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When NPCs become detrimental to PVP

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Author
Salvos Rhoska
#81 - 2016-12-31 08:20:32 UTC  |  Edited by: Salvos Rhoska
I dont understand all the minutiae of this, but I do like the trend towards more dynamic NPC involvement into EVE, such that the environment reacts to player behavior.

Its an area of development that has been largely overlooked, but has a lot of potential.
I understand the argument that EVE is a player driven sandbox, and that this can be perceived as upsetting that principle. But without it, EVE as a systemic environment, is largely static, inert and unreactive.

An analogy, would be that EVE currently, from a systemic environment perspective, as a sandbox, is actually a vast, largely flat featureless tundra wasteland, where very little happens, very little changes, and which doesnt react to player behavior upon it.

I dont think these two concepts are mutually exclusive. Both can co-exist and feed into each other.
Ideally so that player interaction becomes even varied and complex, as adapting to a changing systemic environment that reacts to their behavior within it.

If we think of EVE, in totality, as a contained biosphere populated by Human and Non-human participants, it makes sense that there should be a dynamic, consequential interaction between them. That Human action affects the Non-human, and vice versa. The next evolution of that would be interaction between the Non-human participants of EVE too, to introduce an even more granular and environmental dynamic.

EVE as a system, first and foremost, provides a virtual environment for player v player interaction.
However, as a virtual environment in and of itself, it is currently a vast, largely inert and unreactive "space".
It makes eminent sense, to work on improving that virtual "space" to be dynamic and reactive to players.

Would you prefer EVE is a flat frozen tundra wasteland environment, or a dynamic topographically interesting rain forest environment of non-human "life" pursuing its own agendas in conflict/collaboration with yours and other non-human entities?

I applaud Remiel for bringing this angle of discussion up, though he risks a lot of flak for it.
If CCP is going down the line of NPC dynamics, there will be oversights and design/balance issues that need community addressing.
Etain Darklightner Agittain
Aliastra
Gallente Federation
#82 - 2016-12-31 10:42:33 UTC
Remi you seem aware of the dynamics your activity entails. You'd rather not adapt to it and you feel like it's infringing upon your ability to just hunt as you please.

Honestlyrics I feel like you could be exploiting this scenario instead of asking for fixes. As another poster pointed out, it makes for a more dynamic and less predictable situation once you find yourself facing an noc fleet.

Why not just hunt in null? If low sec is posing this sort of an issue for you, I mean. Null is less likely to have npcs
npcscome to the targeted player's rescue. Sure it means fighting actual players if your intended victim has a bat phone available.

Isn't that the same.dynamic though?
Remiel Pollard
Aliastra
Gallente Federation
#83 - 2016-12-31 10:51:12 UTC
Etain Darklightner Agittain wrote:
Remi you seem aware of the dynamics your activity entails. You'd rather not adapt to it and you feel like it's infringing upon your ability to just hunt as you please.


If this is the premise of the rest of your post, you might want to try again. If you believe this is what I'm saying, that I'd rather not adapt to it, then you also need to go back and re-read what I've written here, because I've already adapted. I already know how to handle it. I addressed this criticism directly in my OP because I knew someone would pull this crap. If people around here can't form an argument without beating a poor strawman to death, we're gonna have to start holding tribunals for war crimes against strawmen.

“Some capsuleers claim that ECM is 'dishonorable' and 'unfair'. Jam those ones first, and kill them last.” - Jirai 'Fatal' Laitanen, Pithum Nullifier Training Manual c. YC104

Salvos Rhoska
#84 - 2016-12-31 11:27:28 UTC  |  Edited by: Salvos Rhoska
To elaborate further on my post above:

As in the diagram in the first link in my sig, Ive long been a proponent of "green" PvE activities floating on a field of PvP "red" that permeates all of it. (2 dimensional)

But this potential of NPC/AI dynamics, as part of the systemic environment, means I need to adjust my model.

I would represent it as a blue layer that exists beneath the red layer, which features peaks and depressions that stretch or relax the red pvp layer above it, such that these peaks/depressions of the red layer extend above, or below the floating green PvE .(3 dimensional)

Heuristically, my original model was 2 dimensional, because there was no third dimension to the nature of the system.

If NPC/AI become dynamic and reactive, that represents a third dimension of interaction, necessarily forcing the model into 3 dimensions.
Torin Corax
Republic Military School
Minmatar Republic
#85 - 2016-12-31 11:31:09 UTC
Salvos Rhoska wrote:
I dont understand all the minutiae of this, but I do like the trend towards more dynamic NPC involvement into EVE, such that the environment reacts to player behavior.

Its an area of development that has been largely overlooked, but has a lot of potential.
I understand the argument that EVE is a player driven sandbox, and that this can be perceived as upsetting that principle.
But without it, EVE as a systemic environment, is largely static, inert and unreactive.

An analogy, would be that EVE currently, from a systemic environment perspective, as a sandbox, is actually a vast, largely flat featureless tundra wasteland, where very little happens, very little changes, and which doesnt react to player behavior upon it.

I dont think these two concepts are mutually exclusive. Both can co-exist and feed into each other.
Ideally so that player interaction becomes even varied and complex, as adapting to a changing systemic environment that reacts to their behavior within it.

If we think of EVE, in totality, as a contained biosphere populated by Human and Non-human participants, it makes sense that there should be a dynamic, consequential interaction between them. That Human action affects the Non-human, and vice versa. The next evolution of that would be interaction between the Non-human participants of EVE too, to introduce an even more granular and environmental dynamic.

I applaud Remiel for bringing this angle of discussion up, though he risks a lot of flak for it.
If CCP is going down the line of NPC dynamics, there will be oversights and design issues that need community addressing.


I don't actually disagree with most of this, except in one small detail...choice.

It may sound odd coming from someone who should know better, but as far as NPC interaction goes I do think that choosing to interact with NPC's rather than having them thrust upon you is important.

Better Ai, more interesting fleet composition, target prioritisation etc. are much to be desired in NPC's, and in some respects the new mining fleet defence forces actually do rather well. However if I choose to interact with NPC ( and I do through mission running/ ratting) then a more interesting experience is much to be desired, but when I choose (assuming I get a choice) to interact with players, then I resent NPC involvement on either side.

It's not that I can't adapt, I can and will, it's more my dislike of the direction this may head if it's deliberate. My personal feelings towards NPC's can be summed up as "The minimum amount of NPC interference, to allow for the maximum amount of player freedom."
In this respect, Concord are required. In order to have a High sec there needs to be consequences for illegal activity. Otherwise you may end up with something along the lines of enforced safeties in high sec allowing for war dec only aggression, and that's something I would certainly not like to see.

As well, we have faction warfare. In this I think CCP have done reasonably well (speaking as an outsider as I have never been part of FW). The tying in of PvP and PvE in FW seems to of been thought out rather well, although there may well be FW players who disagree with me on that. Of course FW in entirely optional, and something that will only affect you if you choose to participate.

Standings themselves are rather a grey area as far as I'm concerned. As someone who spent rather a lot of my early Eve life as a mission runner ( and still do missions today on occasion) I'm ok with the effect it has on faction standings, as it's an optional activity and managing my standings is reasonably simple. If I wreck my NPC standings through NPC activities then so be it. But wrecking my NPC corp standings because I engaged a player who is "hiding" in an NPC corp strikes me as silly. Up until now this has not been an issue simply because ( concord and faction standing aside) there was no real reason to care about NPC corp standings other than JC/ mission access. The new NPC fleets are going to change this dynamic.

PvP is different in my eyes. Granted it is an optional activity ( some of the time), but it is not something that should involve the "authorities" outside of high sec, or sentries in low sec (which exist for very good reason). Security standing hits are fine, they are something which need to be regulated by a player if, such as in my case, it is important to maintain access to high sec. However what I really love in Eve are the player consequences. Revenge, best served cold....and preferably by surprise is the ultimate in consequence, and requires no NPC involvement at all.

Kill rights exist, and should be used as often as possible. This is consequence!
Rather than introduce more NPC consequence CCP should really get their teeth stuck into the mechanics surrounding player driven consequence. Kill rights, bounty hunting, mechanics to allow a more viable [MERC] playstyle. (particularly the merc playstyle in my opinion). These are PvP consequences for PvP choices.

Ultimately I can adapt. But I still think a bad idea is a bad idea. This is my opinion naturally, and many will disagree with it. No problem with that at all, debates are a good thing. And I'm always willing to change my opinion based on new evidence or good arguments.

Peace.
Arcelian
0nus
#86 - 2016-12-31 11:39:01 UTC
I'm just impressed people still PvP in low sec. Last time I was in there, it was a ghost town with the exception of a few key FW areas. And someone mining in low sec, now that is seriously rare.

I'd say keep it as is, anything that breathes some life into the forgotten waste land that is low sec space, is a welcome change. Even if it's not a change everyone is comfortable with, EVE needs to change to survive.

David Therman
#87 - 2016-12-31 12:02:33 UTC
Forgive me for not reading through the previous few pages to see if this was already mentioned, but from what I'm reading it seems the problem is that at least one npc "holding" corp is also one of those that has the new mining ops floating around, I assume predominately in Caldari space.

I believe one of the original premise's regarding mining ops was that if someone had high enough standings with the miners in question, they would receive assistance in the event they were aggressed... which seems somewhat more balanced compared to what the OP is describing, in that he can get potentially shafted if there's ever a Minedrill fleet nearby, regardless of the other player's standings, just because he's blown up a few (or a couple hundred) pilots who happen to be in that NPC corp.

Actively blowing up Minedrill miners on a repetitive basis would eventually warrant that instantaneous response fleet. I mean, if someone actively gets their standings up to 9+, then it's logical the miners would help them out. That's not to say active pvp'rs would do the same, but then you could just label and slap them on the naughty list, next to known cyno bait/always-flys-with-a-falcon pilots.

So yes, moving everyone in Minedrill to a different npc corp would help a lot... not shooting anyone who's in a corp like Minedrill won't because you can sometimes go hours without finding something to lay waste to, and passing up on pvp just because you don't want to get rustled by some angry npc miners later on is pretty lame, to say the least. Ugh
Salvos Rhoska
#88 - 2016-12-31 12:09:01 UTC  |  Edited by: Salvos Rhoska
Torin Corax:

We are approaching the issue from two diametrically opposed angles, and degrees of specificity.

I will attempt to sum them up coarsely:

-I perceive dynamic reactive NPC systems as conducive to complicating and diversifying player interaction, by changing the systemic environment of EVE in which player interaction occurs. Im addressing the issue from a generalized perspective for the overall game.

-You perceive the above as restricting and interfering with pure player interaction (as core to you in EVE) by introducing a 3rd non-human party, with its own dynamics, to the system. You are addressing the issue from a specific perspective, in-terms of how existing PvP systems might be affected.

To continue the analogy I expressed before:

-I would prefer a systemic environment in EVE that is teeming with dynamic and reactive non-human entities, that interacts with the 2 human participants as a 3rd party between them. Akin to the diversity and flux of a rain forest environment.

-You prefer that the systemic environment in EVE is as inert and nonreactive as possible, such as to not interfere with human interaction within it. Akin to the tundra wasteland conditions of Siberia, where though the environment is harsh, it doesnt dynamically interfere with you, and interaction is solely between humans living there.

Is this a fair assessment?

This issue and its implementation is so new, and as pointed out by you and Remiel, already quite substantial and impactful, that we need to find parts of it we agree on and can table, as well as find a common consensual understanding of terms and language with which to define aspects of it for discussing them further.
Salvos Rhoska
#89 - 2016-12-31 12:30:36 UTC
Arcelian wrote:
I'm just impressed people still PvP in low sec. Last time I was in there, it was a ghost town with the exception of a few key FW areas. And someone mining in low sec, now that is seriously rare.

I'd say keep it as is, anything that breathes some life into the forgotten waste land that is low sec space, is a welcome change. Even if it's not a change everyone is comfortable with, EVE needs to change to survive.



LS is fiercely competitive, aggressive, territorial and an ad hoc chaos depending on agreements/opportunity and interlopers. Its arguably the most dangerous, fragmented space sector, anywhere.

Mining in LS is fine, as long as you have LS corp support.
LS didnt "need" this scale of NPC intrusion, and if anything, it makes LS mining denizens safer.
Torin Corax
Republic Military School
Minmatar Republic
#90 - 2016-12-31 12:47:33 UTC
Salvos Rhoska wrote:
Torin Corax:

We are approaching the issue from two diametrically opposed angles, and degrees of specificity.

I will attempt to sum them up coarsely:

I perceive dynamic reactive NPC systems as conducive to complicating and diversifying player interaction, by changing the systemic environment of EVE in which player interaction occurs. Im addressing the issue from a generalized perspective for the overall game.

You perceive the above as restricting and interfering with pure player interaction (as core to you in EVE) by introducing a 3rd non-human party, with its own dynamics, to the system. You are addressing the issue from a specific perspective, in-terms of how existing PvP systems might be affected.

To continue the analogy I expressed before:

-I would prefer a systemic environment in EVE that is teeming with dynamic and reactive non-human entities, that interacts with the 2 human participants as a 3rd party between them. Akin to the diversity and flux of a rain forest environment.

-You prefer that the systemic environment in EVE is as inert and nonreactive as possible, such as to not interfere with human interaction within it. Akin to the tundra wasteland conditions of Siberia, where though the environment is harsh, it doesnt dynamically interfere with you, and interaction is solely between humans living there.

Is this a fair assessment?


To be honest, I think this is a reasonably fair analogy up to a point.

Strangely I am a role player at heart, in most other games I have played I tend to immerse myself fully into the lore and story of the game ( including LARP in this btw). A large part of this would be the NPC lore.

In that vein I would love to see a more dynamic and reactive non-player element. The "rain forest" that you speak of appeals to my inner desire to role play.

But..

In Eve specifically, the NPC's, Lore, history etc. are considerably less important to me than the players. The sheer scope for player driven content, creativity, interaction does not, in my opinion require the NPC rain forest that I would certainly love to see in other ( more RP- centric) games. Eve's rain forest already exists, the players created it. (The devs supplied the seeds).

NPC's, regardless of how complex their AI, how subtle their interactions ( or lack thereof) are sterile, dead, and ultimately, intrusive. Without some serious leaps in complexity they will never be anything else, can never be anything else. They are not players. Interactions with them should never be forced, this is counter to everything I hold important in Eve.

Your analogy describes my position as desiring a wasteland akin to the tundra. This I take exception to. Eve, as it stands now is not a barren wasteland, it is a vibrant community of players who interact in a myriad of ways to create a truly unique and special gaming experience. This is what I'd like to see emphasized and built upon. It does not need NPC interaction in order to flourish and grow.

This is based on my experiences playing Eve, other peoples experiences may vary.





StonerPhReaK
Herb Men
#91 - 2016-12-31 14:08:48 UTC
Sleepers should stop shooting and warp off when we enter a combat site with players we wish to kill. Its really immersion breaking when we land and they immediately start helping the people who are actively killing them. CCPlease fix this issue.

Signatures wer cooler when we couldn't remove them completely.

Salvos Rhoska
#92 - 2016-12-31 15:18:30 UTC  |  Edited by: Salvos Rhoska
Torin Corax:

Excellent response.

I think now we have drawn our lines in the sand between our positions, our arguments are placed along them, against their counters, and we are ready for battle.

Let us begin!



1l Lore/RPing:
Is mutable. You associate them as defining of PvE, I perceive them merely as convenient fluff for explaining PvE action. In terms of instituting NPC dynamic interaction with players, I see no lore/RP restrictions. Infact the lore/RP aspects support that EVE, as an environment, would dynamically react and push back against player behavior.

2) Intrusive NPCs:
The elegance and specifics of NPC dynamic response, can be debated further. As to the point of them being inherently "dead, sterile", I agree. NPCs will likely always be predictable as compared to a human opponent. However, NPCs also dont make the same mistakes a human player might (though they make many others). The very fact that AI will be predictable, is an argument against not including it. Players will remain the impetus and driver of conflict/competition

3) Jungle vs Tundra:
In the tundra perspective, the environment is inert. It does not react, or dynamically interact with players.
In the jungle perspective, the environment is rife with reaction and dynamic interaction with players.

The former means players are the sole moving, involved entity in an otherwise flat and largely dead environment.
This is the current status quo, and means the systemic environment of EVE is largely ignored and inconsequential.
Players determine all outcomes. The game environment is arbitrary.

The latter proposes that the systemic environment adapts and reacts to player behavior.
Actions have consequences more complex than inter-player behavior, by an NPC reaction.
EVE as a systemic environment, thus "lives", reacts, adapts in a reciprocate action to those of its players.
EVE is thus no longer an inert, dead expanse, it is a dynamic, interactive environment that reacts to player behavior.
Railyn Quisqueya
Imperial Academy
Amarr Empire
#93 - 2017-01-01 02:16:18 UTC
StonerPhReaK wrote:
Sleepers should stop shooting and warp off when we enter a combat site with players we wish to kill. Its really immersion breaking when we land and they immediately start helping the people who are actively killing them. CCPlease fix this issue.


Also, miners being attacked by NPC pirates is very detrimental to PVP since they are essentially stealing kills from PVPers. This needs to stop. Honestly, I'm not asking for a change in mechanics in favor of miners. Quite the opposite in fact.

Remiel Pollard
Aliastra
Gallente Federation
#94 - 2017-01-01 02:24:52 UTC
Railyn Quisqueya wrote:
StonerPhReaK wrote:
Sleepers should stop shooting and warp off when we enter a combat site with players we wish to kill. Its really immersion breaking when we land and they immediately start helping the people who are actively killing them. CCPlease fix this issue.


Also, miners being attacked by NPC pirates is very detrimental to PVP since they are essentially stealing kills from PVPers. This needs to stop. Honestly, I'm not asking for a change in mechanics in favor of miners. Quite the opposite in fact.



Because comparing the simple rats we've had so far to the more advanced AI we get with the coordinated response fleets is a productive, meaningful argument, and not a strawman at all.

/s

“Some capsuleers claim that ECM is 'dishonorable' and 'unfair'. Jam those ones first, and kill them last.” - Jirai 'Fatal' Laitanen, Pithum Nullifier Training Manual c. YC104

Railyn Quisqueya
Imperial Academy
Amarr Empire
#95 - 2017-01-01 02:34:08 UTC
Remiel Pollard wrote:
Railyn Quisqueya wrote:
StonerPhReaK wrote:
Sleepers should stop shooting and warp off when we enter a combat site with players we wish to kill. Its really immersion breaking when we land and they immediately start helping the people who are actively killing them. CCPlease fix this issue.


Also, miners being attacked by NPC pirates is very detrimental to PVP since they are essentially stealing kills from PVPers. This needs to stop. Honestly, I'm not asking for a change in mechanics in favor of miners. Quite the opposite in fact.



Because comparing the simple rats we've had so far to the more advanced AI we get with the coordinated response fleets is a productive, meaningful argument, and not a strawman at all.

/s


No, it isn't. You'd like it to be a strawman. But it isn't. NPC attacking miners in belts is indeed not very player driven. The difference here is that this change doesn't benefit you personally, so it must obviously be a strawman. You're attempting to draw the line at A.I. level when the design "flaw" as you present it in your OP applies to both the same.
Remiel Pollard
Aliastra
Gallente Federation
#96 - 2017-01-01 02:44:43 UTC
Railyn Quisqueya wrote:
Remiel Pollard wrote:
Railyn Quisqueya wrote:
StonerPhReaK wrote:
Sleepers should stop shooting and warp off when we enter a combat site with players we wish to kill. Its really immersion breaking when we land and they immediately start helping the people who are actively killing them. CCPlease fix this issue.


Also, miners being attacked by NPC pirates is very detrimental to PVP since they are essentially stealing kills from PVPers. This needs to stop. Honestly, I'm not asking for a change in mechanics in favor of miners. Quite the opposite in fact.



Because comparing the simple rats we've had so far to the more advanced AI we get with the coordinated response fleets is a productive, meaningful argument, and not a strawman at all.

/s


No, it isn't. You'd like it to be a strawman. But it isn't.


But it is, because you're not arguing against any position I've had in this thread, but one you've created to argue against just for the sake of being contrarian. You still think I'm arguing for mechanics that favour me, despite me explaining exactly how they can already favour me, and why they shouldn't. This isn't just reds that attack everyone, but I'm not going to repeat myself, you can go back and read the thread, and understand it, and then try to construct an argument against what I've actually said if you'd like. Until you've done that, since you haven't actually presented an argument against my position, then I will accept your deference to it by virtue of ignorance.

“Some capsuleers claim that ECM is 'dishonorable' and 'unfair'. Jam those ones first, and kill them last.” - Jirai 'Fatal' Laitanen, Pithum Nullifier Training Manual c. YC104

Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#97 - 2017-01-01 02:45:38 UTC
Railyn Quisqueya wrote:
No, it isn't. You'd like it to be a strawman. But it isn't. NPC attacking miners in belts is indeed not very player driven. The difference here is that this change doesn't benefit you personally, so it must obviously be a strawman. You're attempting to draw the line at A.I. level when the design "flaw" as you present it in your OP applies to both the same.

I'd prefer the opposite.

Beef up all rats. Make them all the new AI and after any player attacks them, have a response fleet.

That will draw out some tears.
Railyn Quisqueya
Imperial Academy
Amarr Empire
#98 - 2017-01-01 02:52:01 UTC
Scipio Artelius wrote:
Railyn Quisqueya wrote:
No, it isn't. You'd like it to be a strawman. But it isn't. NPC attacking miners in belts is indeed not very player driven. The difference here is that this change doesn't benefit you personally, so it must obviously be a strawman. You're attempting to draw the line at A.I. level when the design "flaw" as you present it in your OP applies to both the same.

I'd prefer the opposite.

Beef up all rats. Make them all the new AI and after any player attacks them, have a response fleet.

That will draw out some tears.


It'd draw tears from both sides of the fence I'd dare to venture. And hopefully at some point this is implemented.
Remiel Pollard
Aliastra
Gallente Federation
#99 - 2017-01-01 02:53:19 UTC  |  Edited by: Remiel Pollard
Railyn Quisqueya wrote:
Scipio Artelius wrote:
Railyn Quisqueya wrote:
No, it isn't. You'd like it to be a strawman. But it isn't. NPC attacking miners in belts is indeed not very player driven. The difference here is that this change doesn't benefit you personally, so it must obviously be a strawman. You're attempting to draw the line at A.I. level when the design "flaw" as you present it in your OP applies to both the same.

I'd prefer the opposite.

Beef up all rats. Make them all the new AI and after any player attacks them, have a response fleet.

That will draw out some tears.


It'd draw tears from both sides of the fence I'd dare to venture. And hopefully at some point this is implemented.


I'll reiterate my real position as simply as I can, for the simple minded, like yourself.

The problem isn't the AI.

The problem isn't that they attack because you're -5.

The problem is that getting to -5 occurred by virtue of attacking players in that NPC corp, not attacking the corp itself.

I'm all for these new fleets doing what they do, but I didn't acquire my bad standings with DCM by virtue of attacking their mining fleets.

If it were up to me, there'd be no players in NPC corps at all. All players not in a player-corp would be in no corp. Corp-less. Because the 'bad standings' you get for attacking players in an NPC corp have been a bad idea since forever in the first place. Now, we're just giving players a reason to stay in those NPC corps. Hey I know, I'll make my PI toon in DCM and leave him there, so anyone that attacks him illegally in low sec now loses standings with DCM. Now they might not want to attack me if it means that their ability to hunt players in lowsec gets gimped by their negative DCM standings.

That's the problem.

“Some capsuleers claim that ECM is 'dishonorable' and 'unfair'. Jam those ones first, and kill them last.” - Jirai 'Fatal' Laitanen, Pithum Nullifier Training Manual c. YC104

Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#100 - 2017-01-01 02:56:00 UTC  |  Edited by: Scipio Artelius
Remiel Pollard wrote:
The problem is that getting to -5 occurred by virtue of attacking players in that NPC corp, not attacking the corp itself.

Including, even if that is just defending yourself.

If a player in DCM attacks you and you win the fight, even just pretecting yourself, you still lose standings to DCM, impacting the way NPCs that you have no interest in, respond later on. Even worse if you not only win the fight but also pod him, even though he was the aggressor.