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Dev blog: Citadels, sieges and you v2

First post
Author
Nevyn Auscent
Broke Sauce
#321 - 2015-09-21 13:29:16 UTC
Black Pedro wrote:
]And we have come full circle.

No highsec or small WH group is going to spend 20 x 3h x 3 timers, or 180 hours of player time to shoot an XL citadel that doesn't drop any loot. Hardly any of them can in the first place. And what if they are actually defended?


Uh, yes they will, That's a short Op, and a small fight by highsec standards. 180 player hours is nothing, not even for highsec.
Petrified
Old and Petrified Syndication
#322 - 2015-09-21 13:33:48 UTC
Black Pedro wrote:
Philip Ogtaulmolfi wrote:
Now that you won this one I suppose you will start a crusade to delete Titans from the game, because it is not fair that I cant not kill she with my 10 friends.
Titans aren't allowed in highsec, but neither are their counters (the other capitals). How is it fair to let the strongest structures into highsec/C1/C2, but not their intended counter, the dreadnought?

Oh right, it's fair because you can in theory get together 50 or 100 of your friends and brute force kill an XL structure with way more effort than the design requires everywhere else in the game.

Right. Carebear logic.

It would be interesting if, as part of their redo with caps, they allow caps back into high sec.

Taking down structures has always been a chore in high sec. But why should that be an excuse to leave things as they are?

Since AoE weapons won't be allowed on high sec Citadels (how easy would it be to slip a neutral into the fleet and get CONCORD to then finish the work) an attacking fleet will just need to worry about staying alive - something more easily done without AoE hitting your fleet. It will still be just as boring as taking down a well formed large POS in high sec now, but still doable.

CCP could simplify it by blocking XL Citadels from high sec, just as caps are restricted. And it could easily be justified by story line that the simple fact is the 4 empires don't fully trust capsuleers with such large threats to their own power blocks.

Cloaking is the closest thing to a "Pause Game" button one can get while in space.

Support better localization for the Japanese Community.

Dracvlad
Taishi Combine
Astral Alliance
#323 - 2015-09-21 14:00:58 UTC  |  Edited by: Dracvlad
Black Pedro wrote:
Nevyn Auscent wrote:
Or you know, 20 Destroyers and 3 hours.
Stop talking rubbish about what is needed to reinforce these XL Citadels, you are looking more and more stupid as you do so since you have the numbers so wrong.
And we have come full circle.

No highsec or small WH group is going to spend 20 x 3h x 3 timers, or 180 hours of player time to shoot an XL citadel that doesn't drop any loot. Hardly any of them can in the first place. And what if they are actually defended?

And even if there were groups clamouring to spend all there game time grinding structures, 9 hours/person is a far cry from the 90 minutes per person the devblog says the design is intended to take.

Large POSes have ~1/5th the hp now, let's say 1/2 if really hardened (although the citadels have 20% resistances as well) and they are rarely attacked in highsec and C1/C2 wormholes. There is no way XL will be released like this or they will only very rarely be contested that is clear. I am not sure why people here are unwilling to see the obvious.



We know that you won't, but others may have deeper motives, if CCP make it so that they can be setup as market Hubs for blues there is a great big smoking content creation right there, but if its too easy to kill XL Citadels then that will never develop as real meaningful gameplay and look oh joy more loot pinata combat or GF combat, which is a stonking big yawn for everyone involved...

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Artemis Ellery Sazas
Shock and Awe Inc.
#324 - 2015-09-21 15:49:32 UTC
If citadels replace POS's, does this mean the end of passive moon goo?
Philip Ogtaulmolfi
We are not bad. Just unlucky
#325 - 2015-09-21 16:08:45 UTC
Artemis Ellery Sazas wrote:
If citadels replace POS's, does this mean the end of passive moon goo?


Not necessarily. We will have the mining array, that will allow passive mining or not, depending on what CCP decides.
gascanu
Bearing Srl.
#326 - 2015-09-21 16:10:03 UTC
Artemis Ellery Sazas wrote:
If citadels replace POS's, does this mean the end of passive moon goo?


something like that; it's been hinted they want players to active mine moon minerals, but nothing it's 100% atm
Skia Aumer
Planetary Harvesting and Processing LLC
#327 - 2015-09-21 16:57:41 UTC
Absent Sworn wrote:
This wasn't clear to me, but if only 1+ damage is required to pause the repair timer that is probably easily exploitable.

This is a point of my concern too. A Trollibis(tm) making some minuscule damage can keep you awake all night long. This is bullcrap.

Dont get me wrong, I'm really happy to see the victory condition for attacker as "do a lot but moderate DPS".
But the victory condition for defender being "sustain zero DPS over some time" will just not work.
I agree that remote reps are a potential cancer so we better keep them out of equation.

Maybe we can get use of entosis link here?
For example, defender wins if vulnerability window lapses - but attacker can keep the window open as long as there is at least one entosis active.
Awkward Pi Duolus
Pator Tech School
Minmatar Republic
#328 - 2015-09-21 17:04:58 UTC
Black Pedro wrote:
And we have come full circle.

No highsec or small WH group is going to spend 20 x 3h x 3 timers, or 180 hours of player time to shoot an XL citadel that doesn't drop any loot. Hardly any of them can in the first place. And what if they are actually defended?

And even if there were groups clamouring to spend all there game time grinding structures, 9 hours/person is a far cry from the 90 minutes per person the devblog says the design is intended to take.

Large POSes have ~1/5th the hp now, let's say 1/2 if really hardened (although the citadels have 20% resistances as well) and they are rarely attacked in highsec and C1/C2 wormholes. There is no way XL will be released like this or they will only very rarely be contested that is clear. I am not sure why people here are unwilling to see the obvious.


Saying the same thing again and again only makes it more tedious, not more convincing, Pedro.

I get your point, and frankly don't think XLs should be anchorable in HS anyway, kinda like player-owned stations. But that's a different thing.

On your point of there not being enough pilots, when Eve presents a challenge, players improvise. Large numbers of players have come together for incursions, FW, pocos, live events etc., and a lot of that has been community-based and not tied just to alliances or corps. It's a different environment than low/nullsec or w-space, and it would be silly to dismiss the potential of emergent gameplay.
Savant Alabel
Phoenix Tag.
GF Company
#329 - 2015-09-21 17:25:06 UTC
CCP Nullarbor wrote:
Oskolda Eriker wrote:
Querns wrote:
Oskolda Eriker wrote:
You cant lose you ship. when you logoffed in SPACE. but you can when you logoffed on STATION. Great innovation CCP in W-space
Wonders are all around!

Asset safety doesn't mean losing your ship. You can get it back, albeit after paying a fee.

W-Space. Wormholes. WH
says something?


I missed this too, and good point about logging off in wspace. We might let you keep your active ship if it explodes, to maintain consistency with logging off in a POS.


Yes, leave it hard as it now. When you log-in on destroyed POS, you warp in, scan signatures, search exit to K-space. Oh, wait, you are log-off on ship without Probe Launcher! Let tears drop!

In new mechanic you just die and revive in K-space, too easy What?
Lady Rift
His Majesty's Privateers
#330 - 2015-09-21 17:26:48 UTC
Awkward Pi Duolus wrote:
Black Pedro wrote:
And we have come full circle.

No highsec or small WH group is going to spend 20 x 3h x 3 timers, or 180 hours of player time to shoot an XL citadel that doesn't drop any loot. Hardly any of them can in the first place. And what if they are actually defended?

And even if there were groups clamouring to spend all there game time grinding structures, 9 hours/person is a far cry from the 90 minutes per person the devblog says the design is intended to take.

Large POSes have ~1/5th the hp now, let's say 1/2 if really hardened (although the citadels have 20% resistances as well) and they are rarely attacked in highsec and C1/C2 wormholes. There is no way XL will be released like this or they will only very rarely be contested that is clear. I am not sure why people here are unwilling to see the obvious.


Saying the same thing again and again only makes it more tedious, not more convincing, Pedro.

I get your point, and frankly don't think XLs should be anchorable in HS anyway, kinda like player-owned stations. But that's a different thing.

On your point of there not being enough pilots, when Eve presents a challenge, players improvise. Large numbers of players have come together for incursions, FW, pocos, live events etc., and a lot of that has been community-based and not tied just to alliances or corps. It's a different environment than low/nullsec or w-space, and it would be silly to dismiss the potential of emergent gameplay.



There is massive amount of isk in all those cases. Or chance at rare killmails (live events)

Pocos can be killed with 3 afk trail accounts dessys they aren't even in the same range as what an XL is being proposes as/.
Awkward Pi Duolus
Pator Tech School
Minmatar Republic
#331 - 2015-09-21 17:38:13 UTC
Lady Rift wrote:
There is massive amount of isk in all those cases. Or chance at rare killmails (live events)

Pocos can be killed with 3 afk trail accounts dessys they aren't even in the same range as what an XL is being proposes as/.


I mention those examples of emergent gameplay, where the community deemed some action worthy of coming together for a goal. Reading any more into it as an analogy, like ISK value (or HP..) will bring you no joy.
Lady Rift
His Majesty's Privateers
#332 - 2015-09-21 17:44:59 UTC
Awkward Pi Duolus wrote:
Lady Rift wrote:
There is massive amount of isk in all those cases. Or chance at rare killmails (live events)

Pocos can be killed with 3 afk trail accounts dessys they aren't even in the same range as what an XL is being proposes as/.


I mention those examples of emergent gameplay, where the community deemed some action worthy of coming together for a goal. Reading any more into it as an analogy, like ISK value (or HP..) will bring you no joy.



you think the community will get together to randomly grind structures for no reason other to structure grind?

these will be no different than the POS of today in high sec unless there is something personal involved no one shoots them.


The community comes together when there is a reason. Right now large POS aren't a reason and I don't see things with better defense being any better of a reason.
Awkward Pi Duolus
Pator Tech School
Minmatar Republic
#333 - 2015-09-21 18:49:05 UTC
Lady Rift wrote:
you think the community will get together to randomly grind structures for no reason other to structure grind?

these will be no different than the POS of today in high sec unless there is something personal involved no one shoots them.


The community comes together when there is a reason. Right now large POS aren't a reason and I don't see things with better defense being any better of a reason.


I have a little more faith in CCP, in that I don't expect them to dump what is comparable to player-owned stations in HS without a reason for people wanting to take them out. Otherwise, the citadel spam will be unbearable.
Dracvlad
Taishi Combine
Astral Alliance
#334 - 2015-09-21 19:16:30 UTC
Lady Rift wrote:
you think the community will get together to randomly grind structures for no reason other to structure grind?

these will be no different than the POS of today in high sec unless there is something personal involved no one shoots them.


The community comes together when there is a reason. Right now large POS aren't a reason and I don't see things with better defense being any better of a reason.


Actually no one has suggested that people would get together to grind something for no reason, so from your perspective conflict arrives from creating a loot pinata, being easy to kill by limited people, or due to some upset between people. Sounds such deep meaningful reasons.

And what community do you refer to, the Merc groups, the gankers, or null sec alliances, or the player killers, or the HTFU group, or the posters in C&P?

A large POS is cheap, I can't really compare that to an Outpost can I, you are comparing apples with pears, an XL Citadel is to replace an Outpost, in hisec at the moment no one shoots outposts and yet they complain when CCP introduces an outpost sized structure that can be shot, while other new structures will be introduced to replace the functionality of the POS.

The POS is not being replaced by XL structures as such, there are a whole suite of structures coming to replace the POS.

The simple fact is that entities in hisec are small because the environment does not reward people for reaching a certain size, in fact if you are a indy corp, it actively punishes you, and merc or war dec corps tend to be small because of all the emo around certain egos in this game, plus the fact that their prey is largely hiding from them as there is nothing worth fighting over. Oh dear a war dec, lets go play another game while being logged on in a station.

These things are something interesting, something to aspire towards and yet so many Eve players are so blinkered in pushing their own self-interest for easy loot pinatas that they will destroy any chance to create a change in the game and people complain they are too tough.

I am hoping that a major Indy hisec alliance is formed, using the same virtual structure as currently but with a top layer of PvP characters who will put one of these up and create a market hub for blues only if CCP has the vision to introduce that functionality, i.e this means people can only trade there if blue, the conflict from that could be epic, because I know it will upset certain null sec alliances a great deal and yet all we get is moans about how tough they are. They have to be tough, though in all honesty they are not that tough in fact they are at the borderline of not being tough enough certainly for null sec.

Other people have tried to link in the impact of these things on the little groups ion terms of the efforts in Sov, so what if a large alliance has put one up where I have a Medium one, if no one is using the damn thing it hardly bothers me. OK it makes it easier for them to operate should they come in force, but hell a Medium one though painful to lose can be replaced easy enough, I just do the time honoured Eve thing of come back later. The survivability of a home station is key to making people spread out in 0.0.

CCP may listen to people moaning that they are too tough and that will be a major shame for Eve, its a pity that Eve being a tough game is only really tough for those that are prey.

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Philip Ogtaulmolfi
We are not bad. Just unlucky
#335 - 2015-09-21 21:27:34 UTC
Awkward Pi Duolus wrote:

I have a little more faith in CCP, in that I don't expect them to dump what is comparable to player-owned stations in HS without a reason for people wanting to take them out. Otherwise, the citadel spam will be unbearable.


I dont expect thousands of people in HS willing to expend 100+ billions for the sake of it, so I don't think that will be a problem.

Just in case, I hope that the empires will charge a tax, just like in real life, for having real estate in their territory.
Circumstantial Evidence
#336 - 2015-09-21 21:56:58 UTC
Nevyn Auscent wrote:
Black Pedro wrote:
]And we have come full circle.

No highsec or small WH group is going to spend 20 x 3h x 3 timers, or 180 hours of player time to shoot an XL citadel that doesn't drop any loot. Hardly any of them can in the first place. And what if they are actually defended?

Uh, yes they will, That's a short Op, and a small fight by highsec standards. 180 player hours is nothing, not even for highsec.
3 hour ops / sieges are rare, but they happen. Players on the attacker's side may come and go as RL permits, some won't be sitting there for the full 3 hours or even all three attacks. The citadels are planned to drop some loot, depending on who you are, needing to bring out a freighter to loot an XL Citadel wreck may be worth the trouble. I've emphasized the loot drops in this quote from the dev blog, below:
Dev Blog: I feel safe in Citadel city wrote:
All items fitted on the structures are lost, and can drop as loot (just like ships). To all the clever people out there, remember it is not going to be possible for owners to remove fitted structure modules when the reinforced 1 timer starts.
• All rigs fitted on the structure will be lost. While the price for M rigs will not that expensive, X-L rigs will have the same price magnitude than outpost improvement and upgrades, so they are not something to be easily dismissed.
Some of the input materials used in manufacturing or science jobs will drop as loot. This does not include blueprints, which will always be safe from greedy attacking raids, except if they would otherwise be consumed as part of the job (invention for instance). We will add more incoming sources as we are migrating starbase functions. For instance, reaction materials could drop in the future. Market orders will not be available as loot and are going to remain safe from raiding, since they are based on player hangars.
• The structure will turn into a wreck that will contain a certain percentage of the minerals and components that were needed to build its base hull (not the modules nor rigs).
• Items located in personal or corporation hangars will be impounded and saved from destruction.

Back in this post, I offered the idea that personal / corp hanger asset protection could be made to depend on the Citadel size class: What if the "M" or even the "L" size were not covered by the asset relocation feature in K-Space? Perhaps the "L" size could offer "partial asset relocation?"
Nevyn Auscent
Broke Sauce
#337 - 2015-09-22 00:35:20 UTC
Circumstantial Evidence wrote:

Back in this post, I offered the idea that personal / corp hanger asset protection could be made to depend on the Citadel size class: What if the "M" or even the "L" size were not covered by the asset relocation feature in K-Space? Perhaps the "L" size could offer "partial asset relocation?"

And you got told back in that post how that makes it XL or bust and basically no-one would use the M or L size at that point. And were unable to come up with a convincing counter argument.
Circumstantial Evidence
#338 - 2015-09-22 04:06:55 UTC
Nevyn Auscent wrote:
Circumstantial Evidence wrote:

Back in this post, I offered the idea that personal / corp hanger asset protection could be made to depend on the Citadel size class: What if the "M" or even the "L" size were not covered by the asset relocation feature in K-Space? Perhaps the "L" size could offer "partial asset relocation?"

And you got told back in that post how that makes it XL or bust and basically no-one would use the M or L size at that point. And were unable to come up with a convincing counter argument.
That's a valid counter for large alliances launching Outposts today, XL citadels are supposed to be a similar effort and expense and provide a similar safety mechanism. The rest of us who can't afford outpost-level expenses, risk asset loss every day, putting stuff in POS hangers.
Sizeof Void
Ninja Suicide Squadron
#339 - 2015-09-22 05:01:17 UTC
I always find the attempts to get high sec players more involved in PVP to be utterly counter-productive. The players who chose to remain in high sec are obviously interested in the PVE aspects of the game, and not interested in PVP, particularly non-consensual PVP. No matter what changes CCP makes to the game, they won't play the PVP game. And, when CCP forces their hand, they simply choose to quietly leave the game - which benefits none of us (esp. CCP, which loses that sub money to another game company).

The whole "EVE is harsh" debacle should provide ample proof. No matter how you spin the numbers, game changes to enable high sec corps and players to be easily attacked - whether via wardecs or ganking or whatever - have not increased the player population in high sec, nor have they encouraged more new players to subscribe. In fact, high sec population has dropped signficantly over the years since "EVE is harsh" became CCP's motto. Why continue down a path proven not to work?

So, my point? Citadels in high sec should always be invulnerable and totally safe. Period.

And, following the risk vs. reward mantra - which should be CCP's real motto - high sec citadels should provide significantly less benefit, as compared to citadels in low or null sec (or WH space). High sec citadels should also be heavily taxed, by the empires and Concord, as you'd expect if they are receiving the benefit of third-party protection.

So, yes, you can manufacture stuff in a high sec citadel for your own corp's use, but you won't be able to compete on the market, price-wise, with someone who manufactures stuff in a low sec citadel, because the low sec citadel would not be taxed and would be more efficient. That would be the risk vs reward trade off. Similarly, with BP research, a low sec citadel would be much more efficient and less expensive to use - something that takes a year to research in high sec may take only a month in low sec, for example.

BTW - as a risk vs reward side note, I think that low sec and WH citadels should actually be *better* than null sec citadels - with the prevailing situation in null sec, it is actually less risky than low sec. Deep inside Goon space, for example, is a much safer place to put up a citadel than any place in low sec.
Black Pedro
Mine.
#340 - 2015-09-22 08:25:59 UTC  |  Edited by: Black Pedro
Sizeof Void wrote:
The whole "EVE is harsh" debacle should provide ample proof. No matter how you spin the numbers, game changes to enable high sec corps and players to be easily attacked - whether via wardecs or ganking or whatever - have not increased the player population in high sec, nor have they encouraged more new players to subscribe. In fact, high sec population has dropped signficantly over the years since "EVE is harsh" became CCP's motto. Why continue down a path proven not to work?

So, my point? Citadels in high sec should always be invulnerable and totally safe. Period.

You know the facts don't support your hypothesis at all? The whole "Eve is harsh" thing was the original design of this game. It was conceived of as a single shard, full-time competitive PvP game where players were in constant struggle for each other in a dark, harsh universe. It was designed as a game where players had maximum freedom to kill each other and nowhere is safe. But over the years, this harshness has been constantly eroded and now highsec has never been safer. Highsec back in the day was a much more dangerous place full of can flippers, gankers, wardecers, awoxers and so forth. Crimewatch 2.0 neutered the can flippers, the profitability of suicide ganking has been nerfed into the ground, wardec fees were raised from 2 M ISK to 50M ISK and the "corp drop-reform" exploit was declared no longer an exploit, and highsec awoxing was patched out of the game last March. Highsec has never been a safer place since the game's inception.

Interestingly, the plateau and eventually decline in player counts correlates well with the period in the game (around 2010/11) when CCP started seriously buffing highsec safety, while simultaneously buffing highsec rewards by adding more lucrative PvE content to highsec like incursions. In fact, after the normal post-expansion boost, the game stopped growing and then went into decline ever since the Incursion expansion in November 2010. It's been all downhill since CCP made highsec both the safest and most lucrative sector of the space in the game in an attempt to cater to these PvP-averse highsec residents.

Now these facts are just correlative and other factors obviously contribute to the health of the game other than highsec safety, but it is undeniable that removing/nerfing non-consensual PvP in highsec has not produced any growth over the last five years. Others have explored this point in detail so I won't dwell on it, but it is clear that in fact Eve's fastest and most consistent growth occurred at a time when highsec was much more dangerous. I see no reason why making it even more safe is going to reverse the trend.

The problem is of course, is not giving safety to some risk-averse player who just wants to shoot red crosses by themselves; they are almost irrelevant to the game as a whole anyway. No, the problem is that these pockets of lucrative safety draw the "real" Eve players, the ones that are playing the game as the full-time PvP sandbox game it was designed as, away from the more dangerous space to grind an income in safety. This removes targets, content and potential conflict from the other spaces asphyxiating the game elsewhere. It not only turns highsec into a consensual-only PvP zone, but because Eve is an integrated sandbox game, it turns the whole game into a consensual-only PvP zone. This is why I believe Eve is stagnant and players are complaining of lack of content: because when all PvP is consensual, there is nothing meaningful to lose.

This is why we need to be given the tools to, in CCP Seagull's words, "mess with" other players everywhere, but especially in highsec where they are earning their living. XL Citadels if released in highsec they have to contestable by other players in a reasonably easy fashion as we players are suppose to be producing the content for this game. There is no point adding toys to the sandbox that the other players cannot touch. I am not worried though, CCP knows this and seems to have refocused lately on increasing this player-driven gameplay so XL Citadels will have a counter so they can be attacked (without requiring 200+ hours of player effort) or they won't appear there at all.