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[AEGIS] Fleet Warp Changes - Please see devblog!

First post First post First post
Author
Awkward Pi Duolus
Pator Tech School
Minmatar Republic
#1561 - 2015-06-18 07:26:43 UTC
afkalt wrote:
This one nails it for me.

Quote:
CCP Larrikin: Let's talk about combat warping, such as joining a fight on POS or Wormhole. You won't land all at the same time, and that is one of our stated design goals. People participating instead of being warped around with perfect precision is exactly what we want. We want to give room for skilled fleets rather than skill FC's to shine.


Someone want to educate me in how I can SLOW DOWN my warp speed by using my "skills" please.

Anyone?

Hello......?


See, what will happen is the FC will get his alt into position, and then warp the fleet to that alt at the right range. This will fulfill none of the stated goals because:
- the alt is the FC's and he will have to do more work for the same result.
- if the alt is not the FC, that dude is now a mobile bookmark and will sit out the fight waiting to provide the next warpin, whereas he would have been a logi or dps or something he enjoys. (Note that if he enjoyed being a scout he would have been one already..)
- the average Joe in fleet is participating no more than before, since he's still being warped around. He does face a lower quality of life, as he is sitting on his hands for that much longer.
Rat Scout
Federal Navy Academy
Gallente Federation
#1562 - 2015-06-18 07:44:06 UTC
afkalt wrote:
This one nails it for me.

Quote:
CCP Larrikin: Let's talk about combat warping, such as joining a fight on POS or Wormhole. You won't land all at the same time, and that is one of our stated design goals. People participating instead of being warped around with perfect precision is exactly what we want. We want to give room for skilled fleets rather than skill FC's to shine.


Someone want to educate me in how I can SLOW DOWN my warp speed by using my "skills" please.

Anyone?

Hello......?


Edit:

The best way to explain it in a one liner came from there too. You're not making things hard, you're making them awkward.

Awkward isn't fun, nor is overcoming it "skill".


U use a Higs rig, DUH
baltec1
Bat Country
Pandemic Horde
#1563 - 2015-06-18 10:13:12 UTC
Arrendis wrote:
baltec1 wrote:
Interceptor armed with sensor damp does the job easily enough.


No, it doesn't - can't fit a T2 entosis link. With the smaller entosis range, it's a lot easier to sit a gallente recon w/a sebo to scram it and kill it.


I wasn't fitting an entosis on it, It was simply to disrupt the other guy.Turns out its not terribly hard to deal with enemy entosis gangs.
baltec1
Bat Country
Pandemic Horde
#1564 - 2015-06-18 10:21:11 UTC
Awkward Pi Duolus wrote:
afkalt wrote:
This one nails it for me.

Quote:
CCP Larrikin: Let's talk about combat warping, such as joining a fight on POS or Wormhole. You won't land all at the same time, and that is one of our stated design goals. People participating instead of being warped around with perfect precision is exactly what we want. We want to give room for skilled fleets rather than skill FC's to shine.


Someone want to educate me in how I can SLOW DOWN my warp speed by using my "skills" please.

Anyone?

Hello......?


See, what will happen is the FC will get his alt into position, and then warp the fleet to that alt at the right range. This will fulfill none of the stated goals because:
- the alt is the FC's and he will have to do more work for the same result.
- if the alt is not the FC, that dude is now a mobile bookmark and will sit out the fight waiting to provide the next warpin, whereas he would have been a logi or dps or something he enjoys. (Note that if he enjoyed being a scout he would have been one already..)
- the average Joe in fleet is participating no more than before, since he's still being warped around. He does face a lower quality of life, as he is sitting on his hands for that much longer.


If you don't want to be a scout then dont be one, to say you are nothing more than a boring mobile bookmark though is a lie. This is how we used to do things and there was a lot of people who had fun with it. It is one of the most active jobs you could have in a fleet and a damnsight more engaging than ctrl-click next broadcasted target.
Barrogh Habalu
Imperial Shipment
Amarr Empire
#1565 - 2015-06-18 10:25:40 UTC  |  Edited by: Barrogh Habalu
Inb4 "time your warp".

Edit: I don't think it's terrible idea to allow pilot to warp at speeds slower than maximum.
Yun Kuai
Garoun Investment Bank
Gallente Federation
#1566 - 2015-06-18 10:27:16 UTC
afkalt wrote:
This one nails it for me.

Quote:
CCP Larrikin: Let's talk about combat warping, such as joining a fight on POS or Wormhole. You won't land all at the same time, and that is one of our stated design goals. People participating instead of being warped around with perfect precision is exactly what we want. We want to give room for skilled fleets rather than skill FC's to shine.


Someone want to educate me in how I can SLOW DOWN my warp speed by using my "skills" please.

Anyone?

Hello......?


Edit:

The best way to explain it in a one liner came from there too. You're not making things hard, you're making them awkward.

Awkward isn't fun, nor is overcoming it "skill".


You know how every ship has different warp speeds? You know how 99.9% of doctrines all fly 1-3 ships in each doctrine setting? You know how easy it would be to say, "BS (lol, who uses BS in fleet fights...) start your warp now." *counts down timer* "Logi, start your warp at 50km" *counts down timer* Inties, start your warp now"

Then all of sudden you have a fleet landing roughly at the same time as opposed to the current version of exactly at the same time. This change will give players a lot more responsibility (unless the overlord FC continues to micro manage everything in a fleet as current status quo), and it's still manageable to keep the fleet nearly together. But it also allows players to make mistakes and get punished by that; i.e. warping too early, warping to the wrong range, warping off grid too late and getting caught, etc.

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Barrogh Habalu
Imperial Shipment
Amarr Empire
#1567 - 2015-06-18 10:29:29 UTC
Yun Kuai wrote:
You know how every ship has different warp speeds? You know how 99.9% of doctrines all fly 1-3 ships in each doctrine setting? You know how easy it would be to say, "BS (lol, who uses BS in fleet fights...) start your warp now." *counts down timer* "Logi, start your warp at 50km" *counts down timer* Inties, start your warp now"

And well, it's FC playing the game and the rest being drones again if you think about it.

I don't think the main goal is being achieved like that.
Zappity
New Eden Tank Testing Services
#1568 - 2015-06-18 10:31:59 UTC
So Larrikin confirmed in the wormhole whatsit that he had not thought about the tight timing involved in catching bears in wormhole sites. This is also an issue in nullsec. If you have to combat scan you are on the clock.

While I understand the goals I do not want this play style hurt by these changes. I hope that CCP's wormhole solution (assuming there is one) is also applicable in null so I have a chance at catching people under these circumstances.

Please at least consider reducing the fitting requirements of Expanded Probe launchers so I don't have to use a T3 to scan and tackle.

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

baltec1
Bat Country
Pandemic Horde
#1569 - 2015-06-18 10:46:49 UTC
Zappity wrote:
So Larrikin confirmed in the wormhole whatsit that he had not thought about the tight timing involved in catching bears in wormhole sites. This is also an issue in nullsec. If you have to combat scan you are on the clock.

While I understand the goals I do not want this play style hurt by these changes. I hope that CCP's wormhole solution (assuming there is one) is also applicable in null so I have a chance at catching people under these circumstances.

Please at least consider reducing the fitting requirements of Expanded Probe launchers so I don't have to use a T3 to scan and tackle.


Use a cov-ops.
Zappity
New Eden Tank Testing Services
#1570 - 2015-06-18 10:47:34 UTC
baltec1 wrote:
Zappity wrote:
So Larrikin confirmed in the wormhole whatsit that he had not thought about the tight timing involved in catching bears in wormhole sites. This is also an issue in nullsec. If you have to combat scan you are on the clock.

While I understand the goals I do not want this play style hurt by these changes. I hope that CCP's wormhole solution (assuming there is one) is also applicable in null so I have a chance at catching people under these circumstances.

Please at least consider reducing the fitting requirements of Expanded Probe launchers so I don't have to use a T3 to scan and tackle.


Use a cov-ops.

To tackle? Lol

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

William Husker Adama
Lux Mundi Exploration Company
Lux Collective
#1571 - 2015-06-18 11:26:34 UTC
Stop, just stop. This proposed change to fleet warping will only make the game more tedious, not more engaging. It causes many more problems than it claims to fix and punishes people who have different playstyles than nullsec blobs. But even from my corner of nullsec, from what I've seen and heard there is minimal to zero support for this change. Please fix real problems first; add alliance bookmarks, work on the new structures, make sure fozzie sov works properly, don't waste time and resources on problems that don't even really exist.

Please, no half-assed compromises, let this idea die gracefully as it should.
baltec1
Bat Country
Pandemic Horde
#1572 - 2015-06-18 11:49:39 UTC
Zappity wrote:

To tackle? Lol


Why not? We use just as flimsy interceptors, t1 frigates and Ewar frigs.
afkalt
Republic Military School
Minmatar Republic
#1573 - 2015-06-18 11:53:04 UTC
Yun Kuai wrote:
afkalt wrote:
This one nails it for me.

Quote:
CCP Larrikin: Let's talk about combat warping, such as joining a fight on POS or Wormhole. You won't land all at the same time, and that is one of our stated design goals. People participating instead of being warped around with perfect precision is exactly what we want. We want to give room for skilled fleets rather than skill FC's to shine.


Someone want to educate me in how I can SLOW DOWN my warp speed by using my "skills" please.

Anyone?

Hello......?


Edit:

The best way to explain it in a one liner came from there too. You're not making things hard, you're making them awkward.

Awkward isn't fun, nor is overcoming it "skill".


You know how every ship has different warp speeds? You know how 99.9% of doctrines all fly 1-3 ships in each doctrine setting? You know how easy it would be to say, "BS (lol, who uses BS in fleet fights...) start your warp now." *counts down timer* "Logi, start your warp at 50km" *counts down timer* Inties, start your warp now"

Then all of sudden you have a fleet landing roughly at the same time as opposed to the current version of exactly at the same time. This change will give players a lot more responsibility (unless the overlord FC continues to micro manage everything in a fleet as current status quo), and it's still manageable to keep the fleet nearly together. But it also allows players to make mistakes and get punished by that; i.e. warping too early, warping to the wrong range, warping off grid too late and getting caught, etc.



Except we don't have access to a TTL (time to land) formula, so this isn't possible to work out with any degree of accuracy.

All that will happen is people warp to a mobile bookmark covops at ranges.

Value add: OP SUCCESS. Apparently.
Obidiah Kane
Black Rebel Rifter Club
The Devil's Tattoo
#1574 - 2015-06-18 12:52:00 UTC
Dear CCP - while I am not completely against the changes you propose (at least in principle), I am against subscriptions to my favourite game dropping even further...and this proposal is causing a lot of disquiet. There have been a number of alternative suggestions (great one on reddit at the moment) that I think you guys should probably take away and consider, pushing back any decision for a couple of months...much like the discussed changes to cloaking that got shelved.

It is also probably wise to drop these bombshells a few months in advance, too - giving us a few weeks only allows for the reactive anger cycle, not the following reflective cycle that may actually bring some balance to the debate.

[I would also like you to add ship and mod balancing to this list of 'early warning'- as they effectively cost real world money and I would stop wasting said money on to-be-nerfed skills/ hulls, if I was informed in good time.]

As an aside; I am a product manager for a piece of Software-as-a-Service and if I encountered such open disdain for proposed changes, from my client base, I would at least pause and consider, regardless of the perceived need. The code is my livelihood...threats to it's future efficacy and profitability; actual or perceived, direct or indirect, should be the absolute priority...

TL;DR: Think this clearly needs a little more time and thought, at the very least.
Barrogh Habalu
Imperial Shipment
Amarr Empire
#1575 - 2015-06-18 12:55:53 UTC
afkalt wrote:
Except we don't have access to a TTL (time to land) formula, so this isn't possible to work out with any degree of accuracy.

Well, I'm pretty sure it's not impossible to roughly approximate it by gathering experimental data from people in your corp/alliance.
Pretty sure that's what some entities were doing since forever when faced with tasks like this one.

It helps that doctrines don't have huge variance of warp speeds, so you can leave out bothering with trying to stuff warp speed variable as opposed to counting what you need on class-by-class basis.

Not that I'm trying to support the change, but it's a way to go around in case these changes drop.
Frostys Virpio
State War Academy
Caldari State
#1576 - 2015-06-18 12:58:28 UTC
Arrendis wrote:
joecuster wrote:
lolwut


Yup, it's at 23:30 on the soundcloud. He'd love to remove Approach, Keep at Range, and Orbit. Because in any kind of fight of significant size, the logistics clearly don't have enough to do, trying to catch broadcasts that can be coming in at a rate of dozens in a second while still keeping themselves from drifting off away from the fleet or into enemy gun range.

Tell you what, Larrikin: forget the nav interface - give me a crew, so I can have the 10-50 people able to focus on different tasks that my cruiser's already supposed to have at minimum.

Cuz I'm good, but I can't actually do the work of 10 brains at once, let alone 50.

Honestly, when was the last time these guys did anything in subcaps larger than a dozen people in their fleet?


The new guy trying to learn this job will have an even harder time than a vet like you who already can handle part of it.

Can't wait for logi frigs to constantly get slingshotted by their own fleet because they dared take their eyes off their overview to have their range tot he main fleet so they could check the broadcast window and their target to apply reps.
Frostys Virpio
State War Academy
Caldari State
#1577 - 2015-06-18 13:00:01 UTC
Barrogh Habalu wrote:
afkalt wrote:
Except we don't have access to a TTL (time to land) formula, so this isn't possible to work out with any degree of accuracy.

Well, I'm pretty sure it's not impossible to roughly approximate it by gathering experimental data from people in your corp/alliance.
Pretty sure that's what some entities were doing since forever when faced with tasks like this one.

It helps that doctrines don't have huge variance of warp speeds, so you can leave out bothering with trying to stuff warp speed variable as opposed to counting what you need on class-by-class basis.

Not that I'm trying to support the change, but it's a way to go around in case these changes drop.


It's not like logistics have a 50% advantage in warp speed over battleship right... It looks small because it's only like 1 AU/s but thats still happen to be 50% of 2AU/s...
Masao Kurata
Perkone
Caldari State
#1578 - 2015-06-18 14:16:31 UTC
Offloading some fleet movement to the FC frees fleet members to make other tactical decisions rather than spending all their time following lots of trivial orders. EVE is a complicated game and if fleet members aren't already using their brains, they're underperforming. Apart from the warp change breaking multiple playstyles, wormhole life and -10 highsec fleets, nerfing fleet warping or indeed anchoring doesn't change the skill cap, it changes the skill floor and effectively excludes more people from fleets.

If your goal is to increase "fleet participation", driving everyone but another FC alt away from fleets is a terrible way to go about it.
baltec1
Bat Country
Pandemic Horde
#1579 - 2015-06-18 14:36:58 UTC
Masao Kurata wrote:
Offloading some fleet movement to the FC frees fleet members to make other tactical decisions rather than spending all their time following lots of trivial orders. EVE is a complicated game and if fleet members aren't already using their brains, they're underperforming. Apart from the warp change breaking multiple playstyles, wormhole life and -10 highsec fleets, nerfing fleet warping or indeed anchoring doesn't change the skill cap, it changes the skill floor and effectively excludes more people from fleets.

If your goal is to increase "fleet participation", driving everyone but another FC alt away from fleets is a terrible way to go about it.


That post is a fine example of telling if someone has no experience in fleets.
Veskrashen
Deep Core Mining Inc.
Caldari State
#1580 - 2015-06-18 14:47:10 UTC
Some suggestions:

1. Nuke fleet warp completely. If CCP wants folks to have to fly more individually, then just do it already.
2. Allow bookmarks to be broadcast as a "Warp to" / "Align to" command.
3. Restrict broadcasting to up/down 1 level. In other words, squad members broadcast to their squadmates and Squad Commander only. Squad Commanders broadcast to their squad members and Wing Commander only. Wing Commanders broadcast to fellow WCs and SCs in their Wing only. FCs only broadcast down to WCs.

IMO, it appears that one big change that CCP is angling towards is to break the ability of a small minority of superstar FCs to efficiently control massive numbers of other pilots. Fleet warp + alts + probes = being able to move masses of people in perfect coordination. Breaking that down by requiring pilots to warp themselves forces pilots to be more on the ball. Fleet success then becomes a bit more about line members being able to fly well than having a good FC plus N+1 F1 monkeys.

Moreover, by restricting broadcasts, you require those in leadership slots to relay commands up/down the fleet structure. This would not only cause delays in targeting and damage application, but would also ensure that someone taking damage didn't get immediate reps from an entire logi wing or similar situation.

At the moment, there are absolutely no downsides to N+1, since a competent FC with a probe alt can ensure perfect coordination. By requiring intermediary levels of command in a fleet to also be on the ball, N+1 is only as effective as the ENTIRETY of your command structure, not just those at the top. This means that a smaller, more well-coordinated fleet would stand a better chance of having an impact against a larger mass with worse coordination.

We Gallente have a saying: "CCP created the Gallente Militia to train the Fighters..."