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Thread: [Dev Post] Winter changes to FW upgrades and warzone control (longpost)

  1. #1
    Donor Sponk's Avatar
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    [Dev Post] Winter changes to FW upgrades and warzone control (longpost)

    http://www.reddit.com/r/Eve/comments..._upgrades_and/

    cant cut and paste because

    Blah blah tapatalk
    Contract stuff to Seraphina Amaranth.

    "You give me the awful impression - I hate to have to say - of someone who hasn't read any of the arguments against your position. Ever."

  2. #2
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    Cyno jamming low sec systems, I can't see any objections to that!
    You may be a king or a little street sweeper, but sooner or later you will dance with the reaper!

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    And still they fail to remove the plexing imbalance.

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    Donor Sponk's Avatar
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    What placing inbalance in particular?

    Blah blah tapatalk
    Contract stuff to Seraphina Amaranth.

    "You give me the awful impression - I hate to have to say - of someone who hasn't read any of the arguments against your position. Ever."

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    The one that means that some sides' plexes are easier to capture than others.

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    Quote Originally Posted by Evil Synns View Post
    Cyno jamming low sec systems, I can't see any objections to that!
    yes for 1 hour at the cost of 130 mil and only at level 5 systems.
    I would be suprised if anyone will use this jammer at all outside of shielding sieging dreads from superdrops.

  7. #7
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    Quote Originally Posted by Jack bubu View Post
    Quote Originally Posted by Evil Synns View Post
    Cyno jamming low sec systems, I can't see any objections to that!
    yes for 1 hour at the cost of 130 mil and only at level 5 systems.
    I would be suprised if anyone will use this jammer at all outside of shielding sieging dreads from superdrops.
    Exactly. As a corp in FW, lvl 5 would be simple enough. The ability to make sure no one could super drop sounds wonderful!

    And the gate campers who are sick to see cyno's 23x7 and titan jump bridges.
    You may be a king or a little street sweeper, but sooner or later you will dance with the reaper!

  8. #8
    Donor Mike deVoid's Avatar
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    Why the hell is this on reddit?
    Countries do not exist where I am from. The discovery of the Higgs boson led to limitless power, the elimination of poverty and Kit-Kats for everyone. It is a communist chocolate hellhole and I'm here to stop it ever happening.
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  9. #9
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    Quote Originally Posted by Mike deVoid View Post
    Why the hell is this on reddit?
    Cross post from eve-o. And ccp playing favourites. : >


    

  10. #10
    Donor Mike deVoid's Avatar
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    Well, it looks like they are going to address NPCs in a different thread/topic.
    Countries do not exist where I am from. The discovery of the Higgs boson led to limitless power, the elimination of poverty and Kit-Kats for everyone. It is a communist chocolate hellhole and I'm here to stop it ever happening.
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  11. #11
    Ampoliros's Avatar
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    Quote Originally Posted by Jack bubu View Post
    Quote Originally Posted by Evil Synns View Post
    Cyno jamming low sec systems, I can't see any objections to that!
    yes for 1 hour at the cost of 130 mil and only at level 5 systems.
    I would be suprised if anyone will use this jammer at all outside of shielding sieging dreads from superdrops.
    Not to mention it only has 4m ehp, which means you could probably kill it in under 5 min with a reasonable sized fleet or caps already in-system

    It's going to be impossible to balance, though. Trying to make sure a strong binary effect (ie, cyno jamming) is balanced by dropping a thousand drawbacks (short duration, LP cost, low ehp, isk cost...) onto it is just going to make it either hilariously underpowered or hilariously overpowered.

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    kyrieee's Avatar
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    GET RICH NOW BEFORE IT'S TOO LATE

  13. #13
    Donor Mike deVoid's Avatar
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    Quote Originally Posted by Ampoliros View Post
    Quote Originally Posted by Jack bubu View Post
    Quote Originally Posted by Evil Synns View Post
    Cyno jamming low sec systems, I can't see any objections to that!
    yes for 1 hour at the cost of 130 mil and only at level 5 systems.
    I would be suprised if anyone will use this jammer at all outside of shielding sieging dreads from superdrops.
    Not to mention it only has 4m ehp, which means you could probably kill it in under 5 min with a reasonable sized fleet or caps already in-system

    It's going to be impossible to balance, though. Trying to make sure a strong binary effect (ie, cyno jamming) is balanced by dropping a thousand drawbacks (short duration, LP cost, low ehp, isk cost...) onto it is just going to make it either hilariously underpowered or hilariously overpowered.
    It surely then becomes situational and not an 'I WIN (because I am rich)' button. Sure, underpowered in many situations but not all.
    Countries do not exist where I am from. The discovery of the Higgs boson led to limitless power, the elimination of poverty and Kit-Kats for everyone. It is a communist chocolate hellhole and I'm here to stop it ever happening.
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  14. #14
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    WINTER ITERATIONS

    After looking into current mechanics and feedback there are a certain number of points we want to change on the system upgrade and war zone control systems.

    WAR ZONE CONTROL EFFECTS

    Current warzone control design is flawed as it does not encourage players to hold space, only to upgrade I-hubs when they need to buy stuff from the LP store to get massive reductions. Ideally we would want players fighting and struggling to keep control over their space, that is why we propose the following.

    We would remove LP store price reduction in the new system, and only modify LP gained. As such, tier1 WZ would reduce all LP gains by 50%, tier2 would keep them on the same field as of now, tier3 would give a 100% LP gain bonus, tier4 150% and tier5 200% LP gain bonus. This would encourage factions to actually keep and maintain space to have the LP bonus rather than just push once in a while.

    NEW SYSTEM COSTS

    We are not particularly fond of how easy it is to upgrade a system currently. On top of that it is quite easy for attacking players to reduce upgrade level by attacking complexes in the same system due to how the bleed-out on the I-Hub works (this will be tackled further down below).

    Part of the fix is to increase LP amounts required to upgrade a system to the new numbers mentioned below:
    •Level1: 40,000
    •Level2: 60,000
    •Level3: 90,000
    •Level4: 140,000
    •Level5: 200,000
    •Buffer: 300,000

    NEW SYSTEM UPGRADES

    As mentioned quite a few times, current system upgrades are a bit lame, as not really providing needed bonuses, especially in systems with no stations. Iteration would include:

    Level1: * +5 station manufacturing, copy, ME, PE, Invention slots * 10% market tax reduction * 10% repair cost reduction * 5% manufacturing time reduction

    Level2: * +10 station manufacturing, copy, ME, PE, Invention slots * 20% market tax reduction * 20% repair cost reduction * 10% manufacturing time reduction

    Level3: * +15 station manufacturing, copy, ME, PE, Invention slots * 30% market tax reduction * 30% repair cost reduction * 15% manufacturing time reduction * 10% reduction to starbase fuel cost

    Level4: * +20 station manufacturing, copy, ME, PE, Invention slots * 40% market tax reduction * 40% repair cost reduction * 20% manufacturing time reduction * 10% reduction to starbase fuel cost

    Level5: * +25 station manufacturing, copy, ME, PE, Invention slots * 50% market tax reduction * 50% repair cost reduction * 30% manufacturing time reduction * 20% reduction to starbase fuel cost * Able to anchor Cyno Jammer

    CYNO JAMMER

    As you can see above, the Cyno Jammer is back with a vengeance. However we took into consideration the feedback we received during Fanfest and various community channels, and it would work as mentioned below.
    •Bought from FW LP stores as 1 BPC (total cost including manufacturing materials estimated around 100-130m ISK)
    •Has only 25% hitpoints of the null-security Cyno Jammer version (thus about 4 million HPs instead of 16)
    •Cyno Jammer is launched from the ship cargohold and deployed into space, requires the "config starbase equipment" role (this technically restricts all NPC militia members to launch such a structure - you have to be in an enlisted player made corporation)
    •Cyno Jammer requires a spool-up time (5 or 10 minutes)
    •Cyno Jammer automatically turn online once spool-up timer has passed, causing its effects to be activated for the specified amount of time
    •May only be anchored when proper system upgrade has been met
    •Only one Cyno Jammer may be anchored per solar system
    •Cyno Jammer needs to be launched near the system Infrastructure Hub (between 5 and 10km)

    Working conditions:
    •An anchored Cyno Jammer automatically turns online after the spool-up period and works for 1 hour
    •Deployed Cyno Jammer is automatically unanchored and destroyed if the solar system upgrade level goes below minimum requirements while it is active
    •Deployed Cyno Jammer automatically unanchors and self-destructs once their lifetime has expired
    •Cyno Jammers are considered as militia objects and may be shot by the opposing factions without any consequence (neutrals can shoot them but have to take a security status hit)
    •Has same effect than null-security version - prevents Cynosural Fields to be created in the solar system as long as it is active

    LP DONATION MAINTENANCE FEE

    The more system upgrades a faction has, the more donated LP is wasted to maintain current upgrades. Technically this would mean a faction with no upgrade would get a 0% fee while donating LP to the I-hub, while a faction reaching tier 5 war zone control would spend 70-75% of its LPs into the maintenance fee before they are counted for the upgrades themselves.

    This mainly done to offset the massive LP gain bonus when reaching higher War Zone tiers, and also provide diminishing returns to factions owning vast amount of space.

    GENERAL CAPTURE CHANGES

    Last but not least, we have a certain number of smaller changes that have been suggested and requested for a while.

    Reduce I-hub LP bleed from attacked complexes: I-hub currently lose 50% of attacked complex LP amount, which makes it difficult to hold a system upgrades. We would like to reduce the bleed out to 10% to make it less easy to reduce it. Thus capturing a Major site would only remove 3,000 LPs from the I-hub instead of 15,000 as it is today.


    Defensive plexing gives LP: as title says, but with a twist. LP amount is based on contested system % to avoid farming. Thus, a system that is 50% contested would only give 50% of the total LP amount available. Maximum cap would be set to 75% to encourage players to still be in the offensive.


    Attacking complexes don't pay anything in vulnerable systems: currently it is possibly to still gain LPs and VPs in vulnerable systems, not only allowing you to farm the system instead of taking the I-hub, but also give you a huge VP buffer as they keep piling up indefinitely. Plan is to stop attackers from getting LPs and VPs when system is vulnerable - we would still leave a small VP buffer for attackers, but nothing bigger than 100-200 VPs.


    That's pretty much for this thread, as mentioned above, we have more stuff coming, but that will concern NPCs and FW complexes, both of which are covered elsewhere in the Features & Ideas Discussion forum.

    Many thanks for reading this huuuuuge wall of text, constructive comments are welcome

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    Quote Originally Posted by Rodj Blake View Post
    And still they fail to remove the plexing imbalance.
    NPC and complex revamp will be announced in that thread.
    OMG, they didn't talk about the thing they said they would talk about in a different thread! To the pitchforks and torches!

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    FW needed nerfing because the isk income was retarded but it sucks that I will have an easy source of income taken away

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    Quote Originally Posted by Rodj Blake View Post
    The one that means that some sides' plexes are easier to capture than others.
    https://forums.eveonline.com/default...20#post1866320

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    •FW COMPLEX CHANGES

    After reading the feedback from numerous community sources (had to read this post again to make sure we didn't forget any good point), we acknowledge that Factional Warfare complexes need to be changed and are high in our priority list.

    * Capture beacon location: first, we want to move the capture beacon closer to the room entrance (0-10km instead of 60-70km) to promote fights next to the acceleration gate exit point and being able to intercept incoming hostiles more easily.

    * Unify capture range: having 10, 20 and 30km range depending on the complex size is confusing and not needed anymore if we move the beacon closer to the room entrance. Thus we would like to have a capture range of 30km for all sized sites, so it's easier to remember for everyone.

    * Increase contested range: at the moment an hostile pilot will only contest a capture timer if he is within capture range (whose reach varies depending on the point above). We want to move the contested area to the whole complex range, which would mean as long as hostile pilot is within your room the capture timer would be paused.

    * Complex size and name changes: current complex sizes are confusing as some major sites have no acceleration gates, while others do. Plan is to revamp sites to 4 sizes: rookie (only tech 1 frigates allowed, no navy, pirate or tech 2 variant), small (all small ships, including navy, pirate and tech 2 variants - essentially all frigates and destroyers), medium (all cruisers, including navy, pirate and tech 2 variants - battlecruiser variants are not allowed) and large (unrestricted access).


    •FW COMPLEX NPC CHANGES

    We will be talking about complex NPC changes only here - we know FW mission NPCs need to be tackled as well, but for now let's focus on one problem at a time. Before we list the changes, the main activity we see for Factional Warfare is PvP. PvE should not override PvP in this feature, as such the NPCs need to be very specialized to meet the goals you mentioned in this thread.

    * NPC attribute revamp: this means two things. First, making sure no faction has an advantage over another. For example, having some factions use missiles while other have turrets is a no go. The other is to make sure we prevent, or at least significantly reduce AFK farming without hampering PvP when it does happen. Current FW complex NPCs will be scrapped and replaced with new ones that have the following characteristics:

    * Very low damage output - they can kill you if you stay in the complex without taking care of them for 15 minutes, but their damage potential is so small it won't hamper players if attacked by others while capturing.
    * Very high speeds: no matter what your fitting is, they will catch you. No endless Benny Hill music scene anymore.
    * No EW: no electronical warfare or any kind, as this would be destabilizing when PvP occurs
    * Have Sleeper AI: that means they will change targets according to your threat
    * Active tanking: NPCs will have an active tanking according to the complex size they are on to discourage players to tackle larger sites with undersized ships. For example, while Minor sites could have a frigate NPC easily killed in your own frigate, Major could have battlecruiser or battleships NPCs with a active tank extremely difficult to tackle on the same frigate.


    Why do the active tanking point matter you say? Because:

    * NPCs contest capture timer: as long as there is a NPC in the area the capture timer is paused, just like with an enemy player. Capture timer is only paused when attacking a complex. Defending a complex with NPCs of the same faction would not cause such pause. Coupled with the active tanking point above, it means that if you can't kill the NPC reasonably fast, you can't capture the complex.

    * NPC number reduction: currently NPCs spawn by wave of 3-5 on a timer. Thus if you don't kill them in time you can be overrun by a large number of them. That was particularly a problem with EW NPCs, as while a few jamming NPCs is annoying but not a big deal, having 10-15 of them jamming you would prevent you from doing anything. Our goal is to change them to spawn sequentially one at a time, so the next NPC would not arrive until the previous one was killed. Again, PvE should not take over PvP in Factional Warfare.

    * NPCs only spawn when no PvP is happening: NPCs spawn at a semi-random period of time, and only when the complex is attacked while there is no defending player. Technically that means NPC prevent AFK farming. NPCs do not warp away when a player from the opposing factions arrives. However, since they have very low damage and no EW, this wouldn't be much of a problem.

    * NPC standing aggression revamp: it's currently very blurry to know when NPCs attack you and when they don't. Part of the NPC revamp is to have clear attack rules to know when they are going to attack you or not. A fallout of that is also to make standing gains from PvP / PvE more consistent in FW, as we have a lot of confusion with this as well. We still have to design details on this specific points, but there have been excellent suggestions on this thread we will look into.

  19. #19
    Super Moderator DonorGlobal Moderator whispous's Avatar
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    Oh good. Get your caps in, jam the system, free reign over pos bashing.


    Now if it just affected supercaps, we can talk...

  20. #20

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    Quote Originally Posted by whispous View Post
    Oh good. Get your caps in, jam the system, free reign over pos bashing.


    Now if it just affected supercaps, we can talk...
    since when was it a problem to kill pos bashing dreads with subcaps?

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