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Dev blog: I feel safe in Citadel city

First post
Author
Orm Magnustat
Red Serpent Industries
Red Serpent Alliance
#221 - 2015-08-15 01:57:58 UTC  |  Edited by: Orm Magnustat
Max Fubarticus wrote:
................WH space was never designed from its inception to be easy. To be fair though, the Devs / CSM need to spend some extra time considering how the Citadel mechanics affect the unique mechanics and associated game play that goes with WH life. It goes without saying that WH dwellers and their efforts are inexplicably linked to our Eve economy ( as is all sectors of Eve space ) and we don't need to go through another cycle of " this is broke " ( like sov ) Straight



Its funny, to my perception w-space seems the only portion of this universe that actually worked - at least it produced the least amount of complaints, while null was going on about "broken sov-gameplay" and hisec groaned about ganker-safety (in one way or anotherP).

Ironically CCP seems to do its best to break this last bastion of actually satisfied customers ....... Ugh
Vol Arm'OOO
Central Co-Prosperity Union
#222 - 2015-08-15 02:05:27 UTC
M1k3y Koontz wrote:
Vol Arm'OOO wrote:
The whole point of pos bashing is to get to the player goodies inside.


Here's the thing though, is it really?

Looking at the POS's I've shot in the last few months, all but a few of them have been moon mining POS's (one was a safe tower for gatecampers), which means we were shooting them to remove the owner and take control of the minerals, not steal their stuffs. Even when I lived in lowsec we bashed towers for moon mining.

Citadels are also replacing outposts, and why do people shoot Outposts? Not to steal the stuff, the best they can do is lock the owners out and hope or a firesale. People shoot outposts to evict the former owners, or as a place to live because the former owner isn't there.

So while people will no longer be able to shoot offline SMAs/CHAs and hope for a loot pinata, how often did they really happen outside of wormholes? I haven't kept any ships in a POS (except one mining barge and T1 hauler) since I moved out of wormholes a year or two ago.
Wormholes can be balanced a bit differently with personal assets dropping as loot, and they already are already being balanced differently for citadels since they cannot have assets ~transported~ to NPC space in the event of losing a citadel.



The point is - having the same one size fit all approach to both poses and stations is silly. They serve distinct and different functions. The new pos 2.0 should remain destructible. The new station 2.0 - well having magic space fedex is an improvement and provides some penalty for losing the station, without being overly abusive.

Also the entrosis link has proven to be a terrible mechanic - less fun and more tedious than what it replaced. If ccp is hell bent on including the entrosis link it should be as an alternative to a structure grind without replacing it. If folk want to grind a structure because they have the dps and its quicker - why shouldnt they be able to? After all shooting things and space explosions is the whole point of the game.

I don't play, I just fourm warrior.

M1k3y Koontz
House of Musashi
Stay Feral
#223 - 2015-08-15 02:19:19 UTC  |  Edited by: M1k3y Koontz
Orm Magnustat wrote:
Max Fubarticus wrote:
................WH space was never designed from its inception to be easy. To be fair though, the Devs / CSM need to spend some extra time considering how the Citadel mechanics affect the unique mechanics and associated game play that goes with WH life. It goes without saying that WH dwellers and their efforts are inexplicably linked to our Eve economy ( as is all sectors of Eve space ) and we don't need to go through another cycle of " this is broke " ( like sov ) Straight



Its funny, to my perception w-space seems the only portion of this universe that actually worked - at least it produced the least amount of complaints, while null was going on about "broken sov-gameplay" and hisec groaned about ganker-safety (in one way or anotherP).

Ironically CCP seems to do its best to break this last bastion of actually satisfied customers ....... Ugh


The wormholers seem to keep their complaints to the wormhole subforum nowadays. 'Tis a silly place.

Vol Arm'OOO wrote:
If folk want to grind a structure because they have the dps and its quicker - why shouldnt they be able to? After all shooting things and space explosions is the whole point of the game.


Because massive ******* blobs of supercapitals, remnants of another age.

How much herp could a herp derp derp if a herp derp could herp derp.

Beta Maoye
#224 - 2015-08-15 02:39:29 UTC
I don't know why dev feel safe in Citadel. I feel safe in NPC station.
Rowells
Blackwater USA Inc.
Pandemic Horde
#225 - 2015-08-15 04:13:38 UTC
Maybe I missed it, but is there a way to get a docked super from a destroyed citadel back without plopping down a second XL citadel?
Sasha Sen
Hull Zero Two
#226 - 2015-08-15 07:31:44 UTC
I have mixed feelings about the citadels after reading the blogs. Null sec gets one deal, wh has another (similar mechanic but completely different environment). Neither have balance imo.

I still have assets somewhere in null, just collecting dust, not sure when and if I will recover any of it, but with the new structures I would just have them sit at an npc station, with faster recovery? Seems like a buff for personal assets. Don't care for null much but the system is clear and I get it.

However......

I live in a WH, every day could be the day someone comes knocking. With POS there are ships that are ready to be sacrificed, anything of value just sits in a cargo bay ready to cloak up when the time comes.

Citadels will only work for item safety if I have another one up and running in the system, so it looks like nothing will change for me really? Ships will get sacrificed still, except now they just float in space for a few days?

Then what happens? Did I miss something?

If I don't have a citadel in the system they will eventually show up in a can that can be scanned? (would that mean that going from random stuff that drops now its all if there is no citadel to deliver to in the wh?)

How long do I have the option to select a target location in a WH? When does the timer start? When does it end?

Too many devils in the details still not known.
Ishtanchuk Fazmarai
#227 - 2015-08-15 11:51:58 UTC
Vol Arm'OOO wrote:
Orm Magnustat wrote:
Nevyn Auscent wrote:

................................

Asset safety already exists everywhere but WH Space.
Thus if you want people to use the new structures and not avoid them like most people avoid putting items into POS, you have to keep that functionality. If assets are lost in a Citadel, people will simply not use them or only put the bare minimum into them, resulting in a poorer game experience for everyone.


Does it?
I dont think so - we are talking about POS successors here and when ever or where ever you destroy a POS it drops its contents.

Now suddenly fairies appear out of nowhere - and under the eyes and guns of the victorious armada they carry all the valuables away to a save place. Lol

Talking about a minimum of inner logic?


I feel thats a completely different issue than the "safety" in NPC stations and Outposts that are completely indisdructable by design.


CCP used to be more circumspect with the immersion breaks. Now magic lights and insta space fedex are popping up all over the place. They should just make a magic space wizard and be done with any pretense of realism


The immersion break coul be fixed in the way I suggested above (NPC salvage ships, factually invulnerable).

The whole point is that without asset safety the new structures would be dead on arrival, but for wormhole space, which is a small sliver of the demographics.

Even the "podded while offline" death mechanic is plain too stupid for the average player to agree to it and would just call for never login off from a Citadel.

Roses are red / Violets are blue / I am an Alpha / And so it's you

Delt0r Garsk
Shits N Giggles
#228 - 2015-08-15 12:15:22 UTC
Wow didn't realize people are soo attached to their pods. But agree, since your invulnerable logged of in space, its stupid that you would be vulnerable in this case.

Overall the idea of asset safety is a good idea. I even like the current idea in WH space. Since i do still lose all my stuff if i get evicted. But perhaps some sort of drop would be in order if it can't get delivered.

Overall however looking forward to deploying these sooner rather than later.

AKA the scientist.

Death and Glory!

Well fun is also good.

Hal Morsh
Doomheim
#229 - 2015-08-15 13:11:47 UTC
Nevyn Auscent wrote:
Hal Morsh wrote:
How about this.


Your outpost dies, you lose your **** like with a POS.
Your outpost dies, and you are in whatever you logged off in like with a POS.

People still get loot.
People still keep one ship.

And we all get new functionalities without item risk changes.

Except these are also meant to take over from Null outposts long term and prove to be more desirable than NPC Station living.
So now compare the current functions to the asset safety involved in those cases.
And think some more.



If it's the only option people will build them.

Oh, I perfectly understand, Hal Morsh — a mission like this requires courage, skill, and heroism… qualities you are clearly lacking. Have you forgotten you're one of the bloody immortals!?

Orm Magnustat
Red Serpent Industries
Red Serpent Alliance
#230 - 2015-08-15 15:09:44 UTC  |  Edited by: Orm Magnustat
Ishtanchuk Fazmarai wrote:


......................................................

The immersion break coul be fixed in the way I suggested above (NPC salvage ships, factually invulnerable).

The whole point is that without asset safety the new structures would be dead on arrival, but for wormhole space, which is a small sliver of the demographics.

Even the "podded while offline" death mechanic is plain too stupid for the average player to agree to it and would just call for never login off from a Citadel.


I see where you come from with looting NPCs and all, yes you can add this narrative and say it works - personally I still feel it would be a major change away from the game i know and its inner logic.

As you put it the asset safety is "needed" indeed - but its only needed cause CCP decided to lump together the formerly completely different entities of POS and Outpost Attention

For a long time people have asked for some minor repairs on POS mechanics and rights management, but what do we get? CCP just decides to completely abolish the whole concept and replace it with something entirely different .... and even drag the outposts into this halfbaked mess.

In the end a lot of variety and flexibility gets discontinued in this universe to be replaced by some unified halfbaked generic bs structure concept (that actually isnt anything more than a slightly modified ripoff of their general ship model).

This super simplifying approach surely will skyrocket the "sense of wonder" and longterm fascination within the old and new playerbase ....Idea (do i need to add the sarcasm flags here?)
gascanu
Bearing Srl.
#231 - 2015-08-15 15:52:41 UTC  |  Edited by: gascanu
Orm Magnustat wrote:
Ishtanchuk Fazmarai wrote:


......................................................

The immersion break coul be fixed in the way I suggested above (NPC salvage ships, factually invulnerable).

The whole point is that without asset safety the new structures would be dead on arrival, but for wormhole space, which is a small sliver of the demographics.

Even the "podded while offline" death mechanic is plain too stupid for the average player to agree to it and would just call for never login off from a Citadel.


I see where you come from with looting NPCs and all, yes you can add this narrative and say it works - personally I still feel it would be a major change away from the game i know and its inner logic.

As you put it the asset safety is "needed" indeed - but its only needed cause CCP decided to lump together the formerly completely different entities of POS and Outpost Attention

For a long time people have asked for some minor repairs on POS mechanics and rights management, but what do we get? CCP just decides to completely abolish the whole concept and replace it with something entirely different .... and even drag the outposts into this halfbaked mess.

In the end a lot of variety and flexibility gets discontinued in this universe to be replaced by some unified halfbaked generic bs structure concept (that actually isnt anything more than a slightly modified ripoff of their general ship model).

This super simplifying approach surely will skyrocked the "sense of wonder" and longterm fascination within the old and new playerbase ....Idea (do i need to add the sarcasm flags here?)


i could not say it better Cool
Neo Digital
Doomheim
#232 - 2015-08-15 16:37:09 UTC
Spugg Galdon wrote:
How come the entosis link causes the structure to explode?

Why not have it so that a doomsday is required to blow the structure up at the end of the final reinforcement?

You know, a reason for capital ships to exist in the game and everything?

I would think that the entosis link would push the structure into "Critical Vulnerability" which would then require lots of firepower to destroy it. So either a wrecking ball or a few doomsday strikes.


I agree with this completely. Entosis link being a mind-machine link, its guaranteed hacking capability is one thing, but the idea of it turning an object into a wreck would be more suitable for a game called Magic Online.

Regarding this magic module's guaranteed capabilities, there should be a module for citadels that counteracts entosis operation locally. i.e. Redundant Computer Array or off grid (in networking sense) Secondary Control Mainframe. Citadels fitted with such electronic resilience modules would have drastically increased/decreased entosis capture/defense times. As a penalty for fitting defensive modules, citadels could have their other services affected in a negative way, i.e. slow production, no refinery, etc.

o7 ~Neo Digital

FT Diomedes
The Graduates
#233 - 2015-08-15 16:40:20 UTC
Rowells wrote:
Maybe I missed it, but is there a way to get a docked super from a destroyed citadel back without plopping down a second XL citadel?


Not as far as I can tell.

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

Eileen Black
Center for Advanced Studies
Gallente Federation
#234 - 2015-08-15 20:18:14 UTC
How to abuse this in WH space:

1. Build some carriers and dreads in a C4 WH,
2. Destroy your outpost(probably unrigged)
3. Wait for new inhabitants to move in,
4. Watch them get richer and richer,
5. Rebuild outpost, transfer assets,
6. Surprise, now this WH has waaaay too much BSes/capitals to be allowed under normal circumstances.

Bad idea for WHs.


Suggestion:
1. Outposts have personal hangars of *limited* size, which get sent to deep space and await the owner(or a person this owner gives permission) to retrieve them,
2. All other items drop with standard drop rate.
3. Players docked and in a ship are sent into deep space upon outpost destruction, after logging in they wake up in the ship, which is damaged with random armor/hull damage of 0-99%; with bias for higher damage for bigger ships.(This is emergency kind of a microjump)

No magical transportation, no "bag of holding" titan transportation, incentive to blow up stuff and loot it.
Everyone wins :P
Soleil Fournier
Fliet Pizza Delivery
Of Essence
#235 - 2015-08-15 23:27:15 UTC
If I dock a super in a citadel, and that citadel is destroyed, the super then enters purgatory until xfered to another XL Citadel within the same system.

Unfortunately, there will not always be a 2nd XL citadel in the same system (and if there is it will likely be under assault). And since we lost the fight, we won't be building a 2nd citadel to xfer supers to. This means I will not be able to access my super at all, which is really bad.

So I'd never log off with a super docked in a citadel.

We need another option, such as the super being delivered to a safe spot in the same system rather than a citadel.
xttz
GSF Logistics and Posting Reserves
Goonswarm Federation
#236 - 2015-08-15 23:44:53 UTC  |  Edited by: xttz
Soleil Fournier wrote:
If I dock a super in a citadel, and that citadel is destroyed, the super then enters purgatory until xfered to another XL Citadel within the same system.

Unfortunately, there will not always be a 2nd XL citadel in the same system (and if there is it will likely be under assault). And since we lost the fight, we won't be building a 2nd citadel to xfer supers to. This means I will not be able to access my super at all, which is really bad.

So I'd never log off with a super docked in a citadel.

We need another option, such as the super being delivered to a safe spot in the same system rather than a citadel.


This is basically what I brought up in the thread on mooring. It's hard to get the balance right when it comes to supercaps and risk; too far one way and their pilots will never use these new structures, too far the other and it's not really EVE. I think the trick lies in making things largely safe, but still leaving a window for savvy opponents to nail their target:

xttz wrote:
Let's say a Nyx is moored at a structure, allowing the pilot to enjoy the use of ships other than a space coffin. An opposing alliance attacks and manages to destroy the structure before the owner can return to it. Instead of giving away such a valuable prize and the owner losing everything, the Nyx activates an automated security system*.
On destruction of the attached structure the ship automatically overcharges and activates its jump drive (ignoring any nearby bubbles), vanishes to a safe location and cloaks up. Of course finding a safe location and re-establishing contact with the proper owner is risky, and may take time (likely several days). In order to board the ship again the owner has to wait a random period, then perform some kind of mini-quest to locate his auto-piloted hull.
Once found, there would be a short vulnerability period (2-3mins) as the vessel repairs and re-calibrates itself from the emergency jump. Once this is successfully completed, the ship can be used again as normal.

This introduces a small element of risk to losing structures, without the all-or-nothing aspect for people with ~100bn isk hulls. The attacker denies the owner use of a powerful ship for a period of time, and has an opportunity to kill it if they pay very careful attention to the area later. The owner has a decent chance to get their ship back in the event of a disaster, especially if they have friends to help recover it.

Edit: the same mechanic can be used against corp thefts. If a mooring structure is tampered with for whatever reason (perhaps the owning corp wants to pull it down, perhaps someone is misusing their roles), the ship activates its security system in the same way. This gives some peace of mind for the owner.

*if affordable cars can have security systems to prevent theft, why can't futuristic space flagships?
Ramman K'arojic
Lone Star Warriors
Brave Collective
#237 - 2015-08-16 00:59:42 UTC
Re:
Quote:
Are automatically delivered as a single package which has to be opened, like courier contract plastic wraps. This is done not to overwhelm, confuse or mix items that are being delivered with ones already in place in the hangar.


Please separate each hanger into a separate package at a minimum.
Extending the scenario if I have 50 containers (eg 1 for each corp member) within a single hanger will I be able to determine what was is in each ? So I can give there stuff back quickly

Please make it all possible; the last thing I want to do after I have had all my stuff relocated is fight internally over who's stack of thorax's was who's.



FT Diomedes
The Graduates
#238 - 2015-08-16 07:49:41 UTC
I've been thinking about this for the past few days. I probably shouldn't bother even providing more feedback, but these are some things to consider and this is more how I would do it:

1. I read the Dev Blogs several times. The word "killmail" appears once in the I feel safe in Citadel City devblog, but only to say that we all love them. It does not appear at all in the Citadels, sieges, and you [Oxford comma added because I am not a peasant, but am a pedant]. CCP has not stated how kill mails will work. Or who will get them. Or what information they will show. I do not consider myself driven by kill mails, but let's be honest: We all like them. If we are not going to be able to scoop 50% of the possessions up from the wreck, we should at least get a kill mail identifying what was destroyed and what was impounded. And somehow, everyone involved in the fight should get that kill mail - not just the dude with the Entosis. I'll be honest, I'm really quite shocked that CCP has omitted to fundamental part of what drives Eve players.

2. As I have mentioned elsewhere on these forums, destruction should involve actually shooting weapons. My post from back in March is still remarkably on point: https://forums.eveonline.com/default.aspx?g=posts&m=5613421#post5613421

I am okay with Entosis as a means of changing ownership of a structure, but asset destruction should come from people shooting at the structure. Preferably with Dreadnoughts.

3. As mentioned in paragraph 2, I would like to see Dreadnoughts required to actually destroy the structure. Ideally the system would be designed to require more than one siege cycle - no matter how many you bring. The way I see it, each structure should have three layers - shield, armor, and structure. Average DPS for a Dreadnought is about 10,000. Multiply that by 5 minutes. Adjust based on size/value of the structure - you want the attacker to commit some significant percentage of a structure's value to the field in order to destroy it quickly - it should take more commitment to destroy an XL structure than a medium structure. So, hypothetically, the shield layer on an XL Citadel could be destroyed by 25 Dreadnoughts in five minutes. Between each layer, there is a 2.5 minute reinforcement timer. Thus, in something like twenty minutes, 25 Dreadnoughts could destroy an XL structure. If someone wanted to bring more ships or fire Doomsday Devices at it to speed it up further, they could do that as well, but you would still have a minimum time on the field, and you would be making a larger commitment. The defender could also show up and attempt to save the structure.

4. Once you make it so that the attacker has to at least commit some serious firepower on the field in order to destroy the structures, then you can get rid of the stupid safety mechanics. You can also now properly reward the attacker for bringing the pain to the fight. If a structure dies, it becomes an indestructible wreck. That wreck contains 50% of ALL the stuff in the structure - except for the structure's rigs.

5. One way to then add some more depth to it is as follows: Each indestructible wreck has a number of salvageable nodes on it. Each node contains one player's stuff (no name on the node). People can now salvage each node to unlock stuff from it. Thus, someone might salvage my ship hangar node to find that I have a Nyx in it. Another might find that his node contains only a rookie ship. People close enough can now loot all the stuff stored in that hangar.

6. As the salvagers cut through the scrap metal, their bays gradually fill up with metal scraps, salvage, and parts from the structure itself. To make it more interesting for them, and add an element of skill, there is a salvaging minigame, which looks like cutting through different parts of a wrecked space station to find the storage areas, living quarters, ship hangars, fuel depots, etc within each node. Players would learn to optimize their path, trying to avoid cutting through heavily armored areas to find easier pathways into the lucrative spots. There could be parts you want to avoid, like cutting into the chemical storage plant or nuclear reactor on the station, which would at least damage/blow up your salvaging ship and others very close to it. Players learn to recognize what different parts of the node look like - chewing on some parts is more lucrative than others. Some parts of the node will be more likely to contain cargo, other parts, ships, etc. The game would be continuous and affected by the other players (i.e. I am racing my friends to find the best deposits). Someone else who comes along later can see that 50% of the nodes have been salvaged. The wreck remains in space until it all the nodes have been completely salvaged.

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

gascanu
Bearing Srl.
#239 - 2015-08-16 08:13:28 UTC
Quote:
Where in space can they be deployed?
So far, our plan is to have them in all areas of space, as long as proximity restrictions are respected.


can i anchor my citadel in an asteroid belt, for example?
Ishtanchuk Fazmarai
#240 - 2015-08-16 08:33:46 UTC
gascanu wrote:
Quote:
Where in space can they be deployed?
So far, our plan is to have them in all areas of space, as long as proximity restrictions are respected.


can i anchor my citadel in an asteroid belt, for example?


...proximity restrictions... Blink

Roses are red / Violets are blue / I am an Alpha / And so it's you