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New Dev Blog: CSM December summit – meeting minutes are out

First post First post First post
Author
Trebor Daehdoow
The Scope
Gallente Federation
#441 - 2012-01-19 12:43:26 UTC
Callidus Dux wrote:
[quote=Kamuria]Giggle. You do not need to say anything more. I also have done several bug reports. The most of them where unanswered due lack of interest or where answered with absolute no knowledge of the game mechanics.
See here: KLICK

The totally broken nature of the EVE bugreporting system is one of my pet-peeves, and something I try to remind CCP about at every opportunity.

The last straw for me was a repeatable Mac UI bug that kept getting filtered as non-reproducible despite the bugreport containing a video! EvilEvilEvilEvil

Private Citizen • CSM in recovery

Callidus Dux
School of Applied Knowledge
Caldari State
#442 - 2012-01-19 13:22:50 UTC  |  Edited by: Callidus Dux
Trebor Daehdoow wrote:
The totally broken nature of the EVE bugreporting system is one of my pet-peeves, and something I try to remind CCP about at every opportunity.

The last straw for me was a repeatable Mac UI bug that kept getting filtered as non-reproducible despite the bugreport containing a video! EvilEvilEvilEvil



Hello Trebor,

yeah you are right. It is totally annoying what sometimes happen with the bug reports. If you have time to read all of my post in my link and you'll find that I am right, would you pleas ask one CCP-employee, concerning my „Problem 2“?
CCP should try to explain, why they exclude some people from the volunteer program with their disproportionately rules?

I really would like to help; but with their rules they make it hard for ANY volunteer.

I have a good PC with a dual monitor configuration. It would be absolute NO problem to bring two chars online at the same time. I could fly my missions with char 1 and could help with small problems with char 2.

This would also be a point for a possible "Veteran Loyality Program". Let us help CCP!
Asuri Kinnes
Perkone
Caldari State
#443 - 2012-01-19 13:51:05 UTC  |  Edited by: Asuri Kinnes
Two step wrote:
Asuri Kinnes wrote:
snippage of my own quote


Sorry if the minutes weren't clear about this, but the idea was to provide a way for w-space people to *switch* clones inside the hole, not clone jump in and out of w-space. This would let pilots switch between a Slave set clone and a Talisman clone, for example.

Nope - Thought it was Jump cloning - my bad. I actually have no problem with having a POS service module or clone vat transfer on a ship for something like that. Imagine the FUN! Not only can you then pod your enemies, you can Pod their stored clones (w/implants!). That sounds like a great idea!

EDIT TO ADD: IT *MUST* BE DESTRUCTIBLE!



Two step wrote:
I talk about this stuff in some detail on my blog, check the link in my sig.


Plutonian wrote:
We've yet to talk to WH space, but we're pretty sure they don't want you either.

Asuri Kinnes wrote:
WH space checking in! Nope, we don't want them either! (Null Alliances in WH space, or their ideas). WH's are unique, let's keep them that way!


I actually disagree. We need targets.... :)

On that point, I think we are going to have to (respectfully) agree to disagree.

From watching the game for the last four years (and specifically the interactions between 0.0 and the rest of space for the last couple of years) 0.0 space has it's own set of unique characteristics, while WH 0.0 has others. The mass and time limits on WH's are Worm Hole space' *defining* characteristic, the single thing that sets it apart from all other space, just as SOV (the problems and advantages both) define conquerable 0.0 space in K space. Another "defining" aspect of wormholes is the random nature of where (and *who*) they connect with, and the ability to crash them.


Crashing a WH on an enemy fleet (as I'm sure your aware) is a great tactic! Either to keep people out, or to lock yourself *IN* with them. I'm sure you (Two-Step) is familiar with the tactic of getting enough mass on a wh with an enemy fleet on the far side (who apparently don't want to jump into you) and jumping your fleet into them, while crashing the hole behind you. This crashing of the hole provides a momentary confusion for the other team (they usually aren't expecting you to trap yourself *in* with them) and anyone orbiting the WH is suddenly not doing what they thought they were. This moment of doubt/confusion can swing a battle from "we're outnumbered and gonna die" into "hang on guys, we got this!".


Although, I will agree (grudgingly!) that 0.0 guys know how to fight, and make good opponents/targets. The guys who take the time to figure out WH mechanics and go into WH's looking for a fight usually make even better opponents. So on that score I will grant you are correct!Pirate


Creating additional time/mass on a WH artificially is a bad idea in my opinion. Now, there was some theories back when Sansha's first started doing their thing, that a "WH - Portal" generator was in the works. I haven't kept up on that in the RP community (many in my corp do) but I haven't seen much on the RP front lately. Stabilizing WH's to make them more static (i.e. - in place longer) just makes them act more like jump-gates. Which I'm really not in favor of... (But if it happens, I'm sure our respective corps would figure out how to use the mechanics to our own, best, advantage!).

Big smile

Bob is the god of Wormholes.

That's all you need to know.

Cearain
Plus 10 NV
#444 - 2012-01-19 15:03:32 UTC
M0220H wrote:
Trebor Daehdoow wrote:
Jack Dant wrote:
Why does the CSM feel lowsec enjoyment is tied to PVE rewards? Lowsec enjoyment is all about PVP, not PVE, and there is lots of it to be found, if you know where to look.


In order to support predators, you need prey. In order to support prey, you need abundant food for them to graze upon, enough that the occasional loss to predation is acceptable.

And getting that balance right, especially given that lowsec is squeezed from both sides by highsec and nullsec, can be very difficult.

A lot of hisec PI people, for example, are sufficiently risk-adverse that they won't try PI in lowsec, even though it can be quite profitable and reasonably low-risk. For them, the risk/reward just isn't there; they put a higher value on a loss than they do a gain.


You make it sound like all your pvp is petty pve pilot ganks......most of my kills over the past 2 years have been from other low sec PVPers.... and if that's you outlook on pvp I feel bad for you.... Don't get me wrong ganking a care bear is fun every once in the while but really whats the challenge in that? most lowsec pilots dont need carebears to pvp(SHOCKING)... there are plenty of pirate corps, role players and FW pilots active in low sec to supply kills...


This

Not everyone in eve want to "hunt" that is sit for hours waiting waiting waiting to shoot a deer.

Some of us have entered into a war and want action like they are in a war. That is they want to be constantly needed to fight other ships who are ready to fight back.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Jack Dant
The Gentlemen of Low Moral Fibre
#445 - 2012-01-19 15:58:29 UTC
Cearain wrote:
Not everyone in eve want to "hunt" that is sit for hours waiting waiting waiting to shoot a deer.

Also, remember that people who want that kind of stalking predator gameplay can get it in highsec. Admitedly, the war system is broken and it now takes lots of lame tactics to properly hunt people. But it is far easier to bring PVP where the carebears are, than to bring the carebears where the PVP happens.

That kind of hunting is often about having a very controlled environment, where you know your targets, their capabilities, and plan accordingly. While lowsec is the opposite, you often don't know who works with who, and random people/corps come in from highsec, or from other lowsec regions, all the time.

What happens in lowsec, stays in lowsec, lowering the barrier to entry to lowsec PVP: https://forums.eveonline.com/default.aspx?g=posts&m=476644&#post476644

Scrapyard Bob
EVE University
Ivy League
#446 - 2012-01-19 16:09:20 UTC
Sizeof Void wrote:
Scrapyard Bob wrote:
Boost the ISK payout for missions performed in lo-sec areas by another 25-30% and boost the LP payouts for missions performed in lo-sec by 80-100% and you might actually draw people out into running missions in lo-sec areas. With the increased payout, it would be more rewarding for them to fly in pairs/teams while grinding out L4 missions. Maybe even lucrative enough to balance the danger.

Do you really think this will work, Bob? I'm somewhat doubtful.


People complain that it's not worth the risk to run missions in lo-sec, or to band together and run missions in lo-sec using PvP fits and multiple people in the fleet. Which means, if the rewards for doing a mission in a lo-sec system go high enough, it will become attractive enough to risk it. To the point that some players will form mini-fleets and go lo-sec mission running in PvP fits.

The question is, how high do you have to drive the rewards to balance out the risk?

You don't do that by nerfing the hi-sec mission rewards, better to boost the lo-sec rewards until you get the results you want.
Halycon Gamma
Perkone
Caldari State
#447 - 2012-01-19 16:35:08 UTC  |  Edited by: Halycon Gamma
I paid CCP 15 bucks for this comment by re-upping my account.. so.. keep in mind this is something i feel strongly enough about to not even play EvE, but just give you my opinion on it.

NPE sucks, NPE will always suck as long as what I call "The Big Gamble" exists.

The Big Gamble goes something like this:

General wisdom goes to be effective in EvE as a new player you have to specialize or you aren't on even footing with older players with a mountain range of SP under their belt.

To specialize you have to pick a career path sight unseen and hope that out of all the possible career paths that the one you choose will be one you enjoy playing because you have a month or two of training before you'll be able to find out.

You've just made The Big Gamble.

If you win The Big Gamble, congrats! You'll love EvE forever more, continue to pay CCP money, and have fun doing it.

If you lose The Big Gamble, sorry! You'll hate EvE forever more, stop paying CCP money, and tell your friends how much the game sucks.

And, the worst part about TBG, the more complex EvE gets the better the chances new players will lose.

Most of the summit meeting on NPE dealt with how to get newbies to a mentor, and that is a great idea, mentors are wonderful and can make the game more enjoyable to you by giving you hints and advice. But, you still have TBG because a mentor cannot magically divine out of all possible ways to play EvE what you specifically will find fun.

So with all that in mind...

I think CCP should bend some of its rules a bit and introduce Career Missions Archs. These should be easily findable missions that don't involve flying all over the damn place just to get to its start point. They should each come with special ships loaded with modules that have no SP requirement use at all, but come with the caveat that all those modules only work inside complexes specifically built for those ships. The goal of this is not to produce players that come out of them with a complete understanding of how a specific type of gameplay works, but instead to give players an idea of what they are getting themselves into before they take TBG. So what players get is a 4-5 mission arch of each of the major career paths they can go down. They get a Logistics Career Mission Arch, which walks them through the basics of how to monitor health of allied AI NPCs and toss reps when needed. An EWAR Career Mission Arch that allows them to figure out how successfully use it to help a group of allied AI NPCs. So on and so forth. The missions should be setup to where if they don't do it correctly, the allied NPCs get their butts handed to them, and they lose.

I don't know if this is the absolute best way to go about helping players get past TBG successfully, but make no mistake, something does need to be done about it. When I started playing back in '06 or '07, I lost TBG spectacularly. And not just once, but twice in a row. It took me 3 tries at a career path to find one I liked, the only reason I made it past that is because I had a few RL friends that started playing when I did. None of us did spectacularly in TBG the first time, we all sort of lost, but because for a few months leading up to our loss we'd been logging into EvE with each other and goofing around, we stayed out of routine. After awhile we all found something to do we enjoyed, but without that, we'd have been gone.

Oh, and one day I may come back to EvE to actually play. I love the game and still read about it whenever I see a news article on it. But after last summer they are going to have to go a lot further. There are so many broken systems that languished for years in obscurity. Then there are features like The Dead Horse that the community has been begging CCP for even longer. I want the game to get better, I want to log in and pew pew things, I want it to live up to its promise, and crucible was a nice start... I cannot set myself up for more disappointment from it though. For 5 years I said to myself, "They promised to iterate and fix broken stuff, this expansion will be different!", and for 5 years CCP failed to live up to its promises and disappointed me. Six months of actually getting it right does not pay off that debt.
mkint
#448 - 2012-01-19 16:35:57 UTC
Scrapyard Bob wrote:
Sizeof Void wrote:
Scrapyard Bob wrote:
Boost the ISK payout for missions performed in lo-sec areas by another 25-30% and boost the LP payouts for missions performed in lo-sec by 80-100% and you might actually draw people out into running missions in lo-sec areas. With the increased payout, it would be more rewarding for them to fly in pairs/teams while grinding out L4 missions. Maybe even lucrative enough to balance the danger.

Do you really think this will work, Bob? I'm somewhat doubtful.


People complain that it's not worth the risk to run missions in lo-sec, or to band together and run missions in lo-sec using PvP fits and multiple people in the fleet. Which means, if the rewards for doing a mission in a lo-sec system go high enough, it will become attractive enough to risk it. To the point that some players will form mini-fleets and go lo-sec mission running in PvP fits.

The question is, how high do you have to drive the rewards to balance out the risk?

You don't do that by nerfing the hi-sec mission rewards, better to boost the lo-sec rewards until you get the results you want.

I would go you one further and say, what if lowsec missions were more like incursions? Maybe want fleet sizes of 1-3 people instead of 10, be longer/harder to blitz, but pay the range you're talking about.

Of course, any changes to missions would take devs who are already committed to other teams to completely build new missions from scratch, so probably won't happen any time soon. Missions use pre-determined NPCs, with pre-determined bounties. To increase the bounties, they'd have to create brand new versions of those missions, create brand new NPCs to populate those missions with the higher bounties, and then populate those missions. It might be a little easier than doing new lowsec incursion missions, but a lot more deadend.

Maxim 6. If violence wasn’t your last resort, you failed to resort to enough of it.

Ang Min
CPD Adventures Pte. Ltd.
#449 - 2012-01-19 17:00:44 UTC
Asuri Kinnes wrote:

Creating additional time/mass on a WH artificially is a bad idea in my opinion. Now, there was some theories back when Sansha's first started doing their thing, that a "WH - Portal" generator was in the works. I haven't kept up on that in the RP community (many in my corp do) but I haven't seen much on the RP front lately. Stabilizing WH's to make them more static (i.e. - in place longer) just makes them act more like jump-gates. Which I'm really not in favor of... (But if it happens, I'm sure our respective corps would figure out how to use the mechanics to our own, best, advantage!).Big smile


100% agree. If anything, we should have a module/ship that allows us to destabilize/collapse wormholes (other than having to jump an Orca back and forth 12 times, that is).
Jack Dant
The Gentlemen of Low Moral Fibre
#450 - 2012-01-19 17:02:01 UTC
Scrapyard Bob wrote:
People complain that it's not worth the risk to run missions in lo-sec, or to band together and run missions in lo-sec using PvP fits and multiple people in the fleet. Which means, if the rewards for doing a mission in a lo-sec system go high enough, it will become attractive enough to risk it. To the point that some players will form mini-fleets and go lo-sec mission running in PvP fits.

The question is, how high do you have to drive the rewards to balance out the risk?

I'm very skeptic about that.

People do run missions or plexes in lowsec using PVP fits (easily done with at least one logi). Both level 4s and 5s. But they are not highsec residents going into lowsec for a quick mission. They are the lowsec pirates, who know the area, know who is a threat and who isn't, and have PVP backup available. Some of them would actually welcome a would-be aggressor showing up.

If you don't have that kind of experience and attitude, your mini-fleet will be probed and attacked so often you won't make a profit even if you keep winning.

What happens in lowsec, stays in lowsec, lowering the barrier to entry to lowsec PVP: https://forums.eveonline.com/default.aspx?g=posts&m=476644&#post476644

Ang Min
CPD Adventures Pte. Ltd.
#451 - 2012-01-19 17:10:32 UTC
Bent Barrel wrote:
long time ago on a different account I lived in IAC space ... it was quite fun and interesting to make hauler runs with stuff from highsec down to our systems. then came carriers and dreads as jump drive ships and were used for logistics. hauler runs stopped. however since the jump drive ships had limited cargo, freighter runs with escorts were done from time to time.

then came jump freighters and all the fun described above stopped.

remove jump freighters or make them only jump between jump bridges so that they can move a lot of things inside zerosec but not further. supply lines should matter again.

Baaaad idea. Without JF, you gimp Low Sec even more than it already is.
Zaxix
State War Academy
Caldari State
#452 - 2012-01-19 17:58:06 UTC
Mors Sanctitatis wrote:
JFs should have never been put in the game in the first place. War is about logistics. Untouchable logistics in Eve is the worst possible situation.

War isn't about logistics, its about conflict over resources or ideology. Logistics supports that effort. The reality in EVE is that it is a boring, thankless task that few people are willing to undertake. Forget Clausewitz , this is a game. Few people want to spend their game time working. While there are a few sick, sick people who haul full time, almost no one else wants to. CCP recognizes this and does its best to alleviate as much of the mindnumbing-ness as possible. JF's are not untouchable and I've got several pilots with KM's to prove it.

If we're going to talk about EVE warfare in some sort of reality based context, then medical clones should be removed from the game. Enemies who never die is the worst possible situation in any war, real or imagined.

Bokononist

 

Sizeof Void
Ninja Suicide Squadron
#453 - 2012-01-19 20:26:25 UTC
Scrapyard Bob wrote:

People complain that it's not worth the risk to run missions in lo-sec, or to band together and run missions in lo-sec using PvP fits and multiple people in the fleet. Which means, if the rewards for doing a mission in a lo-sec system go high enough, it will become attractive enough to risk it. To the point that some players will form mini-fleets and go lo-sec mission running in PvP fits.

I think that your interpretation of the high sec PVEers' standard complaint about low sec missions is not quite right.

They are not saying that "if the rewards were much higher, I'd run missions in low sec".

They are actually saying that "no matter how high the rewards might be, it isn't worth going to low sec 'cause my expensive PVE ship will always get blown up by low sec PVPers". Callidus Dux emphasized this point, when responding to my "expand low sec" suggestion.

Jack Dent is also correct - the only players who can consistently run low sec missions are the ones who live in low sec, and have the experience, resources and willingness to combat any intrusion in the mission, while your fleet sits there and grinds the NPC rats. If you match up a group of full-time PVPers against a larger group of occasional PVPers, who do you really think is going to win, most of the time? Keep in mind, too, that the PVEers who are running high sec missions are looking to avoid PVP fights.

Plutonian has the best suggestion, I think. Changing the nature of the low sec missions, so that you are not required to sit in one place long enough to get probed out, and so that the missions could be more realistically run with a PVP fit ship, would be a better solution than simply cranking up the rewards.

But, then again, maybe not. How popular are the FW missions, which are built somewhat along these guidelines?
Sizeof Void
Ninja Suicide Squadron
#454 - 2012-01-19 20:45:59 UTC
mkint wrote:

I would go you one further and say, what if lowsec missions were more like incursions? Maybe want fleet sizes of 1-3 people instead of 10, be longer/harder to blitz, but pay the range you're talking about.

I seem to recall reading that low sec Incursions are not all that popular, either. And, for pretty much the same reasons - high sec Incursions are relatively risk-free (from PVPers) and pay well once you know how to grind them.

mkint wrote:

Of course, any changes to missions would take devs who are already committed to other teams to completely build new missions from scratch, so probably won't happen any time soon. Missions use pre-determined NPCs, with pre-determined bounties. To increase the bounties, they'd have to create brand new versions of those missions, create brand new NPCs to populate those missions with the higher bounties, and then populate those missions. It might be a little easier than doing new lowsec incursion missions, but a lot more deadend.

Currently, all of the scripted missions are dead-end, 'cause after you run them once, it is easy enough to farm them over and over again, just for the ISK and loot. Scripted missions, with pre-determined and fixed goals, NPCs and bounties, are better suited for single-player, play-once games, and can onlly be considered as bad game design in an MMO game.

The scripted mission system should be replaced with a dynamic mission generator, in which missions are created with some degree of unpredicatability, as to the layout of the mission (ie. number of pockets), the exact number and types of NPCs, and the triggers to spawn new NPC waves. A bit more dev work upfront, but pays off in the long haul by requiring less resources to continually update and add new missions.
Kamuria
Science and Trade Institute
Caldari State
#455 - 2012-01-19 21:38:58 UTC  |  Edited by: Kamuria
Trebor Daehdoow wrote:
Callidus Dux wrote:
[quote=Kamuria]Giggle. You do not need to say anything more. I also have done several bug reports. The most of them where unanswered due lack of interest or where answered with absolute no knowledge of the game mechanics.
See here: KLICK

The totally broken nature of the EVE bugreporting system is one of my pet-peeves, and something I try to remind CCP about at every opportunity.

The last straw for me was a repeatable Mac UI bug that kept getting filtered as non-reproducible despite the bugreport containing a video! EvilEvilEvilEvil



Here's a message I got from a bug hunter who shall remain anonymous. This final message was sent 5 long months after the creation of the bug report, there was only 2 replies given by the BH and 4 zip files were given. The bug report WASN'T ATTACHED TO A DEFECT...


//Thanks for the quick reply, we would still like to eventually solve the audio issues completely, but for the moment we can´t do much else.
//If it gets to a point where it is really bad again try to find out what circumstances may be causing it (like the accel gates before)
//and we can see about fixing that too.
//For now I´ll close this report and hope for the best :)


I think Bug Hunter need to be CCP employees, not volunteers
DeadDuck
Trust Doesn't Rust
Goonswarm Federation
#456 - 2012-01-19 22:22:09 UTC  |  Edited by: DeadDuck
So Outposts are about to be destroyed... just seat back and relax while a region after an other will turn into scorched earth's and you will see more and more people leaving the game IF CCP doesn't do it right (and tbh they are going to do it wrong as usual).

I can already see a lot of griefing alliances flying around in fleets of 84735 SC's... having a party.


TBH I think Outposts should be destructible but make them destructible not only depending of the number of SC's or fleets you can field. Make Outposts like REAL fortresses that can be defended by gunners, that can operate real big guns capable of actually pop SC's or something like that. Base your thoughts in the old castles capable of holding their ground if well supplied and with enough people in their garrisons.

CCP implement this new feature in the wrong manner and not even your CEO will save EVE from collapse this time.

You have been warned.
VOC Silver
Dark-Code-Holdings
#457 - 2012-01-19 22:22:23 UTC
People/corps/alliances who live in WH's do so because there not interested in the bullshit politics of 0.0.
WH space is a playing field of it's own just like high-sec/low-sec/null-sec.
It gives a different dynamic thus a different type of game play/player.
As i recall there is a sand box effect this means a player or group of players should have to choice.
Forcing a choice on others is ridiculous and is you're sand box effect not the sandbox effect of others.

Any WH can be taken with good tactics, humping a POS to dead with caps/super caps is more of a 0.0 feature.
So it is time for some better tactics if you want to consider to engage in WH space.
WH space allows some caps to be used anyway so why change that.
Also lower class wh's gives smaller corp's/alliance's a fighting change and have there own sand box experience.

Quote:
CCP and some of the CSM members brought up the difficultly of invading a large established group
in a wormhole as one of the biggest current issues with w-space. The idea was raised of having some
sort of ship or module that would allow more mass to pass through a wormhole.

You can move in at WH critical, you need to time you're jump correctly.
If you all go at the same time with ships allowed by mass you can jump in a large fleet without a problem.

Quote:
most of which are generally applicable to POS life.

Then you need to put a life span on all player owned structures including player owned stations.

Also something to deal with cloaking ships seems to be a bit strange cause if you want to go down that road there should be a in game feature that allows you to deface spy alts.
Cloaking is a nice feature but also has a limited use since cloaking ships are not that powerful or ships fitted with cloaks do have decreased scan res.
Cloaking is a feature that gives you a "surprise" effect, but it not a bullet proof tactic and can be countered.

Further more what is CCP/CMS is going to do about security issue's such as people having access to information that is not gained by "normal" game play
This includes passwords/fits/voice server details/chat logs etc that can only be obtained by a GM's/CCP employee(s).

V





Misanth
RABBLE RABBLE RABBLE
#458 - 2012-01-19 23:37:11 UTC
Xorv wrote:
Very disappointing. I have to scrape very deep in all that to find anything good. Nos Buff I guess.

There's a lot that is bad, making it easier for big Null Alliances to attack WH space with Cap ships, treating FW as merely some testing ground for SoV mechanics, Treating NPC Nullsec as if it only matters what big sov holding alliances do there, praising Incursions, CSM warning CCP about Local Chat changes, like their wouldn't be just as big outrage at cloak detecting ships that the CSM endorsed, sounding weak on bots....

But there worst was the statement about War

Quote:
The broad scope of future iterations of the War system is to cater to people that want to do wars, as a profession, and it should cater to people that don’t want to do wars.


WTF is this? A War system that caters to people that don't want to be involved in Wars? If that's your goal CCP don't call them wars call them duels and e-sport events.


This guy sums up almost every damn point in this thread in just a few sentences. Xorv for President.

AFK-cloaking in a system near you.

Misanth
RABBLE RABBLE RABBLE
#459 - 2012-01-20 00:14:26 UTC
There's some encouragement reading this thread - but nothing of it comes from the CSM minutes. A couple of players from different parts and groups of EVE have already mentioned how most of these changes are looking at the sov-holding and blobs of EVE, rather than everyone and all aspects.

The list is getting a bit long now, but it seems CCP have just given up on everything that isn't nullsec blob warfare in this game.

* Lowsec has been long abandoned, everyone knows it and the only 'love' it has gotten in 5years+ is FW and the incursion element. FW turned out to be a PvE and blobfest with sov-nullsec like warfare. Incursion in highsec turned out to be majorily profitable while low was.. well, it has the BPC I guess. One could make the comparison of lv4 in low- and high..

* Time Dilation, while being a nice addition and a 'boost' to the game in general, only really benefit and affect blob warfare, noone else. The chest-beating and all propaganda (CCP, CSM, Mittani, external pages etc) about how good this is is completely bullshit to be frank. What is it now, 5% of the playerbase live in null, and even less of them in sov null? FW and big lowsec fights will probably benefit a bit from this so let's be generous and pretend this might be nice for 10% of EVE. Might.

* Supercap balancing has been a farce from day one. Pre-buff Titans were there for AoE DD and jumpbridges. Motherships could in theory be used for logistics but their shorter jumprange, and introduction of JF, made them a bit substandard even for that. Combat wise they were lolraped by small PvE carebear corps that owned 10 dreads, they were utter **** health wise. So we got +ly on jumprange and +hp. Good, it was necessary! Titan AoE DD was changed, and their guns were made useful. Not too shabby on paper. But then CCP went on giving FB's to the moms and boom, suddenly they are doing way too much damage and blobs of them gets a massive powertool.
- The proper way to balance them would've been to remove FB completely, while keeping the +ly, +hp, and the regular dronebay. There's always been smaller entities using motherships in combat, risking them both in low- and nullsec, and they always been ganked by other groups who hunt these solo-/small scale warfare moms. By completely removing the dronebay and keeping the high damage, they are now a pure powertool for nullsec alliance and even less likely to be field and destroyed. The main reason they don't die in big blobs is a) other side has way too many so you dodge the fight or b) lag.

* And to add on that topic, making supers dockable but upgrade-only is even *more* buff to sovblobs and even *less* incentitive for them to be fielded by others. This is skewing balances even more.. They should never be dockable to begin with, and making supers better for nullsec sov holders is the completely wrong approach, it should if anything be the other way around. Blobbing and defending is the thing to promote?

* Even discussing destruction of NPC station services is just.. wow. There's no words for it. The entities that own sov already have the possibility to upgrade systems where others don't. They already have near-completely-safe ratting havings in their upgraded systems, they can cyno jam, jumpbridge etc. Again, blob boost, small-scale and attacker nerfs..

* Cloak hunters? Really? Cloaks are absolutely zero threat to this game.
- Botters should and can be countered in many other ways than to nerf cloaks completely.
- While cloaked we cannot attack people, and when we decloak we have quite a long while before we can target (unless in a stealthbomber). Almost every ship in the game can warp off before being targetted by a cloaking ship that delcloaks.
- If we remove local, suddenly AFK cloakers will be a non-issue, it's only a problem in the local window.
- Players who risk their ship by not fleeting up and/or putting thesmelves at risk when flying with hostiles in local, accept the consequences of their actions. Just like a PvE pilot in highsec accept the risks of losing his industrial/Marauder/whatever when they fly something expensive that can be ganked. Just like all of us PvP pilots risk our ships when we take it out in any combat situation.
- Blobs have an easy time getting enough people to completely shut down gates and have combat probers around, often for hours (if not days or weeks) to shut hostiles down. A solo (or few) cloakers don't. With the combat probing being so easy as it is today, the 1 min logoff timer, and the constant aggro refresh (btw, this is a good addition CCP, kudos for that at least), what are we supposed to do when in hostile space? If I'm in my cloaky-whatever, I hunt targets in hostile null, they just bring out a) blob b) submarine c) prober and I can't - cloak, or log off. I have to non-stop warp around until d/t. Possibly for hours and hours and hours. I can't go and have a bio. I can't answer my phone. I can't leave system. I can't focus on my wife for a few minutes. I can probably not even go sleep for tonight.

* WH mass stabilizer to make it easier for blobs to fight smaller/smarter entities in WH. Yay?

* Highsec war system is already bad enough where people can easily dodge war mechanics by just jumping corps back/forth. And worse is that this is legal. Wars have been around since the beginning, and hell when I started this game we could also dodge CONCORD (before it was deemed an exploit). Ganking and highsec war mechanics has always been part of EVE, and it's also a chance for smaller corps to wardec bigger alliances. This is not always griefing, in fact in many cases this is chance for them to fight outnumbered without being instalocked and camped on gates like they can be in low and null.

I could write more but ran out of space. It's just completely disgusting how a) highsec is going safe b) lowsec going blob c) nullsec going sov-blob-only. CCP must hate their game, and how it used to be PvP centered and dangerous.

AFK-cloaking in a system near you.

Heathkit
Pator Tech School
Minmatar Republic
#460 - 2012-01-20 00:17:08 UTC
If one of the goals of FW is to have a place for players to participate in PVP without having to be part of a huge alliance or coalition, why not just have FW award bounties for killing other players, similar to bounties on rats? If you want to encourage players to shoot each other, give them money to do so.

I'd award players engaged in FW a bounty of 25% the market value of the destroyed enemy player's ship.