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Dev blog: Back Into the Structure

First post First post
Author
Silana Hurtini
Pator Tech School
Minmatar Republic
#321 - 2015-03-23 04:35:36 UTC  |  Edited by: Silana Hurtini
Quote:
Text advertisement, billboard replacement, being used as gigantic monuments with no purpose (except to show how big your e-peen is by showing the statue of your glorious alliance leader). Could also involve frozen corpses somehow.


I am not a woman, but I think that this type of language is not welcoming to them. Not that anybody who plays the game probably cares, but you'd hope the devs would at least.
Oxide Ammar
#322 - 2015-03-23 06:47:58 UTC  |  Edited by: Oxide Ammar
Arthur Aihaken wrote:
Starbuck1988 wrote:
ok I love what you are doing with all this, I agree with most of what people are saying except the high sec and low sec going into a Null sec environment, that will defeat what all of this has been about, the first decade+. the entosis thing whatever it is should be limited to Sov space, and for the new station structures, make it Small, Medium, and Large, and the Service/High/Med/Low are more just like with ships, the bigger the station, the more of each of those you get allowing you to do more, and the service slots just like T3 ships are changeable out where you can make it generic and can do anything, or you have more for more specialized things. just like if small or medium you can put where ships can moor, and if large and XL you can setup moor and dock types.

Honestly, I'm not sure if X-large structures should be constructible in high-sec.


They will allow capital ships in hisec and reintroduce level 5 missions back to hisec, also they might introduce upper tier of incursions used only by capital ships....mark my words Big smileCool

Lady Areola Fappington:  Solo PVP isn't dead!  You just need to make sure you have your booster, remote rep, cyno, and emergency Falcon alts logged in and ready before you do any solo PVPing.

Neugeniko
Insight Securities
#323 - 2015-03-23 07:28:34 UTC
Great to see these changes coming!

Looking forward to further details, especially so we can theory craft the interaction between structure size, corp size and attack mechanics.

Cheers,
Neug
Imigo Montoya
BreadFleet
Triglavian Outlaws and Sobornost Troika
#324 - 2015-03-23 08:11:54 UTC
"be able to affect or pinpoint cloak users"

This is concerning. I have small children so I regularly have to go afk while playing, usually at short notice. This means that I need to be able to get assets safe if I'm out flying at all. PvE no longer holds any interest to me and I generally prefer shooting player controlled ships when I have the opportunity to actively engage with this game, so combine these things together and my gameplay experience of EVE would be best described as cloaky pew.

My favourite activity is catching people coming through gates with my cloaky Sabre. That means I am generally on-grid with a system bottleneck structure, and already vulnerable to being decloaked due to where I have to be located to be ready to catch a potential target. If I need to go afk I'll warp off to a safe or perch and cloak up there. When I used to do PvE activities, it was generally in a place where I had a POS or station nearby that I could warp to and safe/dock up. That is still available to me, but that would mean I'd have to pursue PvE activities Ugh

One of the things I really like about EVE is the emergent nature of it. Instead of providing pre-defined gameplay, EVE provides the tools and allows the player the ability to engineer the way they use them in a way that suits their own varied needs. In order for me to be able to play EVE at all, I need to be able to make it work within the RL constraints that I have. Being able to fit a cloak allows me to engage with the game and provide content for people that otherwise often wouldn't be there. Giving sov holders an "I see you" button removes that possibility. It also removes a whole lot of active intel gathering operations like getting a cloaked ship into hostile staging systems to watch their formups and fleet compositions, so seems rather OP. A more palatable effect would be increasing targeting or re-cloak delays.

Ironically, cloaky ships are my favourite prey. They provide a difficult yet achievable challenge, and they are also not invulnerable simply because they have a cloak on them.

I even wrote an entire article on the topic which I would like to bring to your attention.

In summary, please don't undermine the foundations of the emergent sandbox that gives EVE its appeal.
Amarisen Gream
The.Kin.of.Jupiter
#325 - 2015-03-23 08:20:29 UTC
Imigo Montoya wrote:
"be able to affect or pinpoint cloak users"

This is concerning. I have small children so I regularly have to go afk while playing, usually at short notice. This means that I need to be able to get assets safe if I'm out flying at all. PvE no longer holds any interest to me and I generally prefer shooting player controlled ships when I have the opportunity to actively engage with this game, so combine these things together and my gameplay experience of EVE would be best described as cloaky pew.

My favourite activity is catching people coming through gates with my cloaky Sabre. That means I am generally on-grid with a system bottleneck structure, and already vulnerable to being decloaked due to where I have to be located to be ready to catch a potential target. If I need to go afk I'll warp off to a safe or perch and cloak up there. When I used to do PvE activities, it was generally in a place where I had a POS or station nearby that I could warp to and safe/dock up. That is still available to me, but that would mean I'd have to pursue PvE activities Ugh

One of the things I really like about EVE is the emergent nature of it. Instead of providing pre-defined gameplay, EVE provides the tools and allows the player the ability to engineer the way they use them in a way that suits their own varied needs. In order for me to be able to play EVE at all, I need to be able to make it work within the RL constraints that I have. Being able to fit a cloak allows me to engage with the game and provide content for people that otherwise often wouldn't be there. Giving sov holders an "I see you" button removes that possibility. It also removes a whole lot of active intel gathering operations like getting a cloaked ship into hostile staging systems to watch their formups and fleet compositions, so seems rather OP. A more palatable effect would be increasing targeting or re-cloak delays.

Ironically, cloaky ships are my favourite prey. They provide a difficult yet achievable challenge, and they are also not invulnerable simply because they have a cloak on them.

I even wrote an entire article on the topic which I would like to bring to your attention.

In summary, please don't undermine the foundations of the emergent sandbox that gives EVE its appeal.



You can always "Log off Safely",
The issue with cloaky campers isn't that they have to chase children around the house, its that they log on in a safe place, and then "we" the rest of the people who live in that space have no clue if they are at a keyboard or not. And you, not being at your keyboard shouldn't provide a negative experience for players who are.

in short - its the "log on, safe up, and then **** off so I can go to work, or take a **** or wtf else the cloaky person does for 23 hrs, and keep the locals wondering if, i'm there or not.

"The Lord loosed upon them his fierce anger All of his fury and rage. He dispatched against them a band of Avenging Angels" - The Scriptures, Book II, Apocalypse 10:1

#NPCLivesMatter #Freetheboobs

Karsha Amerel
Psy Corp.
#326 - 2015-03-23 08:34:15 UTC
I think it would be worthwhile to have the Observatory arrays let the owner know if hostiles are active (or inactive) in the system, rather than remove their cloak. That would make the most annoying part of afk cloaking obsolete.

If a cloak removing feature was put in, maybe it could announce in local 5 minutes before it was going to happen, so active hostile players can get safe. After 5 minutes it sends out a system wide pulse that de-cloaks everyone. People can simply recloak after their cloak cool down. The Observatory arrays would then not be able to de-cloak pulse for an hour (or so). This would give people the ability to destroy afk cloakers, but for active hostiles it would be mildly inconvenient.

I think a lot of these suggestions can be implemented really well, but also really badly. And it is impossible to please everyone.

Lurifax
Deep Core Mining Inc.
Caldari State
#327 - 2015-03-23 08:52:13 UTC
So will you be able to set up your own "pos"? Currently they are all tied into the corp roles meaning that only the selected few get to mess around with the pos stuff.

Would be nice if you could lanch your own pos or lanch for corp thing.
Oxide Ammar
#328 - 2015-03-23 09:05:08 UTC  |  Edited by: Oxide Ammar
Amarisen Gream wrote:
Imigo Montoya wrote:
"be able to affect or pinpoint cloak users"

This is concerning. I have small children so I regularly have to go afk while playing, usually at short notice. This means that I need to be able to get assets safe if I'm out flying at all. PvE no longer holds any interest to me and I generally prefer shooting player controlled ships when I have the opportunity to actively engage with this game, so combine these things together and my gameplay experience of EVE would be best described as cloaky pew.

My favourite activity is catching people coming through gates with my cloaky Sabre. That means I am generally on-grid with a system bottleneck structure, and already vulnerable to being decloaked due to where I have to be located to be ready to catch a potential target. If I need to go afk I'll warp off to a safe or perch and cloak up there. When I used to do PvE activities, it was generally in a place where I had a POS or station nearby that I could warp to and safe/dock up. That is still available to me, but that would mean I'd have to pursue PvE activities Ugh

One of the things I really like about EVE is the emergent nature of it. Instead of providing pre-defined gameplay, EVE provides the tools and allows the player the ability to engineer the way they use them in a way that suits their own varied needs. In order for me to be able to play EVE at all, I need to be able to make it work within the RL constraints that I have. Being able to fit a cloak allows me to engage with the game and provide content for people that otherwise often wouldn't be there. Giving sov holders an "I see you" button removes that possibility. It also removes a whole lot of active intel gathering operations like getting a cloaked ship into hostile staging systems to watch their formups and fleet compositions, so seems rather OP. A more palatable effect would be increasing targeting or re-cloak delays.

Ironically, cloaky ships are my favourite prey. They provide a difficult yet achievable challenge, and they are also not invulnerable simply because they have a cloak on them.

I even wrote an entire article on the topic which I would like to bring to your attention.

In summary, please don't undermine the foundations of the emergent sandbox that gives EVE its appeal.



You can always "Log off Safely",
The issue with cloaky campers isn't that they have to chase children around the house, its that they log on in a safe place, and then "we" the rest of the people who live in that space have no clue if they are at a keyboard or not. And you, not being at your keyboard shouldn't provide a negative experience for players who are.

in short - its the "log on, safe up, and then **** off so I can go to work, or take a **** or wtf else the cloaky person does for 23 hrs, and keep the locals wondering if, i'm there or not.


Since they are going to remove local channel or make it delaying showing new comers this won't be your first problem to deal with.

Lady Areola Fappington:  Solo PVP isn't dead!  You just need to make sure you have your booster, remote rep, cyno, and emergency Falcon alts logged in and ready before you do any solo PVPing.

Jennifer Maxwell
Crimson Serpent Syndicate
#329 - 2015-03-23 09:13:18 UTC
Silana Hurtini wrote:
Quote:
Text advertisement, billboard replacement, being used as gigantic monuments with no purpose (except to show how big your e-peen is by showing the statue of your glorious alliance leader). Could also involve frozen corpses somehow.


I am not a woman, but I think that this type of language is not welcoming to them. Not that anybody who plays the game probably cares, but you'd hope the devs would at least.

As a woman, I really don't care in the slightest if people use "this type of language". As a matter of fact, I'd be kinda pissed if I knew the devs felt they had to censor themselves just because a few people, men or women, got their panties in a twist.

You've got a right to be offended about things. But that doesn't mean that anyone else has to care if you're offended, and it sure as hell don't give you the right do be offended on anyone else's behalf, and especially not mine.
Jennifer Maxwell
Crimson Serpent Syndicate
#330 - 2015-03-23 09:23:44 UTC
This intel array idea has me exited more so than most of the other structures on the list. I love the idea of being able to affect what kind of information shows about an area, or be able to get advanced info about someplace, or whatever else.

Please please PLEASE don't give a giant "**** you!" to your lowsec players and make this sort of stuff only available in sov and/or nullsec space! Or if you do, PLEASE let the Militia have access to these kinds of things somehow! Right now, there's almost no reason beyond tier control to even take any more systems in FW. We all want more reasons to fight over stuff, and you've been ignoring us for a long time. We don't have an interest in moving to nullsec, so throw us a bone here instead of trying to push us in that direction, please.

These are the kinds of structures I've wanted since I've begun playing Eve. Please don't limit them to sov space only and make me super sad in the process :(
Imigo Montoya
BreadFleet
Triglavian Outlaws and Sobornost Troika
#331 - 2015-03-23 09:28:00 UTC
Amarisen Gream wrote:

You can always "Log off Safely",
The issue with cloaky campers isn't that they have to chase children around the house, its that they log on in a safe place, and then "we" the rest of the people who live in that space have no clue if they are at a keyboard or not. And you, not being at your keyboard shouldn't provide a negative experience for players who are.

in short - its the "log on, safe up, and then **** off so I can go to work, or take a **** or wtf else the cloaky person does for 23 hrs, and keep the locals wondering if, i'm there or not.

Not if I'm active and engaging with people to provide said content I can't.

If there is somebody in your system that is afk, they're no threat to you. If they're at their keyboard, then they're not afk.

The same reasoning you're using also applies to people docked up in a sov station. Somebody can log on in a safe place (the station), and then "we" the rest of the people who live in (or visit) that space have no clue if they are at the keyboard or not. Should we advocate for a deployable structure that will kick people out of the station when used? Anybody who is at the keyboard can just dock up again, right?

To quote CCP Greyscale on nullsec from his 2014 GDC talk on crimewatch "choosing to live out here puts you in constant danger". If you think that having somebody who is not blue occupying the same system as you is a "negative experience", then perhaps nullsec isn't the right type of space for you to be in.
Sequester Risalo
German Corps of Engineers 17
Federation of Respect Honor Passion Alliance.
#332 - 2015-03-23 10:02:33 UTC
I very much like the new structure ideas. Especially since I (and probably many others) suggested some of those in the feedback query I filled out recently.

However I am not happy with the defense options for small corps. Sometimes one is away for several days on holidays or business trips with no opportunity to log in. Especially not for four hours every day.

Now in the old system I could be fairly certain that no one messes with a sufficiently armed POS. Now If I understand correctly all it takes is a trollceptor with an entosis link and the structure is gone upon return from holidays. Please tell me that I'm getting something wrong here.

Maybe the solution would be another kind of structure. We do have
-manufacturing
-research
-market and office
-mining
-bservatory
-administration

How about adding some kind of military structure with good defenses and ship assembly and repair services?
GeeShizzle MacCloud
#333 - 2015-03-23 10:04:09 UTC  |  Edited by: GeeShizzle MacCloud
Imigo Montoya wrote:


If there is somebody in your system that is afk, they're no threat to you. If they're at their keyboard, then they're not afk.

The same reasoning you're using also applies to people docked up in a sov station. Somebody can log on in a safe place (the station), and then "we" the rest of the people who live in (or visit) that space have no clue if they are at the keyboard or not. Should we advocate for a deployable structure that will kick people out of the station when used? Anybody who is at the keyboard can just dock up again, right?

To quote CCP Greyscale on nullsec from his 2014 GDC talk on crimewatch "choosing to live out here puts you in constant danger". If you think that having somebody who is not blue occupying the same system as you is a "negative experience", then perhaps nullsec isn't the right type of space for you to be in.


i would generally say that quoting CCP Greyscale as a support for your argument is definitely not the way to go, but i guess a broken clock is right twice a day...
Zappity
New Eden Tank Testing Services
#334 - 2015-03-23 10:34:02 UTC  |  Edited by: Zappity
What about abandoned structures? Please take the opportunity to fix that flaw of POS design. They should be hackable or something to prevent the current clutter.

And I imagine the Observatory will have effects on Local?

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

Aralyn Cormallen
Deep Core Mining Inc.
Caldari State
#335 - 2015-03-23 11:05:09 UTC  |  Edited by: Aralyn Cormallen
This all looks universally awesome. My only confusion is that this all seems to imply that Outposts will obey the same rules as other structures, and therefore will become destroyable. Now, that is perfectly fine with me, and you look to have considered the loosing-stuff-in-station angle, but doesn't this contradict the new sov changes, since the station capture mechanics seem to be very contrary to a system edging towards making them destroyable? Are we misunderstanding things (as in, the loosing stored items is just for dealing with the replacements for POSes, and destroyable station are still off the table) or is the station rules in the sov update just a placeholder until this system can replace it?

Also, I have a bit of a love/worry relationship with the mooring mechanics. It is definitely cool, and I am very for it, but what happens to a "moored" Supercap when you log out? Does it stay there? If so, this adds a lot more danger to Supercap ownership (not intrinsically a bad thing, but it does), but if not, what happens when you log back in, since someone else could be on your mooring spot when you log back in? Plus, Supercap accounts are quite netorious for being left unsubbed for long periods between wars, so does an unsubbed Supercap have to stay moored, or just get stuck chancing out by logging out at a safe spot? If so, again, that is a lot more danger of loss, plus there is going to be vast farms of towers serving as unsubbed mooring.

Personally, I'm all for more risk to Supercaps, and limiting the number in space by the amount of room to moor them is definitely an intresting approach. But there is a hell of a lot in space at the moment, and a move over to this could have quite some growing pains. Especially given how Supercaps are being given the finger by the sov changes, and that the current utterances about Supercap changes are leaving people fairly lukewarm, removing safety from those logged-off or unsubscribed could be a final tipping point for many.
Arthur Aihaken
CODE.d
#336 - 2015-03-23 11:06:53 UTC  |  Edited by: Arthur Aihaken
Thalos Maedros wrote:
Only problem with that system then would be players would then set up personal structures instead if they wanted to bypass the requirements you stated above. As CCP said they want it to have more possibilities for players, your idea is bringing it back to limitations

Yes, except a) players would be limited to 0.5-0.7 systems and b) they'd require the requisite 1.0-3.0 Faction standing.

Oxide Ammar wrote:
They will allow capital ships in hisec and reintroduce level 5 missions back to hisec, also they might introduce upper tier of incursions used only by capital ships....mark my words Big smileCool

Wouldn't that be nice. Big smile

I am currently away, traveling through time and will be returning last week.

Emmy Mnemonic
Royal Amarr Institute
Amarr Empire
#337 - 2015-03-23 11:28:07 UTC  |  Edited by: Emmy Mnemonic
Imigo Montoya wrote:
"be able to affect or pinpoint cloak users"

This is concerning. I have small children so I regularly have to go afk while playing, usually at short notice. This means that I need to be able to get assets safe if I'm out flying at all. PvE no longer holds any interest to me and I generally prefer shooting player controlled ships when I have the opportunity to actively engage with this game, so combine these things together and my gameplay experience of EVE would be best described as cloaky pew.

My favourite activity is catching people coming through gates with my cloaky Sabre. That means I am generally on-grid with a system bottleneck structure, and already vulnerable to being decloaked due to where I have to be located to be ready to catch a potential target. If I need to go afk I'll warp off to a safe or perch and cloak up there. When I used to do PvE activities, it was generally in a place where I had a POS or station nearby that I could warp to and safe/dock up. That is still available to me, but that would mean I'd have to pursue PvE activities Ugh

One of the things I really like about EVE is the emergent nature of it. Instead of providing pre-defined gameplay, EVE provides the tools and allows the player the ability to engineer the way they use them in a way that suits their own varied needs. In order for me to be able to play EVE at all, I need to be able to make it work within the RL constraints that I have. Being able to fit a cloak allows me to engage with the game and provide content for people that otherwise often wouldn't be there. Giving sov holders an "I see you" button removes that possibility. It also removes a whole lot of active intel gathering operations like getting a cloaked ship into hostile staging systems to watch their formups and fleet compositions, so seems rather OP. A more palatable effect would be increasing targeting or re-cloak delays.

Ironically, cloaky ships are my favourite prey. They provide a difficult yet achievable challenge, and they are also not invulnerable simply because they have a cloak on them.

I even wrote an entire article on the topic which I would like to bring to your attention.

In summary, please don't undermine the foundations of the emergent sandbox that gives EVE its appeal.


I also have kids and often leave the screen due to IRL-events, often initiated by said kids, or by my wife in the middle of super-imortant-space-ship-fleets dualboxing litterally billions of ISK in the form of a Supercarrier and a Carrier, which is much much worse than a 55 M ISK dictor tbh... ;-).

So I know the feeling!

But you and I already have a plethora of available options today, and even more when the new intel-structures come!

* Cloak in a safespot. THere IS a risk that the enemy will use a "decloaking-function" JUST as you are away for 16 minutes from your screen. But then again, there is a large chance they won't! How do THEY know you ARE actually AFK and not alertly looking for combat probes if you get decloaked?! Huh!? For an alert "AFK-cloaker" that is actually on-screen, it would be a small task to see the decloak, detect the combat probes and just warp off to a new safe and cloak up again looong before they warp into your current safespot.

* Safe-logoff which is possible if you do not have any timers preventing log off. This takes 30s, which probably would be rather safe to run off and save a crying kid, or demanding wife-initiated-task. Still a small chance they decloak AND combat probe you out JUST as you run off, but really....not a problem!

* Leave the system and cloak up in another system nearby, where they do not have the necessary intel-structures up. Cloak up on a safe in a system where there is no intel-structures, and you are TRULY safe. AFAIK the "anti-AFK-cloaking-function" will also be limited in number of uses (cool-down-timer?) and will depend on an available intel-structures and possibly sov-updates for this (?). So keep an alt in a cloaky in a non-structure-system nearby, and you can fly in that one, and go AFK during the cooldown if you want to troll the people more ;-)

* And finally, the risk of loosing a cloaky dictor worth about 55 M ISK should not really be a problem for you - you might aswell loose it in pvp and "**** happens" in EVE as in IRL. This is called "risk" and the reward is that you have a possibility to kill much more valuable ships like deep-space-transports or whatever. Same goes for cloaky Stealth Bombers AFK cloaking systems day out and day in without any active input from the player - they are very cheap compared to what you hunt with them. Loosing a Supercarrier and a carrier currently worth about 35 B ISK would be much worse, but I won't complain when that risk materilize due to IRL-stuff (it has, many times!). That's how this game works!

I think this "decloaking-function" is a good idéa that will make it a bit harder for people to play EVE-online passively. Play it actively, or log off. And the new function will not mean anything and will be easy to counter for players that ARE active. If you happen to be AFK with "legimit reasons" and get killed in the process - well, tough luck, **** happens! I dont think it will reduce the number of cloaky campers significantly either, and when they log on and cloak up, you KNOW they are not AFk so the effect of them beeing in system will only be higher! They will shut down ratting and other activities much more efficiently!

Ex ex-CEO of Svea Rike [.S.R.]

Emmy Mnemonic
Royal Amarr Institute
Amarr Empire
#338 - 2015-03-23 11:34:15 UTC
Zappity wrote:
What about abandoned structures? Please take the opportunity to fix that flaw of POS design. They should be hackable or something to prevent the current clutter.

And I imagine the Observatory will have effects on Local?


If no one is protecting them, you could just entosis them on your own with one ship and easily take control or blow them up in the entosis-process I guess (whatever will be the outcome of entosising structures?)

Ex ex-CEO of Svea Rike [.S.R.]

Gempei
Marvinovi pratele
#339 - 2015-03-23 11:47:50 UTC
davet517 wrote:
...How will these structures be attacked? Will they all be subject to the new "entosis" mechanic, or will some of them require hit-point grinding (as with current POS)?
first attribute for every structure - damage / entosis
Aralyn Cormallen
Deep Core Mining Inc.
Caldari State
#340 - 2015-03-23 12:17:57 UTC  |  Edited by: Aralyn Cormallen
Further thoughts, particularly regarding the highsec-applications of this.

- Given that "ability to deploy POSes" and "corp hangers" are some of the very few benefits accorded a player corporation (and in discussions about "social corporations" these ares nearly close to the only remaining benefit if social corporations are non-wardeccable), and it stated in the dev-blog that solo players would be allowed to deploy these structures, surely this removes the last benefits of player-run corporations, making NPC corps or social corps the default common-sense option for the highsec player. Has this been considered, and if so, what will be done to make player corps a viable option to wardec-immune alternatives?

- There was talk about NPC convoys to deliver small goods between stations. I am perfectly fine with this in principle, but what are the highsec implications? Current NPC convoys are freely shootable without a Concord intervention (I am not sure, I believe the faction police might respond, but I am unsure of this), will this be the case for these player-paid haulers? And if not, why not? Wouldn't this invalidate the player-operated hauler gameplay if NPC's are doing it cheaper and with Concord protection? And why should Concord intervene, since they do not intervene in any other combat between player and NPC?,