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Dev blog: Brains! NOM NOM!

First post First post First post
Author
Dinsdale Pirannha
Pirannha Corp
#921 - 2012-10-13 22:48:37 UTC
Rengerel en Distel wrote:

The few specific examples:
Drone boat pilots
High end pve content runners
Fleet pve runners
Logistic Pilots
Gankers

That said, I'm more than willing to wait for the test server to test things, as long as CCP is willing to make changes before it goes live, or will pull it if there are more problems than they can fix by release.



Consider any development timeline.
From Oct 19th to Dec 5th is 6 weeks and change.
Precisely how many iterations of changes can CCP implement in that time before they have to lock down the code for the Dec 4th release? Plus, there are 3 different game mechanics, plus a new UI, plus new ship stats, all that have to be tested.
Further, you now have multiple dev teams competing to have their changes implemented on the test server.
Is CCP going to have daily changes on Duality to accommodate each dev team, or will they collect the feedback from all the different changes, then implement them all in one release on Duality, say, once a week?

CCP Goliath already stated in a thread about the test severs that they are only up for short periods to test specific mechanics.
Duality is supposed to go up on the 19th. I am betting it will be up for a few days, CCP will collect the feedback, shut down Dulaity, maybe tweak stuff, and then one more release on Duality in November, and that's it.
Adigard
RubberDuckies
#922 - 2012-10-14 00:12:02 UTC  |  Edited by: Adigard
Nevyn Auscent wrote:
Except most of us do understand what the Devs have explained, and aren't seeing the rage.


Most? Hmmm... most dev blogs that are beloved by 'most' player's don't get 40'ish pages of people complaining about the ramifications of said change... but you may be right. Ah, nope. Looked at the thread, turns our you're wrong. But you're half right, there isn't much rage over this one. It's a pretty minor change with a raft of unintended consequences. This isn't a rage-inducing change but there will be a decent chunk of people having just a bit less fun PvE'ing in Eve Online after this change is implemented. And since the general consensus is that EvE PvE isn't much fun now... that's a bad thing.

We'll simply lump you in with the other blind white-knights. Overjoyed with the 'maybe' future changes, and ignoring the current state of affairs. Although if you truely understand what the Devs have explained and have a magic crystal ball be sure to let those of us who don't... know what you see.

Eagerly awaiting your reply.

Nevyn Auscent wrote:

Sure there is potential issue in a few specific examples, but the fact that people always refer to the same handful of examples when talking about problem content and not the other 1,000+ missions is a pretty strong sign that for the most part this change is a positive thing.


I'm not sure why you're talking about missions, but I guess it means you're not replying to my posts. Potential changes to missions aren't really my biggest concern. On the mission topic do you actually imagine most missions will be more fun the day after this patch rolls live for solo L4 pilots? The vast majority of L4's are likely done by solo pilots, because the payout seems fairly horrible if you need a fleet to churn through an L4.

Nevyn Auscent wrote:
As for redesigning the content now..... You are asking CCP to make a blind change based on the AI update to what will be required as well as change two things at once. That makes for even worse issues, since if we then all come back with complaints, CCP Devs have no idea which change has actually created the problem in the first place. By rolling out the AI now, then updating once we have broken the AI all we can, CCP has a much better idea of what is required for a good mission difficulty.

You talk about CCP not knowing how to Develop..... when you are sitting here advocating bad Dev procedures yourself, priceless.


Wait... Hold on... you want CCP to blindly release code that will potentially break half a dozen different play-styles, then spend the next several months fixing the code? Because honestly that seems pretty horrible to me. I guess you could ask the remaining Incursion runners how that break-fix cycle works. I suppose there are still folks running them. Also, the Dev's who are releasing these changes are not going to implement any changes to the current PvE missions / PLEXs... so don't expect any fine tuning of anything other than AI down the road.

But on the topic of good dev. procedures? I can simply point back to my post 20'ish pages ago. You're replacing a piece of spaghetti code that's horribly out-of-date. Design your replacement code to duplicate the existing code, without any unintended consequences. It gives you some wonderful things...

A) You get that precious line on the patch notes. You can virtually copy n' paste the existing Dev Blog, but with more emphasis on future improvements (something the Dev Blog totally ignores) and less on the current changes.

B) You don't get the raft of unintended consequences. Nor do you throw yourself into another endless break-fix cycle. But since this team just got over doing it with the Incursion crew, I suppose they're used to it.

Simple, no?
CCP FoxFour
C C P
C C P Alliance
#923 - 2012-10-17 12:42:43 UTC
NPC AI changes will be on Duality this weekend!

https://forums.eveonline.com/default.aspx?g=posts&m=2058105#post2058105

@CCP_FoxFour // Technical Designer // Team Tech Co

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

Dinsdale Pirannha
Pirannha Corp
#924 - 2012-10-18 15:57:41 UTC
CCP FoxFour wrote:


For a grand total of 4 days.
And the jury is already back from the testing, before it started.

Here is an excerpt from Goliath's post today:

"For the purposes of AI, with a few exceptions, one level 4 mission is exactly the same as the rest. This has been extensively tested in house and we're broadening the scope to get player feedback and pick up edge cases."

By that token, I assume it is OK to test just one null sec plex and be done with the testing?

Why bother putting the server up at all, since Golaith has already stated that you have done extensive in-house testing and if you have tested one mission, you have pretty much tested them all.

This has been a bad joke from the beginning.
Mund Richard
#925 - 2012-10-18 17:07:38 UTC
Dinsdale Pirannha wrote:
For a grand total of 4 days.
And the jury is already back from the testing, before it started.

At least let us pretend we are doing a serious test, and give honest feedback first, complain later.

That said, I'm working on the weekend and even more so on friday/monday, so mass test is out, and questionable how much I can get on. Sad

"We want PvE activities to require active participation and mirror PvP more closely." Stacking penalty for NPC EWAR then? Lock range under 9km from over 100 in a BS is not fun. Nor is two NPC web drones making me crawl 10m/s. PvP SW-900 x5: 75m/s.

Adigard
RubberDuckies
#926 - 2012-10-18 22:21:06 UTC
Mund Richard wrote:
Dinsdale Pirannha wrote:
For a grand total of 4 days.
And the jury is already back from the testing, before it started.

At least let us pretend we are doing a serious test, and give honest feedback first, complain later.


In CCP's defense they did make a single change to a single Null NPC type based on testing feedback... OTOH, they seem fairly likely to ignore the other unintended consequences from the change.

There will need to be some heavy testing in the small window available.
Vatek
Rents Due Crew
#927 - 2012-10-22 17:43:46 UTC  |  Edited by: Vatek
Quote:
Null sec ganks of people running PvE content. This does have an effect on that no doubt. To be honest yes this means you will no longer be able to do this solo in a stealth bomber. I however just tested it and was able to tank six frigate NPC in my nemesis long enough for another character to jump into the system and warp 73au. I might be wrong but with the amount of EWAR that comes from frigates, and their hatred of drones, most people usually shoot them first when running these. The cruisers and BS never even looked at my Nemesis while I ganked the Raven. I also made sure the Raven was only running local tank so as not to generate any extra threat. If you want to be able to gank these guys solo, then yes it is going to mean you will need to bring something bigger. If there are a lot of frigate NPC on the field, well that will be difficult. We have accepted that as OK.


Why is destroying one of the only remaining avenues of solo PVP in nullsec and making ratting even safer from gankers considered acceptable? You're telling people to bring something bigger but if I bring a cruiser I'm just going to get targeted by cruiser-sized rats. This is not a solution.

It is completely idiotic that if I attempt to gank somebody running an anomaly the rats will protect him. I look forward to getting EWAR'd to death by NPCs while the gank target just laughs and continues making virtually risk-free isk.

It seems pretty clear that the impact of these changes on PVP is being virtually ignored as this will have a major impact on anybody making a career out of ganking PVE players, not just solo bomber pilots.
James Amril-Kesh
Viziam
Amarr Empire
#928 - 2012-10-23 11:55:30 UTC
You know they're not really listening.

Enjoying the rain today? ;)

CCP FoxFour
C C P
C C P Alliance
#929 - 2012-10-23 11:58:00 UTC
James Amril-Kesh wrote:
You know they're not really listening.


Funny story about that. We are. https://forums.eveonline.com/default.aspx?g=posts&t=155703&p=12

@CCP_FoxFour // Technical Designer // Team Tech Co

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

James Amril-Kesh
Viziam
Amarr Empire
#930 - 2012-10-23 12:56:25 UTC
CCP FoxFour wrote:
James Amril-Kesh wrote:
You know they're not really listening.


Funny story about that. We are. https://forums.eveonline.com/default.aspx?g=posts&t=155703&p=12

Dismissing people's concerns outright is not listening. Namely I'm referring to how it makes no sense that NPCs would switch to a ship that's killing their previous target who was slaughtering them by the thousands. You didn't really address how several of us have stated that this makes things more secure for many players who run anomalies in nullsec for example, when this group certainly doesn't need an extra level of protection. I've looked through the tread and also haven't found anything addressing how this will make things significantly more difficult for new players who are trying missions with their more experienced friends, and significantly more difficult if not impossible for groups of players to tackle sites like Dread Guristas Fleet Staging Point 3 without ALL bringing the tank required to survive the station aggro.

You're introducing a lot of problems for exactly what benefit? Can you honestly tell me what the actual benefit of this is besides "it might make things more interesting" which is itself rather doubtful?

Enjoying the rain today? ;)

Urgg Boolean
Center for Advanced Studies
Gallente Federation
#931 - 2012-10-23 14:29:42 UTC
James Amril-Kesh wrote:
CCP FoxFour wrote:
James Amril-Kesh wrote:
You know they're not really listening.


Funny story about that. We are. https://forums.eveonline.com/default.aspx?g=posts&t=155703&p=12

Dismissing people's concerns outright is not listening. Namely I'm referring to how it makes no sense that NPCs would switch to a ship that's killing their previous target who was slaughtering them by the thousands. You didn't really address how several of us have stated that this makes things more secure for many players who run anomalies in nullsec for example, when this group certainly doesn't need an extra level of protection. I've looked through the tread and also haven't found anything addressing how this will make things significantly more difficult for new players who are trying missions with their more experienced friends, and significantly more difficult if not impossible for groups of players to tackle sites like Dread Guristas Fleet Staging Point 3 without ALL bringing the tank required to survive the station aggro.

You're introducing a lot of problems for exactly what benefit? Can you honestly tell me what the actual benefit of this is besides "it might make things more interesting" which is itself rather doubtful?

^^^ This. It seems odd to me that there is huge focus on roles and the elimination of levels (tiericide). Yet, this AI pushes us to use combat strategies that require using the same role : tank ships with guns. The traditional rules of aggro management are just not there. The gaming community via there marketing power has helped to mold NPC AI and aggro management in many many games.

This AI change bucks all that. It reminds of jalapeno beer: do you ever see that anymore ? I like jalapenos. I like beer. But I hate a jalapeno in the bottle with my beer. Brewers have followed the market forces for 1000's of years (literally), and jalapeno beer is NOT a survivor. If there are going to be AI changes, we must be given adequate aggro management so tanks can take and hold aggro such that healers can heal without getting blown out of the sky, assuming you manage aggro properly. So far, the aggro manegement tools that should be the counter measures for the new AI just suck.

These changes are analogous to jalapeno beer. They are a miss match of market forces (what the players want and/or expect) and game design. These changes directly hurt my personal fun factor and I see no market based foces driving them? These changes limit my choices as I anticipate that my Domi's and Snakes will stay parked, while my Machs will get flown with priority. Jalapeno beer is not a survivor.
Vatek
Rents Due Crew
#932 - 2012-10-23 17:14:57 UTC  |  Edited by: Vatek
CCP FoxFour wrote:
James Amril-Kesh wrote:
You know they're not really listening.


Funny story about that. We are. https://forums.eveonline.com/default.aspx?g=posts&t=155703&p=12


You have not addressed PVP concerns at all other than "we are okay with half the solo PVP professions in the game being removed", which is totally unacceptable.
Dersen Lowery
The Scope
#933 - 2012-10-23 19:52:44 UTC
Urgg Boolean wrote:

^^^ This. It seems odd to me that there is huge focus on roles and the elimination of levels (tiericide). Yet, this AI pushes us to use combat strategies that require using the same role : tank ships with guns. The traditional rules of aggro management are just not there. The gaming community via there marketing power has helped to mold NPC AI and aggro management in many many games.


If some neutral showed up in one of your PVP fights and started shooting your opponents, would you automatically think, "hey, new friends!" If not, why should the rats do that? You're an intruder, same as the other guy, and doubly dangerous as a capsuleer. I suppose they could do some tactical thing where they let you gang up on the other guy until he pops, and then they all switch to you, but that's asking a fair amount from a computer game AI.

You're trespassing on their turf. There's no logical reason for them to be happy about that. They're ruthless pirates, and the slaves of monomaniacal tyrants, out in lawless nullsec.

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

Adigard
RubberDuckies
#934 - 2012-10-23 22:54:50 UTC
Dersen Lowery wrote:
Urgg Boolean wrote:

^^^ This. It seems odd to me that there is huge focus on roles and the elimination of levels (tiericide). Yet, this AI pushes us to use combat strategies that require using the same role : tank ships with guns. The traditional rules of aggro management are just not there. The gaming community via there marketing power has helped to mold NPC AI and aggro management in many many games.


If some neutral showed up in one of your PVP fights and started shooting your opponents, would you automatically think, "hey, new friends!" If not, why should the rats do that? You're an intruder, same as the other guy, and doubly dangerous as a capsuleer. I suppose they could do some tactical thing where they let you gang up on the other guy until he pops, and then they all switch to you, but that's asking a fair amount from a computer game AI.

You're trespassing on their turf. There's no logical reason for them to be happy about that. They're ruthless pirates, and the slaves of monomaniacal tyrants, out in lawless nullsec.


Please stop defending the CCP Developer's when they go out of their way to squash the play-styles of PvP'ers and newer player's... and then ignore anyone complaining about these changes as being trivial.

Logic has no real foundation in a space-based submarine simulator type game anyway.
Dersen Lowery
The Scope
#935 - 2012-10-26 14:57:15 UTC
Adigard wrote:
Please stop defending the CCP Developer's when they go out of their way to squash the play-styles of PvP'ers and newer player's... and then ignore anyone complaining about these changes as being trivial.

Logic has no real foundation in a space-based submarine simulator type game anyway.


Pardon me, I'm just marveling at the absurdity of the argument.

While it's true that you can write fluff for more rule changes, you still have to unless you just want to go abstract and turn everything into boards and pieces. It worked for chess, after all. As long as you're trying for some kind of verisimilitude, you have to worry about whether a change breaks it. Gameplay > Lore, but you still need to make the effort to reconcile the lore with the gameplay. So far, I'm not impressed with the efforts at reconciliation.

If it's so critical to PVP in EVE that the aggressor show up in the same paper ship he's always used, and that he has the full help and support of rats to take down his target, I'm sure CCP could find some way to rationalize that.

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

Vatek
Rents Due Crew
#936 - 2012-10-26 15:30:41 UTC  |  Edited by: Vatek
Dersen Lowery wrote:
If it's so critical to PVP in EVE that the aggressor show up in the same paper ship he's always used, and that he has the full help and support of rats to take down his target, I'm sure CCP could find some way to rationalize that.


Maybe you should actually try making a career out of ganking ratters in nullsec before you start talking about the "absurdity of the argument".
CCP FoxFour
C C P
C C P Alliance
#937 - 2012-10-26 16:06:46 UTC
Duality is back open for testing. NPC AI is on it. Come test and give feedback! https://forums.eveonline.com/default.aspx?g=posts&m=2099233#post2099233

@CCP_FoxFour // Technical Designer // Team Tech Co

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

James Amril-Kesh
Viziam
Amarr Empire
#938 - 2012-10-26 22:40:34 UTC
CCP FoxFour wrote:
Come test and give feedback!

Why should I bother? You're just going to ignore it.

Enjoying the rain today? ;)

Mund Richard
#939 - 2012-10-27 07:52:47 UTC
James Amril-Kesh wrote:
CCP FoxFour wrote:
Come test and give feedback!

Why should I bother? You're just going to ignore it.

But... But... Free skillpoints!

"We want PvE activities to require active participation and mirror PvP more closely." Stacking penalty for NPC EWAR then? Lock range under 9km from over 100 in a BS is not fun. Nor is two NPC web drones making me crawl 10m/s. PvP SW-900 x5: 75m/s.

Keko Khaan
Center for Advanced Studies
Gallente Federation
#940 - 2012-10-29 15:18:30 UTC  |  Edited by: Keko Khaan
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.



Very bad idea imho. "To make rats little smarter" sounds to me its more like "ruin game for all to get rid of afk missioners". It will broke the game for innocent drone boat users and also for those innocent who uses multiple accounts to PVE. I smell CCP losing tons of subcritions because of this.

Example

Currently im using tengu and dominix alt to PVE. My method is that i warp dps/tank tengu in and start pounding rats. Then i warp dominix in and start pounding rats with its drones asinged to tengu. I allready have to deal with spawning waves and spreading aggro while i need to steer tengu use missiles and shield boosters. It is not cap stable tengu so i need to really fly it or rats will kill it. My domi alt have to react on those spawns by calling drones back and tank aggro or warp out. Im using one computer and one display which means i can see my domi alt only from watchlist when im steering tengu. But now if you make NPC to hate drones that much i cant use that domi alt anymore. Which basicly means that i have to stop paying 15 euros/month to CCP from that account because i dont have any use for it anymore. And theres no AFK in here. Theres just me with my 2 accounts trying to kill rats without losing ships/drones.

I hate the idea and i have allready stopped bothering with rats. I have started mining... Evil