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Faction Warfare: Moving Forward.....

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Author
Rel'k Bloodlor
Federation Front Line Report
Federation Front Line
#781 - 2012-01-13 19:26:37 UTC  |  Edited by: Rel'k Bloodlor
P.S.
In my heart of hearts I feel the answere is plexs, they limit ship type and make a way to jump in to a fight with out having to be completely blind, thus cheep thrills. More plexs, more types of plexs, may be with more than one entrance is what i want. They don't even need rats. It's function would sole be for "terrain" to fight around. Like in table top gaming and laser tag it wouldn't need to be fancy to be fun.

I wanted to paint my space ship red, but I couldn't find enough goats. 

Cearain
Plus 10 NV
#782 - 2012-01-13 20:33:22 UTC  |  Edited by: Cearain
Hirana Yoshida wrote:
Cearain wrote:
You have never offered any sort of analysis of how npcs promote pvp...

I'll use an example: Lost (Griffin) and I (Punisher) came across an open minor in Sifilar I think it was, we start timer just as three (3) Thrashers show on short range .. instinct says run, yes?
Due to an aborted speed tanking attempt by a minnie, there was an NPC group within 30k of entrance so we decide to stay with me on warp-in and Lost keeping timer running .. 2nd-3rd Thrasher are intermittently jammed by Lost while I work on the first who can't overcome my active tank thanks to NPC eWar .. End result: 3 Trash cans and the biggest damn adrenaline high I have ever experienced.
In short: They allow one to fight against superior numbers/ships .. sometimes...


I'm not sure which side I would take on that fight. Since you could scram the first thrasher right at the warp in its not surprising you won. And yes I think you likely did get that fight because they underestimated npc tracking disrupters – and likely underestimated griffins. I can agree that the npcs helped bring that fight about. But in the long run it doesn't.

What do you think they learned? From their perspective they now know that if that plex is full of npcs they will die horribly if they only have 3 thrashers versus a punisher and griffin. So they won't come in again unless they have 4 or 5. But those npcs aren't always there. So it will just lead to this overkill for nothing. This will mean you will likely be warping out or they won’t be coming in under the same circumstances.

Are they supposed to add npcs to their overview and scan in the plex and try to remember all the different goofy names of npcs and how much ewar and damage they do and add that into their analysis of the pvp ships? Are they supposed to just jump in blindly not knowing what is there?

Thats the problem with npcs they are just adding randomness to the fight. To the extent the fight is random it’s not based on skill. To the extent the results of a game are based on randomness instead of skill it’s not worth playing.


Hirana Yoshida wrote:

Cearain wrote:
We have overwhelming evidence that npcs hurt pvp opportunities...



Anecdotal evidence cannot, by its very nature, be overwhelming. Fact is that NPC both hurts and benefits PvP opportunities in roughly equal measure .. the current slant towards 'hurts' is due to differences in eWar (ie. NPC balance).


I explained that we have more than anecdotal evidence that npcs hurt pvp. Read the part you left out of my quote. In sum there are logical reasons why one would expect npcs in plexes to reduce the amount of pvp in them, and in fact we find that most pvp happens outside of plexes.

Why do you think ewar/imbalance makes us think it hurts pvp? The ewar helped you right?

The thing is, to the extent the npcs have an effect they tend to work against pvp, and often the ewar has the biggest effect. If the rats did more dps that would also discourage pvp.


As far as using drakes for soloing level 4 missions I have done that (and likely will in the future) for amarr missions but it is pretty hard. I often have to warp out repair and come back to finish the mission. (everytime you have to do this there is a chance there will be company at the accel gate or warp in) Also I have been caught several times at accel gates and in the mission itself. Its my experience running amarr missions in a drake that tells me amarr missions are very well balanced risk versus reward. On the whole you will make slightly more than level 4s in high sec. But you will have to be much wiser on and focused on what is happening around you. Plus you will suffer some embarrassing losses for that isk you earn.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Super Chair
Project Cerberus
Templis CALSF
#783 - 2012-01-13 20:39:57 UTC
Quote:
At Factional Warfare's initial release; it will contain everything that will make factional warfare a complete system that will hopefully be a lot of fun to play. But this is only the beginning, Factional Warfare will undergo constant revision, with releases being added to it periodically, as we study and observe and see how we can improve and expand it.





LolLolLolLolLolLolLolLolLolLolLolLolLolLolLolLolLolLolLolLolLolLolLolLolLolLolLolLolConstant RevisionLolLolLolLolLolLolLolLolLolLolLolLolLolLolLolLolLolLolLolLolLolLolLolLolLolLolLolLol
Hans Jagerblitzen
Ice Fire Warriors
#784 - 2012-01-13 20:56:24 UTC  |  Edited by: Hans Jagerblitzen
Super Chair wrote:
Quote:
At Factional Warfare's initial release; it will contain everything that will make factional warfare a complete system that will hopefully be a lot of fun to play. But this is only the beginning, Factional Warfare will undergo constant revision, with releases being added to it periodically, as we study and observe and see how we can improve and expand it.





LolLolLolLolLolLolLolLolLolLolLolLolLolLolLolLolLolLolLolLolLolLolLolLolLolLolLolLolConstant RevisionLolLolLolLolLolLolLolLolLolLolLolLolLolLolLolLolLolLolLolLolLolLolLolLolLolLolLolLol



Yeah, that's pretty hilarious to read in light of what we've seen instead :) But that argument is over now, CCP is owning up to the fact they've failed in that way and is working to reverse the trend, thankfully.

Cearain, Hirana - I think we could debate about the nuances of NPC's and how they affect PvP activity till they shutdown Tranquility for good - but I think we need to avoid getting stuck with the idea that NPC AI is something unmoveable, unchangeable.

Hirana is correct in that NPC's can *potentially* help to balance numbers, or support PvP activity in some situations, but they do a **** poor job at this given their current state. They are dumb, easy to kill, provide zero challenge, and do nothing to train players to shoot other players instead.

As I see it, one of the greatest weaknesses of this game is that the NPC AI is so poor that the norm is a room full of trash mobs that are easily nukeable, and missions / plexes are done in whatever ship can tank the entire room on its own, through armor, shield, or speed. This issue will affect Dust 514 as much as it will EvE - because I'm certain there will be PvE in Dust 514 to farm for isk when you don't feel like a PvP match.

Given that standard - Cearain's arguments about mixing the two are quite sound. But I think we limit ourselves when we say the two MUST be kept separate at all times, under any circumstances - this doesnt have to be the case if the AI is adjusted so that NPC's closely emulate players (though they'll never be as clever or devious). By bringing NPC hitpoints, behavior, and numbers more in line with what players will encounter from other players in a plex situation, for example, they could *potentially* be a filler used to fight against when players aren't around.

But if that step isn't going to be taken, and we operate under the assumption that plex / mission NPC's remain the same, than I stand with Cearain in that they do more to detract from PvP in the greater scheme of things than they do to encourage it.

CPM0 Chairman / CSM7 Vice Secretary

Rel'k Bloodlor
Federation Front Line Report
Federation Front Line
#785 - 2012-01-13 20:56:47 UTC  |  Edited by: Rel'k Bloodlor
Quote:
At Factional Warfare's initial late release; it will contain something that will make factional warfare a system that will hopefully be played. But this is only the beginning, Factional Warfare will undergo no revision, with releases being skipped to periodically add clothing to barbies, as we study and observe and see how we can ruin it.

*fixed

as far as plexs go (hell any thing-ships-modules-missions-story) why give up what we have, why not more? I would be happy if in the "pipe' of the war zone every system was a maze of static and scan down sites with multiple entrances, multiple rooms, some with navy NPC's, some with pie NPC's, some with effects similar to worm holes, hell even crazier stuff like Tama and OMS both having a 19 room static plex with navy NPC's in 1 room pie NPC's in another room some room no MWD allowed one that allows no cloaking and a gate at the end to the other system that's all the way across the pipe.

I wanted to paint my space ship red, but I couldn't find enough goats. 

Hirana Yoshida
Behavioral Affront
#786 - 2012-01-13 21:14:15 UTC
Hans Jagerblitzen wrote:
...this doesnt have to be the case if the AI is adjusted so that NPC's closely emulate players (though they'll never be as clever or devious). By bringing NPC hitpoints, behavior, and numbers more in line with what players will encounter from other players in a plex situation, for example, they could *potentially* be a filler used to fight against when players aren't around...

Make them weak'ish Incursion NPCs with factional flavour and have them 'stand down' (ie. de-aggro/reset) when a friendly arrives. Hell, it would probably work if they were reset on friendly arrival with no other changes made.
Question is if CCP are able or even willing to go so such length (read: :effort:), they seem to want FW to consist of a basket full of low hanging and rotten fruit Sad
Quote:
At Factional Warfare's initial late release; it will contain something that will make factional warfare a system that will hopefully be played. But this is only the beginning, Factional Warfare will undergo no revision, with releases being skipped to periodically add clothing to barbies, as we study and observe and see how we can ruin it.

Hahahahahahahahahaha.
Rel'k Bloodlor
Federation Front Line Report
Federation Front Line
#787 - 2012-01-13 21:33:55 UTC
Oh one thing quick and with no sarcasm, spite, or mischievous smile on my face. Straight

Can we all agree to not discuss the removal of any thing from faction warfare unless it is so broken you could cut your self on it.
We already are using an expansion with vary shallow content, it's already barely more than black rise, a new NPC LP store, and a way to prove you were in a system/constellation for 30 min.



I wanted to paint my space ship red, but I couldn't find enough goats. 

Cearain
Plus 10 NV
#788 - 2012-01-13 21:52:31 UTC  |  Edited by: Cearain
Hans Jagerblitzen wrote:
Given that standard - Cearain's arguments about mixing the two are quite sound. But I think we limit ourselves when we say the two MUST be kept separate at all times, under any circumstances - this doesnt have to be the case if the AI is adjusted so that NPC's closely emulate players (though they'll never be as clever or devious). By bringing NPC hitpoints, behavior, and numbers more in line with what players will encounter from other players in a plex situation, for example, they could *potentially* be a filler used to fight against when players aren't around. .


I think ccp could make npcs so hard no one could compete with them. All the ships and mods could be input in a database and the ships would react immediately and exactly as they should given the other ships etc. The computer wouldn't be fumbling around with a clunky drone ui or trying to zoom in and out to figure out which direction it needs to travel for the right transversal etc.

Chess is a game of skill that computers already dominate. But no one likes playing a computer ai. Not when the ui is strong and not when the ui is weak.

I am not sure I can entirely explain it but its true. 99.9% of chess players can download a free chess program that will beat them everytime.(or they can set it where they win all the time half the time whatever) Yet millions of chess players will never bother with that and instead pay money to play on chess servers or in clubs so they can play against other human players.

People want to compete against other people not against a computer. Its our nature.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Hans Jagerblitzen
Ice Fire Warriors
#789 - 2012-01-13 22:23:31 UTC
Cearain wrote:
99.9% of chess players can download a free chess program that will beat them everytime.(or they can set it where they win all the time half the time whatever) Yet millions of chess players will never bother with that and instead pay money to play on chess servers or in clubs so they can play against other human players.

People want to compete against other people not against a computer. Its our nature.


Agreed. This is why I love Hirana's idea of NPC's that are a bit tougher to chew on, but that scat out of there the minute players arrive. This is a potential middle-ground solution that would satisfy those like SuperChair (an experienced FC who very much likes to PvP yet still maintains there should be SOMETHING to do in a plex if no players rise to the bait) and yourself, who feels the best solution to fixing plex warfare is the removal of NPC's entirely, on the basis they interfere with PvP.

I hate to see pilots who all want the same thing in the end (more fights, more places, more often, less waiting) get bogged down too much in arguments over NPC's when there are viable solutions that may address concerns on both sides of the debate.

+1 for creative solution of the day, Hirana! I salute you for your originality.

o7

CPM0 Chairman / CSM7 Vice Secretary

Hirana Yoshida
Behavioral Affront
#790 - 2012-01-13 22:29:10 UTC
Hans Jagerblitzen wrote:
+1 for creative solution of the day, Hirana! I salute you for your originality. o7

Pfft, I originally proposed it as a solution 1.5-2 years ago when there was a lot of debate about NPC balance, just makes all kinds of sense to me at least.

But thank you nonetheless Smile
Cearain
Plus 10 NV
#791 - 2012-01-13 22:36:03 UTC
Hirana Yoshida wrote:
Hans Jagerblitzen wrote:
+1 for creative solution of the day, Hirana! I salute you for your originality. o7

Pfft, I originally proposed it as a solution 1.5-2 years ago when there was a lot of debate about NPC balance, just makes all kinds of sense to me at least.

But thank you nonetheless Smile


Its come up before and its better than the current situation where the rats just keep pounding you. But if you are passive tanked (most of my pvp ships are passive tanked) you will likely still have to warp out repair your tank and warp back in.

CCP has some options on this, and some options have been discussed in this thread and others.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Hans Jagerblitzen
Ice Fire Warriors
#792 - 2012-01-17 18:27:07 UTC
Everyone here will be happy to see that the CSM6 December Summit minutes have arrived, and they have some substantive ideas on the table for Faction Warfare's future. Obviously there will be lots to debate here, but I am excited to see CCP thinking BIG when it comes to expanding the feature. Our message of adding consequence and meaning to Faction Warfare, is definitely reflected in the conversations that took place.

Here is the link, for those that want to read the whole thing.


And the TL:DR version:

*CCP would like to inject drama by possibly having in-game elections of Admirals / militia leaders. Admirals could set things like tax rates in stations they control, and set strategic goals for their faction.

*Factions could earn their own revenue, managed by taxes on stations, and possible use that revenue to add upgrades to systems, such as increased LP payouts.

*Other upgrades could include making probes less effective - providing more use for sniping fleets and other tactics currently not seeing much use these days.

*CCP suggests in the long term, they'd like to see Factions able to take over nullsec systems, as well as highsec systems, turning them into Faction controlled systems, with enough tenacity and force.

*CSM suggests CCP use FW as the testbed for nullsec sov overhauls, since we're a bit smaller scale.

*CSM did present the list of community-requested items I gave them to CCP, confirmation is in the minutes. At least now we can say they know what we want.

*Current issues with criminal flags and GCC will likely be addressed in the Crimewatch code overhaul CCP is planning, so they may be delayed for the time being until released as part of a larger package of aggression mechanics tweaks.

CPM0 Chairman / CSM7 Vice Secretary

Othran
Route One
#793 - 2012-01-17 18:37:53 UTC
Hans Jagerblitzen wrote:


And the TL:DR version:

*CCP would like to inject drama by possibly having in-game elections of Admirals / militia leaders. Admirals could set things like tax rates in stations they control, and set strategic goals for their faction.

*Factions could earn their own revenue, managed by taxes on stations, and possible use that revenue to add upgrades to systems, such as increased LP payouts.

*Other upgrades could include making probes less effective - providing more use for sniping fleets and other tactics currently not seeing much use these days.

*CCP suggests in the long term, they'd like to see Factions able to take over nullsec systems, as well as highsec systems, turning them into Faction controlled systems, with enough tenacity and force.

*CSM suggests CCP use FW as the testbed for nullsec sov overhauls, since we're a bit smaller scale.

*CSM did present the list of community-requested items I gave them to CCP, confirmation is in the minutes. At least now we can say they know what we want.

*Current issues with criminal flags and GCC will likely be addressed in the Crimewatch code overhaul CCP is planning, so they may be delayed for the time being until released as part of a larger package of aggression mechanics tweaks.


Inject "drama". Uhuh and FW doesn't have enough drama already?

FW as a testbed for null sov - oh lovely I can see just how that's going to go.

Rather you than me Hans, last time I bother looking now but the very best of luck to you all.
Cearain
Plus 10 NV
#794 - 2012-01-17 18:57:01 UTC
Hans Jagerblitzen wrote:
**CSM suggests CCP use FW as the testbed for nullsec sov overhauls, since we're a bit smaller scale.



Not much good there, but the above was exceptionally bad.


If you like Null sec sov do null sec sov. Don't make all of eve aim at the same playstyle.


I like how they suggest we could weaken probes to help us do missions. I guess no one realized fw missions show up as a beacon on the overview.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Hans Jagerblitzen
Ice Fire Warriors
#795 - 2012-01-17 19:06:54 UTC
Othran wrote:


Inject "drama". Uhuh and FW doesn't have enough drama already?

FW as a testbed for null sov - oh lovely I can see just how that's going to go.

Rather you than me Hans, last time I bother looking now but the very best of luck to you all.


I should have bet isk on the amount of time that would elapse before the first "Oh ****, we're frakked" post was thrown down.

I want to emphasize though, that we as a community should not be quick to decry this is as news of our imminent destruction.

A few things to remember:

1) These are just ideas, not concrete development plans. Its still liquid at this stage, and subject to influence and feedback. Much more so than, say, Alliances joining FW, which sounds more or less a done deal at this point.

2) The talks were conducted by a nullsec-driven CSM, who will be out on a couple months. The actual oversight of the summer expansion will be conducted by a new set of leaders, so there's most certainly room for a FW candidate to be elected so that they can be directly monitored to ensure that FW doesn't lose its unique identity.

3) Drama exists, but more of the chaotic, destructive kind. Having a well-respected leader on each side coordinating militia-wide activity could have a more unifying influence, assuming there's worthwhile goals to pursue in the first place.

4) Current abuse of the FW system economically stems from payouts coming at the individual level, inviting solo alt farmers to do the bulk of the work. This could mean that someone who wants to simply farm missions has little control over how much income he makes, those that reap the most rewards could be the ones actively working to protect and secure systems for their side. Obviously there must be ways for solo players to make money, but I think the idea of really boosting income at the militia-wide level is a good opportunity for players to be out PvP-ing if they want to make the most of their mission time.

5) Saying FW could be a testbed for sov mechanics in null could be an idea squashed immediately if an actual FW pilot sat on the council, and pointed out that the two are and should be fundamentally separate in structure and design.

All that to say, I hope no one reads one page of a document and makes up their mind to stay or leave the game as a result - its all in the theory stage at this point, so we have a lot of time still to speak up, share our thoughts, get involved with the council, and make the most of this.

These are the FIRST serious high-level discussions we've seen in YEARS regarding FW. It shouldn't be a surprise that there's bad ideas mixed in with the good, and it shouldnt be surprising that there's a bit of a nullsec influence given the council make-up. Its good to see CCP thinking big, and not just in the mindset of half-assed tweaks or small things designed to appease us. I'm relieved and thrilled to see they want to attack the core issues here, even if we may disagree on some things generated in the first pass at brainstorming.

CPM0 Chairman / CSM7 Vice Secretary

Muad 'dib
State War Academy
Caldari State
#796 - 2012-01-17 19:13:46 UTC
Hans Jagerblitzen wrote:

5) Saying FW could be a testbed for sov mechanics in null could be an idea squashed immediately if an actual FW pilot sat on the council, and pointed out that the two are and should be fundamentally separate in structure and design.


CCP doesnt want ot design two new systems (fw and 0.0 sov) so they just smash em togther and code one crap mechanic.

Sounds lazy.

Cosmic signature detected. . . . http://i.imgur.com/Z7NfIS6.jpg I got 99 likes, and this post aint one.

Hans Jagerblitzen
Ice Fire Warriors
#797 - 2012-01-17 19:18:37 UTC  |  Edited by: Hans Jagerblitzen
Cearain wrote:


If you like Null sec sov do null sec sov. Don't make all of eve aim at the same playstyle.


Agreed, and its good that this was a CSM suggestion and not a CCP suggestion. I am far more wary of the ideas the developers propose, as those have far more potential for becoming reality. However, its hard to add ANY consequence to occupancy (besides just throwing more money at players) without it being argued in some way that it takes us closer to nullsec. I think its safe to say *most* FW pilots wish that there was a point to occupancy besides merely flipping the name of a system. Eve has ultimately always been developed in the trajectory of giving more freedom and power to players, I expect this to be the case with FW as well.

The other way to see this is that if the advice was taken, WE would see improvement and overhauls sooner than nullsec. Thats totally fine by me, we've waited for a long time now, longer than Dominion's been out. We deserve it first, our problems have been around longer than theirs!

Quote:
I like how they suggest we could weaken probes to help us do missions. I guess no one realized fw missions show up as a beacon on the overview.


Where did they say probes help with mission? I must have missed that. I just see them talking about being able to lessen probe effectiveness in general, they mentioned it as a boost to sniper fleet effectiveness, but didn't bring up missions that I saw.

CPM0 Chairman / CSM7 Vice Secretary

Draco Rosso
State War Academy
Caldari State
#798 - 2012-01-17 19:21:44 UTC
I read the minutes and my head exploded.
Hans Jagerblitzen
Ice Fire Warriors
#799 - 2012-01-17 19:23:45 UTC
Muad 'dib wrote:
Hans Jagerblitzen wrote:

5) Saying FW could be a testbed for sov mechanics in null could be an idea squashed immediately if an actual FW pilot sat on the council, and pointed out that the two are and should be fundamentally separate in structure and design.


CCP doesnt want ot design two new systems (fw and 0.0 sov) so they just smash em togther and code one crap mechanic.

Sounds lazy.



This was not a CCP suggestion. It was a CSM suggestion. Lets not jump to hasty conclusions here.

It's very possible CCP couldn't use FW as a proper testbed, as they may have a very different idea in mind for a nullsec overhaul planned already.

All that comment was a reflection on is that the *CSM* sees FW as nullsec-lite. That is NOT necessarily how CCP sees us, nor should it be taken that way.

CPM0 Chairman / CSM7 Vice Secretary

Hans Jagerblitzen
Ice Fire Warriors
#800 - 2012-01-17 19:24:28 UTC
Draco Rosso wrote:
I read the minutes and my head exploded.


/emote hands Draco Rosso a towel. And a new head.

CPM0 Chairman / CSM7 Vice Secretary