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Replacing Local

First post
Author
Silent Rambo
Orion Positronics
#121 - 2013-12-24 16:28:28 UTC  |  Edited by: Silent Rambo
The problem I see with hacking to gain intel is that id say its honestly too much risk vs the reward you get. Hacking gates, hacking a specific beacon in a system, all of these are or would be high volume areas of traffic in a system, easy pickings to kill someone who is in the middle of hacking. And whats the reward? From what I've seen suggested, basically information that you get in the star map view now, or local?

Its not good enough honestly, intel shouldn't come at no cost, but it shouldn't be only for scouts either. This would just turn most non-scout pilots into d-scan spamming maniacs like WH pilots. I don't think any local intel change introduced should make this practice more prevalent, as spamming a button constantly is not a good game mechanic. With local changes we need a personal mechanic to gather basic intelligence that isn't just plain button spam. Active and passive scanning would fix the issue of d-scan spamming, the issue of free local intel, any kind of AFK problem, and be a more immersive and active activity. I honestly think this is a slam dunk, and fits perfectly with EVE's system of risk vs. reward without being overly complex and logistically hellish.

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

Teckos Pech
Hogyoku
Goonswarm Federation
#122 - 2013-12-25 02:13:55 UTC  |  Edited by: Teckos Pech
A couple of nice ideas from my AFk cloaking collection thread:

Andy Landen: Various structures (gates, stations, POS, IHUBs, etc.) are designated as intel structures, if a cloaky (or any ship) shows up on grid with them they are listed in local. Avoid showing on grid with said structures you do not show in local. Also, a mobile intel structure (much like a mobile depot) if a cloaked ship (or any ship) shows on grid (i.e. is not cloaked) with said structure it is reported in local. How could one bypass this mechanic? Covert or regular cynos would suffice.

Lucas Kell: A ship jumping into a new system does not show in local until it drops the gate cloak.

Two ideas I liked from that thread (sadly now locked).

Thought I'd toss them out here as well.

Comment on them in any way you like.

Edit: I hope that by linking other people's ideas I find good/interesting puts to rest the notion that I'm just trolling people....

"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
#123 - 2013-12-25 10:26:08 UTC
Teckos Pech wrote:
A couple of nice ideas from my AFk cloaking collection thread:

Andy Landen: Various structures (gates, stations, POS, IHUBs, etc.) are designated as intel structures, if a cloaky (or any ship) shows up on grid with them they are listed in local. Avoid showing on grid with said structures you do not show in local. Also, a mobile intel structure (much like a mobile depot) if a cloaked ship (or any ship) shows on grid (i.e. is not cloaked) with said structure it is reported in local. How could one bypass this mechanic? Covert or regular cynos would suffice.

Lucas Kell: A ship jumping into a new system does not show in local until it drops the gate cloak.

Two ideas I liked from that thread (sadly now locked).

Thought I'd toss them out here as well.

Comment on them in any way you like.

Edit: I hope that by linking other people's ideas I find good/interesting puts to rest the notion that I'm just trolling people....


I like the idea that you don't appear in Local until you drop that gate cloak, don't see why that can't be implemented tomorrow.

I'm certain that you're not trolling people. More than that I'd like to say thank you very much for your contribution to this discussion.
Merry Christmas!

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

Teckos Pech
Hogyoku
Goonswarm Federation
#124 - 2013-12-25 18:34:04 UTC
Tryaz wrote:

I like the idea that you don't appear in Local until you drop that gate cloak, don't see why that can't be implemented tomorrow.


My thinking exactly. In fact, I'm hopeful they will implement it soon. As I've noted (elsewhere at least) there have been some indications that CCP might be making some changes to local/intel in the not too distant future.

"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
#125 - 2013-12-25 18:55:37 UTC
Silent Rambo wrote:
The problem I see with hacking to gain intel is that id say its honestly too much risk vs the reward you get. Hacking gates, hacking a specific beacon in a system, all of these are or would be high volume areas of traffic in a system, easy pickings to kill someone who is in the middle of hacking. And whats the reward? From what I've seen suggested, basically information that you get in the star map view now, or local?

Its not good enough honestly, intel shouldn't come at no cost, but it shouldn't be only for scouts either. This would just turn most non-scout pilots into d-scan spamming maniacs like WH pilots. I don't think any local intel change introduced should make this practice more prevalent, as spamming a button constantly is not a good game mechanic. With local changes we need a personal mechanic to gather basic intelligence that isn't just plain button spam. Active and passive scanning would fix the issue of d-scan spamming, the issue of free local intel, any kind of AFK problem, and be a more immersive and active activity. I honestly think this is a slam dunk, and fits perfectly with EVE's system of risk vs. reward without being overly complex and logistically hellish.


Well hacking could be good for finding out who came into the system while you weren't in game/in that system/etc. And for doing that kind of hacking I'd be fine letting it be done while cloaked (maybe in force recons and covert ops ships only). So it could be used in conjunction with the changes you are talking about, but not be the primary method of gathering intel.

"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
#126 - 2013-12-25 19:35:36 UTC
If local, as has been demonstrated, has such a significant impact on gameplay, why isn't it affected by gameplay?

Specifically, why can't pilots target and attack this gameplay element?

Why isn't local, actually in the game?
Teckos Pech
Hogyoku
Goonswarm Federation
#127 - 2013-12-25 20:26:14 UTC
THE LOCAL PROBLEM

Nice article on why local is too powerful.

Quote:
Here's what happens when I hit JUMP on a gate into a system with a ratter in a belt:

1. I disappear off grid. There is a roughly five-second period of time during which my ship is still visible on the overview, but I cannot be targeted. Meanwhile, my name appears in the local channel of the neighboring system.

2. The vigilant ratter, having seen my name pop up in local, has plenty of time to pull drones and align to a safe spot or station. From the time that I hit JUMP to the time that I load grid on the ratter's side of the gate, I have been in local for ten seconds.

3. Having finally loaded grid, I see my prey in local channel. But they have already hit warp, and if they haven't, they're aligning to warp, and even in the rare instance that they haven't, they still have time to align and warp before I can figure out exactly where the ratter is.

This is what happens in literally 99% of all instances in which I enter a new system and see a lonely neutral in local. Watching local isn't hard; in fact, with 1.2, it's even easier to see when somebody enters local because IT FLASHES BRIGHT WHITE. Thanks, CCP, for making my already near-impossible job even harder. The only way I can catch a ratter now is if their screen is minimized so they can watch that Firefly episode with Christina Hendricks for the millionth time.


The proposed solution is one noted above, the gate cloak also cloaks your from local.

And for those who think this is bad, here is an interesting possibility....

Generally speaking, the Local Debate has taken to extreme polar stances. On one side you have the “Turn Off Local” solution, and on the other you have "Delay local by 60 seconds” while the CSM, or rather, CCP representatives at the CSM meeting in May, expressed concern that carrier complex runners were too formidable an ISK faucet to allow. Their version of the nerfbat is short and sweet: Don't let carriers run plexes. Let's not do that. How else am I going to find a solo carrier to tackle for my small gang? Let them rat, though not entirely at peace.

So, if you really, really want to keep local you might get that wish, but lose the ability to run plexes in your carriers...in other words instead of upping the risk element of null, CCP will diminish your rewards. Something I warned about in the now locked AFK collection thread.

"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
#128 - 2013-12-25 20:45:37 UTC  |  Edited by: Teckos Pech
Here we go, from the May 2012 CSM Meeting Minutes:

Quote:
The CSM also pointed out that supers aren’t running anomalies anymore, though regular caps are. Soundwave clarified his earlier statement that the top ISK earners are all carrier pilots running anomalies.

Two step pointed out that carriers running anomalies make great targets, and perhaps the solution is not to bar them from entering those sites but to add more scrambling NPCs to expose them for longer periods of time.

Alekseyev Karrde (via Lync): “SCRAM EM”

Soundwave said the change would not be a warp gate but more like what you see with WH sites, where bringing a cap spawns additional ships like logistics, scramblers, etc.

Two step: “All you need is those scramming rats and then the risk is increased by players which is better then risk increased by…other stuff.”

Two step followed up by saying even players running anomalies with carriers don’t have the right risk/reward balance when compared to highsec, particularly incursions.--Page 86


TL;DR--Carriers are putting too much isk into the game. It needs a nerf. Either prevent people from ratting in carriers or increase the risk of ratting in a carrier. In short, more ratting carriers need to die given the level of rewards they currently earn.

"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.
#129 - 2013-12-26 01:07:15 UTC
Nikk Narrel wrote:
If local, as has been demonstrated, has such a significant impact on gameplay, why isn't it affected by gameplay?

Specifically, why can't pilots target and attack this gameplay element?

Why isn't local, actually in the game?
Why is any game mechanic there? Why don;t I have to manually rotate my guns? Why don't I have to just look in space to see what's on grid with me? Why do I have a quick menu to select celestials in system?

Because it's a game and mechanics are good for that. Not every single little piece of the entire game needs to be player driven. At some point you get to a situation like now, where any change is going to cause most people to simply have less fun.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#130 - 2013-12-26 01:09:42 UTC  |  Edited by: Lucas Kell
Teckos Pech wrote:
THE LOCAL PROBLEM

Nice article on why local is too powerful.

Quote:
Here's what happens when I hit JUMP on a gate into a system with a ratter in a belt:

1. I disappear off grid. There is a roughly five-second period of time during which my ship is still visible on the overview, but I cannot be targeted. Meanwhile, my name appears in the local channel of the neighboring system.

2. The vigilant ratter, having seen my name pop up in local, has plenty of time to pull drones and align to a safe spot or station. From the time that I hit JUMP to the time that I load grid on the ratter's side of the gate, I have been in local for ten seconds.

3. Having finally loaded grid, I see my prey in local channel. But they have already hit warp, and if they haven't, they're aligning to warp, and even in the rare instance that they haven't, they still have time to align and warp before I can figure out exactly where the ratter is.

This is what happens in literally 99% of all instances in which I enter a new system and see a lonely neutral in local. Watching local isn't hard; in fact, with 1.2, it's even easier to see when somebody enters local because IT FLASHES BRIGHT WHITE. Thanks, CCP, for making my already near-impossible job even harder. The only way I can catch a ratter now is if their screen is minimized so they can watch that Firefly episode with Christina Hendricks for the millionth time.


The proposed solution is one noted above, the gate cloak also cloaks your from local.

And for those who think this is bad, here is an interesting possibility....

Generally speaking, the Local Debate has taken to extreme polar stances. On one side you have the “Turn Off Local” solution, and on the other you have "Delay local by 60 seconds” while the CSM, or rather, CCP representatives at the CSM meeting in May, expressed concern that carrier complex runners were too formidable an ISK faucet to allow. Their version of the nerfbat is short and sweet: Don't let carriers run plexes. Let's not do that. How else am I going to find a solo carrier to tackle for my small gang? Let them rat, though not entirely at peace.

So, if you really, really want to keep local you might get that wish, but lose the ability to run plexes in your carriers...in other words instead of upping the risk element of null, CCP will diminish your rewards. Something I warned about in the now locked AFK collection thread.
The entire "problem" that presents is "I can't gank a PVE player". Honestly, that's not the type of gameplay I think should get the focus of changes. I'd like to see more gameplay where players interact, sure, but not where one side gets to just smoosh the other because they can. That's pointless.

EDIT: By the way, that was written a long time ago. Far back enough in fact that since then, both warp speed changes and anom changes have gone in. Now you do not get 30 seconds at all. If you are really lucky and the guy attacking you is too stupid to bring an interceptor, you get 10 seconds.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#131 - 2013-12-26 01:12:14 UTC
Teckos Pech wrote:
Here we go, from the May 2012 CSM Meeting Minutes:

Quote:
The CSM also pointed out that supers aren’t running anomalies anymore, though regular caps are. Soundwave clarified his earlier statement that the top ISK earners are all carrier pilots running anomalies.

Two step pointed out that carriers running anomalies make great targets, and perhaps the solution is not to bar them from entering those sites but to add more scrambling NPCs to expose them for longer periods of time.

Alekseyev Karrde (via Lync): “SCRAM EM”

Soundwave said the change would not be a warp gate but more like what you see with WH sites, where bringing a cap spawns additional ships like logistics, scramblers, etc.

Two step: “All you need is those scramming rats and then the risk is increased by players which is better then risk increased by…other stuff.”

Two step followed up by saying even players running anomalies with carriers don’t have the right risk/reward balance when compared to highsec, particularly incursions.--Page 86


TL;DR--Carriers are putting too much isk into the game. It needs a nerf. Either prevent people from ratting in carriers or increase the risk of ratting in a carrier. In short, more ratting carriers need to die given the level of rewards they currently earn.
But that in no way means remove or replace local. In fact in the quote you;ve highlighted, the solutions is already presented. Like a WH site, a null site should produce more scramblers for carriers, so your are forced to risk you carrier not being able to get out.

Punishing every single PVE player in null by forcing them to have to die by a mechanic simply allowing ganking would seem to be a completely overkill and a completely gameplay destroying change.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#132 - 2013-12-26 05:57:22 UTC  |  Edited by: Teckos Pech
Lucas Kell wrote:
The entire "problem" that presents is "I can't gank a PVE player". Honestly, that's not the type of gameplay I think should get the focus of changes. I'd like to see more gameplay where players interact, sure, but not where one side gets to just smoosh the other because they can. That's pointless.

EDIT: By the way, that was written a long time ago. Far back enough in fact that since then, both warp speed changes and anom changes have gone in. Now you do not get 30 seconds at all. If you are really lucky and the guy attacking you is too stupid to bring an interceptor, you get 10 seconds.


The problem is that too much isk was flowing into the economy.

And you are missing t he point here Lucas, which is that CCP realizes it has two ways to respond to an imbalance:

1. Increase risk,
2. Decrease rewards.

Nothing is static or beyond being changed, in CCP's view. Even if they change local and it has a deleterious effect on other types of PvE, that PvE could get a boost to rewards to off set the increased risk.

"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

Shepard Wong Ogeko
Native Freshfood
Minmatar Republic
#133 - 2013-12-26 10:11:40 UTC  |  Edited by: Shepard Wong Ogeko
Teckos Pech wrote:
Lucas Kell wrote:
The entire "problem" that presents is "I can't gank a PVE player". Honestly, that's not the type of gameplay I think should get the focus of changes. I'd like to see more gameplay where players interact, sure, but not where one side gets to just smoosh the other because they can. That's pointless.

EDIT: By the way, that was written a long time ago. Far back enough in fact that since then, both warp speed changes and anom changes have gone in. Now you do not get 30 seconds at all. If you are really lucky and the guy attacking you is too stupid to bring an interceptor, you get 10 seconds.


The problem is that too much isk was flowing into the economy.

And you are missing t he point here Lucas, which is that CCP realizes it has two ways to respond to an imbalance:

1. Increase risk,
2. Decrease rewards.

Nothing is static or beyond being changed, in CCP's view. Even if they change local and it has a deleterious effect on other types of PvE, that PvE could get a boost to rewards to off set the increased risk.


Also, something that is not being brought up at all is the risk the ganker faces is already nil, even though people are advocating for ways to make it easier for gankers to get their reward.

The game already offers about two dozen ships that have either a cloak bonus or are nullied. It even offers other ways to get into the space you want to hunt in, like wormholes, cynos, and covert cynos that work under cyno jammers. So even though it can be fairly easy to get through a gate camp, you can bypass gates entirely.

Ganking soft targets in nullsec given the tools already available is a very low risk activity. Like, you should not die unless you just do something dumb, or your target is bait with some organization behind it. And even then, your targets have to risk the bait ship while you risk nothing so long as you keep your cloak on.

So in the grand risk/reward balance, people looking to kill ratters, miners and haulers in nullsec, using stealth bombers, Tech 3's, or interceptor gangs, are facing so little risk that they should also get very little reward. I understand that it is a play-style people are really passionate about, but CCP has already provided the tools to make it really easy.
Tryaz
University of Caille
Gallente Federation
#134 - 2013-12-26 12:34:14 UTC
Can we please stop talking about Gankers? It's such a marginal gameplay style!

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

Nikk Narrel
Moonlit Bonsai
#135 - 2013-12-26 14:49:45 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
If local, as has been demonstrated, has such a significant impact on gameplay, why isn't it affected by gameplay?

Specifically, why can't pilots target and attack this gameplay element?

Why isn't local, actually in the game?

Why is any game mechanic there? Why don;t I have to manually rotate my guns? Why don't I have to just look in space to see what's on grid with me? Why do I have a quick menu to select celestials in system?

Because it's a game and mechanics are good for that. Not every single little piece of the entire game needs to be player driven. At some point you get to a situation like now, where any change is going to cause most people to simply have less fun.


Your ship can be blown up. Your guns won't participate or affect other players in that event, so your guns are in the game.

To get better than default results, it is customary to make a direct effort.
It is impossible to make a superior direct effort for pilot presence than is provided by local. It is also impossible to hinder or prevent local from doing this, meaning no counter is available.

A blob can take out your POS, your Outposts, and force your fleets to run or be crushed before them, but noone knows how to simply turn out the the lights for automated intel.

Shepard Wong Ogeko wrote:
Also, something that is not being brought up at all is the risk the ganker faces is already nil, even though people are advocating for ways to make it easier for gankers to get their reward.


And Shepard, do keep in mind ambush style attackers experience risk at exactly the same point they experience potential reward.
That is the defining element to risk reward balance.

If you put a cloak on your mining or ratting ship, and activate it, you experience no risk if done correctly. But, like your hypothetical ganker, you get no reward either.

Shooting rats, asteroids, and other players all carry risk, and at comparable levels since hostile players can intervene at these moments.

Tryaz wrote:
Can we please stop talking about Gankers? It's such a marginal gameplay style!

Agreed.

This is not a ganking thread, or one intended to be.
Teckos Pech
Hogyoku
Goonswarm Federation
#136 - 2013-12-26 16:35:31 UTC
Nikk Narrel wrote:
Lucas Kell wrote:
Nikk Narrel wrote:
If local, as has been demonstrated, has such a significant impact on gameplay, why isn't it affected by gameplay?

Specifically, why can't pilots target and attack this gameplay element?

Why isn't local, actually in the game?

Why is any game mechanic there? Why don;t I have to manually rotate my guns? Why don't I have to just look in space to see what's on grid with me? Why do I have a quick menu to select celestials in system?

Because it's a game and mechanics are good for that. Not every single little piece of the entire game needs to be player driven. At some point you get to a situation like now, where any change is going to cause most people to simply have less fun.


Your ship can be blown up. Your guns won't participate or affect other players in that event, so your guns are in the game.

To get better than default results, it is customary to make a direct effort.
It is impossible to make a superior direct effort for pilot presence than is provided by local. It is also impossible to hinder or prevent local from doing this, meaning no counter is available.


No direct counter is available you mean. P

"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

Shepard Wong Ogeko
Native Freshfood
Minmatar Republic
#137 - 2013-12-26 21:35:19 UTC
Nikk Narrel wrote:

This is not a ganking thread, or one intended to be.


Yes it is, because anyone who has played this game for any amount of time knows that all the hand wringing over local and 'free intel' and immersion is really just looking for a buff to ganking soft targets.
Silent Rambo
Orion Positronics
#138 - 2013-12-26 21:42:26 UTC
Shepard Wong Ogeko wrote:

Yes it is, because anyone who has played this game for any amount of time knows that all the hand wringing over local and 'free intel' and immersion is really just looking for a buff to ganking soft targets.


So if gankers cant find targets then how is it a buff to gankers? Seems its pretty balanced as ganker's wouldn't know who's in the system as much as other potential targets would know there is a ganker in the system.

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

Nikk Narrel
Moonlit Bonsai
#139 - 2013-12-26 21:48:10 UTC
Shepard Wong Ogeko wrote:
Nikk Narrel wrote:

This is not a ganking thread, or one intended to be.


Yes it is, because anyone who has played this game for any amount of time knows that all the hand wringing over local and 'free intel' and immersion is really just looking for a buff to ganking soft targets.

That assumes too much to be taken seriously.

Some of us want an option to do the work ourselves, on the condition that we can get more information than previously available when done right.
A level of mediocre effort could return basically the same quality, and those not making any effort would set themselves up for grief if they were not being helped.

Consider if you are one of these PvE pilots. Add to this the idea that you play PvE as the primary interest, and you want to define yourself as better than average.
Right now, you have two options. Use more accounts than most players, or spend more time than most players.
Neither addresses quality of play, just quantity, and frankly this is hardly a distinguishing characteristic for a better player, just one with more time or more money to multibox with.

From another perspective, we already have high sec space to play the quantity angle with. Why are we duplicating that experience with null?
We certainly don't approach PvP as a duplicate between these regions, why should PvE be so much alike?
Tryaz
University of Caille
Gallente Federation
#140 - 2013-12-26 22:09:49 UTC  |  Edited by: Tryaz
Shepard Wong Ogeko wrote:
Yes it is, because anyone who has played this game for any amount of time knows that all the hand wringing over local and 'free intel' and immersion is really just looking for a buff to ganking soft targets.


I am so sick of the people like you in this thread who are incapable of expanding their imagination beyond the base concern of fear for their own rear-ends and wallets. All of this is only proposal, for God's sake stop idly objecting and get involved in the discussion! There is not ONE serious PvE pilot out there today whose profitability is in any way threatened by "gankers". Suffering the occasional loss is not the same as not being profitable, I object to anyone who argues for gain without loss in EVE.

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