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Warfare & Tactics

 
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Current FW mechianism is really bad

First post
Author
Sara Tosa
School of Applied Knowledge
Caldari State
#121 - 2014-07-11 21:14:21 UTC
Rahelis wrote:
Stabs are needed for travel. You have to move assets.


One way would be to disarm weapons when stabs are fitted. Malus on scan res and lock range maybe is not enough. Another way would be to dramatically increase CPU needs - maybe 4 times.

why? how the game would be better for that?
Ashlar Vellum
Esquire Armaments
#122 - 2014-07-12 08:51:47 UTC
Sara Tosa wrote:
so, basically stabs are the FW version of afk cloak?

I can see where you draw similarities, but no it is not.
Quote:

why? how the game would be better for that?

Right now the most "productive" way to de-plex if you don't care for internet spaceship violence or your e-honor is to:

  1. buy a x4 low slot t1 frig
  2. fit it with 4 stabs and 1 MSE (~600k Isk hull included)
  3. find a system to de-plex and profit
  4. turn up sound to max
  5. go bake a cake, do your laundry, watch a movie etc.
  6. come back when you hear annoying low-shield sound to warp away or to change plex when it's done
  7. cash out your semi-afk LP


If you don't think that this is a problem or a flawed game mechanics then no amount of explaining will change your mind.
Josclyn Verreuil
Dark 0rder.
#123 - 2014-07-12 09:40:00 UTC
Ashlar Vellum wrote:
Sara Tosa wrote:
so, basically stabs are the FW version of afk cloak?

I can see where you draw similarities, but no it is not.
Quote:

why? how the game would be better for that?

Right now the most "productive" way to de-plex if you don't care for internet spaceship violence or your e-honor is to:

  1. buy a x4 low slot t1 frig
  2. fit it with 4 stabs and 1 MSE (~600k Isk hull included)
  3. find a system to de-plex and profit
  4. turn up sound to max
  5. go bake a cake, do your laundry, watch a movie etc.
  6. come back when you hear annoying low-shield sound to warp away or to change plex when it's done
  7. cash out your semi-afk LP


If you don't think that this is a problem or a flawed game mechanics then no amount of explaining will change your mind.



Or do the same thing on a separate account while you do ~whatever~ on your main.
Ashlar Vellum
Esquire Armaments
#124 - 2014-07-12 10:13:23 UTC
Everyone already does, but funny thing is abusing broken things is a little bit different to fixing them.
Veshta Yoshida
PIE Inc.
Khimi Harar
#125 - 2014-07-12 10:56:46 UTC  |  Edited by: Veshta Yoshida
Ashlar Vellum wrote:
Sara Tosa wrote:
so, basically stabs are the FW version of afk cloak?

I can see where you draw similarities, but no it is not.
Quote:

why? how the game would be better for that?

Right now the most "productive" way to de-plex if you don't care for internet spaceship violence or your e-honor is to:

  1. buy a x4 low slot t1 frig
  2. fit it with 4 stabs and 1 MSE (~600k Isk hull included)
  3. find a system to de-plex and profit
  4. turn up sound to max
  5. go bake a cake, do your laundry, watch a movie etc.
  6. come back when you hear annoying low-shield sound to warp away or to change plex when it's done
  7. cash out your semi-afk LP


If you don't think that this is a problem or a flawed game mechanics then no amount of explaining will change your mind.

All that indicates is that CCP should have a look at stabs again, how warp works or maybe even a combination of the two. **Defensive plexing has always been as easy and annoying as scratching an itch, that is the reason for the lower pay .. it is war, the attacking party should be the one required to commit/act (first) and get the higher rewards.

If for example fitting a stab were to double the amount of cap needed to warp, the "tactic" described would be DoA as any ship hit with a cap x 16 (the four stabs) warp requirement would effectively be anchored in space if any sort of neuting was taking place and generally be a hassle to move around in.
PS: Before random guy #17 complains that it would impact all ships and reduce viability of so and so .. there is nothing preventing devs from tweaking other numbers, such as maximum warp distance or base warp-core strength for relevant hulls (think interceptors/transports) . One should pay dearly for the privilege of self-mutilation .. Big smile

Problem is that it makes sense that something like warp cap consumption increases when one adds a slew of safeguards to stabilize the damn core .. so a simple 'fix' like that would never make it past CCP's "must be irrational" design philosophy.
Master Sergeant MacRobert
Red Sky Morning
The Amarr Militia.
#126 - 2014-07-12 11:13:55 UTC
Warp cord stabs have a place in the game but they are currently poorly designed IMO.

The game needs more conflict drivers and a reduction either to the cost of loss or a reduction in risk to PVP.

I personally think this would be achieved by a reworking of WCS modules (wtf spellcheck thinks WCS should be ecstasy) lol.

I would change them as follows.

1. Remove all their current drawbacks.
2. Make them an active module
3. Make it possible to fit only one to any ship hull. Just like a dcu.
4. Change the function to:
4a. At the end of each cycle the ship warp core stability is increased by 1.
4b. At the end of each cycle the maximum number of targets is reduced by 2.
5. The warp core stability value is reset after warp or jump.

There might need to be some HP rebalancing for industrial and transport ships.

You could then amend mobile warp disruption bubbles and probes to have a value rather than infinite point. If so desired? I think these two measures together would actually buff null sec for smaller entities as they could risk logistical work via gates again.

There is a large amount of stagnation in the game other than low sec.

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

Sara Tosa
School of Applied Knowledge
Caldari State
#127 - 2014-07-12 15:21:37 UTC
Ashlar Vellum wrote:
Sara Tosa wrote:
so, basically stabs are the FW version of afk cloak?

I can see where you draw similarities, but no it is not.
Quote:

why? how the game would be better for that?

Right now the most "productive" way to de-plex if you don't care for internet spaceship violence or your e-honor is to:

  1. buy a x4 low slot t1 frig
  2. fit it with 4 stabs and 1 MSE (~600k Isk hull included)
  3. find a system to de-plex and profit
  4. turn up sound to max
  5. go bake a cake, do your laundry, watch a movie etc.
  6. come back when you hear annoying low-shield sound to warp away or to change plex when it's done
  7. cash out your semi-afk LP


If you don't think that this is a problem or a flawed game mechanics then no amount of explaining will change your mind.

so basically just because of a little aspect of the game (defensive plexing in FW) you want to remove the main mobility defence in the whole game?
you know, there's not just you playing this game, there's not just FW.
Irya Boone
The Scope
#128 - 2014-07-12 20:55:11 UTC
Or.... just deny acces to warp gate in FW complex. and for more fun put some kind of bubble that increase align time maybe !!

so they don't touch ability of others ships etc etc as simple as this

CCP it's time to remove Off Grid Boost and Put Them on Killmail too, add Logi on killmails .... Open that damn door !!

you shall all bow and pray BoB

Crosi Wesdo
War and Order
#129 - 2014-07-12 22:52:23 UTC
Irya Boone wrote:
Or.... just deny acces to warp gate in FW complex. and for more fun put some kind of bubble that increase align time maybe !!

so they don't touch ability of others ships etc etc as simple as this


Or let them in plex, just prevent stabbed ships from registering time on the button.
Irya Boone
The Scope
#130 - 2014-07-12 23:47:45 UTC
Good idea too and more targeted on FW plexes ( coding FW buuton instaed of warp gate which are use in other areas than FW Idea

I agree to this one ;)

CCP it's time to remove Off Grid Boost and Put Them on Killmail too, add Logi on killmails .... Open that damn door !!

you shall all bow and pray BoB

Crosi Wesdo
War and Order
#131 - 2014-07-12 23:55:15 UTC
Irya Boone wrote:
Good idea too and more targeted on FW plexes ( coding FW buuton instaed of warp gate which are use in other areas than FW Idea

I agree to this one ;)


Also means they can get into low sec and move around with their stabs, but use mobile depots to refit for plexing/pvp.
Simyaldee
Caldari Provisions
Caldari State
#132 - 2014-07-13 04:55:07 UTC  |  Edited by: Simyaldee
For those of you who wan't to ban WCS from plexes outright, or prevent them from registering time on the plexes; Even though I agree with you completely, you should stop. CCP themselves has stated explicitly that they (wrongly) believe that fitting WCS to run plexes is a 'playstyle' not a broken game mechanic. Thus for freedom of the players to play the game the way they want to(HA!) nerfs are required, and not fixes.

Did the nerfs work? Yes, O-plexing and VP's in general is now down considerably.

Unfortunately, it also has had many bad consequences whether they were intended by CCP or not.

Many PvP fits, namely kiting fits, received a massive kick to the nuts in there viability. And for those of you who say 'Switch to a different fit' the main reason for these types of changes was to keep WCS fits slightly viable, so I think that CCP wouldn't want to impose such restrictions on the fits of myself or others.

And yes I am talking about size appropriate ships. Ever tried a kiting condor in a novice plex after the patch? Congrats you need to spend 20 minutes on a 15 minute timer because the rat takes forever to die and adds a minute per rat if not more. don't know if CCP adjusted the self-repair numbers again after the initial statement, or fell victim to the on paper DPS vs. Applied DPS problem, but the numbers never seem to add up the way CCP seemed to think they would.

Plus the fact that the difference between O-plexing and D-plexing is now significantly skewed for the purpose of taking or maintaining sov.

Defensive Plexers need to put a minimum of one person per plex to defend it. Thats four people in frigs. For o-plexers to do the same, and actually kill the rat in a reasonable time frame, you need 4-5 for the large, 3-4 for the medium, and 1-2 for the small which means a minimum of 9 people to run the plexes well, if there in frigs.

Not to mention the act of actually killing the rat, even for a full sized fleet, takes about ten seconds(rough estimate) on average simply to notice it, lock it up and apply DPS. With 5 spawns for novices, 7 for smalls and mediums and 10 for larges, thats an extra five minutes of plexing if you are plexing all 4 plexes at the absolute maximum potential.

So an o-plexer has to bring twice the amount of numbers, or bigger, slower, easier to catch ship types simply to do the same thing the d-plexer can do with less numbers and smaller ship types needed?

So now Faction Warfare, in terms of occupation, is going to be infinitely more stagnant. Not simply because of the reduction in farming numbers. But because of the shift from o-plexing to deplexing and the massive advantage given to deplexers. Is there a legitimate gameplay reason to compound these advantages on top of the MAJOR advantage of being able to dock in station systems?

Also, they completely botched the cloak fix. Massively altering the gameplay of cloaky hunters with limited effect on the remaining farmers(one pulse of an MWD, seriously it is usually that easy). Said it before and I'll say it again. Turn the current 'beacon' into a turret entity with 0 dps and a ten second lock delay. If your decloaked for more then ten seconds, your locked and can no longer cloak. Minimal effect on legitimate cloaky gameplay, but prevents cloaky stuff from running the timer.

By the way, can anybody answer definitively if the rats attack neutrals/pirates or not? If they do a change is in order there too.

In short, increase the spawn timer from 2 minutes to something longer like 4-5 minutes, possibly with a difference in plexes as well scaling upward from novice-large. Self-Repair numbers could do with a slight nerf as well, and by that I mean VERY slight. Like maybe minus 5-10 DPS required to kill the novice, -10-20 for the small, -30-40 for the medium, and -50-70 for the Large.

Member, Fighter and FC for The Great Harmon Institute of Technology 

Simyaldee
Caldari Provisions
Caldari State
#133 - 2014-07-13 05:00:32 UTC
Another thought. Is there any real reason why the rats need to apply any DPS at all? If they are there simply as DPS checks to prevent people from farming O-plexes, would removing all their DPS change anything, except make them moot points in PvP Situations?

Member, Fighter and FC for The Great Harmon Institute of Technology 

Hidden Snake
Inglorious-Basterds
#134 - 2014-07-13 12:57:40 UTC
interesting ... sounds like CCP fired the guy responsible for plexes years ago and listened to the FW players ... interesting indeed. Cool

To the OP ... this was one of the options proposed by Damar and other people in the past to get rid of farmers. Well another one was to put disruption/decloaking bubble in the center of the plex. ;)
Zarnak Wulf
Task Force 641
Empyrean Edict
#135 - 2014-07-13 18:01:23 UTC
The rats are still set up to deflect speed/ signature tankers from back when you could run the button without killing the rats via that method. It's not needed anymore and cutting that ability from the rats would go a long way in making kitey fits okay in the plexes.

The difficulty is fine. It should take a dedicated effort to take systems.
Chewytowel Haklar
Brutor Tribe
Minmatar Republic
#136 - 2014-07-13 18:08:45 UTC
I've found the closer I am to 100 dps or over that the sooner the novice frigate dies. I took in a Thrasher one day and farmed out a small and medium in a few zones with 200dps or so and that also worked pretty well. I made far more then the cost of the Thrasher I built before I lost it.
Baron' Soontir Fel
Deep Core Mining Inc.
Caldari State
#137 - 2014-07-14 05:14:27 UTC
FW rats do NOT attack neutrals or pirates. They will only attack the opposing militia and its ally.
Veshta Yoshida
PIE Inc.
Khimi Harar
#138 - 2014-07-14 08:10:23 UTC
Baron' Soontir Fel wrote:
FW rats do NOT attack neutrals or pirates. They will only attack the opposing militia and its ally.

Confirm it and bug report it .. doubtful that is the intention. If it is then CCP are doing the hard stuff again Big smile
Motorbit
Moira.
#139 - 2014-07-14 11:04:57 UTC  |  Edited by: Motorbit
the buff to the rats active tank, the higher respawn frequency of the rats are intended to stop players to abuse fw as farmwille.

in this, these changes fail hard.

income now is much more dependend on the ability to kill the rats quickly, and so it now requires a much more pve orientet fit to run the complexes.
personally i never pvp if i am flying a pve fitted ship, and so these changes that where intended to stop farming made me a farmer.


another bad sideeffect is that it now is much harder for newbs to make any money in fw at all. i think this is another very bad effect, as fw always has been a good alternative to higsec security missions for noobs with balls.

now, i wont even talk about the cloaking changes, becuase of cause even tho these changes fail too, the changes to the cloaking mecanics just have no impact whatsoever and at last did not make anything worse. so its pointless to talk about this to much.


tldr:

i hate the changes.. they completely fail in what they intended to acchive.
i think they do more harm then good and are a missed opportunity to improve fw.
flaming phantom
Unlimited LTD
#140 - 2014-07-14 11:24:19 UTC
I don't post terribly often, but I felt I had to chime in with my opinion:

I think WCS should stay as they are. I think making it so you can't cloak in plexes was dumb, as it ruins a lot of cool traps you could set up. Everyone keeps pointing to other problems, such as WCS, and cloaking, but I feel the source of the problem is payouts.

As it is right now, people that want to kill people do, and people that want to make isk, farm. I thought FW was supposed to be making money while fighting, but If you fight, you lose money. If you make money (plexing), you need to avoid fights.

Buffing the rats is just frustrating, and I barely even attempt to offensive plex anymore while looking for targets. If I want to make money, I can annoyingly sit in a plex, fighting rats that respawn endlessly, so I make my money elsewhere. Hunting is annoying because of the rat buffs. My proposed changes:

1. Allow cloaking in plexes, really nothing wrong with it IMO
2. Don't change WCS, they have worked this way for years, and have been fine
3. unbuff the rats and don'T have them sapwn so often. It's just super annoying to solo o-plex anymore. Maybe leave 1 in there, and make them spawn every 7 or 8 minutes or so, but nothing more...
4. Lower payouts for plexing a lot, maybe give out 1/10th what they do now. This would seriously discourage plexing as a farming activitey since it just wouldn't be worth the time.
5. Increase LP payouts for killing other militia members. This would incentisize people to fight, instead of trying to farm plexes.

I just don't see why everyone keeps saying to change other things, like WCS, or cloaking, or the rats. Just make it a money maker to fight people instead of running. Is that such a hard concept to grasp? If someone just wants to make money, they will, and they will avoid people coming to fight them as much as possible. Make it unprofitable for farmers, so they go back to mining, and leave the lp for people who are doing FW as it should be. Make it so that the people who are fighting for their empire are paid to kill the enemies, and capturing these stupid outposts are just a nice little bonus, instead of how it is now, where killing a ship basically gets me nothing, and all the money is made plexing.