These forums have been archived and are now read-only.

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

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

The 'Local' chat issue

Author
Bane Nucleus
Dark Venture Corporation
Kitchen Sinkhole
#41 - 2014-04-02 00:42:21 UTC
Mike Voidstar wrote:
A reasonable response...

Except what is a reasonable amount of effort?


This is the million dollar question. Unfortunately, you also get a million different ideas. lol

I am not opposed to a maintained sov upgrade that scans the system for ships at a certain interval, but doesn't tell you who it is. It's just to let you know you aren't alone in the system. I do think that cloaked ships should be immune to this.

Keep in mind though that I am a pure wormholer, so take my null ideas with a grain of salt. I freely admit that my null experience is limited to finding a null sec wh and going roaming. In short, be gentle P

No trolling please

Mike Voidstar
Voidstar Free Flight Foundation
#42 - 2014-04-02 00:51:49 UTC
This is why I think that local is too comprehensive, but not evil in itself.

The level it would be reasonable to downgrade it to would not impair it's functioning with the sort of effort that goes into using it as an intel tool now. You would just set the bots to dock at a certain threshold of population rather than run on neuts or reds.

I see the minimum the local channel would provide would be population, with it being easily interrogated for further information. Depending on ship type it might be needed to get within several AU to tell what it is, and on grid to tell who it is unless the ship was broadcasting that information intentionally, as would be the case in SOV space occupied by it's own residents. Anytime Local pop was over the number of blues in system you get the same effect you get now.
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#43 - 2014-04-02 07:53:14 UTC
Modification of local chat in null is probably not that difficult (it's only a message bus) and those of us in w-space already instinctively perceive the benefits to gameplay - both for residents and invaders.

However, before this idea can gain traction we must find a way to convince CCP that it's worth investing dev effort in investigation and implementation.

The trick here is to address the needs of CCP. Since essentially we're asking them to spend money, we need to present them with some evidence that subscription numbers will increase as a result.

So if we truly want to see change in this area we need to do the following:

1. Convince the majority of 0-sec that it's a good idea. This will require careful modelling of the consequences and a thoughtful and thorough explanation of them to existing 0-sec dwellers.

2. Convince the CSM that the players want it.

3. Demonstrate to CCP that removing default local chat will attract new and more loyal players.

This will require some effort. People often like what they are comfortable with. The white paper that works through the local chat idea and its consequences for players will need to be deeply researched, carefully narrated and thorough.

It's important when presenting the idea to remember that those of us who choose w-space do because we like uncertainty and risk, which we perceive as fun. We like to be tested.

Many people who choose a null-bear (or hisec carebear) life do so because they enjoy precisely the opposite. They like certainty, rule-based play and every opportunity to progress without the risk of financial loss. This is not to be dismissed as it's a natural human trait for most human beings - acquisitiveness. It's the same instinct that makes it pleasing to watch your savings increase every month, and it's why people become sad if the stock market goes down.

Any change to local must therefore not diminish the available opportunity to committed ratters or miners in or near home systems since it will simply disenfranchise these people.

OK, so we can allow pools of comprehensive local chat in developed areas with nothing in-between, but what will be the consequence? Perhaps that null-bears will refuse to travel, ensuring that the areas without coverage are not only devoid of intel, they are also devoid of players, which is targets to you and me?

The removal of automatic, comprehensive local is a great idea. But its consequences to the player base are far-reaching. A very strong case will need to be made, backed with evidence and covering off all areas that could result in player dissatisfaction.

This is most likely the reason it has not happened yet.

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Shepard Wong Ogeko
Native Freshfood
Minmatar Republic
#44 - 2014-04-02 09:25:20 UTC
I'm still sort of lost on how much effort is enough effort, and what exactly is free about the intel from local.

The only thing local provides is a name. It doesn't tell me where someone entered and where they came from, or where in the system they are. Doesn't indicate what ship they are flying or how it is equipped. And it doesn't say anything about the intruder's intentions. Any information on them being an ally or enemy has to be set on the player's end already. Like, I can set everyone to be green or blue, or even set my own corporation to red.


I already have to expend effort to find out any other details. I have to right-click on the name in local to get the player's employment history. I have to sit on the gate or wormhole they came through to see what they are flying. If I want advanced notice of which entrance they will pass through, I need other players or a lot of alts watching neighboring systems or probing down wormholes as they spawn. I have to go look them up on killboards to see if they are a good PvP'er, or a bad one, or just some one who likes to ninja-plex. I have to set out bait or form up a fleet to trap them to find out what their ship's capabilities are.


I'm skeptical about changing local to delayed mode while buffing d-scan or adding sov upgrades, POS mods, or other deployable, doing anything to change nullsec dynamics. Pretty much every plan that gets cooked up can just lead to "fix local" threads being replaced with "fix (what ever replaced local)". If the improved D-scan updates automatically, wouldn't that be "free" too? Placing the D-scan window in a prominent position and watching it like a hawk isn't really that different from resizing the local window. If that name in local is now provided by a sov upgrade or POS module, and everyone installs it, what is the difference?

Most of the other valuable intel to swing fights one way or the other has to be gained through player effort already. Removing the name from local really doesn't change that. And if you just don't like local on principle, nothing is stopping you from moving to w-space. Just don't be surprised when you find w-space filled with its own breed of carebear, spamming D-scan and closing wormoles to shut out hostiles.
Mike Voidstar
Voidstar Free Flight Foundation
#45 - 2014-04-02 14:25:49 UTC
Shepard Wong Ogeko wrote:
I'm still sort of lost on how much effort is enough effort, and what exactly is free about the intel from local.

The only thing local provides is a name. It doesn't tell me where someone entered and where they came from, or where in the system they are. Doesn't indicate what ship they are flying or how it is equipped. And it doesn't say anything about the intruder's intentions. Any information on them being an ally or enemy has to be set on the player's end already. Like, I can set everyone to be green or blue, or even set my own corporation to red.


I already have to expend effort to find out any other details. I have to right-click on the name in local to get the player's employment history. I have to sit on the gate or wormhole they came through to see what they are flying. If I want advanced notice of which entrance they will pass through, I need other players or a lot of alts watching neighboring systems or probing down wormholes as they spawn. I have to go look them up on killboards to see if they are a good PvP'er, or a bad one, or just some one who likes to ninja-plex. I have to set out bait or form up a fleet to trap them to find out what their ship's capabilities are.


I'm skeptical about changing local to delayed mode while buffing d-scan or adding sov upgrades, POS mods, or other deployable, doing anything to change nullsec dynamics. Pretty much every plan that gets cooked up can just lead to "fix local" threads being replaced with "fix (what ever replaced local)". If the improved D-scan updates automatically, wouldn't that be "free" too? Placing the D-scan window in a prominent position and watching it like a hawk isn't really that different from resizing the local window. If that name in local is now provided by a sov upgrade or POS module, and everyone installs it, what is the difference?

Most of the other valuable intel to swing fights one way or the other has to be gained through player effort already. Removing the name from local really doesn't change that. And if you just don't like local on principle, nothing is stopping you from moving to w-space. Just don't be surprised when you find w-space filled with its own breed of carebear, spamming D-scan and closing wormoles to shut out hostiles.



My point exactly. Dscan as it currently exists is as stupid and unreasonable as it gets as a primary indication of what is in system. *Something* would have to replace local, and be almost as effective with a layer that can be interrogated to be just as effective.

And then you just changed the name of what is being complained about, because the solo predators of eve dont like challenge, they just want to drop in unawares on helpless prey and explode it at no risk to themselves.
Bane Nucleus
Dark Venture Corporation
Kitchen Sinkhole
#46 - 2014-04-02 15:08:12 UTC
Mike Voidstar wrote:


And then you just changed the name of what is being complained about, because the solo predators of eve dont like challenge, they just want to drop in unawares on helpless prey and explode it at no risk to themselves.


This is probably the biggest misconception about changing local. Speaking from experience in wh space, the hunter may have an advantage as far as being just a little harder to spot, but he is also at much great risk. The knife cuts both ways in this case. Not only is it harder for you to see what is out there, it's equally as hard for the hunter to see what might be waiting. I cannot count the number of times I've been baited. It's a fantastic experience all the way around.

Now, I understand that simply applying the wh space local to null won't work. You have infinite mass/stable entrances into system, on top of having cynos. However, you cannot argue that null local in it's current form provides a massive safety blanket to bears,botters, and anyone who wants to avoid pvp. This is supposed to be 0.0 security space. Lets make it as such.

No trolling please

Mike Voidstar
Voidstar Free Flight Foundation
#47 - 2014-04-02 15:26:49 UTC  |  Edited by: Mike Voidstar
There is another misconception you are overlooking.

SOV null is player owned empires. They should be as safe as the owners choose to put out the effort to make them. Lo Sec is what should, and is, most dangerous in known space. It is an area where the owners have decided that securing it is not worth the expense or effort. Local does not supply a safety blanket at all... The efforts of the players keeping the gates locked, systems clear, and standings updated does that. Why should that effort be meaningless?

Its an entirely different ballgame. Static belts, static entrances, stable routes for travel... All of this makes k-space a very different environment.

In general W-space is frequented by those looking for, or at least accepting of, a fight rather than an easy slaughter. This is not true of your average 'solo pvp' player in k-space. You see less of it in high sec because they actually lose their ship doing it, but lo sec stays much less occupied than the other two because it is full of people looking for easy kills with little consequence and less risk.

W-space is a much more random place, with out the assurance of finding helpless miners or specific hardened combat ships with no ewar or tackle fit.
Justin Cody
War Firm
#48 - 2014-04-02 16:15:08 UTC
Mike Voidstar wrote:
Shepard Wong Ogeko wrote:
I'm still sort of lost on how much effort is enough effort, and what exactly is free about the intel from local.

The only thing local provides is a name. It doesn't tell me where someone entered and where they came from, or where in the system they are. Doesn't indicate what ship they are flying or how it is equipped. And it doesn't say anything about the intruder's intentions. Any information on them being an ally or enemy has to be set on the player's end already. Like, I can set everyone to be green or blue, or even set my own corporation to red.


Just don't be surprised when you find w-space filled with its own breed of carebear, spamming D-scan and closing wormoles to shut out hostiles.



My point exactly. Dscan as it currently exists is as stupid and unreasonable as it gets as a primary indication of what is in system. *Something* would have to replace local, and be almost as effective with a layer that can be interrogated to be just as effective.

And then you just changed the name of what is being complained about, because the solo predators of eve dont like challenge, they just want to drop in unawares on helpless prey and explode it at no risk to themselves.


*shortened quotes for my brevity*

So Yes too Mr. Wong, you are lost. Most people who are npc'ing rely solely on the name popping up in local for intel as a manner of getting out of an anom (or at least aligning). As to the rest of it...they warp to a tower or station regardless of ship type as a safety measure. Those that don't are usually not paying attention anyhow. The intruders intentions are always assumed to be hostile even if in reality he/she is passing through. Any standings info in sov space is set at the alliance level. If you have separate standings and have adjusted priorities on your overview...well thats all well and good for you. That however has nothing to do with whether local is delayed or not.

As for carebears collapsing wormholes; you have no idea how many wormholes there are in space. No idea. I'll bet within 3 jumps in any direction you have a minimum of 3-5 wormholes. Some will be direct Null > Null, others will be to some W-space and others still will be Null > Low or Null > High sec. Many of these have a Maximum mass of 3 Billion KG...which it takes about 3 capital ships to collapse.

Regardless of collapsing, new wormholes can spawn at any time, or be opened up by those in lower class W-space (c3 and under) that have a Null Sec Static. They can roll those holes until they get one in a region they want.

To Mr. Voidstar,

D-Scan works fine, though the interface could use some work. Local intel does not have to be replaced with anything if it goes into delayed mode. I however am in-favor of sov blocs having the ability to upgrade a specific system with an ihub upgrade to get it back as instant. It should be costly...similar to what having a cyno jammer upgrade active costs. Heck couple it with a POS mod that can be disabled (killed) and that is even better.

The reason for this: Make null more fun for people who are in sub-sov fleets. Provide objectives and targets that will force the residents to fight back. So to maintain your instant local...if my gang of 10-20 Ishtars disables (incaps) your pos mod that corresponds with said upgrade...suddenly local chat is now 60 sec delayed. I can get more people in without you knowing. Heck they can get in and log off or black ops cyno in and log off and you'd never know.

The point is to get you to undock and fight and also to encourage residents to live in the space they hold. Deklein doesn't have a big problem with resident life but many other regions do. #dronelands, #cloudring, #renterspace. Local changes as part of an overall sov rules change is in order. This all goes well with the idea of empires losing control to capsuleers in an RP sense. Less CONCORD monitoring of local channels means slower updates.
Nikk Narrel
Moonlit Bonsai
#49 - 2014-04-02 16:21:29 UTC
If you like the idea of installing system upgrades to replace local, might I suggest this version:

Originally posted november 5th, as a response in a long thread of other items.

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.
Justin Cody
War Firm
#50 - 2014-04-02 16:29:19 UTC
I'd rather keep it a simple timed delay on updating. Just means every local is moderated as an attribute
Mike Voidstar
Voidstar Free Flight Foundation
#51 - 2014-04-02 16:59:36 UTC
Yes, if local were removed or delayed it would have to be replaced with something else similar.

The reason is simple. Hard tackle exists and PvE boats dont fight PvP boats, especially industry like mining and haulers. Make a way where non-combat ships cannot be directly targeted when escorted and we can discuss hunters being able to catch their prey just by undocking.

It is unreasonable to ask people to play the fish in a game of fish in a barrel.

EVE PvP is only balanced when it is combat ships vs. combat ships. An argument can be made for ratting and missioning, but mining and hauling are just stupid with no warning other than clicking Dscan every 5 seconds. These ships can at best fit non-inconsequential tanks, which only delays an explosion. Even mission boats are hampered by the needs of fitting for rats when it comes to PvP.

As I am all but certain no one wants non-combatants to be directly untargetable in space, then they need the warning to get clear or else we should just turn EVE into a spaceship version of Battlefield with no consequences other than just bad stats.

The Predator/Victim model EVE uses is to blame for this. Make fights about more than tears and killboards and you wont need for miners to click a button every 5 seconds or die.
Justin Cody
War Firm
#52 - 2014-04-02 17:17:01 UTC
Mike Voidstar wrote:
Yes, if local were removed or delayed it would have to be replaced with something else similar.

The reason is simple. Hard tackle exists and PvE boats dont fight PvP boats, especially industry like mining and haulers. Make a way where non-combat ships cannot be directly targeted when escorted and we can discuss hunters being able to catch their prey just by undocking.

It is unreasonable to ask people to play the fish in a game of fish in a barrel.

EVE PvP is only balanced when it is combat ships vs. combat ships. An argument can be made for ratting and missioning, but mining and hauling are just stupid with no warning other than clicking Dscan every 5 seconds. These ships can at best fit non-inconsequential tanks, which only delays an explosion. Even mission boats are hampered by the needs of fitting for rats when it comes to PvP.

As I am all but certain no one wants non-combatants to be directly untargetable in space, then they need the warning to get clear or else we should just turn EVE into a spaceship version of Battlefield with no consequences other than just bad stats.

The Predator/Victim model EVE uses is to blame for this. Make fights about more than tears and killboards and you wont need for miners to click a button every 5 seconds or die.


You sure have some strange opinions. You should guard your mining vessels while they mine. Even mining is a PvP activity. It can turn into one at any time and it should. You have other options by the way than D-scan. You can have a corp member keep cloaky eyes in adjacent system(s) or simply eyes on whatever gates you have in system. The same applies to wormholes btw. you can (with the right skills) do missions in a pvp fit boat and if you're doing low sec or null missions you are always in a pvp setting. If you are doing missions in high sec during a war dec or mis-click the duel offering or do something no matter how inadvertently to cause yourself to become suspect...then you deserve it.

EVE uses a sandbox model not a Predator/Victim (nice language choice there btw you'd make a good state propagandist) model. Also it would be Predator/Prey if you wanted to be correct with language. Anyhow PvP is never meant to be balanced in all cases. People get suicide ganked all the time in both 'pvp' and 'pve' ships. In-fact the common mistake people like you make is that there is PvE at all as an isolated system in game.

The only systems that are secured at all against this are the newbie starter systems. That is in the EULA and not a game mechanic and is widely regarded as a good move. CCP has steadfastly refused to extend that protection to the rest of high sec and for good reason. No one here is suggesting that local be taken completely away...hell it exists in w-space if you decide to use it to type.

It should be taken away so people such as yourself will learn to adapt. So you need a couple extra people to watch your back in a system? Who cares. If you mine in a bubbled dead end system and don't have any kind of intel in the form of alts or fellow members watching out for your operation then the aggressor should have a chance at catching you. Short of infiltrating your corp/alliance/massive blue list there are few ways to catch a group such as yours. Perhaps a well timed log-on trap and EVE skunk via a traitor to watch your internal EVE mails might work. Again all of this is allowed, but I'd rather not HAVE to join your corp or alliance to kill you.

K thx bye.
Nikk Narrel
Moonlit Bonsai
#53 - 2014-04-02 17:27:09 UTC
Mike Voidstar wrote:
The reason is simple. Hard tackle exists and PvE boats dont fight PvP boats, especially industry like mining and haulers.

Here is the problem.

PvE boats may not be PvP boats, in this context.
BUT, if we accept that, than we should also accept that stealth versions of ships are also no match for PvP boats.
They are less effective in combat, as well as wildly cost inefficient. Both aspects are believed to be accepted enough to use as a foundation, I believe.

Now, gate camps, which I feel are the expected line of defense for alliances claiming SOV in null, are quit capable of warning intel channels or stopping hostile PvP ships.
Often both.
This removes full capability level PvP ships from being a threat to PvE, since friendly forces can be reasonably expected to keep them away.
For systems intended for serious PvE use, it is not unreasonable to expect a cyno jammer. This removes them from being hot dropped onto targets as well.

I believe that accounts for PvP ships, in regards to this context.

In my opinion, the PvE ships need to be upgraded so that they can fight against the cloaked shipping itself.
If hot dropping is eliminated entirely, I feel it needs to be balanced so that it does not remove the means to corner target ships as well.
I can suggest methods that would kill hot dropping, but still leave cyno usage for transport relatively intact.
(Example: force a cyno spool up time, which has zero presence of any beacon on the overview until the spool up completes)
Noone would want to be on grid with a target during the spool up, and the cyno ship would be scannable and vulnerable during the spool up period.

I think noone seriously wants to send PvE ships out on roams, but that does not block them from being able to fight stealth craft well enough to welcome the opportunity to do so.
Justin Cody
War Firm
#54 - 2014-04-02 17:40:55 UTC  |  Edited by: Justin Cody
There is no such thing as a pve ship.

Example:

Raven: You may fit it with or without regards to PvP.

Skiff: The same you may fit additional warp core stabilizer or maximize for mining throughput.

Mining barges can fit combat drones - in a group those drones can kill off light tackle effectively.

Orca: can use combat drones - be fit with significant shield and structure tanks (fun to bait with for pvp but expensive)

Rorqual: Capital class shield tank - hilarious bait and sometimes smart to avoid a skilled pilot with back up.

No you don't see Orca fleets or Rorqual or even barge fleets because they are meant to be specialized for other activities. However they are PvP capable ships and have often been used as part of a trap quite effectively.
Mike Voidstar
Voidstar Free Flight Foundation
#55 - 2014-04-02 18:20:39 UTC
Justin Cody wrote:
Mike Voidstar wrote:
Yes, if local were removed or delayed it would have to be replaced with something else similar.

The reason is simple. Hard tackle exists and PvE boats dont fight PvP boats, especially industry like mining and haulers. Make a way where non-combat ships cannot be directly targeted when escorted and we can discuss hunters being able to catch their prey just by undocking.

It is unreasonable to ask people to play the fish in a game of fish in a barrel.

EVE PvP is only balanced when it is combat ships vs. combat ships. An argument can be made for ratting and missioning, but mining and hauling are just stupid with no warning other than clicking Dscan every 5 seconds. These ships can at best fit non-inconsequential tanks, which only delays an explosion. Even mission boats are hampered by the needs of fitting for rats when it comes to PvP.

As I am all but certain no one wants non-combatants to be directly untargetable in space, then they need the warning to get clear or else we should just turn EVE into a spaceship version of Battlefield with no consequences other than just bad stats.

The Predator/Victim model EVE uses is to blame for this. Make fights about more than tears and killboards and you wont need for miners to click a button every 5 seconds or die.


You sure have some strange opinions. You should guard your mining vessels while they mine. Even mining is a PvP activity. It can turn into one at any time and it should. You have other options by the way than D-scan. You can have a corp member keep cloaky eyes in adjacent system(s) or simply eyes on whatever gates you have in system. The same applies to wormholes btw. you can (with the right skills) do missions in a pvp fit boat and if you're doing low sec or null missions you are always in a pvp setting. If you are doing missions in high sec during a war dec or mis-click the duel offering or do something no matter how inadvertently to cause yourself to become suspect...then you deserve it.

EVE uses a sandbox model not a Predator/Victim (nice language choice there btw you'd make a good state propagandist) model. Also it would be Predator/Prey if you wanted to be correct with language. Anyhow PvP is never meant to be balanced in all cases. People get suicide ganked all the time in both 'pvp' and 'pve' ships. In-fact the common mistake people like you make is that there is PvE at all as an isolated system in game.

The only systems that are secured at all against this are the newbie starter systems. That is in the EULA and not a game mechanic and is widely regarded as a good move. CCP has steadfastly refused to extend that protection to the rest of high sec and for good reason. No one here is suggesting that local be taken completely away...hell it exists in w-space if you decide to use it to type.

It should be taken away so people such as yourself will learn to adapt. So you need a couple extra people to watch your back in a system? Who cares. If you mine in a bubbled dead end system and don't have any kind of intel in the form of alts or fellow members watching out for your operation then the aggressor should have a chance at catching you. Short of infiltrating your corp/alliance/massive blue list there are few ways to catch a group such as yours. Perhaps a well timed log-on trap and EVE skunk via a traitor to watch your internal EVE mails might work. Again all of this is allowed, but I'd rather not HAVE to join your corp or alliance to kill you.

K thx bye.


...and your scouts would use, wait for it, local or a local equivalent, or Dscan in its current state-- poor as it is for a primary intel tool.

You dont get around the need for local by using scouts, because the scouts need something functionally similar as well.

Yes, there is the tired old EVE is all PvP chestnut where even miners are PvPing in their own way. Its oversimplifying in an amazingly skewed way to make a far reaching point... But ok. Fact is those ships were created and balanced with instant notification of new pilots in system in mind, have few if any direct combat abilities, and are not meant to engage in direct combat, just survive it a few seconds more in hopes of rescue.

There is no way in game to effectively escort non-direct-combat ships. Suicide ganks in high sec prove this every day. Thier only real defense is evasion, and hard tackle means that evasion must occur preemptively or not at all.

The model is predator/victim. Prey is useful to the predator as a means of food and survival. Victims suffer purely for the amusement of their abusers. EVE PvP, especially solo hunters or combats involving hauling and mining ships, are about the amusement of the hunter with material profit being almost purely incidental. There is little in EVE that is all that limited a resource that it would not be easier to harvest for yourself than prey upon those who can.
Justin Cody
War Firm
#56 - 2014-04-02 18:54:06 UTC
Mike Voidstar wrote:
Justin Cody wrote:
[quote=Mike Voidstar] Stuff I said.


...and your scouts would use, wait for it, local or a local equivalent, or Dscan in its current state-- poor as it is for a primary intel tool.

You dont get around the need for local by using scouts, because the scouts need something functionally similar as well.

Yes, there is the tired old EVE is all PvP chestnut where even miners are PvPing in their own way. Its oversimplifying in an amazingly skewed way to make a far reaching point... But ok. Fact is those ships were created and balanced with instant notification of new pilots in system in mind, have few if any direct combat abilities, and are not meant to engage in direct combat, just survive it a few seconds more in hopes of rescue.

There is no way in game to effectively escort non-direct-combat ships. Suicide ganks in high sec prove this every day. Thier only real defense is evasion, and hard tackle means that evasion must occur preemptively or not at all.

The model is predator/victim. Prey is useful to the predator as a means of food and survival. Victims suffer purely for the amusement of their abusers. EVE PvP, especially solo hunters or combats involving hauling and mining ships, are about the amusement of the hunter with material profit being almost purely incidental. There is little in EVE that is all that limited a resource that it would not be easier to harvest for yourself than prey upon those who can.


What are you smoking. The scout would use his eyeballs and see ships landing at your in-gate. Not local. Maybe if you're in a pipe you sit the scout 2 or 3 jumps out so you have even more time.

I didn't over-simplify jack squat I just gave you an answer you don't like. No ships are created with the idea of instant local in mind. The model is sandbox...that means PvP is non-consensual no matter what. It is clear to me you have exactly zero experience in anything except being the target of ganks. You must wake up with visions of bloody mist and miner corpses littering the space-scape like so much a post-apocalyptic horror scene.

So yes you get around the local issue quite easily if you have half a brain. my lord I'm starting to think that CCP spoiled miners with barges and rorquals and orcas. **back in the day** we used to slap on a full rack of t2 miners on our apocalypse battleships and mine in a belt. We didn't have any fancy anomalies! We didn't have meta-ores. We were lucky if we had Harvester mining drones and a skilled iteron mk V pilot!.

We'd sit in a low sec belt mining and have combat drones and people to assist us if someone tried to come in and steal our precious bodily fluids erm...ore. Seriously if you're having trouble just harden the "F" up. (HTFU - also a song by the CCP band, Permaband). It isn't just an abstract concept...its a motto and part of the design philosophy of EVE.

*tightens onion belt and walks up hill both ways in a blizzard*
WouldYouEver HaveSexWith aGoat
Doomheim
#57 - 2014-04-02 18:57:32 UTC
If I'm understanding correctly:

High-sec still has normal local
Low-sec has delayed local
NPC null has delayed local
Player null has normal local if proper module (requiring sov in system) is deployed, else no local

If so, me likey.
Justin Cody
War Firm
#58 - 2014-04-02 19:03:42 UTC
WouldYouEver HaveSexWith aGoat wrote:
If I'm understanding correctly:

High-sec still has normal local
Low-sec has delayed local
NPC null has delayed local
Player null has normal local if proper module (requiring sov in system) is deployed, else no local

If so, me likey.


correct-amundo with one caveat.

- I'd allow an upgrade for FW space similarly though with limited duration like the cyno jamming
Shepard Wong Ogeko
Native Freshfood
Minmatar Republic
#59 - 2014-04-02 20:05:07 UTC
Justin Cody wrote:

What are you smoking. The scout would use his eyeballs and see ships landing at your in-gate. Not local. Maybe if you're in a pipe you sit the scout 2 or 3 jumps out so you have even more time.



And watching a gate is game play that is so engaging that some one will pay $15 a month just to do that.
Nikk Narrel
Moonlit Bonsai
#60 - 2014-04-02 20:27:44 UTC
Shepard Wong Ogeko wrote:
Justin Cody wrote:

What are you smoking. The scout would use his eyeballs and see ships landing at your in-gate. Not local. Maybe if you're in a pipe you sit the scout 2 or 3 jumps out so you have even more time.



And watching a gate is game play that is so engaging that some one will pay $15 a month just to do that.

You have a good point.

So, why don't we focus on playing the more interesting parts over the tedious time sinks.
While we are at it, keep in mind that a good chunk of PvE is a mindless time sink, which could be streamlined or at least made more interesting.

I suggest having people show up to shoot at you, and giving you a positive incentive to want to shoot back at them.
I suggest pilot skill be the major factor, followed by equipment and number of other pilots involved.
We are fussing over stealthed second rate combat ships showing up, and effectively defenseless PvE ships running because they too often are outclassed by anything not designed for PvE.

Let's make these two, the stealthy flying pricetags and the slowboating income generators, fight each other on even terms.
Neither is expected to stand up to a front line PvP ship, but why they should endlessly chase each other into a cycle of stalemating frustration seems pointless.

Let the stealthed guy catch the PvE guy, but have the PvE guy be happy about it just as much too.

I showed up to play a game, not want to run from it because my ship can't seriously earn while being in fighting form.

TL:DR; The real problem is that PvE ships can't fight back, so have a standing incentive to avoid playing anything but the time sink aspect.