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Thread Statistics | Show CCP posts - 21 post(s) |

Dirk Smacker
Inglorious-Basterds
38
|
Posted - 2012.05.16 17:13:00 -
[31] - Quote
CCP Ytterbium wrote:
Possibly use them to assist a losing faction; for example, have tougher NPCs than usual spawn for a faction with less solar systems, or attack opposing members at gates (not neutrals)[/list]
OK, I have to ask why they wouldn't attack neutrals? They should gets aways from our wars.
Unless you were planning on only having FW able to activate gates?
I guess once you have a signature, you cannot have a blank one. |

Cearain
Imperial Outlaws
424
|
Posted - 2012.05.17 14:03:00 -
[32] - Quote
CCP Ytterbium wrote:
Possibly use them to assist a losing faction; for example, have tougher NPCs than usual spawn for a faction with less solar systems, or attack opposing members at gates (not neutrals)[/list]
I would be against this. Try to put some sort of balance in the systems so players will continue to fight for both sides. Don't make it so everyone joins one side and then just does pve against rats.
Please look at data on incursions. When incursions go to a low sec system does the amount of pvp there increase or decrease? If it decreases then please reduce the influence of npcs in faction war. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Cardano Firesnake
ICE is Coming to EVE Goonswarm Federation
23
|
Posted - 2012.05.21 11:12:00 -
[33] - Quote
The anomalies, and the missions are boring. Nearly as boring than mining.
Missions and anomalies should be more dynamic even if the ISK/Time must not be too hard.
More different missions and anomalies with similar level of gain is a priority.
Distribution and Mining missions must be as lucrative than security missions give players more way to gain isk. |

Serina Tsukaya
Lonetrek Trade and Industries Test Friends Please Ignore
5
|
Posted - 2012.05.22 11:47:00 -
[34] - Quote
The idea of using npcs to assist a faction that is struggling is a good idea. It would mean that taking all of the space of a faction becomes more difficult. And given how many people prefer one race over another, this would artificially balance power between the factions in a positive light. No one would want to join the war on the side of the gallente if they've lost all their systems. |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
126
|
Posted - 2012.05.22 16:49:00 -
[35] - Quote
Problem with using NPCs as a balance tool is that you risk forcing a winning side to field ever more people just to deal with the 'distractions' which will cut into the pew side of things .. will be even more true if they ever get around to balancing the NPCs themselves ... I say "if" because 'lol' CCP SoundFail is in charge so chances are the navy rats start dropping navy bpcs and get bounties attached "because then people will want to shoot them and they are no longer an obstacle to pew!!!1111"
As for joining a losing side .. LP will be easy as hell to acquire just from plexing (semi-AFK activity for the most part) .. so easy in fact that even if you have the atrocious x1/4 modifier you will probably still be able to make a tidy profit. Whole thing depends on whether or not the "winners" aggressively pursue and have nigh constant numerical superiority . |

Shallazar
Amarrian Retribution Amarr 7th Fleet
0
|
Posted - 2012.05.24 11:38:00 -
[36] - Quote
Hrett wrote:Cearain wrote:Kurai Okala wrote:Milton Middleson wrote:If we don't want NPCs messing up PvP (I don't), but don't want to ditch them entirely (I don't), a possible solution would be to make the plex have two rooms: one with the NPCs and one with the actual plex timer. Hostile militia that warp to the plex and take the accel gate in wind up in the first room and need to kill all the NPCs to unlock a second gate. Friendly militia just go straight to the final room. (This also gives an advantage to defenders who respond quickly or attackers who can clear the NPCs quickly).
This doesn't solve the issue of NPC difficulty/numbers, but it does mean that you're not going to lose a fight because the rats had you webbed or TDed. It also prevents people from AFK speed tanking plexes, since you will have to kill the rats. Mixing NPCs with PVP has always seemed like a bad idea to me but I don't want to see FW NPCs removed all together either so I like this idea. Also, another +1 to reducing NPC numbers but improving their AI to make them mimic PVP. I don't think FW players should have to gimp their PVP effectiveness to effeciently deal with enemy NPCs (get those PVE fits out of a PVP feature) Improve their ai if you want but make them easy to kill. IMO ccp should use npcs only where absolutely necessary. If they aren't absolutely necessary then get rid of them. This is a mmo people should be deciding the outcome of wars not spawns of npcs. The rats are necessary to prevent farming now. The problem is, they are unbalanced across the races. Here is the best example I can think of - last night one of my corpies chased off a solo condor that was speed tanking a gallente major. I have seen km of these ships in the past, and many of them dont even fit guns - just an overdrive or two. People are now just going to go to backwater systems and run buttons for 30k LP with solo condors or atrons on unskilled alts. PLEASE DON'T LET THAT GO LIVE. I cannot tell you how many ways i have heard to exploit this already. I have 3 suggestions that might fix it: 1. Give all races frigate and cruiser rats that can hit frigates. Ships that have light missiles and/or painters. Some should spawn with wach wave. It wont make them impossible to run with frigates, but it will make people have to kill the rats. Solo or dual boxed unskilled frigs should not be able to speed tank plex. 2. Even easier - make it so a plex will not complete or award LP unless all rats have been killed. This won't require changing the rats at all. 3. Award LP for both offensive and defensive plexing, but ONLY when a system is contested. This will prevent farming by making conflict systems where players will gather and fight and prevent people from afk farming backwater systems. Honestly, I think it should be a combination of #2 and 3 above.
I've only been in FW a week and the above seems to be one of the most annoying issues when watching a Vigil able to go and complete an Amarr Major Outpost solo. It is quite a crazy situation, devalues the game and should be fixed asap.
As the above poster suggested in point 2, it would be a very easy change to make capture dependent on killing all the npc's and running the timer. There are a lot of other ideas that can be evaluated, and just this one change will not fix the issue completely, but I it must be very easy to implement, as many missions work in this way.
It would also make the mechanics more logical, as it is not very realistic to suggest an outpost/plex is caputured if the guarding fleet is still intact. They would just capture it back!!!!! Maybe the timer shouldn't even start counting until the fleet starts being attacked.
Shall.
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Condor Amarr
Black Watch Guard
12
|
Posted - 2012.05.24 11:52:00 -
[37] - Quote
Veshta Yoshida wrote:NPC's could all be the grossly overpowered Concord vessels if only the AI/behaviour was coded right. Not sure if the actual ships need much changing at all to be honest, eWar could do with a downwards tweak but I am hoping that the eWar revision will make any such change pointless .. you are still planning on revising eWar I take it? Have them protect that which they were meant to first and foremost .. the complex, aka. timer, instead of everything with the proper standings. - If a person enters capture range (CR), check standings, if hated -> shoot him down. - If a person leaves capture range, but has taken no hostile action -> keep him locked but do nothing further. - If more than one with hated standings are in CR, then use threat list akin to the one used by Incursion Sansha. - If a person is in plex but not in CR, lock him up -> do nothing further. - If a person is in plex but not in CR and takes hostile action against guards -> shoot him down but never leave striking distance of timer which is to be protected. * Basically have them ignore anyone who is not a direct threat to the plex or its personnel. Add some sentries around the timer to assist with LR targets (especially in Gallente plexes where NPC weapons are worse than BB guns) and to make the solo AB frig capture an impossibility. It is a military installation damnit, surely they have some gun emplacements .. even the smallest of the small pirate installations have some defensive guns in place! The NPCs are now something to do when no pew is present and they don't interfere with the pew when it is (provided it doesn't happen on the timer  ).
This, but I would add:
ALL NPC within a plex must be destroyed before the plex is captured. There is no way you should be able to capture a plex from "under the nose" of the Navy assigned to protect it. If we can't dock in their space, we sure as hell shouldn't be able to steal their system while they sit and watch.
I also think you have gone about this in the wrong order. You have implemented the new Sov system, whilst still working with a broken (horribly broken actually) capture mechanic. All this is going to do is mean that certain factions will continue to have an advantage (IE - capture the remaining systems) and THEN the NPC balance will be implemented... Which is pointless, as they will already own all the space.
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RaptorXL
Tax Evasion R US Joint Alliance Blue
0
|
Posted - 2012.05.27 04:19:00 -
[38] - Quote
Morwen Lagann wrote:A common and recurring complaint I hear from friends in FW is summed up pretty easily in two words: NPC EWAR.
More specifically: Amarr Militia: "OMG my frigate is suddenly a stationary battleship because the Minmatar NPCs have hax webifiers and target painters!" Caldari Militia: "OMG I can't target anything because the Gallente NPCs are damping my targeting range down to 5km!" Gallente Militia: "OMG I can't target anything because the Caldari NPCs are permajamming me!" Minmatar Militia: "OMG I can't hit anything because I was already fighting in falloff and the Amarr NPCs are tracking distrupting me!" (alternatively: "lol, tracking disruption doesn't work on stealth bombers, n00b NPCs")
This. Fix all NPC's, missions too while you change the FW. This is a problem everywhere. |

Mra Rednu
Black Watch Guard
20
|
Posted - 2012.05.27 08:44:00 -
[39] - Quote
Hrett wrote: 1. Give all races frigate and cruiser rats that can hit frigates. Ships that have light missiles and/or painters. Some should spawn with wach wave. It wont make them impossible to run with frigates, but it will make people have to kill the rats. Solo or dual boxed unskilled frigs should not be able to speed tank plex. 2. Even easier - make it so a plex will not complete or award LP unless all rats have been killed. This won't require changing the rats at all. 3. Award LP for both offensive and defensive plexing, but ONLY when a system is contested. This will prevent farming by making conflict systems where players will gather and fight and prevent people from afk farming backwater systems. Honestly, I think it should be a combination of #2 and 3 above.
Idea's here would work, main thing and we been saying this for years is balance the rats, a vigil should not be able to capture all Amarr plex's OR make it so the Amarr can run all the minnie plex's with a t1 shitfit frig.
It's been the case where we need to put double the numbers into a plex to cap it because of the npc ewar and then get reports of a t1 frig capping a major next door, we been fighting against the tide for so long now that tbh a lot of us are resigned to the fact that CCP will balance the rats only once it is too late and the last systems have fallen or perhaps switch it for a few years so we can cap systems with untrained alts and the other side need to field proper ships and see how that goes, that would be proper balance wouldn't it :P
I'd personally favour all rats got to be killed I think do away totally with the ewar aspect from the rats as well, if pvp is going to happen the rats should provide additional dps but not ewar, you want ewar you bring it you're self. |

Atfal alNudjum
Black Watch Guard
0
|
Posted - 2012.05.28 09:34:00 -
[40] - Quote
Below are my views on FW and some of them have already been discussed previously, but you did ask for suggestions...
STATION LOCKOUT Get rid of it, in it's current form it's crap. My preference would have been to have stations across the WHOLE of eve allow acces or charge docking fees based upon your standing. Hey if I want to dock at a player owned station in 0.0 I have to pay or I may not be allowed in at all right?. So why not make it across the board. If your standing is say below -6 or so then the racial station will lock you out "Sorry mate your isk aint good enough to get you in here". Military stations linked to FW deny access to the enemy regardless. If they are in a system controlled by the enemy then the friendlies have to pay to dock, hey you have to pay for the dodgy paperwork to be done.
PLEXES Plexes are the bane of existence to FW. You are either going to have to balance the NPC rats across the board so that you can't speed tank them for example, as currently they act like morons. This is especially needed for the missions as they are being farmed like crazy with stealth bombers due to the crap rats on some sides of the militia.
The other alternative is to remove the spawned plexes all together and make all plexes missions. Something like;
- Agents are available based upon your standing in the militia (Agent Level) and possibly allow the choice of offensive or defensive missions when you speak with them.
- The size of the complex that will spawn is based upon the level of agent you speak to. (Lvl 1-Minor, Lvl 2-Medium, Lvl3-Major, Lvl 4&5 -Major Unrestricted). Ship restrictions remain as they are or if you want new players a step into FW, then perhaps Lvl 1 agents will spawn a Minor Restricted plex that only allows T1 frigates to enter, this negates the effect of faction frigates, T2s, destroyers etc and is only just a thought.
- The system chosen for the mission can be randomly determined with a weighting based upon how contested a system is. Highly contested systems would have more resources thrown at it by the respective militias. Higher level agents would also look at putting the larger missions in the most contested systems to try and stop the enemy.
- NPC rats may be included in the missions based upon the storyline of the mission, but they need to be intelligent and balanced. You shouldn't be able to speed tank a mission in a stealth bomber to farm them for example. Not having come across the EWAR stuff much myself I can't comment, although I can imagine the annoyance against Caldari with the missile buffs and ECM kicking in. Especially against frigate sized ships in minor plexes.
- ALL FW MISSIONS must have a way for either side to close it and it shouldn't necessarily have to be the same way e.g. a timer or shooting a rat so the other guy can't finish the mission.
- This last point is more of a story-line one which could affect missions. As the war progresses each sides military strategy may also change based on political back story etc. This would then affect the type and way missions are handed out. For instance, the Amarr Militia is losing a significant number of systems to the Minmatar. The Minmatar Command decides that at this stage it may be stretching itself thinly they begin a campaign of consolidation rather than purely offensive or perhaps the Empress decrees a spring offensive and all Amarr agents will give offensive missions only with every 5th mission given being a defensive one.
Plex Restrictions With the idea above re new players and a Minor Restricted plex it got me thinking. CCP has indicated in their 'latest' ship re-shuffle that faction ships are above T2 ships with respect to abilities and such. If that is the case then why are faction ships so cheap to build (once you get a BPC/BPO they only cost around $400k isk for a Dramiel or Slicer) compared to T2s and secondly why are they allowed in a minor plex when a T2 is not?
Restrictions need a little bit of a rethink in my opinion to balance out the PvP somewhat. A number of people like the small skirmish type of PvP that has, lets face it, been somewhat lacking with the use of booster alts and blobs. A Dramiel, Slicer or Firetail etc will for the most part take apart T1 & T2 frigates, and quite a number of destroyers from my experience (obviously if the player is crap the ship type doesn't count for much). But it is still allowed into minor complexes without issue, while T2s frigates have to enter mediums. It doesn't add up in my mind anyway.
Well that's about it for the moment, I'm sure I may think of other stuff later on and if I get a chance post it for critique or ridicule.
If you got this far, cheers for reading the whole thing 
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Kuehnelt
Amarrian Retribution Amarr 7th Fleet
60
|
Posted - 2012.05.29 05:26:00 -
[41] - Quote
Hrett wrote:The rats are necessary to prevent farming now. The problem is, they are unbalanced across the races.
Here is the best example I can think of - last night one of my corpies chased off a solo condor that was speed tanking a gallente major. I have seen km of these ships in the past, and many of them dont even fit guns - just an overdrive or two.
http://aretr.thelegionofshadow.be/killboard/?a=kill_detail&kll_id=26560
Rifter, no guns, small shield booster, oversized afterburner, two nanofibers, cap/fitting mods. Solo contesting an Amarr major at the button. A Dramiel can solo an Amarr major at the button without so much trouble, and get out easier if a defender comes.
If the NPCs had to be destroyed for a plex to be taken, much of the problem of NPC balance would go away. |

X Gallentius
Quantum Cats Syndicate
242
|
Posted - 2012.05.29 11:40:00 -
[42] - Quote
Kuehnelt wrote: If the NPCs had to be destroyed for a plex to be taken, much of the problem of NPC balance would go away.
+1.
CCP ought to also spend time in plexes against diffferent races to be able to judge how to handle e-war/dps differences between the different rats. Everybody's opinion differs. My experience: Caldari E-war - Painful, Not as bad as before. Need eccm. Galletne E-war - Painful for long range ships. Need shorter range ship (not ultra long sniper), or sensor boosters. Amarr E-war - Only painful if another pvp'er is in plex, or if you are pure turret boat. Need Missile Boat, then drone boat. Minmatar E-war - ?? No experience. TPs + Missiles are probably very devastating to small ships. |

Condor Amarr
Black Watch Guard
13
|
Posted - 2012.05.29 15:23:00 -
[43] - Quote
X Gallentius wrote:Kuehnelt wrote: If the NPCs had to be destroyed for a plex to be taken, much of the problem of NPC balance would go away.
+1. Minmatar E-war - ?? No experience. TPs + Missiles are probably very devastating to small ships.
You've nailled it with this mate. The TP's make it impossible to do what the Minmatar are able to with soloing plexes.
As many people here have now stated, forcing a player to kill all the NPCs would do away with a lot of the hassles and force people to close the plexes the way I am sure CCP originally intended. |

Kade Jeekin
Kinda'Shujaa
12
|
Posted - 2012.05.29 16:14:00 -
[44] - Quote
The NPC EWAR is balanced with the NPC ship strengths - this balance has been fine tuned for non-FW missions over the years.
Minmatar is geared to damage enhancing, range controlling EWAR but with light ships
Amarr are geared to slugging it out, damage reducing EWAR, with heavy ships,
Gallente geared to close range brawling with heavy ships
Caldari long range, damage reducing but lighter ships
But, because you don't need to eliminate the spawns to cap a plex, the slugger factions (Amarr and Gallente) don't get to use their strengths
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Cearain
Imperial Outlaws
441
|
Posted - 2012.05.29 17:20:00 -
[45] - Quote
I think the minmatar npcs are pretty difficult to deal with. Running a major plex with them requires more than a typical pvp battlecruiser.
Seriously I wish CCP would do something so we didn't have to shoot npcs. Maybe have an alarm system that you have to apply x amount of dps to over 20 seconds or the npcs will spawn. That way a smaller ship won't be able to blow up the alarm.
Or just remove the npcs altogether and let the players know where plexes are being taken so we can defend our territory - you know pvp. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Dynast
Four Horsemen of the Apocalypse
38
|
Posted - 2012.05.30 01:19:00 -
[46] - Quote
Morwen Lagann wrote:A common and recurring complaint I hear from friends in FW is summed up pretty easily in two words: NPC EWAR.
More specifically: Amarr Militia: "OMG my frigate is suddenly a stationary battleship because the Minmatar NPCs have hax webifiers and target painters!" Caldari Militia: "OMG I can't target anything because the Gallente NPCs are damping my targeting range down to 5km!" Gallente Militia: "OMG I can't target anything because the Caldari NPCs are permajamming me!" Minmatar Militia: "OMG I can't hit anything because I was already fighting in falloff and the Amarr NPCs are tracking distrupting me!" (alternatively: "lol, tracking disruption doesn't work on stealth bombers, n00b NPCs") What this guy said. The EWAR is the crux of the problem, on two accounts. One, because a lot of it is frustrating as all hell, and two, because some races EWAR is much more powerful than others giving one side an unfair advantage in plex capping and PvP.
Plexes are simultaneously a little to easy to speed-tank and cap, while some of them are frustratingly hard to clear. Caldari suck to clear because of ECM, Caldari and Minmatar NPCs also have missiles (and webs) which make them harder to speed tank. Clearing Gallente is tiresome because of the constant damping, and clearing Amarr is more or less a breeze as long as you didn't bring a turret boat. And clearing should be encouraged in general, because it makes for better (more even) PvP in plexes. Speed-tanking just leads to people warping off instantly the second a hostile comes on grid.
PvP wise, getting ECM'd and Damped by NPCs both suck horribly, with TDing and webbing/painting being not as bad but still a pain the arse. The extra DPS is already an advantage for the defender, it needn't be so large.
My suggestion is, remove all FW plex electronic warfare NPCs, and add a spider drone or two to each wave. If there's gonna be EWAR in the plexes, make the players bring it. if the difficulty of the plexes is deemed too low with that removed, up the ship types/numbers, those are much less unpleasant to deal with than ECM, Damping, and the like. |

Dynast
Four Horsemen of the Apocalypse
38
|
Posted - 2012.05.30 01:34:00 -
[47] - Quote
CCP Ytterbium wrote:- What about the standing mechanic that govern NPC attack behavior? When do you feel they should engage you? Low standings? Capturing a complex?
FW Plex NPCs should immediately engage all ships that are not members of a friendly militia. i.e., Gallente plex NPCs should shoot anyone who is not in a corp that is in the Gallente or Minmatar militias. There's no reason they should ever decline to shoot based on something that can be manipulated like faction standings, or should allow neutrals or pirates to futz around or harass friendlies at a military site. |

Alticus C Bear
University of Caille Gallente Federation
47
|
Posted - 2012.05.31 11:09:00 -
[48] - Quote
Having had a chance to run some plexes the the NPCGÇÖs at the moment seem an inconvenience rather than a challenge or deterrent.
- I run them in active tanked semi PVP fits neither optimised for both.
- I use up ammo and cannot now resupply
- Potentially use up cap boosters especially in the larger plexes. Cannot resupply these either.
- Face periods of heavy jamming.
- I will prob warp/gain extreme range if a war target enters while in the majors. ItGÇÖs too much to face the NPC's and another ship.
- With no rewards for defensive plexing they normally get bored and leave.
- All in all itGÇÖs not fun and it does not encourage PVP
- The NPCGÇÖs should have a point to them.
I would not suggest doing away with NPCGÇÖs altogether especially in the larger plex sizes they should consist of a few light squadron waves that are fast and web, this potentially deters speed tankers.
Crazy idea GÇ£End of level BossGÇ¥Warning may be a rubbish idea
This NPC spawns at the end of the timer and only where no militia pilot friendly to the plex has accessed the timer in the latter half of its countdown. In this case some form of PVP engagement has likely taken place and the plex is completed as normal. It may have a few light allies but is a much more challenging NPC both tank and damage wise think of it as an officer NPC.
This NPC has to be destroyed to complete the PLEX.
This sounds silly but the point is to provide a reward and challenge where no PVP has occurred.
It could have a bounty or drop faction ammo, boosters.
This might need to de-spawn after a time to prevent it being gamed by being left hanging around, or could lock the gate just those in the plex face the spawn and it scales with ship numbers, canGÇÖt beat it and have to warp out plex closes and counts as defended.
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Axl Borlara
T.R.I.A.D Defiant Legacy
34
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Posted - 2012.05.31 16:59:00 -
[49] - Quote
Any chance of a Dev posting to say you are still reading this?
Having just read the entire thread, it seems an easy and fairly universally agreed first step would be to require killing all npc's to cap a plex. Speed tanking will work to count the timer down, but you still need something else to cap it.
Do that first and see what people think afterwards. *cough*iterate*cough*
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Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2418
|
Posted - 2012.06.01 00:08:00 -
[50] - Quote
Axl Borlara wrote:Any chance of a Dev posting to say you are still reading this?
Having just read the entire thread, it seems an easy and fairly universally agreed first step would be to require killing all npc's to cap a plex. Speed tanking will work to count the timer down, but you still need something else to cap it.
Do that first and see what people think afterwards. *cough*iterate*cough*
Probably not, but I assure you the feedback isn't going unnoticed. The dev's are busy with the CSM summit, and the Faction Warfare session is tomorrow morning, I'm sure this subject will come up and I'll certainly pass on the community feedback!
This thread will stay open and available even after the summit until we actually see a pass at NPC rebalancing, I'd imagine. That's the point, Ytterbium wants your specific input on what to tackle (no pun intended). You prolly won't see many posts just to say "we're listening" though, its implied especially since it was a Dev that opened the thread. Vice Secretary of the 7th Council of Stellar Management.
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Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
169
|
Posted - 2012.06.01 04:40:00 -
[51] - Quote
Hans Jagerblitzen wrote:... its implied especially since it was a Dev that opened the thread. So all (as in OMG Dev SPAM!) the Dev threads from F&I (or was it TSF) that were opened just prior to the forum change and never re-created are still being consulted/read?
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Meditril
T.R.I.A.D Defiant Legacy
78
|
Posted - 2012.06.01 15:11:00 -
[52] - Quote
Here are my proposals:
- Remove e-war entirely from NPC in FW missions and plexes. Reason: e-war makes the game too unbalanced for different factions.
- Give the NPCs the sleeper AI. Reason: This will make the "one is tanking the other is providing damage game" not that easy.
- Make NPCs faster, frigates should use MWD and they should hit at least 2000 m/s if they are going for a target. Cruisers should go for 1000 m/s and battleships 500 m/s. Without this, the change above has not much effect.
- NPC should stop spawning once defender (friendly pilot) is in plex.
- Keep the damage output and tanking ability of NPCs as it is.
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Muad 'dib
The Imperial Fedaykin
308
|
Posted - 2012.06.01 19:09:00 -
[53] - Quote
as per many whine post by me:
I love the changes overall even dont mind the dip in LP from sov occupancy and upgrade.
I feel we would get alot more done faster and more fun without the lockouts.
It already takes a very long time with alot of players to take systems and upgrade them, ontop of the pvp - the lockouts should go, even if just few a few weeks to try it out. http://img299.imageshack.us/img299/4375/mynewsig2.jpg |

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2418
|
Posted - 2012.06.02 20:35:00 -
[54] - Quote
Veshta Yoshida wrote:Hans Jagerblitzen wrote:... its implied especially since it was a Dev that opened the thread. So all (as in OMG Dev SPAM!) the Dev threads from F&I (or was it TSF) that were opened just prior to the forum change and never re-created are still being consulted/read?
Well, I obviously can't speak to the activity of every single developer, I just know in this case that Ytterbium's following the thread and taking notes, he doesn't usually post something up unless he really cares about the feedback he receives on that particular issue.
I would say that's *most likely* true for other recent threads as well, the ones that are older may be less likely they're being followed only because CCP has made such a pointed effort in recent months to engage the community because of all the feedback that they weren't doing so in the past.
Vice Secretary of the 7th Council of Stellar Management.
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Kuehnelt
Amarrian Retribution Amarr 7th Fleet
68
|
Posted - 2012.06.03 19:07:00 -
[55] - Quote
http://a7th.eve-kill.net/?a=kill_detail&kll_id=13549183
Dramiel, deadspace AB, EM/Thermic shield resist amplifiers, MSE, no guns.
This is 91mil loss is just another example of... um... wait... is there any way that you could make this the only viable plex farming fit? Thanks. |
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CCP Ytterbium
C C P C C P Alliance
626

|
Posted - 2012.06.04 13:56:00 -
[56] - Quote
Hey folks,
It's not because we aren't posting anything that we aren't following such threads 
As a quick update, we first want to remove all EW from FW NPCs (starting with complexes, FW missions would not be affected for now). This should go out as soon as possible (working on it as we speak).
However, the proper way of fixing this on the long run would be to totally revamp the NPCs though, and that's something we highly consider for this winter as it is extremely difficult to do on its own (current NPCs are used in missions for example). There also are good points mentioned here that we will definitely consider when iterating on this further.
Many thanks for your time and ideas so far! |
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Dynast
Four Horsemen of the Apocalypse
43
|
Posted - 2012.06.04 22:06:00 -
[57] - Quote
How costly would it be to make killing the NPCs required to finish offensive FW plexes? That would at least somewhat even things out between the militias, particularly in terms of nerfing the one day old afk speed-tank alt that currently works for some races but not others. |

Dopified
Quantum Cats Syndicate
21
|
Posted - 2012.06.04 23:57:00 -
[58] - Quote
CCP Ytterbium wrote:Hey folks, It's not because we aren't posting anything that we aren't following such threads  As a quick update, we first want to remove all EW from FW NPCs (starting with complexes, FW missions would not be affected for now). This should go out as soon as possible (working on it as we speak). However, the proper way of fixing this on the long run would be to totally revamp the NPCs though, and that's something we highly consider for this winter as it is extremely difficult to do on its own (current NPCs are used in missions for example). There also are good points mentioned here that we will definitely consider when iterating on this further. Many thanks for your time and ideas so far!
I like that you guys are looking at this and guess i just did not come over here to see that it was being talked about when I posted the new thread over in warefare and tactics. I am sorry for that can of worms.
I do not mind the fact that EW is being taken away i guess for most that will fix the problems such as ammar with target painting and such but the problem of damage dealing for the gallente will remain. Would a quick fix be possible to give all the complexes missiles spaming rats that do the damage type accordingly to the different militia's. This in turn will take away the speed tanking the Caldari and Minmatar have and in turn level the playing field for a short time for all. The only reason i say this is that the gallente are being outplexed at such a high rate. I just believe it would cut down on Brand new low sp alts running all plexes in a single system and yes it matters that all three can be run so easy and not just 1 or 2. This makes a difference. With all my rambling i am asking would this be considered for a short term solution just in the complexes? At least until you have your long term solution.
I am not concerned about lp market as much as system control we will simply be limited by what we can do and where we can go if we lose our systems as a whole. And as you see with the numbers we are working hard at trying to combat this on our own. Great job with the expansion it really did achieve the goal of making faction warfare awesome on the pvp front. We have action beyond what i thought it would have brought. |

Soldarius
TreadStone Standard The 99 Percent
224
|
Posted - 2012.06.05 09:34:00 -
[59] - Quote
Although I have never done faction warfare on TQ, I have tried it out on SiSi. I am sorry to see EWAR go away. No military force in its right mind would deny itself the use of such weapons if they were available.
The problem is that the various types of EWAR are not balanced. This is irrespective of FW. Rather than covering up the problem by removing the offending issue, try fixing it.
All factions should web and scram. These are the basic EWAR needed to hold an enemy down and destroy them.
Minmatar get TP (for their bungholes) to increase damage.
Caldari get ECM do reduce incoming damage.
Gallente get damps to force players to work at close range where their weapons do the most damage.
Amarr get neuts to reduce an enemy's ability to tank damage or even escape at all at close range. Tracking Disruption should be focused on optimal/falloff reduction to force players into close range where neuts are effective.
I also support the idea of having to destroy the defending NPCs to capture an installation. Flying around in space while cloaked or with no weapons for 15-20 minutes and calling ti captured is just not within the realm of believability. It utterly destroys all immersion.
Additionally, I would like to see better AI for faction NPCs. Given an enemy fleet, targets at close range obviously do not need to be range damped. The snipers do. High value targets like logistics, EWAR, and other support ships should be targeted regularly. Target switching should also be possible. The current targeting algorithm is too predictable and completely illogical.
In short, a single player in a frigate should not be able to capture a plex of any kind without some serious effort.
"How do you kill that which has no life?" |

Dynast
Four Horsemen of the Apocalypse
43
|
Posted - 2012.06.06 00:21:00 -
[60] - Quote
Soldarius wrote:Although I have never done faction warfare on TQ, I have tried it out on SiSi. I am sorry to see EWAR go away. No military force in its right mind would deny itself the use of such weapons if they were available.
The problem is that the various types of EWAR are not balanced. This is irrespective of FW. Rather than covering up the problem by removing the offending issue, try fixing it.
All factions should web and scram. These are the basic EWAR needed to hold an enemy down and destroy them.
Minmatar get TP (for their bungholes) to increase damage.
Caldari get ECM do reduce incoming damage.
Gallente get damps to force players to work at close range where their weapons do the most damage.
Amarr get neuts to reduce an enemy's ability to tank damage or even escape at all at close range. Tracking Disruption should be focused on optimal/falloff reduction to force players into close range where neuts are effective.
I also support the idea of having to destroy the defending NPCs to capture an installation. Flying around in space while cloaked or with no weapons for 15-20 minutes and calling ti captured is just not within the realm of believability. It utterly destroys all immersion.
Additionally, I would like to see better AI for faction NPCs. Given an enemy fleet, targets at close range obviously do not need to be range damped. The snipers do. High value targets like logistics, EWAR, and other support ships should be targeted regularly. Target switching should also be possible. The current targeting algorithm is too predictable and completely illogical.
In short, a single player in a frigate should not be able to capture a plex of any kind without some serious effort. These sort of PvE centric changes really aren't appropriate to FW. They don't add anything of value for the people who have joined FW looking for PvP, and that's what FW is supposed to be about: PvP along faction lines. The tougher the plexes get, the less PvPing in them makes sense -- if you have to spec for PvE, you pretty much always get destroyed in PvP. At which point.. why even try engaging? It's no accident that the lion's share of plex pvp is in and around the minors, which can effortlessly be cleared by destroyers.
There are other places to go for players who want enhanced PvE experiences, such as incursions and wormholes. Take it from someone who's in FW for real: this is not what we need, or want. |
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