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Warfare & Tactics

 
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Current FW mechianism is really bad

First post
Author
Crosi Wesdo
War and Order
#81 - 2014-07-03 12:42:09 UTC
Veskrashen wrote:
Gorski Car wrote:
Running plexes and not missions. I hope none of you guys seriously does that.

Offensive plexing is about half the LP/hour with about 1/10 the effort. It's a good tradeoff for folks with limited time on hand, or those of us who actually have to put real ships on the line to run missions, or for newer folks without the requisite skills to mission well.

+ the PvP that plexing routinely generates.
Veskrashen
Deep Core Mining Inc.
Caldari State
#82 - 2014-07-03 13:13:47 UTC
Crosi Wesdo wrote:
Veskrashen wrote:
Gorski Car wrote:
Running plexes and not missions. I hope none of you guys seriously does that.

Offensive plexing is about half the LP/hour with about 1/10 the effort. It's a good tradeoff for folks with limited time on hand, or those of us who actually have to put real ships on the line to run missions, or for newer folks without the requisite skills to mission well.

+ the PvP that plexing routinely generates.

Sure, but Gorski Car's point was that plexing is suboptimal from an income generating standpoint. Those of us who plex to gain LP while we PvP aren't looking for efficiency in that way. Other than that, he's right when it comes to pure LP/hour, though LP/effort and LP/isk at risk is a different matter.

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

Crosi Wesdo
War and Order
#83 - 2014-07-03 14:00:10 UTC
Veskrashen wrote:
Crosi Wesdo wrote:
Veskrashen wrote:
Gorski Car wrote:
Running plexes and not missions. I hope none of you guys seriously does that.

Offensive plexing is about half the LP/hour with about 1/10 the effort. It's a good tradeoff for folks with limited time on hand, or those of us who actually have to put real ships on the line to run missions, or for newer folks without the requisite skills to mission well.

+ the PvP that plexing routinely generates.

Sure, but Gorski Car's point was that plexing is suboptimal from an income generating standpoint. Those of us who plex to gain LP while we PvP aren't looking for efficiency in that way. Other than that, he's right when it comes to pure LP/hour, though LP/effort and LP/isk at risk is a different matter.


Obviously, hes right from a farmers POV. Kinda goes without saying for a washed up nullbear.
Yuri Antollare
Moira.
#84 - 2014-07-03 14:46:29 UTC
Well, there better be a ******* large upswing in activity soon or this one's a dud in my eyes, looks like the pendulum was pretty much broken and now my WZ aint swinging.


Also its not just kitey ships,

- Cloaky ships, gone

- Kitey frigs, gone

- Armor buffer frigs, gone

- ASB and AAR users in tears

- Dual rep, heavy tank frigs in tears

- Mid dps ships (AC Slashers, neuting tristans etc) in tears

- Solo EWAR boats, (Maulus etc) gone.

- AB/Scram boats with out a web, enjoy the rat scram kiting you out to 30km off the button before you kill it. Enjoy having a guy warp in 30 off you when you're AB fit.

- If you think even the novice rat doesnt make a difference in a close fight, well you might as well meta your guns for the same effect.

Thats just the reduction in content from a novice plex.

- Very few frigates can sit in a small or heaven forbid a medium and wait for a fight.

- Quite a large range of dessie fits can struggle in smalls and hopeless in mediums

- Frigate v Cruiser combat is effectively dead, most times if you succesfully engage the cruiser you are under their guns and unable to stop the constant rat dps from the ******* npc 13km away.

- Time to finish offensive plex, go to enemy militia home system, pop a small, kill one WT and 4 rats, look at timer, 9 minutes left..... **** me, blobbed by ten WT who have had a good 20 minutes to get their asses in gear, as pod is warping out, count 7 npc wrecks and 30 seconds left on timer.

Have I mentioned how damn annoying offensive plexing is now? Massive reduction in variety of fits/combat and a massive increase in annoyance factor was not on my christmas list. With every ship thats knocked out of FW its "only affects a small section of people," when you get to the point everyone is rocking max dps fits you know those small sections have started to add up.

And for what exactly? So some nullbear can only buy 5 tengus from his FW alt LP and not 7? I feel like I broke a finger and the hospital amputated my arm at the shoulder Ugh
Andre Vauban
Federal Defense Union
Gallente Federation
#85 - 2014-07-03 14:50:27 UTC
Gorski Car wrote:
Running plexes and not missions. I hope none of you guys seriously does that.


A lot of Gallente do. I can triple box running plexes and can pvp at the same time. I usually run 1 dplex alt and two offensive plexers. I find I get more fights that way if I'm trolling around with 2 plexers. The only bad thing is when I get two fights at once :) It is also a lot more casual to run a plex in a T1 frig, destroyer, or cruiser than it is to run missions in a T3 or an Ishtar.

.

Crosi Wesdo
War and Order
#86 - 2014-07-03 15:01:58 UTC  |  Edited by: Crosi Wesdo
I can still use kites to pvp in all size plexes. However, since the changes i have completed a total of 1 novice plex solo during the heyd push... it took so long i honestly eft'd a new mission boat.

If only there was a bunch of people who pay CCP money every month so that they can improve THIS game. Until then we hae to accept their volunteer staff has limited time to improve things.
X Gallentius
Black Eagle1
#87 - 2014-07-03 17:33:28 UTC
Colt Blackhawk wrote:

2.) Moved to galmil. Not accepted there and missions were not farmable so moved to amarrmil because...ah they thought they can farm amarrmil stuff^^
Correction: They were accepted in Gallente Militia. No problems at all tbh.

Rahelis
Doomheim
#88 - 2014-07-04 10:56:35 UTC
Changes are exellent - tons of fights with minnies and pirates in amarr space.

We are making progress taking systems one by one through constant combat.

FW should be run by roleplay and devotion to your mili - not isk farming.

For isk farming null sec was made - all the farmers should move to null and leave the system in which they are when one unfriendly shows in local.

Isk farming is now done with FW missions - what is fine. At least that is some content and not stabbed t1 frig.
Veshta Yoshida
PIE Inc.
Khimi Harar
#89 - 2014-07-05 13:21:23 UTC
Rahelis wrote:
Changes are exellent ...

Truth. Metrics do not lie.

Look at this forum now and compare to before changes:
Now - Threads about killing people and/or fits, progress/fight reports and old-school chest beating.
Then - Threads about which militia was best for making ISK and threads complaining about stabs/cloaks/farmers-in-general.

Now that plex farming has been all but removed the next step should be to ensure that pew'ers can sustain a decent living (read: trying-and-dying) without too much grinding and without having to resort to gimmick fits.

Looking forward to getting back in as soon RL lets up.
Master Sergeant MacRobert
Red Sky Morning
The Amarr Militia.
#90 - 2014-07-05 16:55:59 UTC
Veshta Yoshida wrote:
Rahelis wrote:
Changes are exellent ...

Truth. Metrics do not lie.
....
>> the next step should be to ensure that pew'ers can sustain a decent living (read: trying-and-dying) without too much grinding and without having to resort to gimmick fits.



Yes it's time to scratch heads on how you reward PvP a little. I think there should be an incentive in there. The current shared LP (altered by FW Tier) does not quite hit the mark.


So far I have come up with what follows:

Remove LP from kills all together. This does not work and it should not be a shared mechanic with the sov grind.
What to replace it with.... ...I have been thinking a bit on this.

I think the reward should be for the pilot (FW) dealing the final blow (on a FW target). I'd grant one of these rewards per killmail.

FAQ: No Way this just means everyone will fly dps ships and noone will want to fly bait tank, kiting tacklers, ECM boats, logistics, etc....

I disagree with this thought.
1. I believe that these other ship fits are brought because it is essential for them in the setup chosen in order to win fights.
2. In addition, there would be no killmail without some dps and the ship with the highest dps does not always get the final blow.
3. This would be a boost to solo and small gang PvP. If you fly around with 30 guys ganking stuff on gates then well frankly I do not think you deserve as many rewards for your PvP as a soloist who risked all he had to obtain a kill or a team of 3 or 4 who risked being outnumbered easily.

FAQ: So what do you propose these "rewards" are?
I'd call them Honour (Honor / Honure) Stars. Yes I've tagged them Honour Stars.

So you receive one for each final blow. Does not matter if the ship destroyed was large or small or well fitted. You get one. The target has to be from one of the opposing militia's.


What do you suggest we do with these Honour Stars?

I propose that they be used for a few things:

1. Create a parallel method to the rank system. For each rank, from 1 to 10, can be attained by either the accumulation of LP or now by the accumulation of HS.

2. Add HS to the cost of some of the items in the LP store (I'm thinking the ones that have too many tags for a start like Navy Heavy Neutralisers and Smartbombs).
2a. I am thinking Navy Faction Tech II ammo (at very high cost of LP and HS).

3. Add a new rank (number 11) to the ranking system that can only be achieved by the accumulation of HS.
3a. The new rank would be called "Elite blah blah blah" or something.
3b. When holding the new rank, you are rewarded with some benefits.
3c. Benefit one would be a discount to the cost in LP for upgrading a system level at the ihub. (Flat 10% sounds good).
3d. Benefit two would be a discount to the cost in LP for items in the LP store.
3e. Maybe a benefit number 3?

4. HS would be displayed on your decorations tab with a total of Number Awarded / Number Outstanding (unused)


One problem I can see is that there is a possible exploit with exploding your own SP alt in a throw away ship in order to gain HS.

So far my counter to this:
1. Perhaps rewarded one HS for each final blow placed on a pilot that is different to your previous final blow.
2. Do not receive any HS for kills on beginner ships
3. Do not receive any HS for kills of the same pilot within a set time period (say 4 hours or same day).


Anyway, it does not look perfect but, there maybe a gem of an idea in there somewhere. It just needs some polish.

Sarge

"Remedy this situation or you shall live out the rest of your life in a pain amplifier"

Veshta Yoshida
PIE Inc.
Khimi Harar
#91 - 2014-07-05 20:02:19 UTC
Master Sergeant MacRobert wrote:
So far I have come up with what follows:...

It is untenable to tear down everything and start from scratch, you'll never be able to sell such a concept. Build on and with what is available, then tweak until target (PvP'er self-sufficiency) is met.

Example (pure brain farting):
1. Keep PvP payouts and its underlying value calculation with some light changes.
1a. Make empty and/or T1 fitted hulls worth zero. Actual loss beyond hull must be incurred (to minimize obvious mech. abuses).
2. Remove rank system as it exists today (ie. utterly meaningless) and instead base Rank on aforementioned value calculation.
3. Add a fairly harsh attrition modifier if a pilot for whatever reason goes hippie pacifist, say two ranks a month if no kills/assists are made. For extra evil incentive to kill, make it a semi-logarithmic scale so that every day (downtime needs something to chew on!) of inactivity in the blood bowl reduces the modifier and getting to that golden peak requires ever more blood in a fast'ish pace*.
4. Use rank as a modifier to payouts in a similar way and of equal value as tier system (but in addition to), that is all payouts - kills, plexes and missions (maybe even a LP store % discount).
5. Tweak numbers to get whatever value is deemed "enough".

* Such a change would even allow the modifier for killing high ranking enemies to be increased dramatically thus helping to feed their kill ratio (and rank) by attracting gold-diggers Big smile

Rahelis
Doomheim
#92 - 2014-07-06 07:49:46 UTC  |  Edited by: Rahelis
You can easily fund PVP with low sec annos, fw mission, fw offensive plexing and even wh`s.

Of course PVP should get more influx on the warzone mechanism - and fw missions also need to be in the calculation.

The only problem with the fw mechanic in its current form is when one milita get locked in t1 for a long period of time.

It is not easy to balance all ths factors.

What I want:

BC plexes with a gate ! ! ! ! !

The unrestricted work fine now - but we NEEEEEED a BC sized plex for the unforgotten BC fights of old - bring the good stuff back.
Squatdog
State Protectorate
Caldari State
#93 - 2014-07-06 09:22:45 UTC

The only real problem with FW plexing at the moment is the ridiculous number of spawns in anything higher than a Novice.

The whole idea of the previous rebalance was to encourage PVP by greatly reducing the number of NPCs, but now CCP have performed an abrupt about-face and turned plexing back into a PVE grind.

Ideally, it should just be an initial spawn plus another for each 5min interval ie: 2 total spawns in a Novice, 3 in a Small and 4 in Med/Large
Val Erian
Azure Horizon Federate Militia
#94 - 2014-07-06 16:15:43 UTC
People complaining about the one at a time npc when in past were dozens w/ECM I find amusing.

The best solution is probably one from the past as we'll.

It used to be the various named plexus .... Outpost Facility. Installation Stronghold Compound varied in amount of npc spawns and their strength. Outpost being easiest compound hardest. Was a real difference between them.

A adjustment like that would still make it possible for newbies to plex outposts while keeping what appears to be current semi effective anti farmer mechanism.

X Gallentius
Black Eagle1
#95 - 2014-07-06 16:56:29 UTC
CCP now has two "dials" it can tweek - respawn rate, and rat strength. Surely they can find a balance in there somewhere.

For me, line the rats up however you want and I'll adjust. Not a problem. But, IMO, respawn rate could be decreased slightly.
Super Chair
Project Cerberus
Templis CALSF
#96 - 2014-07-06 21:09:29 UTC
Val Erian wrote:
People complaining about the one at a time npc when in past were dozens w/ECM I find amusing.

The best solution is probably one from the past as we'll.

It used to be the various named plexus .... Outpost Facility. Installation Stronghold Compound varied in amount of npc spawns and their strength. Outpost being easiest compound hardest. Was a real difference between them.

A adjustment like that would still make it possible for newbies to plex outposts while keeping what appears to be current semi effective anti farmer mechanism.




*glazed over ptsd look* major strongholds
Rahelis
Doomheim
#97 - 2014-07-07 11:07:44 UTC
Is it val - or the new owner of his char?
Christopher Mabata
Northern Accounts and Systems
#98 - 2014-07-07 13:01:48 UTC
Yeah i like the new spawn mechanic and the tank on them. Plus its funny when small stuff warps in you tackle it and then the rat kills it before you do when Deplexing

♣ Small Gang PVP, Large Fleet PVP, Black Ops, Incursions, Trade, and Industry ♣ 70% Lethal / 30% Super-Snuggly / 110% No idea what im doing ♣

This Message Brought to you by a sweet and sour bittervet

neo smith
Aliastra
Gallente Federation
#99 - 2014-07-09 19:00:43 UTC  |  Edited by: neo smith
"I'm in FW and the changes are fine , but we could decrease npc dps a little bit and increase their tank a little bit so rats would be irrelevant in pvp ( no dps against/for you) just a timer blocker. " ( though id leave there tank as is)


"If there are militia capsuleer ships in the plex from the same faction, then the navy ships will not engage any opposing capsuleers. They will prefer to sit back and let the militia duke it out, rather than to risk their own lives."


I like these two ideas and I can rum meds fine in a incursus. tho I doubt my maulus or merlin would fair so well

if its going to be a close fight the little extra dps from the rat will matter. it will make some players less likely to engage and so less fw pvp leaving just the pie to fight


just my 2 cents
Rahelis
Doomheim
#100 - 2014-07-09 21:05:41 UTC
Changes in FW are exellent.

4500+ ship kills in 24 hs - want do you guys want more, pvp wise?