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Warfare & Tactics

 
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Discussion: Local in 0.0

First post
Author
RavenPaine
RaVeN Alliance
#41 - 2015-06-04 22:10:39 UTC
afkalt wrote:
Estella Osoka wrote:

Delays to entering local only benefits the hunter.


False.

Good camps instantly bubble up when local goes +1 to stop gate to gate warpers on the edge.

This would manifestly nerf gate camps who can't put eyes in every adjacent system.

It severely nerfs smartbomb camps too.


What this does is punish the lazy, rewards the active. Nothing more, nothing less.


Good camps are in choke points. 1 way in, or 1 way out. And they have eyes on both sides.
Anything else is not a good camp.


There is no reward for the active pilot. His job gets harder, but the reward stays the same. He gets nothing that is positive.
Julius Foederatus
Federal Navy Academy
Gallente Federation
#42 - 2015-06-05 02:32:59 UTC
Remove all local chat. This is supposed to be a hardcore game, after all.
Crosi Wesdo
War and Order
#43 - 2015-06-05 02:54:07 UTC  |  Edited by: Crosi Wesdo
Julius Foederatus wrote:
Remove all local chat. This is supposed to be a hardcore game, after all.

No local chat is fine if all you play is witcher 3 :p

Also, local chat leads to more pvp than it prevents.

The main difference is that with local chat people who want pvp are more likely to find each other, and those that dont, who cares about them anyway?

If you really do want to pvp against people who dont want to pvp, then learn to do it, its already easy enough. In fairness, those that dont want to pvp are already risking their ships. Those that want to pvp only against pve'ers really dont ever risk anything and as such there is no need to redress the balance in their favor.
Julius Foederatus
Federal Navy Academy
Gallente Federation
#44 - 2015-06-05 03:49:48 UTC
Witcher 3 is ******* amazing, but I digress.

I think no local would be of marginal benefit in low sec or null sec. It's high sec that I think it really is needed. War decs right now are almost completely pointless unless they're against tragically stupid opponents. Why? Because near perfect intel is available to anyone simply by being in the system without any sort of extra work. See a war target in local? Dock up or get ready to gank him with whatever the best rock to his scissors you can find.

Taking away this intel makes the game infinitely more interesting. If you spot a WT on a gate, you have to ask yourself: is this bait? How many of them are there? Dscan and actual intel gathering becomes far more important than just glancing at a screen.

Even in low sec, it would change the nature of pvp, for the better imo. Currently, intel gathering is as easy as sticking an alt in system and watching local fill up, then going for ship types. It's nearly impossible to hide fleets anywhere where they might surprise someone since all staging systems and titan pos are known to everyone and watched constantly, and if you did try and hide in a system to ambush a foe, the only way to do so successfully is to pray one of their scouts doesn't blunder into local, or find a WH that can fit everyone.

Local chat discourages pvp by making it much harder to hide potential surprises that one can use against an opponent. And lets be honest, 99% of people won't engage in EVE unless they're certain they're going to win. Taking away local chat removes that certainty and forces people to sack up a bit if they want to PVP. It wouldn't alter the landscape that much because there would still be alts and dscan and all that other good stuff. But it would at least force some engagements where people don't have perfect information, which makes for interesting gameplay, and it might even make current features much more interesting (mobile scan inhibs would become much more useful). Who knows, people might even start roaming again.
Master Sergeant MacRobert
Red Sky Morning
The Amarr Militia.
#45 - 2015-06-05 09:07:17 UTC
Julius Foederatus wrote:
Witcher 3 is ******* amazing, but I digress.

I think no local would be of marginal benefit in low sec or null sec. It's high sec that I think it really is needed. War decs right now are almost completely pointless unless they're against tragically stupid opponents. Why? Because near perfect intel is available to anyone simply by being in the system without any sort of extra work. See a war target in local? Dock up or get ready to gank him with whatever the best rock to his scissors you can find.

Taking away this intel makes the game infinitely more interesting. If you spot a WT on a gate, you have to ask yourself: is this bait? How many of them are there? Dscan and actual intel gathering becomes far more important than just glancing at a screen.

Even in low sec, it would change the nature of pvp, for the better imo. Currently, intel gathering is as easy as sticking an alt in system and watching local fill up, then going for ship types. It's nearly impossible to hide fleets anywhere where they might surprise someone since all staging systems and titan pos are known to everyone and watched constantly, and if you did try and hide in a system to ambush a foe, the only way to do so successfully is to pray one of their scouts doesn't blunder into local, or find a WH that can fit everyone.

Local chat discourages pvp by making it much harder to hide potential surprises that one can use against an opponent. And lets be honest, 99% of people won't engage in EVE unless they're certain they're going to win. Taking away local chat removes that certainty and forces people to sack up a bit if they want to PVP. It wouldn't alter the landscape that much because there would still be alts and dscan and all that other good stuff. But it would at least force some engagements where people don't have perfect information, which makes for interesting gameplay, and it might even make current features much more interesting (mobile scan inhibs would become much more useful). Who knows, people might even start roaming again.


You would do better by making it consensual to allow someone to "add contact and show when logged in" father thN allowing everyone to just bookmark Titan pilots and super pilots all over New Eden.

Then someone could choose only their friends and everyone would have to take more risks without perfect intel.

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

afkalt
Republic Military School
Minmatar Republic
#46 - 2015-06-05 09:44:38 UTC  |  Edited by: afkalt
afkalt wrote:
I like it. You're in local before your client has even loaded, it already takes too long to arrive on grid and be able to lock even in a rigged interceptor.

People don't actually appreciate the time it takes to get into warp and land and be lockable, it's a LOT longer than you think. Test it with a friend, an interceptor and a belt perhaps 10AU away. I bet they can get a battleship into warp before you can point them.

Prewarning: 1 (maybe 2) seconds
Align: 2 seconds
Warp and land: ????
Lock: 1 second
Point: 1 second


So you're ALREADY 7-8 seconds down, and that assumes you know exactly where you're to warp to. The AU/s metric is actually a bit of a red herring, it takes a long, long time (several seconds) to decelerate when your distance left to warp is measured in km.

Betting a double plated BS would escape if the pilot is alert, even if it was stationary. Imagine trying to get something like a shield machariel! I suppose bastioned marauders are your best bet, unless the pilot is asleep.

Remember I'm even not allowing the time to dscan the warp area first!!


Right so in the spirit of approximate testing, I used the info tab to check some data.

These are times in the game log from undock to dock Osmon Sisters station to to the nearest hysaoda station.

The undock entry in the log pops in as you load grid.

The warp is 6.9AU

I'm in a 2 second align interceptor with a warp speed of 10.44AUs


http://i.imgur.com/cJtHduT.png

24 seconds the first time, 28 seconds on the return leg.

So being kind TWENTY SECONDS for a warp speed fit, instant interceptor to cover 6.9AU from standing and being able to interact on the target grid.

So they only thing that's not able to escape from that, if it's paying attention is a bastioned marauder or a carrier.

Remember I'm even not allowing the time to dscan the warp area first!!


TWENTY SECONDS




@RavenPaine Sometimes you get more traffic on a common route with many entrances into it - Khabi/7Q for example.
Crosi Wesdo
War and Order
#47 - 2015-06-05 10:12:53 UTC
afkalt wrote:
afkalt wrote:
I like it. You're in local before your client has even loaded, it already takes too long to arrive on grid and be able to lock even in a rigged interceptor.

People don't actually appreciate the time it takes to get into warp and land and be lockable, it's a LOT longer than you think. Test it with a friend, an interceptor and a belt perhaps 10AU away. I bet they can get a battleship into warp before you can point them.

Prewarning: 1 (maybe 2) seconds
Align: 2 seconds
Warp and land: ????
Lock: 1 second
Point: 1 second


So you're ALREADY 7-8 seconds down, and that assumes you know exactly where you're to warp to. The AU/s metric is actually a bit of a red herring, it takes a long, long time (several seconds) to decelerate when your distance left to warp is measured in km.

Betting a double plated BS would escape if the pilot is alert, even if it was stationary. Imagine trying to get something like a shield machariel! I suppose bastioned marauders are your best bet, unless the pilot is asleep.

Remember I'm even not allowing the time to dscan the warp area first!!


Right so in the spirit of approximate testing, I used the info tab to check some data.

These are times in the game log from undock to dock Osmon Sisters station to to the nearest hysaoda station.

The undock entry in the log pops in as you load grid.

The warp is 6.9AU

I'm in a 2 second align interceptor with a warp speed of 10.44AUs


http://i.imgur.com/cJtHduT.png

24 seconds the first time, 28 seconds on the return leg.

So being kind TWENTY SECONDS for a warp speed fit, instant interceptor to cover 6.9AU from standing and being able to interact on the target grid.

So they only thing that's not able to escape from that, if it's paying attention is a bastioned marauder or a carrier.

Remember I'm even not allowing the time to dscan the warp area first!!


TWENTY SECONDS




@RavenPaine Sometimes you get more traffic on a common route with many entrances into it - Khabi/7Q for example.



You are arguing as though you should be able to have a more guaranteed ability to tackle people who are pveing. If they are paying attention, they absolutely should be able to escape lol.

Putting pvers into a situation where they have little or no defence against bads looking for easy kills is untenable. Everyone has to make isk.

The true fix is to make pve conform to pvp standards so people have a choice to defend their isk rather than it being compulsory to run away. Though, i doubt a few people here would enjoy that, after all this entire thread is about making it easier to kill ships that are simply not fit to fight back.

Just to be clear, im not against ganking bears. But since you guys are risking absolutely nothing when you go after a pve fit boat, why do you think you should be rewarded with more favorable mechanics? Its very ironic that you complain about bears risk/reward when you risk nothing.
afkalt
Republic Military School
Minmatar Republic
#48 - 2015-06-05 10:23:02 UTC
I'm arguing that the interceptor in grid before you can escape is an utter falsehood.

Besides, dscan still works, you don't NEED local to survive.


You don't know it's a PvE boat until you start getting shot back (or not). Players have the capacity to trap hunters wholesale but they don't because they're chasing isk - which is fine but pretending the tools aren't there is disingenous.
erg cz
Federal Jegerouns
#49 - 2015-06-05 10:48:17 UTC
afkalt wrote:
I'm arguing that the interceptor in grid before you can escape is an utter falsehood.

Besides, dscan still works, you don't NEED local to survive.


You don't know it's a PvE boat until you start getting shot back (or not). Players have the capacity to trap hunters wholesale but they don't because they're chasing isk - which is fine but pretending the tools aren't there is disingenous.



You know, that after combat recon ships rebalance D-scan is not that usefull any more? If you are not in mission pocket or someone have good exploration skills, your D-scan will not protest you even from probe-alert.
afkalt
Republic Military School
Minmatar Republic
#50 - 2015-06-05 11:58:01 UTC  |  Edited by: afkalt
erg cz wrote:
afkalt wrote:
I'm arguing that the interceptor in grid before you can escape is an utter falsehood.

Besides, dscan still works, you don't NEED local to survive.


You don't know it's a PvE boat until you start getting shot back (or not). Players have the capacity to trap hunters wholesale but they don't because they're chasing isk - which is fine but pretending the tools aren't there is disingenous.



You know, that after combat recon ships rebalance D-scan is not that usefull any more? If you are not in mission pocket or someone have good exploration skills, your D-scan will not protest you even from probe-alert.


I know, but if a 2 second align, high grade ascendancy interceptor takes TWENTY seconds (or more, mine was a very short warp) to land and the OP suggested a 5 second lag on local....how long do you think a recon is going to take?

I could get a double 1600 plated bhaalgorn offgrid in the time (12 second align, 3+ seconds to spare) the inty pops into local, never mind a recon, warping half as fast, aligning more than twice as slowly. And that's a DOUBLE PLATED battleship from a standstill.

Thus, if the pilot is paying attention and external factors are not holding them to grid (bastion) it is IMPOSSIBLE to not get into warp when you see a name in local.

In short if you die, YOU did it wrong. The hunter cannot every outplay you, you must make a significant mistake to die.

A 5 second delay in local leaves you STILL needing to make a mistake but narrows the margin of error you have against a pilot that is 100% build for speed and alignment and picks the right anom first time.

Even if this change went in tomorrow, you'd still only die because you weren't paying attention to your surroundings.
March rabbit
Aliastra
Gallente Federation
#51 - 2015-06-05 14:28:47 UTC
Julius Foederatus wrote:

I think no local would be of marginal benefit in low sec or null sec. It's high sec that I think it really is needed. War decs right now are almost completely pointless unless they're against tragically stupid opponents. Why? Because near perfect intel is available to anyone simply by being in the system without any sort of extra work. See a war target in local? Dock up or get ready to gank him with whatever the best rock to his scissors you can find.

Taking away this intel makes the game infinitely more interesting. If you spot a WT on a gate, you have to ask yourself: is this bait? How many of them are there? Dscan and actual intel gathering becomes far more important than just glancing at a screen.

First thing you should ask yourself is: how do you know the ship you see around if WT? Why do you think this free intel is good?

I would agree with removing local only if you remove player names and marks from overview. You see ship - you should guess who is it. Like in real life.

The Mittani: "the inappropriate drunked joke"

Crosi Wesdo
War and Order
#52 - 2015-06-05 14:49:22 UTC  |  Edited by: Crosi Wesdo
afkalt wrote:

Even if this change went in tomorrow, you'd still only die because you weren't paying attention to your surroundings.


So even by your own reckoning it would be no different to how it is right now?

Ok, agreed, therefor there is no point discussing such an ineffectual idea any further.

I would also suggest that if it were effectual, there would be even less reason to discuss it.
afkalt
Republic Military School
Minmatar Republic
#53 - 2015-06-05 16:57:50 UTC
No, it lowers the margin of error so large, you can warp a freighter through it, to something slightly more sane.

Seriously. I could get a ******* fenrir off grid before the inty lands today. A FENRIR.
Crosi Wesdo
War and Order
#54 - 2015-06-05 17:04:41 UTC  |  Edited by: Crosi Wesdo
afkalt wrote:
No, it lowers the margin of error so large, you can warp a freighter through it, to something slightly more sane.

Seriously. I could get a ******* fenrir off grid before the inty lands today. A FENRIR.


Which is unfortunate, since it seems shooting things with no guns fitted is right up your ally.

the ratter is still risking a LOT more than you are, so why do you think the mechanics have to be balanced in your favor?
afkalt
Republic Military School
Minmatar Republic
#55 - 2015-06-05 17:05:31 UTC
I know, adding a modicum more risk to the second most rewarding space is horrible, right? You should be able to bear in peace whilst watching netflix.....
Crosi Wesdo
War and Order
#56 - 2015-06-05 17:06:42 UTC  |  Edited by: Crosi Wesdo
afkalt wrote:
I know, adding a modicum more risk to the second most rewarding space is horrible, right? You should be able to bear in peace whilst watching netflix.....


If they are watching netflix then they wont warp off will they?

I just dont recognise the problem, or why you feel you deserve what is already the easiest avenue to pvp to be even easier for you. its puzzling.
afkalt
Republic Military School
Minmatar Republic
#57 - 2015-06-05 17:14:39 UTC
It's clear you've never hunted. Ever. It is disproportionately hard to catch another player. This proposal makes it slightly less hard, but still very hard. The deck is still stacked so hard against them it's mind boggling anyone dies.

This adds risk to the game and rewards those paying more attention than those watching another screen because it removes the scandalously large margin for error they have.

Why do you not think it is a problem that people making money in the riskiest parts of K space shouldn't be subject to the risk of space violence? Why are they entitled to not fit proper tanks, to not work as a group? I mean they don't because of greed and that's fine - but the sense of entitlement is little better than miners crying about CODE.

Why is slightly more risk a bad thing? Why is it inappropriate? Do you feel that being able to rat and NEVER be caught is balanced?

I mean, honestly, people cry about interceptors but really it's because they don't pay attention.
Crosi Wesdo
War and Order
#58 - 2015-06-05 17:18:10 UTC  |  Edited by: Crosi Wesdo
afkalt wrote:
It's clear you've never hunted. Ever. It is disproportionately hard to catch another player. This proposal makes it slightly less hard, but still very hard. The deck is still stacked so hard against them it's mind boggling anyone dies.

This adds risk to the game and rewards those paying more attention than those watching another screen because it removes the scandalously large margin for error they have.

Why do you not think it is a problem that people making money in the riskiest parts of K space shouldn't be subject to the risk of space violence? Why are they entitled to not fit proper tanks, to not work as a group? I mean they don't because of greed and that's fine - but the sense of entitlement is little better than miners crying about CODE.

Why is slightly more risk a bad thing? Why is it inappropriate? Do you feel that being able to rat and NEVER be caught is balanced?

I mean, honestly, people cry about interceptors but really it's because they don't pay attention.


You are hunting people who dont want to pvp. Why should it be easy to catch them if the fight is just going to be a technicality? What is a fair proportion?

These are questions you have yet to answer.

Lots of other people kill bears all the time. Maybe you should ask them?

I would suggest that if people are paying attention, then they should have a very good chance to avoid the fight. if they are watching netflix and you still cant catch them, then thats on you.
afkalt
Republic Military School
Minmatar Republic
#59 - 2015-06-05 17:23:44 UTC
The mechanics are currently stacked against the aggressor. This should not be the case outside of higsec. It should be approximately even.

Until I can no longer get a freighter off grid when local tells me so before the tackle lands, that balance is utterly foobar.

Or maybe leave the balance and nerf the rewards into the dirt. /shrug. Either works but I'd favor the former.
Crosi Wesdo
War and Order
#60 - 2015-06-05 17:41:36 UTC
afkalt wrote:
The mechanics are currently stacked against the aggressor. This should not be the case outside of higsec. It should be approximately even.

Until I can no longer get a freighter off grid when local tells me so before the tackle lands, that balance is utterly foobar.

Or maybe leave the balance and nerf the rewards into the dirt. /shrug. Either works but I'd favor the former.


You are incorrect. The mechanics are stacked against the farmer.

Scenario 1 - You dont catch the farmer. You lose nothing, he loses nothing.
Scenario 2 - You catch the farmer. You lose nothing, he loses his ship.

There is no realistic scenario where you lose anything. I really cant see why you are complaining.

There are lots of ways to improve your chances already. But i guess you arnt interest in those and would just prefer to blitz from system to system bumrushing every farmer hoping they dont notice you.

Shake off the ADHD, since you are risking nothing in the fight, you should at least have to invest some effort in the hunt.