These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE Information Portal

 
  • Topic is locked indefinitely.
 

Dev blog: More Deployables from Super Friends

First post First post First post
Author
Ranger 1
Ranger Corp
Vae. Victis.
#1541 - 2014-01-17 19:56:42 UTC
Pinky Hops wrote:
Ranger 1 wrote:
Interestingly enough, despite the broad condemnation of the entire concept of the ground up, if the initial penalty didn't exist... only a potential bonus to your income... the concept as a whole would be wildly popular. Big smile


I don't know how people get this idea.

It's like they have no idea what constitutes good game design and bad game design.

You realize the only reason this is getting implemented is because it's leftover code from Incarna, right?

It's vending machine code.

An excellent addition to any spaceship game...Ugh

Hardly.

The entire concept is a clever wrinkle to the risk vs reward concept.

Few people are arguing for the percentage of risk to be adjusted... instead they would prefer the concept be abandoned if there is any element of risk involved what so ever.

However if this provided bonuses only, the majority would be strongly in favor of it.

It puts the entire debate into perspective.

Personally I feel the level of risk should be adjusted, but the concept as a whole is very sound... although there is the strong potential for the module to see use more often for other purposes than intended. Which is not necessarily a bad thing.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Jenn aSide
Soul Machines
The Initiative.
#1542 - 2014-01-17 20:00:12 UTC
Ranger 1 wrote:
Interestingly enough, despite the broad condemnation of the entire concept of the ground up, if the initial penalty didn't exist... only a potential bonus to your income... the concept as a whole would be wildly popular. Big smile

That pretty much puts a spot light on the real reason people don't like it. Smile



I'm sorry but this isn't true. if it was all bonuses, honest people would still be opposed, null doesn't need reward buffing. The last time CCP buffed null rewards the economy suffered (which I think was the real motivation being the 1st anomaly nerf).

The problem is the risk/reward balance sheet being tipped in the wrong direction. The direction should be towards more dangerous space, not away from it. The EVE economy needs ships to die. As with the 1st anom nerf that was supposed to create conflict, the idea of a module that might give hostiles access to rewards for coming to your farming space is more likely to spur people to leave the space rather than fight for it.

People can believe this opposition is about greed, but it's not, there is plenty of isk outside of high sec to farm (have yall seen FW lately). Can't speak for others but my opposition is base on not wanting to see CCP repeat yet another mistake that they'll have to go back and fix (like they had to fix the anom nerf with the ehp/isk buff which created other problems)
Gizznitt Malikite
Agony Unleashed
Agony Empire
#1543 - 2014-01-17 20:01:29 UTC
Jenn aSide wrote:

You like the base concept but dislike EVERY feature of the unit meant to implement the concept? Ok yea.

The problem with the base concept is the reality on the ground (I mean in space lol). The "concept" is to encourage people to fight to defend their 'farm'.


Reasons I like it:

It is an objective that can be raided by a solo pilot. It is not some uber structure you need capitals and/or a medium+ sized gang to attack.

It is not vulnerable to timezone warfare: You deploy it when online, and you take it down when not using it.

It is rewards players flying in space: It doesn't do anything for you unless you are flying around shooting red crosses.

It's rewards are proportional to those investing in it. 1 ratter means it's potential rewards aren't as high as with 3-5 ratters. This also means attacking the solo ratter with a 5 man group is not as profitable as attacking the 3-5 ratters with your 5 man gang.

It is optional, meaning if you don't feel like risking your ratting bounties, you don't have to.

It requires a timely response, putting pressure on the ratters to respond quickly if they wish to defend it (although more time is reasonable).

It is potentially worth defending. If 3 ratters making 60m an hour are suddenly interrupted by a 5 man interceptor gang after ratting for 3 hours may suddenly find 100+m isk in bounties is going to be lost if they don't' defend it.

That is a lot of positive features about this unit that are really well designed. As far as farms and fields go, it really hits the nail on the head. The things that are missing/less than ideal are tweaks to the design, but not major design flaws.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#1544 - 2014-01-17 20:06:01 UTC
Jenn aSide wrote:
The problem is that it's not the only place to earn a living. The farmer can fight, risk dying or loosing his crops, or he can just move to the city, be protected by the cops and get a job at Wal-mart making a little less than he would on his farm but without the back breaking labor, risk of bandits and risk of locusts......

In other words, High sec is the city, wal-mart is incursions/missions.


The imbalance of highsec vs nullsec in terms of risk to reward and effort to reward are completely independent of this unit. You think alliances don't struggle today with the "Joe can earn more iskies in highsec running missions, incursioning", or "John can earn more income farming FW LP?" These are real issues front and center to EvE, but that's not an issue with this particular device.

Jenn aSide
Soul Machines
The Initiative.
#1545 - 2014-01-17 20:12:04 UTC
Gizznitt Malikite wrote:
Jenn aSide wrote:

You like the base concept but dislike EVERY feature of the unit meant to implement the concept? Ok yea.

The problem with the base concept is the reality on the ground (I mean in space lol). The "concept" is to encourage people to fight to defend their 'farm'.


Reasons I like it:

It is an objective that can be raided by a solo pilot. It is not some uber structure you need capitals and/or a medium+ sized gang to attack.

It is not vulnerable to timezone warfare: You deploy it when online, and you take it down when not using it.

It is rewards players flying in space: It doesn't do anything for you unless you are flying around shooting red crosses.

It's rewards are proportional to those investing in it. 1 ratter means it's potential rewards aren't as high as with 3-5 ratters. This also means attacking the solo ratter with a 5 man group is not as profitable as attacking the 3-5 ratters with your 5 man gang.

It is optional, meaning if you don't feel like risking your ratting bounties, you don't have to.

It requires a timely response, putting pressure on the ratters to respond quickly if they wish to defend it (although more time is reasonable).

It is potentially worth defending. If 3 ratters making 60m an hour are suddenly interrupted by a 5 man interceptor gang after ratting for 3 hours may suddenly find 100+m isk in bounties is going to be lost if they don't' defend it.

That is a lot of positive features about this unit that are really well designed. As far as farms and fields go, it really hits the nail on the head. The things that are missing/less than ideal are tweaks to the design, but not major design flaws.


Is "not going to work like you want it to" not a design flaw?

Anyone can loot at dotlan maps, see where someone is ratting, go there in an interceptor and force the ratter to scoop his ESS (if he can). If it gets scoops mt interceptor alt can drop a depot, fit a cloak, and sit there forever (or more easily bring in someone else to cloak or whatever.

As a player your choice is then keep doing that ad nauseam or gain your isk someplace less disruptable. For many, isk is a tool to use for other more fun things, the acquisition of it isn't for fun or adventure and is thus done as quickly and efficiently as possible.

A ratter can't be caught in null if he ain't in null man. We have a historical occurrence (the anom nerf) from which to judge the potential outcomes here. i don't know why you ignore that.
Ranger 1
Ranger Corp
Vae. Victis.
#1546 - 2014-01-17 20:15:55 UTC  |  Edited by: Ranger 1
Jenn aSide wrote:
Ranger 1 wrote:
Interestingly enough, despite the broad condemnation of the entire concept of the ground up, if the initial penalty didn't exist... only a potential bonus to your income... the concept as a whole would be wildly popular. Big smile

That pretty much puts a spot light on the real reason people don't like it. Smile



I'm sorry but this isn't true. if it was all bonuses, honest people would still be opposed, null doesn't need reward buffing. The last time CCP buffed null rewards the economy suffered (which I think was the real motivation being the 1st anomaly nerf).

The problem is the risk/reward balance sheet being tipped in the wrong direction. The direction should be towards more dangerous space, not away from it. The EVE economy needs ships to die. As with the 1st anom nerf that was supposed to create conflict, the idea of a module that might give hostiles access to rewards for coming to your farming space is more likely to spur people to leave the space rather than fight for it.

People can believe this opposition is about greed, but it's not, there is plenty of isk outside of high sec to farm (have yall seen FW lately). Can't speak for others but my opposition is base on not wanting to see CCP repeat yet another mistake that they'll have to go back and fix (like they had to fix the anom nerf with the ehp/isk buff which created other problems)

Heya Jenn,

Keep in mind that we will likely see a very similar concept being introduced eventually not only in Null, but in Low and High sec as well.

If the element of risk were removed this would be heralded (at least initially) as one of the greatest additions to the game yet conceived.

I truly believe your arguments are not based in greed, but I don't hold the same high opinion for the majority of those who are now (and certainly for those who would then) chime in on the subject.

Greed in EVE is a very, very powerful motivator.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Jenn aSide
Soul Machines
The Initiative.
#1547 - 2014-01-17 20:17:16 UTC
Gizznitt Malikite wrote:
Jenn aSide wrote:
The problem is that it's not the only place to earn a living. The farmer can fight, risk dying or loosing his crops, or he can just move to the city, be protected by the cops and get a job at Wal-mart making a little less than he would on his farm but without the back breaking labor, risk of bandits and risk of locusts......

In other words, High sec is the city, wal-mart is incursions/missions.


The imbalance of highsec vs nullsec in terms of risk to reward and effort to reward are completely independent of this unit. You think alliances don't struggle today with the "Joe can earn more iskies in highsec running missions, incursioning", or "John can earn more income farming FW LP?" These are real issues front and center to EvE, but that's not an issue with this particular device.



EVE is interconnected. What affects one affects all.

If you were a game designer, would you deploy something into you game that seemed like a pretty good thing until it interacted with the reality of your game? The reality is that the existence of other ways to earn combat pve isk make the probable outcome of the deployment of something like the ESS LESS pvp oppurtunities.

It's just backwards thinking. The only way something like the ESS (even without the small 5% nerf to income) work is if you nerfed the ever loving beejesus out of every single other combat pve isk making activity leaving players no choice but to fight over "farms and fields" to make decent isk.
Tippia
Sunshine and Lollipops
#1548 - 2014-01-17 20:18:19 UTC
Ranger 1 wrote:
Interestingly enough, despite the broad condemnation of the entire concept of the ground up, if the initial penalty didn't exist... only a potential bonus to your income... the concept as a whole would be wildly popular. Big smile
Then the concept would be even more meaningless — just add a flat increase.
James Amril-Kesh
Viziam
Amarr Empire
#1549 - 2014-01-17 20:20:45 UTC
Zircon Dasher wrote:
James Amril-Kesh wrote:
Zircon Dasher wrote:
James Amril-Kesh wrote:
Because to get any decent return on the ESS you basically have to leave it out for as long as you can, which just leaves it open for anyone to take away that isk faster than you can possibly respond.


Curious: Can you provide a quantitative ISK value and time-to-return that would be "decent"?

No, because I'm not here to balance a ******** idea. I'm here to shut it down.


So no ROI is acceptable. Got it.

I <3 irrational people

CCP: "Here's a broken thing. Fix it or you get stuck with a broken thing."
Me: "No, get rid of it entirely."

And I'm irrational.

Enjoying the rain today? ;)

Ranger 1
Ranger Corp
Vae. Victis.
#1550 - 2014-01-17 20:23:32 UTC
Tippia wrote:
Ranger 1 wrote:
Interestingly enough, despite the broad condemnation of the entire concept of the ground up, if the initial penalty didn't exist... only a potential bonus to your income... the concept as a whole would be wildly popular. Big smile
Then the concept would be even more meaningless — just add a flat increase.

Eh, not entirely true. It would be a potential increase that could be snatched away by others.

Which would inspire rage in those that lost what (in their opinion) should be rightfully theirs, and would provide a (small) income stream for those who prefer to raid and pillage to earn their daily ISK.

That has value, and meaning, for all involved. However, there should be some (small) up front risk for those wanting to increase their potential final profit. The amount of that risk should be the only point of debate (along with the other incredible unintended uses of the module that everyone keeps ignoring because greed has clouded their judgement).

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Gizznitt Malikite
Agony Unleashed
Agony Empire
#1551 - 2014-01-17 20:24:20 UTC
Wyn Pharoh wrote:


We are actually risking 20 to get 5. As I've had to recalculate my own projections, lets make certain we keep it all together. Today, we are at 100%. In the ESS era we stand to just lose 5% or risk 20% of what we make now, if we are willing to grind for hours, to first break even with where we are today, and then perhaps be gifted with a 5% return. For something you are willing to concede to be '...hard to defend...'.


We are both wrong. The new base payout is 95 of stated payouts. That is the baseline for determining the reward of the device.
So, killing 100m worth of NPC's will net you 95m isk without this device.
With this device, you earn 80m isk off the bat, and risk 15m isk.
The device then pays out 20-25m isk when instructed to do so.

So, you risk 15, and get payed 20-25.
Alternatively, you could say you risk 15m isk to gain an extra 5-10m isk.


Wyn Pharoh wrote:

Honestly...
Gizznitt Malikite wrote:


When we held Sov...

Yes, I had forgotten that Agony Empire once held Sov.

It hasn't gotten any better for those of us still out here, and I envy from time to time those that have thrown off their shackles to embrace the freedom of Empire, LowSec or W-hole space. Then I sober up, and get busy with helping my friends shore up whats left of the empire building we have of our own, and remember that I have never done this for the isk. Its just simply more fun. And I teach the younglings how to shoot red crosses far from the reaches of Concord, not because shooting red crosses is fun, but at a minimum it should afford the cost of far more fun than staying in Empire, shooting slightly different patterns of red crosses with no amount of potential fun allowed at all.

We are on the same side, we actually want the same thing for New Eden. They have the technology. They CAN make the Sandbox better. And just like in Eve sometimes, we have to MAKE them do it.


I could probably fill 68 pages myself flushing out the potential issues with nullsec and the sov system, and thoughts on how to improve it. Describing my experiences on what works, what doesn't work, from the perspective of a fairly nomadic NPC Nullsec corp. Trust me, nothing makes me happier then to encourage more players flying in space in nullsec. I want it to be a home available to small groups and large groups (with large groups regularly smashing castles and small groups smashing farms).
Inspiration
#1552 - 2014-01-17 20:25:51 UTC
Ranger 1 wrote:
The entire concept is a clever wrinkle to the risk vs reward concept.

This risk vs reward nonsense argument gets abused left, right and center...usually to bolster a bad idea or concept!

Risk vs reward is just one of many elements that makes up a game, and it is not even the most important one at that!

I can think of several other elements:

1. Mechanics/tools need to make sense in the story of the game.
2. It needs to be a fun and not beak other things ...win or loose....this is a game first!
3. Serious effort needs to be rewarding, not get punished.
4. Most elements should not be overly complex, nor time intensive...nor mandatory to deal with.

For most most people, a game is past time..relaxation or something to get their mind of work and/or problems. Some take it a bit more serious then others, but when you center everything around risk vs reward, you break not only the game, but peoples lives. A good example is 8 hour battles in 0.0...do i sleep or play a few more hours to give the alliance an edge.

I am serious!

Gizznitt Malikite
Agony Unleashed
Agony Empire
#1553 - 2014-01-17 20:30:35 UTC
Jenn aSide wrote:


Is "not going to work like you want it to" not a design flaw?

Anyone can loot at dotlan maps, see where someone is ratting, go there in an interceptor and force the ratter to scoop his ESS (if he can). If it gets scoops mt interceptor alt can drop a depot, fit a cloak, and sit there forever (or more easily bring in someone else to cloak or whatever.

As a player your choice is then keep doing that ad nauseam or gain your isk someplace less disruptable. For many, isk is a tool to use for other more fun things, the acquisition of it isn't for fun or adventure and is thus done as quickly and efficiently as possible.

A ratter can't be caught in null if he ain't in null man. We have a historical occurrence (the anom nerf) from which to judge the potential outcomes here. i don't know why you ignore that.


We look at dotlan now... fly out to systems that show ratting activity, and shotgun the system to catch ratters. Many people put cloaky alts in busy ratting systems in order to extort money from locals, in order to hotdrop ratters, and often just to disrupt ratting. Nullsec residence already deal with these interruptions and difficulties, and the ESS isn't going to alter that. Many of these groups, that already deal with these roamers, will easily utilize the ESS to boost profits. And if they can't, so what? They don't have to use it.

As I already stated, there are tons of excellent attributes to this mechanic, and it has excellent potential to be a good addition to the game!

Ranger 1
Ranger Corp
Vae. Victis.
#1554 - 2014-01-17 20:30:57 UTC  |  Edited by: Ranger 1
Inspiration wrote:
Ranger 1 wrote:
The entire concept is a clever wrinkle to the risk vs reward concept.

This risk vs reward nonsense argument gets abused left, right and center...usually to bolster a bad idea or concept!

Risk vs reward is just one of many elements that makes up a game, and it is not even the most important one at that!

I can think of several other elements:

1. Mechanics/tools need to make sense in the story of the game.
2. It needs to be a fun and not beak other things ...win or loose....this is a game first!
3. Serious effort needs to be rewarding, not get punished.
4. Most elements should not be overly complex, nor time intensive...nor mandatory to deal with.

For most most people, a game is past time..relaxation or something to get their mind of work and/or problems. Some take it a bit more serious then others, but when you center everything around risk vs reward, you break not only the game, but peoples lives. A good example is 8 hour battles in 0.0...do i sleep or play a few more hours to give the alliance an edge.


1. The story spun to justify this new mechanic has more thought put into it that most game mechanics do in other games.
2: True. Not sure what your point is.
3: Good thing there is a reward involved in this risk vs reward scenario.
4: If you want a simple game you've picked the wrong one, and you don't have to use this module.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Jenn aSide
Soul Machines
The Initiative.
#1555 - 2014-01-17 20:32:15 UTC
Inspiration wrote:
...do i sleep or play a few more hours to give the alliance an edge.


C. assign drones then go to sleep.
Ranger 1
Ranger Corp
Vae. Victis.
#1556 - 2014-01-17 20:33:14 UTC
Jenn aSide wrote:
Inspiration wrote:
...do i sleep or play a few more hours to give the alliance an edge.


C. assign drones then go to sleep.

Big smileBig smileBig smile

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Gizznitt Malikite
Agony Unleashed
Agony Empire
#1557 - 2014-01-17 20:37:21 UTC
Inspiration wrote:
Ranger 1 wrote:
The entire concept is a clever wrinkle to the risk vs reward concept.

This risk vs reward nonsense argument gets abused left, right and center...usually to bolster a bad idea or concept!

Risk vs reward is just one of many elements that makes up a game, and it is not even the most important one at that!

I can think of several other elements:

1. Mechanics/tools need to make sense in the story of the game.
2. It needs to be a fun and not beak other things ...win or loose....this is a game first!
3. Serious effort needs to be rewarding, not get punished.
4. Most elements should not be overly complex, nor time intensive...nor mandatory to deal with.

For most most people, a game is past time..relaxation or something to get their mind of work and/or problems. Some take it a bit more serious then others, but when you center everything around risk vs reward, you break not only the game, but peoples lives. A good example is 8 hour battles in 0.0...do i sleep or play a few more hours to give the alliance an edge.


1.) So get a story righter to explain the device in lore terms. I honestly don't care about the lore aspect.

2.) It doesn't break anything. You can choose not to use it and nothing is different for you (in regards to the module). The nerf to nullsec income is independent of the ESS.

3.) Serious effort is rewarded. If you can defend it, and you use it, you get more isk. If your system generates 100m in bounties an hour, this rewards you with an extra 5-10m in bounties.

4.) It is a pretty simple concept: Deploy it, and 15% of your bounties are confiscated. Access it and you can recover 20-25m for every 15m put in.

This generally wont cause you to lose sleep. It wont cause you to risk more then you choose to. It shouldn't have any effect on your relaxation, unless you choose to utilize it but can't cope with someone else usurping it.
Jenn aSide
Soul Machines
The Initiative.
#1558 - 2014-01-17 20:37:22 UTC
Gizznitt Malikite wrote:


We look at dotlan now... fly out to systems that show ratting activity, and shotgun the system to catch ratters. Many people put cloaky alts in busy ratting systems in order to extort money from locals, in order to hotdrop ratters, and often just to disrupt ratting. Nullsec residence already deal with these interruptions and difficulties, and the ESS isn't going to alter that. Many of these groups, that already deal with these roamers, will easily utilize the ESS to boost profits. And if they can't, so what? They don't have to use it.


The ESS is going to alter it, it will either need defending or a wasted toon to insta-scoop it if the owners use it. The raiders can use it as log off trap bait. The owners will have to destory the hostile one before resuming. etc etc.

Those are effects, tilting the scale more in the direction of "why am I screwing with this when I could be making the isk I want to by my new wormholing ship doing sister's missions in osmon?".

That's the point, it's not practical.

i hope CCP deploys it so you can see what really happens....till they fix it by removing it while mourning the last man-hours lol.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#1559 - 2014-01-17 20:46:40 UTC
Jenn aSide wrote:
Gizznitt Malikite wrote:


We look at dotlan now... fly out to systems that show ratting activity, and shotgun the system to catch ratters. Many people put cloaky alts in busy ratting systems in order to extort money from locals, in order to hotdrop ratters, and often just to disrupt ratting. Nullsec residence already deal with these interruptions and difficulties, and the ESS isn't going to alter that. Many of these groups, that already deal with these roamers, will easily utilize the ESS to boost profits. And if they can't, so what? They don't have to use it.


The ESS is going to alter it, it will either need defending or a wasted toon to insta-scoop it if the owners use it. The raiders can use it as log off trap bait. The owners will have to destory the hostile one before resuming. etc etc.

Those are effects, tilting the scale more in the direction of "why am I screwing with this when I could be making the isk I want to by my new wormholing ship doing sister's missions in osmon?".

That's the point, it's not practical.

i hope CCP deploys it so you can see what really happens....till they fix it by removing it while mourning the last man-hours lol.


Your grasping at straws, as your counterpoints are pretty thin!!!

If you use the ESS, you need to defend it. Your complaining because you have to defend it if and only if you use it? If your losing too much precious manpower utilizing it, then dont. I'm certain there are plenty of ratters out there that will find a means to utilize it.

And raiders can use it as a log off trap? If hostiles deploy it in an unsafe area, the blow it up! Use a sniping ship if you fear some log-on trap.

Have you thought about the traps you can set with it? Put it on grid with your POS, as well as a catch bubble, such that anyone warping to it from the ingate will land in a bubble next to a deathstar. Bubbles pull as far as the grid, so this is very easy to setup.

At the end of the day, if you don't' want to use it, you don't have to. At the end of the day, if you think missioning for SOE is a better use of your time, that has NOTHING to do with the ESS.
Inspiration
#1560 - 2014-01-17 20:47:11 UTC
Ranger 1 wrote:
Inspiration wrote:
Ranger 1 wrote:
The entire concept is a clever wrinkle to the risk vs reward concept.

This risk vs reward nonsense argument gets abused left, right and center...usually to bolster a bad idea or concept!

Risk vs reward is just one of many elements that makes up a game, and it is not even the most important one at that!

I can think of several other elements:

1. Mechanics/tools need to make sense in the story of the game.
2. It needs to be a fun and not beak other things ...win or loose....this is a game first!
3. Serious effort needs to be rewarding, not get punished.
4. Most elements should not be overly complex, nor time intensive...nor mandatory to deal with.

For most most people, a game is past time..relaxation or something to get their mind of work and/or problems. Some take it a bit more serious then others, but when you center everything around risk vs reward, you break not only the game, but peoples lives. A good example is 8 hour battles in 0.0...do i sleep or play a few more hours to give the alliance an edge.


1. The story spun to justify this new mechanic has more thought put into it that most game mechanics do in other games.
2: True. Not sure what your point is.
3: Good thing there is a reward involved in this risk vs reward scenario.
4: If you want a simple game you've picked the wrong one, and you don't have to use this module.


1. Thus it doesn't have to make sense, as long as there are weirder stories out there in other games?
2. The suggested deploy-able breaks things, many flaws have been described.
3. There is no rewards for those doing the real effort. Unless you now count warping to an undefended structure to grab isk is considered effort that compares to the pilots that generated that isk in the first place. For reasons you full well understand the structure will never be truely defensed, there is no risk vs reward to the ninja thief. Just reward.
4. I do not advocate simple, i just advocate against overly complex...as in more complex to reach a certain goal then is needed for fun, good game play and story line.

I am serious!