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[New structures] Item safety mechanics on structure destruction

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Author
Phig Neutron
Starbreaker and Sons
#101 - 2015-03-24 21:32:58 UTC  |  Edited by: Phig Neutron
Alexis Nightwish wrote:
What kind of culture does nullsec have when people lose their minds over a mechanic in which you get to keep all your stuff when you lose?


It's not about "when you lose", it's about when you're not in game at all. Game designers have to balance "realism" within the game universe with the fact that people don't really live in the virtual world. That's why POS's have reinforcement timers -- the attackers have the advantage of choosing the time of attack at a time when the defenders may not even be logged in, so reinforcement allows the defenders to try to choose the dime of defense. People leave stuff in outposts not because they're afraid of permaloss, but because they're going to log out. (People who don't like permaloss don't play EVE beyond the trial.) Under the new outpost destruction mechanics, you're essentially saying that if someone is logged out for more than 48 hours or so, they're going to lose all of their assets and be required to bring a freighter into an active war zone in order to recover them. That's absolutely incompatible with most people who have real lives, children, jobs, not to mention those who serve in the military.

EDIT: Maybe CCP wants to change the way people play the game, such that nobody will keep more than one ship at a time, people will be nomadic and specialize instead of switching ships for different jobs. If that's their intention, I really wish they'd say so.
Alexis Nightwish
#102 - 2015-03-24 21:50:11 UTC
GeeShizzle MacCloud wrote:
Alexis Nightwish wrote:
Reading through this thread it blows me away how much wailing and gnashing of teeth there is about structure destruction. What kind of culture does nullsec have when people lose their minds over a mechanic in which you get to keep all your stuff when you lose? There's no real consequence beyond the inconvenience of having to go pick it up and move it. And the proposed changes are even a change from the current system where if a station is flipped you can be denied docking access, thus losing access to all your stuff, so the new mechanic placates the risk averse even more!

I just don't get why CCP won't let stuff drop as loot. Isn't killing people and taking their stuff a content driver? Isn't fighting people to defend your stuff a content driver? Wouldn't the potential of your assets being at risk encourage you to live in and use your space?

Sadly, this thread isn't about what manner, or how much you'll lose if a housing structure is destroyed, but how will CCP protect your stuff when you failed to do so. Sad


yah cause if i have a RL emergency that keeps me away from the game for days and my super is moored onto a L structure, itd be great to come back after say a week of being in hospital to find my super was taken from under me just because something unfortunate happened in the real world and hostile attacked that pos.

Yahh that's a fun game. Go back and rethink your argument in a way that doesn't penalises people for not playing 23.5/7.

As I understand it, your alliance mates are perfectly capable of moving the super to a safe location during your absence.

CCP approaches problems in one of two ways: nudge or cludge

EVE Online's "I win!" Button

Fixing bombs, not the bombers

Petrified
Old and Petrified Syndication
#103 - 2015-03-24 21:50:28 UTC
Querns wrote:
Agreed that some mechanism of recovering assets is vital to encourage use of these destructible structures.

Perhaps a last-ditch option — NPCs airlift half (or less) your stuff to the nearest npc 0.0 or lowsec area, chosen randomly from the stuff that you have? Retain one or more of the other options as a way to get back all your stuff, but using the airlift makes the stuff not randomly chosen be destroyed.


A Half and Half option, but without the destruction. Half the items, chosen at random get 'rescued' and moved to the nearest station - owned by the player losing their items or NPC station - in the event . The other half remains in the "wreck" to be recovered by the player when they can.

Or, you could also have anything not a capital salvaged by an independent crew and moved to an NPC station. The owner of the items then pays a fee for the recovery, much like a corp paying for items that become impounded. Anything capital and up has to be recovered from the wreck itself.

Cloaking is the closest thing to a "Pause Game" button one can get while in space.

Support better localization for the Japanese Community.

Alexis Nightwish
#104 - 2015-03-24 21:51:24 UTC
John McCreedy wrote:
Alexis Nightwish wrote:
Reading through this thread it blows me away how much wailing and gnashing of teeth there is about structure destruction. What kind of culture does nullsec have when people lose their minds over a mechanic in which you get to keep all your stuff when you lose? There's no real consequence beyond the inconvenience of having to go pick it up and move it. And the proposed changes are even a change from the current system where if a station is flipped you can be denied docking access, thus losing access to all your stuff, so the new mechanic placates the risk averse even more!

I just don't get why CCP won't let stuff drop as loot. Isn't killing people and taking their stuff a content driver? Isn't fighting people to defend your stuff a content driver? Wouldn't the potential of your assets being at risk encourage you to live in and use your space?

Sadly, this thread isn't about what manner, or how much you'll lose if a housing structure is destroyed, but how will CCP protect your stuff when you failed to do so. Sad


It's because you're missing the point. The issue isn't structure destruction, the issue is Outpost (and its replacement) destruction and couple that with the current 'trollceptor' proposal. Would you store Carriers, Dreads, BS, HACs etc. in a station, especially if a ceptor can cause it to blow up? Let's make Jita destructible. Then see how many people start 'wailing' on the forum.

If an interceptor is able to flip a station that you have 100s of billions of ISK floating at, maybe SOV isn't for you.

CCP approaches problems in one of two ways: nudge or cludge

EVE Online's "I win!" Button

Fixing bombs, not the bombers

Alexis Nightwish
#105 - 2015-03-24 21:57:08 UTC
Phig Neutron wrote:
Alexis Nightwish wrote:
What kind of culture does nullsec have when people lose their minds over a mechanic in which you get to keep all your stuff when you lose?


It's not about "when you lose", it's about when you're not in game at all. Game designers have to balance "realism" within the game universe with the fact that people don't really live in the virtual world. That's why POS's have reinforcement timers -- the attackers have the advantage of choosing the time of attack at a time when the defenders may not even be logged in, so reinforcement allows the defenders to try to choose the dime of defense. People leave stuff in outposts not because they're afraid of permaloss, but because they're going to log out. (People who don't like permaloss don't play EVE beyond the trial.) Under the new outpost destruction mechanics, you're essentially saying that if someone is logged out for more than 48 hours or so, they're going to lose all of their assets and be required to bring a freighter into an active war zone in order to recover them. That's absolutely incompatible with most people who have real lives, children, jobs, not to mention those who serve in the military.

EDIT: Maybe CCP wants to change the way people play the game, such that nobody will keep more than one ship at a time, people will be nomadic and specialize instead of switching ships for different jobs. If that's their intention, I really wish they'd say so.

Aren't the mechanics of the tug of war, freeport, and a 48 hour RF + the time it takes to capture command nodes enough for most players? Not to mention your friends and allies being there to evac your supers (which I consider to be in the realm of corp or alliance strategic assets, not personal ships).

As for ships you have docked, I wouldn't put all my eggs in one basket, but that's just me.

CCP approaches problems in one of two ways: nudge or cludge

EVE Online's "I win!" Button

Fixing bombs, not the bombers

Gabriel Karade
Coreli Corporation
Pandemic Legion
#106 - 2015-03-24 22:11:45 UTC
Option #1, allow anyone to salvage the wreck, add insurance for station hanger contents

War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293

Phig Neutron
Starbreaker and Sons
#107 - 2015-03-24 22:27:23 UTC
Alexis Nightwish wrote:
Aren't the mechanics of the tug of war, freeport, and a 48 hour RF + the time it takes to capture command nodes enough for most players?


That's not what we're discussing. This is a discussion of the new structures CCP is proposing to replace outposts and POS's, all of which will be destructible.
Nevyn Auscent
Broke Sauce
#108 - 2015-03-24 22:39:46 UTC
Alexis Nightwish wrote:

Aren't the mechanics of the tug of war, freeport, and a 48 hour RF + the time it takes to capture command nodes enough for most players? Not to mention your friends and allies being there to evac your supers (which I consider to be in the realm of corp or alliance strategic assets, not personal ships).

As for ships you have docked, I wouldn't put all my eggs in one basket, but that's just me.

None of which DESTROYS or LOOTS existing assets in the station.
You may lose access to the assets but they are still yours and they are still present. So you can find someone who can get them out on contract for you, fire sale them to get isk quick, slow sell them to get full market value, infiltrate the alliance to move your assets back out or launch a campaign to get them back by force.

What is being discussed is the possible outright destruction & theft of assets while offline, something that is currently only possible in POS, which match MEDIUM structures. Bolded for emphasis, POS are not large structures they are medium in the proposed sizes coming in. Outposts are large. And we currently do not have any XL structures at all.

So while medium structures should still be vulnerable to looting like currently, with a reinforcement mechanic, large and extra large structures are quite different kettles of fish. Small structures of course can be attacked with a simple suspect flag for the most part, and a short reinforcement timer in most cases also. Which works well.
Alexis Nightwish
#109 - 2015-03-24 23:01:34 UTC
Nevyn Auscent wrote:
Alexis Nightwish wrote:

Aren't the mechanics of the tug of war, freeport, and a 48 hour RF + the time it takes to capture command nodes enough for most players? Not to mention your friends and allies being there to evac your supers (which I consider to be in the realm of corp or alliance strategic assets, not personal ships).

As for ships you have docked, I wouldn't put all my eggs in one basket, but that's just me.

None of which DESTROYS or LOOTS existing assets in the station.
You may lose access to the assets but they are still yours and they are still present. So you can find someone who can get them out on contract for you, fire sale them to get isk quick, slow sell them to get full market value, infiltrate the alliance to move your assets back out or launch a campaign to get them back by force.

What is being discussed is the possible outright destruction & theft of assets while offline, something that is currently only possible in POS, which match MEDIUM structures. Bolded for emphasis, POS are not large structures they are medium in the proposed sizes coming in. Outposts are large. And we currently do not have any XL structures at all.

So while medium structures should still be vulnerable to looting like currently, with a reinforcement mechanic, large and extra large structures are quite different kettles of fish. Small structures of course can be attacked with a simple suspect flag for the most part, and a short reinforcement timer in most cases also. Which works well.

If, under the new system, ships of any size at an XL structure could not be stolen/looted, why would anyone build anything smaller?

CCP approaches problems in one of two ways: nudge or cludge

EVE Online's "I win!" Button

Fixing bombs, not the bombers

Kagura Nikon
Native Freshfood
Minmatar Republic
#110 - 2015-03-24 23:03:58 UTC
Antonia Iskarius wrote:
This sounds like a hilariously bad idea if it is going to apply to outposts. If I want to unsub for a while, or go on vacation, or even just take a break, there is a chance I could lose my ships and stuff through no fault of my own? If that were the case every time I wanted to step away from the game I would need to evacuate everything I own in null to either an NPC station (assuming they will still in invulnerable), sell it, or stash it all into freighter/bowhead/carrier alts and log off in safe spots in lowsec? Sounds like an incredible hassle. Not my idea of fun gameplay.



You can already lose access to all the same stuff under the current system.

The space spread thing looks fine until you bring up the issues of the assembled ships.....


I think the SOE Idea could be nice (or other group) they send you a table into your journal with names of the ships they found that belong to you, with a price for witch they can collect those ships and deploy them in a low sec system of your choice. THat price could be something like 5-10% of the ship hull price

"If brute force does not solve your problem....  then you are  surely not using enough!"

Kagura Nikon
Native Freshfood
Minmatar Republic
#111 - 2015-03-24 23:07:04 UTC
Alavaria Fera wrote:
Thank goodness we always can rely on the npcs



Problem is.. without using the NPCs how woudl you retrieve a dread? Sicne you cannot dock on the wreck to board it, and neither youc an scoop a dread even o nthe most gigantic cargo hold of the game.

You need a way of magic movement.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Nevyn Auscent
Broke Sauce
#112 - 2015-03-24 23:12:21 UTC
Alexis Nightwish wrote:

If, under the new system, ships of any size at an XL structure could not be stolen/looted, why would anyone build anything smaller?

Cost, Logistics, because they like the ability to move around much easier than an XL structure would allow. Simply because they don't need them and they don't have that much at risk. If you aren't using super caps or caps you don't have any moored ships after all.

WH's may not allow XL structures because of 'Gravitational tides' on a big structure being too much while smaller structures can survive them.

Plenty of reasons to not build an XL really. Especially if the main way to attack them is not direct HP grind, so you don't gain huge amounts from having the bigger structure in terms of defence.
Alexis Nightwish
#113 - 2015-03-24 23:18:04 UTC
Phig Neutron wrote:
Alexis Nightwish wrote:
Aren't the mechanics of the tug of war, freeport, and a 48 hour RF + the time it takes to capture command nodes enough for most players?


That's not what we're discussing. This is a discussion of the new structures CCP is proposing to replace outposts and POS's, all of which will be destructible.

Yes I understand that. What I was saying is that don't the proposed SOV mechanics give a lot of power to the defender? The structure can only be "attacked" during a four hour window, which is supposed to be set during the time your alliance is most active. If your alliance fails to defend during that small window, the structure goes into RF for 48hrs. Then after that it goes into freeport mode while the command nodes start spawning. After all of that, AND if your alliance loses the tug of war, then and only then does the station pop.

To me, this looks like a lot of time to move some or all of your assets out, even if you can't play 23/7.

CCP approaches problems in one of two ways: nudge or cludge

EVE Online's "I win!" Button

Fixing bombs, not the bombers

Ambrosse Brutus
Cyborg Infomorph Technologies
#114 - 2015-03-24 23:18:09 UTC
Option one or two sound feasible. I always imagined it would work in a fashion similar to how planetary launches currently operate, although option one sounds like it could be also very interesting although I'm not sure how practical it would be.

Option three is the least desirable.
Alexis Nightwish
#115 - 2015-03-24 23:23:46 UTC
Nevyn Auscent wrote:
Alexis Nightwish wrote:

If, under the new system, ships of any size at an XL structure could not be stolen/looted, why would anyone build anything smaller?

Cost, Logistics, because they like the ability to move around much easier than an XL structure would allow. Simply because they don't need them and they don't have that much at risk. If you aren't using super caps or caps you don't have any moored ships after all.

WH's may not allow XL structures because of 'Gravitational tides' on a big structure being too much while smaller structures can survive them.

Plenty of reasons to not build an XL really. Especially if the main way to attack them is not direct HP grind, so you don't gain huge amounts from having the bigger structure in terms of defence.

So basically CCP has to ask themselves "If the costs and logistic overhead of XL structures is only feasible to alliances that can also handle the costs and logistics of building supercaps, do we want to make all supercaps un-lootable/un-stealable? Because if we give this immunity only to XL structures, and only supercap owners can build the XLs, supercaps will always be moored at XLs without exception."

CCP approaches problems in one of two ways: nudge or cludge

EVE Online's "I win!" Button

Fixing bombs, not the bombers

Medreena Burstin
Galactic Salvage Corporation
#116 - 2015-03-25 01:41:22 UTC  |  Edited by: Medreena Burstin
Im all for 100% loot drop per the loot ferry on all structures. Make it really simple. You can explode the wrecks like the old hacking mini game too!

My ONLY concern is inactive players who are actually unsubbed and have been for awhile. They left the game with a certain set of rules in place and probably dont keep on changes. i suggest the following:

For accounts inactive at least:

- 60 days prior explode thier cans like a planetary launch, turns on at next login. Email explaining what happened. Destroy their current clone and relocate them to a random jc.

- More than 60 days relocate to their birth system with an email from interbus explaining where the stuff is and why. Move their current clone there as well.

To me this solves 100% of the problems simply.
GeeShizzle MacCloud
#117 - 2015-03-25 01:53:01 UTC  |  Edited by: GeeShizzle MacCloud
Alexis Nightwish wrote:
GeeShizzle MacCloud wrote:


yah cause if i have a RL emergency that keeps me away from the game for days and my super is moored onto a L structure, itd be great to come back after say a week of being in hospital to find my super was taken from under me just because something unfortunate happened in the real world and hostile attacked that pos.

Yahh that's a fun game. Go back and rethink your argument in a way that doesn't penalises people for not playing 23.5/7.

As I understand it, your alliance mates are perfectly capable of moving the super to a safe location during your absence.


so you're advocating account sharing? i think you'll find thats against the EULA/TOS.

... and i do hope that your whimsical disregard for such a breach of the rules of play isn't indicative of you or your corp / alliance mates activities.
Alexis Nightwish
#118 - 2015-03-25 02:29:31 UTC  |  Edited by: Alexis Nightwish
GeeShizzle MacCloud wrote:
Alexis Nightwish wrote:
GeeShizzle MacCloud wrote:


yah cause if i have a RL emergency that keeps me away from the game for days and my super is moored onto a L structure, itd be great to come back after say a week of being in hospital to find my super was taken from under me just because something unfortunate happened in the real world and hostile attacked that pos.

Yahh that's a fun game. Go back and rethink your argument in a way that doesn't penalises people for not playing 23.5/7.

As I understand it, your alliance mates are perfectly capable of moving the super to a safe location during your absence.


so you're advocating account sharing? i think you'll find thats against the EULA/TOS.

... and i do hope that your whimsical disregard for such a breach of the rules of play isn't indicative of you or your corp / alliance mates activities.

At what point did supers get locked to accounts?

Moor super at structure.
Eject.
Log out.
**** happens.
Ally boards super.
Ally gets super to safety.

Where in the above is the EULA breach?

CCP approaches problems in one of two ways: nudge or cludge

EVE Online's "I win!" Button

Fixing bombs, not the bombers

Felter Echerie
Profit Prophets
#119 - 2015-03-25 06:22:35 UTC
what about the servant sisters of eve? as i understand they already do this kind of job acording to the lore... couldn't they go looking for those assets to secure them? and have their own forward station that holds said assets? but it would be a central hub of wrecks of sorts... probly in npc null; so to get your assets back u would need to go to a soe base to get them back.
Masao Kurata
Perkone
Caldari State
#120 - 2015-03-25 07:42:19 UTC  |  Edited by: Masao Kurata
I kept hearing the phase "rightful owner" in the presentation but am unfamiliar with what those two words could mean in that combination in EVE.

I get it, you want people to be involved in the loss of their stuff, and it's no longer just the corp owning the structure that stands to lose. This is fundamentally at odds with the asynchronous gameplay offered by structures so you're trying to offer magic safety measures. But these are too absolute, especially in highsec. Magically transporting items

First, null. Bubbled gates provide a pretty good chance of SOMEONE catching the prior owner when he goes to retrieve his stuff........ but it probably won't be the guys who blew up the structure, nor even anyone affiliated with them, especially if there's a long delay before they come back.

Low: good luck catching that blockade runner.

High: oh god the abuse. Do you even realise how impossible it'll be to stop anyone with half a brain from getting their items to npc station safety? Neutral alts to carry the items, the original owner only moving items to them (fleet bay / putting in a jettisoned can), npc station in system pretty much guarantees the safety even if the owner doesn't know about such methods, even without this if the original owner isn't at war he's probably safe anyway, hauling in highsec is incredibly safe as a neutral.

How about this? Let's expand on the "in progress" idea with secured and unsecured assets.

You're never going to get people to consent to putting everything they own in a structure which can potentially be looted, there isn't a carrot big enough in the universe to make EVE players do that. But you could convince them to put assets they are using or have available for immediate use at risk.

The unscannable can idea has potential, and if it's only "secured" assets we can even lift restrictions on it, the owner can come pick it up whenever he chooses. Let's say that can is in fact part of your hangar in this structure, every hangar comes with an independent covert ops emergency warp thingamabob I don't care about the role playing excuse for this existing, but regardless it's your warping can idea, except it's part of your hangar.

Here's the catch: you can deposit items and ships to that hangar immediately, and in case you change your mind they're actually in an airlock like area for an hour or so but after that they're secure but inaccessible. If you want to remove something from the spacesafe, for some obscure reason to do with quantum physics this will take 20 hours. Basically you can't have it until tomorrow.

Unsecured assets have normal drop mechanics. Flip a coin to choose its fate and it ends up in the wreck, loot for all! You can't run jobs or place market orders with the secure area of course, so these drop too.

Incidentally regarding industry jobs, could you treat it as Runs * Time Since Job Started / Job Time output items plus Input Materials * Time Remaining / Job Time for the purpose of loot?

EDIT: Well I should've read the whole thread, the secure/insecure split was suggested earlier, although not with the ready for use mechanic that I'm suggesting, and later there's an inaccessible protected mode mentioned, although for the entire hangar. I like my solution best of course but I'm biased.