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Player Features and Ideas Discussion

 
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Replacing Local

First post
Author
Kagura Nikon
Native Freshfood
Minmatar Republic
#61 - 2013-12-23 09:33:24 UTC  |  Edited by: Kagura Nikon
fudface wrote:
local in null? get rid of it, hack it or make it like wormholes

local in losec? hack it, destroyable local transponders, discontinuous coverage.

local in hisec should be left as it is. thats why its hisec.

you want to operate in hisec then you have to work around the rules. dont like it move to losec.



I would simply make it escalate with the security.


Time to update is 10 seconds divided by local security. So 1.0 -> 10 seconds. 0.5 -> 20 seconds 0.1 -> 200 seconds 0.0.. infinite seconds ....

Then in 0.0 allow alliances to deploy structures that reduce the update time. But make these structures have somethign like 100 K ehp at most so they can be raided and ganked in prepartion for attacks.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Tryaz
University of Caille
Gallente Federation
#62 - 2013-12-23 09:56:25 UTC
Kagura Nikon wrote:
Teckos Pech wrote:
Little Dragon Khamez wrote:
I've always supported getting rid of local in null sec and replacing it with the seldom used constellation chat so you know there's people about but you don't know (without d-scan and intel) exactly where they are in a given constellation.


Wouldn't this be a substantial boost for AFK cloaking and even possibly active cloaking?



I dont knoiw how somethign can be a boost to an activity with ZERO effect. Zero multiplyed by anythign is still zero.


HAHAha, love it! We know which side of the AFK cloaking argument camp you're on Big smile This seems to be a huge talking point. Perhaps the argument really is: if Local gives slightly less information maybe scaredy pants pilots won't be able to jump to the their frigid conclusion and dock up as soon as an unknown enters Local.

Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden

Tryaz
University of Caille
Gallente Federation
#63 - 2013-12-23 10:01:59 UTC
Erutpar Ambient wrote:
The ideas you guys have come up with are pretty interesting, but there are still a few things you need to account for before you can reasonably replace local. It is very important to retain a balance between the different entities this will impact.

Local is an extreme mechanic, but it balances the risk created by other extreme mechanics by causing stagnation. Here are the ones i can think of.

Local - Cloaking - Cyno - Star Map Info

Local: Extreme Intel (immediate threats)
Cloaking: (More specifically Covert Ops Cloaking) Extreme impunity + free intel
Cyno: Extreme force projection
Star Map Info: Extreme Intel (target prospecting)

Without Local, the synergy between Cloaking and Hot dropping would be an unmitigatable threat. This would cause a major increase in risk. Also the risk generated by Star Map Info showing every pilot in the game at a glace where null sec residents are active would go unmitigated there by increasing risk at least slightly.

Of course on the other hand these other mechanics in unison balance Local by cause stagnation.
Without Cloaking, systems can be cleared of hostiles. Major decrease in risk.
Without Hot drops, the maximum force a cloaked pilot can project is 1 ship. Major decrease in risk.
Without Star Map Info, pilots would have to do a lot more ground work resulting in less frequent random hostilities. At least a slight decrease in risk.

To fix any of these things you need to fix the rest. All of these mechanics are too extreme to be healthy for this game. They all need to be altered (nerfed) in some way. And i personally believe that Local should be the last of these changes.

On the flip side though, how hard would it be to find targets without Star Map and Local? Do we really want to empower the meta-game? These are some tough issues for sure.


Woah! How did I miss this brilliant post? Sorry I've not come back to you sooner Erutpar thank you for summarising the argument so beautifully (word not used lightly). I'll have to go away and think before I have a proper reply for you but I'm intrigued by your proposal that Local should be the last of several features to be iterated upon.

PS adding a hopefully inoffensive precis of this post to the OP, get back to me

Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden

Tryaz
University of Caille
Gallente Federation
#64 - 2013-12-23 10:28:54 UTC
Kagura Nikon wrote:
I would simply make it escalate with the security.


Time to update is 10 seconds divided by local security. So 1.0 -> 10 seconds. 0.5 -> 20 seconds 0.1 -> 200 seconds 0.0.. infinite seconds ....

Then in 0.0 allow alliances to deploy structures that reduce the update time. But make these structures have somethign like 100 K ehp at most so they can be raided and ganked in prepartion for attacks.

This is a great idea! It's a synergy of suggestions in Reply #26 Humang and Reply #56 fudface. I'm adding it to the OP

Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden

Lucas Kell
Solitude Trading
S.N.O.T.
#65 - 2013-12-23 10:52:04 UTC
Tryaz wrote:
Great discussion going on here guys, sorry I've been absent, I had to do this annoying thing called sleep Sad Eve is not real Sad As a player who mostly doesn't PvE, and when he does it's in Low-sec where the presence of other hostiles is just a given, I'm fascinated by the discussion around AFK cloaking, local and null-sec PvE.
I have this to submit for the consideration of the group: what if the quantity of PvE opportunities scaled with the population of the Null-sec space (a little off topic I know but bare with me)?
After all I find it hard to believe that a player Alliance holds sovereignty over a constellation when there is <5 capsuleers in it the majority of the time but several dozen anomalies and countless tens of belt rats. Surely that becomes Faction NPC space?

I digress, my point is: if you stop encouraging ratters to spread out, chopping the number of PvE opportunities in low populion Null, you decrease the power/relevance of AFK cloaking (or the presence of one hostile in Local).
I'm not exactly sure what the wider impact to the game would be, apart from a shortage of faction mods, if Null-sec ratters docked up anyway? My understanding is - correct me if I'm wrong - that they just blitz these sites for the bounties, bpcs and faction mods leaving hundreds of unsalvaged, unlooted wrecks lying around: resources that would actually be felt if they made their way back to high-sec.
Some people blitz anoms for bounties, yes, but those people are generally not affected by cloakers much, since they can move about and do that pretty much anywhere.

The PVE that would mainly be affected by local changes is mining and industry. Absolutely huge volumes of ore gets mined every single day in null. Now people think "bah who cares about miners, bring on the PVP!", but the problem is that null PVP wouldn't happen without the miners and industrialists. Titans and supers take an absolute mammoth amount of time and resources, way too much to simply ship things down from high sec. So even from just that point of view, you can understand why titans are core to null PVP, since they allow fleets to cover great distances. If everyone had to travel 40 jumps between battles, they soon wouldn't bother.
And it's not just limited to those. Huge volumes of modules and subcaps also get produced in null, since they get lost in the thousands, and much of the high end minerals and T2 mats get produced in null.

As much as people like to say that the guys with 10 miners chewing away at rocks all day are evil "nullbears" and should be cleansed from the game, the other part of null, the PVP that fills the news sites simply wouldn't happen without them. And many of the local changes I've seen suggested would allow a cloaker to sneak up on a miner in null with no ability for the miner to be forewarned. If that happens then they have essentially be chosen by the mechanics to die, given no opportunity to avoid it no matter how well they can play. And that's just not good game design.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Tryaz
University of Caille
Gallente Federation
#66 - 2013-12-23 10:57:43 UTC  |  Edited by: Tryaz
Lucas Kell wrote:
Some people blitz anoms for bounties, yes, but those people are generally not affected by cloakers much, since they can move about and do that pretty much anywhere.

The PVE that would mainly be affected by local changes is mining and industry. Absolutely huge volumes of ore gets mined every single day in null. Now people think "bah who cares about miners, bring on the PVP!", but the problem is that null PVP wouldn't happen without the miners and industrialists. Titans and supers take an absolute mammoth amount of time and resources, way too much to simply ship things down from high sec. So even from just that point of view, you can understand why titans are core to null PVP, since they allow fleets to cover great distances. If everyone had to travel 40 jumps between battles, they soon wouldn't bother.
And it's not just limited to those. Huge volumes of modules and subcaps also get produced in null, since they get lost in the thousands, and much of the high end minerals and T2 mats get produced in null.

As much as people like to say that the guys with 10 miners chewing away at rocks all day are evil "nullbears" and should be cleansed from the game, the other part of null, the PVP that fills the news sites simply wouldn't happen without them. And many of the local changes I've seen suggested would allow a cloaker to sneak up on a miner in null with no ability for the miner to be forewarned. If that happens then they have essentially be chosen by the mechanics to die, given no opportunity to avoid it no matter how well they can play. And that's just not good game design.


Thanks for straightening me out Lucas. You know, you're the first person to mentions miners and industrialists in this thread (I for one have nothing against 10 miner alts in null, it's just sad there aren't 10 capsuleers willing to mine).

Have a careful read of reply #30 (page 2), Nikk Narrel proposes some really interesting mechanic changes to scanning in light of a reduced Local, which would allow miners to 'run quiet' and get an intelligent heads up of anyone looking to pounce them.
After you've done that it's also been suggested somewhere in the thread that a cloak-user (not specific ship) be visible on your D-Scan/Passive scan.

What do you think?

Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden

Lucas Kell
Solitude Trading
S.N.O.T.
#67 - 2013-12-23 11:33:00 UTC  |  Edited by: Lucas Kell
Tryaz wrote:
Thanks for straightening me out Lucas. You know, you're the first person to mentions miners and industrialists in this thread (I for one have nothing against 10 miner alts in null, it's just sad there aren't 10 capsuleers willing to mine).

Have a careful read of reply #30 (page 2), Nikk Narrel proposes some really interesting mechanic changes to scanning in light of a reduced Local, which would allow miners to 'run quiet' and get an intelligent heads up of anyone looking to pounce them.
After you've done that it's also been suggested somewhere in the thread that a cloak-user (not specific ship) be visible on your D-Scan/Passive scan.

What do you think?
With refinement, it's workable, though it's overly complex. The main problem with it is I don't think it would change anything. People already have to spend 100% of their rime staring at local, all this would do is give them a different window to look at and some probes.

The questions I've put forward, which I'm yet to get an answer to, are these:
The removal/reduction of local is often presented in the form of solutions. But what is the actual problem that is trying to be solved? There's a lot of solutions, but no real description of the problem beyond "local is automatic" which is a statement of the current mechanic, not a description of a problem caused.

And if local were to be removed or reduced, what is the improvement? What is the benefit to the player for having developers spend time on building a new system?

These are the main questions you have to answer when looking at game design. You have to have a problem to warrant a solution, and you have to be able to clearly define what benefits the playerbase has. No matter how good a solution is, people resist change, so there will be people that are upset regardless of what changes are made. To balance that out, there has to be benefit as well, to stop it turning into a monument shooting protest from all sides.

EDIT: Oh and there are 10 capsuleers willing to mine, they just each use 10 characters to do it :D
To maintain a level 5 industry index requires 12 million m3 of ore to be mined every single day in the system that holds the index. 6 million m3 to maintain a level 4. If you mined 12 mil m3 of veldspar (120m units) every day for 10 days, you'd have enough trit (but none of the other minerals) for a single titan build (approx).

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Tryaz
University of Caille
Gallente Federation
#68 - 2013-12-23 11:43:14 UTC
Lucas Kell wrote:
People already have to spend 100% of their rime staring at local, all this would do is give them a different window to look at and some probes.

If the D-scan updates automatically on a timed interval as has been proposed then an audio-visual queue could be used whenever something is pinged (seems realistic to me to), combined with the current System Scanner function of ignoring selected scan returns this would give miners a way to remove their attention from the Local window or its successor

Lucas Kell wrote:
The questions I've put forward, which I'm yet to get an answer to, are these:
The removal/reduction of local is often presented in the form of solutions. But what is the actual problem that is trying to be solved? There's a lot of solutions, but no real description of the problem beyond "local is automatic" which is a statement of the current mechanic, not a description of a problem caused.

And if local were to be removed or reduced, what is the improvement? What is the benefit to the player for having developers spend time on building a new system?

These are the main questions you have to answer when looking at game design. You have to have a problem to warrant a solution, and you have to be able to clearly define what benefits the playerbase has. No matter how good a solution is, people resist change, so there will be people that are upset regardless of what changes are made. To balance that out, there has to be benefit as well, to stop it turning into a monument shooting protest from all sides.


You're right, it's the intention behind the mechanic that needs discussing and not the specifics of change or change for its own sake. That's why I'm maintaining an index of specific ideas in the original post and have titled the thread vaguely (though not as vaguely as I might ideally like because it needs to attract attention).
Have a read of Reply #22 Eruptar Ambient. He might have your answer and at the least gives a very eloquent synopsis of the problem that we're really trying to tackle when we talk about replacing local

Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden

Lucas Kell
Solitude Trading
S.N.O.T.
#69 - 2013-12-23 11:53:40 UTC
Tryaz wrote:
If the D-scan updates automatically on a timed interval as has been proposed then an audio-visual queue could be used whenever something is pinged (seems realistic to me to), combined with the current System Scanner function of ignoring selected scan returns this would give miners a way to remove their attention from the Local window or its successor
Would this be any less automatic than local currently is though? With an audio indicator it just means people could turn their speakers up loud and pay much less attention.

Tryaz wrote:
You're right, it's the intention behind the mechanic that needs discussing and not the specifics of change or change for its own sake. That's why I'm maintaining an index of specific ideas in the original post and have titled the thread vaguely (though not as vaguely as I might ideally like because it needs to attract attention).
Have a read of Reply #22 Eruptar Ambient. He might have your answer and at the least gives a very eloquent synopsis of the problem that we're really trying to tackle when we talk about replacing local
Even with response 22 though, it's just stating how the current mechanics work and balance. It's not stating why local needs to be removed, not stating what benefit it would have and not stating what problem it is that is trying to be addressed. He says "To fix any of these things", but they are mechanics, not problems in themselves.

The whole post essentially an impact analysis of potential changes to the various mechanics. We know the impacts, they've been discussed at length. But what's the problem?

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Tryaz
University of Caille
Gallente Federation
#70 - 2013-12-23 12:06:09 UTC  |  Edited by: Tryaz
Lucas Kell wrote:
Would this be any less automatic than local currently is though? With an audio indicator it just means people could turn their speakers up loud and pay much less attention.

Taking in to account the proposed impact of the relative sensor strengths and scan ranges of the different hulls upon the fidelity of information returned I think yes it would be much less automatic. You could only turn your speakers up and pay much less attention if you had correctly filtered the current scan results and were confident that your scan range and strength were sufficient to give you ENOUGH warning of hostile attention.
Lucas Kell wrote:
We know the impacts, they've been discussed at length. But what's the problem?

I don't presume to speak for anyone else but I would tentatively suggest the problem to be that, for both the agressor and agressed in EVE, the current system of Local provides too much information too easily and that a change in the mechanic, if carefully implemented, would make the gameplay more interesting for all.

This is this article that originally inspired me to start this thread. In it CCP Fozzie says what he sees the problem with Local to be.

Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden

Lucas Kell
Solitude Trading
S.N.O.T.
#71 - 2013-12-23 14:18:14 UTC
Tryaz wrote:
Taking in to account the proposed impact of the relative sensor strengths and scan ranges of the different hulls upon the fidelity of information returned I think yes it would be much less automatic. You could only turn your speakers up and pay much less attention if you had correctly filtered the current scan results and were confident that your scan range and strength were sufficient to give you ENOUGH warning of hostile attention.
A well set up alt in a location designed to give the fastest response will be all that is needed. EVE is a game very much about perfecting the use of the meta. If a solution can be too easily perfected, then all it does is add a time or isk sink to those who haven't.

Tryaz wrote:
I don't presume to speak for anyone else but I would tentatively suggest the problem to be that, for both the agressor and agressed in EVE, the current system of Local provides too much information too easily and that a change in the mechanic, if carefully implemented, would make the gameplay more interesting for all.
More interesting for who?
People who engage in consensual PVP would find it harder to find each other. People who engage in PVE would get ganked more. People who engage in blob warfare would have less blobs (since FCs will be less eager to leap a group into battle without being able to effectively cout their surroundings).

It would seem to me that the only people that are likely to gain from any mechanic changes would be people who want to kill the ships of players who don't want to PVP, so gankers basically. And even their gain would be minimal, since ganking would just push more people into safer areas. Is more ganking really what you would consider "interesting" gameplay?

Tryaz wrote:
This is this article that originally inspired me to start this thread. In it CCP Fozzie says what he sees the problem with Local to be.
Even Fozzie doesn't really state what the problem is. He says "too powerful" but what is that? Too powerful for what or compared to what?

A lot of the people arguing for the changes it sounds like they just don't like local. They aren't able to articulate a problem it is causing, and they can't highlight who it is that is being disadvantaged by it, they just don't like that it's "automatic". But that's nto a reason for change. If anything things are getting MORE automatic.

For example, you used to have to fly between safes, plonking down scan probes to scan people out, as you couldn't drag them on the system map. They then changed that to the new dragging mechanic. They then changed it so you can preset their formation, and that they return automatically to your cargohold when docking or jumping. Essentially they realised that all this flying about and button clicking was annoying and streamlined it down to the new, automatic system.

A new local mechanic would be the direct opposite. They would be adding clicks and sinks to the existing system. Now if that had some profound benefit, I'd be well on board, but it doesn't. At most it helps gankers and makes other forms of PVP harder to find. And I'd be pretty pissed off if CCP wastes a whole bunch of time developing things like this while SOV mechanics themselves are still shite, POS permissions are a true nightmare (especially in wormholes where a POS is mandatory) and the research and manufacturing clickfest is still in full swing.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#72 - 2013-12-23 14:38:47 UTC
I think it also needs to be a consideration, that for many players intentional ship combat is not the highlight of the game.

Many players do not consider the ship designed for maximum PvP impact to be the best choice for enjoying the game.

The exhumer, or NPC oriented ratting ship, or possibly even the explorer profession for some... these can be great primary play directions, and null sec should be the place which offers the most challenging versions of these with the expected highest rewards.

For low effort / low reward players, high sec should be the only realistic option.
Weekend warriors, low sec calls to you with risk, next to your secure suburban outpost in high sec.
Null sec, members only, and group effort and teamwork define anything truly worth doing.
Wormholes... you think the height of fashion is wearing camouflage. You feel naked if not cloaked. You work in small but efficient teams to accomplish goals... and then you vanish into the wilderness again till next time.

For many PvP aspects, the above is pretty accurate.
For many PvE aspects, it starts to have gaps. Null and high sec rewards are comparable, and while it is popular to claim null is dangerous, much of it is illusion behind the gate camps of the larger alliances.
No roam is likely to penetrate deep enough to reach sensitive targets, and even if they did, the warnings would have long been in place allowing all personnel to evacuate into the nearest POS or Outpost till the danger passed.

Only a covert threat can menace these regions, and with automated warnings coming from local, that leaves either "AFK" cloakers or awoxers.

So, where is the mining or ratting aficionado supposed to go, to get the equivalent thrill that PvP in null offers?
Stalemates and wormholes seem to be the only options, along with repetitive action in high sec too often duplicated in null.

NOTE: I respect that some PvP players just want to grind ISK, so they can jump back into a shiny gunship, but that doesn't excuse dumbing down other parts of the game for convenience. Rather than grinding ISK, they COULD be sitting a watch over actually threatened PvE players.
(They seem to point out how noone would willingly be this bored as to stand guard, etc, while dumbing down PvE to levels of comparable monotonous action)

I want thrilling PvE, is that so wrong?
Kagura Nikon
Native Freshfood
Minmatar Republic
#73 - 2013-12-23 14:41:22 UTC
Nikk Narrel wrote:
I think it also needs to be a consideration, that for many players intentional ship combat is not the highlight of the game.

Many players do not consider the ship designed for maximum PvP impact to be the best choice for enjoying the game.

The exhumer, or NPC oriented ratting ship, or possibly even the explorer profession for some... these can be great primary play directions, and null sec should be the place which offers the most challenging versions of these with the expected highest rewards.

For low effort / low reward players, high sec should be the only realistic option.
Weekend warriors, low sec calls to you with risk, next to your secure suburban outpost in high sec.
Null sec, members only, and group effort and teamwork define anything truly worth doing.
Wormholes... you think the height of fashion is wearing camouflage. You feel naked if not cloaked. You work in small but efficient teams to accomplish goals... and then you vanish into the wilderness again till next time.

For many PvP aspects, the above is pretty accurate.
For many PvE aspects, it starts to have gaps. Null and high sec rewards are comparable, and while it is popular to claim null is dangerous, much of it is illusion behind the gate camps of the larger alliances.
No roam is likely to penetrate deep enough to reach sensitive targets, and even if they did, the warnings would have long been in place allowing all personnel to evacuate into the nearest POS or Outpost till the danger passed.

Only a covert threat can menace these regions, and with automated warnings coming from local, that leaves either "AFK" cloakers or awoxers.

So, where is the mining or ratting aficionado supposed to go, to get the equivalent thrill that PvP in null offers?
Stalemates and wormholes seem to be the only options, along with repetitive action in high sec too often duplicated in null.

NOTE: I respect that some PvP players just want to grind ISK, so they can jump back into a shiny gunship, but that doesn't excuse dumbing down other parts of the game for convenience. Rather than grinding ISK, they COULD be sitting a watch over actually threatened PvE players.
(They seem to point out how noone would willingly be this bored as to stand guard, etc, while dumbing down PvE to levels of comparable monotonous action)

I want thrilling PvE, is that so wrong?



You realize how out of touch you are? No one will sit by your mining ship for 3 reasons. Extremely Boring, they are gaining nothing, and it will not prevent you from dieing (because a pair of tornados can always combe by and insta pop you andget the **** out).

Defense must be mae bya coordianted inteligence netwrok between several groups patroilling looking to have fights, for FUN.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Kagura Nikon
Native Freshfood
Minmatar Republic
#74 - 2013-12-23 14:44:56 UTC
Lucas Kell wrote:
Tryaz wrote:
Taking in to account the proposed impact of the relative sensor strengths and scan ranges of the different hulls upon the fidelity of information returned I think yes it would be much less automatic. You could only turn your speakers up and pay much less attention if you had correctly filtered the current scan results and were confident that your scan range and strength were sufficient to give you ENOUGH warning of hostile attention.
A well set up alt in a location designed to give the fastest response will be all that is needed. EVE is a game very much about perfecting the use of the meta. If a solution can be too easily perfected, then all it does is add a time or isk sink to those who haven't.

Tryaz wrote:
I don't presume to speak for anyone else but I would tentatively suggest the problem to be that, for both the agressor and agressed in EVE, the current system of Local provides too much information too easily and that a change in the mechanic, if carefully implemented, would make the gameplay more interesting for all.
More interesting for who?
People who engage in consensual PVP would find it harder to find each other. People who engage in PVE would get ganked more. People who engage in blob warfare would have less blobs (since FCs will be less eager to leap a group into battle without being able to effectively cout their surroundings).

It would seem to me that the only people that are likely to gain from any mechanic changes would be people who want to kill the ships of players who don't want to PVP, so gankers basically. And even their gain would be minimal, since ganking would just push more people into safer areas. Is more ganking really what you would consider "interesting" gameplay?

Tryaz wrote:
This is this article that originally inspired me to start this thread. In it CCP Fozzie says what he sees the problem with Local to be.
Even Fozzie doesn't really state what the problem is. He says "too powerful" but what is that? Too powerful for what or compared to what?

A lot of the people arguing for the changes it sounds like they just don't like local. They aren't able to articulate a problem it is causing, and they can't highlight who it is that is being disadvantaged by it, they just don't like that it's "automatic". But that's nto a reason for change. If anything things are getting MORE automatic.

For example, you used to have to fly between safes, plonking down scan probes to scan people out, as you couldn't drag them on the system map. They then changed that to the new dragging mechanic. They then changed it so you can preset their formation, and that they return automatically to your cargohold when docking or jumping. Essentially they realised that all this flying about and button clicking was annoying and streamlined it down to the new, automatic system.

A new local mechanic would be the direct opposite. They would be adding clicks and sinks to the existing system. Now if that had some profound benefit, I'd be well on board, but it doesn't. At most it helps gankers and makes other forms of PVP harder to find. And I'd be pretty pissed off if CCP wastes a whole bunch of time developing things like this while SOV mechanics themselves are still shite, POS permissions are a true nightmare (especially in wormholes where a POS is mandatory) and the research and manufacturing clickfest is still in full swing.


As of now local ensures that there is no STEALTH in the game, that smaller fleets have NO advantage over large fleets, and that a lot of fights do not happen because one side knows the other have 1 more ship than they do, so they will not take risk .


All these sympthoms must be attacked. And removal of local as PERFECT INTEL TOOL woudl solve it.


Making local delayed woudl grant that. Allowign alliances to invest in a system to reduce the delay would create sensor networks, that coudl protect miners, but that could be ravaged by attacker. This would also create somethign we NEED, targets of opportunity for smaller gagns when they get to a region and no one undocks to fight them.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Lucas Kell
Solitude Trading
S.N.O.T.
#75 - 2013-12-23 15:04:02 UTC
Nikk Narrel wrote:
For many PvE aspects, it starts to have gaps. Null and high sec rewards are comparable, and while it is popular to claim null is dangerous, much of it is illusion behind the gate camps of the larger alliances.
No roam is likely to penetrate deep enough to reach sensitive targets, and even if they did, the warnings would have long been in place allowing all personnel to evacuate into the nearest POS or Outpost till the danger passed.
I would agree with this if it wasn't for the fact that you overlook the point that sov isn't free. You say this like all there is to it is turning up in null and grinding for isk. That's not the case. Null is only as safe as it is because we work day in day out to maintain it. Null is not inherently safe. A combination of the ownership of the systems, the intel infrastructure and well laid out strategic planning allows us to maintain a high level of safety, sure, but the same could be said anywhere, and could still be said if most of the local changes proposed were put in place.

Nikk Narrel wrote:
So, where is the mining or ratting aficionado supposed to go, to get the equivalent thrill that PvP in null offers?
Mining and ratting aficionados generally don;t get their thrills by spending most of their time dodging PVP players. Believe it or not, a miner likes to mine and a ratter likes to rat. The preparation they perfrom allows them to do this as efficiently as they can so they can achieve whatever targets they are setting themselves. I don't know of many people that mine or rat for no bigger reason. The reason may be for a ship or for plex or even just to watch a bank balance tick up. Not many are mining hoping someone will try to kill them so they can dodge and go "woah, what a thrill".

Nikk Narrel wrote:
I want thrilling PvE, is that so wrong?
Nope, but saying null should be forced to adhere to what you want is. Null needs PVE efficiency to survive which with your ideas they would lose. The silly thing is, you can already have what you want! You want "thrilling PVE", so go gas mining in wormholes or in hostile null space. Hop into an exploration ship and go do a whole bunch of relic and data sites all over hostile null. Or just minimise your local window.

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Lucas Kell
Solitude Trading
S.N.O.T.
#76 - 2013-12-23 15:15:08 UTC
Kagura Nikon wrote:
As of now local ensures that there is no STEALTH in the game, that smaller fleets have NO advantage over large fleets, and that a lot of fights do not happen because one side knows the other have 1 more ship than they do, so they will not take risk .


All these sympthoms must be attacked. And removal of local as PERFECT INTEL TOOL woudl solve it.
I disagree. Force projection means that any fleet could have a backup fleet ready to bridge in from hundreds of secondary staging systems. That would never change. We don't use local to figure out if there's a secondary fleet, we simply spy on the opposing alliance. When we do use in game intel we use the map system and look for a massive blob of ships sitting in space within jump range.
The removal of local would in fact result in less fights, since you would be less likely to have the spur of the moment escalation battles, and with PVE being under increased pressure, you'd like have less renters, less internal PVE funding and so less of a war chest.

Oh and I just want to point out that a small fleet shouldn't have a mechanical advantage over a large fleet. Why should it be "less people > more people"?

Kagura Nikon wrote:
Making local delayed woudl grant that. Allowign alliances to invest in a system to reduce the delay would create sensor networks, that coudl protect miners, but that could be ravaged by attacker. This would also create somethign we NEED, targets of opportunity for smaller gagns when they get to a region and no one undocks to fight them.
Really think about what you are saying here.

Imagine this scenario: You are in a small group and I am in a larger one. You come to our space. We have intel structures in place. We can see you on our intel but you can't see us, since you are just a small group in hostile space. So you come flying in to shoot our intel structures and we blob the ever living hell out of you.

Then conversely, we fly into your space, you have intel strucutres. You can see we have twice as many people as you can field, so we blob the ever living hell out of your stuff while you don't engage.

And you still won't get targets of opportunity, because whatever system replaces local, we'd still be able to see that a hostile is somewhere about. They aren't going to make cloakers completely invisible AND be able to fight.

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Teckos Pech
Hogyoku
Goonswarm Federation
#77 - 2013-12-23 15:20:23 UTC
Tryaz wrote:

Teckos Pech wrote:
Don't get me wrong, I love alot of the ideas in this thread. Just not convinced it is sufficient to keep people wanting to do PvE in null. Or to put it another way, the ideas in this thread would be welcome changes to the game (provided they don't impact server performance), but while they are good they might not go far enough.


Teckos, I suspect I've got the wrong end of the stick here but are you saying that your agenda is to dissuade people from wanting to PvE in null?


Exactly the opposite, I want people to PvE in null. Without it null would indeed be a complete wasteland except for people mining moons and building super capitals.

PvE players do a risk-reward calculus. When it is favorable they undock; when not they don't. By removing local you'll be changing that calculus.

Same thing goes for large scale combat too. If you are thinking of dropping capitals on somebody one thing you'll want to do is be aware of who might counter drop you with supers. FCs rely on the current mechanics for intel and that includes local. If you know where people are staging/basing out of you can watch local there, if it starts to go up and d-scan shows supers and/or titans logging in that is valuable to the FC.

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Nikk Narrel
Moonlit Bonsai
#78 - 2013-12-23 15:22:10 UTC
Kagura Nikon wrote:
You realize how out of touch you are? No one will sit by your mining ship for 3 reasons. Extremely Boring, they are gaining nothing, and it will not prevent you from dying (because a pair of tornados can always come by and insta pop you and get the **** out).


In null, those tornados deserve to march over the entire region if they aren't stopped by even a basic gate camp. Sure, in high sec they are a suicide gank of choice, but this is not high sec for context.

Seriously, one bubble, competent pilots in fitted PvP ships. These are in the game already, so suggesting something that already fails as a weakness seems confused.
Sorry if this seems rude to point out, but you missed the obvious here.

Kagura Nikon wrote:
Defense must be made by a coordinated intelligence network between several groups patrolling looking to have fights, for FUN.


And that is a valid path for fun, I want you to have that fun too.

But leaving PvE neglected to the point it is an obstacle to fun, rather than a source of fun, can also be visited as a way to make EVE better.
Make PvE enjoyable, so that the "Extremely Boring" adjectives no longer apply to it.
We are already paying to have fun, not work a second job in game to earn the ability to have fun.
Lucas Kell
Solitude Trading
S.N.O.T.
#79 - 2013-12-23 15:28:15 UTC
Nikk Narrel wrote:
Kagura Nikon wrote:
You realize how out of touch you are? No one will sit by your mining ship for 3 reasons. Extremely Boring, they are gaining nothing, and it will not prevent you from dying (because a pair of tornados can always come by and insta pop you and get the **** out).


In null, those tornados deserve to march over the entire region if they aren't stopped by even a basic gate camp. Sure, in high sec they are a suicide gank of choice, but this is not high sec for context.

Seriously, one bubble, competent pilots in fitted PvP ships. These are in the game already, so suggesting something that already fails as a weakness seems confused.
Sorry if this seems rude to point out, but you missed the obvious here.
I think you totally missed the point here. The point is it's a game. Who is going to want to spend all day watching you mine or rat all day long? And what is to stop someone coming along and alphaing you in a volley? A wormhole could open in system for example bypassing all gate camps. So you could spend all day watching someone mine or rat for a portion of their already terrible income, only to watch them get vapourised before you can land a blow. It pretty much sounds like the opposite of fun from moment 1.

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Electrique Wizard
Mutually Lucrative Business Proposals
#80 - 2013-12-23 15:29:56 UTC  |  Edited by: Electrique Wizard
Teckos Pech, Nikk Narrel, Lucas Kell,

Is this the new Kill AFK Cloaking and Local thread now the other one got locked? Because it sure seems that way.

Same 3 characters, spewing the same redundant arguments over and over again.

FYI: that thread got locked for a reason.

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