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Replacing Local

First post
Author
Teckos Pech
Hogyoku
Goonswarm Federation
#101 - 2013-12-23 16:36:28 UTC
If there are going to be a new mechanic one thing that should be done in this thread is look at how one could "abuse" the new mechanic.

Lucas' point that if there are structures and they are flimsy and not near a POS then a large group might simply run through hostile space and shoot them down every day just because they can and it makes life in null for others harder.

That last one is pretty much a constant in Eve. There is very little "honorable space combat" in Eve. Whenever possible people prefer to the brutal, one side, "unfair" approach. If they can gain an advantage they will use it to the utmost (e.g. using sentry drones deployed outside a POS then having the ships that deployed them burn inside the POS shields exploit).

So keep that in mind whenever proposing an idea. And if somebody points out how it could be abused, it isn't personal either.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Lucas Kell
Solitude Trading
S.N.O.T.
#102 - 2013-12-23 16:38:33 UTC
Nikk Narrel wrote:
Lucas Kell wrote:
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.


Followed by:

Lucas Kell wrote:
I don't really get what you are saying here. The point is that null is not safe by default. It's only as safe at it is because we work to make it safe.
I'm not saying that paying sov grants you safety during PVE and I'm not saying it should. What I'm saying is that the thousands of man hours than go into maintaining the structures, patrolling the space and fighting with hostiles is what makes null PVE appears easy to someone not involved in any part except the end of line PVE activity. That doesn't mean that as a whole it's easy

And FYI, PI is easy in hostile space. Blockade runners and planetary launches make it super easy to do.


I appreciate your backhanded agreement with me.

As you point out, SOV brings with it certain rewards, threatened primarily only by loss of sov,
while PvE is rewarded by current and more immediate efforts.
We are in agreement here.

The concept of a BR being used to harvest PI rewards, by the way, is a tactic often employed in wormholes.

I salute you for your clever cross reference of aspects from that area which find use and value in null, but I can't say we want WH space to be duplicated here.
Sorry, but that's not what I'm saying at all. Not sure if there's a language barrier or what. I'm saying that during the course of obtaining and maintaining SOV we are already doing the work to make PVE players safer. Null is not an inherently safe place to PVE, like you seem to be convinced that it is, so I don't believe a change is needed to make it less safe.

I think that you think I'm saying something I'm not.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#103 - 2013-12-23 16:39:30 UTC
Kagura Nikon wrote:
Tryaz wrote:
These new intel structures we all seem to be talking about: why couldn't they simply be reinforceable (not destructable) by a small group? That way you still receive the information black-out (which is alarm in itself) then it would be as easy as scooping, reanchoring and bringing them back online to get your interval delayed local back



Taht would Deny completely their use. THey must be easy to deactivate. They mustbe valid targets that can be disabled by smaller gagns while the local main force is busy in a huge fight.

THey must create this dicotomy where the froups have to save reserve fast response forces to patrol and cover their infrastructure isntead of commiting the kitchen sink to the TIDI fight of the week.

The less Reinforced timers and the more fast sweep targets, the better for smaller size engagements.


I think the idea is in reinforced mode the structures would stop working (--i.e. local would stop updating). You'd then have to come back later to destroy them. The defender would also have to rep them or destroy them (and then deploy new ones).

Still, isn't the point of these structures to basically get us back to local as it is now? Aren't we trying to change that?

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Nikk Narrel
Moonlit Bonsai
#104 - 2013-12-23 16:46:00 UTC
Teckos Pech wrote:
If there are intel structures and they are so flimsy that a small group (3-4) people can easily take them down, then it is not much better than simply making local like local in W-space.

I might have a solution to this.

Back in November, I suggested a two tier set of intel tools, which is appropriate since sov and PvE are different tiers of activity in null, with different needs.

Quote:
Have local operate in degrees of quality.
Give it two dimensions for this as well.

Dimension one, quantity of intel.
Dimension two, quality of intel.

Dimension one, would give ship numbers, then types, finally pilot names.
Dimension two, would give presence of neutrals, reduce delay to zero, then give presence of cloaked vessels.

Dimension one structures, which would be harder targets, would be POS add ons.
Dimension two structures, which would be easier targets meant for roams or smaller gangs, would be only in open space away from overview beacon items. These would need to be scanned down.

Examples:
Dimension 1: Level 3
Dimension 2: Level 3
Full list of pilot names, with faction tag visible.
Ship type listed next to name, highlighted if cloaking active.

Dimension 1: Level 3
Dimension 2: Level 0
Full list of pilot names, with ship type next to name.
NO faction standings listed, not defining cloak status.
ALL UPDATES DELAYED by 30 to 60 seconds, (balance adjusting by devs)

Dimension 1: Level 1
Dimension 2: Level 3
No pilot names.
4 Numbers listed.
1st number is how many friendly pilots (2nd is how many are cloaked)
3rd number is how many neutral or hostile (4th is how many are cloaked)

Correcting the previous, I edited the above to be accurate, here is the actual for the 0-3 combo

Dimension 1: Level 0
Dimension 2: Level 3
A single light indicator
Not lit if no other pilots present
Green light lit if all friendly
Yellow light lit if hostiles present
Red light lit if hostile cloaked present


I figure this eliminates any need for hunting cloaked ships specifically, although that can be sorted into if the devs see balanced opportunity.

If done carefully, it can actually be effective, and a good support for everyone having a great game play experience.

The two dimensional system has one side for sov level support, only truly threatened by massive blob warfare, which only offers mass level intel.
The other side is for pilot level, whether operating solo or in small groups. The intel is more detailed, as well as quicker to install or destroy, depending on your perspective.

Both benefit strongly when the other side is present.
Nikk Narrel
Moonlit Bonsai
#105 - 2013-12-23 16:49:16 UTC
Lucas Kell wrote:
Sorry, but that's not what I'm saying at all. Not sure if there's a language barrier or what. I'm saying that during the course of obtaining and maintaining SOV we are already doing the work to make PVE players safer. Null is not an inherently safe place to PVE, like you seem to be convinced that it is, so I don't believe a change is needed to make it less safe.

I think that you think I'm saying something I'm not.

I apologize for the misunderstanding.

I was taking as a given that blob tactics were accepted to be non threatening to PvE, so were no longer being considered relevant to Local considerations.
(Extremely easy to spot, and consequently avoid, far easier than smaller groups of cloaking ships)
Lucas Kell
Solitude Trading
S.N.O.T.
#106 - 2013-12-23 16:52:00 UTC  |  Edited by: Lucas Kell
Kagura Nikon wrote:
Ok You are stupid by accident I can see. If you cannot understand simple mechanics of scouting and force projection trough military history and the elements that match perfeclty in eve and what the perfect local cause sof didfference. Then I have nothign to discuss with you because you are so stubornly glued to the idea that eve must remain as it is because you never experienced anything different.

YES Logistic tools need to be easy to attack. The first thing ANY country do in modern warfare when they attack is destroy communication and detection infrastructure.

Want to deny the effectivenes sof that? Then go post your ***** ideas to all REAL strategist in world.
More personal attacks, cheers, reported.

So back to the point: If intel structures can be attacked with ease, how can you stop a larger group from easily destroying the intel structures of a smaller group just for fun? How would the smaller group combat the larger group shooting their structures? At the moment, A large group wouldn't bother, because they take ages to reinforce a POS and it can have guns and all sorts. But if there was an intel structure I could go harass pretty much solo, with the EHP of a battleship, I'd do that all the time just because I know it's annoying.

And newsflash, force projection means the fleet doesn't need to be local, or in a nearby system. We don't send a scout around hundreds of systems looking for a fleet, we use spies and the map system to figure out if there is a secondary fleet in range or planning an attack. Then we send a scout to that location and d-scan the fleet (or more commonly get the spy in fleet to send us a d-scan :D). Local would not affect that in the slightest.

EDIT: Just to add for clarity. You talk about communication and detection infrastructure in real life, and sure, in many situations destroying those is key. But local chat is neither of those things in a fleet situation. Comms is mumble/vent/teamspeak, and intel is spies/map stats/d-scan. I can't think of any time I've been in a fleet battle and someone sat there scrolling through local. We usually just use it to post links to funny gifs of cats falling in a bathtub to our enemies.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Clansworth
Deep Core Mining Inc.
Caldari State
#107 - 2013-12-23 16:59:27 UTC
Long ago my proposed idea for this was an 'intelligence network' that basically aggregated the information received by all members. In this way, you'd only know what you (or a friend) had eyes on. Those eyes could be direct on-grid, in-station guest lists, results of scans (directional, probe, or system scanning array). Level of detail would be varied by the information known. i should try to dig up my old thread (we're talking YEARS ago).
Clansworth
Deep Core Mining Inc.
Caldari State
#108 - 2013-12-23 17:17:35 UTC
Ahhh.. there you are my long lost thread: http://oldforums.eveonline.com/?a=topic&threadID=1073947
Teckos Pech
Hogyoku
Goonswarm Federation
#109 - 2013-12-23 17:19:10 UTC  |  Edited by: Teckos Pech
Clansworth wrote:
Ahhh.. there you are my long lost thread: http://oldforums.eveonline.com/?a=topic&threadID=1073947


Dang that is kinda old.... Smile

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Clansworth
Deep Core Mining Inc.
Caldari State
#110 - 2013-12-23 17:28:28 UTC
Teckos Pech wrote:
Clansworth wrote:
Ahhh.. there you are my long lost thread: http://oldforums.eveonline.com/?a=topic&threadID=1073947


Dang that is kinda old.... Smile


But sadly enough, still completely relevant...
Nikk Narrel
Moonlit Bonsai
#111 - 2013-12-23 17:33:01 UTC
Clansworth wrote:
Teckos Pech wrote:
Clansworth wrote:
Ahhh.. there you are my long lost thread: http://oldforums.eveonline.com/?a=topic&threadID=1073947


Dang that is kinda old.... Smile


But sadly enough, still completely relevant...

This is a sensible direction, and would improve quality of play, in my opinion.
Clansworth
Deep Core Mining Inc.
Caldari State
#112 - 2013-12-23 17:37:16 UTC
Nikk Narrel wrote:
Clansworth wrote:
Teckos Pech wrote:
Clansworth wrote:
Ahhh.. there you are my long lost thread: http://oldforums.eveonline.com/?a=topic&threadID=1073947


Dang that is kinda old.... Smile


But sadly enough, still completely relevant...

This is a sensible direction, and would improve quality of play, in my opinion.


That's what I said over 4 years ago.. :-) Seriously, i don't see much that needs to be changed in this proposal from then to now.
Tryaz
University of Caille
Gallente Federation
#113 - 2013-12-23 18:27:39 UTC
I think a change to Local mechanics, at least in these new areas of space they keep hinting are coming, is on the horizon. Let's hope our discussion can help inform design

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

Jessica Danikov
Network Danikov
#114 - 2013-12-23 18:28:30 UTC
I hate that this discussion is about Local- it makes no sense.

Obvious first step is to make all Local channels delayed (maybe not in hisec if that's such an alarming change) and add in an intel tool that, as a first iteration gives the same info you'd get from an immediate Local player list. From there, you can iterate on the tool (which makes far more sense to do) rather than fiddling around with a chat channel.
Nikk Narrel
Moonlit Bonsai
#115 - 2013-12-23 19:15:15 UTC
Jessica Danikov wrote:
I hate that this discussion is about Local- it makes no sense.

Obvious first step is to make all Local channels delayed (maybe not in hisec if that's such an alarming change) and add in an intel tool that, as a first iteration gives the same info you'd get from an immediate Local player list. From there, you can iterate on the tool (which makes far more sense to do) rather than fiddling around with a chat channel.

You make an interesting point, which many of us have stated in various ways in the past.

I myself have threads on changes, and tools, which meet the needs in my own opinion.

But the player base itself, is used to and familiar with Local Chat, in it's current form.
Gameplay has emerged surrounding it, and that has resulted in many aspects of play now relying on it to varying degrees.

In other words, the thing is now embedded so far into the game, that simply yanking it is not the best option.
We need to introduce options for intel which work better for everyone, before we can remove this version which has the flaws so many object to.

That means, in all likelihood, that both versions need to coexist for a period, and allow players to adapt over time.
I say the new method needs to be preferred intuitively, so it needs to give better results on one or more levels, while avoiding the stigma chat has.
Silent Rambo
Orion Positronics
#116 - 2013-12-23 21:58:51 UTC
Giant rambling discussion, nice. I will +1 the active vs passive scanning system. Sounds like a much more engaging, better balanced intelligence system, rather then scroll through local and run away if you see something you don't like.

Scale the time, risk, and reward of each of these as well. Probing taking the longest, requiring the most interactions and skill, but giving you the most information. Active scanning takes a little less time, doesn't require much skill and interaction, and gives a moderate amount of intelligence based on range while giving away your location. Finally a passive scan would be constant stream of scan data so requires almost no interaction, gives a small amount of intelligence which would be what the scanner overlay does now with added information such small amounts of information about ships in the immediate vicinity (very basic, perhaps just the size of the ship, and general direction, maybe not even that), and last location of actively pinging ships in the system as well. This is a good reason to make an active ping take a while, give an interceptor enough time to warp to it and possibly tackle it before it warps away.

Sounds solid to me.

You really think someone would do that? Just log into EvE and tell lies?

Jessica Danikov
Network Danikov
#117 - 2013-12-23 23:21:44 UTC
The reason none of these changes will happen is purely because it's a black to white 'replace everything' change, which will never happen for such an essential part of the game.

Separating out the intel element of local while making that intel available in a different place is hardly a change that people would complain about, especially if you added features such as filtering and sorting by sec status, standings etc.- something that's suitable to an intel tool, makes less sense for chat channels.

Fundamentally, it plays to the 'keep local the same' crowd by not changing the amount of intel available at the moment (if anything, improving the ability to leverage that intel), but also to the 'anti-local' crowd by shifting the discussion towards pro/against 'free-intel'. Any further iteration is purely on the intel aspect of things, where it belongs.

After all, you could just dock the intel window with local chat and have practically the same experience (maybe that should be the default).
Teckos Pech
Hogyoku
Goonswarm Federation
#118 - 2013-12-24 14:44:47 UTC
Jessica Danikov wrote:
The reason none of these changes will happen is purely because it's a black to white 'replace everything' change, which will never happen for such an essential part of the game.

Separating out the intel element of local while making that intel available in a different place is hardly a change that people would complain about, especially if you added features such as filtering and sorting by sec status, standings etc.- something that's suitable to an intel tool, makes less sense for chat channels.

Fundamentally, it plays to the 'keep local the same' crowd by not changing the amount of intel available at the moment (if anything, improving the ability to leverage that intel), but also to the 'anti-local' crowd by shifting the discussion towards pro/against 'free-intel'. Any further iteration is purely on the intel aspect of things, where it belongs.

After all, you could just dock the intel window with local chat and have practically the same experience (maybe that should be the default).


That is one possibility, but in another thread Malcanis left a cryptic comment indicating the possibly upcoming changes will reduce the amount of intel. Of course that is all speculation and maybe you are right. Separate the two out (local chat from intel), then make adjustments on the new intel mechanic down the road....kind of a baby steps approach. Which is humorous that the big bad players in null need baby steps. But then given how powerful local is as an intel tool and how many have come to rely on it, that certainly is a reasonable approach. Plus they could experiment with different features as well as you suggest like filtering.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#119 - 2013-12-24 15:00:29 UTC  |  Edited by: Teckos Pech
Thought I'd toss this into the mix too (note this is not my idea).

Unbreaking Local – An EVE Intel System Proposal

Some of the suggestions are:

Constellation Gate Recorders: Player-buildable, destructable static beacon that could only be built at a constellation or region gate. This recorder would capture any ships that passed it that were not part of the specified roster, generally Corps and Alliances set as blue or self. This log would only retain data for a specified period of time, no more than 24 hours. It could include pilot, corp and/or alliance name, but would definitely include ship type, standing to owning corp and timestamp. Time length and quality of data captured would improve as sovereignty/ownership levels improved.

Type: Border Security
Geographies:

  • Highsec: Not available (empire-owned space)
  • General Lowsec: Not available (empire-owned space)
  • Faction War Lowsec: Available only to Faction War pilots and only usable in Faction War systems. Capability tied to system ownership mechanics.
  • NPC Nullsec: Not available (NPC faction space)
  • Sovereign Nullsec: Available for corp and alliance builds. Capability tied to system sovereignty and upgrade mechanics.
  • Wormholes: Not available (no gates)
Notes: Today, constellations (and other space geography concepts) have little or no real relevance. Sov null folks talk about regions, but my perception is that they are treated as arbitrary designations by which to divide spoils more so than hard geographic features. This recorder would give the capability for a pocket to truly be managed as a geographic safety point, and gives a capability for expanded intel that can also be a fight target.

System IFF Beacon As with RL aircraft identification, a transponder (already in lore in your pod) talks to a local “Identify Friend or Foe” (IFF) beacon to allow compilation of local pilots. Today, this is combined with Local Chat. I propose that we simply split them, and add some feature changes to the beacon. The beacon itself will be an actual object but with different properties and capabilities dependent on geography.

Type: System Security
Geographies:

  • Highsec: Near-perfect info. Capsuleers have a window with all pilots, icons, etc. that they have today in Local, updated in realtime. The only thing missing is chat. Non-destructible (NPC owned).
  • General Lowsec: Same near-perfect info as Highsec, but delayed. New contacts would appear in the beacon list upon dropping gate/jump cloak, but disappear from the list immediately upon leaving the system. Yes, this gives an advantage to a group with a scout in a neighboring system. Non-destructible (NPC owned). EDIT: Upon reading other entries, I’ve become convinced that 60 seconds is too long, and have adopted suggestions of others that upon gatecloak drop is a better choice, especially for the roaming community to know there are gankable targets.
  • Faction War Lowsec: If you are Militia members in upgraded systems their faction owns get Highsec-like behavior. Everyone else gets Lowsec-like behavior. Non-destructible (NPC owned).
  • NPC Nullsec: Acts like Highsec in a station system, and Lowsec one jump out from a station system. Anything two or more jumps from a station has no beacon, and thus no beacon data only a total count of active capsuleers in system, with no further information. Addition to and removal from the counter would be handled as in Lowsec. Non-destructible (NPC owned). EDIT: Based on feedback read in other posts, I think roaming parties need something to hang onto – thus the counter.
  • Sovereign Nullsec: New or augmented capability to build a beacon and upgrade as part of sovereignty mechanics. If a nullsec alliance wants a beacon, they can build it. Default is counter only, like NPC null and wormholes. Capability level and info provided tied to system sovereignty, costs and upgrade mechanics. Destructible. EDIT: Changed “empty” space to match NPC null edits above. Mynna wrote a great piece on TheMittani.com with some suggestions on this one in particular. As I mentioned in the comments there, I have left this intentionally vague for the sov null folks, CCP and CSM to fill in. That said my vision of it would be that the sov holder would get some advantage, but it would not be overwhelming – e.g. sov could be upgraded and the beacon would act like Highsec for sov party and blues, but like Lowsec for everyone else. Mynna also suggested that the EHP for this beacon be set to make it a viable small gang target. I love that idea.
  • Wormholes: Not anchorable in w-space.
Notes: This gives a variety of gameplay options that based on my experience should play well to the ideals of the people that live in those geographies. Highsec wants perfect info. Lowsec wants to know people are around, but want that little advantage that a bit of extra work brings. NPC null wants the same, but won’t mind a bit of extra challenge thrown in. Sov wants to make its own decisions on configuration, and wormholers like it dark and secret (Local kind of freaks us out, TBH). EDIT: A mobile module version of this for use only on CovOps ships could be pretty cool as well as suggested by commenter “Z” below. I would see that kind as giving a static snapshot rather than a “live” feed like the anchorable.

Edit: The article at theMittani.com also suggests making these structures hackable as well. This could solve some of the issues Lucas raises. Hacking could be more involved than simply blowing them up, but still leave them vulnerable...and they could be parked near a POS to provide additional security with hacking done via a cloaked ship.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Tryaz
University of Caille
Gallente Federation
#120 - 2013-12-24 16:23:22 UTC
Thank Teckos.
What a great synopsis of the discussion that's been going on! Reassuring to know that the ideas proposed here are along many of the same lines. Hopefully we'll actually see some of these changes come to pass in the not-too-distant future

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