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Proposed - Dynamic Difficulty for NPC Enemy Gate Groups

Author
Erich Einstein
Swoop Salvage
#1 - 2016-10-02 02:57:20 UTC  |  Edited by: Erich Einstein
I would like to propose a change to npc enemy groups who hang out on low / null sec gates.

Currently, gate camp teams are able to sit on a gate (with a citadel just off the gate) and camp the gate for hours at a time. This behavior in places such as Tama / Nour block traffic (mostly new eve subscribers) to Faction Warfare low sec systems. Gate camping is all fine and dandy, however, the gate guns (and mechanics) are a joke.

Missions are there for those who enjoy the grinding aspect of the game. Gate camping should not be a permanent grinding mechanic where the grind is on new eve subscribers / players. This pushes new frustrated players out of the game, lowering income for CCP.

I propose that npc enemy gate groups grow in ship number, ship size, and ship strength - determined by how much time they spend interacting with real player targets.

The idea is that while an npc group is engaged with real players, its difficulty level timer increases. While an npc group is disengaged, its difficulty level timer decreases. The timer starts at 10min. If the timer increases to 20min, the npc group grows (by reinforcement warp in) to the next level of difficulty - and the timer restarts at 10min. If the timer decreases to zero, the npc group shrinks (by partial ship warp off) to the previous level difficulty.

If an npc enemy is killed, +30 sec is added to the difficulty timer's current count.
If all npc enemies are killed, the difficulty timer can only increase until 20min is reached and the next difficulty level warps in when 20min is reached.

Note: The next level difficulty reinforcements group that warps in contains the number of ships that maxes out the number of ships on the gate for the current difficulty level. Example: If difficulty level 1 includes 5 ships, 4 are killed, and then 1 is ignored and damage done by it repaired until the timer runs to 20min, then reinforcements will warp in with 6 ships for a total of 7 ships on the gate. *This assumes diffficulty level 2 is set at 7 ships.

With this setup, the first reinforcements will likely not warp in for at least 20min because the initial gate difficulty level timer will have fallen to zero and have to count back up to 20min. After that, each level of reinforcement will take 10min if constantly aggroed.

This dynamic gate camp mechanic will force gate camp teams to move around to different gates instead of continually camping only one popular gate. They can come back to their popular gate camp spot once the difficulty level timers have cooled back down. If a gate is camped for an hour, it will take about in hour for the reinforcements to cool back down to initial state.
Christopher Mabata
Northern Accounts and Systems
#2 - 2016-10-02 03:01:19 UTC
Any good gate-camp will just crush NPC ships and go right back to doing what they were doing, with the added benefit of covered ammo costs. All this does is add one more thing for campers to shoot to cut down on boredom or makes them bring an extra logi/cruiser to tank the NPC+Guns.

♣ Small Gang PVP, Large Fleet PVP, Black Ops, Incursions, Trade, and Industry ♣ 70% Lethal / 30% Super-Snuggly / 110% No idea what im doing ♣

This Message Brought to you by a sweet and sour bittervet

Erich Einstein
Swoop Salvage
#3 - 2016-10-02 03:03:10 UTC  |  Edited by: Erich Einstein
Christopher Mabata wrote:
Any good gate-camp will just crush NPC ships and go right back to doing what they were doing, with the added benefit of covered ammo costs. All this does is add one more thing for campers to shoot to cut down on boredom or makes them bring an extra logi/cruiser to tank the NPC+Guns.


Not if the npc enemy group keeps growing in size, ship/size, and strength. Eventually, the npc group will become to much for any camp team to handle. It will become a matter of how long a team is able to camp a gate.
Christopher Mabata
Northern Accounts and Systems
#4 - 2016-10-02 03:14:41 UTC
Erich Einstein wrote:
Christopher Mabata wrote:
Any good gate-camp will just crush NPC ships and go right back to doing what they were doing, with the added benefit of covered ammo costs. All this does is add one more thing for campers to shoot to cut down on boredom or makes them bring an extra logi/cruiser to tank the NPC+Guns.


Not if the npc enemy group keeps growing in size, ship/size, and strength. Eventually, the npc group will become to much for any camp team to handle. It will become a matter of how long a team is able to camp a gate.


Alright lets say these spawns become impossible to tank, say they put out more raw DPS than an assault incursion site (about 4k raw DPS IIRC) what happens when people start creating those spawns on every single gate to seal a system off? Repeat abusability thats what.

Why camp your own gates in null when you can deploy bubbles and seal them off (Which AFAIK NPC's dont shoot), create a spawn on every gate, and then repeat refresh the spawns timer with a frigate or two so your miners and such inside the system or your ratters, or whatever have a haven nobody can get into; not because of their own manpower, but because of mindless NPC Space pixels.

♣ Small Gang PVP, Large Fleet PVP, Black Ops, Incursions, Trade, and Industry ♣ 70% Lethal / 30% Super-Snuggly / 110% No idea what im doing ♣

This Message Brought to you by a sweet and sour bittervet

Erich Einstein
Swoop Salvage
#5 - 2016-10-02 03:18:51 UTC  |  Edited by: Erich Einstein
Christopher Mabata wrote:
Erich Einstein wrote:
Christopher Mabata wrote:
Any good gate-camp will just crush NPC ships and go right back to doing what they were doing, with the added benefit of covered ammo costs. All this does is add one more thing for campers to shoot to cut down on boredom or makes them bring an extra logi/cruiser to tank the NPC+Guns.


Not if the npc enemy group keeps growing in size, ship/size, and strength. Eventually, the npc group will become to much for any camp team to handle. It will become a matter of how long a team is able to camp a gate.


Alright lets say these spawns become impossible to tank, say they put out more raw DPS than an assault incursion site (about 4k raw DPS IIRC) what happens when people start creating those spawns on every single gate to seal a system off? Repeat abusability thats what.

Why camp your own gates in null when you can deploy bubbles and seal them off (Which AFAIK NPC's dont shoot), create a spawn on every gate, and then repeat refresh the spawns timer with a frigate or two so your miners and such inside the system or your ratters, or whatever have a haven nobody can get into; not because of their own manpower, but because of mindless NPC Space pixels.



The amount of time it takes to build an npc enemy gate group up is equivalent to the amount of time it takes for that npc enemy gate group to die back down. And the team building the npc enemy group up will likely lose ships in the process if not careful.

Also, this is not a defensive measure to secure a system. It is meant to limit the amount of time a camp team can camp a gate to get free kills on new players in popular areas.

I feel like you did not read the full post and are just commenting based on the title.
Christopher Mabata
Northern Accounts and Systems
#6 - 2016-10-02 03:23:40 UTC
Oh i read it, i am just telling you now not only will this not work, people will abuse it, and its therefore not good for the game.

♣ Small Gang PVP, Large Fleet PVP, Black Ops, Incursions, Trade, and Industry ♣ 70% Lethal / 30% Super-Snuggly / 110% No idea what im doing ♣

This Message Brought to you by a sweet and sour bittervet

Erich Einstein
Swoop Salvage
#7 - 2016-10-02 03:29:06 UTC
Christopher Mabata wrote:
Oh i read it, i am just telling you now not only will this not work, people will abuse it, and its therefore not good for the game.


Please feel free to tell me how it will not work. I think your mindset is all Null sec, but there is a constant camp on tama / nour. People can not just keep throwing more ships at a gate to support the camp. Eventually the camp team will be pushed / destroyed off the gate.

As far as abusing goes, I have no problems warping through a gate with any number of npc enemies on it. No matter how big the npc group got, a solo ship would still have no problem getting through the gate. The only threat here is to people who sit on the gate instead of just jumping through it and moving on.

It doesnt prevent camping, just puts a limit on camping time for any one gate.
Daichi Yamato
Jabbersnarks and Wonderglass
#8 - 2016-10-02 03:31:19 UTC
Its much more fun for everyone when players form together and remove gate camps themselves.

If you get npc's to do it for you that makes for a **** game.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Sitting Bull Lakota
Poppins and Company
#9 - 2016-10-02 03:31:39 UTC  |  Edited by: Sitting Bull Lakota
Erich Einstein wrote:


Not if the npc enemy group keeps growing in size, ship/size, and strength. Eventually, the npc group will become to much for any camp team to handle. It will become a matter of how long a team is able to camp a gate.

This would not fit thematically with EvE's core tenet of being completely player driven.
NPCs that can break a gatecamp are npcs that break the game.
The camp, being player made, must be defeated by players and not some arbitrary mechanic.

CONCORD is the only npc of this nature that we should tolerate.
/glares at faction police
Erich Einstein
Swoop Salvage
#10 - 2016-10-02 03:33:04 UTC  |  Edited by: Erich Einstein
Sitting Bull Lakota wrote:
Erich Einstein wrote:


Not if the npc enemy group keeps growing in size, ship/size, and strength. Eventually, the npc group will become to much for any camp team to handle. It will become a matter of how long a team is able to camp a gate.

This would not fit thematically with EvE's core tenet of being completely player driven.
NPCs that can break a gatecamp are npcs that break the game.
The camp, being player made, must be defeated by players and not some arbitrary mechanic.

CONCORD is the only npc of this nature that we should tolerate.
/glares at faction police*


But yet, their exist gate guns, seekers, drifters, etc that wipe out plenty of ships / fleets. Not to mention current gate npc enemies that will down any solo frigate that sits on a gate near them.
Erich Einstein
Swoop Salvage
#11 - 2016-10-02 03:39:59 UTC
Daichi Yamato wrote:
Its much more fun for everyone when players form together and remove gate camps themselves.

If you get npc's to do it for you that makes for a **** game.


Its not fun for players who like to solo pvp is it? Fun is determined differently by everyone. One shouldn't have to go around (ten jumps longer) to do some solo faction warfare because "snuffed out" constantly sits on tama / nour. They even call it #TeamTama, where they are mostly just wiping out noobs who don't know any better.
Christopher Mabata
Northern Accounts and Systems
#12 - 2016-10-02 03:48:20 UTC
Erich Einstein wrote:
Daichi Yamato wrote:
Its much more fun for everyone when players form together and remove gate camps themselves.

If you get npc's to do it for you that makes for a **** game.


Its not fun for players who like to solo pvp is it? Fun is determined differently by everyone. One shouldn't have to go around (ten jumps longer) to do some solo faction warfare because "snuffed out" constantly sits on tama / nour. They even call it #TeamTama, where they are mostly just wiping out noobs who don't know any better.


You don't "Have to" go 10 jumps, you could just you know, live in the pocket and use a travel fit ceptor to get in and out, or a pod. Or you could just go somewhere else. This game doesnt cater to just the solo player.

♣ Small Gang PVP, Large Fleet PVP, Black Ops, Incursions, Trade, and Industry ♣ 70% Lethal / 30% Super-Snuggly / 110% No idea what im doing ♣

This Message Brought to you by a sweet and sour bittervet

Erich Einstein
Swoop Salvage
#13 - 2016-10-02 03:56:11 UTC
Christopher Mabata wrote:
Erich Einstein wrote:
Daichi Yamato wrote:
Its much more fun for everyone when players form together and remove gate camps themselves.

If you get npc's to do it for you that makes for a **** game.


Its not fun for players who like to solo pvp is it? Fun is determined differently by everyone. One shouldn't have to go around (ten jumps longer) to do some solo faction warfare because "snuffed out" constantly sits on tama / nour. They even call it #TeamTama, where they are mostly just wiping out noobs who don't know any better.


You don't "Have to" go 10 jumps, you could just you know, live in the pocket and use a travel fit ceptor to get in and out, or a pod. Or you could just go somewhere else. This game doesnt cater to just the solo player.


Not an option for new players. Especially when state clones come out.
Christopher Mabata
Northern Accounts and Systems
#14 - 2016-10-02 03:58:28 UTC
Erich Einstein wrote:
Christopher Mabata wrote:
Erich Einstein wrote:
Daichi Yamato wrote:
Its much more fun for everyone when players form together and remove gate camps themselves.

If you get npc's to do it for you that makes for a **** game.


Its not fun for players who like to solo pvp is it? Fun is determined differently by everyone. One shouldn't have to go around (ten jumps longer) to do some solo faction warfare because "snuffed out" constantly sits on tama / nour. They even call it #TeamTama, where they are mostly just wiping out noobs who don't know any better.


You don't "Have to" go 10 jumps, you could just you know, live in the pocket and use a travel fit ceptor to get in and out, or a pod. Or you could just go somewhere else. This game doesnt cater to just the solo player.


Not an option for new players. Especially when state clones come out.


So new players cant dock ships in stations inside the pocket then travel in pods? Alpha clones dont even get pods and have to use jetpacks and an O2 tank? Its not that it isn't an option its that its not the way You want it to be and so you want it changed via a bad mechanic as others have pointed out.

♣ Small Gang PVP, Large Fleet PVP, Black Ops, Incursions, Trade, and Industry ♣ 70% Lethal / 30% Super-Snuggly / 110% No idea what im doing ♣

This Message Brought to you by a sweet and sour bittervet

Erich Einstein
Swoop Salvage
#15 - 2016-10-02 04:05:55 UTC
Christopher Mabata wrote:
Erich Einstein wrote:
Christopher Mabata wrote:
Erich Einstein wrote:
Daichi Yamato wrote:
Its much more fun for everyone when players form together and remove gate camps themselves.

If you get npc's to do it for you that makes for a **** game.


Its not fun for players who like to solo pvp is it? Fun is determined differently by everyone. One shouldn't have to go around (ten jumps longer) to do some solo faction warfare because "snuffed out" constantly sits on tama / nour. They even call it #TeamTama, where they are mostly just wiping out noobs who don't know any better.


You don't "Have to" go 10 jumps, you could just you know, live in the pocket and use a travel fit ceptor to get in and out, or a pod. Or you could just go somewhere else. This game doesnt cater to just the solo player.


Not an option for new players. Especially when state clones come out.


So new players cant dock ships in stations inside the pocket then travel in pods? Alpha clones dont even get pods and have to use jetpacks and an O2 tank? Its not that it isn't an option its that its not the way You want it to be and so you want it changed via a bad mechanic as others have pointed out.


Ok, so there is a problem with a team gate camping tama / nour 24/7, mainly camping new players for their isk. Since my solution is so bad, I challenge you to provide a solution instead of just whining about how bad my solution is and how much it wont work.
Christopher Mabata
Northern Accounts and Systems
#16 - 2016-10-02 04:13:23 UTC  |  Edited by: Christopher Mabata
Why is someone camping a system a problem? if they have the manpower to camp a system that is free game then they in essence own the space. No problem with that.

So here are your solutions:
(A)- Coordinate with millita forces, crash the camp
(A)- Hire mercenaries
(A)- bring friends crash the camp
(A)- bring your enemies and crash the camp
(A)- go around
(A)- go somewhere else (FW occurs outside of tama you know )
(A)- use a travel fit ship to go in and out, keep FW ships within the pocket docked in stations outside of problem systems
(A?)- deploy a citadel if there are no stations that meet your liking
- cyno navigation exists in low sec, why not use it?
(A)- hire haulers to move your things in and out via JF's, and then move to your things with a travel ship
- covert ops are also a thing, and notorious for going through LS gatecamps
(A)- use your pod to go in and out, or a shuttle in lieu of a ceptor for skill or finance reasons
(A?)- jump clones
(A)- remote home station settings once per 365 days
(A)- Join them if you cant beat them
(A)- Join another FW millitia
(A)- Join the enemy millitia
(A)- Develop gate tactical bookmarks to dodge camps easier
(A)- learn to D-scan so you know if your about to land on a red gate
(A)- Intel channels

Should i go on? Or are these enough totally player driven mechanics to bypass one of the most known camped Faction warfare systems outside Amamake?

EDIT: Even put little (A)'s next to ones which can be done by an alpha level clone and an (A?) by ones they may or may not be able to do to make it even more obvious that this isn't a problem.

♣ Small Gang PVP, Large Fleet PVP, Black Ops, Incursions, Trade, and Industry ♣ 70% Lethal / 30% Super-Snuggly / 110% No idea what im doing ♣

This Message Brought to you by a sweet and sour bittervet

Shae Tadaruwa
Science and Trade Institute
Caldari State
#17 - 2016-10-02 04:14:41 UTC  |  Edited by: Shae Tadaruwa
If you want to get rid of gate camps, then organise some players and go do it.

Get ****** with the NPC's should do it ****. Stop being a carebear scrub and take responsibility for it yourself.

Quote:
Ok, so there is a problem with a team gate camping tama / nour 24/7, mainly camping new players for their isk.

Bullshit.

The 'think of the children' argument is weak when it comes to lowsec gate camps. If children don't want to get hit, stay in highsec. Also there is no discrimination on the nourv gate. Everyone is treated equally.

Dracvlad - "...Your intel is free intel, all you do is pay for it..." && "...If you warp on the same path as a cloaked ship, you'll make a bookmark at exactly the same spot as the cloaky camper..."

Erich Einstein
Swoop Salvage
#18 - 2016-10-02 04:16:28 UTC
Shae Tadaruwa wrote:
If you want to get rid of gate camps, then organise some players and go do it.

Get ****** with the NPC's should do it ****. Stop being a carebear scrub and take responsibility for it yourself.


Why dont you gate campers get off your lazy ass and play the game, instead of stealing isk from new players looking for a little pvp. See, I can do it too.
Daichi Yamato
Jabbersnarks and Wonderglass
#19 - 2016-10-02 04:17:47 UTC
Erich Einstein wrote:
Daichi Yamato wrote:
Its much more fun for everyone when players form together and remove gate camps themselves.

If you get npc's to do it for you that makes for a **** game.


Its not fun for players who like to solo pvp is it? Fun is determined differently by everyone. One shouldn't have to go around (ten jumps longer) to do some solo faction warfare because "snuffed out" constantly sits on tama / nour. They even call it #TeamTama, where they are mostly just wiping out noobs who don't know any better.


And neither should the efforts of players be completely overpowered by npc mechanics because you think you're entitled to go somewhere you're not. Eve is a game where the players are the content.

You want to get through a camp? Earn it. Put in the effort, the time and the skill to either slip by or force your way through. Get 100 noobs and roflstomp the camp in dessies and t1 cruisers. Do that and you'll understand what makes eve the amazing game it is.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Shae Tadaruwa
Science and Trade Institute
Caldari State
#20 - 2016-10-02 04:18:55 UTC  |  Edited by: Shae Tadaruwa
Erich Einstein wrote:
Shae Tadaruwa wrote:
If you want to get rid of gate camps, then organise some players and go do it.

Get ****** with the NPC's should do it ****. Stop being a carebear scrub and take responsibility for it yourself.


Why dont you gate campers get off your lazy ass and play the game, instead of stealing isk from new players looking for a little pvp. See, I can do it too.

I'm not a gate camper idiot. Assumptions are stupid.

As for gate campers being lazy. Lol from the guy asking for NPCs to take care of it so he doesn't have to.

Dracvlad - "...Your intel is free intel, all you do is pay for it..." && "...If you warp on the same path as a cloaked ship, you'll make a bookmark at exactly the same spot as the cloaky camper..."

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