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Fighting the blob with interference

First post
Author
Vembuvend
State War Academy
Caldari State
#1 - 2013-12-24 12:57:06 UTC  |  Edited by: Vembuvend
Seems like hot topic lately: The problems with nodes and blobs.

My suggestion would be to add a new mechanic to ship interaction called interference. Every ship would generate X amount of interference and every ship could also handle X amount of interference before negative effects due to excess interference apply. This would not directly affect the maximum amount of players people can get on grid, but once different ship's interference peaks start to fill up, you probably don't want more there.

Negative effects could be things like smaller targeting range, scan resolution, sensor strength, agility and speed.
TokiWartooth Joringer
Doomheim
#2 - 2013-12-24 13:01:28 UTC
No it's called upgrading Eves code. To be able to handle the stress. Devs have said as much so in the past. No it's never going to happen. No eve isn't dead or dying, BUT it is on life support.

I feel a disturbance in the force, ISD is nearby

Sentamon
Imperial Academy
Amarr Empire
#3 - 2013-12-24 13:02:06 UTC
+1

Prepare to for thread to be flooded with blobbers telling us how terrible this is.

~ Professional Forum Alt  ~

Pipa Porto
#4 - 2013-12-24 13:25:00 UTC
Vembuvend wrote:
Negative effects could be things like smaller targeting range, scan resolution, sensor strength, agility and speed.


So, a giant buff to Blasters and ECM in Sov fights. Neat.

EvE: Everyone vs Everyone

-RubyPorto

Billy Hix
Dreddit
Test Alliance Please Ignore
#5 - 2013-12-24 13:30:42 UTC
Vembuvend wrote:
My suggestion would be to add a new mechanic to ship interaction called interference.


I have heard a few people push this idea over the years. It always sounded to me like something worth investigating. Yes in a perfect world CCP would just fix the code to allow 10,000 people fights, but we all know that is never going to happen. Eve is stuck as a single core process with very little hope in sight for going multi-core. As the tech world really isn't increasing clock speed much and focused on adding more cores, buying new hardware won't help much either.

I assume different ships would produce different amounts of interference, could this break the Capital blobs?

At the very least it should be debated and looked into. maybe there are really good reasons not to do it, I would be interested to find out what they are.

The one thing we all know is that the current system isn't fun at all. There isn't much they can do that can make it worse than just flying in, assisting drones and sitting in 10% TiDi
Sura Sadiva
Entropic Tactical Crew
#6 - 2013-12-24 14:35:55 UTC
EVE it's an open world sandbox, if you enforce directly or indirectly numbers cap then people will havee to exclude others to maximize the efficiency.

Over the years CCP tried to implement anti-blob weapons and mechanics, but they always faild simply becuase the "need" to blob to achive an objective was not changed.

If you want to scale down the blobbing you have to scale down and split the goals so that to achive something is not mandatory to have large numbers.

In example blobbing in FW is less common in repsect of null sov becuase in FW objectives to achive are scaled down and splitted in smaller ones. So large numbers are not strictly needed and often nor efficient.

Jenn aSide
Worthless Carebears
The Initiative.
#7 - 2013-12-24 15:24:43 UTC
Pipa Porto wrote:
Vembuvend wrote:
Negative effects could be things like smaller targeting range, scan resolution, sensor strength, agility and speed.


So, a giant buff to Blasters and ECM in Sov fights. Neat.


And here you expose the problem with the "omg, I have a brilliant idea no one has ever thought of before" crowd. The don't even look for the downsides , even though it take other people all of 5 seconds to look at the idea and find the obvious weakness.

This is also why studies show that just reading the features and ideas forum for 5 minutes kills 1 million brain cells (look it up, it's scientific fact!) lol.
Unsuccessful At Everything
The Troll Bridge
#8 - 2013-12-24 15:28:46 UTC
Strange..... I was absolutely sure I clicked on GD.



Clearly this is F&I. I am going to have to relog.

Since the cessation of their usefulness is imminent, may I appropriate your belongings?

Sentamon
Imperial Academy
Amarr Empire
#9 - 2013-12-24 15:35:49 UTC  |  Edited by: Sentamon
There should always be diminishing returns. They had the right idea with ship modules, but it's too bad they didn't extend it to the rest of the game.

Pipa Porto wrote:

So, a giant buff to Blasters and ECM in Sov fights. Neat.


Is this before or after the node crash? Or is it during the structure shoots that make people want to tear their eyes out?

~ Professional Forum Alt  ~

Miasmos
Aliastra
Gallente Federation
#10 - 2013-12-24 15:57:58 UTC  |  Edited by: Miasmos
Jenn aSide wrote:
Pipa Porto wrote:
Vembuvend wrote:
Negative effects could be things like smaller targeting range, scan resolution, sensor strength, agility and speed.


So, a giant buff to Blasters and ECM in Sov fights. Neat.


And here you expose the problem with the "omg, I have a brilliant idea no one has ever thought of before" crowd. The don't even look for the downsides , even though it take other people all of 5 seconds to look at the idea and find the obvious weakness.

This is also why studies show that just reading the features and ideas forum for 5 minutes kills 1 million brain cells (look it up, it's scientific fact!) lol.


No, that is a strawman. OP suggested a diminishing returns effect of some sort, and threw examples on only some of the affected attributes. Arguing blaster and ECM weakness is an easy opponent but not the intended one.

However, one could argue diminishing returns in general can shake things up balance wise. Balancing around blobs is simpler than to balance against blobs.

The main reason I'm against diminishing returns is the metagame and how it thrives on blogging being allowed. The metagame is the only thing that keeps EVE going and makes it unique. The metagame is the soul of the sandbox.
ISD Ezwal
ISD Community Communications Liaisons
ISD Alliance
#11 - 2013-12-24 17:47:14 UTC  |  Edited by: ISD Ezwal
This thread has been moved to Features & Ideas Discussion.

I also have removed a rule breaking post.

The rules:
4. Personal attacks are prohibited.

Commonly known as flaming, personal attacks are posts that are designed to personally berate or insult another forum user. Posts of this nature are not beneficial to the community spirit that CCP promote and as such they will not be tolerated.

ISD Ezwal Community Communication Liaisons (CCLs)

Secret Squirrell
Allied Press Intergalactic
#12 - 2013-12-24 21:03:30 UTC
The problem with this idea is that no one has proposed a mechanism that could not just be gamed to the advantage of the blobbers.

If I have 50 guys in my fleet, and the enemy brings 250, should I be penalized with an anti blobbing penalty? That would seem pretty silly... ok so we just apply the penalty to people in the same fleet, solution, 5x50 men fleets on the same comms working as one against my one 50man fleet... Well then we will just have the penalty stack based on corp/alliance affiliation. Well then the blobber brings 10 different alliances to join its 5 fleets... Well lets do it based on proximity, but then why should I be penalized when my 50man fleet has an enemy 250man fleet warped to 0 on it...

The code would need to magically know which people were working together, and even humans looking at the battle don't always know who is working with who...
ShahFluffers
Ice Fire Warriors
#13 - 2013-12-24 21:40:49 UTC  |  Edited by: ShahFluffers
Let me list some of the "anti-blob" proposals that have been proposed over the years and the problems with them.


Idea: Damage has stacking penalties attached to it. The more people that focus fire on a single target, the more the damage from each person is limited.
Problem: Fleets will start setting up "damage chains" akin to what they do with remote repairs... but with low-dps weapons (or even high-dps weapons, just stack the ships' resistances more to neutralize the damage profile) . With enough people you will be able to mitigate a lot of incoming damage... which make high EHP ships like capitals and supercapitals nigh invulnerable because they require a ridiculous amount of damage to take down in any reasonable amount of time.


Idea: Remote repairs has stacking penalties attached to it. This prevents people from creating "repair balls" that only alpha-strikes can punch through.
Problem: This would merely push fleet tactics more towards "bring the most people" rather than "having a better plan."


Idea: Restrict the number of people in a system to something more manageable.
Problem: One group can pile all their forces into one or two systems and virtually deny all access to any opposing forces.


Idea: When massive fleets enter the same grid the server will "split them up" and create various instances for different sections of the fleets to slug it out on. As the numbers dwindle, the different instances will be recombined on to the same grid.
Problem: Besides the technical feasibility of this... fleets are rarely uniform and often rely on different hyperspecialized groups for support and effectiveness. You could have a situation where a group of logis will be stuck against battleships and/or cruisers pitted against supercarriers. Or worse... two fleets that are allied with one another get stuck in the same instance (because computers can't distinguish player intent) and can't be returned to the original grid (with all the hostiles) without killing their own forces.


Idea: (similar to yours OP) When enough ships enter the same grid then all ships will begin to take small amounts of damage (to hasten the battle).
Problem: Still favors the group that brought the most people and/or less remote repairs... also favors bringing in more massive, tanky ships.


Idea: Bring back the old Titan Area of Effect doomsday weapon the clear out blobs!
Problem: There are a lot more Titans than there used to be and multiple Titans can be brought on-grid to wipe out anything that isn't tanky enough (see: any and all sub-capitals).
Seranova Farreach
Biomass Negative
#14 - 2013-12-24 21:45:59 UTC
Sentamon wrote:
+1

Prepare to for thread to be flooded with blobbers telling us how terrible this is.


blobbers blob cause they are just nullbears with capships :P

[u]___________________ http://i.imgur.com/d9Ee2ik.jpg[/u]

Seranova Farreach
Biomass Negative
#15 - 2013-12-24 21:48:12 UTC
ShahFluffers wrote:
Let me list some of the "anti-blob" proposals that have been proposed over the years and the problems with them.


Idea: Damage has stacking penalties attached to it. The more people that focus fire on a single target, the more the damage from each person is limited.
Problem: Fleets will start setting up "damage chains" akin to what they do with remote repairs... but with low-dps weapons (or even high-dps weapons, just stack the ships' resistances more to neutralize the damage profile) . With enough people you will be able to mitigate a lot of incoming damage... which make high EHP ships like capitals and supercapitals nigh invulnerable because they require a ridiculous amount of damage to take down in any reasonable amount of time.


Idea: Remote repairs has stacking penalties attached to it. This prevents people from creating "repair balls" that only alpha-strikes can punch through.
Problem: This would merely push fleet tactics more towards "bring the most people" rather than "having a better plan."


Idea: Restrict the number of people in a system to something more manageable.
Problem: One group can pile all their forces into one or two systems and virtually deny all access to any opposing forces.


Idea: When massive fleets enter the same grid the server will "split them up" and create various instances for different sections of the fleets to slug it out on. As the numbers dwindle, the different instances will be recombined on to the same grid.
Problem: Besides the technical feasibility of this... fleets are rarely uniform and often rely on different hyperspecialized groups for support and effectiveness. You could have a situation where a group of logis will be stuck against battleships and/or cruisers pitted against supercarriers. Or worse... two fleets that are allied with one another get stuck in the same instance (because computers can't distinguish player intent) and can't be returned to the original grid (with all the hostiles) without killing their own forces.


Idea: (similar to yours OP) When enough ships enter the same grid then all ships will begin to take small amounts of damage (to hasten the battle).
Problem: Still favors the group that brought the most people and/or less remote repairs... also favors bringing in more massive, tanky ships.


Idea: Bring back the old Titan Area of Effect doomsday weapon the clear out blobs!
Problem: There are a lot more Titans than there used to be and multiple Titans can be brought on-grid to wipe out anything that isn't tanky enough (see: any and all sub-capitals).




interesting idea but what about super-capital grade smartbombs, titan only and titan gets some bonuses to its range (maybe up to 50km? might be used more then the DDD and could be used as a spearhead with energy and rep-support as id ploughs forward into the blob.

[u]___________________ http://i.imgur.com/d9Ee2ik.jpg[/u]

Seranova Farreach
Biomass Negative
#16 - 2013-12-24 21:50:58 UTC
Sura Sadiva wrote:
EVE it's an open world sandbox, if you enforce directly or indirectly numbers cap then people will havee to exclude others to maximize the efficiency.

Over the years CCP tried to implement anti-blob weapons and mechanics, but they always faild simply becuase the "need" to blob to achive an objective was not changed.

If you want to scale down the blobbing you have to scale down and split the goals so that to achive something is not mandatory to have large numbers.

In example blobbing in FW is less common in repsect of null sov becuase in FW objectives to achive are scaled down and splitted in smaller ones. So large numbers are not strictly needed and often nor efficient.




people blob cause they lack the "pro skills" for solo and small gang pvp... dont most blobs consisted of like 1/10th real people just ISBoxing now a days anyway?

[u]___________________ http://i.imgur.com/d9Ee2ik.jpg[/u]

ShahFluffers
Ice Fire Warriors
#17 - 2013-12-24 21:57:59 UTC
Seranova Farreach wrote:
interesting idea but what about super-capital grade smartbombs, titan only and titan gets some bonuses to its range (maybe up to 50km? might be used more then the DDD and could be used as a spearhead with energy and rep-support as id ploughs forward into the blob.

This already more or less exists. It's called the "Pipebomb" / "Disco" tactic.

Basically you fit your ship with only a certain type of smartbomb (e.g. EM only, Thermal only, etc), fit for maximum resistances against that damage type, then either hotdrop on top of a hostile fleet or sit at the edge of a bubble they have to go through. Space Perverts pioneered this tactic and Rooks and Kings applied it to anti-battleship/capital warfare.
Sura Sadiva
Entropic Tactical Crew
#18 - 2013-12-24 23:08:53 UTC
But in general all these "solutions" are based on bad game design approaches.

Players always try to optmize their gameplay in the most efficient way: If the game design push/prompt players to form up large blobs to achive some goals, they will do, it's normal. "Punishing" them adding some kind of penality while doing something required by the game mechanics, will only result in them forced to live a boring/annoying game experience.

Also adding too many artificial barriers and limits hardly is goo in a sandbox type game.

If we want to split blobs we have to split the goals.

The point here is that blobs and large numbers are good for CCP marketing, can advertise EVE for this epic numbers. If this is good or bad for the "real" gameplay is another topic.
Kaerakh
Obscure Joke Implied
#19 - 2013-12-25 00:06:01 UTC
Honestly, the only way I can see to implement something like this without giving a decided advantage to any particular established module or strategy would be to use something similar to the target breaker's mechanic. Essentially make it a chance to lose target lock with a fleet threshold of a certain number and the chance increases at an increasing rate as more ships enter field.

But this is assuming that blobs are a problem. I'm not in that camp. I think blobs are part of what draws in new players and lends the game credibility on the public stage. IE: The Battle of Asakai

So even after fixing the OP's original idea I'm against the idea.
Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#20 - 2013-12-25 02:38:49 UTC
You know the ability to make new star gates is probably being done as an idea to allow groupa to circumvent all the choke points the map has.
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