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

First post First post First post
Author
Misanth
RABBLE RABBLE RABBLE
#461 - 2012-01-20 00:36:14 UTC
Misanth wrote:
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.


..among other major things not even touched were the obvious fail that is the moons and moon distribution. It's been an ongoing issue for years and years. Just like t2 bpo's were balanced a tad with invention, shouldn't alchemy be exactly that type of solution for moon materials?

..among other things I could've discussed is the obvious fail regarding upgraded systems. Most small scale PvP targets were found by roaming from system to system. All upgrades CCP have implemented has gone completely against this:
Jumpbridges (way too easy to blob up and reinforce certain gates), upgraded anomalies (no point belt ratting anymore, and even if you would, you blob up with your JB's so there's no lone ratters spread out over whole regions), drone region (alloys removing most miners from null), etc.

Welcome to Blobfest Online. Bring 1k friends or GTFO.

AFK-cloaking in a system near you.

Malcorath Sacerdos
Republic University
Minmatar Republic
#462 - 2012-01-20 01:02:40 UTC
He posed the question: "How do you build the initial relationships that will enable new players to stay in the game?"


my spontaneus reaction was : Newbie space.. ie Ultra HS that you can stay in relative safety during the first six months of your life in eve. kinda like how you seperate young fish from older ones by setting up a space where the older fish cant enter.

this gives firstly an even playing field . secondly it gives new players some where to learn the game.

ofc if the new player wants to leave early he can do so.



Misanth
RABBLE RABBLE RABBLE
#463 - 2012-01-20 01:05:43 UTC
Krell Kroenen wrote:
3. I would love to see some means to combat cloaked ships. As someone else in the thread stated you should never feel 100 percent safe in Eve. That should include cloaked ships.


Try
a) log it off with hostiles in local
b) decloak and engage with hostiles in local
c) realise that a sub 20mil ship and 5 seconds is all the hostiles need to counter you
d) realise that some cooperatation makes your blob more powerful than any cloaker ever

It's only dumb players who are afraid of cloaks. No offense meant. But the three tools we small scale PvPers have at our disposable against blobs today is: cloaks, WH, and highsec wardecs. You used to be able to add 'superior tactic' and 'speed' to that list, but the amount of players (and Falcons) EVE have nowadays makes it near-impossible to pull that off.

I went to a hostile nullsec some days ago, in a Recon and a regular combat ship but with a cloak fitted. Someways throught he pipe I had ten guys in a system ahead, so I cloaked up. The gate behind me now quickly filled up with 50 guys, including several combat probers and at least five dictors. If I at this point logged off I'd died 100%. If I decloaked I'd be hard pressed to kill anything before I was tackled myself. The hypothetical question here would be which of these groups that are a worse threat to EVE (combat wise)? The second question is what risk a PvE ship that cloaks up and hide from you is from your PvE income?

TL;DR cloaks do zero harm to their game, they only annoy people who can't find the pilots. Personally as I said, I use cloaks alot, but I also hunt other cloakers. And I'm quite successful. With some brains, bubbles and/or combat probing, you can catch every cloaker in this game, from cloaking ratting Drakes to Recons to hell even Capitals.

The cloakers arn't safe, and with any introduction of a way to 100% find cloakers, you have reduced one of the best ways to hunt and/or live in hostile null. You have also completely dumbed down the game for stupid players who don't know how to find cloakers. And ignorant players who believe cloakers are a threat, just because they don't know how to fleet up and/or probe and/or bubble and/or scout.

Only bad players die to cloakers. And none of your rats die to that cloaking PvE ship in local, as long as you stay there. If you're so annoyed to see them in local, I suggest you close that window and use the dscan instead.

AFK-cloaking in a system near you.

Debir Achen
Makiriemi Holdings
#464 - 2012-01-20 01:07:45 UTC
For a mission runner, the risk involved in a high-sec mission is very small. Not quite zero, but not much above that. This makes it practical for a solo mission runner to bring an expensive, highly specialised boat.

Note also that most missions involve sitting in one place for several minutes at a time, tanking large numbers of NPCs while you burn them down.

As soon as you go through into low-sec, the risk jumps enormously.
- while travelling to/from the mission site
- while sitting in the mission site
- while trying to salvage the mission site

This increased risk almost immediately crosses heavily shiny ships off the list, at least for the low-mid range runner. So not only is the risk increased, the mission is harder to complete, as cheap ships are the order of the day. Oh, and did I mention that they need to be PvP tanked as well?

Given how massively both the risk and difficulty has increased, there needs to be a commensurate increase in rewards. I should also note that I'm not afraid of low-sec - I do PvP roams, and have R&D jobs there. But hanging around in one place and travelling short distances in a slow-aligning PvE ship is not profitable.


Given this, I really like the patrol idea presented earlier. By focusing on roaming small groups rather than slow-moving single battleships, it encourages the sort of ships that are naturally drawn to low-sec. I'd like to propose some further tweaks:
- high rewards
- total distance of ~10 jumps
- given by hi-sec agents on low-sec borders

I think all three of these are important. The relatively high rewards are required to compensate for the potential risks, and the fact that these "patrol missions" will be done in small groups rather than solo. The total distance requires that the gang enters low-sec proper and stays there for some time (which also requires higher rewards).

The hi-sec agents on low-sec borders requirement is potentially contentious, but I think it is important. The goal of "patrol missions" is to get traffic moving into and out of low-sec. If the missions can be done entirely in low-sec, they can be ghettoed off by pirate groups, and thus earn high rewards for no additional risk. Putting the agents in high sec means at least on fleet member (the one who gets the mission bookmarks) needs to be non-outlaw and thus bridge the two zones.

Possibly, the missions should be "visit all these sites, kill some or all assets at each site, including leaders X, Y and Z", where X, Y and Z might potentially disengage and fly to another site. Visit sites until you find X, and kill it, forces the mission to either chain (you don't get site 2 until you reach site 1, which is less interesting) or risks ending the mission on the first site explored.

Aren't Caldari supposed to have a large signature?

Hans Jagerblitzen
Ice Fire Warriors
#465 - 2012-01-20 01:36:35 UTC  |  Edited by: Hans Jagerblitzen
Zaxix wrote:
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.


I'd like to chime in on the "Logistics and War" topic a bit with regards to the Faction Warfare community's reactions to the summit minutes.

The summer expansion theme is going to be "War". Looking at the core reasons people fight, and what it takes to encourage or discourage conflict. Thus, it is critical that developers pay attention first and foremost to the community and ask them what it takes to create more good fights. Understanding FW pilots, and why they stay in a "broken" feature is essential if the goal is to fundamentally improve that feature and draw more players back into the game.

One of the key things to understand about Faction Warfare pilots is that we play this game to fight. We want frequent conflict, we want it in a localized area, we want to be able to do it in ships of all sizes, and we don't enjoy things that interfere in this bloodlust.

The militias are NOT the Empire's miitiaries. We are not interested in creating complicated leadership structures, nor are we interested in having to manage wealth or rely on a central industrial backbone to supply our ships

Most militia corps are self-funded, most militia pilots self-fund their own PvP. We happily pay for the ability to Pew Pew every day, its also why we are home to some of the best in all of New Eden.

What does this have to to do with JF's?? Because a world without them would undermine legitimate forms of gameplay for pilots who play EvE for different reasons than those who live in nullsec. Some people just want to get ship transport over with quickly so they can get back to what they really love. If I had to choose between more freighter killmails, and more hours to spend pew pewing, I'll take the hours of pew pew. Killing transports / freighters just isn't really badass enough to be worth the hassle.

I completely understand making EvE "real" but the important thing to remember is that in the greater scheme of things, for EvE to stay a popular game with a high number of paid subscriptions, it requires DIVERSITY to support that many players and their interests.

Homogenizing space (slowly transforming FW into a mock-up of null space in terms of structure, economics, leadership, and soveriegnty) is a step backward for EvE's gameplay diversity.

Eliminating convenience factors like Jump Frieghters is likewise a step backwards for EvE's gameplay diversity. There's just too many of us that don't enjoy the large-scale or time consuming infrastructure Alliances and nullsec living requires. That doesnt make us carebears, it doesnt mean we are risk-adverse. In fact, it often means exactly the opposite. Some people just want to log into EvE and fight. What is wrong with that?

Death to all things that hamper PvP!!

CPM0 Chairman / CSM7 Vice Secretary

Kamuria
Science and Trade Institute
Caldari State
#466 - 2012-01-20 01:37:21 UTC  |  Edited by: Kamuria
Debir Achen wrote:
For a mission runner, the risk involved in a high-sec mission is very small. Not quite zero, but not much above that. This makes it practical for a solo mission runner to bring an expensive, highly specialised boat.

Note also that most missions involve sitting in one place for several minutes at a time, tanking large numbers of NPCs while you burn them down.

As soon as you go through into low-sec, the risk jumps enormously.
- while travelling to/from the mission site
- while sitting in the mission site
- while trying to salvage the mission site

This increased risk almost immediately crosses heavily shiny ships off the list, at least for the low-mid range runner. So not only is the risk increased, the mission is harder to complete, as cheap ships are the order of the day. Oh, and did I mention that they need to be PvP tanked as well?

Given how massively both the risk and difficulty has increased, there needs to be a commensurate increase in rewards. I should also note that I'm not afraid of low-sec - I do PvP roams, and have R&D jobs there. But hanging around in one place and travelling short distances in a slow-aligning PvE ship is not profitable.


Given this, I really like the patrol idea presented earlier. By focusing on roaming small groups rather than slow-moving single battleships, it encourages the sort of ships that are naturally drawn to low-sec. I'd like to propose some further tweaks:
- high rewards
- total distance of ~10 jumps
- given by hi-sec agents on low-sec borders

I think all three of these are important. The relatively high rewards are required to compensate for the potential risks, and the fact that these "patrol missions" will be done in small groups rather than solo. The total distance requires that the gang enters low-sec proper and stays there for some time (which also requires higher rewards).

The hi-sec agents on low-sec borders requirement is potentially contentious, but I think it is important. The goal of "patrol missions" is to get traffic moving into and out of low-sec. If the missions can be done entirely in low-sec, they can be ghettoed off by pirate groups, and thus earn high rewards for no additional risk. Putting the agents in high sec means at least on fleet member (the one who gets the mission bookmarks) needs to be non-outlaw and thus bridge the two zones.

Possibly, the missions should be "visit all these sites, kill some or all assets at each site, including leaders X, Y and Z", where X, Y and Z might potentially disengage and fly to another site. Visit sites until you find X, and kill it, forces the mission to either chain (you don't get site 2 until you reach site 1, which is less interesting) or risks ending the mission on the first site explored.



The risk is increased if your alliance isn't part of a low sec sector, if it is, the rich will get richer...
VOC Silver
Dark-Code-Holdings
#467 - 2012-01-20 01:42:29 UTC  |  Edited by: VOC Silver
Misanth wrote:
Krell Kroenen wrote:
3. I would love to see some means to combat cloaked ships. As someone else in the thread stated you should never feel 100 percent safe in Eve. That should include cloaked ships.


Try
a) log it off with hostiles in local
b) decloak and engage with hostiles in local
c) realise that a sub 20mil ship and 5 seconds is all the hostiles need to counter you
d) realise that some cooperatation makes your blob more powerful than any cloaker ever

It's only dumb players who are afraid of cloaks. No offense meant. But the three tools we small scale PvPers have at our disposable against blobs today is: cloaks, WH, and highsec wardecs. You used to be able to add 'superior tactic' and 'speed' to that list, but the amount of players (and Falcons) EVE have nowadays makes it near-impossible to pull that off.

I went to a hostile nullsec some days ago, in a Recon and a regular combat ship but with a cloak fitted. Someways throught he pipe I had ten guys in a system ahead, so I cloaked up. The gate behind me now quickly filled up with 50 guys, including several combat probers and at least five dictors. If I at this point logged off I'd died 100%. If I decloaked I'd be hard pressed to kill anything before I was tackled myself. The hypothetical question here would be which of these groups that are a worse threat to EVE (combat wise)? The second question is what risk a PvE ship that cloaks up and hide from you is from your PvE income?

TL;DR cloaks do zero harm to their game, they only annoy people who can't find the pilots. Personally as I said, I use cloaks alot, but I also hunt other cloakers. And I'm quite successful. With some brains, bubbles and/or combat probing, you can catch every cloaker in this game, from cloaking ratting Drakes to Recons to hell even Capitals.

The cloakers arn't safe, and with any introduction of a way to 100% find cloakers, you have reduced one of the best ways to hunt and/or live in hostile null. You have also completely dumbed down the game for stupid players who don't know how to find cloakers. And ignorant players who believe cloakers are a threat, just because they don't know how to fleet up and/or probe and/or bubble and/or scout.

Only bad players die to cloakers. And none of your rats die to that cloaking PvE ship in local, as long as you stay there. If you're so annoyed to see them in local, I suggest you close that window and use the dscan instead.


I fully agree there.
Want to add that just because some one wants to kill you does not mean you got to oblige.
Cloaking makes it just better to do some low-sec/0.0 may that be PvE or PvP

V
Super Chair
Project Cerberus
Templis CALSF
#468 - 2012-01-20 01:43:49 UTC
I would like to give feedback regarding the proposed "elections" for faction war militias. It seems the CSM and CCP want to inject drama, spying, and meta-gaming into faction war. First and foremost, an "election" process will be abused by null-sec alliances with the most membership. If you want to spy, meta-game or whatever it should be through the means you have to use to infiltrate nullsec alliances, or any corp or alliance. Which is generally, getting a cover invited, earning trust, and eventually stabbing them in the back. The fact is FW goers should at least have the opportunity to decide or not to trust one of these covers. The choices FW goers make to trust or not to trust people is in their hands. This shouldn't be where an alliance with several thousand players just make alts and place them in the militias on election day to elect a puppet leader.

That is what meta gaming should be. Players should have control as to who or who does not enter their corp, their alliance. They can make the mistake of inviting spies. Truth is, it's in their hands. The proposed "in-game" election process is a bad idea. Just give faction war players resources to fight over in the FW lowsec areas and drama will ensue, trust me. It should be in the hands of players. There is much "meta" in metagaming if the mechanics to do what eve is so famous for are just thrown into the game.




TL;DR: I would rather be done in by a classy PL spy that had to work to earn my trust than have the unwashed masses of goonswarm just vote in an alt.


P.S. There is a thread going on in the WF&T forum regarding faction war and the recent CSM minutes, I hope members of the CSM have the time to check it out. You can find it here: https://forums.eveonline.com/default.aspx?g=posts&t=58742&find=unread
Misanth
RABBLE RABBLE RABBLE
#469 - 2012-01-20 01:46:13 UTC
Bloody.. after spending a few hours reading through all pages in this thread, I have more hope for the playerbase then I've had for many years. Still no hope in CCP tho. P

AFK-cloaking in a system near you.

Hans Jagerblitzen
Ice Fire Warriors
#470 - 2012-01-20 02:04:00 UTC
Heathkit wrote:
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.


It's the "little" things like this that make a HUGE difference to those who actually engage in FW. The problem is, both the developers and the current CSM do not participate, and so it is no surprise that the big picture ideas that get brought forward basically entail emulating what makes nullsec fun for them, and bringing into our feature.

The best improvements to Faction Warfare will be simple, elegant, and transformational - much like your suggestion here.

I am grateful for the CSM's time speaking about Faction Warfare, and am thrilled to see that it will finally get some attention. I just pray that CCP pays close attention to all of the blood, sweat, and tears that the community has put into providing feedback, because there are clearly still some fundamental misunderstandings about what Faction Warfare brings to the game, and what will actually turn it back into a vibrant, exciting, place to find fights like it was in its early days.

Faction Warfare players want, above all things, to be able to fight every day. To fight PLAYERS, and not to run PvE. PvE has been a means to an end - its a means to bait fights, and a means to pay for ships But the goal - the carrot - has always been the fights.

Improvements to the Faction Warfare system that draw it closer to emulating nullsec will ultimately alienate the thousands of players its has entertained so far.

Complicated is not better to militia pilots. Spy's, intrigue, politics, economic infrastructure to maintain, etc, are all seen as barriers to steady fun. Its just a different mentality. Its why many have ended up in FW after being bored with nullsec and not finding enough PvP out there.

I know the minutes represent the planning stages, and are subject to change. Hopefully there is still time for CCP to look past the admitted experience-deficiency the current CSM has with regards to the feature and listens to what their customers really want to be happy and keep playing.

CPM0 Chairman / CSM7 Vice Secretary

mkint
#471 - 2012-01-20 02:28:01 UTC
Hans Jagerblitzen wrote:


I know the minutes represent the planning stages, and are subject to change. Hopefully there is still time for CCP to look past the admitted experience-deficiency the current CSM has with regards to the feature and listens to what their customers really want to be happy and keep playing.

Nope, they're ramming gawdawful changes through as quickly as possible. The bullshit will squeeze through faster than you expect, and in less than a month, the nullbears bored of their soul crushing nullbear existence will be bringing their flavor of consume-and-destroy to FW. The iceberg has not only been spotted, but it's been deliberately placed there, and the captain is full steam ahead.

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

Misanth
RABBLE RABBLE RABBLE
#472 - 2012-01-20 03:38:31 UTC
mkint wrote:
Hans Jagerblitzen wrote:


I know the minutes represent the planning stages, and are subject to change. Hopefully there is still time for CCP to look past the admitted experience-deficiency the current CSM has with regards to the feature and listens to what their customers really want to be happy and keep playing.

Nope, they're ramming gawdawful changes through as quickly as possible. The bullshit will squeeze through faster than you expect, and in less than a month, the nullbears bored of their soul crushing nullbear existence will be bringing their flavor of consume-and-destroy to FW. The iceberg has not only been spotted, but it's been deliberately placed there, and the captain is full steam ahead.


P

That'd be quite typical them tho. Rushing in the FB's (even tho many of us pilots, me included, were raising concerns already when they were on SiSi and being tested) was one of those occations of adding a "toy", and all focus on that fun new thing. That's probably what CCP see right now too:

"Hey let's look at the checklist.. hmm FW is next, what to do with it?" "Let's add a leader, and tax and make a structure, so it's like an alliance and a good stepping stone for the 'true' endgame! /CCP adds 'cool toy' and afterwards realise this was not a good idea, 2-4 years later it get nerfed, few years later revamped completely to a new toy. But 'cool toy' is never removed. Full circle.

"Hey alot of people whine about AFK cloakers, what can do we?" "Let's add a 'submarine' that finds them!" /CCP adds 'cool toy' and afterwards realise that, combined with present mechanics, this makes blobs immensely powerful, cloaks useless, and is generally not a great idea. 2-4 years later the submarines get nerfed, few years later revamped completely to a new toy. But 'cool toy' is never removed. Full circle.

CCP always prio toys, never think of long term implications, always think about nullsec interests first, don't consider dangers and fears posted on forums, and when they eventually balance things that we already told them would be broken - they are still too proud to actually remove that faulty toy that is the cause of all trouble, rather than actually solving the issue. And it's always being 'fixed' by adding or revamping things to be a 'new toy'. CCP = Toys'R'us?

I hope I get the submarine in time so I can sit underneath the iceberg, watching the nullbears crash into it.

AFK-cloaking in a system near you.

Hans Jagerblitzen
Ice Fire Warriors
#473 - 2012-01-20 03:44:31 UTC
mkint wrote:
Hans Jagerblitzen wrote:


I know the minutes represent the planning stages, and are subject to change. Hopefully there is still time for CCP to look past the admitted experience-deficiency the current CSM has with regards to the feature and listens to what their customers really want to be happy and keep playing.

Nope, they're ramming gawdawful changes through as quickly as possible. The bullshit will squeeze through faster than you expect, and in less than a month, the nullbears bored of their soul crushing nullbear existence will be bringing their flavor of consume-and-destroy to FW. The iceberg has not only been spotted, but it's been deliberately placed there, and the captain is full steam ahead.


I would argue that many of the Alliances have already brought their flavor of consume-and-destroy to Faction Warfare, gotten bored of it, and moved on. Pandemic Legion, AAA, and many others have all spend their time in the FW zones, gotten all the kills they wanted to, and left. It is important to remember that we as a militia have always been powerless to stop them from bringing supercaps to the area and pissing on whomever they want, so the recent change to allow Alliances into FW (what you are referring to when you say less than a month) wont magically allow the nullsec blocs to have their way with us in a way that they couldn't aready today.

I understand your anger over the decision, and everyone deserves a chance to vent, but this kind of rhetoric and thought process contributes nothing useful in the end. Declaring FW as DOA because of a lack of understanding the current CSM has regarding Faction Warfare is to give up the fight too early. I urge militia pilots to remember that we wouldn't even have minutes to be upset about if we hadn't worked this hard to even get the topic on the table in the first place. We can't afford to just stop giving feedback the minute we face a perceived setback, even at the CSM level, or else we deserve to live with whatever we get come summer and winter expansions.

CPM0 Chairman / CSM7 Vice Secretary

Liang Nuren
No Salvation
Divine Damnation
#474 - 2012-01-20 04:09:19 UTC
Misanth wrote:

Only bad players die to cloakers. And none of your rats die to that cloaking PvE ship in local, as long as you stay there. If you're so annoyed to see them in local, I suggest you close that window and use the dscan instead.


I spent a year in WH space - and I never picked up the habit of opening local back up. This is easily visible in my videos too ( http://vimeo.com/user9887127 )... and IMO its actually improved my game a lot.

-Liang

I'm an idiot, don't mind me.

Cash Stalker
A Blessed Bean
Pandemic Horde
#475 - 2012-01-20 06:36:45 UTC  |  Edited by: Cash Stalker
Malcorath Sacerdos wrote:
He posed the question: "How do you build the initial relationships that will enable new players to stay in the game?"


my spontaneus reaction was : Newbie space.. ie Ultra HS that you can stay in relative safety during the first six months of your life in eve. kinda like how you seperate young fish from older ones by setting up a space where the older fish cant enter.

this gives firstly an even playing field . secondly it gives new players some where to learn the game.

ofc if the new player wants to leave early he can do so.




iv been saying this for a long time.
i have no ideal how pirates can even fly in hs Space.
i cant even get around without geting hit by pirates little lone newbe's.

my ideal for a nonpvp server like the test server would serve a vary good place for newbe's to play and learn the game.
they still have to deal with npc's tho.
and im not talking about going to the test server i mean makeing a server like it for non pvp so newbe's and builders can play.
no pirates to deal with just npc's.Big smile
Bent Barrel
#476 - 2012-01-20 07:22:35 UTC
Hans Jagerblitzen wrote:
Heathkit wrote:
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.


It's the "little" things like this that make a HUGE difference to those who actually engage in FW. The problem is, both the developers and the current CSM do not participate, and so it is no surprise that the big picture ideas that get brought forward basically entail emulating what makes nullsec fun for them, and bringing into our feature.

The best improvements to Faction Warfare will be simple, elegant, and transformational - much like your suggestion here.

I am grateful for the CSM's time speaking about Faction Warfare, and am thrilled to see that it will finally get some attention. I just pray that CCP pays close attention to all of the blood, sweat, and tears that the community has put into providing feedback, because there are clearly still some fundamental misunderstandings about what Faction Warfare brings to the game, and what will actually turn it back into a vibrant, exciting, place to find fights like it was in its early days.

Faction Warfare players want, above all things, to be able to fight every day. To fight PLAYERS, and not to run PvE. PvE has been a means to an end - its a means to bait fights, and a means to pay for ships But the goal - the carrot - has always been the fights.

Improvements to the Faction Warfare system that draw it closer to emulating nullsec will ultimately alienate the thousands of players its has entertained so far.

Complicated is not better to militia pilots. Spy's, intrigue, politics, economic infrastructure to maintain, etc, are all seen as barriers to steady fun. Its just a different mentality. Its why many have ended up in FW after being bored with nullsec and not finding enough PvP out there.

I know the minutes represent the planning stages, and are subject to change. Hopefully there is still time for CCP to look past the admitted experience-deficiency the current CSM has with regards to the feature and listens to what their customers really want to be happy and keep playing.


Hmm ... I never participated in FW. I do plan to at some time, just not yet. However to my knowledge there is a ranking system in the Militias or not ? Then the opposing militias could award ISK bounties based on the ranks of enemy militia member kills etc. Based on the class of ship destroyed probably. Thus is would be interesting to hunt specific militia members. However since I have little knowledge here, it's hard for me to come up with a balanced system.

The biggest problem with FW for me is that the fights have no influence on the rest of the universe. It's basicaly like running missions. Sure you reduce the ranks of enemy militia if you are winning for a longer time, but that's it. There's nothing visible on the map, no history books written. Even the sov changes can be traced via 3rd party sites that track this. FW has nothing similar.
Bent Barrel
#477 - 2012-01-20 07:24:43 UTC
Ang Min wrote:
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.


Please explain how that would happen. Carriers would be used instead of JFs. Sure they haul less, but before JFs, they were the main logistic transport and it worked.
Hans Jagerblitzen
Ice Fire Warriors
#478 - 2012-01-20 08:09:06 UTC
Bent Barrel wrote:


Hmm ... I never participated in FW. I do plan to at some time, just not yet. However to my knowledge there is a ranking system in the Militias or not ? Then the opposing militias could award ISK bounties based on the ranks of enemy militia member kills etc. Based on the class of ship destroyed probably. Thus is would be interesting to hunt specific militia members. However since I have little knowledge here, it's hard for me to come up with a balanced system.

The biggest problem with FW for me is that the fights have no influence on the rest of the universe. It's basicaly like running missions. Sure you reduce the ranks of enemy militia if you are winning for a longer time, but that's it. There's nothing visible on the map, no history books written. Even the sov changes can be traced via 3rd party sites that track this. FW has nothing similar.


The ranking system in FW is pointless - it means you've run a few dozen Level 4 FW missions.

I agree that FW should have more significance, affecting the story in a greater way, or being able to reach beyond a limited zone in lowsec. But I think it is important to point out that there are limits as to just how much freedom and levels of control the militias want to mess with.

Most Faction Warfare pilots enjoy the frequent, local PvP - that is the main draw. Players have kept this fun over three years of CCP neglect because they've made a point of getting out, flying around, and blowing each other up. But overall, the problems with the Plex system, mission system, LP payouts, and the like all lend themselves to farming far more than they do to serve the core appeal - frequent, casual, PvP.

The militias don't want to be burdened with excessive poltics, or pooled resources, or high-maintenance sov solutions. They want to be able to get into small groups, engage other small groups, and "win" stuff. Its a simple pleasure.

Some of this desire for frequent, simple fun has clearly been lost in translation - saying we want more consequence to "winning" has been interpreted to mean we want the same grandiose meta-gaming that dominates nullsec. This couldn't be further from the truth. Dedicated FW pilots are often refugees from nullsec who wanted a more challenging PvP enviroment, and didn't want to wait for the political wheels to turn before they could go out and have a good time.

Consequence to winning occupancy could be simple, and work off existing systems - LP payouts can be tied to PvP kills or losses, as well as Plexing victories, meaning that pilots would earn their money from fighing and not from grinding PvE. Stations can be rigged to fire on enemy faction members, alowing more interesting "turf" terrritory, and eliminate station games.

Simple, elegant changes will be the key to "saving" Faction Warfare - if that truly is the goal. Some may see FW as already dead, and now useful to be molded into a very different system with a very different purpose for the game as a whole - but I think the most successful improvements will be the result of listening to the pilots who have lived there all along.

CPM0 Chairman / CSM7 Vice Secretary

Cash Stalker
A Blessed Bean
Pandemic Horde
#479 - 2012-01-20 10:43:33 UTC  |  Edited by: Cash Stalker
oh an ideal just hit me....
a ship that can jump by typeing in system address.
now that be a ship to have.
just think hit jump then it ask where with a box for you to type address like FN-GFQ then boom...there you are.
a much better ideal of a jump ship then what we have now.
could add this ideal to the titan being the only ship with this much power to do this kind of jump.Idea
or just come up with a new ship all together Big smile
Halycon Gamma
Perkone
Caldari State
#480 - 2012-01-20 10:54:11 UTC  |  Edited by: Halycon Gamma
Cash Stalker wrote:

iv been saying this for a long time.
i have no ideal how pirates can even fly in hs Space.
i cant even get around without geting hit by pirates little lone newbe's.

my ideal for a nonpvp server like the test server would serve a vary good place for newbe's to play and learn the game.
they still have to deal with npc's tho.
and im not talking about going to the test server i mean makeing a server like it for non pvp so newbe's and builders can play.
no pirates to deal with just npc's.Big smile


No, just no. You are not thinking it through. Eve is built on two things, PVP and the Market. The market being the most important because the market hides PVP from you. If you did a Six Degrees of Kevin Bacon game on all the stuff you enjoy doing, somewhere, PVP happened to make it possible. So many systems would have to be ripped out, rewritten, and re-purposed that it would take years of rewriting to do what you want.

I understand you don't like getting blown up, no one does. But... your issue isn't PVP, your issue is when PVP happens to you, which are two very different things. Without even knowing it, every time you log on, PVP somewhere in the game has benefited you, even if you choose not to take part in it.