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Warfare & Tactics

 
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New FW system and 1v1 - a call to soloers.

First post
Author
Simyaldee
Caldari Provisions
Caldari State
#81 - 2014-07-21 04:54:41 UTC
flakeys wrote:
Plato Forko wrote:
honestly, it boggles my mind that FW doesn't get more focus. most of the gamer market consists of casual gamers, and FW is the only place in EvE that allows casual gamers to be successful at having fun. every single gamer i've talked to who has tried EvE but quit has said the same thing (paraphrasing) "It sucks too much to spend hours earning enough ISK to buy a ship only to lose it in ten minutes".

It could be that CCP doesn't want to risk killing high-sec and null-sec by making FW all that it could be, but by marginalizing FW it's also closing the door on casual gamers who are instead using their money to buy into Star Citizen.



It boggles my mind that they let low-sec hang to die off eventually for years in an end before they came up with the FW option to give low-sec at least some love.



A couple more things boggle my mind even more.

With the most accounts besides High Sec, Null Sec has not seen any significant effort in any way to change the self purportedly stagnating Null Sec Mechanics. Which CCP refuses to touch with a ten foot pole because there scared of Legacy Code/Balance Issues/There Null Sec Overlords.

That even with the relatively recent changes a while back the New Player Experience does absolutely nothing to prepare a new player for anything in EVE at all, CCP seems to be completely ignoring this, meaning that 90% of new players never taste or effect what many would call the 'real' EVE.

CCP hasn't decided to directly tackle, POS's, Mining, Corp/Alliance Mechanics, or basically the half dozen other issues that plague the majority of EVE's player base.

With all that stuff remaining untouched, I am not all that surprised that CCP hung Low Sec out to dry.

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

Plato Forko
123 Fake Street
#82 - 2014-07-21 21:16:54 UTC
i'm not so bummed about improvements CCP has yet to implement, but i am about taking a functioning mechanic (fw plexes) and changing it in a way that goes overboard to defeat abuse but as a side-effect makes it harder for a solo pilot to engage a live pilot because pve is getting in the way. i mean people come to FW to get away from pve, and now it's getting in the way of pvp.
Zappity
New Eden Tank Testing Services
#83 - 2014-07-22 00:13:10 UTC
Crius patch notes wrote:
The damage and tracking of Factional Warfare Complex NPCs has been reduced significantly.

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

Baron' Soontir Fel
Deep Core Mining Inc.
Caldari State
#84 - 2014-07-22 04:42:57 UTC  |  Edited by: Baron' Soontir Fel
if only they reduced the number of spawns it would be perfect. (And somehow allow kitey frigates to actually take a novice)

I don't know why you'd need more than 1-2 extra spawns. If I can kill 2 in a reasonable time, I can kill 8.
Simyaldee
Caldari Provisions
Caldari State
#85 - 2014-07-22 20:42:02 UTC
Baron' Soontir Fel wrote:
if only they reduced the number of spawns it would be perfect. (And somehow allow kitey frigates to actually take a novice)

I don't know why you'd need more than 1-2 extra spawns. If I can kill 2 in a reasonable time, I can kill 8.



Agreed, 5 Spawns in a Novice, 7ish in Smalls and Mediums, and 10 in Larges is waaay to much and it makes offensive plexing, even in fleets, waaay to difficult.

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

Cearain
Plus 10 NV
#86 - 2014-07-22 21:54:38 UTC
Plato Forko wrote:
honestly, it boggles my mind that FW doesn't get more focus. most of the gamer market consists of casual gamers, and FW is the only place in EvE that allows casual gamers to be successful at having fun. every single gamer i've talked to who has tried EvE but quit has said the same thing (paraphrasing) "It sucks too much to spend hours earning enough ISK to buy a ship only to lose it in ten minutes".

It could be that CCP doesn't want to risk killing high-sec and null-sec by making FW all that it could be, but by marginalizing FW it's also closing the door on casual gamers who are instead using their money to buy into Star Citizen.



The problem is ccp only seems to look to the npcs as some sort of solution to protect against rabbit plexers instead of giving players better tools.

They are forever messing with the npcs as if that is going to solve something. It would be best if they did away with npcs altogether and let players know when and where plexes are being taken.

Plato Forko wrote:
Zen Guerrilla wrote:
I really can't see the problem. Adapt or die, you know the rules.


the problem is that FW plexes used to be the ideal sandbox mechanic: if your ship could fit, you could do whatever you wanted there and if nobody stopped you then you'd get paid for it too. Now, live pilots don't have to stop you from doing whatever because the game will spawn red crosses to do that for the players. Now, two FW pilots cannot engage in a duel in the privacy of a plex without one of them being at an overwhelming disadvantage due to rat interference. This, of course, has zero effect on fleet fights, but kills the potential for soloing. In other words, this so-called solution has, rather than reinforced the sandbox, harmed it by limiting options.

The most insulting thing about this change is that it hasn't even changed the FW landscape, and likely will continue to not do so, because exploitative farming was not a fault of the plex mechanics to begin with. Most exploitative behaviour in the game is a result of there being too few pilots across too many systems. For example, it's difficult to stop a gatecamp in systems where only a few hauler alts will pass through in any given time period. Conversely, it's trivially easy to stop a gatecamp in an active part of FW space where a reaction fleet can be assembled from the 40 in local. Similarly, it's easy to stop farming when you have active pilots in the same system as a farmer and they are given some incentive to stop the farming from happening.

You don't have to look far to see what happens as a result of terrible PvE mechanics providing inadequate incentives: most of the PvP pilots engage in campaigns focused on bottleneck systems while the rest of the warzone languishes in whatever state. Why not just take those backwater systems out of the warzone altogether? I mean, if they're not being used for FW activity by the very PvP pilots complaining about farming, then farming is the only possible use for them. It's not like returning them to neutral state will prevent FW pilots from engaging in sanctioned combat with other FW pilots in those systems.

Seriously, what good has come of having all these systems involved in the sov grind? What use do they have other than enabling farming? Why would cutting out some of these systems not be a BETTER solution than killing solo FW PvP?


I agree with the sentiment but not with the solution. Making the warzone smaller just makes it less interesting and more blob friendly.

Give the players better intel tools so they can find pvp in plexes faster. Its always been crazy that we have military complexes being taken in every 4th system but the only way to defend your system is randomly warp around.

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