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Player Features and Ideas Discussion

 
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Increasing PvP Activity

Author
Vodiann
Sodium Chloride Mining Institute
Domain Research and Mining Inst.
#1 - 2013-09-21 12:40:10 UTC  |  Edited by: Vodiann
Problem: pvp hesitation among pvp organizations.
Solution: A careful change to the games ship capture mechanism.
Tool: "Hybrid Module" example: Hybrid Afterburner
Effect: Reduces effectiveness of all forms of warp disruption when multiple modules of the same type exist with-in a fleet.

Perks:
- 1-3 pilots receive no change ( Pirate gate camping not directly effected )
- Fleets who have at least 10 engaged in system, or within a proximity, will trigger residual bonus ( if modules go offline due to explosion or warpoff the fleet on grid will retain effect for a period)
- Less noob FC panic
- Small gangs are encouraged to take risks as cyno hot drops, fights off gates, and stations, would not spell certain doom.
- classic baiting and hiding small fleets in other systems would be replaced by combat ability.
- More fleet engagements
- More kills for everyone
- Less cost to do pvp per engagement
- Offering more opportunity for skilled pilots and commanders to succeed while continuing to punish the weak.
- Loses effectiveness once active engagements in system reaches 50 capsuleers allowing bubbles and points to retain traditional results.

Cost: increase module cost to around 10 mill; Other effects can apply such as increasing timer on gate usage and docking access, allowing winning side a chance to recapture survivors.

Cosmetic: Post Ad in captain quarters screen: illustrating higher module cost increases viability of teamwork ( aka newbies can feel better about doing small gangs + several other funny Ad possibilities).


I've listed multiple ideas in short list form. Reasoning/ more explanation -> concept development I can offer to defend how this can be introduced and how its effects are positive. Such as working out hard values ( requirements( who what when where how); costs analysis; useability). I also believe this can open doors for developers in new production trees and content encouragement.

Wormholes as an example could increase in use if materials from there are needed. A role play argument can be that these modules are tech 3, showing progression from themes in the incursion, inferno, and odyssey expansions. Tech 3 being said not only would give people happy tingles but can even justify a small 5m3 volume of the modules to allow for storage in cargo hold for swap-out situations... None the less we want more activity and i think this anti point mechanic is just the trick.
Roime
Mea Culpa.
Shadow Cartel
#2 - 2013-09-21 12:55:52 UTC
You forgot the basics:

1) problem
2) solution


.

Vodiann
Sodium Chloride Mining Institute
Domain Research and Mining Inst.
#3 - 2013-09-21 13:03:05 UTC
"Basics" addressed
Ludi Burek
The Player Haters Corp
#4 - 2013-09-21 13:37:14 UTC
Your solution is not compatible with your problem.
Roime
Mea Culpa.
Shadow Cartel
#5 - 2013-09-21 14:02:25 UTC
I don't think that problem exists.

.

Domanique Altares
Rifterlings
#6 - 2013-09-21 14:17:49 UTC
No. All you'll accomplish is pushing even more fleets and small-medium gangs toward an alpha doctrine.
Vodiann
Sodium Chloride Mining Institute
Domain Research and Mining Inst.
#7 - 2013-09-21 14:40:02 UTC  |  Edited by: Vodiann
Domanique you are the first person to say something really meaningful. Thank you!

An alpha doctrine is something that already exists and has counters and weaknesses. Notice how sniper fleets are phased out throughout. My presented concept is limited to the size of the parties involved. If i cyno in 10 battleships on your cruiser fleet, your fleet just can leave. if i cyno in 10 tornado, im still dealing with factors that a cruiser fleet can address.

I mention cruiser for the same reason ccp gives them so much attention and flexibility. However if you are talking about small gangs of BC fitting for alpha, i have to ask why is this not already exploited? It still is a good point and I'll be sure to give it more thought.

I can only offer the view of what i see on the western side of eve. if there exist lowsec and null spaces where several small alliances are fighting bigger ones and getting kills daily please let me know. As for most people i know, we have to roam with caution and avoid fights if we only have 10 or 12 people.... "only" 10 or 12 meaning gate camping is the best pvp we can get i think is something that can be fixed.

The concept needs adjustment and frankly I'm not in the know of what limitations the devs have in coding for something like 'on grid fleet bonus'. It has been mentioned somewhere I'm sure about reducing the range of fleet boosts, personally i rather not see gang link boosts reduced from system wide. Not meaning that as a rant, but showing how the mechanics may show how likely my idea could be put into the game.
Vodiann
Sodium Chloride Mining Institute
Domain Research and Mining Inst.
#8 - 2013-09-21 14:47:13 UTC
Also, if someone posting does think small gang fleets do not have a problem with being "blobbed" AND if you never seen a equal size fleet run away just so they could get more numbers then commenting is likely not something that person is qualified for.

If they have seen these things and are confuses or believe i am unclear, then I have to apologize for not putting the concept more simpler. Twisted
Roime
Mea Culpa.
Shadow Cartel
#9 - 2013-09-21 15:54:26 UTC
Sounds like you are flying in the wrong space for small gang pvp.

.

Domanique Altares
Rifterlings
#10 - 2013-09-21 16:04:01 UTC
Roime wrote:
Sounds like you are flying in the wrong space for small gang pvp.


Pretty much this.

More numbers is always a force modifier, and everyone in their right mind will always try to bring more people than you if they can. If everyone consistently brings more people and effectively blobs you, then you're in the wrong part of town for what you're doing.

Also, OP, alpha fleets are not confined to the traditional sniper setups and ranges. You can drop a load of 720mm Ruptures on someone at 18k and start mopping the floor with them; the same can be scaled down into the realm of arty Thrashers, Talwars, and Corms, or up into rail Feroxes or arty Canes. In many instances a point on the target isn't even needed. You simply blap them before they can align and warp anyway.

The final issue I see with your plan is that you have yet to define what constitutes a 'fleet' for the purpose of reducing the effectiveness of these modules. If it's what's in your fleet window, you can be guaranteed that every tackle group is in a 'fleet' by itself that includes no more than the number necessary to avoid the penalty, or isn't even fleeted at all. Everyone else will be fleeted up separately, and won't care.
Vodiann
Sodium Chloride Mining Institute
Domain Research and Mining Inst.
#11 - 2013-09-21 17:58:32 UTC
First of all this is a general issue not a personal one. I make maybe the most compelling argument at the end of this. Feel free to choose to ignore room for improvement and if anyone does no see a problem with how things are then its pretty easy to remove yourself from the discussion, because i am asking for constructive feedback.

No where in this concept does it say any side is limited on the numbers they can bring to a fight... I specifically said a change would only occure after say 10 or more that are in a bubble for example. Your load of ruptures sounds more like gate camping and getting a few victims, which in no way do i see anything wrong with that. Still it overlooks what i was talking about... A fight is going to play out with or without points being on.... um thats exactly what i agree with.


As for Domanique's final issue, it is not a penalty placed others. What i stated was that the fleet gets a bonus ( i avoided saying boost), but essentially it works as introdiction nullifying boost. I also stated the boost is removed once so many ( say 50 ) players are tagged as having been engaged in combat in the system. This individual player tagging already exists thanks to the rules of aggression patch and like incursions so does triggers based on fleet size. THUS splitting into smaller fleets will not be a means to exploit it and it will not hurt the way "large" (easily over 50) fleet fights work.

And because it seems i have to say it; a fleet is those people you see in your fleet window. Meet the req, get the boost, same goes for everyone us and you guess it, if the maximum is 50 then thats a maximum of 5 fleets containing 10 people engaged in the fight AND no cause it seems i need to say it the fleet size does not matter nor the number of people in system so yes this means you can have 100s of scouts in fleet who do not engage. If that fleet is being tackled by 1 person they must all be engaged and on grid for that tackle ship to fail to land a point. OR it could be added that the effect only triggers with those conditions but also a certain number of outside engagers must attack the fleet purhaps to where the minimum would be that to which both sides get the boost or none do. Keep in mind the game now tracks who engages who and has a timer for limited engagement or duels, so my idea would be an extension of that information/ tool. Recall here i have implied that in 1 case a lone tackle ship would lose its own point if it engages a fleet of 10 people ( possibly excluding the scram effect on microwarpdrives) and the other case withholding any effect till the fleet is engaged by another of a certain size. In most cases the difference here would not matter cause the people with the larger number would win anyway.

Again this should do nothing to harm a much larger force from butt stomping a smaller one. Unless it was a hot drop of under the system maximum that cancels the anti introduction for everyone. Yes this would mean that titan and blackop bridges would need to be over 40 people to make things completely as they always have been. This is where we can talk about % chance to warp distrupt and where i ask people to offer ideas on how to balance it out. It is a concept so it can change like so that all the limitations are a formula of what is on grid and excluding what is in system. This realistically depends on what the devs more willing to program and so i'm trying to consider that.

Any ship that leaves grid should also lose the anti-introdiction boost. where they are then fair game as ever before unless the teamwork, that this idea helps slightly to encourage, succeeds and they warp together to the same location thereby possibly reactivating the boost if they meet the minimum. Which as i said, would not instantly remove the anti introdiction boost from those who remain on the field should your fleet size go from 10 to 9. And this boost would only remain after the fleet has gone down below the minimum for say 2 min putting the clock on the ships still attempting for kills, which easily can play in favor of either side. And if you cant figure out the effect will boost both sides that meet the simple list of conditions then now you should now that it does benefit any fleet meeting the minimum and whose grid ( maybe an additional for system) does not break the maximum.

A great FC could then take 12 people and engage 20 more freely. Superior numbers does not mean superior skill, but if those 12 could say kill the 20 and the FC knows it, but a scout for the fleet of 12 reports 10 more are coming and thus they would be stuck in a fight they would lose. OR if the fleet of 20 realizes they are losing and are then meet with another 10 from the side who had 12 the result is that both FC's would foresee this and neither side would want to fight. That is a situation that presents the problem of hesitation to engage, not just for the side that had fewer numbers to begin with, but with both sides. Now i'll take it a bit deeper. Both sides have scouts and both sides report more ships coming. With my idea it would make it so that this can still result in a engagement because both sides know that if the other brings too much, then it can result in a disengagement ironically encouraging an engagement. This also should encourage fleets to be the size of this minimum! All part of my intention for this mechanic, because it not only adds some safty so you can get more noobs to supply you numbers, but also should increase fights. So that boths sides do not have to fear the other of adding numbers in a way that is totally unavoidable after a fight has started.

Again a 25 v 25 would be the max i proposed for the effect or 15v10v25. It will not effect 3 v 10 or 3 v 15... those 3 hopefully die in fire! It would work on 15 v 30 and thus YES alpha can wipe the floor so have good scouts and FC, but fight!
Vodiann
Sodium Chloride Mining Institute
Domain Research and Mining Inst.
#12 - 2013-09-21 18:05:30 UTC
Again I ALSO believe this should be a unique module not a static mechanic. It is one of the rewards for older player and those who continuiously play to use EVE's mighty learning curve to their advantage. And I believe if people are unwilling to use new technology and take the time to work with others then they have no right to be on the same level as others who commit to teamwork and deserve to die horribly and remained docked up till they figure it out.
Domanique Altares
Rifterlings
#13 - 2013-09-21 18:13:56 UTC
I'm not going to quote your entire text.

The idea is purposeless. I don't say that because "HURR I HATE CHANGE," but because it is.

First you propose that a small group gains a bonus for being a small group, but the bonus goes away it too many people are fighting in system. You are aware that more than two opposed groups can be in a system, correct? So my small gang should be punished on one end of the system because someone else is running a 30 man gate camp on the other, and we're all combat flagged, for very different engagements?

Secondarily, if friends come to help, they come to help. **** happens, and when it does, it's usually bad. If your FC has made no plans whatsoever to attempt to extract the group if for some reason things turn bad, then he is a bad FC. This is why you bring force multipliers like damps and ECM; it's not just to tone down the other side, but can be instrumental in trying to clear the field if others start to interfere.

Finally, getting your ass stomped is the dice roll in EVE. Are you sure you can take that 20 man gang with your 12 man gang? If you are, then you take the fight and have fun. Sometimes you take the fight anyway, even if you're not sure. If all you ever do is sit around and wait to fight until the odds are in your favor, mechanically or otherwise, then you're going to be doing a hell of a lot of sitting.
ShahFluffers
Ice Fire Warriors
#14 - 2013-09-21 18:16:29 UTC
So to decrease "risk aversion" in PvP you created a module that allows for more "risk adverse" behavior (see: the ability to disengage when the odds are not stacked in your favor)?

I don't get it.
Takari
Promised Victorious Entropy
#15 - 2013-09-21 19:31:11 UTC
I want to be sure I understand what you're saying.

You are proposing that smaller fleets be given bonuses to get away if they see a blob incoming because:
"Hey we don't want to fight a blob we should be allowed to leave if we want."
Is this correct?

This is a slippery slope that leads to miners being unattackable in high-sec. You can' t give someone an option to avoid combat they don't want and not expect it to be given to others in more and more granular ways over time.


It's not that I believe "everything is fine the way it is" I just don't see how you believe you have a right to chose your battles.

"Roll the dice, don't think twice. This is the way of things. Welcome to EVE." ~ CCP Falcon

"Good luck, shoot straight and don't back down." - Serendipity Lost

Vodiann
Sodium Chloride Mining Institute
Domain Research and Mining Inst.
#16 - 2013-09-21 21:21:50 UTC  |  Edited by: Vodiann
@ Domanique You are not reading what I wrote. From the start you ask me if I'm aware if more than one group can be in the system when i clearly gave several examples of more than 2 groups being involved in this mechanic =(. If you cannot read that much I can't help you figure it out.


@Shahfluffers your thinking of it with too much emotion. People don't engage when it is not stacked in their favor either. This is meant to make a two way street have two way traffic. It is not a simple thing to understand so i do not blame people for not getting it. If anything it makes things more difficult for those who are less prepared and less skilled. Think about how you would counter it, how it can generate false confidence. You'll always have those with something that is stacked in their favor, this is meant to make that more uncertain who it is. Titan bridging and for me black op drops are the best part of EVE, this change would not touch the 90% of how that is used and actually may introduce new ways.

@Takari No this is not about getting away from blobs people see coming. First and foremost its about increasing engagements. Look at the target breaker CCP already released... it is a similar line of thought. It is not about simply dps, it is about how fights progress and may occur. Im looking for compromises to move away from "ahh blob run away!". An idea could be to do other things entirely and maybe apply it to areas like lowsec. But for me i notice it more in null where the distance to travel offers several skipped opportunities for a fight, because of over-stacking in the favor of unknown. Yes its legit in my eyes to hot drop, but this is spaceships and future stuff.... there must be a way to fight back. Again this is to choose too battle at all in the first place, does NOTHING for 2 3 5 6 man fleets. You see a slippery slop to unattackable high-sec carebears.... WTF are you doing in highsec?! That is my response to that.

Too everyone, it may be better to think of it as a eve social problem that can be addressed with sophisticated mechanics. Take scamming for example. The game offers mechanics and basic knowledge and warnings that you can "avoid" ever falling for one. Here we have a problem were people whom, i've flown with over the years and keep discovering more, are unable to avoid. Lots of people are loyal and I cant fault them for that, so they will stick with corps and alliances that give them bad pvp, WHICH gives me bad pvp with them and against them. Mostly bad because of the way dynamics are allowed to be stacked preventing a good number of people from learning how they need too... getting into fights they stand to win. There is "favor stacking" and several forms ccp wants to fix. i remind everyone i offer a tool defined to be even in what it offers. At the very least try and not insult yourselves by trying to argue that mitigating favor stacking is unfair. Then ask yourself why in this spaceship game should it not be allowed to introduce new technology to counter technological threats? If anyone gets what i've said then prove your here with a purpose and that very understanding by offering alternatives to the problem. You dont have to agree still in my 8 years i've read a lot of the same arguments by whats now more recognizable sorts of people, watched several get proven wrong, changed my opinion countless times, but never did i fail to come out ahead. So it just stands to reason as far as i can tell that this thread needs a extra smart dev to read it. Cause like it or not this is the most intellectual game in the world.
Samillian
Angry Mustellid
#17 - 2013-09-21 22:23:23 UTC
When dealing with human nature it takes more than new modules or alterations to mechanics to effect real behavioural change.

Not supported.

NBSI shall be the whole of the Law

ShahFluffers
Ice Fire Warriors
#18 - 2013-09-21 23:49:12 UTC
Vodiann wrote:
@Shahfluffers your thinking of it with too much emotion. People don't engage when it is not stacked in their favor either. This is meant to make a two way street have two way traffic. It is not a simple thing to understand so i do not blame people for not getting it. If anything it makes things more difficult for those who are less prepared and less skilled. Think about how you would counter it, how it can generate false confidence. You'll always have those with something that is stacked in their favor, this is meant to make that more uncertain who it is. Titan bridging and for me black op drops are the best part of EVE, this change would not touch the 90% of how that is used and actually may introduce new ways.

It's not an emotional thing.

I see things from a low-sec, Faction Warfare perspective (which mostly involved small-gang and solo engagements).

From what I understand of your idea, your module gives a people the ability to get out after committing to a battle and/or avoid committing in the first place without making trade-offs to the ship fitting.
In fact, this actually makes things easier for people who are less prepared and less skilled to survive (not a bad thing, but also not good) as, again, they don't have the make hard choices (ex. use a MWD or AB) and/or stick to tactics they prepared for beforehand.

If anything... without the ability to force people to commit to a fight (and/or reliably catch them) you actually encourage blobbing and gank type fights as the only surefire way to assure victory through destruction is to bring enough people to make escape impossible.

And I disagree with regards to Blop-dropping and Titan jump bridging. They're fun things to do, sure... but not the best part of EVE. Small-scale brawling, solo combat, and using meta-gaming (intel and "I know what you think I'm thinking of doing") against hostiles are some of the things I have enjoyed most in EVE.
Domanique Altares
Rifterlings
#19 - 2013-09-22 03:16:43 UTC
OP, your posts make it seem that you know little to nothing about small gang PvP. Given that this is the case, why is it that you feel the need to introduce changes to small gang PvP? There are already strategies and ships in place that will allow a good FC, with some luck, to disengage most of his force from a fight gone wrong. As Shah has reiterated multiple times, allowing people to more easily disengage from a bad fight simply encourages even more risk-averse behaviour.
Lord Battlestar
CALIMA COLLABORATIVE
Atrox Urbanis Respublique Abundatia
#20 - 2013-09-22 06:08:33 UTC
I don't really see the problem as being a problem. If anything it makes it less likely people will engage in battles. Why fight someone if you know they can just get away? If anything it would negate the reason for disruptor and scrams altogether.

I once podded myself by blowing a huge fart.

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