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Introducing the soloist module: No fleet? No help? No problem.

Author
FT Cold
Federal Navy Academy
Gallente Federation
#61 - 2015-04-16 18:41:42 UTC
El Geo wrote:

Additional: The removal of off grid boosts will only affect small gang warfare and hand the blobs a huge advantage over smaller fleets, is that the direction people really want?


This assumes that the entire boosting system wouldn't be overhauled when they're taken off grid. I can't really imagine such a change taking place without them doing to, as it creates even more problems than just big/heavy gang vs small gang, there's a pretty big bias towards the armor hulls when you consider how the command processor system works now.
FT Diomedes
The Graduates
#62 - 2015-04-16 19:14:50 UTC
FT Cold wrote:
FT Diomedes wrote:
OP, I do not really care for your idea, but I am curious. Did you purchase your account? A good friend of mine used to own that account.


Yes, I purchased this one along with a few others about a year and a half ago, maybe a little sooner. I don't think I got it from your friend though, I'm relatively sure that it changed hands at least once before it got to me. I've seen your posts before and looked up your corp history and it made me wonder if they originated from the same person, I guess I know now.


The original owner of that account is the person who convinced me to start playing Eve.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

FT Cold
Federal Navy Academy
Gallente Federation
#63 - 2015-04-16 19:28:29 UTC
FT Diomedes wrote:
FT Cold wrote:
FT Diomedes wrote:
OP, I do not really care for your idea, but I am curious. Did you purchase your account? A good friend of mine used to own that account.


Yes, I purchased this one along with a few others about a year and a half ago, maybe a little sooner. I don't think I got it from your friend though, I'm relatively sure that it changed hands at least once before it got to me. I've seen your posts before and looked up your corp history and it made me wonder if they originated from the same person, I guess I know now.


The original owner of that account is the person who convinced me to start playing Eve.


Well, I'm glad they did, I've enjoyed reading your posts as I see them. Moreover I'm glad they had the foresight to build a well thought out and well skilled character, this is one of my favorites, really I should say the crown jewel of my little character menagerie.
James Baboli
Warp to Pharmacy
#64 - 2015-04-16 19:45:51 UTC
FT Cold wrote:
James Baboli wrote:
Reaver Glitterstim wrote:
Let's not make it a module. Everyone should be equally free to be a soloist, so let's discuss ways to make soloing more viable without requiring special soloist gear.


Confirming this should be the point.

Solo play, as it is discussed, is supposed to be an exhibition of skill and resourcefulness. This module negates the need for both, as do other mechanics to provide an "equalizer" to counter fleet mechanics for solo pilots.

Also, see the law of unintended consequences for why this sort of thing is bad.
If it is better than being in a fleet, you will have gangs without being in fleets by the score.
If it is not, it will see use only by those who feel they are willing to do space bushido, and anti-social folks.
If it is on par with it, it will be used for PVE and/or otherwise well outside it's intended purpose.


I disagree. I'm not sure if you've ever flown with links before, but you still need skill and resourcefulness when fighting outnumbered even when you're using them. If the enemy gang doesn't have them, you're certainly more powerful on an individual basis, but it doesn't absolve you of the requirement for skill as you're saying. I'm not proposing an I win button that turns your boat into a solo pwn mobile, but a reasonable and measured buff.

I'm an incursion FC. I have my own booster on hand, nearly 23/7 when I PVP. I am extremely aware how of powerful links (especially perfect CS links with the faction mind link and a WS-618 to let the CS be faster than a t2 cruiser fleet) can be, in PVE or PVP
What I am saying is that eve is an MMO. To play an MMO solo, especially to intentionally PVP solo against groups, is taking on an inherent disadvantage as a way to show off. To give an inherent advantage to people who are

A: doing something which is hard because they choose the hard way of doing the thing
B: doing things by themselves, thereby ignoring the opportunity cost of the time spent to organize and gaining more time spent doing the thing.
C: Have an inherently lower investment in the thing, as they have one character on grid, compared to several. characters and their SP are the most difficult investment other than players,

is a bad plan, and can be infinitely abused.

OP wrote:

We might consider range, DPS, capacitor, warp speed, cargo capacity, power-grid and CPU, overheating mechanics, or totally new mechanisms in addition or in exchange with command-like bonuses. The possibilities are endless. It all hinges on what CCP deems that being in a fleet and receiving remote assistance is worth.


With more PG, or CPU, you can very quickly break several intended tradeoffs, like no 100mn MWD cruisers with 1600 plates. Ditto range and damage. More capacitor lets you field much more potent active tanks, or perma kite with an oversized prop. Faster warp speed would make many mods redundant. Local bonuses to over-heating and/or link like effects make t3s and D3s even more of a hassle to counter in 1v1 or fight off as an ambush.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

FT Cold
Federal Navy Academy
Gallente Federation
#65 - 2015-04-16 20:08:21 UTC
James Baboli wrote:

I'm an incursion FC. I have my own booster on hand, nearly 23/7 when I PVP. I am extremely aware how of powerful links (especially perfect CS links with the faction mind link and a WS-618 to let the CS be faster than a t2 cruiser fleet) can be, in PVE or PVP
What I am saying is that eve is an MMO. To play an MMO solo, especially to intentionally PVP solo against groups, is taking on an inherent disadvantage as a way to show off. To give an inherent advantage to people who are

A: doing something which is hard because they choose the hard way of doing the thing
B: doing things by themselves, thereby ignoring the opportunity cost of the time spent to organize and gaining more time spent doing the thing.
C: Have an inherently lower investment in the thing, as they have one character on grid, compared to several. characters and their SP are the most difficult investment other than players,



You're mischaracterizing the kind of advantages that a player utilizing this module would have. Firstly, it has built in drawback that severely limit the scope of the module's applications and second the kind of power that's available with this module already exists in the form of links. It's already there for solo players, this takes an aspect of it away and replaces it with it's own disadvantages. More specifically it increases the access to players that don't have the means to own a second account.

The preperatory argument holds some ground here, but the idea of multiple toons as an investment crosses dangerously close to pay to win territory and was largely the same defense that people supportive of skynetting carriers used.

Quote:
With more PG, or CPU, you can very quickly break several intended tradeoffs, like no 100mn MWD cruisers with 1600 plates. Ditto range and damage. More capacitor lets you field much more potent active tanks, or perma kite with an oversized prop. Faster warp speed would make many mods redundant. Local bonuses to over-heating and/or link like effects make t3s and D3s even more of a hassle to counter in 1v1 or fight off as an ambush.


Again, I'm not talking about game breaking buffs here, only slight advantages, and my statement was designed to show the breadth of possible out of the box bonuses that this module might provide, not to say that cruisers should get enough PG to fit any module they wanted.
James Baboli
Warp to Pharmacy
#66 - 2015-04-16 21:01:03 UTC
FT Cold wrote:


You're mischaracterizing the kind of advantages that a player utilizing this module would have. Firstly, it has built in drawback that severely limit the scope of the module's applications and second the kind of power that's available with this module already exists in the form of links. It's already there for solo players, this takes an aspect of it away and replaces it with it's own disadvantages. More specifically it increases the access to players that don't have the means to own a second account.

If it exists, then this is either duplication, which is bad because bloat for the sake of multiple mechanical paths to the same overall end is bad. If it does not, then it cheapens an asset that is precious to many people in a way which is unsatisfying. A second account is easily available to anyone who is willing to grind a little isk now and again, so it isn't even that hard to keep up via maintenance costs once you have it.

Quote:

The preperatory argument holds some ground here, but the idea of multiple toons as an investment crosses dangerously close to pay to win territory and was largely the same defense that people supportive of skynetting carriers used.



As lovely as your idea that this is the same argument, there are 3 critical differences for the gang.
1: Unless camping, it is an additional setup cost and failure point with every jump.
2: No one is getting kills from off-grid in this argument.
3: Organizing a fleet, and especially one with people who have the talent to effectively multi-box without software support (RIP ISboxer) takes effort and usually assets (even if the assets are intangible, like having a rep as a good FC) and should be rewarded.

Quote:

Again, I'm not talking about game breaking buffs here, only slight advantages, and my statement was designed to show the breadth of possible out of the box bonuses that this module might provide, not to say that cruisers should get enough PG to fit any module they wanted.

And it doesn't take much to break the game at this point. Adding a fleet in a box is a bad plan in part because it is so nebulous. If you had a more complete idea, with proposed ranges of specifics beyond the no RR, no EWAR support, no fleet, I would be going through and attacking each point where I can break the game in a critical way, rather than trying to chop at the fog and cloud of bad ideas.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Reaver Glitterstim
The Scope
Gallente Federation
#67 - 2015-04-16 22:27:07 UTC  |  Edited by: Reaver Glitterstim
FT Cold wrote:
I chose the damage control to replace, i.e. you'd be either able to fit the solo module, the damage control, or neither, because it's nearly always a good choice for PVP fit ships.

But then you have to visit a station to change to a damage control in order to join with your friends, and what if you don't own a damage control? It's an antisocial design concept.

A better way:
Iroquoiss Pliskin wrote:
Removal of O-GB would be a start. The bestest start there is. Blink

Removing off-grid boosts would help smaller fleets and soloists a lot since large fleets almost always gain tremendous bonuses that simply are not logistically available to smaller fleets. It's bad enough that there are more of them, why should every single one of them be stronger?
El Geo wrote:
Additional: The removal of off grid boosts will only affect small gang warfare and hand the blobs a huge advantage over smaller fleets, is that the direction people really want?
That is the opposite of what would happen.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

FT Cold
Federal Navy Academy
Gallente Federation
#68 - 2015-04-17 03:09:08 UTC  |  Edited by: FT Cold
James Baboli wrote:

If it exists, then this is either duplication, which is bad because bloat for the sake of multiple mechanical paths to the same overall end is bad. If it does not, then it cheapens an asset that is precious to many people in a way which is unsatisfying. A second account is easily available to anyone who is willing to grind a little isk now and again, so it isn't even that hard to keep up via maintenance costs once you have it.


It is intended in part to be a duplication of the effect of boosters as an alternative to using boosts. Balancing gameplay with extra accounts in mind is bad game design, and it breaks the game for newer or poorer players. A second account is not trivial for all players of this game, the subscription and plexing costs alone may be prohibitive, as is the cost of buying a boosting toon outright for many people. In any event basing a rebuttal on the availability of 15b isk toons or multi-year investments is a sidestep of the fact that this module doesn't in any way lessen the strength of already powerful mechanics.

Quote:
As lovely as your idea that this is the same argument, there are 3 critical differences for the gang.
1: Unless camping, it is an additional setup cost and failure point with every jump.
2: No one is getting kills from off-grid in this argument.
3: Organizing a fleet, and especially one with people who have the talent to effectively multi-box without software support (RIP ISboxer) takes effort and usually assets (even if the assets are intangible, like having a rep as a good FC) and should be rewarded.


Again, the setup cost of a boosting alt isn't always a detractor for the gang. There's a reason that in dangerous areas of space t3s are used for links, namely that their movement from gate to gate is extremely safe compared to command ships. Travel with virtual impunity not only lets you boost with a degree of safety, but it also lets you scout extremely effectively. That's an often ignored upshot of the t3 class of links in general and one that people are quick to dismiss.

It's worth pointing out that I've not indicated to anyone that links should be made on grid or not, instead I'm saying that the argument of setup cost producing a certain advantage doesn't necissarily mean that a certain mechanic should persist, be unmodified, or otherwise unchecked. In the case of t3 boosts, or command ship boosts, an advantage is given by an asset off grid, and though killmails are not gained by the command link ship, the bonuses do generate kills. I don't think that links impart the degree of unfairness that skynet did, but there's still plenty of room for examination of the concept of off grid supporting on grid as a whole. Again, this doesn't need to mean that I want links on grid.

Quote:

And it doesn't take much to break the game at this point. Adding a fleet in a box is a bad plan in part because it is so nebulous. If you had a more complete idea, with proposed ranges of specifics beyond the no RR, no EWAR support, no fleet, I would be going through and attacking each point where I can break the game in a critical way, rather than trying to chop at the fog and cloud of bad ideas.


Yes, it is nebulous, I purposefully didn't include my own biases in any numbers that I would have fabricated for a potential rough draft of the module, it's just a concept, a bug that I'd like to plant in CCP's ear. So far, I haven't seen any argument strong against it other than those that surround warfare links, because the idea is no more game breaking than links, or other support denying modules like bastion.
FT Cold
Federal Navy Academy
Gallente Federation
#69 - 2015-04-17 03:15:28 UTC
Reaver Glitterstim wrote:

But then you have to visit a station to change to a damage control in order to join with your friends, and what if you don't own a damage control? It's an antisocial design concept.


Then buy one, you have to buy other modules. Also, there's nothing stopping you from shooting, both at and with, other players, which is one of the more fundamental actions that drive this multiplayer game.

Quote:

Removing off-grid boosts would help smaller fleets and soloists a lot since large fleets almost always gain tremendous bonuses that simply are not logistically available to smaller fleets. It's bad enough that there are more of them, why should every single one of them be stronger?
El Geo wrote:
Additional: The removal of off grid boosts will only affect small gang warfare and hand the blobs a huge advantage over smaller fleets, is that the direction people really want?
That is the opposite of what would happen.


On grid links as the system stands right now favor cruiser and up. Destroyer and frigate gangs would be disproportionately affected.
Scorpionstrike
Federal Defense Union
Gallente Federation
#70 - 2015-04-17 15:46:34 UTC  |  Edited by: Scorpionstrike
They don''t give a damn about the solo player, its all about blobbing with numbers and serving as much to the masses in null sec.
Reaver Glitterstim
The Scope
Gallente Federation
#71 - 2015-04-18 10:06:38 UTC
FT Cold wrote:
Reaver Glitterstim wrote:

But then you have to visit a station to change to a damage control in order to join with your friends, and what if you don't own a damage control? It's an antisocial design concept.


Then buy one, you have to buy other modules. Also, there's nothing stopping you from shooting, both at and with, other players, which is one of the more fundamental actions that drive this multiplayer game.

What if you were using only the soloist module, all by yourself, and suddenly and unexpectedly you were invited to a fleet, and you didn't have a damage control ready? What if there weren't any selling in your area, either? It might not be that easy to just go get one, and your new friends might not want to wait.

Soloists don't need anything to further marginalize them. Why can't it just be a fleet mechanic? Say, you make a "solo fleet" which allows you to get solo bonuses when you are alone.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

FT Cold
Federal Navy Academy
Gallente Federation
#72 - 2015-04-19 02:13:39 UTC
Reaver Glitterstim wrote:
FT Cold wrote:
Reaver Glitterstim wrote:

But then you have to visit a station to change to a damage control in order to join with your friends, and what if you don't own a damage control? It's an antisocial design concept.


Then buy one, you have to buy other modules. Also, there's nothing stopping you from shooting, both at and with, other players, which is one of the more fundamental actions that drive this multiplayer game.

What if you were using only the soloist module, all by yourself, and suddenly and unexpectedly you were invited to a fleet, and you didn't have a damage control ready? What if there weren't any selling in your area, either? It might not be that easy to just go get one, and your new friends might not want to wait.

Soloists don't need anything to further marginalize them. Why can't it just be a fleet mechanic? Say, you make a "solo fleet" which allows you to get solo bonuses when you are alone.


Planning is an important part of being successful.
Reaver Glitterstim
The Scope
Gallente Federation
#73 - 2015-04-19 04:26:31 UTC  |  Edited by: Reaver Glitterstim
FT Cold wrote:
Planning is an important part of being successful.

That's no excuse for deliberately making a game mechanic that can catch some people off-guard when it is easily implemented without such a weakness. As an alternative example: some folks say that EVE Online is supposed to be a hard game, and so they expect CCP to make decisions that make the game harder, or to avoid making decisions that make the game easier. They forget that CCP's role is not in creating the difficulty, but rather in bridging the gap between players so they can create difficulty for each other. Likewise, a game feature should not directly trap people into failing because they didn't plan well, even if we want to provide players with tools that allow them to take advantage of someone else's poor planning.

I can't support anything that's only usable while alone, and which cannot be completely swapped out for the standard wherever you are and whenever you want to do it. You might, however, be able to get my support for a soloist module if it had an effect that groups could use, but which would tend to play out better for soloists.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

FT Cold
Federal Navy Academy
Gallente Federation
#74 - 2015-04-19 05:31:10 UTC
Reaver Glitterstim wrote:
FT Cold wrote:
Planning is an important part of being successful.

That's no excuse for deliberately making a game mechanic that can catch some people off-guard when it is easily implemented without such a weakness. As an alternative example: some folks say that EVE Online is supposed to be a hard game, and so they expect CCP to make decisions that make the game harder, or to avoid making decisions that make the game easier. They forget that CCP's role is not in creating the difficulty, but rather in bridging the gap between players so they can create difficulty for each other. Likewise, a game feature should not directly trap people into failing because they didn't plan well, even if we want to provide players with tools that allow them to take advantage of someone else's poor planning.

I can't support anything that's only usable while alone, and which cannot be completely swapped out for the standard wherever you are and whenever you want to do it. You might, however, be able to get my support for a soloist module if it had an effect that groups could use, but which would tend to play out better for soloists.


You can unequip it if you desire. If you're worried about not being able to dock carry a mobile depot like anyone else that wants to refit when they can't dock. The point of the module is to set a person along a path to a certain play style. This doesn't make the game any harder than choosing one ship or module over another, it's a choice with it's own unique benefits and consequences.