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Dev blog: Brains! NOM NOM!

First post First post First post
Author
Veritas Luxmea
Science and Trade Institute
Caldari State
#641 - 2012-09-25 23:56:08 UTC  |  Edited by: Veritas Luxmea
Hakaru Ishiwara wrote:

Lastly, if CCP is hell-bent on losing subscriptions, then they will do so, no matter what mechanics we prefer.


Fixed it for you and FoxFour
Hakaru Ishiwara
Republic Military School
Minmatar Republic
#642 - 2012-09-26 04:51:08 UTC
Veritas Luxmea wrote:
Hakaru Ishiwara wrote:

Lastly, if CCP is hell-bent on losing subscriptions, then they will do so, no matter what mechanics we prefer.


Fixed it for you and FoxFour
/Approved.

I do not really see the game design upside to these changes, so I think it best that we either work with CCP to ensure that we do not get totally screwed when this logic is put up on Tranq... or simply un-sub, speaking the only language that CCP hears consistently: cash-money.


+++++++ I have never shed a tear for a fellow EVE player until now. Mark “Seleene” Heard's Blog Honoring Sean "Vile Rat" Smith.

Konrad Kane
#643 - 2012-09-26 06:30:36 UTC
CCP FoxFour wrote:
Konrad Kane wrote:
CCP FoxFour wrote:

If you were not firing you were not generating any threat, your drones would have been.


Sorry just to clarify this bit please. At the moment if I take an Ishtar in and wait a while I'll pull all the aggro in the room. I then launch drones. Are you saying under the new system I have to shoot the rats from the Ishtar for the whole mission to pull aggro otherwise the drones will attract all of it?


I am saying that is one way to threaten them. They really hate ewar and logistics as well. They should actually hate ewar the most I think. Followed by logistics.


Cool, time to become the most hated ship on the field then :)
tEcHnOkRaT
WipeOut Inc.
Pandemic Horde
#644 - 2012-09-26 08:27:07 UTC
guys cammon
to make drones pull agro from npc dosnt make the game more chalanging
it simply prolongs the process of killing those npc

and in the end u will sit with npc EWAR on u with all drones either dead or in drone bay
hopelesly hoping that the next cycle of ewar will fail

it dosnt make the game more exiting but simly more boring and frustrating
where logistic ships will becoume npc tanks, half of the mission income will be used to replace drones
and many more negative sides
Urgg Boolean
Center for Advanced Studies
Gallente Federation
#645 - 2012-09-26 09:36:17 UTC
Eloque wrote:
You know, I fully appreciate the fact that you can no longer bring your newbie friends into missions. But once more, why should NPC's be nice enough to ignore small, easy kills like that. Eve is a harsh universe, if the 'rats attack you, why not your friends?

Rats attacking your friends and/or a logi and/or any non-tank support ship would be fine IF we had aggro management tools.

Most games I play offer skills for the tank to gain and hold aggro, and simultaneously skills for the support roles to reduce threat putting aggro back on the tank. EvE has no such dimension to PvE. The tank has no explicit method of holding aggro. This by itself makes this new NPC AI a really bad idea for the reasons mentioned, like bringing a logi or any wimpy friend along.

So how do we adapt? All ships engaged by the NPCs must be able to tank them. This fundamentally changes the game from how it is now. And I for one am not happy about it.

The missions in which the NPC are all far away from warp-in won't change because we can DPS/kill the NPCs before they get into range regardless of who they aggro. Missions like Worlds Collide or AE bonus room are fundamentally changed and negate the possibility of having a wimpy support ship due to massive possible incoming DPS.

So, if NPC AI will now switch targets, then FoxFour and her colleague need to somehow create real aggro management methods that is a lot more than just carefully selecting the trigger ships. Right now, there is no such dimension to the game that I am aware of.

If their goal is to alienate the PvE community, then they can just leave the NPC AI change as is.
Lallante
Blue Republic
RvB - BLUE Republic
#646 - 2012-09-26 09:49:24 UTC  |  Edited by: Lallante
Urgg Boolean wrote:


Most games I play offer skills for the tank to gain and hold aggro, and simultaneously skills for the support roles to reduce threat putting aggro back on the tank. EvE has no such dimension to PvE. The tank has no explicit method of holding aggro. This by itself makes this new NPC AI a really bad idea for the reasons mentioned, like bringing a logi or any wimpy friend along.



Simply wrong. The new AI does have aggro management elements. Try fitting some ewar on your main tank ship.


Also to those saying this kills solo drone PvE. Again simply wrong. There are tonnes of people who solo drone boat in Wormholes where sleeper AI is even MORE aggressive against drones. If they can do it, so can you
Alayna Le'line
#647 - 2012-09-26 09:57:41 UTC
Urgg Boolean wrote:
Eloque wrote:
You know, I fully appreciate the fact that you can no longer bring your newbie friends into missions. But once more, why should NPC's be nice enough to ignore small, easy kills like that. Eve is a harsh universe, if the 'rats attack you, why not your friends?

Rats attacking your friends and/or a logi and/or any non-tank support ship would be fine IF we had aggro management tools.

Most games I play offer skills for the tank to gain and hold aggro, and simultaneously skills for the support roles to reduce threat putting aggro back on the tank. EvE has no such dimension to PvE. The tank has no explicit method of holding aggro. This by itself makes this new NPC AI a really bad idea for the reasons mentioned, like bringing a logi or any wimpy friend along.


Like, no. Aggro management by taunting etc is something that I first encountered in MMOs. In most "old" games I played NPCs tended to just go for the one they saw first and then for the one dishing out the most damage. I've always thought this "taunting" mechanic to be artificial and terribad. I mean, really: some stupidly insane armored knight with 1000hp doing 2 dps managing to hold the boss' attention while the 2hp 2000dps wizard blows him up just by calling him names? Reeeeaaaaly?

Same for the "holy trinity" of tank/healer/dps. It's sad, boring and reeks of lack of inspiration (looksie Blizzard, we can do it too!). The fact that it seems most people have been projecting exactly this trinity onto EVE (heavy tanky ship takes aggro, logi heals and some wimpy ships dps...) is in my book good reason to mess with it.

Anyway, I don't have any idea how the AI is going to deal with logi but requiring your dps ships to be able to take a hit is a good thing and only makes sense. I mean, I don't think most FCs are ordinarly going to call your rattlesnake primary if there's 3 nados around...
Chi'Nane T'Kal
Interminatus
#648 - 2012-09-26 10:00:46 UTC
Lallante wrote:
Urgg Boolean wrote:


Most games I play offer skills for the tank to gain and hold aggro, and simultaneously skills for the support roles to reduce threat putting aggro back on the tank. EvE has no such dimension to PvE. The tank has no explicit method of holding aggro. This by itself makes this new NPC AI a really bad idea for the reasons mentioned, like bringing a logi or any wimpy friend along.



Simply wrong. The new AI does have aggro management elements. Try fitting some ewar on your main tank ship.


Also to those saying this kills solo drone PvE. Again simply wrong. There are tonnes of people who solo drone boat in Wormholes where sleeper AI is even MORE aggressive against drones. If they can do it, so can you


Fitting an eWar Mod can cause problems for a few tighter fittings, though. WH drone boats usually fly content one step below what they could fly wihout having to fit eWar Mods.

Besides, it would be nice, if those eWar Mods had an actual use besides generating threat. Unfortunately that would require the already mentioned general changes to NPCs (less ships with better stats/bounties/loot/salvage), because what good is it to take out 1 out of those 20-30 ships via eWar methods? This is, btw, the main reason for limited NPC group sizes in regular MMOs.
Lallante
Blue Republic
RvB - BLUE Republic
#649 - 2012-09-26 10:18:17 UTC
Chi'Nane T'Kal wrote:
Lallante wrote:
Urgg Boolean wrote:


Most games I play offer skills for the tank to gain and hold aggro, and simultaneously skills for the support roles to reduce threat putting aggro back on the tank. EvE has no such dimension to PvE. The tank has no explicit method of holding aggro. This by itself makes this new NPC AI a really bad idea for the reasons mentioned, like bringing a logi or any wimpy friend along.



Simply wrong. The new AI does have aggro management elements. Try fitting some ewar on your main tank ship.


Also to those saying this kills solo drone PvE. Again simply wrong. There are tonnes of people who solo drone boat in Wormholes where sleeper AI is even MORE aggressive against drones. If they can do it, so can you


Fitting an eWar Mod can cause problems for a few tighter fittings, though. WH drone boats usually fly content one step below what they could fly wihout having to fit eWar Mods.

Besides, it would be nice, if those eWar Mods had an actual use besides generating threat. Unfortunately that would require the already mentioned general changes to NPCs (less ships with better stats/bounties/loot/salvage), because what good is it to take out 1 out of those 20-30 ships via eWar methods? This is, btw, the main reason for limited NPC group sizes in regular MMOs.


"GIVE US AGGRO MANAGEMENT TOOLS"
"ok"
"THIS MEANS I HAVE TO CHANGE MY SETUP!! WAAAAAAAAAAAAAA"


Chi'Nane T'Kal
Interminatus
#650 - 2012-09-26 10:19:06 UTC
Alayna Le'line wrote:


Like, no. Aggro management by taunting etc is something that I first encountered in MMOs. In most "old" games I played NPCs tended to just go for the one they saw first and then for the one dishing out the most damage. I've always thought this "taunting" mechanic to be artificial and terribad. I mean, really: some stupidly insane armored knight with 1000hp doing 2 dps managing to hold the boss' attention while the 2hp 2000dps wizard blows him up just by calling him names? Reeeeaaaaly?



Really! Because you have to realize that Aggro Management in MMOs is just a crutch as the Real Life equivalent (strategic positioning) is a lot more complicated to implement.

In a realistic scenario you could of course ignore that shiny knight and go for his (less threatening) support. But in order to do so you would have to pass him and expose yourself to being stabbed in your flank or back.

Besides, the knight is usually - through training and equipment - your highest damage threat, you will often WANT to remove that to demoralize your opposition. The peons were often just fodder used to tire down the knights in order for your own knights to finish those easier.

Problem is, how would you translate that into an MMO? Who would want to play the peons and not the knight?

Btw: a part of that concept is actually incorporated in Eve via the difference between cap and drake/welp fleets. This only works in hierarchically structures, though, because someone has to tell people that they can only be the peons today.
Chi'Nane T'Kal
Interminatus
#651 - 2012-09-26 10:23:17 UTC
Lallante wrote:
Chi'Nane T'Kal wrote:


Fitting an eWar Mod can cause problems for a few tighter fittings, though. WH drone boats usually fly content one step below what they could fly wihout having to fit eWar Mods.

Besides, it would be nice, if those eWar Mods had an actual use besides generating threat. Unfortunately that would require the already mentioned general changes to NPCs (less ships with better stats/bounties/loot/salvage), because what good is it to take out 1 out of those 20-30 ships via eWar methods? This is, btw, the main reason for limited NPC group sizes in regular MMOs.


"GIVE US AGGRO MANAGEMENT TOOLS"
"ok"
"THIS MEANS I HAVE TO CHANGE MY SETUP!! WAAAAAAAAAAAAAA"




Wow, such elaborate eloquence.

You realize that such a change of setup automatically means either less tank or less DPS, which directly translates to an ISK income nerf, as long as the setup change does not bring a comparable compensation? You would have realized that if you had read (and understood, which might be the problem) both of my statements combined.

Urgg Boolean
Center for Advanced Studies
Gallente Federation
#652 - 2012-09-26 11:06:56 UTC
For the moment, I'd like to ignore the actual affects of the NPC AI change.

Instead, I want to point out how well the Diablo III dev team is handling a massive PvE change. They are nerfing damage reduction skills and simultaneously nerfing NPC DPS (In the high end mode - Inferno). The goal is balance. You can read about it here.

They get to the nitty gritty with exact numbers. They show how the changes will affect certain classes and certain builds as well as equipment choices - objectified with numbers. They discuss battle strategies using all the above in the context of the changes. They state their rationale for making these changes. They even state their communications with the player base as part of their rationale.

It is clear that the Diablo III devs have played their game extensively, understand how the users play their toons, and have very carefully and thoroughly thought through their changes, after communicating with their player base.

If the EvE NPC AI change follows historical patterns, we will continue to test it out, offer feedback; that feedback will be ignored, and the change will happen whether we want it or not in, and in whatever half baked form it is in. (reference the UI changes or CQ's or many others)

After reading the Diablo III dev blog, I was left with a feeling of confidence that the upcoming changes will benefit the game a lot. After reading the EvE dev blog and this thread, the only feeling I have is a complete lack of confidence in the EvE dev team and a sense that this change is yet another bad idea that will alienate an array of users.

It seems so stupid to publish a piece of a change needed for a future change. It has to be the worst way to manage development. It reminds me of when we had our bathroom remodeled. Living in a compromised environment until the work was finished was unavoidable. This is avoidable in EvE, except for the inept practices of the dev team who do not seem to have any sense of how their changes affect the players and paying customers.

I wish they would learn from the Diablo III dev team.
Rengerel en Distel
#653 - 2012-09-26 11:42:16 UTC
Lallante wrote:
Urgg Boolean wrote:


Most games I play offer skills for the tank to gain and hold aggro, and simultaneously skills for the support roles to reduce threat putting aggro back on the tank. EvE has no such dimension to PvE. The tank has no explicit method of holding aggro. This by itself makes this new NPC AI a really bad idea for the reasons mentioned, like bringing a logi or any wimpy friend along.



Simply wrong. The new AI does have aggro management elements. Try fitting some ewar on your main tank ship.


Also to those saying this kills solo drone PvE. Again simply wrong. There are tonnes of people who solo drone boat in Wormholes where sleeper AI is even MORE aggressive against drones. If they can do it, so can you


What if when you ewar the npc, only that one npc out of the 30 comes at you? No one has said that the aggro is linked just because you use ewar. I guess you could keep chaining the ewar around the list, trying to keep yourself highest aggro, while also trying to kill the mobs, and micromanaging your drones, because they're going to steal aggro right back from you, etc.

I think most people doing WH content, or level 4s, or DED 10/10s will have the resources to adapt to the changes. It'll just make it a pain to use drones, and they might even switch to another ship without the hassles. I'm more worried about the guy in frigs and cruisers, doing crappy dps with guns, that needs that flight of drones to actually kill anything. If he now has to replace 2 or 3 drones every mission, he's gonna either A) switch boats B) switch games. The devs have to hope he picks A.

With the increase in shiptoasting, the Report timer needs to be shortened.

Chi'Nane T'Kal
Interminatus
#654 - 2012-09-26 11:48:19 UTC  |  Edited by: Chi'Nane T'Kal
Urgg Boolean wrote:
For the moment, I'd like to ignore the actual affects of the NPC AI change.

Instead, I want to point out how well the Diablo III dev team is handling a massive PvE change. They are nerfing damage reduction skills and simultaneously nerfing NPC DPS (In the high end mode - Inferno). The goal is balance. You can read about it here.

They get to the nitty gritty with exact numbers. They show how the changes will affect certain classes and certain builds as well as equipment choices - objectified with numbers. They discuss battle strategies using all the above in the context of the changes. They state their rationale for making these changes. They even state their communications with the player base as part of their rationale.

It is clear that the Diablo III devs have played their game extensively, understand how the users play their toons, and have very carefully and thoroughly thought through their changes, after communicating with their player base.

If the EvE NPC AI change follows historical patterns, we will continue to test it out, offer feedback; that feedback will be ignored, and the change will happen whether we want it or not in, and in whatever half baked form it is in. (reference the UI changes or CQ's or many others)

After reading the Diablo III dev blog, I was left with a feeling of confidence that the upcoming changes will benefit the game a lot. After reading the EvE dev blog and this thread, the only feeling I have is a complete lack of confidence in the EvE dev team and a sense that this change is yet another bad idea that will alienate an array of users.

It seems so stupid to publish a piece of a change needed for a future change. It has to be the worst way to manage development. It reminds me of when we had our bathroom remodeled. Living in a compromised environment until the work was finished was unavoidable. This is avoidable in EvE, except for the inept practices of the dev team who do not seem to have any sense of how their changes affect the players and paying customers.

I wish they would learn from the Diablo III dev team.


While you may be right regarding CCP's policy in the past, i DO have the feeling things are improving somewhat.

It seems a bit unfair to compare the fully fleshed out patch announcement to this discussion based on announcement of a feature that is currently in its alpha , possibly early beta, stage of development.

So while I don't think coming up with numbers at this point makes sense, I would like to see some kind of general idea regarding threat generation, a tiny bit more detailed than 'NPCs hate eWar most, logistics second, damage third'.

Something more along the lines of:
'Our idea is roughly that 1 eWar module constantly running (or based on successful applications? lacking information there!) should generate about the same threat as 6 large weapon modules at optimal range or 2 logistics modules running at full capacity'
Chi'Nane T'Kal
Interminatus
#655 - 2012-09-26 11:51:44 UTC  |  Edited by: Chi'Nane T'Kal
Rengerel en Distel wrote:

What if when you ewar the npc, only that one npc out of the 30 comes at you? No one has said that the aggro is linked just because you use ewar. I guess you could keep chaining the ewar around the list, trying to keep yourself highest aggro, while also trying to kill the mobs, and micromanaging your drones, because they're going to steal aggro right back from you, etc.


Please correct me if i'm wrong, but my understanding so far was that aggro is generated for your ship, not on the individual NPC. (i.e. not the WoW style threat management)

Also it doesn't seem to accumulate, else noone would switch to a PvP boat ganking a missionrunner.
Robert Caldera
Caldera Trading and Investment
#656 - 2012-09-26 12:04:42 UTC  |  Edited by: Robert Caldera
Hakaru Ishiwara wrote:

We are talking about getting kills in higher-end complexes and anomalies, not every PvP instance. Giving players the opportunity to get positive standings with pirate factions will not *prevent* people from getting kills, but it may make it easier in some instances.

Noone said something from positive standings preventing kills.
I was about NPC in general preventing kills on bears, which should NOT happen! And noone should have to grind standings to pirate factions for pvp.
As soon as someone warps into a complex or anomaly with a bear inside, rats shouldnt target this ship just because they can as long as it didnt show any aggression on them. Otherwise NPC would spoil player kills, which wouldn't be fine but even extremely frustrating.
Jenn aSide
Soul Machines
The Initiative.
#657 - 2012-09-26 12:28:50 UTC
Urgg Boolean wrote:
It is clear that the Diablo III devs have played their game extensively, understand how the users play their toons, and have very carefully and thoroughly thought through their changes, after communicating with their player base.

If the EvE NPC AI change follows historical patterns, we will continue to test it out, offer feedback; that feedback will be ignored, and the change will happen whether we want it or not in, and in whatever half baked form it is in. (reference the UI changes or CQ's or many others)


Why is it always that players can see this but CCP can't?

Of course we need more information, but the comment about "EWAR,logistics"damage" worries me.

It' almost sounds like there will be some different kind of way to take and hold aggro (would i REALLY have to put an ecm mod on my tengu and try to jammed a Guristas Fleet Stronghold to keep the citadel torp from slaughtering the rest of the plex team?). If so, how is this different from what we have now, other than forcing our Tank and drone ships to fit ewar modules that "solo" mission and anomaly runners don't even have to screw with?

As for DEVs knowing there games, well..... I have nothing but respect for Foxfour and CCP, but I remain stunned by her admission that she's not familiar at all with FLEET STAGING POINT (and probably not with any other high end DED/exploration content), something so incredibly common that EVERY null sec explorer is intimately familiar with. If you don't have a firm grasp of the content you are changing, how can you responsibly change it without messing it up?
Jenn aSide
Soul Machines
The Initiative.
#658 - 2012-09-26 12:40:06 UTC  |  Edited by: Jenn aSide
Chi'Nane T'Kal wrote:

While you may be right regarding CCP's policy in the past, i DO have the feeling things are improving somewhat.


What evidence is there of that?

From my point of view, nothing has changed. A while back ccp announced a nerf to null sec anomalies because the original scheme made space to "even". That's fine, but we told them to not go to far because people had invested a lot in upgrading systems AND anomalies were a big source of individual level (as opposed to alliance level) income.

They didn't listen and nerfed the hell out of them. The result were large flocks of us either unsubbing ratting alts or moving them (like I did) to high sec, low sec (for lvl 5 missions) or NPC null sec for pirate faction missions. The effect was so severe even ccp noticed it, which led to another round of development (which has to cost money) to change the actual anomalies in a way that made the profitable even without sanctums and havens in a system, which of course led to the 400 mil isk per hour Titans in forsaken hubs before the titans got nerfed to not beable to do that ect ect ect.

Same thing happened with Incursions. I was in favor of nerfing incursions (the isk was insane for high sec) but many of us still urged caution because too much nerfing just sends people packing. What happened? CCP nerfed incursions so hard even those of us who supported an adjustment were appalled, which OF COURSE led to a new round of development to un-nerf them to a point where they are at least viable.

These weren't ancient events, these things have occurred basically in the last 12-18 months, they are recent history. Those of us who log in every day and play for several hours every day get to see this pattern repeated over and over again and I for one am a little bit sick of it personally. And you'd think ccp would be sick of wasting stakeholders money....

It's good ccp is letting us know about this stuff now, maybe some good will come from this discussion, but if the past is any indicator........
Lallante
Blue Republic
RvB - BLUE Republic
#659 - 2012-09-26 13:12:26 UTC
Chi'Nane T'Kal wrote:
Lallante wrote:
Chi'Nane T'Kal wrote:


Fitting an eWar Mod can cause problems for a few tighter fittings, though. WH drone boats usually fly content one step below what they could fly wihout having to fit eWar Mods.

Besides, it would be nice, if those eWar Mods had an actual use besides generating threat. Unfortunately that would require the already mentioned general changes to NPCs (less ships with better stats/bounties/loot/salvage), because what good is it to take out 1 out of those 20-30 ships via eWar methods? This is, btw, the main reason for limited NPC group sizes in regular MMOs.


"GIVE US AGGRO MANAGEMENT TOOLS"
"ok"
"THIS MEANS I HAVE TO CHANGE MY SETUP!! WAAAAAAAAAAAAAA"




Wow, such elaborate eloquence.

You realize that such a change of setup automatically means either less tank or less DPS, which directly translates to an ISK income nerf, as long as the setup change does not bring a comparable compensation? You would have realized that if you had read (and understood, which might be the problem) both of my statements combined.



Yes. I support an isk income nerf for ****** forms of PvE. Deal with it.
Lallante
Blue Republic
RvB - BLUE Republic
#660 - 2012-09-26 13:14:12 UTC
Urgg Boolean wrote:
For the moment, I'd like to ignore the actual affects of the NPC AI change.

Instead, I want to point out how well the Diablo III dev team is handling a massive PvE change. They are nerfing damage reduction skills and simultaneously nerfing NPC DPS (In the high end mode - Inferno). The goal is balance. You can read about it here.

They get to the nitty gritty with exact numbers. They show how the changes will affect certain classes and certain builds as well as equipment choices - objectified with numbers. They discuss battle strategies using all the above in the context of the changes. They state their rationale for making these changes. They even state their communications with the player base as part of their rationale.

It is clear that the Diablo III devs have played their game extensively, understand how the users play their toons, and have very carefully and thoroughly thought through their changes, after communicating with their player base.

If the EvE NPC AI change follows historical patterns, we will continue to test it out, offer feedback; that feedback will be ignored, and the change will happen whether we want it or not in, and in whatever half baked form it is in. (reference the UI changes or CQ's or many others)

After reading the Diablo III dev blog, I was left with a feeling of confidence that the upcoming changes will benefit the game a lot. After reading the EvE dev blog and this thread, the only feeling I have is a complete lack of confidence in the EvE dev team and a sense that this change is yet another bad idea that will alienate an array of users.

It seems so stupid to publish a piece of a change needed for a future change. It has to be the worst way to manage development. It reminds me of when we had our bathroom remodeled. Living in a compromised environment until the work was finished was unavoidable. This is avoidable in EvE, except for the inept practices of the dev team who do not seem to have any sense of how their changes affect the players and paying customers.

I wish they would learn from the Diablo III dev team.



Diablo III is a steaming pile of horseshit and the devs are roundly hated for their ruining of the Diablo franchise. Good example.