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Dev blog: Brains! NOM NOM!

First post First post First post
Author
Jenn aSide
Soul Machines
The Initiative.
#141 - 2012-09-20 16:38:37 UTC
Syn Fatelyng wrote:
Jenn aSide wrote:
If this change applies to the npc stations and rats at the end of 10/10 and 9/10 complex, those plexes just became totally undoable. EVERY plex strategy in plexes with the "super torps" revolves around getting "boss aggro' to the one ship fit to tank the torp.

I can't imagine how you'd do a Blood Raider 10/10 now.
My ignorance is showing, but I'll risk the nudity:

Can defenders kill citadels? If so, that might suddenly have a use for the aggroed ship.



I dunno, but it would be cool if they could, or at least dampen the damage.

I can't put defenders on my Mach so thats moot, smartbomb maybe, but I'd just end up not risking the mach in 10/10s anymore. This change is basically good, but it should be considered deeply before ccp goes through with it.
Syrias Bizniz
some random local shitlords
#142 - 2012-09-20 16:43:51 UTC
I'm not sure whether or not this has been reported earlier. But in the last 3 or 4 weeks i have recognized something i haven't encountered so far on Tranquility. I went into the Metropolis Region and did some belt-ratting in lowsec with a corpmember. I also warped into Cosmic anomalies in Highsec, in some there was already another player flying the site. I can tell you, i have been VERY surprised in lowsec belts, when Red-blinking NPCs went from red to yellow and started applying damage onto my buddy. And i have also been very surprised when some rats in a cosmic anomaly, clearly agressing another player already in, started yellowboxing and approaching me, him still on the field.


So i really don't know whether or not the whole target switching thingy on rats is all new for beltrats / anoms, or something that maybe has been lurking on tq for quite some time now...

Oberine Noriepa
#143 - 2012-09-20 16:47:54 UTC  |  Edited by: Oberine Noriepa
CCP FoxFour wrote:
Our ultimate goal is that PvP and PvE fits should be the same and a lot of the thought process should be the same. That is... a long way off though.

If you guys can pull this off, I will be impressed. This is exactly what I want. Missions and arcs will definitely need some redesigning, though.

Bobbith
No Fish
#144 - 2012-09-20 16:48:42 UTC
Yay about time!

could you also see about randomizing the rat spawns in missions a bit as well while you are at it?
David Zahavi
Doomheim
#145 - 2012-09-20 16:49:45 UTC  |  Edited by: David Zahavi
I think its great the AI will be updated, but if you are going to require us to manage our drones more, it would only be appropriate that the drones interface/control get an upgrade, especially for pilots of gallente ships who depend on drones as a primary damage source.

As it stands, the drones interface is not in any way intuitive, and anyone who doesnt do the gallente intro missions won't even know drones exist, much less how to control them properly.

And even experienced pilots all agree the drones interface needs an upgrade. Either make the new AI not target drones, or update the interface.

Just my 2 cents.

I do welcome the AI change, and hope it turns out well. But if it needs to be postponed until the appropriate systems are in place for it to be optimized, then so be it.

Edit:
The other caveat I do have is that... depending on the AI's predilection for changing targets, this could make it significantly harder for a new player in a salvage boat to participate in higher level missions.

Not that salvaging is necessarily the most compelling gameplay, or that missions are either.... but it would most likely relegate them to coming in after the mission is over and not even getting to see the action.
Jenn aSide
Soul Machines
The Initiative.
#146 - 2012-09-20 16:49:48 UTC
CCP FoxFour wrote:

This is one of the reasons we are trying to get this out on the test server now and feedback on it. What we actually hope happens, due to ships wanting to kill ships of their own size, is that newer players can come along in frigates and deal with the frigate NPCs.


Forcing us to basically bring a gang of logistics or spider tanking battleships just to do high level DEd plexes is a big nerf.

The NPCs across eve might be the same, but the situations you find them in is not. While this might be a minor nusiance in a lvl 4, it becomes a game ending nightmare in the monster DED complexs that ALREADY damn near require at least dual boxing to complete.

This is the problem with the "broad brush" approach (don't get me started on what another part of CCP is thinking of doing with Heavy Missiles lol), change one thing, screw 10 others, PLEASE consider this carefully.

Or, take citadel torps out of DED plexes and just add more npc ships. Some of us REALLY don't want to have to avoid DEd plex escalations because of this.


Ardon Gareau
Chasm City Syndicate
#147 - 2012-09-20 16:53:50 UTC  |  Edited by: Ardon Gareau
There is already an ammo cost with drones. An Ogre II currently runs 530k-590k. I already have a drone attrition rate of probably two drones for every nine missions between disconnects, glitches, drones getting targeted and destroyed as Chaunnay posted, etc. Presuming I already lose two in nine missions, that's an ammo cost of roughly 1.1m ISK (not to mention the ammo I already use to supplement my drone damage). Add two more drone losses due to the target switching, and the cost doubles.

Furthermore, if there is a constant play of pulling aggroed drones back, there is a drop in DPS for drone boats--a drop which could potentially allow for enemy shield recharge or armor rep--greatly increasing the time it takes to complete a mission and dropping the net reward of running missions in a drone boat. Currently my mission running is done about 50/50 between drones and missiles, and I'd say between time and expenses I can earn about the same net profit between the two. If the new AI makes life in a drone boat too toilsome (less fun) or less-profitable (even less fun), I'll naturally be shifted away from using drones to flying my missile boats almost exclusively. It would seem that this change is likely to further-reduce ship/weapon diversity in mission running.

Finally, I understand that the difficulty is not technically increased, but risk to lower-tanked and lower-SP team mates is increased without a corresponding increase in reward. This would seem to make mission running overall less-desirable of an occupation, especially for the newer and more casual players.

On the positive side for me, I can see this reducing ninja salvaging--which isn't a big positive, since that rarely happens to me and it makes a legitimate newbie profession more difficult.
Syrias Bizniz
some random local shitlords
#148 - 2012-09-20 16:56:56 UTC
Jenn aSide wrote:
CCP FoxFour wrote:

This is one of the reasons we are trying to get this out on the test server now and feedback on it. What we actually hope happens, due to ships wanting to kill ships of their own size, is that newer players can come along in frigates and deal with the frigate NPCs.


Forcing us to basically bring a gang of logistics or spider tanking battleships just to do high level DEd plexes is a big nerf.

The NPCs across eve might be the same, but the situations you find them in is not. While this might be a minor nusiance in a lvl 4, it becomes a game ending nightmare in the monster DED complexs that ALREADY damn near require at least dual boxing to complete.

This is the problem with the "broad brush" approach (don't get me started on what another part of CCP is thinking of doing with Heavy Missiles lol), change one thing, screw 10 others, PLEASE consider this carefully.

Or, take citadel torps out of DED plexes and just add more npc ships. Some of us REALLY don't want to have to avoid DEd plex escalations because of this.





So you say, there are DED Plexes that are soloable, but only very tight and are very close to requiring at least 2 chars in it and are stating that these plexes won't be doable solo anymore if the new AI hits TQ?

Well, according to the Dev-Blog, the NPCs will get a target switching AI. They will still have the same dps, speed, optimals, tank, ewar. So ... If doable solo before the change, i can imagine no reason why it wouldn't be doable solo after the patch. For one Pilot doing the site, nothing changes unless you rely heavily on drones.
Derath Ellecon
University of Caille
Gallente Federation
#149 - 2012-09-20 17:00:18 UTC
David Zahavi wrote:
I think its great the AI will be updated, but if you are going to require us to manage our drones more, it would only be appropriate that the drones interface/control get an upgrade, especially for pilots of gallente ships who depend on drones as a primary damage source.

As it stands, the drones interface is not in any way intuitive, and anyone who doesnt do the gallente intro missions won't even know drones exist, much less how to control them properly.

And even experienced pilots all agree the drones interface needs an upgrade. Either make the new AI not target drones, or update the interface.

Just my 2 cents.

I do welcome the AI change, and hope it turns out well. But if it needs to be postponed until the appropriate systems are in place for it to be optimized, then so be it.

Edit:
The other caveat I do have is that... depending on the AI's predilection for changing targets, this could make it significantly harder for a new player in a salvage boat to participate in higher level missions.

Not that salvaging is necessarily the most compelling gameplay, or that missions are either.... but it would most likely relegate them to coming in after the mission is over and not even getting to see the action.


+1 for a better interface.

The other tough thing is with drones, that usually the only way to tell that they have taken aggro is when they start taking damage. Often by then, Plus the time to hotkey return + the time for them to respond means they are seriously damaged. It seems there should be some sort of drone warning you can get so the drones can notify you when they are being targetted so you have an appropriate amount time to react.

TheLostPenguin
Surreal Departure
#150 - 2012-09-20 17:02:14 UTC
More variety/unpredictability for PVE is something I've wanted for a long time in EVE, right now this sounds like a nerf to drone users and those running sites that require a fleet.

Now since I know essentially bugger all about running plexs I'll focus on the drones...

Right now there are a couple of missions (L4s) that will target your drones, the first room of WC being one that springs to mind, and as it stands it happens a bit and is slightly annoying, especially if you forgot/weren't paying full attention, but overall it's not really a major issue. Now if what we're going to see is a similar level of rats occasionally switching to your drones in other missions, it'll be a nerf to drone users simply because the moment you have to spend more/any time switching out drones you're losing effective dps, but it shouldn't be TOO bad. If we see drones pulling aggro with any great frequency you can basicly right off every droneboat as a viable PVE ship, there really wont be much reason to use them in place of guns/missiles that don't have the same issue of extra micromanagement and dropping dps as you try to keep your drones alive. As for viewing it as "ammo cost" to replace drones, I'm guessing people are forgetting that losing t2 drones is not cheap at all, and if it happens often (lol heavies getting wiped as they trundle back) it'll far exceed equivalent ammo costs.

Sadly with the general drone-hate from CCP and the tendency to release things in a horrible state in general, I'm very glad I have equally perfect gun/missile skills on my only char that uses drones heavily, and I'll be comfortably switching to something that isn't getting beaten with a nerfbat whenever this goes live.

tl/dr: Why must it be that drones YET AGAIN get the muddy end of the stick??
Jenn aSide
Soul Machines
The Initiative.
#151 - 2012-09-20 17:02:25 UTC
Il Reverendo wrote:
Jenn aSide wrote:


I can't imagine how you'd do a Blood Raider 10/10 now.


It's easy, all ships just have to be able to tank the torp, deal dmg, rr and not be dependent on cap.

...oh wait....


Well played sir.


The Blood Raider 10/10 is a MONSTER (i tank it with a faciton/deadsapce fit loki, love those em resists) backed up by logi with other ships for DPS, how do I make that loki be able to to rep the logi with no cap, how do I tank a logi to withstand the torp AND rep with no tank after it gets neuted ect ect.

The High End DED plexes were created and balanced under the current "dumb AI" regime.

CCP you HAVE to redesign them 1st before you introduce target switching rf you make them either undoable or utterly unprofitable (which is the same as making them undaoble lol).
Karl Planck
Perkone
Caldari State
#152 - 2012-09-20 17:04:02 UTC
superb, the tears are already flowing from this change. Yes, this will drastically change DED sites. Yes this will be a huge nerf to afk botting highsec turds.

HAHAHAHHHAHAHAHA

I has all the eve inactivity

Jenn aSide
Soul Machines
The Initiative.
#153 - 2012-09-20 17:05:57 UTC  |  Edited by: Jenn aSide
Syrias Bizniz wrote:
Jenn aSide wrote:
CCP FoxFour wrote:

This is one of the reasons we are trying to get this out on the test server now and feedback on it. What we actually hope happens, due to ships wanting to kill ships of their own size, is that newer players can come along in frigates and deal with the frigate NPCs.


Forcing us to basically bring a gang of logistics or spider tanking battleships just to do high level DEd plexes is a big nerf.

The NPCs across eve might be the same, but the situations you find them in is not. While this might be a minor nusiance in a lvl 4, it becomes a game ending nightmare in the monster DED complexs that ALREADY damn near require at least dual boxing to complete.

This is the problem with the "broad brush" approach (don't get me started on what another part of CCP is thinking of doing with Heavy Missiles lol), change one thing, screw 10 others, PLEASE consider this carefully.

Or, take citadel torps out of DED plexes and just add more npc ships. Some of us REALLY don't want to have to avoid DEd plex escalations because of this.





So you say, there are DED Plexes that are soloable, but only very tight and are very close to requiring at least 2 chars in it and are stating that these plexes won't be doable solo anymore if the new AI hits TQ?

Well, according to the Dev-Blog, the NPCs will get a target switching AI. They will still have the same dps, speed, optimals, tank, ewar. So ... If doable solo before the change, i can imagine no reason why it wouldn't be doable solo after the patch. For one Pilot doing the site, nothing changes unless you rely heavily on drones.


You must not do high end DED plexes that throw torps that do 160,000 points of damage to you every 30 seconds.....

Under the current scheme, you can send in an uber tank to soak up these ship killers, then bring in dps and/or logi support. If the torp chuker ships or structures start switching targets, the problem that plex poses rise exponentially.

I totally fine with the change everywhere else (missions, anoms, lower end deds ect), Don't mind seeing afk drone NPCing go away either, but it could break the 9/10s and 10/10s is ccp isn't careful.
Dersen Lowery
The Scope
#154 - 2012-09-20 17:06:00 UTC  |  Edited by: Dersen Lowery
Large drones are already of questionable value, because they're so slow and so easy to kill. This makes them even less useful. Not a problem for me, because I never deploy them, but just a heads-up that they'll be reduced to the nichest of niche roles, like buffing the DPS of Myrmidons in EFT.

Aethlyn asked why people would AFK missions. corestwo has answered the question indirectly. The AFK Domi mission-runners I know are nullsec PVP pilots who hate PVE and hate having to do PVE, but need the ISK to do what they want to do. Like many nullsec pilots, they multibox, so they'll have an alt AFKing L4s while their main does something more engaging. One guy would start his Domi in a big L4 and leave the house. The point is, for them it's not about fun, it's about finding the least time- and attention-intensive way to make enough ISK that they can have their kind of fun.

I'd like to approach something Tippia said from the other side: If the rats have real ships with real modules, EWAR works against them in a way that is consistent with the way they work against player ships of the same type. Right now, except for absurdly reductive examples in the tutorials, the only thing missions teach you about EWAR is that you can feed your capacitor indefinitely by pointing a NOS at a nearby rat. With all the cool rebalancing to EWAR boats that'll be rolling out this winter, it would be nice to be able to have the option of learning how to use them in PVE, instead of thinking that sensor damps are useless because the rat cruiser shooting you from 20km away has a 300km targeting radius.

Make no mistake, I'm overall very happy with this change. It will make things more exciting for me. But there are ramifications to consider.

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

Lord Xander
NED-Clan
Goonswarm Federation
#155 - 2012-09-20 17:07:30 UTC  |  Edited by: ISD Dorrim Barstorlode
1 pve will NEVER be fun

2 you will kill jewing High sec and low and 0.0

3 you will never see me running a Maze ever

4 "CCP"

-No need for offensive language. It has been removed. _ISD Dorrim Barstorlode


hope you like it.
Spc One
The Chodak
Void Alliance
#156 - 2012-09-20 17:11:09 UTC
That one with aggroing drones is not good.
Let's say i have a ship which only has drones like carrier... or dominix on which all high slots are used for ulility..
If npc's kill all of my drones then scramble me i can't warp out and i can just sit there indefinitely can't warp out, can't do nothing.


I support this change but please program npc's to leave drones alone.
Nijle
Sebiestor Tribe
Minmatar Republic
#157 - 2012-09-20 17:12:40 UTC
CCP FoxFour wrote:
Roll Sizzle Beef wrote:
What about sites like Dread Guristas Fleet Staging Point 3?
There is a Guristas Fleet Stronghold that launches Citadel Torpedos every 30 seconds. It will obliterate any subcap support for the capital already required to tank it if it switches targets.
Or is it expected some sites become cap only?


To be honest I am not familiar with this site and will have to test it.


Concerning 10/10 complexes (and fleet staging 9/10)

Naval Shipyards can not have capitals in it, for this site you need to bring a heavily tanked ship such as a Tech 3 or Broadsword to tank the Citadel torpedo. It is gated and can not have capitals in it.

The Maze also has this by the way.


Please please please make sure you guys test this to make sure that it does not switch targets (or some other fix, lower damage?). Those sites will NOT be able to be completed if the Citadel torp switches targets to a Logi or other ship that has moderate tank but is setup for dps. They will one or two shot everything that is not the "tank" (the torps do 150k dmg every 10 seconds!) with that torpedo! So anything sub mid 90s resists to the damage type and a moderate buffer will be popped.

Aside from this concern these changes sound great!! Thank you.
Syrias Bizniz
some random local shitlords
#158 - 2012-09-20 17:13:58 UTC
Dersen Lowery wrote:
[...] the only thing missions teach you about EWAR is that you can feed your capacitor indefinitely by pointing a NOS at a nearby rat. [...]



Tested 2 weeks ago in a curse. Does not work.


@ Jenn aSide:

Allright, I've never done the highend plexes before. But maybe the solution will be not to bring a Logi and T3s, but to bring spidering Battleships. I could see a bunch of Sins (reliying on drones lol) performing ... acceptable. Marauder Gangs. Or the fact that 9/10 and 10/10 are no longer designed for one or two guys multiboxing, but as a Fleet-PvE adventure much like Incursions. Share the wealth ;)

Or yeah, adjusting the Sites to new AI in terms of DPS might also be a good idea.
Jenn aSide
Soul Machines
The Initiative.
#159 - 2012-09-20 17:14:39 UTC
Spc One wrote:
That one with aggroing drones is not good.
Let's say i have a ship which only has drones like carrier... or dominix on which all high slots are used for ulility..
If npc's kill all of my drones then scramble me i can't warp out and i can just sit there indefinitely can't warp out, can't do nothing.


I support this change but please program npc's to leave drones alone.


Now, i don't agree with this part, a carrier can mount smart bombs and neuts, hell I've ECM-bursted my way out of level 5s in a carrier before just to see if I could do it.

The problem I have with switching aggro to drones is just the shear tediousness of having to do it over and over again. That's not fun, pve should at least be somewhat enjoyable.

We'll see how it pans out.
Lord Okinaba
Aliastra
#160 - 2012-09-20 17:16:59 UTC  |  Edited by: Lord Okinaba
As if flying drone boats isn't a ball ache as it is. What?

Now we're going to have to micro manage them even more and with still a very out dated and cumbersome control system.

*sigh*