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Siphon Units getting buffed or just more unfinished content?

First post
Author
Inquisitor Kitchner
The Executives
#21 - 2014-04-22 11:27:24 UTC
As someone in a nullsec alliance who benefits more from siphons being useless than useful, I have to say I agree with the OP.

Siphons are an interesting dynamic as it forces POS owners to actually chceck on their POS to kill siphons. Yes they usually do that with a series of alts, but if the alt is constantly in the POS it's not earning money, meaning there is sort of an incentive not to just create an alt for every POS.

Yes the POS owners have displayed the player qualities that make EVE great: devious cunning combined with an intricate understanding of game mechanics.

No this does not make it an "exploit", the content has a flaw anyone can use and players are simply using it. However anyone defending this as "outsmarting" anyone is really naive.

I am a terrible EVE player and it would take me considerably longer to think of this tactic or any others that are similar on my own, if I ever thought of them at all. However now I do not need to engage brain like the first people who discovered the trick as it's on most guides, forums, it's now common knowledge etc.

So now you don't need to think at all due to broken content and common knowledge to render the siphons totally useless. This isn't outsmarting anyone any more then dropping an AoE doomsday on someone was: it's just bad content.

I think siphons that target specific things are a great idea, especially if they are larger so it limits the number you can carry and the ships you can use to deploy them. If they are introduced it means that in order to fully protect yourself you need to log alts on at POS every day a t a minimum, which is fine as then it's doing what it is intended to do: provide small organisations a way of hassling, but not defeating, larger ones.

"If an injury has to be done to a man it should be so severe that his vengeance need not be feared." - Niccolo Machiavelli

Salvos Rhoska
#22 - 2014-04-22 11:28:51 UTC
Siphons need a second Dev cycle.

Its an interesting concept, a daring one, and above all, novel.

I dont blame CCP, in the least bit, for not getting it quite right on the first attempt.
Its an unusual mechanic, and one that I cant think of any direct equivalent of from any other game.

It does, however, still need improvement, and I support discussion on it, though ofc I, as others, do not agreee with every suggestion made.
Brewlar Kuvakei
Adeptio Gloriae
#23 - 2014-04-22 13:11:22 UTC
Ramona McCandless wrote:
Salvos Rhoska wrote:
I agree with OP.

if they do have another syphon, how about one that syphons fuel.


That is the best idea for Siphons ever! The end results would be hilarious to those POS managers not paying attention.

Please CCP we need a dedicated moon goo siphon and a dedicated fuel block siphon, you're the best CCP your pal Brewlar.
Brewlar Kuvakei
Adeptio Gloriae
#24 - 2014-04-23 15:13:01 UTC
Please keep this on topic its about the siphon and the exploit that makes em pointless. We need a dev cto clarify if a moon goo only siphon is getting brought in soon or are siphons to be placed in long term storage next to Anaconda mines?
Dlareme
Space Ants
Brave Collective
#25 - 2014-04-23 15:57:49 UTC
I agree with the OP, if you're going to steal something why would you ever steal the item that has a lower value? I applaud the cleverness the POS owners are using to counter siphoning units. However, the current mechanic doesn't make sense. Heck we don't even have to be able to choose what materials the siphon unit steals as long as it steals the most valuable item being produced. Also, why does the siphoning unit have the character who deployed it name on it? If your gonna steal something at least make it to where the thief doesn't leave his name and number on a piece of paper.

I realize that most of these complaints can be either countered by using an alt or more siphoning units. However, I am asking for an improvement to a currently convoluted system that just "doesn't make sense". Sure, there's ways to work around it, but wouldn't it be awesome if it just worked how common sense dictates it should?

Either way, that's just my opinion. I don't really use the things too often, but I love the idea of them. Hopefully they'll be improved upon in a patch and rekindle my thieving heart.
Lucas Kell
Solitude Trading
S.N.O.T.
#26 - 2014-04-23 16:11:22 UTC
The problem is that people want to use siphons to make huge amounts of isk with no effort. They want to dump down a bunch of siphons and periodically go back to them and just pick up their dollar like it's PI or something. They were not put in as a lazy mans passive income, they were put in to generate fights. Making them steal more valuable loot isn't going to encourage the risk averse people placing them to fight.

If they do make them steal more valuable loot, then at the very least the POS should shoot them so you have to declaw the POS. Why should you be able to come swinging in with a cheap structure, dump and run then just fly by periodically in a cloaky hauler to gather up your loot?

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Dlareme
Space Ants
Brave Collective
#27 - 2014-04-23 16:33:39 UTC  |  Edited by: Dlareme
Lucas Kell wrote:
The problem is that people want to use siphons to make huge amounts of isk with no effort. They want to dump down a bunch of siphons and periodically go back to them and just pick up their dollar like it's PI or something. They were not put in as a lazy mans passive income, they were put in to generate fights. Making them steal more valuable loot isn't going to encourage the risk averse people placing them to fight.

If they do make them steal more valuable loot, then at the very least the POS should shoot them so you have to declaw the POS. Why should you be able to come swinging in with a cheap structure, dump and run then just fly by periodically in a cloaky hauler to gather up your loot?


Because that's what being a thief is. You steal things, you put no effort into making them, processing them, working on them. These units, from what I recall, were a way for smaller groups of people to "stick it to" the large corporations that own a crap ton of space who don't guard their assets properly. You make it sound like thieves are a brave bunch of warriors looking for a good fight. I really don't think these units were put in the game to generate fights, I think they were put in to make people actually guard their assets instead of coming by once a week to pick up their moon goo like"lazy men".

I prefer covops gameplay though, so this is just a personal preference.
Lucas Kell
Solitude Trading
S.N.O.T.
#28 - 2014-04-23 16:47:04 UTC
Dlareme wrote:
Lucas Kell wrote:
The problem is that people want to use siphons to make huge amounts of isk with no effort. They want to dump down a bunch of siphons and periodically go back to them and just pick up their dollar like it's PI or something. They were not put in as a lazy mans passive income, they were put in to generate fights. Making them steal more valuable loot isn't going to encourage the risk averse people placing them to fight.

If they do make them steal more valuable loot, then at the very least the POS should shoot them so you have to declaw the POS. Why should you be able to come swinging in with a cheap structure, dump and run then just fly by periodically in a cloaky hauler to gather up your loot?


Because that's what being a thief is. You steal things, you put no effort into making them, processing them, working on them. These units, from what I recall, were a way for smaller groups of people to "stick it to" the large corporations that own a crap ton of space who don't guard their assets properly. You make it sound like thieves are a brave bunch of warriors looking for a good fight. I really don't think these units were put in the game to generate fights, I think they were put in to make people actually guard their assets instead of coming by once a week to pick up their moon goo like"lazy men".

I prefer covops gameplay though, so this is just a personal preference.
you say "don;t guard there assets properly", in what way? They set up the POS, they set up it's security, they monitor them closely. They use every mechanic available to ensure their safety. Do you expect them to have to stand guard 24/7, just in case a random wants to fly past, dump a cheap structure (avoiding all weapons and notifications on the POS), then wait for the product to roll in?

I get what you are saying, but it's hardly a balanced mechanic to have one side have to take no risk beyond the cheap structure while the other side has to constantly monitor their asset while paying hundreds of millions a month in fuel costs. The way they work at the moment, a POS owner can plan to avoid siphons. What the OP is suggesting is essentially a way to supercharge the siphons so they get even more reward with no additional risk, and the only way a POS owner can deal with it is having 24/7 eyes on a POS, which is ridiculous.

Realistically though, why should someone be able to set up a siphon on a POS that has been set up with defensive structures? If it was a POS set up with no guns or bad security settings, sure, but a POS set up to defend itself should fire on enemy structures unless declawed.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Dlareme
Space Ants
Brave Collective
#29 - 2014-04-23 17:20:14 UTC
So you want a war party to come in and blow up all the defensive structures. This does not qualify as "sneaky" to me. I also understand where you're coming from. It is unlikely that you can have people guard 24/7 but if you had people come by once every three to four hours just to check if everything is OK, then most problems would be solved. People who put up a lot of guns and never come back but once or twice a week to pick up their moon goo are the ones who have problems.

The hundred million isk a month seems fairly small in comparison to the amount of isk being made off R64 moon goo. So not much sympathy there from me. I see the OPs post as a fix to something that is not currently working as common sense dictates it should. I understand where you're coming from though. People found a way to fight back without actually having to fight, good for them. I believe that the way it's being done doesn't make any sense. I will agree that siphoning units are fine price wise though. They're selling at about an average of 15mil in dodixie, which I think is a fair price. So a price decrease isn't really needed.

Tl;Dr: I disagree but see where you're coming from and respect your opinion.

Sorry, forgot to get the quote chain going there.
Enaris Kerle
Deep Core Mining Inc.
Caldari State
#30 - 2014-04-23 18:36:34 UTC
Dlareme wrote:
However, I am asking for an improvement to a currently convoluted system that just "doesn't make sense".

good luck, we've been asking for a sov overhaul for years

Gallente born and raised, and tutored as a pleasure slave and courtesan to the exotic tastes of the Amarri court. Jade's career veered violently off course when a diplomatic envoy's transport was blown to pieces in mysterious circumstances and she was rescued from the escape pods by the enigmatic genetic mastermind Athule Snanm.

Lucas Kell
Solitude Trading
S.N.O.T.
#31 - 2014-04-23 18:49:51 UTC
Dlareme wrote:
So you want a war party to come in and blow up all the defensive structures. This does not qualify as "sneaky" to me. I also understand where you're coming from. It is unlikely that you can have people guard 24/7 but if you had people come by once every three to four hours just to check if everything is OK, then most problems would be solved. People who put up a lot of guns and never come back but once or twice a week to pick up their moon goo are the ones who have problems.
It's a game, not a career. Things are supposed to be fun, you shouldn't have to perform chores.

Dlareme wrote:
The hundred million isk a month seems fairly small in comparison to the amount of isk being made off R64 moon goo. So not much sympathy there from me. I see the OPs post as a fix to something that is not currently working as common sense dictates it should. I understand where you're coming from though. People found a way to fight back without actually having to fight, good for them. I believe that the way it's being done doesn't make any sense. I will agree that siphoning units are fine price wise though. They're selling at about an average of 15mil in dodixie, which I think is a fair price. So a price decrease isn't really needed.
So why do people not have to pay a fuel cost to run the siphons? Why do they get to run for free? They don't have to do any real setup, they don't have to fight, they just fly along and in under 30 seconds you are set up with no further costs. Rinse and repeat moon after moon for risk free passive income. Even if only half of them stick, you're quids in.

And while an R64 does generate good income, you have a lot of sunk costs and have to use freighters to ship to volume of materials about to make decent income off of it, and it takes considerably more to set up. The whole "but moons makes so much moneys!" is just a load of bull from people who act like the combined moon goo income is high compared with their solo income, but it's not solo income, it takes a lot of people to support and maintain. There's a reason why renting is so popular, an it's because moon goo income is not scalable to groups. In truth, it would be better to strip it out completely and have it collectible in smaller portions as solo ventures.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

PotatoOverdose
School of Applied Knowledge
Caldari State
#32 - 2014-04-23 18:58:49 UTC
Lucas Kell wrote:
So why do people not have to pay a fuel cost to run the siphons? Why do they get to run for free? They don't have to do any real setup, they don't have to fight

The fuel cell cost is integrated into the siphon package, thats why they cost 11-15 mil.

Also, I would totally love it if my siphons got a reinforcement timer so that I could actually show up to fight for them, instead of them just getting blapped in a minute by the first guy to man the pos guns. Say a 4-6 hour reinforcement timer.
Dlareme
Space Ants
Brave Collective
#33 - 2014-04-23 18:59:56 UTC
Enaris Kerle wrote:
Dlareme wrote:
However, I am asking for an improvement to a currently convoluted system that just "doesn't make sense".

good luck, we've been asking for a sov overhaul for years


Yep.
Lucas Kell
Solitude Trading
S.N.O.T.
#34 - 2014-04-23 19:10:17 UTC
PotatoOverdose wrote:
Lucas Kell wrote:
So why do people not have to pay a fuel cost to run the siphons? Why do they get to run for free? They don't have to do any real setup, they don't have to fight

The fuel cell cost is integrated into the siphon package, thats why they cost 11-15 mil.

Also, I would totally love it if my siphons got a reinforcement timer so that I could actually show up to fight for them, instead of them just getting blapped in a minute by the first guy to man the pos guns. Say a 4-6 hour reinforcement timer.
So a one off cost is comparable to an ongoing maintenance, and the fact that it pays for itself in under a day sounds like a reasonable price?

And while a reinforcement timer would help encourage fights, at the rate they can be scattered out across moons it would mean people have hundreds of timers to contest with all day.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

PotatoOverdose
School of Applied Knowledge
Caldari State
#35 - 2014-04-23 19:21:19 UTC  |  Edited by: ISD Ezwal
Lucas Kell wrote:
PotatoOverdose wrote:
Lucas Kell wrote:
So why do people not have to pay a fuel cost to run the siphons? Why do they get to run for free? They don't have to do any real setup, they don't have to fight

The fuel cell cost is integrated into the siphon package, thats why they cost 11-15 mil.

Also, I would totally love it if my siphons got a reinforcement timer so that I could actually show up to fight for them, instead of them just getting blapped in a minute by the first guy to man the pos guns. Say a 4-6 hour reinforcement timer.
So a one off cost is comparable to an ongoing maintenance, and the fact that it pays for itself in under a day sounds like a reasonable price?

And while a reinforcement timer would help encourage fights, at the rate they can be scattered out across moons it would mean people have hundreds of timers to contest with all day.

So you're saying it is/would be harder for large entities and coalitions to maintain control over the flow of moon minerals, thereby breaking up the cartel dynamics that have been in play for years?

*AHEM*

Working as intended.

*Snip* Removed reply to a deleted post. ISD Ezwal.
Lucas Kell
Solitude Trading
S.N.O.T.
#36 - 2014-04-23 19:30:27 UTC
PotatoOverdose wrote:
Lucas Kell wrote:
PotatoOverdose wrote:
Lucas Kell wrote:
So why do people not have to pay a fuel cost to run the siphons? Why do they get to run for free? They don't have to do any real setup, they don't have to fight

The fuel cell cost is integrated into the siphon package, thats why they cost 11-15 mil.

Also, I would totally love it if my siphons got a reinforcement timer so that I could actually show up to fight for them, instead of them just getting blapped in a minute by the first guy to man the pos guns. Say a 4-6 hour reinforcement timer.
So a one off cost is comparable to an ongoing maintenance, and the fact that it pays for itself in under a day sounds like a reasonable price?

And while a reinforcement timer would help encourage fights, at the rate they can be scattered out across moons it would mean people have hundreds of timers to contest with all day.

So you're saying it is/would be harder for large entities and coalitions to maintain control over the flow of moon minerals, thereby breaking up the cartel dynamics that have been in play for years?

*AHEM*

Working as intended.
No, I'm saying it provides risk averse people with a risk free way of making passive income with nearly no effort, and further makes moon income pointless to even bother with. If they took away all of the moons tomorrow, nothing would change, since the income they make is pocket change when compared to rental income, so don't kid yourself into thinking this is about breaking up "the cartels". I'd personally much rather moon income was actively resourced like mineral mining, but that's unlikely to happen. I certainly wouldn't say buffing another passive income source is a good way to deal with a problem caused by a passive income source.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Dlareme
Space Ants
Brave Collective
#37 - 2014-04-23 19:31:19 UTC
It just doesn't make sense "to me" that it works that way mechanically.

If CCP says: "Nah, we like it this way, and it totally makes sense that a high tech piece of equipment designed to steal things is stealing the crappy materials over the good materials" Then whatevs. That's their call.
Lucas Kell
Solitude Trading
S.N.O.T.
#38 - 2014-04-23 19:41:58 UTC
Dlareme wrote:
It just doesn't make sense "to me" that it works that way mechanically.

If CCP says: "Nah, we like it this way, and it totally makes sense that a high tech piece of equipment designed to steal things is stealing the crappy materials over the good materials" Then whatevs. That's their call.
It's stealing whatever's at the end of the chain. You want it to steal specific materials so you can make sure you can maximise your risk free income. I'd really like it if freighters always dropped the most expensive loot, but I guess we're both **** out of luck.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

PotatoOverdose
School of Applied Knowledge
Caldari State
#39 - 2014-04-23 19:45:09 UTC  |  Edited by: PotatoOverdose
Lucas Kell wrote:
No, I'm saying it provides risk averse people with a risk free way of making passive income with nearly no effort,

Yes, flying into a 50,000 character coalitions space, bypassing gatecamps, defense fleets, lighting up intel channels, etc., flying up to a gunned tower with defense modules that have a random (between 1 and 30 second) lock delay time (god help you if you lag a bit), anchoring a module, and looting said anchored modules at a precisely predictable location EACH F****** TIME is RISK FREE.

Definitely less risky then being faceless member #47239 of huge coalition X and following orders like a good little munchkin. Roll

While coalitions may deserve credit for securing their space, of the two (the siphoner versus random faceless coalition member #47239), the siphoner takes a far greater risk in his day to day operations. Risk averse my a**.
Dlareme
Space Ants
Brave Collective
#40 - 2014-04-23 19:52:04 UTC  |  Edited by: Dlareme
PotatoOverdose wrote:
Lucas Kell wrote:
No, I'm saying it provides risk averse people with a risk free way of making passive income with nearly no effort,

Yes, flying into a 50,000 character coalitions space, bypassing gatecamps, defense fleets, lighting up intel channels, etc., flying up to a gunned tower with defense modules that have a random (between 1 and 30 second) lock delay time (god help you if you lag a bit), anchoring a module, and looting said anchored modules at a precisely predictable location EACH F****** TIME is RISK FREE.

Definitely less risky then being faceless member #47239 of huge coalition X and following orders like a good little munchkin. Roll

While coalitions may deserve credit for securing their space, of the two (the siphoner versus random faceless coalition member #47239), the siphoner takes a far greater risk in his day to day operations. Risk averse my a**.


^ This