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Dev Blog: Back to the balancing future!

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Noisrevbus
#461 - 2012-11-07 09:27:31 UTC  |  Edited by: Noisrevbus
I hate always having to be a negative nancy, but every time a new balance thread comes up these days it scares the living crap out of me - because they are never explained, they never seem to look at how ships are actually used or envisioned how to be used instead.

It's common among players to throw out statements without proper definition and it's also common for players to look at if ships get used but not how or why.

If you are game designer at CCP, i demand more from you: you are a professional.



Yet here we are looking at devblogs and we see comments such as "the problem of shield versus armor tanking" and "the problem of active versus buffer tanking".

What god damn problems? Motivate them!

I mean, those are issues we have been discussing quite alot in the community (without CCP participating), yet they are still highly disputed topics recurring from time to time. The simple assumption that these are issues without any depth and motivation, that is the most shallow standpoint representated by the least intelligent and discoursive players. Yet that's the standpoint assumed in the devblog. It's appeasing stupidity.

The balance of active versus buffer for example, is entirely tied to scale. It's simple math and logic. Regardless of how a ship is tanked: any ship will die if it's buffer is volleyed. As gang sizes grow, and volley damage stack, it thus become natural to raise the relative buffer of your ships (and buffer tank them, aided by remote repairs).

As long as scale (the size and setup of gangs meeting each other) remain below what you can volley on an unfit ship, there is no "problem" with active tanks over buffer tanks.

The balance between armor and shield is even more complicated, so when you throw out a random assumption of problems in it's balance, you better explain to us what the problem is and how you intend to fix it.

Without those fundamental concerns adressed, there is no possible way you could hope to achieve a good final balance.



The same goes for analyzing ship use
(the how's and why's).

Your take on the Command links serve an excellent example. It's an exhausted topic. It's been discussed in several lengthy threads here on the forums. It's been discussed in various playerblogs and it's been up on the popular community news sites. There's been little participating from the developer side and now you roll in with a very final idea without commenting on any concerns raised.

One of the most important factors Tech III command links play now, is that it's superior bonuses allow smaller groups to bridge the gap required to interact with larger groups. That creates content, as they have a chance or purpose to engage. I'm not necessarily speaking of the most common concern in this regard. Several players have raised the issue that if links are required on grid a larger gang will just pop the smaller gang's booster while they are unable to respond. I'm not sure if i entirely agree with that statement, instead, i look at how the ships are used now.

The superior bonuses have up until recently primarily been used on smaller agile or flexible gangs that can't commit. That last bit is important, they can't commit. Seeding those links over to a ship class with much less flexibility in how it commits will just further chafe off "up engagement" from this game. It will discourage attempting to engage a gang you can't commit to. This is important, because logic tells you that it should be on the advantageous gang to take risks and play offensive. Large gangs rarely do that today, in this buffer-projection era.

Notable examples include fast gangs, where the Tech III ships either are speedy enough or cloaky enough to keep up. This include bringing a booster to supplement various frigate and cruiser gangs. If you look at the two CS that traditionally have seen alot of use, the Claymore and the Damnation, their use is motivated by the same reasons: the Claymore was fast enough to stay with shield-tanked cruiser-sized gangs (the Vulture wasn't, so it has only been used as a fleet dispenser) and the Damnation was tanky enough to stay with battleships (the Eos wasn't, so it was kept as a specialist small-gang, small-ship booster rarely seeing the light of day; in part also because the Proteus did all that better).

They also include cloaky gangs, and that is perhaps where the example is most visible. With speed and reach losing it's ground as equalizers, cloaking - and more importantly: control - have for quite a while now remained as the last bastion. The ability to engage a larger gang with an advantage in speed or reach shifted over to engaging a larger gang with superior control (it became all about not making sure the few lynchpins got to play their role - when a gang had many basline ships and a few important lynchpins). That's how a cloaky gang remained functional, because everyone was a lynchpin and the gang retained a higher control thanks to a higher amount of total EW and better bonuses to the EW (they pointed, webbed, ECM'ed and damped from further away - not necessarily shot from further away).

Give strength bonuses to slower, larger and more cumbersome CS and you shift that dynamic too, in favour of a larger and more bulky gang. The smaller gangs (wether they are speedy or cloaky) can not bring a CS so they will have inferior bonuses to things like speed and control which they rely on. Funny thing, isn't it?

Don't you want smaller gangs to have a reason to interact with larger gangs? Everything you've done recently suggest the opposite. All extremes have been rounded off to a middle ground: where faster have become slower, expensive replaced by affordable and further apart have been put closer together - apart from the most important thing - the community is fracturing further apart because it loses more and more incentive to interact over different scale.
Forlorn Wongraven
Habitual Euthanasia
Pandemic Legion
#462 - 2012-11-07 09:37:07 UTC
I don't get how people always assume that large fleets never have T3 links as well.

Winner ATXI , 3rd place ATXII, winner ATXIII, 2nd ATXIV - follow me on twitter: @ForlornW

Noisrevbus
#463 - 2012-11-07 09:43:06 UTC  |  Edited by: Noisrevbus
Forlorn Wongraven wrote:
I don't get how people always assume that large fleets never have T3 links as well.


I think you're missing the point chief.

The question is not wether small or large gangs use boosters.

The question is what kind of gangs a Tech III and a CS respectively can fly with, what kind of tactics those gangs are able to pull (only after that, wether that in turn have an effect on scale).

So it's not really a question of a large gang using Tech III links versus a small gang, it's the difficulty of a smaller gang to use CS links against a larger gang - wether you look at the composition of the gang or the situation for a CS on the field.

More importantly, it's a question of wether we want cloaky gangs (that rely on control) to have equal bonuses to a more general gang, or if we want a fast gang (that rely on speed) to have equal bonuses to another gang. Don't we want specialist gangs to retain an advantage in what they specialize for?

The day a CS + Interceptor have the same point-range as a Tech III + Recon, why should those expensive covert ships even attempt to engage? They will shift over to not taking risks, not engaging against odds and just going for ganks or fighting people in their own size- or price pool. That's not interactive.

CS are not fast and they are not cloaky. Tech III can be both.

The same thing goes for the gangs themselves. Nothing stops a large gang from flying an evasive concept (cloaky, speedy or w/e) - but gangs with less resources generally can't commit tanky gangs because the scaling of gang sizes in EVE is well beyond what most ships are able to tank. That's why PL fly Supers. Control is much more difficult to stack.
Destination SkillQueue
Doomheim
#464 - 2012-11-07 09:46:42 UTC
Forlorn Wongraven wrote:
I don't get how people always assume that large fleets never have T3 links as well.


It's because they want to protect their advantage, but know they can't really justify that position. This forces them to appeal to emotions in an effort to get the other side to back down without a fight and ignore the obvious holes in their logic.
Takeshi Yamato
Ministry of War
Amarr Empire
#465 - 2012-11-07 10:11:22 UTC  |  Edited by: Takeshi Yamato
Noisrevbus wrote:
One of the most important factors Tech III command links play now, is that it's superior bonuses allow smaller groups to bridge the gap required to interact with larger groups.


The notion that offgrid boosting is good for the game because it allows small groups to fight "the blob" is a big lie. It's an attempt to associate the cheesy OGB with small gang PvP that everyone respects, as if larger gangs never had access to OGB (in reality the likelyhood of a gang having OGB grows with its size).

In reality OGB has already done massive damage to small gang PvP because if you don't have OGB you're not competitive. This drives people into blobs, into getting OGB themselves (worsening the problem) or out of PvP alltogether.

The OGB apologists present OGB as the solution to the problem OGB itself has contributed to creating.
Yabba Addict
Perkone
Caldari State
#466 - 2012-11-07 10:17:52 UTC  |  Edited by: Yabba Addict
T3 command ship is being shafted into never being used, silly, very silly. You should've had the T2 BCs as the blob command ship, 3% boost to on grid and off grid and a huge tank and largish sig (see whatidid there?). Then T3 for gangs, 5% boost to on grid only (because it's designed for gang fights you'll need 5% to make any difference, to make using it worthwhile), no crazy tank but can do a reasonable job at it, and can't fit command processors, and does pretty good damage. There ya go, 2 different roles that will both be used.
Kai'rae Saarkus
Sebiestor Tribe
Minmatar Republic
#467 - 2012-11-07 10:19:55 UTC  |  Edited by: Kai'rae Saarkus
Destination SkillQueue wrote:
Forlorn Wongraven wrote:
I don't get how people always assume that large fleets never have T3 links as well.


It's because they want to protect their advantage, but know they can't really justify that position. This forces them to appeal to emotions in an effort to get the other side to back down without a fight and ignore the obvious holes in their logic.


It's less that large fleets don't have T3 links. It's that they tend to make worse / less use of them.

ie. When the only ships making full use of your skirmish links are your tackle and they're getting mercilessly webbed and blapped; the fast gang is at an advantage.

or, when an EWAR based gang is getting Info Links and your gang isn't.... then targetting anything with your key ships is going to be tough.


All that being said, I'm holding judgement on "on grid boosts" until I see what a max link T3 looks like, what the new Command ships look like and what the precise implementation of the changed boost mechanic is.
Lady Naween
Ministry of War
Amarr Empire
#468 - 2012-11-07 10:23:02 UTC
As someone with all leadership skills to 5 all I can say is:

YAY!!!!!! thank you thank you thank you!!!

Offgrid boosting is so boring it isnt funny, and cant wait to be able to dps in my sexy damnation! ROAR!!!!!
Anje Lovisa
Deep Core Mining Inc.
Caldari State
#469 - 2012-11-07 10:31:00 UTC
Quick question...

Will the Rokh finally get a small upgrade on drone capacity so it has 75m3? I never quite got why it had so small a drone bay. Probably a very minor detail but it's bugged me for a while now.

Rokh +25!
Rommiee
Mercury Inc.
#470 - 2012-11-07 10:31:18 UTC  |  Edited by: Rommiee
This may have been mentioned, but can you just clarify...

If you currently have Battlecruisers & Destroyers 5, then we will get ALL the racial Battlecruiser & Destroyer skills to 5 also ?

You say that "if we can fly it now, we will still be able to fly it". Just being able to fly it, is not enough, we need to be able to fly it to the same standard as before, as we put in the training time to do that.

If not, then we will need a reimbrsement of the skill points spent on this as is now of no use, seeing as we will have to train all racial skills to 5 seperately.

Edit: Nvr mind, just found the answer
Noisrevbus
#471 - 2012-11-07 10:33:31 UTC  |  Edited by: Noisrevbus
Takeshi Yamato wrote:
Noisrevbus wrote:
One of the most important factors Tech III command links play now, is that it's superior bonuses allow smaller groups to bridge the gap required to interact with larger groups.


The notion that offgrid boosting is good for the game because it allows small groups to fight "the blob" is a big lie. It's an attempt to associate the cheesy OGB with small gang PvP that everyone respects, as if larger gangs never had access to OGB (in reality the likelyhood of a gang having OGB grows with its size).

In reality OGB has already done massive damage to small gang PvP because if you don't have OGB you're not competitive. This drives people into blobs, into getting OGB themselves (worsening the problem) or out of PvP alltogether.

The OGB apologists present OGB as the solution to the problem OGB itself has contributed to creating.


You too are assuming too much and missing the point, chief.

I'm not talking about OGB.

I'm talking about the Tech III being a cloaky and fast cruiser.

The CS is a slow and bulky battle cruiser.

The change in command links will provide slower and bulkier gangs with better bonuses (which they already have through Titans).

The fact that a large gang is usually slow and bulky while a small gang tend to be fast or cloaky is of secondary importance. The fact that you can offgrid a Tech III easier isn't really much of any importance.

A small specialist gang have less use of "more yet weaker" bonuses, they don't have enough ships to make proper use of more bonuses and they rely on having superior bonuses to function, because they are specialist ships. With this change their engagement envelope goes down. Regardless of who they fight. So they will fight less.

OGB can die as far as i'm concerned, i'd rather have mains on grid do it. That does not mean they should be CS.
Marlona Sky
State War Academy
Caldari State
#472 - 2012-11-07 10:34:46 UTC
Every fleet medium to large scale has T3 boosters filling the slots. It is simply standard protocol. So the most a small gang can hope to do is tie as far as bonuses goes. If boosters are forced on grid only then what that would allow a small gang to do is be able to take advantage of off grid prey. Ships who venture off scouting other parts of the system or warp off to a celestial during a large fight. That small gang can stick together, with their on grid booster, and actually have an advantage over the stragglers from the main fleet.

Anyone arguing off grid boosters should stay for the sake of small scale PvP is simply lying their ass off to protect their off grid boosters for their massive fleet fights.
nikon56
UnSkilleD Inc.
#473 - 2012-11-07 10:56:22 UTC
i was asking myself a question about the BC / destro skills.

i understood that, since i have all cruiser 4 and BC 5, i will have all BC skills granted.

BUT, i couldn't find if they will be granted at level 5, allowing me to still fly naga, myrmidon and hurricane the same way i do today, with the same bonuses.

if no, then don't even bother bring this on TQ CCP
CCP Fozzie
C C P
C C P Alliance
#474 - 2012-11-07 11:06:52 UTC
nikon56 wrote:
i was asking myself a question about the BC / destro skills.

i understood that, since i have all cruiser 4 and BC 5, i will have all BC skills granted.

BUT, i couldn't find if they will be granted at level 5, allowing me to still fly naga, myrmidon and hurricane the same way i do today, with the same bonuses.

if no, then don't even bother bring this on TQ CCP


I can understand the confusion so I'll repeat on this page so as many people see it as possible:

You'll be able to use the ships you could use before, at the same skill levels you could use them at before.
So if you can fly Hurricanes with BC V, you'll get Minmatar BC V

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Gilbaron
The Scope
Gallente Federation
#475 - 2012-11-07 11:11:06 UTC
CCP Fozzie wrote:
nikon56 wrote:
i was asking myself a question about the BC / destro skills.

i understood that, since i have all cruiser 4 and BC 5, i will have all BC skills granted.

BUT, i couldn't find if they will be granted at level 5, allowing me to still fly naga, myrmidon and hurricane the same way i do today, with the same bonuses.

if no, then don't even bother bring this on TQ CCP


I can understand the confusion so I'll repeat on this page so as many people see it as possible:

You'll be able to use the ships you could use before, at the same skill levels you could use them at before.
So if you can fly Hurricanes with BC V, you'll get Minmatar BC V



given i have BC 4.5 (trained 50%) and all cruiser skills at V, will i get all BC skills at 4 or at 4.5 ?
CCP Fozzie
C C P
C C P Alliance
#476 - 2012-11-07 11:39:55 UTC  |  Edited by: CCP Fozzie
Only rational integers need apply Smile

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Quesa
Macabre Votum
Northern Coalition.
#477 - 2012-11-07 12:06:31 UTC  |  Edited by: Quesa
Quote:
First, let’s have a look at the disruption line, which only has one ship so far:

Scorpion: fine at the moment, it dies fast in fleet of course, but that’s what the ECM role brings to the hull anyway.


Not sure I liked this section. There were earlier comments about making all t1 BS's have an EWar bonus. I do not like have an entire role held up by a single battleship.



The command changes look pretty good. If you are looking at forcing them on grid to give boni then maybe the answer to the tank problem would be to add a slight tank bonus to the ship received from the link itself that way they are extra tanky and it's offset by the reduction in DPS from the loss of a high slot. Alternatively, you could give the mods themselves a restriction similar to probe launchers and smartbombs to which they cannot be activated within an online pos. I've been thinking that we should get the majority of the boni from the links and not the mind-links too, there is too much focus on an implant for the role - in my eyes.

The real test will be if those command ships can fit a full tank and all 3 links.

Additionally, you should look at removing command processors as a whole with this change, just an idea.
Foolish Bob
E-MORage
#478 - 2012-11-07 12:09:38 UTC  |  Edited by: Foolish Bob
CCP Fozzie wrote:

However, let's throw a brainstorming concept out here just for fun: What if gang links worked a lot like warp disruption spheres? Smile


So in each tick you want to select all ships on field belonging to a particular fleet, and then run a distance calculation from all boosters for every ship, and then repeat for all fleets.

Don't get me wrong I like the concept, but you're a braver man than I am... Big smile

edit - just noticed the post above (and others in the thread)
Quote:
boni

It's bonuses. Please please stop saying that. Bonus is good person. Good thing would be bonum which as data is the plural noun to datum makes the plural bona but given it's all mangled (clearly) I think we're allowed to modernise in this case. Especially as I have to accept people using data as a singular noun despite having the opposite drilled into me, so you all get to accept that. Smile

Also fun fact: the plural of octopus should be octopodes because the -pus part is greek. Not that I say anything other than octopi but I just like the fact Smile
Kara Vix
Perkone
Caldari State
#479 - 2012-11-07 12:10:42 UTC
Lady Naween wrote:
As someone with all leadership skills to 5 all I can say is:

YAY!!!!!! thank you thank you thank you!!!

Offgrid boosting is so boring it isnt funny, and cant wait to be able to dps in my sexy damnation! ROAR!!!!!


But unless that sexy ship gets some serious bonus to tank, you will be boosting for a very short time before it becomes a sexy wreck and you a sexy frozen corpse. I would think the first target priority will be the on grid booster and it wouldn't take much to dust it. Just my opinion.
Schanah
Science and Trade Institute
Caldari State
#480 - 2012-11-07 12:14:49 UTC
Rebalancing is good, making everything the same is stupid.

Quote:
Breaking Destroyers and Battlecruisers skills into four racial versions with an identical training multiplier (thus making it four times harder to get all races trained)


And you say it should help new player ? split time in 4 for those skills and it'ill be faster to specialize.