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Dev Blog: Fleet Warp Changes - Coming in August Release

First post
Author
Denidil
Cascades Mountain Operatives
#161 - 2015-06-25 18:19:28 UTC
Alexis Nightwish wrote:
CCP Larrikin wrote:
Combat scanning is broken when your on-grid with your target.
So disabling warping to a probe hit when you're within 500km of it never occurred to you?


^^^^ the solution we actually need

Tedium and difficulty are not the same thing, if you don't realize this then STFU about game design.

Corvonax
Doomheim
#162 - 2015-06-25 18:45:25 UTC  |  Edited by: Corvonax
Truth be told I honestly don't think the warp changes go far enough. IMO fleet warp in general should simply be removed as a tactical tool. Otherwise your going to end up with exactly whats stated above. FC's will use an alt and then fleet warp to said alt.

I would even go as far as to agree with the anchor up option being removed. Let me explain further before you break out the lynch pins.


- Fleet warp

I understand "WHY" it was added back in the day as well as the role it currently fills.

It was added to allow for the delivery of multiple ships with various warp speeds to a target area at the same time. This prevented the Hodge podge landings that resulted in logi landing before battle ships etc. It also helps reduce the number of stragglers and helps herd the proverbial cats.

What needs to be addressed with these changes to not make every one hate you.

1) There needs to be a mechanism by which a fleets can decide the order they land on grid. There have been several subjection made but other options im sure are also out there.

2) There needs to be an allowance made for w space people (and general use) to group warp to Mission points / anoms / and other things that are used on a daily basis. We do not want to destroy the quality of life fleet warp offered in the non tactical sense.

3) The FC’s prober alt. While I understand a lot of FC’s will just pull out their 2nd probing character and you cant really stop them from doing it.. If they cant Fleet warp to a squad member then it becomes far less useful and still keeps the focus where they are trying to put it. FC's will still use their scouts etc to do scouting type stuff.

4) Fleet Mobility (and or ship mobility) needs reduced hard. If you’re going to reduce the ability of a fleet to traverse distances you also need to nerf the ability for fleets to stay immune to capture. There are Multiple extremely hard to catch fleet types that if left unchecked WILL dominate the meta.. ::glares at the Tengu::

A Possible solutions for these issues.

1) Special rounds? (web / scram / etc for blaster ships with substantial range for application?) Meh. It’s a possibility but I think balance would be broken.

2) Boosting Point Ranged? Long points actually being “long?” 20k is not very long any more hell that’s barley the edge of blaster range. Back in the day 20K was pretty decent. With the current “sniper ranges” and ships speeds your going to want like 40K + Hell look at how popular the pirate ships are with boosted point ranges.

3) S / M / L Webs / scrams / Points.

In theory we have a lot of different modules with various ‘sizes’ so this is not a new concept in eve. Why could space engineers not find a way to boost these e-war options to substantial ranges by simply over charging or building it bigger?

S / M / L webs – range is increased based on ship size but effectiveness is reduced based on Size to sig. Want to web that cepter in your battle ship? S webs on a big boat etc.

A alternative would be to script webs for S / M / L making sig a factor but increasing range from the current module.

S / M / L Disruptors? – I would probably leave the scrams in the realm of frigates but having a 40k or 60k disruptor as an option for your average line member would open up the field a bit. (H. Dictors are still a thing due to infinity point / bubble options and the specialized role they currently fill).

The concept behind this idea is frankly inspired by Star Wars and the capital class interdiction ships they used.

-Anchoring UP

It was mentioned earlier in this post that eve is basically naval warfare in space. After considering said point I have to agree with a few stipulations.

Naval warfare does not have 1 button to automatically keep all ships in the line in formation. Again this is another feature I think needs addressed but something needs done to assist those situations that “must have it” etc..

Orbiting a player is always useful in pvp be it for defensive or offense it has a lot of function. What became broken as the use of anchors to keep every one in a tight little group allowing for no separation etc and basically putting 1 person “driving” the every one in circles.

There is one blaring case that needs addressed. (In my humble opinion)

Interceptors “need” this function. Orbit at 500 with ludicrous speed turned on is their primary defense mechanism. Possibly make this a function of the ship a special feature for them? Not even sure if that’s possible but your going to really gimp your cepters if you remove that function.

-Eve “should” be about individual player skill and drive. Not what the FC can do with your toon when you press F1 for him. (^_^)


A few closings thoughts.

A) If on grid probing is "broken op" then simply remove the ability to initiate warp to something you probed out on the same grid. (500k was thrown around)

B) If fleet warping is the issue allowing the FC to warp to a squad member will just change "how" the Fc warps every one now that he can or cant do it any more.

C) If off grid probing is what you want. IE a scout sitting there feverishly trying to lock his probes onto moving targets then why not allow him to broadcast a "warpable" target to the fleet. Not a fleet warpable target.. but just a warpable target.. Either vie overview (the clean pretty way to do it) or vie fleet history.

D) The sniper T3's are going to be broken due to nullification and the inability to "catch them". If this is such an issue why not remove nullification form T3's and give it to shuttles. (this is a serious suggestion lulz)


Corvonax
The Nobody.
Midnight Hope
Pator Tech School
Minmatar Republic
#163 - 2015-06-25 18:53:40 UTC
Since you ARE moving forward with these changes, it seems only logical that there should be a way to set the fleet's maximum warp speed (which would override the each individual ship warp speed in the fleet) or a way for each pilot to set their own warp speed instead of always defaulting to the ship's max (MOAR participation!!).

Please consider implementing something that would allow a fleet to land all around the same second or two.
Ganthrithor
School of Applied Knowledge
Caldari State
#164 - 2015-06-25 19:12:59 UTC
Cleanse Serce wrote:
In small gang fleets pilots are autonomous and generally good solo pilots they can take care of themselves and warp individually to broadcasted bms or their own ones.


You're right, it's good that we have a really streamlined and functional bookmark system to fall back on in this instance.


OH.

WAIT.

...
baltec1
Bat Country
Pandemic Horde
#165 - 2015-06-25 19:21:17 UTC
Midnight Hope wrote:
Since you ARE moving forward with these changes, it seems only logical that there should be a way to set the fleet's maximum warp speed (which would override the each individual ship warp speed in the fleet) or a way for each pilot to set their own warp speed instead of always defaulting to the ship's max (MOAR participation!!).

Please consider implementing something that would allow a fleet to land all around the same second or two.


Fleet warp to a scout.
jason hill
Red vs Blue Flight Academy
#166 - 2015-06-25 20:39:02 UTC
im sensing a disturbance in the force ! ........its as though a thousand neckbeards cried out in terror ... then were silenced ! Twisted


lol Big smile ccp shoving it up our jackseyes one patch at a time Big smile
Zappity
New Eden Tank Testing Services
#167 - 2015-06-25 20:42:16 UTC
baltec1 wrote:
FT Diomedes wrote:
baltec1 wrote:
FT Diomedes wrote:


Which is part of the reason this change is bad - it is yet another Quality of Life non-improvement which will benefit the largest and most well-organized coalitions. They will find ways to overcome the tedium, those with worse out of game support structures will suffer.


Forgive me but, shouldn't that be the case? If you want to be good shouldn't you have to put in more effort?


Eve should not require out of game tools to do basic things. Evemon, EFT, POS manager apps, PI apps, industry spreadsheets, WH reporting tools, etc. each of them is a monument to poor game design and a terrible interface. All that stuff should be built into the Eve client.

When you make changes to the game which are most easily overcome by large blocs, do not complain about large blocs controlling everything meaningful,


Large, organised blocs adapt to every change better than the disorganized and solo/small. Making the game ever easier is not a good thing, if you want brainless gameplay there are countless other games out there. It about time CCP added more challenges rather than take them away.

One of the stated design goals is to get pilots in large, well organised, fleets to use their brain more. This is not a problem for small fleets. Small gang and solo is already hard. If you don't use your brain you die.

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

Nuvia
Imperial Academy
Amarr Empire
#168 - 2015-06-25 20:55:43 UTC
Hi CCP and fellow players - my 2c worth (cos its free)

You have 3 goals that you want to achieve - my feedback is that 2/3 are not needed and the last one I am confused about as its an about turn from the last set of changes.

Goal: Encourage individual fleet member participation

I argue you miss the point of an MMO it's for people to have fun with other people creating a bench mark where you have to be 'good' or 'participate' creates barriers to entry / limits enjoyment if people want to fly and operate F1 - let them.

FT Diomedes feed provided this response and it does speak for the bulk of eve players

“You can lead a horse to water, but you cannot make him drink. The people who simply want to join a fleet, be told where to go and what to do, are still Eve players. They still have subscriptions. They still provide content. There is ample opportunity for those people to volunteer for more active roles in fleets - in fact, every successful community encourages people to step up and be more active. Especially Imperium.

Making fleet operations take longer to get from Point A to Point B will not improve the game experience. Making each fleet member prepare more bookmarks ahead of a fight will not improve the game experience. Those things make Eve more tedious. More of a chore.

I do not want to be part of an Eve where there are 15K people online, but they are the most masochistic, bitter, and elitist pricks on the planet. I want to be part of an Eve where there are 50-100K people online, and they are fun-loving folks with whom I enjoy hanging out. Raising the barrier to fun will not accomplish this goal.

The challenges in Eve need to come primarily from the other players, secondarily from the complex and engaging environment, but NEVER from the interface and controls available to the player."


Reduce the ease of performing a bomb run without reducing their potential damage
To test this I made the suggestion that you could implement a smart bomb that only damages bombs or a defender missile that shoots down incoming bombs. Both would fit in the spare highs within most BC/BS and provide fairly effective counter measures for bombs without applying the nerf bat to bombers.
None of the feedback suggests to date suggests that fleets can’t counter bombers
https://forums.eveonline.com/default.aspx?g=posts&m=5844634#post5844634


Increase the time it takes for fleets to close ranges
This confuses me a little you just nerfed the specialized Tengus to make them scanable and now they are scanable you want to implement difficulty in getting to them?
Leeluvv
Caldari Provisions
Caldari State
#169 - 2015-06-25 21:30:45 UTC  |  Edited by: Leeluvv
If you, the pilot, want protection from being scanned down, do something about it. You know, that's why this game has options and consequences.

Eve has field mods that affect a ships ability to warp. Why not add a mod or script that effects the ability of a probe to function accurately. This won't stop the fleet warping to the scanned location, but it may be 100Km off the actual target. Now the FC needs the prober to be on grid, to confirm the accuracy of the scan result. Better yet, make a scan from a ship on-grid negate the inaccuracy effect, so you can still get a 100% hit, but it takes more effort. If you have fast moving inties, use the inaccurate result. If you don't, then I'm afraid you'll have to wait until the scout is closer.

Also, make the mod have fitting restrictions, or just make it another script for the HIC. If you want an unscannable T3, best have a HIC with you.

Problem solved and no need to f*&^ with fleet warps.
helana Tsero
Science and Trade Institute
Caldari State
#170 - 2015-06-25 22:29:39 UTC
Denidil wrote:
Alexis Nightwish wrote:
CCP Larrikin wrote:
Combat scanning is broken when your on-grid with your target.
So disabling warping to a probe hit when you're within 500km of it never occurred to you?


^^^^ the solution we actually need


+1000 for this. Just do that. Disable warping to a probe hit within 500km.

Ongrid Probing issue solved . Stop using sledgehammers when a scalpel is needed.

Fine with the other fleet warp nerfs... but WH space needs the ability to squad warp a sabre on top of a probe result.. It takes a hours to hunt down kills in WH space... and when we find a target (that is dscaning for ships/combats) at a probable site we wont be able to do anything anything about it... cause we wont be able to get tackle before he warps.. using a tanked scan tengu is not a solution for getting tackle in a number of C5-C6 sites.. suicide sabre is the only option.

Dont be known as the Australian who caused subs to take a nose dive please.. We were all proud of having a Australian dev.. until now.

"...ppl need to get out of caves and they will see something new.... thats where eve is placed... not in cave."  | zoonr-Korsairs |

Meanwhile Citadel release issues: "tried to bug report this and the bug report is bugged as well" | Rafeau |

Dominous Nolen
The Graduates
The Initiative.
#171 - 2015-06-25 23:09:20 UTC
knobber Jobbler wrote:
Dominous Nolen wrote:
knobber Jobbler wrote:
You could just solve the bombing problem by making them decloak each other again under 2k and put the actual skill back in being a bomber FC and pilot. It would remedy so many of the issues you're trying to solve.


Oh please no... They brought this one to table 6 months+ ago and the decloak changes were to wide reaching outside of bombers. unless they put some way to see cloaked fleet members this would be utter chaos.


You must be new, because its the way it used to work and never was a problem after practice and proper squad use.


Pretty sure I started playing well after the cloaking changes took place initially.

Either way I've been on enough clusterf**k bombing runs to see things go horrible when someone forgets how to warp cloaked to the rest of their squad/wing.. let alone keep at range of the fleet and hope they don't start a chain decloak on the fleet.

Like i said.. if there was a visual indicator then I'd have no problem if was ONLY affect bombers, but the changes discussed months ago were going to affect everything.

@dominousnolen

"Fly dangerously, Fly safe, Fly whatever, just keep Flying." - Lee Blackwood

Dictateur Imperator
KarmaFleet
Goonswarm Federation
#172 - 2015-06-26 00:10:32 UTC
baltec1 wrote:
Dictateur Imperator wrote:
CCP Larrikin wrote:

Minchurra wrote:
1. Can I fleet warp my fleet to a fleet member as I can now, or does it require extra steps? (Right click watch list > Warp fleet to)
2. Can I fleet warp my fleet to a personal bookmark I made a couple years ago as I can now, or does it require extra steps? (Right click in space > Warp fleet to)
3. Can I fleet warp my fleet to a personal bookmark, or one belonging to somebody else once it has been broadcast?

1. You can fleet-warp to a fleet member as you can now.
2. You can not fleet-warp to a personal bookmark or probe result. Instead, you can broadcast that bookmark and fleet members can warp themselves. Or a fleet member can warp to the bookmark, then you can fleet-warp to the fleet member.
3. You can't fleet-warp to broadcast bookmarks.


So you don't nerf only combat activity, you nerf all people who use multi account for other activity lie mining, like transport,ect... they must engage warp account per account to go to each point if it's not a celestial (like a ping a 200 KM from a gate to safe move in 0.0 or to avoid bubble, or just go to a BM to have a good place to mine in huge belt of 0.0).

So maybe make something like that is better : BM les of 5 min can't be BM, and less of 15 min can't be fleet warpable. Other case it's not only pvp you will ill but a lot of economic activity.

You want a proof of it ? Ok, imagine a 5 to 10 account miner: 1 rorqual/orca in pos 4-9 player in belt who dig : The player must mae 4-9 ALONE WARP to go on belt. But if neutral enter on system he can fleet warp to be safe. It's just a nerf of mining speed. So an other solution could be to allow the actual fleet warp mechanism for account on same IP/legal owner.



Warp one miner to belt, fleet warp the rest to that miner.


So you agree: Nerf of mining income, you waste time to do this. More boring to mine and less rentable after change.
Arrendis
TK Corp
#173 - 2015-06-26 00:55:03 UTC  |  Edited by: Arrendis
Corvonax wrote:

-Anchoring UP

It was mentioned earlier in this post that eve is basically naval warfare in space. After considering said point I have to agree with a few stipulations.

Naval warfare does not have 1 button to automatically keep all ships in the line in formation. Again this is another feature I think needs addressed but something needs done to assist those situations that “must have it” etc..


No, naval warfare has people dedicated to steering the ship, people dedicated to getting targeting data, people dedicated to proper weapons operation, etc etc. Naval warfare has you, as the captain, saying 'Helm, keep us in formation'. Doesn't even take a click of a mouse.

Now, I understand that as a line battleship pilot, you might not feel like you have a lot to do... but the logi does. When things get hairy and a dozen broadcasts for reps come in in a second - sustained over a good 10-12-second period because people don't understand they're not the primary, they just got hit by a single bomb... yeah, we've got a lot to sort out in order to make sure we're actually getting the primary target, not the guys in a panic because they're just regular line guys who aren't paying enough attention.

So if you want to take away the ability of the logistics to actually focus on their role in the fleet, then give me the 10-50 other brains that a cruiser in EVE, piloted by a capsuleer, is supposed to have as crew.
Alavaria Fera
GoonWaffe
#174 - 2015-06-26 02:01:16 UTC
Arrendis wrote:
Corvonax wrote:

-Anchoring UP

It was mentioned earlier in this post that eve is basically naval warfare in space. After considering said point I have to agree with a few stipulations.

Naval warfare does not have 1 button to automatically keep all ships in the line in formation. Again this is another feature I think needs addressed but something needs done to assist those situations that “must have it” etc..


No, naval warfare has people dedicated to steering the ship, people dedicated to getting targeting data, people dedicated to proper weapons operation, etc etc. Naval warfare has you, as the captain, saying 'Helm, keep us in formation'. Doesn't even take a click of a mouse.

Now, I understand that as a line battleship pilot, you might not feel like you have a lot to do... but the logi does. When things get hairy and a dozen broadcasts for reps come in in a second - sustained over a good 10-12-second period because people don't understand they're not the primary, they just got hit by a single bomb... yeah, we've got a lot to sort out in order to make sure we're actually getting the primary target, not the guys in a panic because they're just regular line guys who aren't paying enough attention.

So if you want to take away the ability of the logistics to actually focus on their role in the fleet, then give me the 10-50 other brains that a cruiser in EVE, piloted by a capsuleer, is supposed to have as crew.

Do people still do that, my goodness...

The one crewmember who has the emergency broadcast button should be fired

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Arrendis
TK Corp
#175 - 2015-06-26 02:31:35 UTC
Alavaria Fera wrote:
Do people still do that, my goodness...

The one crewmember who has the emergency broadcast button should be fired


constantly. And yes. Yes he/she should.
Greygal
Redemption Road
Affirmative.
#176 - 2015-06-26 02:49:21 UTC
Midnight Hope wrote:
Since you ARE moving forward with these changes, it seems only logical that there should be a way to set the fleet's maximum warp speed (which would override the each individual ship warp speed in the fleet) or a way for each pilot to set their own warp speed instead of always defaulting to the ship's max (MOAR participation!!).

Please consider implementing something that would allow a fleet to land all around the same second or two.


This. +101.

Also, need to implement a way to optionally restrict broadcasting to only certain trusted person(s) or position(s), as in, say I only want two or three people doing the broadcasting to everyone. Otherwise, it's only a matter of time before public roams are flooded with troll broadcasting spais. Needs to be optional, though, like some kind of flag on the fleet manager window, "Allow anyone to broadcast," "Allow only [positions][pilots] to broadcast," something like that.

Holding additional comments for now, as I've exceeded my wall-of-text quota for the month already Lol

What you do for yourself dies with you, what you do for others is immortal.

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Visit Redemption Road or join mailing list REDEMPTION ROAMS for information

Awkward Pi Duolus
Pator Tech School
Minmatar Republic
#177 - 2015-06-26 06:10:18 UTC
baltec1 wrote:
Large, organised blocs adapt to every change better than the disorganized and solo/small. Making the game ever easier is not a good thing, if you want brainless gameplay there are countless other games out there. It about time CCP added more challenges rather than take them away.


If organization allows disproportionate adaptation to change, shouldn't leveling the playing field then involve... less complexity? The more complex the game becomes, the more it is difficult for a small groups to survive.

So.. join the blocs.. or die?
Kendarr
The Congregation
RAPID HEAVY ROPERS
#178 - 2015-06-26 08:17:31 UTC
Invisusira wrote:
Honestly my main concern here is that it will now take over twice as long for massive TiDi fleet battles to warp from one side of the system to the other. And that's enough to turn me off of large fleet combat for life.


Large fleet battles are dead in fozzie sov anyway brother. They odd one or 2 will still happen but its all about small fleet warfair.
baltec1
Bat Country
Pandemic Horde
#179 - 2015-06-26 08:22:20 UTC
Dictateur Imperator wrote:


So you agree: Nerf of mining income, you waste time to do this. More boring to mine and less rentable after change.


Oh no, CCP added a few more seconds on to my mining activities...
baltec1
Bat Country
Pandemic Horde
#180 - 2015-06-26 08:24:44 UTC
Awkward Pi Duolus wrote:


If organization allows disproportionate adaptation to change, shouldn't leveling the playing field then involve... less complexity? The more complex the game becomes, the more it is difficult for a small groups to survive.

So.. join the blocs.. or die?


No. A game should reward you for being smart of punish you for being dumb. Idiots should not be protected from their own actions.