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Thread Statistics | Show CCP posts - 23 post(s) |
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CCP Fozzie
C C P C C P Alliance
1183

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Posted - 2012.08.31 12:48:00 -
[1] - Quote
Karah Serrigan wrote:CCP Ytterbium wrote:WINTER ITERATIONS 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. ] Imo this, combined with the increased cost for upgrading, will just make upgrading obsolete at all. In a balanced war, like the one between caldari and gallente, where systems flip every day or two, its not worth upgrading a system to gain some more LP. Repair cost, tower fuel cost and market tax reduction are a complete nonfactor. The industry bonuses are very nice obviously, but again, theres just no way someone would spend 300k lp for a system which gets flipped in 2 days anyway.
That's part of the reason we're dropping the bleed to 10%. The combined factors of the reduced bleed and the increased cost mean that to get a system from fully upgraded down to no upgrades will take 10 times as many plexes as it currently does. Game Designer in team Game of Drones https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
1183

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Posted - 2012.08.31 12:50:00 -
[2] - Quote
Morgan North wrote:I have a suggestion:
Currently defensive plexing in FW, offers no rewards.
Here's an idea:
If the system is being contested, or not at maximum upgrade level, some opposing FW beacons show up.
Lets say that a system is secured and at level 5.
No enemy plexes can show up.
If at level 4, one enemy plex may be open at any one time, but never more than one. Recapturing it, or destroying it, works the same as simply recapturing a defensive plex, but offer standard rewards. Or lowered rewards.
Level 3, two plexes, level 2 three plexes, level 1 four plexes, contested, as many as possible of both types os plexes, and at opposing faction there's no friendly plexes other than those permitted by the above.
This would provide incentive for defending players aswell as look like military attempts at retaking or capturing the system.
I think this has a similar effect to your suggestion, except it only gives rewards in systems that are being actively attacked by players instead of simulating attacks by NPCs:
CCP Ytterbium wrote: * 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.
Game Designer in team Game of Drones https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
1183

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Posted - 2012.08.31 12:58:00 -
[3] - Quote
Syzygium wrote:Please also do something against all that "AFK-Farming" where people just send an MWD-Frigate with capstable tank into a plex and collect LPs for just orbiting... and if another Player kills them they laugh and use the next Frigate because that costs virtually nothing and can be done with a some-day-old newbiechar.
Webber-Turrets, Sentries with Tracking that kills MWD-Ceptors at Range or just don't give LP if nothing is killed in the PLEX... earning money completely AFK is not what FW should be like and there are lots of easy solutions for the problem.
We have a plan, but that's going to go in the other thread (the NPC and Complexes thread) Game Designer in team Game of Drones https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
1183

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Posted - 2012.08.31 13:01:00 -
[4] - Quote
Pinky Denmark wrote:It would also be a big help to put the complex closer to where you land after the acceleration gate. It's far too easy for people to avoid combat...
Great minds think alike. (That stuff is also going to be in the other thread once Ytterbium finishes that post) Game Designer in team Game of Drones https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
1183

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Posted - 2012.08.31 13:14:00 -
[5] - Quote
Zarnak Wulf wrote:
Since we are adding defensive LP, are there plans to kill or reduce FW mission LP? What about plexing in Caldari space under the Minmatar flag?
We're doing a close look at all LP sources and making sure they're all balanced with our goals. Missions are definitely a big part of that. We already fixed one bugged agent in a quick server fix and the results of the rest of the balancing will get posted in this forum once it's further along. Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
1183

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Posted - 2012.08.31 13:27:00 -
[6] - Quote
corestwo wrote:Anyway, I'm going to have to say I'm cautiously optimistic here as well. If Fozzie would confirm for us that he's working on it instead of merely being the front man, I could probably strike the "cautiously" from the record, too... 
FW is the biggest focus for Team Game of Drones this expansion, which counts both Ytterbium and myself among its members Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
1184

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Posted - 2012.08.31 13:35:00 -
[7] - Quote
corestwo wrote:Hooray!
Who do I have to bribe to get Game of Drones assigned to revamping nullsec when (hopefully not if) that happens?
If you find out let me know  Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
1184

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Posted - 2012.08.31 14:10:00 -
[8] - Quote
Marcel Devereux wrote:RE: LP overhaul If you are going to be redoing the LP interface and system, I would like to offer the following suggestions:
- Remove corporation LP and only have Faction LP. In the olden days this might have been a good idea on paper but it offers no additional benefit to gameplay.
- One unified LP store per faction. Again there is no reason to have multiple stores unless you goal is to infuriate players. Items can be made available to those of us that are in FW for the FW only items. Further more you could do neat things like not allow the opposing factions access to the LP stores. Think about it.
These two are both options but to do that we'd need to rewrite the whole LP store system as it is currently really bad. Rewriting it is something we want to do but it won't fit into this release.
Marcel Devereux wrote:- Journal log. As you stated we should have a record of all LP gains and spends. It would be really nice to be able to create a "kill board" to see who is gaining the most LP and donating the most LP toward upgrades.
We are working on ways to make LP gain show more clearly, more details on all that should come later.
Marcel Devereux wrote:- Remove tag requirements from items.
- Allow tags to be turned in for LP.
I have more but I need more coffee... That tag change is something we've heard from others as well, I definitely think is has merit but we can't commit to tag changes at this time.
Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
1184

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Posted - 2012.08.31 14:12:00 -
[9] - Quote
Karah Serrigan wrote:CCP Fozzie wrote:Karah Serrigan wrote:CCP Ytterbium wrote:WINTER ITERATIONS 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. ] Imo this, combined with the increased cost for upgrading, will just make upgrading obsolete at all. In a balanced war, like the one between caldari and gallente, where systems flip every day or two, its not worth upgrading a system to gain some more LP. Repair cost, tower fuel cost and market tax reduction are a complete nonfactor. The industry bonuses are very nice obviously, but again, theres just no way someone would spend 300k lp for a system which gets flipped in 2 days anyway. That's part of the reason we're dropping the bleed to 10%. The combined factors of the reduced bleed and the increased cost mean that to get a system from fully upgraded down to no upgrades will take 10 times as many plexes as it currently does. Correct me if im wrong, but the LP bleed is not tied -directly- to vulnerabilty of a system. What i mean is not that the upgrades get plexed down but rather the system gets flipped over while it is upgraded to 5.
That's correct but system flips become much harder when the system is being defended via defensive plexing (which will now give LP) and defending the IHub (which people have incentive to do now that you can't farm opposing systems forever). Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
1184

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Posted - 2012.08.31 14:37:00 -
[10] - Quote
Rodj Blake wrote:Fozzie, will you be taking measures to remove the plexing imbalance?
Assuming you're talking about the imbalances with the strength of NPCs between factions (missile use being a big part of it), that will be covered in the next set of posts which will appear in the NPC balance sticky once it's done.
But yes one of the planks of the FW NPC rebalance is to ensure that they are balanced between factions. CCP Affinity is on the case. Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
1185

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Posted - 2012.08.31 16:58:00 -
[11] - Quote
The companion to this thread is the one on FW complexes and NPCs. Ytterbium has updated that one as well:
https://forums.eveonline.com/default.aspx?g=posts&m=1866320#post1866320 Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
1188

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Posted - 2012.08.31 17:39:00 -
[12] - Quote
Altivs Obvisivs wrote:Maybe I've missed it and appologise if I did, but will PoS fuel cost reductions apply only to FW corps/alliances or will it apply to everyone within a system?
Current plan is for it to apply to everyone.
Aryth wrote:So why is lowsec/FW receiving the very fixes all of null needs for production? Is there a plan to give the same upgrades to null?
Honestly it's because we're working on FW this release. Once we get to Null, encouraging local industry and reducing reliance on Jita is high on the to-do list. Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
1899

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Posted - 2012.10.15 13:57:00 -
[13] - Quote
Hey everyone. I've got a few updates to our plan to share, including one change happening in Inferno 1.3 tomorrow and some tweaks to the earlier described plan taking into account all your excellent feedback and our conversations with the CSM. This stuff affects both this thread and the other one, but I'm just going to post it here because splitting it up doesn't make much sense to me. I'll just link to this post from there, and we can keep the combined feedback here.
Firstly, we have the Inferno 1.3 patch releasing tomorrow which will represent the beginning of the Empires' perpetration for the storm of new immortal infantry they see on the horizon. Most of the changes will be invisible to capsuleers, with the significant exception of Empire influence being increasingly exerted on the temperate planets of their contested zones. The four Empires have all begun to construct installations on the surface of temperate planets within factional warfare space that allow them to affect the system control to a limited but noticeable degree.
At this point the installations are being set up by local militias allied with their ancestral nations, so the planet control is being exerted by the original owners of the system, from before any FW sovereignty changes. This means that until the new mercenaries of DUST 514 begin deployment, the planet control will belong to the historical owners based on region (or another way of putting it, the builders of the stargates in each system). For instance, all temperate planets in Black Rise will exert influence for the Caldari, and all temperate planets in The Bleak Lands will exert influence for the Amarrians.
This influence will take the form of an increase or decrease in the number of Victory Points required to make a system vulnerable. If the same Empire controls both the planet and the Infrastructure Hub, the system will become harder to conquer through a higher VP threshold. If one Empire holds the Ihub and the other holds the planets, the system will become easier to conquer through a lower VP threshold. The influence exerted by each temperate planet is 12.5% of the standard VP threshold in either direction. Most FW systems have either one or zero temperate planets, and the maximum number in any FW system is four, giving a maximum possible VP threshold influence of 50% (12.5*4).
This planet influence will be adjustable once the DUST 514 Mercs are unleashed, but in the meantime it will present a static adjustment of the landscape that may influence which systems each Militia chooses to reinforce and base from. This change will take effect with Inferno 1.3 tomorrow. Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
1921

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Posted - 2012.10.18 11:09:00 -
[14] - Quote
The planet influence not being enabled is a known issue and we now know the cause.
For the unusual behavior of the bar I'd appreciate it if you could submit a bug report to help us get to the bottom of it. Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
2335

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Posted - 2012.11.08 14:23:00 -
[15] - Quote
Hey everyone. I've got another FW update to our plan.
We've been getting a lot of feedback about problems with the geographical layout in the Amarr/Minmatar warzone. We spent some time discussing the options with players from both factions a few months ago, but we had announced anything because we were not sure if we could fit it into our plan for the release.
While doing some triaging of the FW work to fit as much as possible into Retribution we realized that getting these geography changes in would have a good benefit to time ratio so we're putting it into the plan.
Our plan for the moment is to add three new jump gates to the warzone:
- Kurniainen (Bleak Lands) to Isbrabata (Metropolis)
- Siseide (Heimatar) to Eszur (Metropolis)
- Gulmorogod (Heimatar) to Egmar (Metropolis)
Let us know what you think! Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
2340

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Posted - 2012.11.08 15:51:00 -
[16] - Quote
Iris Bravemount wrote:So instead of having a bottleneck in Hofjaldgund, we'll have a bottleneck in Eszur?
Why not a Siseide <-> Frerstorn (or Gebuladi) gate instead?
You'll have two options to enter Eszur (the new one being a regional gate) and three to leave Eszur when heading from Amarr space to the back of Metro. Eszur will still be a hub but it will be a hub that cannot be easily fully locked down. Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
2343

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Posted - 2012.11.08 16:33:00 -
[17] - Quote
Bienator II wrote:awesome work. I was checking the FW area with the latest build... nice changes. But are you sure you want to have destroyers in rookie complexes? T1 frigs vs destroyers is suicide most of the time... esp for rookies. Small plexes have T2 frigs which are a fine match to destroyers. Also the plex description does not mention faction ships at all so i have not tested it.
The plex descriptions are not updated in that build. The rookie plexes will not allow destroyers, will allow navy faction frigs and may or may not allow pirate frigs depending on what we have time to implement. Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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