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Singularity - Changing the rules?

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Author
CCP Habakuk
C C P
C C P Alliance
#1 - 2012-03-31 00:27:35 UTC  |  Edited by: CCP Habakuk
Hi!

Within the next weeks we (CCP QA) will have a closer look again at the rules of Singularity and which support we are offering for players on Singularity.

It is clear that there are some problems around - both for players and for us in CCP. We might make some drastic changes - but nothing is decided yet. A possible outcome could also be that the current rules are fine and we only need to adjust some minor details.

It would be great, if you could give us your ideas about this topic in this thread. If you make any suggestion, please also include WHY this would be a good idea. It is OK to comment on other suggestions - but please keep it constructive and don't stick to one specific topic for too long.

CCP Habakuk | EVE Quality Assurance | Team Five 0 | (Team Gridlock)

Bug reporting | Mass Testing

DTson Gauur
Underground-Operators
#2 - 2012-03-31 07:43:11 UTC
Bring back dedicated capital combat beacons and enforce the rule of no capitals on subcapital beacons (with nasty long bans from SISI if needed) and you solve _most_ problems in one go.

Otherwise I don't see nothing wrong with the current SISI ruleset. You'll always have rulebreakers shooting on stations etc. That can't be fixed unless you're willing to make the necessary code changes so that the GRID station is on, no offensive module works, AT ALL.
J3ssica Biel
Caldari State
#3 - 2012-03-31 08:33:21 UTC
Here we go
HERFBLERFDERF
Doomheim
#4 - 2012-03-31 08:47:57 UTC  |  Edited by: HERFBLERFDERF
Re-do Super capital build speeding up for a starters, And Have a capitals only arena thing again and i think everyone will be happy by that
The main reason why people complained about Super Builds being sped up is after the rule change the supers could roam every FFA instead of just the capital beacon
Missile War
Caldari Provisions
Caldari State
#5 - 2012-03-31 09:14:40 UTC  |  Edited by: Missile War
Altho I dislike getting shot at my capitals, they are also very intresting in fleets. And if you bring in a capital beacon, its just gonna be camped by 3 titans killing every capital the moment they come in, wouldn't really work IMHO.
Honestly, the rules aren't much wrong with, altho I do dislike them supercapitals graping my subcaps and my capitals and think they need to be done something about, normal capitals aren't really the problem since they can be easily countered or run away from.

Altho i would like a rule on when mirrors happen, like every 1.5 months or so(and when really needed for something important)? I know it will bring somewhat more work in but it will stop people asking for mirrors(or atleast, hopefully) and will make it possible for people to waste all their faction mods etc. they harvested in the last 5 days for example.
Vin Ott
Native Freshfood
Minmatar Republic
#6 - 2012-03-31 11:07:36 UTC  |  Edited by: Vin Ott
Same happends in tq, only change that could change that is getting supercap build speeded up back to the game so others can go into supers as well so less crying.

-Tiny edit-
bassie12bf1
Republic Military School
Minmatar Republic
#7 - 2012-03-31 11:12:06 UTC
I suppose invincible concord that kills people in the wrong ships at wrong beacons is out of the question.
Missile War
Caldari Provisions
Caldari State
#8 - 2012-03-31 11:30:29 UTC
Vin Ott wrote:
Same happends in tq, only change that could change that is getting supercap seeding back to the game so others can go into supers as well so less crying.



LMAO your SO funny....ccp has already stated ALOT of times, they will NOT seed these ships. because that will only result in supercap games, and no one flying anything but supers. also big alliances will spam sisi than cuz they can just fck around in supers
Chris baileyy
Perkone
Caldari State
#9 - 2012-03-31 12:00:29 UTC
Missile War wrote:
Vin Ott wrote:
Same happends in tq, only change that could change that is getting supercap seeding back to the game so others can go into supers as well so less crying.



LMAO your SO funny....

This is serious business get out
Morgan North
Dark-Rising
Wrecking Machine.
#10 - 2012-03-31 12:35:20 UTC
For starters:

1. You should seed every ship in the game, barring capitals and / or super capitals. We are currently lacking stuff like serpentis ships, etc.

2. Bring back class specific beacons, or somehow alter the ability to acess beacons. Currently, supercaps are everywhere, and we basically cannot actually test anything under a cap size, since capitals will just come along and affect the results.

3. Figure out a way to erase/delete all drones that are left over after a day. At first there's only 10 or 20 left over, but after a while, there's more than 100 drone ships (fighters included) at every beacon.
Bruce Vendetta
Final-Vendetta
#11 - 2012-03-31 14:56:58 UTC
Block the IP of anyone with less than 100 submitted (filtered) bug reports 2 months from now. Only open Singularity to them when you need more players to help with actual testing, i.e. Mass Tests.

Or, sign up some schmuck ISD Captain (Newmind) and allow him/her to actually ban people from Singularity.

Or, ignore us and do whatever you want.
Nova Fox
Novafox Shipyards
#12 - 2012-03-31 16:17:17 UTC
Beacons? Why not acceleration gates?

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

CCP Habakuk
C C P
C C P Alliance
#13 - 2012-03-31 17:34:39 UTC
Whatever we are changing: It should not require us (CCP QA and ISD) to do more work than we are were doing earlier. For example it will not be possible for us to enforce any additional rules - for example it takes quite a bit to ban a player from Singularity - time which could be used for finding bugs.

Super-capitals: We will have a closer look at them for sure, but I have no idea yet if and what we are changing.

Regarding acceleration gates: Do you have any good ideas about how to avoid camping the acceleration gate itself? It would be nearly useless, if we would have a acceleration to an area without capitals, when the capitals are camping the acceleration gate itself.

CCP Habakuk | EVE Quality Assurance | Team Five 0 | (Team Gridlock)

Bug reporting | Mass Testing

Just Alter
Futures Abstractions
#14 - 2012-03-31 18:03:02 UTC
Put 8 acceleration gates just 160km below the station.

6 have restrictions. 1 is ffa subcaps. 1 is ffa.

Also plex and faction mods.
Chris baileyy
Perkone
Caldari State
#15 - 2012-03-31 18:04:45 UTC
Just Alter wrote:
Put 8 acceleration gates just 160km below the station.

6 have restrictions. 1 is ffa subcaps. 1 is ffa.

Also plex and faction mods.

^That
But put it off station or something and have the moveme bot in a Polaris thing GM ECM bursting?
Daneel Trevize
Give my 11percent back
#16 - 2012-03-31 18:49:56 UTC  |  Edited by: Daneel Trevize
The solution to supercaps is simple: none are mirrored, none are seeded. A CCP POS + cyno-jammer is put in a system. That is the subcaps system. No one may attack the POS or be using a cap or supercap in said system. Deem another system where cap combat is allowed but not supers, and a 3rd for supers/all caps. Done.

As for designated beacons, they were great, something similar needs to return. Both for those wanting to test and those wanting to pew for free.
The problem with gates is it's a grid. Bombs and smarbombs won't be stopped by uber ECM bursting GM tricks.

1 previous suggestion was designate a (cynojammed) system per ship class/old beacon rule, anyone on a mail/evidence of using the wrong ship, warning/ban. You still only need 1 hub system where things are seeded and no pew's allowed, I'm sure there's somewhere with plenty of systems within a jump or 2. If not, just seed the multiple adjacent systems. Then the only problem becomes people camping people moving between. Those who want FFA fights can coordinate using local, constellation and singularity chat channels. Perhaps to be clear, name a FFA system where kills are allowed, everywhere else remains a no pew zone.

Edit: to be clear, I'm suggesting that a daily process parses the Sisi kill/lossmails and hands out warnings/bans to offenders, this should catch 90+% of people and keep the rest in check right away. It seems to be a simple text comparison situation.

People should be allowed to test mechanics around stations and gates, just obviously not a central hub system's station & gates.

And fix the bloody seeding scripts so we have all navy and pirate faction ships, stop all this Angels and Sansha only crap.

Don't forget your changes will be important to the AT testing.
Bienator II
madmen of the skies
#17 - 2012-03-31 19:01:02 UTC
CCP Habakuk wrote:
Whatever we are changing: It should not require us (CCP QA and ISD) to do more work than we are were doing earlier. For example it will not be possible for us to enforce any additional rules - for example it takes quite a bit to ban a player from Singularity - time which could be used for finding bugs.

Super-capitals: We will have a closer look at them for sure, but I have no idea yet if and what we are changing.

Regarding acceleration gates: Do you have any good ideas about how to avoid camping the acceleration gate itself? It would be nearly useless, if we would have a acceleration to an area without capitals, when the capitals are camping the acceleration gate itself.


can't you just place a scripted ship at the gate which locks and destryes every unwanted ship in this area?

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Green Cobra
Aliastra
Gallente Federation
#18 - 2012-03-31 19:40:19 UTC  |  Edited by: Green Cobra
Hi all

I have some ideas the do cut the effort of CCP regarding following up rules to 0% and still have any rules CCP se fit active. This idea does however require a bit of initial effort from CCP but considering the time currently spent on banning (and other efforts) for rule violations like fighting on station and gates would not bee needed at all with this idea it might balance out over a few months time (might be considerably less)

Having rules on SISI is unfortunately a must as the player base on SISI and TQ is vastly different and most are in 1 system. Testing should be possible both in event testing and by players them selves in a way that most testers are happy (can never make all happy)

Having the rules optional for players is what is causing CCP work enforcing the rules, if there where additional rules added the workload for CCP would increase. This is what I suggest, changing the rules to code and not letting the players choose to obey by the rules. This would make rule breaking a distant memory and free up CCP resources.

With this kind of solution CCP could put any rules in the test environment without having to do any followup, they could for instance put all the old rules from FD back and still not have to manage any rule breaking at all.

Displaying the current rules set active can then be linked from DB to the forum and/or as a initial popup message in client on logon to SISI.

The idea is to cancel effect on target ship/object if it's against the rules, like say a aggressor fires on a ship within 2000km from a station the guns fire but no damage is taken by target or aggressor try to webb but target don't get the speed reduction and so on. When a action that break a rule is done by aggressor a message in the same manor as the ingame messages like "The target is invulnerable due to active rules" is shown.

These rules can be set to be in affect all over EVE on SISI, system wide or in specified range of any objects like beacons, stations and gates.

Here is a example on how the rules implantation in to DB can look. (copy text bellow to external text editor. Due to the limited width of the post it will look malformed. I used | as column separator)).

DB Table RULES
RULEID | Name | DESCRITION | AFFECTED_CLASS_AGRESSOR (Optional, if none effects all) | AFFECTED_CLASS_TARGET (Optional, if none effects all)
1 | 'Supercapital restriction X' | 'Restricting super capitals pilots actions in chosen systems' | 'TITAN,SUPERCARRIER' | 'FRIGATTE,CRUSER,DESTROYER,BATTLECRUSER,BATTLESHIP'
2 | 'No fighting zones' | 'Restricting areas where player agressive actions are allowed' | | |

DB Table RULE_ACTIONS:
RULEID | SYSTEMS (Optional, if none effects all) | NO_FIGHTING_OBJECTS (Optional, if none effects all) | NO_FIGHTING_AREA (Optional, if none effects all) | AGRESSION_RESULT_CANSELATION (0 not active and 1 active)
1 | '6-CZ49' | | | 1
2 | | 'STATIONS,STARGATES,OBJIDXXX1213' | 2000 | 1

DB Table RULE_CLIENT_DESCRIPTION:
RULEID | LANGUAGE | MSG_TEXT
1 | ENG | '%AFFECTED_CLASS_AGRESSOR% can not use agressive actions against %AFFECTED_CLASS_TARGET% in the following system(S): %SYSTEMS%'
2 | ENG | 'Agressive actions like firing, energy neutralizer or any form of eletronic warfare on a target is not allowd within %NO_FIGHTING_AREA%km of %NO_FIGHTING_OBJECTS%'

The column AGRESSION_RESULT_CANSELATION in the table RULE_ACTIONS tells if a rule is currently active or not.

Object 'OBJIDXXX1213' in the column NO_FIGHTING_OBJECTS represents a CA beacon with no fighting allowed like a warp beacon for capitals.

Then add code (client or DB depending on CCPs current system layout) to enforce the rules. If placed in triggers and functions in the DB the code will not affect the client release code.


Now to some pros and cons about other posted ideas (so far none of these ideas have solved the problem alltogether, player can still break rules if they want to):
Jumpgates
If jumpgates to CA areas in implemented there will be greefing at the jumpgates, so this will not make a good solution.
Fighting on stations and gates will still not be impossible and will have to be monitored by CCP

Cynojammed system
Making a testsystem for only subcaps that are cynojammed will not be enough, capital ships can be bought from market in said system and if CCP have new features in patch that they do want to be tested in system they have to take cynojammer offline. Then when that supercap testing is done and new patch is rolled out and no more supercapital testing is needed CCP will have to move all supercapitals out of system. This represent additional workload from CCP and are not an optimal solution.
Fighting on stations and gates will still not be impossible and will have to be monitored by CCP


Best regard
Green Cobra
David Laurentson
Laurentson INC
#19 - 2012-03-31 22:50:48 UTC
If you want to keep capitals out of specific sites, maybe putting them in a cyno-jammed system would help? Obviously there are ways around that, but it's worth thinking about.
Comodore John
4S Corporation
The Initiative.
#20 - 2012-04-01 04:43:23 UTC  |  Edited by: Comodore John
Currrent rule set is fine for the most part, the problem lies with the idiots who can't read the rules (i.e. the ones who shoot on station, believe podding is illegal still, believe test server is for them and testing new fits, etc). and the blatant super cap spam from people who beg TQ alliances to let them borrow them.

Couple quick fixes I could see that may help the situation:
1. Fix the seeding script to remove faction ships, this stops people from begging to get the non Angel/Sansha ships seeded.
1a. Don't seed the other pirate faction ships, if people want to test these ships, let them have them on TQ or buy when the server mirrors
2. Park moveme bot in a Polaris Legatus Frigate with the GM Anchor mod and perma GM ECM Burst the station
2a. Increase GM ECM Burst range to cover 250km
3. Pop up upon logging in stating the current rules
3a. While annoying it ensures there's no excuse for people to say they didn't know.
3b. Zero tolerance policy - everyone has seen the rules
3c. Rules such as no fighting on station need to be made more clear (rule is actually no fighting on station grid but most don't know this). In addition, some rules also need clarification, i.e. bumping on grid with station after being asked to stop is considered interference of testing, many don't realize this.


As for the issue of people spamming supers, there is a possible (fun for BHs) solution which I've seen done but doubt will happen again: spawn 30 Deltole Tegmentums on grid and let them kill said super (takes about 2 min or so).

Problems with fixes suggested:
1. Acceleration gates - this doesn't stop people, simply camp the acceleration gate with your "oversized" ship.
1a. More whining from people when they get killed on the acceleration gate
1b. Unneeded allocation of resources which could be better spent
1c. Having some sort of CONCORD/gate gun defense on the gates - see 1b
1d. People will just camp the acceleration gate entrance
2. Cyno jamming the main combat system - capital warfare is apart of Eve, deal with it
2a. Most corps are able to field a small capital fleet, so it makes no sense to remove these from the main system


I probably missed a few things, feel free to point them out
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