firing you were not generating any threat, your drones would have been. Also explains why your RR drones didn't get shot, because they were not active (at least you don't say anything about a second ship so I am assuming here).

When you guys are testing these things can you please let me know specifics like what mission you were doing, what ships, and all those fun details. :)

Edit: Sorry I miss read the bit about light drones. The rats also take into account signature radius so if they were light drones and the rats were not frigs the chances of aggro are lower.


First, sorry if you're replying while I'm posting... I'm making minor edits as I go along. Also, I'm not really as angry as my posts or poasts might appear to be... but... you know... changes that are rife with unintended changes that can impact so many different aspects of the game aren't a good thing and should be made in moderation along with things to, you know, make those changes truly fun and not just 'more engaging'.

"At no time did the rats say "wow, this new target isn't fighting back... maybe I should follow my new AI and do some more target swapping."

So if someone I don't like appears on-grid with me, I stop shooting and let the rats kill them... forever until that person leaves and they all swap back to me (unintended change much?) And I understand what you're saying about RR drones... but I didn't actually target anything or ever send any of my drones to attack rats (wait, I lie... I think I attacked some BS's with my sentries towards the end of the test, but I don't remember that changing anything drastic aggro-wise).

Also not done testing changes, so I haven't posted in the feedback thread. But really, my ultimate point remains that it's not an enjoyable change. I just want to point out again, I'm not screeching "argh, bad change, die in a fire, I'm quitting, wtf CCP". But it's an engaging change in that it makes an already boring aspect of the game just a little more clicky / less enjoyable. L4 mission rats at least aren't actually worth the attention you have to pay to kill them... that's why most people carry a flight of light drones there. Less for the anemic DPS they push, and more because it's just not worth paying attention to the frigate rats.


In the feedback thread you state that "yes, there will be far fewer red boxes and a more enjoyable experience killing them.", if that change goes into effect NOW it'll be grand. But I fear it'll go into effect LATER and we'll just be stuck with the bad things for a while.


And my first response is thank you. Having this kind of feedback is really helpful to us so please keep it up.

Edit:

Quote:
In the feedback thread you state that "yes, there will be far fewer red boxes and a more enjoyable experience killing them.", if that change goes into effect NOW it'll be grand. But I fear it'll go into effect LATER and we'll just be stuck with the bad things for a while.


That was specifically said when talking about where we eventually want to get. That is not something we are doing for the winter release.

I am spending my afternoon today testing 10/10 complex so we shall see how that goes.

@CCP_FoxFour // Technical Designer // Team Tech Co

Third-party developer? Check out the official developers site for dev blogs, resources, and more.

Kheeria
Imperial Shipment
Amarr Empire
#560 - 2012-09-24 12:34:33 UTC
As a person with a disability that doesn't handle stress well I gotta say this is bad for me and it leaves me with no other option but to quit playing eve. Luckily X-COM: EU is out soon where I'll have tactical challenge in a slow paste which is very good for me.