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[Kronos] Factional Warfare Complex Improvements

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Domanique Altares
Rifterlings
#321 - 2014-05-16 03:04:17 UTC
Flyinghotpocket wrote:
this is a MMO MASSIVELY MULTI(p)LAYER


I assume you mean MASSIVELY MULTI ALT?
Flyinghotpocket
Small Focused Memes
Ragequit Cancel Sub
#322 - 2014-05-16 04:51:04 UTC
Domanique Altares wrote:
Flyinghotpocket wrote:
this is a MMO MASSIVELY MULTI(p)LAYER


I assume you mean MASSIVELY MULTI ALT?

yup for the people on my side its multi alt. for the people against me its multiplayer :)

Amarr Militia Representative - A jar of nitro

RavenTesio
Liandri Corporation
#323 - 2014-05-16 04:53:09 UTC
CCP Fozzie wrote:
Hello everyone. Those of you who were at the Fanfest FW roundtable heard a bit about some improvements to FW complexes that we have planned for Kronos. Time for some details!

We are making changes to three aspects of the FW complexes:

  • New Large Outposts
  • NPC and Spawning Changes
  • Cloaking prevention within capture range


Alright so let's break this down:
1 - New Large Outposts - First hopefully it will be called a Capital Output with the Focus as Capital / Battleship Groups.
This idea is nice if you can get the spawn balance right, which I think 1-4 Per Day (equalling a max of 8% capture) sure why not. That would be quite cool and fairly well balanced as I said if it's Capital Focused with a Cyno-Jammer active to prevent hot-drops from certain douchbag groups who have too many of them and troll low-sec cause they got owned in Null.

2 - NPC and Spawning Changes - While I have no issues with the Respawning Enemies as it can get quite dull doing nothing for 10-20 minutes... something I would suggest is they ONLY Respawn if there are no enemies in System.
As it will always inbalance favouring the agressor if they happen to jump in the second a spawn happens, in group plexing not a big deal but small / solo groups especially for newer players this will turn the tide dramatically against them.

Secondly, if you increase the DPS / Alpha required to destroy them you've just basically screwed EVERY new Player looking to get in to PvP from having any means of income. It might seem like a solution to the "low-dps farmers" but it isn't.

I remember when the dicussion of changes to the NPCs originally came about, something I suggested was making them on-par with PvP Fits... I still believe that is the better route to take, as really these Complexes will always be a walk in the park for veteran players; instead use them as a form of "Trial by Fire" for rookie players to learn the standard role for most of the Ships they're likely to go up again.

They don't have to be amazing, but equal to say a Level 3-4 Skills player would definately make them a good challenge for newer players and teach them to adapt to what each of the ships can do, instead of being surprised. I mean at Fan Fest you guys said you wanted to know how to engage players more with tutorials... simple you don't need them, people learn better through doing.

I mean how are they going to know a Griffin will shut them down, or dealing with Tristan Drones is pointless, or a Slicer is just going to kite like a *****... certainly not in PVP because against real players those fights last less than 10 seconds; they learn nothing. If they're learning NPCs that are 'common pvp fit' that no doubt someone will make a wiki for them to learn, you have yourself a system where they have time to learn, understand and memorise.

3 - Cloaking Prevention in Capture Range - No! Cloaking is an entirely legitimate form of warfare, now if you want to add something to the beacon that say if they're within 30km of the beacon you can active something to "ping" and it returns if there are any cloaked ships near by that would be fine. Provided the timer for activating it was say every 5minutes and it took 5 seconds to activate with some visual telegraph.

That gives both sides a means of cat and mouse gameplay which would be interesting.

If you want to basically disable anything in a Complex... Warp Stablisers, I mean seriously I shouldn't even have to be saying this. The sheer number of times I've screamed at my screen because some farming ******** has 2-3 stabs on them .... no those things need to be shut the hell off within a complex leaving them to the mercy of the NPCs that should be PVP Fit.
Diana Mabata
Deep Core Mining Inc.
Caldari State
#324 - 2014-05-16 07:15:20 UTC
I'm all for all of these changes. The one thing that really pisses me off are the people that aren't in FW bitching about this. I say if you're going to change anything about this the first thing should be No nutes can use the gate. These weekend pvper's are starting to **** me off. Efing man up and be pvp 24/7 not just when you and 15 friends want to come mess with us and our systems.
Deerin
East Trading Co Ltd
#325 - 2014-05-16 07:46:41 UTC
RavenTesio wrote:

3 - Cloaking Prevention in Capture Range - No! Cloaking is an entirely legitimate form of warfare, now if you want to add something to the beacon that say if they're within 30km of the beacon you can active something to "ping" and it returns if there are any cloaked ships near by that would be fine. Provided the timer for activating it was say every 5minutes and it took 5 seconds to activate with some visual telegraph.

That gives both sides a means of cat and mouse gameplay which would be interesting.


I actually like this idea. +1 to you sir.
Zappity
New Eden Tank Testing Services
#326 - 2014-05-16 08:16:39 UTC
Diana Mabata wrote:
I'm all for all of these changes. The one thing that really pisses me off are the people that aren't in FW bitching about this. I say if you're going to change anything about this the first thing should be No nutes can use the gate. These weekend pvper's are starting to **** me off. Efing man up and be pvp 24/7 not just when you and 15 friends want to come mess with us and our systems.

Only people who think the current system is worth engaging in should have an opinion about changing it.

Really?

Zappity's Adventures for a taste of lowsec and nullsec.

Aiphona
Alien Mindbenders
#327 - 2014-05-16 12:26:19 UTC
RavenTesio wrote:
CCP Fozzie wrote:
Hello everyone. Those of you who were at the Fanfest FW roundtable heard a bit about some improvements to FW complexes that we have planned for Kronos. Time for some details!

We are making changes to three aspects of the FW complexes:

  • New Large Outposts
  • NPC and Spawning Changes
  • Cloaking prevention within capture range


Alright so let's break this down:
1 - New Large Outposts - First hopefully it will be called a Capital Output with the Focus as Capital / Battleship Groups.
This idea is nice if you can get the spawn balance right, which I think 1-4 Per Day (equalling a max of 8% capture) sure why not. That would be quite cool and fairly well balanced as I said if it's Capital Focused with a Cyno-Jammer active to prevent hot-drops from certain douchbag groups who have too many of them and troll low-sec cause they got owned in Null.

2 - NPC and Spawning Changes - While I have no issues with the Respawning Enemies as it can get quite dull doing nothing for 10-20 minutes... something I would suggest is they ONLY Respawn if there are no enemies in System.
As it will always inbalance favouring the agressor if they happen to jump in the second a spawn happens, in group plexing not a big deal but small / solo groups especially for newer players this will turn the tide dramatically against them.

Secondly, if you increase the DPS / Alpha required to destroy them you've just basically screwed EVERY new Player looking to get in to PvP from having any means of income. It might seem like a solution to the "low-dps farmers" but it isn't.

I remember when the dicussion of changes to the NPCs originally came about, something I suggested was making them on-par with PvP Fits... I still believe that is the better route to take, as really these Complexes will always be a walk in the park for veteran players; instead use them as a form of "Trial by Fire" for rookie players to learn the standard role for most of the Ships they're likely to go up again.

They don't have to be amazing, but equal to say a Level 3-4 Skills player would definately make them a good challenge for newer players and teach them to adapt to what each of the ships can do, instead of being surprised. I mean at Fan Fest you guys said you wanted to know how to engage players more with tutorials... simple you don't need them, people learn better through doing.

I mean how are they going to know a Griffin will shut them down, or dealing with Tristan Drones is pointless, or a Slicer is just going to kite like a *****... certainly not in PVP because against real players those fights last less than 10 seconds; they learn nothing. If they're learning NPCs that are 'common pvp fit' that no doubt someone will make a wiki for them to learn, you have yourself a system where they have time to learn, understand and memorise.

3 - Cloaking Prevention in Capture Range - No! Cloaking is an entirely legitimate form of warfare, now if you want to add something to the beacon that say if they're within 30km of the beacon you can active something to "ping" and it returns if there are any cloaked ships near by that would be fine. Provided the timer for activating it was say every 5minutes and it took 5 seconds to activate with some visual telegraph.

That gives both sides a means of cat and mouse gameplay which would be interesting.

If you want to basically disable anything in a Complex... Warp Stablisers, I mean seriously I shouldn't even have to be saying this. The sheer number of times I've screamed at my screen because some farming ******** has 2-3 stabs on them .... no those things need to be shut the hell off within a complex leaving them to the mercy of the NPCs that should be PVP Fit.



And really what do you think the farmers will do if they disable warp core stabs in plexes???
They are all gonna use cloaks!!
And if they gonna allow covert ops cloaks, all you will see is plexing stealthbombers.
Dont be stupid and think this through.

The changes as they are now are great!
They only need to give the npc more tanking ability:

Novice should tank: 75 dps
Small should tank: 150 dps
Medium should tank: 225 dps
Large should tank: 300 dps


Domanique Altares
Rifterlings
#328 - 2014-05-16 12:44:42 UTC
So basically what we have so far is:

In the olden days, you had to just speed tank all the rats. This was BAD MM'K, so CCP made you have to kill all the rats.

Then it was apparently too much of a pain in the ass to kill all the rats. (Killing your fun, etc.) So CCP removed the WAVES OF RATS and changed it to a single rat to encourage FW play.

By FW play they obviously meant endless alt farming, so put on your flight suit: MISSION ACCOMPLISHED.

But wait! Now endless alt farming is now known the State of California to cause cancer. CCP's initial answer to the problem is: WAVES OF RATS.

What a clever idea!

Veskrashen
Deep Core Mining Inc.
Caldari State
#329 - 2014-05-16 15:06:12 UTC
Domanique Altares wrote:
So basically what we have so far is:

In the olden days, you had to just speed tank all the rats. This was BAD MM'K, so CCP made you have to kill all the rats.

Then it was apparently too much of a pain in the ass to kill all the rats. (Killing your fun, etc.) So CCP removed the WAVES OF RATS and changed it to a single rat to encourage FW play.

By FW play they obviously meant endless alt farming, so put on your flight suit: MISSION ACCOMPLISHED.

But wait! Now endless alt farming is now known the State of California to cause cancer. CCP's initial answer to the problem is: WAVES OF RATS.

What a clever idea!

From what I understand, the rats back in the day actually did fairly significant DPS, which had a significant impact on PvP in plexes. By removing the waves and dropping the outgoing DPS, CCP removed that influence on PvP while retaining the "DPS check" nature of the NPCs. But, the bar was too low, and the lack of respawns made the system far too easy to game. So, up the tank to increase the required DPS, and add respawns to ensure people have to stay awake while plexing. Add in a cloak nerf to force people to actually leave the plex to avoid combat, and voila.

This isn't rocket science, people.

We Gallente have a saying: "CCP created the Gallente Militia to train the Fighters..."

Cearain
Plus 10 NV
#330 - 2014-05-16 15:33:56 UTC  |  Edited by: Cearain
CCP Fozzie

This is what you said on October 22nd 2012:

CCP Fozzie wrote:
The Rest of the Plan
There are some other changes to the rest of our original roadmap that we are making after consultation with the community:

...

We will be attempting to release two new features to the FW complexes that have been suggested many times by the FW community to increase PVP opportunities in complexes:

Have plex capture timers count backwards to the default state when no players are contesting them

Have plex capture timers visible to everyone in system so you can easily tell which plexes are close to being captured.

We cannot commit 100% to getting these changes in quite yet since they were added a bit later to the plan, but we have added them to our backlog and want to get all your feedback on them.
(emphasis added)

http://community.eveonline.com/news/dev-blogs/73491

As you can see from Bienator II's post this is still strongly supported and people are just confused what is going on.

Can you at least tell us whether this idea has been abandoned or if there are just technical difficulties or something else?

Thank you for your time and attention to faction war.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Bienator II
madmen of the skies
#331 - 2014-05-16 16:44:27 UTC  |  Edited by: Bienator II
i had a bit time so i gave the changes on SISI a try. Here my technical feedback additional to the fact that i think they serve no purpose (see other post).

If you enter a plex you quickly notice that the plex anomaly marker (called plex beacon) is stalking your ship. This means you have an invisible object at 0 meters distance to your ship within the plex. CCP did this as quick hack to prevent you to cloak within the plex timer range (client doesn't let you cloak since the stalking object is within 2k). If you move 30k away from the timer you notice it will stop moving and the distance to you will increase as you would expect from a regular object in space.

you see this beacon on the overview moving with your ship which is quite confusing to me you also lose the sense how far you are away from the warpin (spatial awareness and all).

Can you remove the beacon from overview?
nope, if you do it all plexes will be removed from OV too. Since its the anomaly marker. Good luck dscanning

Can you add the other warpin beacon (the graphical object with the blinking light) to you overview so you see how far you are away from warpin?
you can, but its a "large collidable object", if you do that you will see all kind of other stuff on your OV.


alternative proposal:
- get rid of the whole thing and simply spawn a NPC as soon someone cloaks. If he decloaks he has to fight it, is locked and can't cloak for a while and interesting things might happen

proper fix:
- get rid of it and implement a form of timer rollbacks (see other post)



edit: thanks for the large plex change! those are awesome

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Alli Ginthur
School of Applied Knowledge
Caldari State
#332 - 2014-05-16 17:07:21 UTC  |  Edited by: Alli Ginthur
Bienator II wrote:
If you enter a plex you quickly notice that the plex anomaly marker (called plex beacon) is stalking your ship. This means you have an invisible object at 0 meters distance to your ship within the plex. CCP did this as quick hack to prevent you to ckoak within the plex timer range (client doesn't let you cloak since the stalking object is within 2k). If you move 30k away from the timer you notice it will stop moving and the distance to you will increase as you would expect from a regular object in space.

you see this beacon on the overview moving with your ship which is quite confusing to me you also lose the sense how far you are away from the warpin (spatial awareness and all).

Can you remove the beacon from overview?
nope, if you do it all plexes will be removed from OV too. Since its the anomaly marker. Good luck dscanning

Can you add the other warpin beacon (the graphical object with the blinking light) to you overview so you see how far you are away from warpin?
you can, but its a "large collidable object", if you do that you will see all kind of other stuff on your OV.


Does this "trailer" beacon show up for every player on grid on your overview, or just your instance of the "trailer"? Im trying to imagine having to try and click multiple ships on the overview/in space and having to dodge the trailer....Straight
Bienator II
madmen of the skies
#333 - 2014-05-16 17:17:32 UTC  |  Edited by: Bienator II
Alli Ginthur wrote:
Bienator II wrote:
...


Does this "trailer" beacon show up for every player on grid on your overview, or just your instance of the "trailer"? Im trying to imagine having to try and click multiple ships on the overview/in space and having to dodge the trailer....Straight

i haven't tried that but i am pretty sure you see only your instance of the trailer. Otherwise the server would have to spawn a trailer per participant and broadcast all of them etc (its the anomaly beacon after all, you probably don't want to do that). So its fair to assume its only checked on the client, the server probably doesn't know anything about all that... so you will only see your own private stalker

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Alli Ginthur
School of Applied Knowledge
Caldari State
#334 - 2014-05-16 18:07:42 UTC
Bienator II wrote:
Alli Ginthur wrote:
Bienator II wrote:
...


i haven't tried that but i am pretty sure you see only your instance of the trailer. Otherwise the server would have to spawn a trailer per participant and broadcast all of them etc (its the anomaly beacon after all, you probably don't want to do that). So its fair to assume its only checked on the client, the server probably doesn't know anything about all that... so you will only see your own private stalker


I agree, just seems a bit awkward of an implementation. The server obviously already tracks how close you are to the beacon to have the timer counting and awarding lp. Having a graphic "object" follow you just seems redundant. Seems like it'd just be simpler to apply a "cloak disrupt" effect to that same 30km radius, and not rely on a following object
Domanique Altares
Rifterlings
#335 - 2014-05-16 18:35:23 UTC
Veskrashen wrote:

From what I understand, the rats back in the day actually did fairly significant DPS, which had a significant impact on PvP in plexes. By removing the waves and dropping the outgoing DPS, CCP removed that influence on PvP while retaining the "DPS check" nature of the NPCs. But, the bar was too low, and the lack of respawns made the system far too easy to game. So, up the tank to increase the required DPS, and add respawns to ensure people have to stay awake while plexing. Add in a cloak nerf to force people to actually leave the plex to avoid combat, and voila.

This isn't rocket science, people.


All CCP did was shift the burden of farmers from speed tanking to cloaks and stabs over the course of a couple releases. I'm glad to see that they're at least paying attention to FW a little, but these dime store band aids are hardly the cure to what ails FW.
Domanique Altares
Rifterlings
#336 - 2014-05-16 18:40:14 UTC  |  Edited by: Domanique Altares
Alli Ginthur wrote:
Bienator II wrote:
Alli Ginthur wrote:
Bienator II wrote:
...


i haven't tried that but i am pretty sure you see only your instance of the trailer. Otherwise the server would have to spawn a trailer per participant and broadcast all of them etc (its the anomaly beacon after all, you probably don't want to do that). So its fair to assume its only checked on the client, the server probably doesn't know anything about all that... so you will only see your own private stalker


I agree, just seems a bit awkward of an implementation. The server obviously already tracks how close you are to the beacon to have the timer counting and awarding lp. Having a graphic "object" follow you just seems redundant. Seems like it'd just be simpler to apply a "cloak disrupt" effect to that same 30km radius, and not rely on a following object


If it does indeed work as Bienator describes, then it's simply a quick and dirty implementation. There is no 'cloak disruption' effect. The system is simply looking to see if there is something within ~2km of you and denying the ability to cloak as always. They've simply hacked in some nonsense to make sure that something is always ~2km from you.

ETA:

I'm on SiSi now, and what I am seeing is that you warp in on the standard warpable beacon, and there is a second 'local' beacon placed with/on the button. That beacon seems to have a 30km 'size' that you are actually inside of anytime you are within 30km of the button. It's invisible/whatever, so until you hit the edge, you're 'at zero,' much like the hit box around a station can be 'at zero' even though you're nowhere near close to being in the center of the model.

Further ETA:

I just bounced around to a couple more plexes; the second was the same as the first, the third is exhibiting this 'ghost beacon' behavior where I have the warp beacon following me around.
Alli Ginthur
School of Applied Knowledge
Caldari State
#337 - 2014-05-16 20:25:57 UTC  |  Edited by: Alli Ginthur
Domanique Altares wrote:
Alli Ginthur wrote:
Bienator II wrote:
Alli Ginthur wrote:
Bienator II wrote:
...





If it does indeed work as Bienator describes, then it's simply a quick and dirty implementation. There is no 'cloak disruption' effect. The system is simply looking to see if there is something within ~2km of you and denying the ability to cloak as always. They've simply hacked in some nonsense to make sure that something is always ~2km from you.

ETA:

I'm on SiSi now, and what I am seeing is that you warp in on the standard warpable beacon, and there is a second 'local' beacon placed with/on the button. That beacon seems to have a 30km 'size' that you are actually inside of anytime you are within 30km of the button. It's invisible/whatever, so until you hit the edge, you're 'at zero,' much like the hit box around a station can be 'at zero' even though you're nowhere near close to being in the center of the model.

Further ETA:

I just bounced around to a couple more plexes; the second was the same as the first, the third is exhibiting this 'ghost beacon' behavior where I have the warp beacon following me around.


Yeah, I more meant the cloak disrupt to be something stationary to prevent cloaking, like the invisible object, just not a beacon that follows you around Smile .

So it just sounds like the stalker beacon is a bug theyll need to peek into, since its not a constant thing.
RavenTesio
Liandri Corporation
#338 - 2014-05-16 20:30:13 UTC
Aiphona wrote:

And really what do you think the farmers will do if they disable warp core stabs in plexes???
They are all gonna use cloaks!!
And if they gonna allow covert ops cloaks, all you will see is plexing stealthbombers.
Dont be stupid and think this through.

The changes as they are now are great!
They only need to give the npc more tanking ability:

Novice should tank: 75 dps
Small should tank: 150 dps
Medium should tank: 225 dps
Large should tank: 300 dps


Let them Cloak because with a cloak they have to be watching local, they have to be able to hit that button the second someone drops on field with them... because once they're targeted that cloak is completely useless.

Cloaks DO have serious downsides to using them, and those that don't are considerably more expensive or far more specialised making them relatively useless for farming outside of Mission Running; but then that honestly should be a simple solution of well ship lock-outs.

I mean it isn't hard... tired of trying to catch Bombers in L4 FW Missions, really it is a bit bullshit they're allowed in there.
Don't get me wrong I'm Caldari so yeah that is often the best ship to do our L4 Missions - but just block Frigates and Destroyers from entering. There are a dozen or so ships that ARE already blocked from going in, if you end up forcing the Risk-Reward ... sure people will ***** for a bit but they'll adapt leading to more fights.

Or rather I should say, we'll have more Covert T3s running around ... but that isn't a bad thing as they are easier to catch, are a considerably larger risk - it balanced out quite well, especially as they're next up on the re-balance hit list.

---

As far as the NPC Tanking / Damage Output... I'm sorry but I will echo what I said before.
It doesn't matter what you do to the NPCs, it will not stop farmers as it just means they'll train up their characters another week before they get added to the multi-box list.

In the mean time increasing the "DPS Tanking" means you're basically saying most of the Low-DPS ships, which keep in mind most players during their first 1-2 months rarely have ships that can break 70-80 DPS, it's the same when they upgrade to Cruisers then Battlecruisers.

They are at the absolute low-end of damage output. Yet you (and CCP apparently) are suggesting it is perfectly fine to basically say "**** New Players" from legitimately playing Solo if they want to.

In the mean time most Farmers will simply swap tactics to another ship that is a little less economical to build or have another multi-box character added just to get that additional DPS needed, especially /IF/ as CCP suggest they're making the NPCs paper thin with no real punch.

Yeah that'll show those farmers... man I bet they're terrified of these changes.
As I said in my original post, ignore trying to use the NPCs as a means of preventing farmers... You can't, not without basically ******* over the legitimate players by ramping the difficulty to be on-par with Incursions; even then all you'll do is end up with far more organised farmers.

Instead the NPCs should be a learning tool to get players used to what they'll come against in PVP, standard fits, what each ship does... I mean it's fine showing Traits and being like "Well this is a Jamming Ship" or such - but most people don't understand how any of those mechanics actually work, I mean in PVE a) it isn't the right damn ship doing such things, and b) the module often like ECM for example is so much more powerful than a Player ECM that the chances of being perma-jammed are just monumentally high as it relies on the OLD statistics of those modules at Level 5 using Officer Mods.

It's just so far removed from a realistic depictions it's a joke.
Sure it is good for adding a bit of difficulty to PVE Missions (regardless of how **** poor they are entertainment wise) but again the biggest issue with PVE it isn't even remotely close to PVP, simply because you fit to game that system rather than the NPCs being fit like PVP ships.

I mean they don't have to act specifically like real people (although I hope Brain in a Box does bring that functionality within the next year as they'd be pretty awesome) but they could easily be fit and mimic a relatively new low-skill PVP pilot. Wasn't that the entire idea of swapping over to the Sleeper AI? Rather than simply meaning they just target Drones first and act like Sentry Turrets that scroll through all the viable targets.

All we need to deal with Farming are chances to level the playing field so we CAN police it.
And in-fact I'd actually say the exact same is true with dealing with the Null-Sec Alliances that treat Low-Sec as their own personal Hot Drop playground.

Right now we don't have the Resources to properly counter Super Capitals or just large Capital Fleets.
Having the toys that Null-Sec have available, along with Capital, Super Capital, Specialist Faction Starbases, all that are only available while in Militia (or rather they are buffed by being in Militia) so outside they are little more than military livery ... linking it to the Ranks that should be earned from Service Time, Kills, Securing / Defending Systems, providing OB for DUST. So you have to be committed to a given Faction with a clear stake in it before providing access to such things.

I mean you want to know the core way to improve FW on the whole... that would be it.
Don't change mechanics to simply try fixing problems with the system itself, make changes that give that power to those involved the chance to handle things themselves.
Ashlar Vellum
Esquire Armaments
#339 - 2014-05-16 23:20:22 UTC
Tried this plex change on sisi and I'm impressed. Novices were quite fast to break in t1 frig as they should be imho, smalls took decent amount of time which is also good, and med I could not break and that is wonderful really.(all in t1 frig)

And oh nooo, there is no more warp-in beacon in plexes. I do get that we can drop containers on warp-in, but it would be nice to get old beacon back.

Also this, please CCP consider this:

King Fu Hostile wrote:
But instead of rats, why not have a structure:

1) this structure only shoots members of the opposing militia when under fire by them (it does not auto-agress)
2) because it does not interfere with PVP, it can have much bigger tank regen, and dps

same dps check, but improved?



Domanique Altares wrote:
spoon Nardieu wrote:

In addition to fixing the issue in the plex itself, there needs to be a downside to a pirate attacking a FW player, and an upside to the FW player in killing pirates.


The downside for the pirate is when the FW player gets off his candy ass, puts on his big boy pants, and kills the pirate.

This is also the upside for the FW player.

One of the guys from Stay Frosty or maybe from Rifterlings said interesting thing when he was asked why he didn't join one of the militias. Answer was something like - he didn't want to ruin his Empire Faction standings, so every part of eve would stay open to him if he decides to go somewhere else with his main; plus he get more target rich environment; plus no station lock-outs.

The only downside for pirating in FW is no lp payouts, but you can have a few weeks old FW alt for lp and still be a happy pirate with all the benefits and full pockets of all that FW lp goodness.

Domanique Altares
Rifterlings
#340 - 2014-05-17 01:02:46 UTC
RavenTesio wrote:


Let them Cloak because with a cloak they have to be watching local, they have to be able to hit that button the second someone drops on field with them... because once they're targeted that cloak is completely useless.


The issue with cloaks (and the issue that this band aid really does not solve) is that 'they' don't have to be doing any such thing; their bot does it for them, and faster than a person could.