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CCP Ytterbium
C C P C C P Alliance
559

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Posted - 2012.05.10 16:35:00 -
[1] - Quote
This is a discussion about system upgrades received when donating LP into the FW infrastructure hub, and how to make them more appealing after Inferno. Please refer to the FW blog for more details.
At the moment they are:
- Upgrade level 1 - 10,000 LPs required: +1 more station manufacturing, ME, PE, invention and copy slots*, 10% price reduction for medical clones (not jump clones), 10% reduction in market / contract broker fees
- Upgrade level 2 - 25,000 LPs required: +2 more station manufacturing, ME, PE, invention and copy slots*, 20% price reduction for medical clones (not jump clones), 20% reduction in market / contract broker fees
- Upgrade level 3 - 45,000 LPs required: +3 more station manufacturing, ME, PE, invention and copy slots*, 30% price reduction for medical clones (not jump clones), 30% reduction in market / contract broker fees
- Upgrade level 4 - 70,000 LPs required: +4 more station manufacturing, ME, PE, invention and copy slots*, 40% price reduction for medical clones (not jump clones), 40% reduction in market / contract broker fees
- Upgrade level 5 - 100,000 LPs required: +5 more station manufacturing, ME, PE, invention and copy slots*, 50% price reduction for medical clones (not jump clones), 50% reduction in market / contract broker fees
- Buffer - 100,000+ to 150,000 LPs
* Slots are only given for stations that already have that given activity before upgrade. For instance: a station only having science slots will not receive extra manufacturing slots.
It's a start, but nothing fancy. We would like to iterate on that after Inferno, and we have already heard some good comments, but your input is welcome.
Some ideas, not necessarily in any order:
- Bring back the cyno jammer, if polished enough to be shot down by neutral third parties. Fanfest taught us it is a very tricky move, so we want to hear from all interested parties here
- Move station deny docking from being automatic when a system is captured to something that only happens when the enemy upgrade a system to level X
- Provide science, manufacturing time reduction bonuses to further encourage industry in low-security space
Speaking of which, how do you feel about neutrals having access to your precious upgrades? As explained in the blog, the original goal was to promote an industrial backbone in low-security space, but you may feel differently.
Thanks for your time! |
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gfldex
500
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Posted - 2012.05.10 16:41:00 -
[2] - Quote
Did you think about a bonus to sec status gain? FW happens in lowsec after all. When someone burns down your sandcastle, bring sausages. |

gfldex
500
|
Posted - 2012.05.10 16:53:00 -
[3] - Quote
CCP Ytterbium wrote:Speaking of which, how do you feel about neutrals having access to your precious upgrades? As explained in the blog, the original goal was to promote an industrial backbone in low-security space, but you may feel differently.
Industry needs customers. Therefore any form of restrictions are a contradiction to provide incentives for lowsec industry. As long as the sales tax is as low as it is now, there is simply no reason to take the risk to move good into FW lowsec, because you are never more then 15 jumps to the next highsec system that can act as a local hub.
Since you can buy ISK with a PLEX but you can't buy screen time [1] it's travel time that get's you customers not pricing.
[1] That's the time a player spends in from of the screen actually watching a client. Bots are so popular because they get you stuff/ISK with very little screen time. For the same reason mining scales better then running missions.
When someone burns down your sandcastle, bring sausages. |

Milton Middleson
Rifterlings
3
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Posted - 2012.05.10 17:56:00 -
[4] - Quote
Quote:Speaking of which, how do you feel about neutrals having access to your precious upgrades? As explained in the blog, the original goal was to promote an industrial backbone in low-security space, but you may feel differently
I would say it depends upon the upgrades. For the bonus slots, I would say that is fine. If the upgrades grant a bonus to materials wastage or production time, limit that to the militia only. There's not a great deal of incentive to invest hard-earned LP so a bunch of neutrals can reap the rewards.
The problem is that right now there is very little reason to conduct industry in Low-sec, because you take on a great deal of additional risk for next to no additional reward.The issues that I see: a) The infrastructure (i.e. stations) is just as good, if not better in high-sec. Even with a few extra slots, there is absolutely no reason b) industrial-scale logistics is far, far more dangerous. You've got to be pretty ballsy or pretty stupid to try bringing a freighter into lowsec, and t1 industrials aren't go to fare a lot better. There appear to be a few jump freighters around, but I doubt they are enough, and you can't support serious industry out of blockade runners. c) Personal and corp-scale logistics from high-sec is fairly easy. It's generally only a few jumps to friendly high-sec, so people just go shopping there.
So, there isn't really a powerful reason to conduct industry/commerce in lowsec right now, and plenty of good reasons to stay in high-sec. Upgrades which deal with some of the above mentioned problems would go a long way towards encouraging FW industry. |

T'san Manaan
Murientor Tribe Defiant Legacy
32
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Posted - 2012.05.10 18:29:00 -
[5] - Quote
FW agents in the stations should be linked directly to the upgrade level. Level1 upgrade gets level 1 agents, Level 2 gets level 2 agents all the way up to 5 (yes add level 5 FW missions). Make the missions go to the nearest contested space and add to the victory points for capturing that system.
Also Incentives should be added to industrialists in the war zone. Something like faster production times, reduced mineral cost, lower taxes, less waste on reprocessing, faster/cheaper research and copying of BPOs etc.
Cyno Jammers at Level 5.
Thanks for looking into FW. You guys rock  |

Vyktor Abyss
Shadows Of The Federation Drunk 'n' Disorderly
139
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Posted - 2012.05.10 19:12:00 -
[6] - Quote
One important thing I think you've missed or forgotten about:
What is the point of upgrading systems without labs (or factories) or even stations?
For example at first glance Fliet and Deven would look like decent systems to upgrade, having stations but on closer inspections without a factory or research and only a refinery there really is no point upgrading these systems when Heydelies is 1 or 2 jumps away. Clone costs and tax rate is scant reason when only 1-2 jumps away is a much better candidate for upgrades - you see the issue?
Then there's Abune, Indregulle, Oinisaiken, Hirri, Hikkoken etc and the multitude of other stationless systems - what encouragement or benefit is there to upgrade these systems?
None other than as some cumulative contribution effect to overall faction control? - Well that will not be enough of a reason IMHO
Perhaps some future iteration could consider upgrades for these systems that:
1. Improve PI, allow larger customs offices with corp hangars, or some other PI related bonus. 2. Upgrades providing some strategic resource - for example allow the majority LP donator to perhaps choose it to spawn gas clouds for combat booster production or some other unique resource similar to the COSMOS contellations. 3. Allow players to build their own homes / structures - I'm thinking like detaching some functions of a POS, but more pirate-den style with more personalised functionality and aesthetics.
I'll post more later but this was just my first reaction to these upgrades. Cheers.
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Kurai Okala
Okala Corp
18
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Posted - 2012.05.10 19:27:00 -
[7] - Quote
I only have a little experience with FW but I am very happy to see it getting lots of attention. Thank you also for all the communication.
Quote:GÇóMove station deny docking from being automatic when a system is captured to something that only happens when the enemy upgrade a system to level X
Maybe I am missing something obvious but what would be the reason for doing this? To add additional incentive for upgrades? If so, I think there are a lot of other/better options for that since tying docking rights to upgrade level breaks immersion and feels gimmicky to me. Also, wouldn't that make docking rights change more frequently with systems being upgraded and then having their upgrades stolen? If so, I think that frequent changes of "can dock/can't dock" would be annoying.
If you're going to make docking rights variable, then I think it should be tied to sovereignty like you've currently planned. It is more straight-forward so new players will more easily understand this mechanic which will be so important everytime they cross enemy lines.
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Gevlin
Universal Might DSM FOUNDATION
139
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Posted - 2012.05.10 19:44:00 -
[8] - Quote
one of the things that makes Null sec attractive is jump bridges.
alternate (Restricted Jump Gates) jump travel routes exclusive to the winning faction would encourage trade (getting around gate camp) for the sale of goods in low sec. Potentially moving gate camps to other locations.
The Goons are Coming, The Goons are Coming Jita the April 28, Hulk a geddon April 29 for a month. The Best Tears are the Geifer's Tears. just hope the new crime watch system is in place by then.... oh the chaos will rain!!! |

Gevlin
Universal Might DSM FOUNDATION
139
|
Posted - 2012.05.10 19:53:00 -
[9] - Quote
Move station deny docking from being automatic when a system is captured to something that only happens when the enemy upgrade a system to level X ....
I think this needs to be done in 3 levels
Level 1 Corps that are soly military the faction prevent docking, Leaving Opposite Faction Stations and Non Military Stations open Level 2 Call corps that are pro Faction and Non Military Stations are close. Only those of the Opposite faction are left open Level 3 All stations are closed to opposite faction.
This would represent the block aid of a Station. and stations loyal to the enemy faction will hold out as long as possible, while the Pro-Miliia would be looking for any reason to shut down access to enemy traffic.
This would also make it easier to defend or reclaim home systems. Scalling up the difficulty of controlling a larger portion of space. Also adds a little character, role play with in faction warfare. More emersion.
The taxes on these station may also be effected by the person's alignment to a faction. The Goons are Coming, The Goons are Coming Jita the April 28, Hulk a geddon April 29 for a month. The Best Tears are the Geifer's Tears. just hope the new crime watch system is in place by then.... oh the chaos will rain!!! |

Zarnak Wulf
CTRL-Q Iron Oxide.
340
|
Posted - 2012.05.10 20:49:00 -
[10] - Quote
I personally believe that an individual militia should not make the determination as to docking rights for other players. Other players can have a right to dock or not based on their own behaviour. Now let me explain.... 
I'm a member of the Minmatar militia. If someone ( ) decides to shoot at me, why not have them take a Minmatar Republic standings hit the same way they would if they shot Republic NPCs? After a certain amount of standings loss, they would lose docking rights to stations in .4, .3, .2, and eventually even .1. Someone who is nuetral or positive in standings would be able to dock and use the upgrades.... People far more versed in industry then myself can make determinations as to the pros or cons of the upgrades that systems have. But if we give them some elbow room from pirates that wouldn't hurt. To make this idea work we might need a bigger low sec as well as pirate factions that could reclaim systems... 
Other upgrade ideas: Better rat bounties Better belts. Better complexes and sites. Seriously - give us an upgrade lite version of what Null sec has. |

Julius Foederatus
Hyper-Nova
81
|
Posted - 2012.05.10 20:55:00 -
[11] - Quote
I can't like zarnak's idea enough. Lets add actual consequences to the game, so you can't just shoot at faction NPCs or militia members all day and still dock in their systems like nothing happened. |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
87
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Posted - 2012.05.11 04:00:00 -
[12] - Quote
Bonuses has to be more directly tied to the war effort ..
Requires one or two hours (or a DT) for invested LP to clear the red tape and take effect but it is in the pool as it were from the moment the button is pressed. 1. Station lockout. First order of business after taking control militarily is to prevent enemy access to local resources. 2-3. Repair and Clone costs. Still in the process of pacifying the area so troops needs proper support. 4-5. Manufacture/Harvesting/Research bonus of some sort. System deemed "safe" and local business needs incentives to come back in.
That way a system holder who has upgraded his system gets a longish grace period in which he holds the upper hand (enemy can't dock) and removes the already discussed "ignore until last hour and blob the crap out of system" defence because well enemy will have reships available locally at that point .. It is the incentive to actually burn ones LP on system that CCP so carelessly forgot and a solution to the horrible idea of the arbitrary lockout that no one outside CCPs offices likes.
- No buffer .. when hostilities break out the effects are felt immediately in the civilian population .. feel free to read any history book you'd like if you don't believe me. Make the 4-5 bonus good enough to want to aggressively protect it and all is well. - No cyno-jammer .. capitals have always been a part of LS, supers have not. Change the way supers/cyno's behave when in LS rather than arbitrarily shutting everything out. * Spool-up on all cynos. * Numerical limit to what can come through to a LS cyno (ex. 10 Capitals or 5 Supers) with cyno-gens prohibited on capitals. * Removal of immunities when in LS. * Prohibition of bridges into LS
Those three combined would allow LS to take care of business against the knee-jerk drops .. meticulously planned drops would still be devastating but I am pretty OK with that .. planning/organization > all.
Julius Foederatus wrote:I can't like zarnak's idea enough. Lets add actual consequences to the game, so you can't just shoot at faction NPCs or militia members all day and still dock in their systems like nothing happened. Makes sense for the militia stations, but for all the 'neutral' (read: NPC) corps who have stations in area not so much .. business is business. Were it to be implemented then station locations should be looked at to create "pockets" where hostile entities could never dock and thus act as kill zones to use against them. |

Jackie Fisher
Syrkos Technologies Joint Venture Conglomerate
55
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Posted - 2012.05.11 09:40:00 -
[13] - Quote
CCP Ytterbium wrote:
Upgrade level 5 - 100,000 LPs required: +5 more station manufacturing, ME, PE, invention and copy slots
I don't see this being much of an incentive or benefit as: - Even at max upgrade you only get enough extra slots for the equivalent of half of one sci/industry character. - Manufacturing and PE slots are usually easy enough to find in high/low sec already.
Would be much more attractive if the lab slots received a bonus to their research time (like a POS lab) or for manufacturing (and to make things interesting) + 1 to ME of BPO/BPC being used per upgrade level.
|

Julius Foederatus
Hyper-Nova
82
|
Posted - 2012.05.11 14:23:00 -
[14] - Quote
Veshta Yoshida wrote: Makes sense for the militia stations, but for all the 'neutral' (read: NPC) corps who have stations in area not so much .. business is business. Were it to be implemented then station locations should be looked at to create "pockets" where hostile entities could never dock and thus act as kill zones to use against them.
Business is never business when you've got several battalions of marines occupying your station. System ownership means just that, not system nominal control. |

Ahazu Sagam
ZERO HEAVY INDUSTRIES 24eme Legion Etrangere
27
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Posted - 2012.05.11 15:13:00 -
[15] - Quote
There are several problems with your current upgrade system. Some changes are quite bad ( i realy wanted to use a different word here) and to be honest i expected more. I would prefer a delay of this changes (whole FW stuff not just this) to give you more time to work on it, there is no need to pressure yourself with this random date. I hope i can speak for everybody when i say people wouldnt mind, if you delay stuff for a few weeks to do it right/better in the first place. Here we go:
The first problem is that you dont encourage people to upgrade system. The reson is pretty simple, 2 of them are useless due to the current state of the game. The third one, medical clone cost reduction, is nothing fancy as well, but at least something to start with.
Problem number two. Level 2 is just a better version of level 1, level 3 is just a better version of level 2,... That is just uncreative/bad game design, as you (some CCP dev's) recently discovered and you reacted accordingly (ship rebalance). Wouldnt it be better to be like this instead: level 1: you want to have this in as many systems as possible level 2: you want to have this in the majority of you systems level 3: you want to have this in some systems level 4: you want to have this maybe in 3 or 4 systems tbc.
The third problem are stations, more precisely the lack of stations. You aren't gaining anything in non station systems. Splitting the whole system up into two parts, one for station systems and one for the others, would make it more complicated in the first place. But it would be easier to deliver well balanced system bonuses.
The last problem for now is security. Your HUB can store 150k LP. A plex drains 5k/ 8,75k/ 12,5k/ 15k LP (minor/standard/major/unrestricted). This results into this: you can drain the highest upgrade in less than one hour (if you are alone!) and you can drain the whole HUB in less than 6 hour's (stacking of plexes or unrestricted plexes are even ignored in this calculation). Why would you upgrade your system when you can lose your upgrades that fast. There are two solutions for this problem: the inferior solution would be to reduce the LP drain, the better solution would be to increase the cost of all system upgrade. A navy BS costs 600k LP upgrading your system to its maximum 150k LP. Thats a serious inconsistency, especially when upgrading is considered as team stuff and not as a new from of "i want a corp just for myself".
Because bitching alone does not change anything; possible system upgrades (s - station system, n - non station system):
level 1: -(s) reduced reapair costs (30%) for your milita -(s) denies access to enemy agents -(n) increased bonty on pirate npc's
level 2: - (s) reduced medical clone costs (50%) for your milita - (s) allows the creation of jump clones, not based on standing, for you milita - (n) reduced fuel consumption for your milita POS's (like in 0.0)
level 3: - (s) removes access to station for enemys and neutrals with standing below -2.0 to your faction - (s & n) allows cynojammers to be onlined at milita POS's (they should need LP as fuel)
level 4: - (s & n) reduced material costs for production (5%) - (s & n) reduced waste from reprocessing and refining (5%)
level 5: - buffer
Im pretty sure some people want stuff like super cap production and jump bridges as well in low sec. I think this would be the wrong way to go. Supers do not belong into low sec, the lack of countermeasures there indicates that. And jumpbridges; look what happend in 0.0 space, people became lazy and fat and FW space isnt that big, you can go from one end to the other in less than one hour.
Thanks to the person that did this "You have one previously saved draft for this forum/topic ", you saved me from writing this again.
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Zarnak Wulf
CTRL-Q Iron Oxide.
342
|
Posted - 2012.05.11 15:28:00 -
[16] - Quote
I would love to have reduced repair costs. I can't even begin to list the times I've had to eat those to get my ship back into the fight. |

Deen Wispa
Screaming War Eagles Incorporated
251
|
Posted - 2012.05.11 17:21:00 -
[17] - Quote
Some ideas;
Improved PI upgrades would be nice. Perhaps more output per level. Reduced cost in reprocessing and refining. Reduced cost in repair More payout per rat per level More grav site spawns
Bonuses to science and research slots would be a huge buff to lowsec inhabitants however you need to add more science slots then. But if you do, the problem then becomes that FW pilots don't want to pour in LP into a station that others end up using before they will. So there has to be a mechanism for allowing FW pilots (and preferably the primary donaters of LP) to have access to the slots first. C'est La Eve :) Gallente Militia -áPVP Corp. Selective recruitment open. http://iamsheriff.com/eagle.html |

Fidelium Mortis
Quantum Cats Syndicate Villore Accords
76
|
Posted - 2012.05.11 17:35:00 -
[18] - Quote
The manufacturing bonuses are nice and all but I don't think it would be the primary attraction at least for people that are currently in FW. You still have some major issues with logistics in low sec that need to be worked out, for instance most of your mineral resources would have to be imported into low sec.
Station upgrades would be nice, in particular reduced repair costs, clone insurance, jump clone facilities, mission agents, and reduced market fees.
For station lockouts, I'm still not sold on the idea of a complete lockout, but would rather like to see some reduced access to system services - perhaps the degree of access can be modified by a NPC corps standing with the militia.
System bonuses to FW owned POSs might help drive the desirability of upgrading systems without stations. ICRS - Intergalactic Certified Rocket Surgeon |

Deen Wispa
Screaming War Eagles Incorporated
251
|
Posted - 2012.05.11 17:49:00 -
[19] - Quote
Madbuster has a great idea for escalating lockouts;
Quote:Another idea:
Wouldnt it be more useful to upgrade systems like this:
Level 1: 25% Reduction in Marketorders, Contracts, Jumpclones, Repaircosts etc. Level 2: Enemy cant use Agents in Station Level 3: Enemy cant use Services in Station Level 4: Enemy cant dock in Stations Level 5: Sov holder can Use Cynojammers on their POS
So that means people have a chance to get in their ships by plexing a system down a bit and arent fully locked out when sov changes. I think this will encourage pvp more then people having locked out permanently and they wont bother coming to that system C'est La Eve :) Gallente Militia -áPVP Corp. Selective recruitment open. http://iamsheriff.com/eagle.html |

X Gallentius
Quantum Cats Syndicate Villore Accords
203
|
Posted - 2012.05.12 04:37:00 -
[20] - Quote
There have been many good suggestions, especially the ones tying upgrades to station lockouts.
As for nuetrals having access to upgrades.... don't like it. They did nothing to get the upgrades. They should reap any rewards. |

Alticus C Bear
University of Caille Gallente Federation
43
|
Posted - 2012.05.12 08:23:00 -
[21] - Quote
X Gallentius wrote:They should reap any rewards.
Given the content of your post I think you are missing a word.
Neutrals should have access to upgrades that support industry only, access to slots and market broker fee reductions yes, clone costs no.
This should continue if other benefits are introduced such as reduced repair costs etc, these should not benefit neutrals.
As for other upgrades: -
Link NPC Strength to systems level. Only E-war at higher levels.
If station lockout is introduced at higher level then perhaps a bribe docking fee at lower levels for the enemy militia to discourage repeatedly docking up.
Repair costs.
Planetary interaction bonuses - perhaps a good one for neutrals.
Could introduce cheaper, faster slots to benefit local production |

X Gallentius
Quantum Cats Syndicate Villore Accords
203
|
Posted - 2012.05.12 09:54:00 -
[22] - Quote
Post Fixed. Why should nuetrals have access to any of it? They did nothing to secure the system? Only thing I can think of is that they may help defend the system if they reap the benefits (?).
Maybe FW players could rent out upgraded space? Would it be worth it? |

Zarnak Wulf
CTRL-Q Iron Oxide.
344
|
Posted - 2012.05.12 10:23:00 -
[23] - Quote
I think the hope is to get some trade hubs established in low sec. Most FW pilots I know aren't into industry. Offering upgrades to neutral or friendly pilots seems neccesary. |

Grey Azorria
Federation Industries
161
|
Posted - 2012.05.12 10:30:00 -
[24] - Quote
X Gallentius wrote:Post Fixed. Why should nuetrals have access to any of it? They did nothing to secure the system? Only thing I can think of is that they may help defend the system if they reap the benefits (?).
Maybe FW players could rent out upgraded space? Would it be worth it? So low sec industry having an advantage over high sec industry is a bad thing? If the benefits are good enough, then low sec might not be 'dead' anymore Do not argue with an idiot. He will drag you down to his level and beat you with experience. |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
89
|
Posted - 2012.05.12 12:34:00 -
[25] - Quote
Grey Azorria wrote:So low sec industry having an advantage over high sec industry is a bad thing? ... No, but adding slots to stations that are rarely if ever "full" is pretty bad as it changes absolutely nothing .. it is the proverbial drop in the ocean. If the goal is to 'boost' the FW areas by attracting industrialists and marketeers, then almost all actions one can do in that field needs to be tax/fee-free and actual bonuses applied to manufacturing, invention and the like. Remember that if it is 'float' it needs to be able to compete with the 4 hubs and high-sec in general which the current level of benefit is nowhere near enough to.
|

X Gallentius
Quantum Cats Syndicate Villore Accords
204
|
Posted - 2012.05.12 13:15:00 -
[26] - Quote
Grey Azorria wrote:X Gallentius wrote:Post Fixed. Why should nuetrals have access to any of it? They did nothing to secure the system? Only thing I can think of is that they may help defend the system if they reap the benefits (?).
Maybe FW players could rent out upgraded space? Would it be worth it? So low sec industry having an advantage over high sec industry is a bad thing? If the benefits are good enough, then low sec might not be 'dead' anymore
I meant would it be worth it for a FW corp to spend 150k LP initially, and then probably 10-50k lp / day to keep the system upgraded so that neutrals can farm? Would the nuetrals be willing to pay 10-50 million isk/ day (converting LP to isk at 1000 isk/LP) to rend a low sec system? Probably not.
|

Milton Middleson
Rifterlings
7
|
Posted - 2012.05.13 16:18:00 -
[27] - Quote
I think that certain upgrades should be generally available, because we want to encourage lowsec industry, while certain upgrades should be available only to the militia, because we want to reward them specifically.
For example, suppose that at a certain level of upgrades, a system had: reduced repair bills, improved insurance, improved refining, reduced clone costs, reduced transaction taxes, improved manufacturing ME/PE, improved research, additional slots, and improved invention chance.
I would reserve the improvements to clones, repair bills, insurance, number of slots, and invention to the militia. That it their exclusive reward for holding the system. Neutrals would benefit from improved refining, manufacturing, research, and taxes.
Additional/refined upgrade ideas: -militia stations improve the performance of faction-appropriate t2 bpcs. They get a bonus to ME, PE, and max run number based upon the level of system upgrade. This would give a pretty incontrovertible advantage to people producing T2 stuff in lowsec vs highsec. -Allow militia to benefit from the full degree of upgrades. Neutrals get a somewhat reduced benefit (either at a lower level of upgrade, or reduced on a percentage basis). |

X Gallentius
Quantum Cats Syndicate Villore Accords
208
|
Posted - 2012.05.13 21:08:00 -
[28] - Quote
If improving low sec is the goal, then why provide these improvements only to FW space? |

Alticus C Bear
University of Caille Gallente Federation
43
|
Posted - 2012.05.13 21:24:00 -
[29] - Quote
The cost and method of maintaining the upgrades is certainly an interesting point. As a mainly Solo pilot would I want to add LP to the hub? Perhaps if I was LP rich but the bonuses do not really seem tailored to give me an immediate benefit. I can certainly see corps and alliances wanting to keep certain systems upgraded but the onus will still be on the individual to contribute LP. Is there any method of seeing who has contributed LP?
At the moment I get an evemail notifying me of an LP reward I have received from a complex completion; normally I just spend it in bulk on faction mods/ships. With different methods of expenditure I would perhaps like to track this better. Is there any other way to track you LP reward history and spend? I can find the total in the journal, it may be helpful for it to work like the faction standings tabs so you can see your history, a proper LP wallet journal would be better though. Is the LP history in the API, could corps track their members contributions this way?
|

Linna Excel
Center for Advanced Studies Gallente Federation
2
|
Posted - 2012.05.14 03:22:00 -
[30] - Quote
I think the bonus to science and manufacturing time is a good idea, maybe give these bonuses to people who spend LP on them. I like the added slots idea, but I don't think that you're adding enough, maybe +5 per level would be good. Or you can have extra slots (with bonuses) for members of the faction only. Like a fast pass. Sadly, I'm staying in CAS with this character so I'm not going to see use of that feature.
Another option would be tech 2 BPCs have a reduced time and mat waste in them or you could use LP and a lot of ISK to turn a T2 BPC into a T2 BPO. Maybe 100,000 LPs and 100 million isk for things like ammo and drones to 1 million LPs and a billion or five isk for a ship BPO. IMO I'd really like to see research upgraded, but this thread isn't the place for it.
You could also offer skill point rewards for LP and allow players or alt chars to participate to speed up their training.
Battleground systems could have named NPCs and NPC groups for both sides and they could meet and slug it out. These NPCs wouldn't give ISK but they could get LP for FW members and neutrals who want to access the LP store.
Another option is a home-field advantage: donate enough LP and all members of your faction in that system get small boosts to things like damage dealed, cap recharge, and resists and the other side gets small penalties.
I'd like to see assist the cause quests for non-FW members. That way you could participate to a limited degree for reduced or no faction losses. Things like: attack NPC pirates so the militia doesn't have to, or donate a ship, or go scout/probe an enemy system under the guise of a trade mission. You could also have donate ISK for LP. Ideally all NPC security missions involving faction loss would be moved to FW, but that's for another discussion. I <3 Vexors. |

Andre Vauban
Quantum Cats Syndicate Villore Accords
19
|
Posted - 2012.05.14 16:25:00 -
[31] - Quote
As far as additional upgrades, I would like to see a few things.
First, I think there should be some benefit to POCOs and PI in upgraded systems. Some ideas are increased shield regen on POCOs. More shield hitpoints on POCOs. A bonus to PI materials extracted from installations belonging to the controlling militia. Some sort of PI material kickback to the corps holding POCOs (ie if my faction has an upgraded system and my corp own a POCO there, I get some number of PI materials sent to my corp based on what is being produced on my planet). Etc...
Second, I'd like to see a bonus to POS fuel usage in upgraded systems.
Third, I'd like to see something like Concord Billboards shoot at enemy militia while in a upgraded system. (Minimal damage, but enough to stop instalocking frigs/destroyers from camping the gates).
Fourth, I'd like to see additional station services added (ie cloning facilities where there was none, manufacturing slots where there were none, reprocessing where there was none, etc).
Fifth, very cheap office rent to the controlling faction corps and not haivng those corps offices count against the office limit.
|

Cearain
Imperial Outlaws
422
|
Posted - 2012.05.15 22:48:00 -
[32] - Quote
CCP Ytterbium wrote:This is a discussion about system upgrades received when donating LP into the FW infrastructure hub, and how to make them more appealing after Inferno. Please refer to the FW blog for more details. At the moment they are:
- Upgrade level 1 - 10,000 LPs required: +1 more station manufacturing, ME, PE, invention and copy slots*, 10% price reduction for medical clones (not jump clones), 10% reduction in market / contract broker fees
- Upgrade level 2 - 25,000 LPs required: +2 more station manufacturing, ME, PE, invention and copy slots*, 20% price reduction for medical clones (not jump clones), 20% reduction in market / contract broker fees
- Upgrade level 3 - 45,000 LPs required: +3 more station manufacturing, ME, PE, invention and copy slots*, 30% price reduction for medical clones (not jump clones), 30% reduction in market / contract broker fees
- Upgrade level 4 - 70,000 LPs required: +4 more station manufacturing, ME, PE, invention and copy slots*, 40% price reduction for medical clones (not jump clones), 40% reduction in market / contract broker fees
- Upgrade level 5 - 100,000 LPs required: +5 more station manufacturing, ME, PE, invention and copy slots*, 50% price reduction for medical clones (not jump clones), 50% reduction in market / contract broker fees
- Buffer - 100,000+ to 150,000 LPs
* Slots are only given for stations that already have that given activity before upgrade. For instance: a station only having science slots will not receive extra manufacturing slots.It's a start, but nothing fancy. We would like to iterate on that after Inferno, and we have already heard some good comments, but your input is welcome. Some ideas, not necessarily in any order:
- Bring back the cyno jammer, if polished enough to be shot down by neutral third parties. Fanfest taught us it is a very tricky move, so we want to hear from all interested parties here
- Move station deny docking from being automatic when a system is captured to something that only happens when the enemy upgrade a system to level X
- Provide science, manufacturing time reduction bonuses to further encourage industry in low-security space
Speaking of which, how do you feel about neutrals having access to your precious upgrades? As explained in the blog, the original goal was to promote an industrial backbone in low-security space, but you may feel differently. Thanks for your time!
First let me say that the upgrades and the gain and loss of lp that occurs every time an offensive plex is run is what I consider the best part of this expansion. Ideally it should lead to both factions having a sense of urgency to stop an enemy from plexing.
However I do not think these upgrades are gonna cut it. I am not sure who would invest this sort of lp for these upgrades in the vast majority of systems.
I think the key as to whether people will work toward these upgrades will be how the 16x multiplier works. How much do these levels of upgrades play into that?
If the losing side can knock down the other sides multiplier by taking lp from the upgrades and thereby raise their own multiplier fairly quickly then I think we will see allot of fights over plexes. However if keeping the systems upgraded is just some vague and minor "factor" in that then I don't think we will get that sense of urgency.
In other words, for the 16x multiplier, the level of upgrades of the systems you do should be relatively very important versus just the raw number of systems you have nonupgraded "sov" in. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Cearain
Imperial Outlaws
422
|
Posted - 2012.05.16 00:45:00 -
[33] - Quote
Ok more on the above, the only thing that I would really care at all about is how the upgrades effect the 16x multiplier.
But we don't really know how this will work very much other than this:
CCP Ytterbium wrote: "War zone control and LP store prices
On the bigger scale, we wanted to help participating players feel more like they were in the middle of a fluctuating war zone rather than just participating in a line of unconnected skirmishes. That is why progress will now be tracked by counting the number of solar systems held, how many upgrades are installed for each faction and compared to the faction's enemy over the regions being competed for.
[picture] Click to enlarge
As individual factions conquer space and upgrade systems, their respective war zone control tier will increase to unlock several benefits.
First, the offer requirements in the respective faction LP store will decrease. As such, at the lowest tier, LP store offers will be 4x times more expensive as they are now, while at the highest tier, they will be 4 times as cheap. This only applies to ISK and LP requirements for offers, not tags or items. It also only counts for the 4 Factional Warfare militia LP stores; no other corporation will be affected."
What if 16x multiplier was based *soley* on the ratios of total lp each faction invested in their systems. The number of systems in an of themselves wouldn't count toward the 16x multiplier. Its just that if you have 2 systems instead of just one you have another system you can invest your lp in to help throw the multiplier in your favor.
By making this all important 16x multiplier be at risk from plexing it will create a sense of urgency for plexing and defending plexes. It will be the basic risk reward aspect of eve. People will risk their lp to get more lp. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Dirk Smacker
Inglorious-Basterds
38
|
Posted - 2012.05.16 17:41:00 -
[34] - Quote
I think there should be different bars to donate isk to.
* The current one provides the defensive buffer, so leave that. All deducted LP's from plexing gets taken from it.
* Another bar for the probability of professional sites in that system similar to the null sec upgrade, but each step in the ladder applies to a different type of site (grav,mag,ladar, radar), say the first four rungs 2X probability, the last four 5X probability for each. The only time LP is taken away is when sov changes, but the amount of LP to get better upgrades is steep.
* An additional bar, more of a button, for cyno jamming. This should be used for protection during operations, not a 24/7 thing. For instance, donate 100,000K LP and you can online a cyno jammer in the system for an hour. That could be a good enough reason to take/hold a stationless system if you plan on doing POS removal. I guess once you have a signature, you cannot have a blank one. |

Milton Middleson
Rifterlings
12
|
Posted - 2012.05.16 19:45:00 -
[35] - Quote
This is slightly off-topic, but it was inspired by Cearain's comments about multipliers, so whatever
What if, instead of the tiers causing an increase/decrease in LP store costs, determined what was available in the LP store, e.g. at the lowest tier, only basic warfighting equipment (stuff like the faction ships and faction ammo) in available. Progressively more awesome becomes available, until at max tier you're getting Navy Issue titans or something.
Also, +1 for cynojam button. |

Nicklaus Klaus'nik
Quantum Cats Syndicate Villore Accords
0
|
Posted - 2012.05.17 02:51:00 -
[36] - Quote
bring on the cyno jammers. moar fights. |

Seanigulous
Quantum Cats Syndicate Villore Accords
2
|
Posted - 2012.05.17 03:18:00 -
[37] - Quote
Why not have defensive plexing put some LP back into the hub? Still no personal benefit, fine, but at least a benefit.
On another note, +1 to cyno jammers. Without it there is no way for faction alliances to be serious contenders...
|

Alticus C Bear
University of Caille Gallente Federation
45
|
Posted - 2012.05.17 10:23:00 -
[38] - Quote
Seanigulous wrote:Why not have defensive plexing put some LP back into the hub? Still no personal benefit, fine, but at least a benefit.
This I think is a good idea and cynojammers as well but needs careful balancing. Could it be made to still allow jump freighters to lock on but not combat capitals?
Insurance - not cheaper insurance as people would just buy from the one system but increased pay-outs based on system level.
System Safety (Lawlessness) - there has been an assumption that upgrades boost a system from the current level, what if systems that are not upgraded are not as good/safe as they are now, side effects of the warzone. No upgrades - Gate Guns do less damage or take longer to activate, could also link in Navy Faction NPC strength/E-war ability in plexes. Perhaps also increase difficulty and therefore bounties of local pirate rats at lower levels, this kind of connects in if neutrals do not end up getting benefits when the system is upgraded, may give reasons for some neutrals to try to keep systems less upgraded/interfere with the militia although this is tricky if they have no method of bringing the LP in the hub down.
Devs seem a bit quiet, will there be any last changes or is it all going out as it is on the test server?
I would still like a better way to track LP spend in hubs and LP received?
|

Cearain
Imperial Outlaws
424
|
Posted - 2012.05.17 13:42:00 -
[39] - Quote
Ok lets assume it spending lp on upgrades does not effect the 16x multiplier (It does have some, as yet undescribed effect, but assume it doesn't just for the sake of argument). Is anyone thinking they would actually spend their own lp to upgrade more than maybe 1 or 2 hub systems?
Unless it greatly effects the 16x multiplier I personally won't be spending any of my own lp for these upgrades I know that. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Cearain
Imperial Outlaws
424
|
Posted - 2012.05.17 18:18:00 -
[40] - Quote
Perhaps one of the upgrades could be a notification system that lets us know if the enemy is attacking plexes in our control that way we could protect the lp we invest from ninja plexers. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Zarnak Wulf
CTRL-Q Iron Oxide.
348
|
Posted - 2012.05.17 22:04:00 -
[41] - Quote
Cearain wrote:Perhaps one of the upgrades could be a notification system that lets us know if the enemy is attacking plexes in our control that way we could protect the lp we invest from ninja plexers.
If one side of FW gets curb stomped by the other it should at least have a target rich environment that it can choose where and when to strike. There are intel tools that allow militia pilots to see if plexes have been run in a system. It would be too much to allow more of a heads up. If your side conquered 70+ systems, you should have to patrol them. |

X Gallentius
Quantum Cats Syndicate Villore Accords
218
|
Posted - 2012.05.17 23:02:00 -
[42] - Quote
CCP Ytterbium wrote:Some ideas, not necessarily in any order:
- Bring back the cyno jammer, if polished enough to be shot down by neutral third parties. Fanfest taught us it is a very tricky move, so we want to hear from all interested parties here
- Move station deny docking from being automatic when a system is captured to something that only happens when the enemy upgrade a system to level X
- Provide science, manufacturing time reduction bonuses to further encourage industry in low-security space
Speaking of which, how do you feel about neutrals having access to your precious upgrades? As explained in the blog, the original goal was to promote an industrial backbone in low-security space, but you may feel differently. Thanks for your time! Getting back to this.
System Upgrades: IMO, any efficiency gained through system upgrades pales in comparison to the cost of pumping 10k to 20k LP into a given system every day. So, neutrals will still not be able to create an industrial backbone in low security space.
The only real current benefit to system upgrades is for cashing out LP. Therefore, systems will be upgraded in spurts as large groups of players cash out their LP savings accounts all at once.
Cynojammer: The only reason players at fanfest were opposed to cynojammers is that their null alliance will not be able to afk-control high value low sec moons. There I said it. They would actually have to live in system and defend them with real ships instead. Any other reason - like reduced logistics capabilities (which, btw, is not true because there are alternate routes outside of FW space) - is a diversion.
Denial of Docking Rights: Denial of docking rights for only when system is upgraded was a brilliant suggestion since it gives players a means of evacuating their stuff when the other side is much stronger than they are. If one side wants to lock down another side, it will be at great cost since they will have to continually pump LP into the system. Perhaps L0 - denial of agents, L1 - Denial of services, L2 - Denial of docking rights. Whatever is appropriate. |

Dex Nederland
Lai Dai Infinity Systems The Fourth District
38
|
Posted - 2012.05.18 04:02:00 -
[43] - Quote
My corporation conducted "neutral" industry in low-sec Black Rise for years* and I think your industry bonuses are laughable.
The most used slots in a low-sec station are Copy & ME. PE, Invention, & Manufacturing tend to be ignored since high-sec has plenty of them, resulting in no shortage of availability in low-sec. A neutral industrial corporation can setup a starbase to meet most of their Copy & ME needs (as well as their PE & Invention) in fairly short order.
I-Hub upgrades should provide benefits for the militia's combat operations first. If Industry gets a boost from it, the benefits should be tied to being part of the militia and worth defending the space over.
I would suggest the I-Hub providing gang bonuses to the militia members comparable to that of a Battlecruiser fitted with Gang Assist Modules, varying in capability based on the I-Hub level.
Secondly, I can see the I-Hub providing a Starbase Fuel bonus for the controlling militia and an equal penalty for the opposing militias. This again would vary with the I-Hub level and might go as high as 25% (null-sec).
*Through December 2011, generally in support of the Caldari militia with sales in Ichoriya and production in low-sec. Lai Dai Infinity Systems |

Galatica789
Shadows Of The Federation Drunk 'n' Disorderly
41
|
Posted - 2012.05.18 10:06:00 -
[44] - Quote
+1 For cynojammers |

Andiedeath
Sefem Velox Swift Angels Alliance
87
|
Posted - 2012.05.18 11:33:00 -
[45] - Quote
Love the idea on industry... But no need to allow neuts. They need to choose a side. |

sYnc Vir
Wolfsbrigade Lost Obsession
213
|
Posted - 2012.05.18 13:00:00 -
[46] - Quote
I for one can't wait for all these Frieghters, Minors and Indy to come to Low Sec. After all, the Rewards are clearly so much better then High sec the insanely greater risk is totally worth...Yeah, even I can't be that sarcastic.
Why would Indy guys come to low sec just for Extra slots? Did high sec run out of Moons to anchor pos's on? You've not increased the belts, PI or Complex sites? Low sec Miners have a life span of about 50 seconds after the first guy not them entires local. All that risk for belts which are pretty simular to high sec. Then theres grav sites, sure, cause no one probes in low sec.
Comfirming when we dcan and see miners we move on and leave them alone.
Its nice you want to push for Indy in low sec, but never going to happen when the rewards are a joke compared to the risk. Low sec is more dangerous then Null Sec. Any corp looking to move into low sec for mining, Pi and so on, is one soon to be farmed for tears dead ass corp.
I personally have a not blue, Alpha stance. As does pretty much EVERYONE I've met in low sec. |

Cearain
Imperial Outlaws
424
|
Posted - 2012.05.18 13:55:00 -
[47] - Quote
Zarnak Wulf wrote:Cearain wrote:Perhaps one of the upgrades could be a notification system that lets us know if the enemy is attacking plexes in our control that way we could protect the lp we invest from ninja plexers. If one side of FW gets curb stomped by the other it should at least have a target rich environment that it can choose where and when to strike. There are intel tools that allow militia pilots to see if plexes have been run in a system. It would be too much to allow more of a heads up. If your side conquered 70+ systems, you should have to patrol them.
I was hoping ccp would bring more actual pvp to faction war not more "patroling" (aka warping around looking for something to fight.) Right now eve gets to be pretty boring from "patroling" all night with no fights.
Now when we won't even be able to dock in enemy space I anticipate even more fruitless "patroling." Unless of course you want to join the blobs on the "front lines."
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Zarnak Wulf
CTRL-Q Iron Oxide.
349
|
Posted - 2012.05.18 17:30:00 -
[48] - Quote
Cearain wrote:Zarnak Wulf wrote:Cearain wrote:Perhaps one of the upgrades could be a notification system that lets us know if the enemy is attacking plexes in our control that way we could protect the lp we invest from ninja plexers. If one side of FW gets curb stomped by the other it should at least have a target rich environment that it can choose where and when to strike. There are intel tools that allow militia pilots to see if plexes have been run in a system. It would be too much to allow more of a heads up. If your side conquered 70+ systems, you should have to patrol them. I was hoping ccp would bring more actual pvp to faction war not more "patroling" (aka warping around looking for something to fight.) Right now eve gets to be pretty boring from "patroling" all night with no fights. Now when we won't even be able to dock in enemy space I anticipate even more fruitless "patroling." Unless of course you want to join the blobs on the "front lines."
All I'm saying is that there needs to be a mechanism that kicks in to bring equilibrium after one side "wins" the FW war. If Minmatar completely conquers the 70 systems, for example, they should have a difficult time defending those 70 systems. Implementing an intel tool that helps them does nothing for allowing the Amarr to make a comeback. |

Zarnak Wulf
CTRL-Q Iron Oxide.
349
|
Posted - 2012.05.18 17:47:00 -
[49] - Quote
Here is a wild suggestion that would really raise the stakes. Captured border systems can be upgraded to expand your militia's influence. Here's how it would work:
Minmatar capture Kamela. At a higher upgrade level all neighboring Amarr high sec systems are lowered by 1 sec status. Tuomuta would become a sec 4.0 and be put into play. Ohide and Choonka would go to 5.0. At the next level all neighboring Amarr high sec systems would go down two sec status. Tuomuta is already low sec and would not be touched. Ohide and Choonka would go to 4.0 sec status and be put into play.
Make two sec points the limit of influence. Your war zone could be pushed up to 7.0 systems before you couldn't expand - that would be the hard limit. Looking at the map you could overrun or isolate vast chunks of the Amarr empire. If you want people to sit up, take notice, and get involved - that might be the way to do it. |

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2373
|
Posted - 2012.05.18 17:53:00 -
[50] - Quote
Zarnak Wulf wrote:Here is a wild suggestion that would really raise the stakes. Captured border systems can be upgraded to expand your militia's influence. Here's how it would work:
Minmatar capture Kamela. At a higher upgrade level all neighboring Amarr high sec systems are lowered by 1 sec status. Tuomuta would become a sec 4.0 and be put into play. Ohide and Choonka would go to 5.0. At the next level all neighboring Amarr high sec systems would go down two sec status. Tuomuta is already low sec and would not be touched. Ohide and Choonka would go to 4.0 sec status and be put into play.
Make two sec points the limit of influence. Your war zone could be pushed up to 7.0 systems before you couldn't expand - that would be the hard limit. Looking at the map you could overrun or isolate vast chunks of the Amarr empire. If you want people to sit up, take notice, and get involved - that might be the way to do it.
I'm not so sure about lowering sec status of systems, but what I'd LOVE to see is an increase in taxation or something along those lines, as a penalty for a faction falling behind. What if each faction had a "war acquisitions" initiative where they needed more income to fuel their front line fighters when the war wasn't going their way? Imagine if Faction Warfare could influence Jita's pricing? That tax could even be used as extra direct incentive for those pilots enlisting in the militia that was falling behind, like a "hazard pay" to encourage militia fighters to stay in the game when the chips are down and give them the resouces they need to keep going.
This is all very rough and brainstormy of course, but that's along the lines of what I'd like to see. A system that gives real value and meaning to the war in the context of the entire game, while making the system a bit more elastic in terms of enrollment incentives for a faction getting steamrolled by another. Vice Secretary of the 7th Council of Stellar Management.
|

Cearain
Imperial Outlaws
425
|
Posted - 2012.05.18 18:02:00 -
[51] - Quote
Zarnak Wulf wrote:Cearain wrote:Zarnak Wulf wrote:Cearain wrote:Perhaps one of the upgrades could be a notification system that lets us know if the enemy is attacking plexes in our control that way we could protect the lp we invest from ninja plexers. If one side of FW gets curb stomped by the other it should at least have a target rich environment that it can choose where and when to strike. There are intel tools that allow militia pilots to see if plexes have been run in a system. It would be too much to allow more of a heads up. If your side conquered 70+ systems, you should have to patrol them. I was hoping ccp would bring more actual pvp to faction war not more "patroling" (aka warping around looking for something to fight.) Right now eve gets to be pretty boring from "patroling" all night with no fights. Now when we won't even be able to dock in enemy space I anticipate even more fruitless "patroling." Unless of course you want to join the blobs on the "front lines." All I'm saying is that there needs to be a mechanism that kicks in to bring equilibrium after one side "wins" the FW war. If Minmatar completely conquers the 70 systems, for example, they should have a difficult time defending those 70 systems. Implementing an intel tool that helps them does nothing for allowing the Amarr to make a comeback.
I agree with your general view that this current mechanic is strongly biased toward snowballing in favor of those who have an advantage.
However there are so many ways they can balance that out, I don't think they should jettison an idea that will actually lead to more frequent pvp in to claim they are trying to balance the system.
Edit for example if one side lost a certain percent of their systems ccp could allow them to have a larger ship type enter each plex. So cruisers could enter minors for the losing side but not for the winning side bcs could enter mediums etc. The rp explanations are many if you need one. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
115
|
Posted - 2012.05.18 20:56:00 -
[52] - Quote
How would fighting cruisers with frigs/dessies improve combat? If anything you end up taking blobbing beyond mandatory when hitting those systems
Suggested elsewhere that defensive plexing should be done with considerable time benefit (ie. 3-5 times faster) than offensive ditto. Would make attacking space a much more involved and focused endeavour instead of the "run everything in constellation" approach we are seeing now .. combined with diminishing returns (and its inverse) you'd reach an equilibrium based on available manpower with pushes (which we love) bringing loads of pain, suffering, blood and tears (which we also love). * Note: Faster defensive + inverse warzone control modifier would ideally cancel each other out.
Favouring snowballing is all fine and dandy, but we need some mechanic that allows the downtrodden to make a come back or it will degrade to pure meta-gaming and farming. |

Cearain
Imperial Outlaws
425
|
Posted - 2012.05.18 21:18:00 -
[53] - Quote
Veshta Yoshida wrote:How would fighting cruisers with frigs/dessies improve combat? If anything you end up taking blobbing beyond mandatory when hitting those systems  .
Usually if one side is winning it is because they can field a larger number of people. If you can only field 3 cruisers and your enemy can field 8 you won't have much of a fight if any at all. If you can field 3 cruisers and your enemy can field 8 destroyers you just might have a fight. I know its not a big serious null sec fleet battle but I think it would be allot of fun.
Veshta Yoshida wrote: Suggested elsewhere that defensive plexing should be done with considerable time benefit (ie. 3-5 times faster) than offensive ditto. Would make attacking space a much more involved and focused endeavour instead of the "run everything in constellation" approach we are seeing now .. combined with diminishing returns (and its inverse) you'd reach an equilibrium based on available manpower with pushes (which we love) bringing loads of pain, suffering, blood and tears (which we also love). * Note: Faster defensive + inverse warzone control modifier would ideally cancel each other out.
Favouring snowballing is all fine and dandy, but we need some mechanic that allows the downtrodden to make a come back or it will degrade to pure meta-gaming and farming.
Attacking space will already be much harder. You can't dock there, you have to fight rats, and it takes way to long to flip a system. I don't agree that one sides 15 hours of grinding should be undone in 3 hours.
We were looking for ways to balance things and help the side that is losing. Your proposal makes the system even more unbalanced against the losing side. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

praznimrak
Level Up
5
|
Posted - 2012.05.22 10:54:00 -
[54] - Quote
Hi all. I was in FW whan it had start and since then most of fixis that CCP did ......well what to say it was obvious that there is no real understanding who and how plays FW.
But ill just comment some stuff we are getting in this hmmmm EXPANSION.
LP for plexing:
That did sound like great idea but once more implementation is fail: NO LP gain for defensive plexing???? SO if opponent plex for 7 hours in my system, and they will because only offensives plexing give lp,IM suposed to spend 7 hours of boring timer orbiting for no reward???Ah you may say but you are defending your system! Well i prefer go offensives plexing and earn LPs and get some fights,and i know for sure that most of FW players feel the same.So i expect to see tons of ppl attacking and farming LPs and no one defending the systems.
We know that lp are divide in fleet,but once more CCP make huge mistake.For a bunker bashing they give 40.000 lp????? You nead at least 30-40 players to bash the bunker and it takes at least 30 min if in hi dps ships.So what dose the bunker bushing pilot get for the most important action in FW (system takeover) that normally last for 30 min minimum??? HE GETS 1000 LPs!!!! Isnt that awsom.
SYSTEM UPGR: FAIL FAIL FAIL. Useless upgrades that no Fw pilot is benefit from,we lose pods once a year,and almost no player i know is into industry.So why the benefits of us fighting over systems goes to some neutral industrial????
We have a tons of systems in FW that don't have station and once that do, don't have medical and industry slots,so WHY O WHY we should put our offensive plexing earned LPs into systems that will not have any benefit of it? For the war zone control you may answer!! But what control do you have if a single player in t1 frig can plex in your no station system that you did upgrade and take all your LPS from upgrades and still you nead to deplex all he has done for no reward at all.Means you lose upgrades,you lose LPs and you still have to spin timers for 0 reward????? REALY CCP you can do beter.
I will leave it here.There is a way too many things that ccp is doing wrong but this 2 concepts will turn FW into something that no FW pilots wants. My youtube chanell: http://www.youtube.com/user/EveOnlineGameplay |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
126
|
Posted - 2012.05.22 16:59:00 -
[55] - Quote
Cearain wrote:..We were looking for ways to balance things and help the side that is losing. Your proposal makes the system even more unbalanced against the losing side. Yes, if and only if, tactics remain the same. An offensive campaign is now hit a system and hit everything within 1-2 jumps while waiting for spawns in target all the while a semi-heavy blob lingers in target system to be called to any counter.
Try doing that when defender can reship to appropriate ships for each and every plex. Attacking sovereign soil is not a 'job' for weekend warriors .. sure they can make it so like they did in null, but look how that turned out. Either make offensives "major" things or make the pew flow fast and freely .. neither holds true and never has (least not mechanics wise) ..
|

Cearain
Imperial Outlaws
428
|
Posted - 2012.05.22 17:18:00 -
[56] - Quote
Veshta Yoshida wrote:Cearain wrote:..We were looking for ways to balance things and help the side that is losing. Your proposal makes the system even more unbalanced against the losing side. Yes, if and only if, tactics remain the same. An offensive campaign is now hit a system and hit everything within 1-2 jumps while waiting for spawns in target all the while a semi-heavy blob lingers in target system to be called to any counter. Try doing that when defender can reship to appropriate ships for each and every plex. Attacking sovereign soil is not a 'job' for weekend warriors .. sure they can make it so like they did in null, but look how that turned out. Either make offensives "major" things or make the pew flow fast and freely .. neither holds true and never has (least not mechanics wise) ..
I'm sorry, but I really do not understand what you are saying.
Yes I agree that it will be harder to offensively plex when the defender can reship in the system and you can't. You want to also give the defender an extra advantage of a shorter plex timer.
But giving more advantages to the defenders, will be giving more advantages to the winning side.
For example, the minmatar are winning now because they hold more systems than the amarr. If we make it easier of them to defend those systems we are making it easier for them not for the amarr. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

X Gallentius
Quantum Cats Syndicate
232
|
Posted - 2012.05.23 22:35:00 -
[57] - Quote
Cearain wrote:But giving more advantages to the defenders, will be giving more advantages to the winning side.
I would reprhase it. Giving more advantages to the defender leads to fewer fights because the attacker has to think he has a chance before he does anything. It's the attacking side that initiates pew and therefore they should get as much of an advantage as possible. At least err on the side of helping the attacker.
|

Cosmoes
Peraka
3
|
Posted - 2012.05.24 02:09:00 -
[58] - Quote
Ok right now if you defend a plex you get a standing bonus to the FW corp (which I think and a couple of people have also said was nerfed with this patch). standing with this corp gives a promotion at 1,2,3, etc. higher standing than max is no different and it's very hard to think of circumstances where this would go down by any appreciable amount. It does not give any LP, or any faction standing. It also repairs damage from offensive plexing.
This is pretty bad as there's absolutely no personal profit (after the promotions) or even any real faction profit aside from preventing loss as a reason to defensive plex.
Now while the defensive plexing is bad it may sorta balance out as this could be the mechanic that keeps FW from snowballing too hard. The way it would do that is to just bore defenders into oblivion by making them sit there for hours orbiting a button, shooting nothing (not even rats) and getting absolutely no rewards for it. This may work as a means to let there be a comeback from the loosing side but I'd say it's a very bad one.
A couple of suggestions to improve defensive plexing rewards aside from the obvious LP reward.
1. Give faction standing for defending plexes. Right now this doesn't happen except through promotions which are limited to 10 per character. Faction standing can actually go down unlike FW corp standing through dozens of means so this would give a slight reward for players who have been in FW for a while.
2. Defending plexes put LP into the systems upgrades. Obviously would be less than gained from offensive plexing, may need limits such as can only gain back LP that was recently lost etc. This would give a reason
3. Temporary boost to LP gained in system or LP gained over all through FW or LP discounts. Similar to how current over status of number of systems captured and upgrade level increases after defending a plex this is temporarily boosted.
The iHub upgrades... as a FW/industrial player (yeah we exist.... or maybe it's just me) these seem like they will help a bit but it's been like one day and already I see most of the ME research slots gained through this filled up in my area. manufacturing in low sec is just self inflicted pain and while my old 45 mil isk clones are now nice and cheap I don't lose pods often (I honestly can't remember the last one). Now how could we improve this.
1. Make them limited to FW players.... would do practically nothing, jumping 1 or two research/manufacturing alts into FW and keep them logged off in station and never participate you could use all the FW slots you want. Pirates don't really use anything but the clone bay and that isn't nearly enough for them to worry about. If there was actually some way to participate in FW aside from shooting things maybe something here but there isn't aside from selling ships to your allies. Maybe an idea here would be to add a high isk cost to using these slots (10-20 mil) and have that reduced by your standing or promotions.
2. Give better bonuses: research time reduction, research cost reduction etc. These would help more obviously. One thing you should look into is increase exploration sites via upgrades, I can't imagine anyone belt mining in low sec but mining a good grav site is much more realistic. Radar & Magnet are always nice and have some risk based potential for profit that's not too different from what most FW people do. If you add more ladar and we might actually see more booster running people in low sec and that would make me very happy.
Aside from that the only industry I see with some small potential to move here is invention, smaller transport amounts and with datacores coming out of faction stores and god knows how many pos in low sec there may be some crossover. If labs gave some bonus to invention this may actually drive some small scale t2 industry out here...... unfortunately most FW fighting is in t1 ships (destroyers) thanks to limitations on the plex size, t2 modules may work though.
Right now the main issue I'd worry about though (if I wasn't in the minmatar militia ) is the snowball that seems to be encouraged by the current system.
The best I can come up with here is giving higher rewards for those who have been pushed back to a few systems. When your entire nation is funding a few systems and you've got 60 target systems to choose from earning LP should be very very fast. My idea is the more you control the more you get per LP but the less LP you get the less systems you own the more LP you get and the less per LP. Should keep the profit per LP say with 2-4x scale at any time but if you save LP when your low and spend them when they are worth more later it can be extremely profitable.
can't really think of any better ideas for this problem. it's not an easy one to fix  |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
132
|
Posted - 2012.05.24 03:19:00 -
[59] - Quote
Cearain wrote:..For example, the minmatar are winning now because they hold more systems than the amarr. If we make it easier of them to defend those systems we are making it easier for them not for the amarr. You staring yourself blind on that one line and missing the picture entirely. Will try to make it clearer:
- Diminishing returns: Time to cap plex increases as warzone control does, can use modifier, never faster than now. - Inverse Diminishing returns: Time to cap plex decreases as warzone control does (maybe even by more than modifier). Coming back from eating dust needs to be a lot easier, call it the FW version of "Fight or Flight" adrenaline kick. - Defensive plexing bump: Time to cap defensive plex reduced by 50-75%. Not getting paid and is essentially just a matter of slamming a door. Note: I am in no way attached to this bit, it stems from the weeks/months I spent orbiting alone to defend Sisiede/Lantorn and the deep'ish systems together with Damar after he tried making his standings point by abusing the snot out of it (CCP still hasn't gotten the point though ).
So if warzone control is maxed out, the snowball may enjoy a total of x16 LP in store compared to opponent, but the enemy will be able to cap plexes in a measly 25% of the time whereas they need 4x the time (at max warzone control even a defensive bump won't help a snowball). After a brief period of people orbiting timers and raging on forums about said timers the two warzones will reach a balance based on available manpower/time, in the case of Amarr/Mimes considering the large surplus of bodies the Mimes have, the Warzone Control numbers would probably end up at x0 for Amarr and x2 for Mimes.
What I am trying to accomplish with this is to avoid any side from doing a massive landgrab and then going full carebear with little need for defense other than making sure DT plexes are secured and contested states don't go too high. The whole ability of "owning" more than one can use/inhabit trend is what has broken null and I am loathe to let it happen in FW (too late I know, because :lolCCP:).
|

Zarnak Wulf
CTRL-Q Iron Oxide.
352
|
Posted - 2012.05.24 04:36:00 -
[60] - Quote
I like Veshta's ideas alot. It really encourages people to join the losing side for profit. I don't think defensive plexing should be rewarded for it's own sake though. It would be too easy to exploit. A system's upgrades should be exciting enough to defend. Plain and simple. |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
153
|
Posted - 2012.05.24 04:59:00 -
[61] - Quote
Zarnak Wulf wrote:... A system's upgrades should be exciting enough to defend. Plain and simple. Whatever do you mean? Are you saying that cheaper clones and more indy slots are not good enough?!?!?!?! .. . Hahahahahahahaha.
Upgrade bonuses are pretty much like having an knitting machine as competition prize at an arm wrestling contest .. junk.
|

Fidelium Mortis
Quantum Cats Syndicate
82
|
Posted - 2012.05.29 17:51:00 -
[62] - Quote
2 Big issues with the current implementation of iHub.
1. Other than the LP store, the rest of the bonuses have little/no desirably for most people in FW. Also upgrade options for systems with no stations is pointless. 2. Upgrading systems except for main hubs essentially feeds the opposing faction LP, there's really little incentive for defensive plexing outside of primary hub systems. ICRS - Intergalactic Certified Rocket Surgeon |

Zarnak Wulf
Brutor Tribe Minmatar Republic
357
|
Posted - 2012.05.31 14:51:00 -
[63] - Quote
CCP Ytterbium - can you tell us if any of these ideas are striking your fancy at all? This thread is shockingly high on quality and low on troll. |

Noriko Mai
438
|
Posted - 2012.06.04 03:38:00 -
[64] - Quote
It will be the same as every HighSec system. No copy or research slots Manufactoring slots are availible everywhere in HS so why should someone move to LowSec for manufacturing? I produce only in HighSec, it's full of stations with 10+ manufacturing slots. The only industry thing that LowSec offers for me is (if I'm lucky) a copy slot with less than 12 days queue. The lower Tax seems kinda silly. This would be interesting in Jita 4-4 and not LowSec.
I don't know, maybe it's only me, but lower tax or more slots will not move my production or my produced stuff to LowSec (I will not haul the stuff in Low for a few more isk). I only use it to get the copys and the research done, move everything out of Low and then do the invention and production in HighSec.
IMHO the only reason to spend LPs for upgrading the systems is half LP cost in the LP store.
And yes I do FW (for Minmatar) with my main. |
|

CCP Ytterbium
C C P C C P Alliance
627

|
Posted - 2012.06.04 14:31:00 -
[65] - Quote
Hey folks,
Just a quick update on this; there are good ideas thrown so far, some stuff we like:
- Reducing manufacturing / research times for jobs in upgraded systems
- Increasing numbers of slots given in upgraded systems further, 5 max is nothing to write home about
- Moving the docking-lockout from being automatic when system is captured to level 3 upgrade and higher
- Reducing repair costs in upgraded systems
- Reducing refining costs in upgraded systems
- Iterating at the I-hub bleed out next to captured sites
- Bringing back the cyno jammer, but make sure its use is very short by nature not to totally lockout the system - again this needs to be carefully designed
- Think again on how to upgrade systems that have no stations
Thanks for your time and ideas people! |
|

Noriko Mai
439
|
Posted - 2012.06.04 15:19:00 -
[66] - Quote
CCP Ytterbium wrote:Hey folks, Just a quick update on this; there are good ideas thrown so far, some stuff we like:
- Reducing manufacturing / research times for jobs in upgraded systems
- Increasing numbers of slots given in upgraded systems further, 5 max is nothing to write home about
- Moving the docking-lockout from being automatic when system is captured to level 3 upgrade and higher
- Reducing repair costs in upgraded systems
- Reducing refining costs in upgraded systems
- Iterating at the I-hub bleed out next to captured sites
- Bringing back the cyno jammer, but make sure its use is very short by nature not to totally lockout the system - again this needs to be carefully designed
- Think again on how to upgrade systems that have no stations
Thanks for your time and ideas people! LowSec, I'm coming!!!!!! |

Fleet Warpsujarento
State Protectorate Caldari State
118
|
Posted - 2012.06.04 15:19:00 -
[67] - Quote
CCP Ytterbium wrote:
Increasing numbers of slots given in upgraded systems further, 5 max is nothing to write home about
The problem is not that there aren't enough extra slots. It's that the ones already there weren't being used in the first place.
|

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2420
|
Posted - 2012.06.04 15:39:00 -
[68] - Quote
Fleet Warpsujarento wrote:CCP Ytterbium wrote:
Increasing numbers of slots given in upgraded systems further, 5 max is nothing to write home about
The problem is not that there aren't enough extra slots. It's that the ones already there weren't being used in the first place.
Well yes, but if low sec becomes a faster and more efficient place to manufacture goods when compared to high sec (as it should be) than you'll see those slots fill up fast. Vice Secretary of the 7th Council of Stellar Management.
|

Bienator II
madmen of the skies
745
|
Posted - 2012.06.04 16:03:00 -
[69] - Quote
i don't understand why system lockout should be part of the upgrade mechanics. The system has been contested, the infrastructure hub has been taken, the system changed owners. The fight is over (for now). Scotty is now on someone else' payrole.
I have nothing against the idea to make the upgreade levels more interesting by adding more "nice to haves". But this seems like a regression to me. a eve-style bounty system https://forums.eveonline.com/default.aspx?g=posts&m=359105 You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |

Zarnak Wulf
Brutor Tribe Minmatar Republic
358
|
Posted - 2012.06.04 16:53:00 -
[70] - Quote
I'd prefer a system upgrade to lock out those with poor standing towards the militia. WT lockout should be automatic. |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
171
|
Posted - 2012.06.04 17:10:00 -
[71] - Quote
So the beast CCP is not hearing impaired after all .. what a relief! 
CCP Ytterbium wrote:Think again on how to upgrade systems that have no stations There is a major overhaul of POS in the pipe-line, one that will allow all sorts of fancy stuff for players to do with them, no?
Answer: POS in upgraded system have their fuel supplied by militia (ie. 100% reduction in fuel consumption) and depending on actual POS changes perhaps some bonus grid/cpu to install a critical module.
Zarnak Wulf wrote:I'd prefer a system upgrade to lock out those with poor standing towards the militia. WT lockout should be automatic. The beauty of tying it to upgrade level is that it "forces the issue" with regards to keeping the LP sink constantly churning as well as it puts a lot more pressure on defenders to prevent too many plexes from being lost, lest the enemy establish a beachhead with reships on-site .. Has a much greater chance of curtailing the snowballs than anything else on the table as it will in the end come down to total available manpower rather than merely one TZ to rule them all with a skeleton crew running interference the other 16 hours of the day. |

Noriko Mai
440
|
Posted - 2012.06.04 18:10:00 -
[72] - Quote
Veshta Yoshida wrote:CCP Ytterbium wrote:Think again on how to upgrade systems that have no stations Answer: POS in upgraded system have their fuel supplied by militia (ie. 100% reduction in fuel consumption) and depending on actual POS changes perhaps some bonus grid/cpu to install a critical module. Maybe +5% reduced/increase fuel need per Level? So you have to recapture the system and/or upgrade it to get the benefit. |

bornaa
GRiD.
230
|
Posted - 2012.06.04 18:43:00 -
[73] - Quote
CCP Ytterbium wrote:Hey folks, Just a quick update on this; there are good ideas thrown so far, some stuff we like:
- Reducing manufacturing / research times for jobs in upgraded systems
- Increasing numbers of slots given in upgraded systems further, 5 max is nothing to write home about
- Moving the docking-lockout from being automatic when system is captured to level 3 upgrade and higher
- Reducing repair costs in upgraded systems
- Reducing refining costs in upgraded systems
- Iterating at the I-hub bleed out next to captured sites
- Bringing back the cyno jammer, but make sure its use is very short by nature not to totally lockout the system - again this needs to be carefully designed
- Think again on how to upgrade systems that have no stations
Thanks for your time and ideas people!
Haw about making it so it use fuel. So if you want to keep it up 24/7 it wont be cheap. And you can do it for one or two systems... but cyno jamming more systems would push you to bankrupt. That Ain't Right |

Julius Foederatus
Hyper-Nova
94
|
Posted - 2012.06.05 20:53:00 -
[74] - Quote
Zarnak Wulf wrote:I'd prefer a system upgrade to lock out those with poor standing towards the militia. WT lockout should be automatic.
+1 for this Idea. I don't think anyone but the tiny, vocal minority still is against station lockouts. Having that absolute penalty does give much more impetus to the willingness to plex, and that is what has been driving the fights lately. The problem with upgrades is that, at least on the Gallente front, upgrades are too easily stripped away. It's become a meaningless isk sink that can be undone with a few t1 frigs and some time. |

Cearain
Imperial Outlaws
457
|
Posted - 2012.06.05 21:05:00 -
[75] - Quote
CCP Ytterbium wrote:Hey folks,
Moving the docking-lockout from being automatic when system is captured to level 3 upgrade and higher
Thanks for your time and ideas people!
I would prefer if the system lockout rule be removed.
Or perhaps it only worked in completely decontested systems.
Lets say we make a move on a system that is level 1. We plant allot of plexing ships there so we can plex. As soon as the enemy sees that can they just put lp into the system locking us out of the stations.
From my perspective this won't be enough of an incentive for me to start moving my ships back into the war zone.
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Cearain
Imperial Outlaws
457
|
Posted - 2012.06.05 21:11:00 -
[76] - Quote
Julius Foederatus wrote:Zarnak Wulf wrote:I'd prefer a system upgrade to lock out those with poor standing towards the militia. WT lockout should be automatic. +1 for this Idea. I don't think anyone but the tiny, vocal minority still is against station lockouts. Having that absolute penalty does give much more impetus to the willingness to plex, and that is what has been driving the fights lately. The problem with upgrades is that, at least on the Gallente front, upgrades are too easily stripped away. It's become a meaningless isk sink that can be undone with a few t1 frigs and some time.
How many of the people who are against the station lockout are still around is questionable. But that is the question. Plenty of people are against the lockouts.
You have no basis to say it has been driving the fights. The huge economic advantages have been driving the fights and plexing. The station lockouts have done more to reduce the pvp than increase it.
There are 2 fronts Caldari/gallente and Minmatar/amarr.
CCP should just let one front keep the lock out rule and remove the lockout rule from the other front. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2421
|
Posted - 2012.06.05 22:44:00 -
[77] - Quote
Cearain wrote: The station lockouts have done more to reduce the pvp than increase it.
And do you have any statistical basis for this, either?
Cearain wrote: There are 2 fronts Caldari/gallente and Minmatar/amarr.
CCP should just let one front keep the lock out rule and remove the lockout rule from the other front.
This idea just seems silly. CCP is not going to make game design decisions just to cater to personal taste. Having special rules for one warfront just for the sake of being different than the other would be incredibly hard to justify, I sincerely doubt you'll ever reach ANY kind of player consensus over which warzone should have lockout or shouldn't.
The Caldari / Gallente warfront involves FAR more multi-jump travel and it is currently teeming with small gang roams. The Amarr / Minmatar front is the most compact, most connected to highsec, and has two bastions of factional power in adjacent systems. The idea that someone is forced to live out of the back of a Jump Freighter, moving their ships around constantly in order to get anything done, just doesn't hold water, and much less in our own warzone.
With as many people as are out having fun right now, taking plexes, getting kills, seizing space, getting solo fights, small gang fights, as well as big fleet battles, and just about every activity in between, the argument that these changes have killed one activity or another dwindle every day. For every pilot that says "I can't do this anymore" there's a half dozen others that are doing exactly that, and having fun at the same time.
That doesnt mean FW is in a perfect place, it doesn't mean there aren't problems, and it doesn't mean anyone's about to stop improving the system. But this notion that station docking has crippled anyone or anything is going to need some actual evidence before either the CSM or CCP take the complaints seriously. Vice Secretary of the 7th Council of Stellar Management.
|

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
176
|
Posted - 2012.06.06 12:42:00 -
[78] - Quote
Julius Foederatus wrote: +1 for this Idea. I don't think anyone but the tiny, vocal minority still is against station lockouts. Having that absolute penalty does give much more impetus to the willingness to plex, and that is what has been driving the fights lately. The problem with upgrades is that, at least on the Gallente front, upgrades are too easily stripped away. It's become a meaningless isk sink that can be undone with a few t1 frigs and some time. The reason why plexing has gone through the roof is that people are being paid like robber barons for their time now .. has very little to do with docking.
Not sure if putting it at level 3 is "good", perhaps 2 or even 1 is better .. have to run the numbers .. should be hard enough for an assault to take an effort before opening up stations and give defence a reasonable time to respond. Reason why I support lock-outs as part of the upgrade path is that it will effectively remove the ability of a single faction from dominating through alts .. if enemy is allowed to plex in a system you had damn well better be there to kick his ass or he will breed like Brutor.
With regards to upgrades being a massive sink .. we have been discussing this elsewhere and the idea of awarding a partial "repair amount" from defensive plexes is gaining traction .. as is the idea of some kind of reward for defensive work in general. Example: Enemy takes a medium thus knocking off 8750LP (50% of 17.5k) of the upgrade pool. He is discovered and killed/bought/run off and defensive crews take the minor and major , repairing half of what the same sites would have caused in damage (25% of 10k+25k = 8750LP) and in the process get the same amount (25%) of the LP value of the sites (provided system is contested).
System should be fashioned in such a way that defensive work feels like a necessity (worthwhile upgrades, keeping enemy from docking) while not feeling like work .. since the timer system makes it feel like work, some kind of compensation is in order .. doesn't have to huge as defence is a newcomer/alt occupation except when enemy is insistent 
The thread in Warfare-Tactics on the topic of plexes and NPCs is gravitating towards the idea of plex timers automatically resetting over time when no enemy is present. Benefit of such a system is that defenders get to focus on killing/evicting the attackers who in turn will never have to experience the glory of the speed-bumped plex (timer run to a few seconds) .. this idea alone has the potential to create enormous amounts of pew as one can't just plex a bit everywhere and pick up the next day in whichever system wasn't decontested .. also makes the multi-pronged attacks a lot more valuable and risky. Note: With such a system there will/should be no rewards for defensive work of any sort .. to control space, you have to patrol space or invest in tissues. |

Fidelium Mortis
Quantum Cats Syndicate
87
|
Posted - 2012.06.07 18:50:00 -
[79] - Quote
CCP Ytterbium wrote:Hey folks, Just a quick update on this; there are good ideas thrown so far, some stuff we like:
- Reducing manufacturing / research times for jobs in upgraded systems
- Increasing numbers of slots given in upgraded systems further, 5 max is nothing to write home about
- Moving the docking-lockout from being automatic when system is captured to level 3 upgrade and higher
- Reducing repair costs in upgraded systems
- Reducing refining costs in upgraded systems
- Iterating at the I-hub bleed out next to captured sites
- Bringing back the cyno jammer, but make sure its use is very short by nature not to totally lockout the system - again this needs to be carefully designed
- Think again on how to upgrade systems that have no stations
Thanks for your time and ideas people!
Would you consider converting the bunkers into a POS-like structure that has some rudimentary services like a repair facility, LP store, and fitting array? No docking functionality needed, and if there's storage options, have all items dropped/destroyed when the bunker is destroyed. This will make non-station systems somewhat desirable. The bunker should remain without cover to discourage using it as a central base of operation, and services should be tied to system levels. This way, all systems can be upgraded into a temporary forward base.
Cyno jammers would be a nice addition, though I think it should temporarily block all traffic, and require a significant investment to bring online/use.
ICRS - Intergalactic Certified Rocket Surgeon |

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2424
|
Posted - 2012.06.07 19:49:00 -
[80] - Quote
Veshta Yoshida wrote:Julius Foederatus wrote: +1 for this Idea. I don't think anyone but the tiny, vocal minority still is against station lockouts. Having that absolute penalty does give much more impetus to the willingness to plex, and that is what has been driving the fights lately. The problem with upgrades is that, at least on the Gallente front, upgrades are too easily stripped away. It's become a meaningless isk sink that can be undone with a few t1 frigs and some time. The reason why plexing has gone through the roof is that people are being paid like robber barons for their time now .. has very little to do with docking. Not sure if putting it at level 3 is "good", perhaps 2 or even 1 is better .. have to run the numbers .. should be hard enough for an assault to take an effort before opening up stations and give defence a reasonable time to respond. Reason why I support lock-outs as part of the upgrade path is that it will effectively remove the ability of a single faction from dominating through alts .. if enemy is allowed to plex in a system you had damn well better be there to kick his ass or he will breed like Brutor. With regards to upgrades being a massive sink .. we have been discussing this elsewhere and the idea of awarding a partial "repair amount" from defensive plexes is gaining traction .. as is the idea of some kind of reward for defensive work in general. Example: Enemy takes a medium thus knocking off 8750LP (50% of 17.5k) of the upgrade pool. He is discovered and killed/bought/run off and defensive crews take the minor and major , repairing half of what the same sites would have caused in damage (25% of 10k+25k = 8750LP) and in the process get the same amount (25%) of the LP value of the sites (provided system is contested). System should be fashioned in such a way that defensive work feels like a necessity (worthwhile upgrades, keeping enemy from docking) while not feeling like work .. since the timer system makes it feel like work, some kind of compensation is in order .. doesn't have to huge as defence is a newcomer/alt occupation except when enemy is insistent  The thread in Warfare-Tactics on the topic of plexes and NPCs is gravitating towards the idea of plex timers automatically resetting over time when no enemy is present. Benefit of such a system is that defenders get to focus on killing/evicting the attackers who in turn will never have to experience the glory of the speed-bumped plex (timer run to a few seconds) .. this idea alone has the potential to create enormous amounts of pew as one can't just plex a bit everywhere and pick up the next day in whichever system wasn't decontested .. also makes the multi-pronged attacks a lot more valuable and risky. Note: With such a system there will/should be no rewards for defensive work of any sort .. to control space, you have to patrol space or invest in tissues.
Thanks, Veshta, for the good post! I also like the idea of a passive decontesting of plexes in theory, but I hadn't put much though into discussing / promoting this as I always though this favored those who already owned space too much, and made it more difficult for the underdog to slowly chip away and make progress.
My fear is that it will increase the pew pew during an actual system takeover (must be done in one big risky push like you pointed out) but not do anything to encourage small gangs or solo pilots from reaping the benefits of their casual roaming and plexing, other than the LP payout itself. At least under the current system, taking a plex here and there (if you can't log on for very long) has some lasting impact, instead of plexing only affecting warzone control when your faction can do enough of it to flip a system in a single effort.
There is an intriguing idea being proposed in F & I about reversing defensive and offensive plexing, and tying warzone control to LP payout multipliers instead of pricing multipliers. In other words, the advantage for holding space is that you could run plexes in your own systems and earn LP for doing so, and the advantage for taking space is that it increases your payouts when you do earn LP. This way there is a real incentive to own and upgrade systems, not just incentive to seize a system with no reason to actually keep it. The underdog wouldn't have to go outside their own space and risk station lockout in order to earn an income, but they could risk doing so if they wanted to profit more for their efforts.
Otherwise, I fear we'll continue to see what we have now where factions intentionally lose space in order to have more ability to earn LP, which is kind of backwards conceptually. Only rewarding the system transfer itself (instead of in the keeping of space) may not be sustainable in the long run, and lean to intentional system trading instead of a real battle to protect your own sovereign territory.
Something for everyone to stop by and consider at least, should make for a good discussion assuming everyone keeps things civil and constructive. Vice Secretary of the 7th Council of Stellar Management.
|

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
180
|
Posted - 2012.06.08 04:33:00 -
[81] - Quote
Hans Jagerblitzen wrote:Thanks, Veshta, for the good post! I am not completely irrational you know, just disillusioned 
Hans Jagerblitzen wrote:My fear is that it will increase the pew pew during an actual system takeover (must be done in one big risky push like you pointed out) but not do anything to encourage small gangs or solo pilots from reaping the benefits of their casual roaming and plexing, other than the LP payout itself. Easily sorted with what was suggested earlier: Diminishing returns. The more downtrodden a side is, the less VP it needs to flip a system just as the dominatrix would need more to increase her holdings.
Aah, good old Susan Black .. she spams ideas almost as much as I do Will read/respond a little later, but sounds like it might work with some tweaking.
Hans Jagerblitzen wrote:Something for everyone to stop by and consider at least, should make for a good discussion assuming everyone keeps things civil and constructive. F&I threads are generally very constructive, it is the Warfare&Tactics (aka. COAD of FW) that is a cesspool  |

Zarnak Wulf
Amarrian Retribution Amarr 7th Fleet
364
|
Posted - 2012.06.08 18:27:00 -
[82] - Quote
Sir Francis Drake effect - FW pilots and ONLY FW pilots ratting in an upgraded system get increased returns on repairing high sec security standings. Be welcomed home by the queen  |

Cearain
Imperial Outlaws
460
|
Posted - 2012.06.08 20:15:00 -
[83] - Quote
Hans Jagerblitzen wrote:Cearain wrote: The station lockouts have done more to reduce the pvp than increase it. And do you have any statistical basis for this, either?.
No, no one does. This is why your cry that we can "wait for the data" was a dumb idea when so many variables changed. The only thing I know is I did not fight for raa because I couldn't dock near it. I also know I spent allot of my eve time moving crap around instead of fighting. And that was due to the station lock outs.
Other than that we have to just try to use logic as to whether forcing people to go several jumps to get in new ships increases pvp or decreases it.
Hans Jagerblitzen wrote:Cearain wrote: There are 2 fronts Caldari/gallente and Minmatar/amarr.
CCP should just let one front keep the lock out rule and remove the lockout rule from the other front. This idea just seems silly. CCP is not going to make game design decisions just to cater to personal taste. Having special rules for one warfront just for the sake of being different than the other would be incredibly hard to justify, I sincerely doubt you'll ever reach ANY kind of player consensus over which warzone should have lockout or shouldn't. The Caldari / Gallente warfront involves FAR more multi-jump travel and it is currently teeming with small gang roams. The Amarr / Minmatar front is the most compact, most connected to highsec, and has two bastions of factional power in adjacent systems. The idea that someone is forced to live out of the back of a Jump Freighter, moving their ships around constantly in order to get anything done, just doesn't hold water, and much less in our own warzone. .
Says the Minmatar who didn't have to move a thing.
CCP never got any player concensus to implement the no docking rule why do we need one to decide what faction war front drops it? If someone is convinced that the no docking rule is so wonderfull they can go fight in that front. There is nothing wrong with giving players more options.
And what are you talking about cater to personal taste? If you mean cater to players, well I don't think its silly for ccp to cater to the players to some extent. Several do not like the station lock out. Its not just me.
This would actually be the only way we could see how the no docking rule effects pvp. It would be the only different rule between the 2 factions. I think you know that.
Why make all the rules exactly the same for both? Even while at war parties have contact with eachother. Perhaps the relations between one set of factions is worse than relations between another set leading to the no docking rule even in privately owned stations.
Hans Jagerblitzen wrote: With as many people as are out having fun right now, taking plexes, getting kills, seizing space, getting solo fights, small gang fights, as well as big fleet battles, and just about every activity in between, the argument that these changes have killed one activity or another dwindle every day. For every pilot that says "I can't do this anymore" there's a half dozen others that are doing exactly that, and having fun at the same time.
That doesnt mean FW is in a perfect place, it doesn't mean there aren't problems, and it doesn't mean anyone's about to stop improving the system. But this notion that station docking has crippled anyone or anything is going to need some actual evidence before either the CSM or CCP take the complaints seriously.
Sigh
I am not against "these changes" I am against the no docking change. You, of course, know that but you are just trying to misrepresent my views to make me seem extreme.
No one said station lock outs "crippled" anything. It has reduced the amount of pvp that would have occured if it was not implemented. I told you my experience of having to spend hours upon hours moving stuff around in space instead of pvping. Perhaps you don't believe me. I gave you logical arguments as to why it decreased pvp in the case of raa and in general but you don't need to listen.
Perhaps you are only interested in hearing from your minmatar friends like susan and telling them what a great idea she has when she proposes changes that pretty blatantly help minmatar. Sorry but everytime you casually dismiss concerns raised by the amarr who started inferno down 59-11 and only champion what your minmatar want your claim of not being biased loses credibility.
Finally the test is not how many people leave null sec to come and do faction war. If they made all of faction war space entirely null sec I am sure lots of people would come. Nor is the test how many high sec carebears come here to plex.
The question is does the no docking rule expand the sandbox or does it narrow it? If the numbers of subscribers goes up significantly and stays up after these changes then they are expanding it. If the numbers go significantly down and stay down they narrowed it. If they don't change significantly they are just shifting sand around. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Deen Wispa
Screaming War Eagles Incorporated
265
|
Posted - 2012.06.13 19:12:00 -
[84] - Quote
When a system goes vulnerable, it should no longer spawn plexes for people to continue farming. There is a Gallente system that has been vulnerable for a week and WTs continue to farm it into perpetuity because of the spawns. No one cares to defensive plex it because it's a stationless system that leads into a nullsec entrance. Conversely, I can understand why the enemy doesn't want to capture it either. But if this is the case, then plexes shouldn't continue to spawn. C'est La Eve :) Gallente Militia -áPVP Corp. Selective recruitment open. http://iamsheriff.com/eagle.html |

Julius Foederatus
Hyper-Nova
99
|
Posted - 2012.06.14 01:33:00 -
[85] - Quote
Veshta Yoshida wrote:The reason why plexing has gone through the roof is that people are being paid like robber barons for their time now .. has very little to do with docking. Not sure if putting it at level 3 is "good", perhaps 2 or even 1 is better .. have to run the numbers .. should be hard enough for an assault to take an effort before opening up stations and give defence a reasonable time to respond. Reason why I support lock-outs as part of the upgrade path is that it will effectively remove the ability of a single faction from dominating through alts .. if enemy is allowed to plex in a system you had damn well better be there to kick his ass or he will breed like Brutor. With regards to upgrades being a massive sink .. we have been discussing this elsewhere and the idea of awarding a partial "repair amount" from defensive plexes is gaining traction .. as is the idea of some kind of reward for defensive work in general. Example: Enemy takes a medium thus knocking off 8750LP (50% of 17.5k) of the upgrade pool. He is discovered and killed/bought/run off and defensive crews take the minor and major , repairing half of what the same sites would have caused in damage (25% of 10k+25k = 8750LP) and in the process get the same amount (25%) of the LP value of the sites (provided system is contested). System should be fashioned in such a way that defensive work feels like a necessity (worthwhile upgrades, keeping enemy from docking) while not feeling like work .. since the timer system makes it feel like work, some kind of compensation is in order .. doesn't have to huge as defence is a newcomer/alt occupation except when enemy is insistent  The thread in Warfare-Tactics on the topic of plexes and NPCs is gravitating towards the idea of plex timers automatically resetting over time when no enemy is present. Benefit of such a system is that defenders get to focus on killing/evicting the attackers who in turn will never have to experience the glory of the speed-bumped plex (timer run to a few seconds) .. this idea alone has the potential to create enormous amounts of pew as one can't just plex a bit everywhere and pick up the next day in whichever system wasn't decontested .. also makes the multi-pronged attacks a lot more valuable and risky. Note: With such a system there will/should be no rewards for defensive work of any sort .. to control space, you have to patrol space or invest in tissues.
Plexing for rewards is barely driving any PVP. The people who are there to farm plexes run when they see anyone on short scan. The fights are happening around station systems like Hallanen and Oto and Oicx, systems with strategic value because of their stations, and that's where the actual fights are. There's been a lot of good ideas as to how to fix plexing but as yet I haven't seen anything concrete from CCP that acts on any of them. Would love some push back from CCP devs, preferably questions about possible/suggested fixes that they're thinking about. Help us help you help us :). |

Alto Hopix
Interstellar Steel Templis Dragonaors
1
|
Posted - 2012.06.14 12:30:00 -
[86] - Quote
I was thinking changing/expanding the current choice of bonuses for system upgrades. You could have different 'sets' of 3 upgrades.
For example the 3 we have currently could be known as "general set"
We could have for example a "defensive set", were instead of industry, clones and market bonus, you get stuff like improved gate guns, faction police presence and infrastructure hub EHP increase for example.
There could be and economy set, an offensive set, etc. |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
189
|
Posted - 2012.06.14 14:57:00 -
[87] - Quote
Deen Wispa wrote:When a system goes vulnerable, it should no longer spawn plexes for people to continue farming. There is a Gallente system that has been vulnerable for a week and WTs continue to farm it into perpetuity because of the spawns. No one cares to defensive plex it because it's a stationless system that leads into a nullsec entrance. Conversely, I can understand why the enemy doesn't want to capture it either. But if this is the case, then plexes shouldn't continue to spawn. Gotta hand it to the Caldari, that is a bloody genius way of gaming the system .. hahahahahahahaha. |

X Gallentius
Quantum Cats Syndicate
278
|
Posted - 2012.06.14 21:25:00 -
[88] - Quote
Veshta Yoshida wrote:Deen Wispa wrote:When a system goes vulnerable, it should no longer spawn plexes for people to continue farming. There is a Gallente system that has been vulnerable for a week and WTs continue to farm it into perpetuity because of the spawns. No one cares to defensive plex it because it's a stationless system that leads into a nullsec entrance. Conversely, I can understand why the enemy doesn't want to capture it either. But if this is the case, then plexes shouldn't continue to spawn. Gotta hand it to the Caldari, that is a bloody genius way of gaming the system .. hahahahahahahaha. Everybody was thinking about doing this. The Caldari were the first to implement it. |

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2511
|
Posted - 2012.06.15 16:27:00 -
[89] - Quote
We've been talking a lot about diminishing returns issues, the "problem" (or lack thereof) regarding defensive plexing being boring and unrewarding, and about ways to reduce "snowballing".
One observation that has been made is that since WZ control points are easier to obtain by upgrading systems to level 1 upgrades instead of upgrading a single system to level 5, this essentially means that the factions that have the most systems have a much easier time maintaining their WZ control point level through LP investment.
In other words, the Minmatar, who own 60 systems instead of the 10 for the Amarr, can easily replace lost WZ control points at a cheap LP rate by reinforcing backwater systems. The Amarr on the other hand, have to invest all of their systems all the way to level 5 (costing more LP / WZ control point gained) and even that only works if they have enough systems to begin with.
Does anyone feel this is working well, or should it cost more LP investment to gain WZ control points as you continue to win and win and win? Is it fair that the more systems you own the cheaper it is to maintain your LP store price point?
Vice Secretary of the 7th Council of Stellar Management.
|

Cearain
Imperial Outlaws
463
|
Posted - 2012.06.15 16:37:00 -
[90] - Quote
Hans Jagerblitzen wrote:We've been talking a lot about diminishing returns issues, the "problem" (or lack thereof) regarding defensive plexing being boring and unrewarding, and about ways to reduce "snowballing".
One observation that has been made is that since WZ control points are easier to obtain by upgrading systems to level 1 upgrades instead of upgrading a single system to level 5, this essentially means that the factions that have the most systems have a much easier time maintaining their WZ control point level through LP investment.
In other words, the Minmatar, who own 60 systems instead of the 10 for the Amarr, can easily replace lost WZ control points at a cheap LP rate by reinforcing backwater systems. The Amarr on the other hand, have to invest all of their systems all the way to level 5 (costing more LP / WZ control point gained) and even that only works if they have enough systems to begin with.
Does anyone feel this is working well, or should it cost more LP investment to gain WZ control points as you continue to win and win and win? Is it fair that the more systems you own the cheaper it is to maintain your LP store price point?
IMO it is working well right now.
It is difficult to defend lots of space now because you do not receive lp for defense. This means the best way to defend a system is to actually prevent plexes from being taken in the first place - i.e., pvp. Because if you just sit back and let the enemy take the plex you are in effect punished with having to orbit a button for no gain.
Since you need to aggressively defend your systems before the plexes are taken it is much easier if you have fewer systems to cover.
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

X Gallentius
Quantum Cats Syndicate
279
|
Posted - 2012.06.15 18:52:00 -
[91] - Quote
Hans Jagerblitzen wrote:We've been talking a lot about diminishing returns issues, the "problem" (or lack thereof) regarding defensive plexing being boring and unrewarding, and about ways to reduce "snowballing".
One observation that has been made is that since WZ control points are easier to obtain by upgrading systems to level 1 upgrades instead of upgrading a single system to level 5, this essentially means that the factions that have the most systems have a much easier time maintaining their WZ control point level through LP investment.
In other words, the Minmatar, who own 60 systems instead of the 10 for the Amarr, can easily replace lost WZ control points at a cheap LP rate by reinforcing backwater systems. The Amarr on the other hand, have to invest all of their systems all the way to level 5 (costing more LP / WZ control point gained) and even that only works if they have enough systems to begin with.
Does anyone feel this is working well, or should it cost more LP investment to gain WZ control points as you continue to win and win and win? Is it fair that the more systems you own the cheaper it is to maintain your LP store price point?
Won't matter. The issue is pretty straight forward:
Minmatar: Clear tangible benefit to continually upgrade system: They get it up to 61% (usually no higher) and then cash out. There are enough plexing alts cashing in all the time to make this work.
Amarr: ZERO benefit to upgrading system: They dont upgrade their systems because there is no concrete reason to do so. It will always be below 20% and therefore why bother?
On the other front (for some perspective): Gallente don't upgrade their systems on a regular basis because the upgrades will quickly be eaten away by Caldari afk plexing alts. Gallente have tried to do this in spurts. There is no tangible benefit to keeping systems continually upgraded.
Caldari - I imaging Caldari are similar to Gallente with the exception that upgrades are slowly eaten away by semi-skilled afk plexing alts in an incursus. They have upgraded in spurts rather than consistently as well. There is no tangible benefit to keeping systems continually upgraded yet. If they continue to steamroll plexes they will likely have a reason soon (once they get to 61 systems).
Also: Look at "Willingness to Upgrade" versus "Quality of NPC rats" (how hard it is to take a plex). Minmatar > Caldari > Gallente > Amarr |

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2514
|
Posted - 2012.06.15 19:09:00 -
[92] - Quote
X Gallentius wrote: Minmatar: Clear tangible benefit to continually upgrade system: They get it up to 61% (usually no higher) and then cash out. There are enough plexing alts cashing in all the time to make this work.
Amarr: ZERO benefit to upgrading system: They dont upgrade their systems because there is no concrete reason to do so. It will always be below 20% and therefore why bother?
Fair enough. I agree that the diminishing returns "problem" is less of an issue if you dont have systems to bother upgrading to begin with. I think if the Amarr started taking more space though and actually trying to move out of the price rut they are in, they may find themselves frustrated by the fact that their LP doesnt go as far in upgrading their space as the Minnies' does.
X Gallentius wrote: On the other front (for some perspective): Gallente don't upgrade their systems on a regular basis because the upgrades will quickly be eaten away by Caldari afk plexing alts. Gallente have tried to do this in spurts. There is no tangible benefit to keeping systems continually upgraded.
Caldari - I imaging Caldari are similar to Gallente with the exception that upgrades are slowly eaten away by semi-skilled afk plexing alts in an incursus. They have upgraded in spurts rather than consistently as well. There is no tangible benefit to keeping systems continually upgraded yet. If they continue to steamroll plexes they will likely have a reason soon (once they get to 61 systems).
Also: Look at "Willingness to Upgrade" versus "Quality of NPC rats" (how hard it is to take a plex). Minmatar > Caldari > Gallente > Amarr
What, in your opinion, is the best solution to dealing with the Caldari / Gallente situation in the long run? Is it primarily an issue of the size of the warzone, or a problem with speedfarmers? You're in a better place to advise on this warzone than myself.
Also - in your quality of NPC rat chart - is that taking Ewar into consideration, or is that how you see the rat quality once their E-war has been removed, which is what is going to happen in Inferno 1.1? Vice Secretary of the 7th Council of Stellar Management.
|

X Gallentius
Quantum Cats Syndicate
279
|
Posted - 2012.06.15 20:12:00 -
[93] - Quote
Hans Jagerblitzen wrote:
What, in your opinion, is the best solution to dealing with the Caldari / Gallente situation in the long run? Is it primarily an issue of the size of the warzone, or a problem with speedfarmers? You're in a better place to advise on this warzone than myself.
Also - in your quality of NPC rat chart - is that taking Ewar into consideration, or is that how you see the rat quality once their E-war has been removed, which is what is going to happen in Inferno 1.1?
E-WAR Removal: The only e-war that affects capping a plex solo, from what I understand, is web+target painter on Minmatar rats. None of the other e-war affects anybody's ability to tank a plex.
Once e-war is removed, Minmatar plexes will be on the same order as Caldari plexes, and Amarr plexes will be on the same order as Gallente: Cap Gallente/Amarr - Regular speed tanker Cap Caldari/Minmatar - Self repping incursus - You may see Minmatar upgrade level go down since plexing for Amarr will be easier.
Long Term Issue w.r.t System Upgrades: System upgrades should be removed from the game since upgrades are not leading to any tangible conflict.
Upgrades were obviously not put into this version of FW as any sort of reward for occupancy. The rewards suck and are for non-FW industrialists, and they are easily destroyed through a little bit of plexing. Rewards were put into FW to give people an incentive to defensive plex to protect their LP store bonuses. However, it is easier (and more fun) to simply re-fill the upgrade bucket (if there is a tangible reason to do so) than it is to defend a backwater system.
* Threat of getting kicked from a home system is leading to conflict. Most fights. * Threat of enemy getting foothold in a station system is leading to conflict. Some fights. * Threat of enemy securing non-station system is non-existent. These systems are flipping back and forth all the time. Conflict arises because people are out in space. A few fights. * Protection of upgraded systems? NO FIGHTS. Nobody is patrolling a region to protect their upgrades. Too boring.
If CCP really wants to have Gallente/Caldari upgrade their systems, then it needs to make them "easier to defend" which means removing less LP/offensive plex capped. Once you go down that route, then you might as well make the upgrade value equal to 1+ 5 * (100 - the percent contested)/100, and remove all this LP bunker stuffing nonsense. |

Zarnak Wulf
Amarrian Retribution Amarr 7th Fleet
376
|
Posted - 2012.06.15 22:37:00 -
[94] - Quote
I've been tossing around this idea internally for a couple days. One of the professed problems of FW is the rat difficulty. So why don't we put it in the player's hands? Bust down the NPC rats to a their basic 4-5 waves. No E-War.
Military Upgrades: You get several either or choices. System wide armour bonuses? Or Stasis towers in plexes? Systemwide skirmish bonuses? Or more difficult rats in plexes? Police faction present in system in the form of NPC ships or sentry guns? Or choose the types of rats in the plexes?
That obviously isn't a full or even well thought out list. Put you should get the idea. The militia can choose upgrades to the I-HUB that either give combat bonuses to defending fleets or impair the enemy from plexing at a whim. The Military upgrades should only go away after losing a system. They should not contribute to warzone control. Here's the rub - These upgrades will be expensive. If you're at tier 2, they will cost half as much. If you're at tier 1 - a quarter as much. Tier 4? Double in price. Tier 5? Quadruple. You create a dynamic LP store that offers you SOMETHING if you're in the lowest tier. You essentially give the losing team a way to harden their remaining systems and make a come back. If you're the dominant side you don't want them to conquer a system back. The first thing they will do is harden it against counterattack.
Defensive Plexing: You get LP from defensive plexing based on the contested level of the system. If it's stable you get nothing. If it's at 10%, you get 10% of what the plex would normally give. If it's at 80%, you get... you guessed it, 80%. 
Farming in another War Zone: LP should be unique to the war zone you're in. If you're in Minmatar and you run a Caldari plex - then you get Gallente LP to be spent in the Gallente store. Simple and easy
Missions: The missions should send you to enemy systems. Running a mission in Asghed for the Minmatar is silly right now. They control it. Being sent to Ardar as the Amarr is suicidal and dumb considering there are many much closer systems.
|

Julius Foederatus
Hyper-Nova
99
|
Posted - 2012.06.15 22:44:00 -
[95] - Quote
Zarnak Wulf wrote:I've been tossing around this idea internally for a couple days. One of the professed problems of FW is the rat difficulty. So why don't we put it in the player's hands? Bust down the NPC rats to a their basic 4-5 waves. No E-War. Military Upgrades: You get several either or choices. System wide armour bonuses? Or Stasis towers in plexes? Systemwide skirmish bonuses? Or more difficult rats in plexes? Police faction present in system in the form of NPC ships or sentry guns? Or choose the types of rats in the plexes? That obviously isn't a full or even well thought out list. Put you should get the idea. The militia can choose upgrades to the I-HUB that either give combat bonuses to defending fleets or impair the enemy from plexing at a whim. The Military upgrades should only go away after losing a system. They should not contribute to warzone control. Here's the rub - These upgrades will be expensive. If you're at tier 2, they will cost half as much. If you're at tier 1 - a quarter as much. Tier 4? Double in price. Tier 5? Quadruple. You create a dynamic LP store that offers you SOMETHING if you're in the lowest tier. You essentially give the losing team a way to harden their remaining systems and make a come back. If you're the dominant side you don't want them to conquer a system back. The first thing they will do is harden it against counterattack. Defensive Plexing: You get LP from defensive plexing based on the contested level of the system. If it's stable you get nothing. If it's at 10%, you get 10% of what the plex would normally give. If it's at 80%, you get... you guessed it, 80%.  Farming in another War Zone: LP should be unique to the war zone you're in. If you're in Minmatar and you run a Caldari plex - then you get Gallente LP to be spent in the Gallente store. Simple and easy Missions: The missions should send you to enemy systems. Running a mission in Asghed for the Minmatar is silly right now. They control it. Being sent to Ardar as the Amarr is suicidal and dumb considering there are many much closer systems.
I actually really like your defensive plexing idea, that makes a whole lot of sense. Other than that though, I don't think we should be giving out free link bonuses system wide just through upgrades. That seems a bit ridiculous. Also I think the cost of upgrading idea is just a little too harsh. You want people to actually upgrade things and try to defend them, not make it so they just don't bother anymore once they start winning. I think a better approach is a carrot to the losing side rather than an overt stick to the winning side. |

Cearain
Imperial Outlaws
466
|
Posted - 2012.06.15 23:03:00 -
[96] - Quote
The only thing underdogs have going for them now is that defensive plexing does not pay lp. The system is already horribly unbalanced to favor those who are on top. I would be hesitant to mitigate the only balancing mechanic underdogs have.
How many more people have joined minmatar as opposed to amarr since the dev blog announcing the changes? Fweddit is a phenomena that may help amarr somewhat. But I still imagine minmatar has gained more net pilots than the amarr since 2 months ago. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Zarnak Wulf
Amarrian Retribution Amarr 7th Fleet
376
|
Posted - 2012.06.16 01:12:00 -
[97] - Quote
Julius Foederatus wrote: I actually really like your defensive plexing idea, that makes a whole lot of sense. Other than that though, I don't think we should be giving out free link bonuses system wide just through upgrades. That seems a bit ridiculous. Also I think the cost of upgrading idea is just a little too harsh. You want people to actually upgrade things and try to defend them, not make it so they just don't bother anymore once they start winning. I think a better approach is a carrot to the losing side rather than an overt stick to the winning side.
It's a tit for tat proposal. Defensive plexing of contested systems becomes worthwhile. Losing factions get items they can spend LP on that are cheaper at tier 1 or 2. Those items have to be more expensive at higher tiers. Think of it as a more dynamic LP store. That is the concept in it's simplest form. Forget the specifics. |

Axl Borlara
T.R.I.A.D Defiant Legacy
38
|
Posted - 2012.06.18 16:00:00 -
[98] - Quote
Zarnak Wulf Defensive Plexing: You get LP from defensive plexing based on the contested level of the system. If it's stable you get nothing. If it's at 10%, you get 10% of what the plex would normally give. If it's at 80%, you get... you guessed it, 80%. [;) wrote:
Probably makes sense. As a system gets nearer to vulnerable it gives both sides benefit to plexing, hopefully drawing more in and creating more fights. It might also help with the issue of it being more beneficial to let a system fall and reclaim it than it is to defend it.
Requiring all plex NPCs to be killed to cap a plex will remove the speed tanking alts from all factions and is the last part of the puzzle.
Quote: Farming in another War Zone: LP should be unique to the war zone you're in. If you're in Minmatar and you run a Caldari plex - then you get Gallente LP to be spent in the Gallente store. Simple and easy
Missions: The missions should send you to enemy systems. Running a mission in Asghed for the Minmatar is silly right now. They control it. Being sent to Ardar as the Amarr is suicidal and dumb considering there are many much closer systems.
Both of these make so much sense I thought that was how it worked now. Definitely do these asap. |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
130
|
Posted - 2012.06.18 19:47:00 -
[99] - Quote
Put something related to cloak! System cloak jammer!!!! |

Gabriel Darkefyre
Federal Shadow Industries
6
|
Posted - 2012.06.20 22:54:00 -
[100] - Quote
CCP Ytterbium wrote:Hey folks, Just a quick update on this; there are good ideas thrown so far, some stuff we like:
- Bringing back the cyno jammer, but make sure its use is very short by nature not to totally lockout the system - again this needs to be carefully designed
Thanks for your time and ideas people!
Could make it a different module, a Cyno Destabiliser rather than a Jammer. Have an upper Ship Volume setpoint when it'll kick in based on the system upgrade level (Setpoint getting lower as the Upgrade level goes up).
For every ship that enters the System via Cyno, if it's above the Volume setpoint it has a percentage chance of missing the target beacon and appearing somewhere else in the same system at random.
For example -
Unupgraded - 20% Chance of Deviation, 100,000,000m3 set point (Affects all Titans only) Level 1 - 30% Chance of Deviation, 50,000,000m3 Set Point (Adds all Supercarriers to the Affected Ships) Level 2 - 40% Chance of Deviation, 25,000,000m3 Set Point Level 3 - 50% Chance of Deviation, 15,000,000m3 Set Point (Adds all Dreadnoughts / Jump Freighters to the Affected Ships) Level 4 - 60% Chance of Deviation, 14,000,000m3 Set Point (Adds Rorquals to the Affected Ships) Level 5 - 70% Chance of Deviation, 10,000,000m3 Set Point (Adds all Carriers to the Affected Ships)
Alternatively, could flag the affected ships from the Type ID rather than the Volume to allow a more logical progression of affected ships.
Unupgraded - Titans Level 1 - Supercarriers Level 2 - Dreadnoughts Level 3 - Carriers Level 4 - Rorquals Level 5 - Jump Freighters
Would be Anchorable in Lowsec only and would require the Anchoring Corporation to be part of the Militia of the Empire with Sovereignty in that system. To bring online requires you to be in the Militia, leaving the Militia will immediately offline the Destabiliser. Likewise, your faction losing Sovereignty will also offline the destabiliser. |

Zarnak Wulf
The Roaches
389
|
Posted - 2012.06.25 00:28:00 -
[101] - Quote
The upgrades in and of themselves are underwhelming for the reasons mentioned above. They do tend to be mostly for non-FW industrialists. Have we seen any such pilots moving out to low sec to take advantage of them? Even the reduced medical clone costs are meh - you don't get podded as often in low sec.
Any monetary reward given by the upgrades has to compete w/ the LP store. So if we gave an upgrade for better rats, for example, it would have to compete with a Tier 4/5 LP store. Upgrades right now are just a means to get that better store.
Rehashing this thread the most promising things seem to be: Reduced repair costs and a temporary cyno jammer. There's also a possiblity of better industrialist benefits. This is fine and good but it seems awful thin for a brain storming session.
1) Some things I come across in my FW life is security status. Pirates shoot at me and often times I have to shoot back. My sec status is constantly bouncing between -4.0 and -5.0. It would be nice if ratting built up my sec status faster. That would be an interesting upgrade.
2) Military upgrades. Take a problem and make it a feature. Upgrade the rats in your plexes of your system. Make it harder to take a plex. This can be used to address steamrolling and plexing draining system upgrades.
3) Bonuses/penalties similar to wormholes or incursions.
|

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
206
|
Posted - 2012.06.25 04:25:00 -
[102] - Quote
@Zarnak:
1. Mind if I do a more advanced version of that?  Sec. gain made exclusive to low-sec. One of the FW system upgrades is to increase said gain by increasing rat bounty .. would make FW turf the best place to rat sec. back up and militia's do so enjoy having more to shoot. NB: Increasing bounty and not the rat itself allows 'ratters' to stay small and use PvP fits/ships thus increasing the likelihood of a "Good TimeGäó".
2. Would only make sense if rat destruction becomes a requirement. Since plex capture is time(r) based, it makes better sense to have each level of upgrade (5 at present I believe) add one minute to all timers for attackers and remove one minute for defenders. - Attacking an upgraded system will take longer until upgrades are whittled down while defending said systems would be easier provided one starts doing so ASAP. NB: Would need some sort of delay before 'fresh' LP are applied to upgrade status or a defender could keep system uncontested by spamming BCs in major (at medium speed (-5 minutes) and adding LP immediately.
3. Similar perhaps, but you hopefully don't want the same magnitude .. would make attacking upgraded systems a royal pain and make every attack require an even bigger blob (no reships). Keep in mind that upgrades are bought with LP which are abundant to say the least, which I suspect is why CCP opted for such weak upgrade bonuses to begin with. |

Alticus C Bear
University of Caille Gallente Federation
51
|
Posted - 2012.06.25 07:11:00 -
[103] - Quote
Really not seeing people make use of the upgrade system.
CanGÇÖt help but feel that it needs to be harder to reduce the upgrade level.
More direct benefits need to be introduced.
I still feel linking NPC difficulty to upgrade level is an option.
LP rewards increase with warzone control but how about increasing LP rewards for PVP kills dependant on system upgrade level. (I am aware of the market manipulation exploit but this needs fixing separately) This would allow a faction that has fewer systems to reap greater rewards defensively (through ship kills) on a local basis.
Defensive plexing could occur at an accelerated time rate with higher upgrade levels. This does make it easier to defend key upgraded systems, but systems already vulnerable which should have a lower system upgrade level are still harder to defend.
|

Alticus C Bear
University of Caille Gallente Federation
51
|
Posted - 2012.06.25 07:17:00 -
[104] - Quote
If the system upgrade level is not going to be more stable, then the industrial benefits need be modified to be a bit more fixed.
On a weekly (or monthly) basis the average upgrade level could be calculated and the industrial upgrades provided for the following week (month). This prevents the industrial reward being just available on a snapshot basis.
This could be reset if the system falls, or not and the enemy faction could reap the reward of an invested system for a short time.
This could actually be rolled out to other upgrades.
|

Alticus C Bear
University of Caille Gallente Federation
51
|
Posted - 2012.06.25 07:22:00 -
[105] - Quote
Not sure if this belongs here but
Would it be possible to have an indication on the direction of movement of the % contested, say a small red up arrow or down green arrow indicating whether the percentage last moved up or down?
This does give small amount of Intel regarding systems being offensively defensively plexed.
|

Alticus C Bear
University of Caille Gallente Federation
51
|
Posted - 2012.06.25 07:31:00 -
[106] - Quote
Given that all the rewards are for offensive plexing then I feel the contested percentage should naturally dissipate over time.
Making these comments it also occurs to me that it seems difficult to tie system upgrade level with offensive benefits rather than defensive benefits, perhaps there should be flow through to adjacent systems, if an adjacent system is under enemy control then there could be increased PVP kill rewards in the adjacent system % increase linked to upgrade level, this may encourage upgrading of border systems.
|

Zarnak Wulf
The Roaches
389
|
Posted - 2012.06.25 12:05:00 -
[107] - Quote
Veshta Yoshida wrote:@Zarnak:
2. Would only make sense if rat destruction becomes a requirement. Since plex capture is time(r) based, it makes better sense to have each level of upgrade (5 at present I believe) add one minute to all timers for attackers and remove one minute for defenders. - Attacking an upgraded system will take longer until upgrades are whittled down while defending said systems would be easier provided one starts doing so ASAP. NB: Would need some sort of delay before 'fresh' LP are applied to upgrade status or a defender could keep system uncontested by spamming BCs in major (at medium speed (-5 minutes) and adding LP immediately.
This really jumps out at me as a great idea. |

Cearain
Imperial Outlaws
476
|
Posted - 2012.06.25 15:40:00 -
[108] - Quote
Zarnak Wulf wrote:Veshta Yoshida wrote:@Zarnak:
2. Would only make sense if rat destruction becomes a requirement. Since plex capture is time(r) based, it makes better sense to have each level of upgrade (5 at present I believe) add one minute to all timers for attackers and remove one minute for defenders. - Attacking an upgraded system will take longer until upgrades are whittled down while defending said systems would be easier provided one starts doing so ASAP. NB: Would need some sort of delay before 'fresh' LP are applied to upgrade status or a defender could keep system uncontested by spamming BCs in major (at medium speed (-5 minutes) and adding LP immediately.
This really jumps out at me as a great idea.
I'm just not sure why we would do this. The current lp/plex system seems to be working quite well. (Yes there are other issues in faction war that need work but this particular part seems to be great.)
The main reward for upgrading a system is your lp costs are cut in half or even in one quarter! That is a great benefit that is well worth fighting for. Therefore the fact that the other benefits are pretty "meh" is not really a problem.
The caldari and gallente front have about 20 systems vulnerable. It's hard to see this as anything other than large storm clouds which will eventually break to a huge storm of intense fighting spread out over 20 sytems.
Amarr can easilly make a comeback - assuming we stop fighting eachother. LOL.
I guess I don't see why people are continually making suggestions to change the part of this faction war system that actually seems to be working well.
Let's focus on getting ccp to fix the parts that are a known problems like unbalanced rats, bugs, plexing alts, and the issue of it being a pve activity in general. These are the major issues that need to be addressed lets keep ccp focused on those. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Zarnak Wulf
The Roaches
389
|
Posted - 2012.06.25 15:52:00 -
[109] - Quote
Cearain wrote:Zarnak Wulf wrote:Veshta Yoshida wrote:@Zarnak:
2. Would only make sense if rat destruction becomes a requirement. Since plex capture is time(r) based, it makes better sense to have each level of upgrade (5 at present I believe) add one minute to all timers for attackers and remove one minute for defenders. - Attacking an upgraded system will take longer until upgrades are whittled down while defending said systems would be easier provided one starts doing so ASAP. NB: Would need some sort of delay before 'fresh' LP are applied to upgrade status or a defender could keep system uncontested by spamming BCs in major (at medium speed (-5 minutes) and adding LP immediately.
This really jumps out at me as a great idea. I'm just not sure why we would do this. The current lp/plex system seems to be working quite well. (Yes there are other issues in faction war that need work but this particular part seems to be great.) The main reward for upgrading a system is your lp costs are cut in half or even in one quarter! That is a great benefit that is well worth fighting for. Therefore the fact that the other benefits are pretty "meh" is not really a problem. The caldari and gallente front have about 20 systems vulnerable. It's hard to see this as anything other than large storm clouds which will eventually break to a huge storm of intense fighting spread out over 20 sytems. Amarr can easilly make a comeback - assuming we stop fighting eachother. LOL. I guess I don't see why people are continually making suggestions to change the part of this faction war system that actually seems to be working well. Let's focus on getting ccp to fix the parts that are a known problems like unbalanced rats, bugs, plexing alts, and the issue of it being a pve activity in general. These are the major issues that need to be addressed lets keep ccp focused on those.
I suggest it because it's a way to add some ying into too much yang. Imagine if upgrading a system to +5 meant that the enemy militia had to spend an extra five minutes on a button as well as had to fight harder rats to clear that plex. Imagine that the defending miltia had to spend five minutes less on a plex to defend a system. Systems would be upgraded all the time, even at tier 1!
Now imagine that we had a new aspect to upgrades as well - the higher your warzone control tier, the more expensive it is to upgrade a system. Think of it as the LP store in reverse. Amarr, at tier one, would have to spend 37.5k LP to upgrade a system to 5 and get all the benefits above mentioned. Minmatar, which bounces between Tier 3-5, would have to spend 150k, 300k, or 600k to upgrade their systems.
If you eliminate running Caldari plexes for Minmatar LP, as well as missions in controlled systems - you have added a seesaw that will eventually lead to a back and forth fight. The winning side would have to defend more systems and compete for less LP that needs to do more. It would address steam rolling as well as week old farmers. |

Cearain
Imperial Outlaws
476
|
Posted - 2012.06.25 16:05:00 -
[110] - Quote
Zarnak Wulf wrote:Cearain wrote:Zarnak Wulf wrote:Veshta Yoshida wrote:@Zarnak:
2. Would only make sense if rat destruction becomes a requirement. Since plex capture is time(r) based, it makes better sense to have each level of upgrade (5 at present I believe) add one minute to all timers for attackers and remove one minute for defenders. - Attacking an upgraded system will take longer until upgrades are whittled down while defending said systems would be easier provided one starts doing so ASAP. NB: Would need some sort of delay before 'fresh' LP are applied to upgrade status or a defender could keep system uncontested by spamming BCs in major (at medium speed (-5 minutes) and adding LP immediately.
This really jumps out at me as a great idea. I'm just not sure why we would do this. The current lp/plex system seems to be working quite well. (Yes there are other issues in faction war that need work but this particular part seems to be great.) The main reward for upgrading a system is your lp costs are cut in half or even in one quarter! That is a great benefit that is well worth fighting for. Therefore the fact that the other benefits are pretty "meh" is not really a problem. The caldari and gallente front have about 20 systems vulnerable. It's hard to see this as anything other than large storm clouds which will eventually break to a huge storm of intense fighting spread out over 20 sytems. Amarr can easilly make a comeback - assuming we stop fighting eachother. LOL. I guess I don't see why people are continually making suggestions to change the part of this faction war system that actually seems to be working well. Let's focus on getting ccp to fix the parts that are a known problems like unbalanced rats, bugs, plexing alts, and the issue of it being a pve activity in general. These are the major issues that need to be addressed lets keep ccp focused on those. I suggest it because it's a way to add some ying into too much yang. Imagine if upgrading a system to +5 meant that the enemy militia had to spend an extra five minutes on a button as well as had to fight harder rats to clear that plex. Imagine that the defending miltia had to spend five minutes less on a plex to defend a system. Systems would be upgraded all the time, even at tier 1! Now imagine that we had a new aspect to upgrades as well - the higher your warzone control tier, the more expensive it is to upgrade a system. Think of it as the LP store in reverse. Amarr, at tier one, would have to spend 37.5k LP to upgrade a system to 5 and get all the benefits above mentioned. Minmatar, which bounces between Tier 3-5, would have to spend 150k, 300k, or 600k to upgrade their systems. If you eliminate running Caldari plexes for Minmatar LP, as well as missions in controlled systems - you have added a seesaw that will eventually lead to a back and forth fight. The winning side would have to defend more systems and compete for less LP that needs to do more. It would address steam rolling as well as week old farmers.
The first paragraph gives an advantage to the side with more systems. The second paragraph gives a disadvantage to the side with more systems. I just don't see what this accomplishes.
The third paragraph is a different change which means we can no longer plex for our allies? I am not sure I like that change.
Right now we already have a system that will seesaw - assuming both sides actually use strategies based on the game mechanics.
Week old farmers can still farm plexes with your proposal.
Edit: I'm sure I am just not getting what the problem is. Do you think the system won't seesaw now? I think the no lp for dplexing should do the trick.
Do you think people should have to try to keep theier systems upgraded for longer periods of time? If so, why? How will doing that make the game better? Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Zarnak Wulf
The Roaches
389
|
Posted - 2012.06.25 16:33:00 -
[111] - Quote
I'll start with my third paragraph. If I as an Amarrian militiaman plex Gallente plexes, then I should be rewarded with Caldari LP. Right now there are hordes of pilots running Caldari plexes in exchange for Minmatar LP. The system should be closed end in order to truly regulate. Otherwise it's kind of like having a counterfeit money machine in the basement. To answer your question, - in this regard the seesaw is broken.
The upgrades right now are ONLY there for the LP store. This thread is about how to make upgrades more appealing and worthwhile. My suggestions improve the seesaw.
Let's say the Amarr have 10 systems. We are at Tier 1. We capture Oyonata. (yes, I know we own it right now.) We spend 37.5k LP to upgrade it to Tier 5. We spend another 37.5K to buffer it for a total of 75k LP spent. To the enemy it still takes 150k LP to get through the buffer and 150k LP to tear through the upgrades. This makes taking it for the Minmatar longer, harder, more difficult, ect. It makes defending it easier.
Now say the Minmatar take it back. They are at Tier 4. In order for them to 'harden' the system, it costs 300k for upgrades and 300k for a buffer. The Amarr only take 150k and 150k LP to burn through buffer and upgrades. On the other side of the world, both Caldari and Gallente can't get beyond Tier 1 or 2 due to the sheer number of plexers. Hardening some systems would allow at least a base to develop.
|

Cearain
Imperial Outlaws
476
|
Posted - 2012.06.25 18:15:00 -
[112] - Quote
Zarnak Wulf wrote:I'll start with my third paragraph. If I as an Amarrian militiaman plex Gallente plexes, then I should be rewarded with Caldari LP. Right now there are hordes of pilots running Caldari plexes in exchange for Minmatar LP. The system should be closed end in order to truly regulate. Otherwise it's kind of like having a counterfeit money machine in the basement. To answer your question, - in this regard the seesaw is broken.
I am not really sure about this. Right now if you are in the minmatar militia and you want to plex for lp you would go to the caldari gallente front. That means that there are fewer people plexing in the amarr front and amarr can have an easier time to make a comeback on the occupancy front.
Zarnak Wulf wrote: The upgrades right now are ONLY there for the LP store. This thread is about how to make upgrades more appealing and worthwhile. ....
This is true.
I guess I am wondering if we need to make upgrades more appealing. If they are going to keep the station lock out (which I ould prefer they got rid of altogether) I guess that would make them more appealing.
But I don't see the problem really. The upgrades are required if you want tier 5. Tier 5 is very appealing already.
Zarnak Wulf wrote: Let's say the Amarr have 10 systems. We are at Tier 1. We capture Oyonata. (yes, I know we own it right now.) We spend 37.5k LP to upgrade it to Tier 5. We spend another 37.5K to buffer it for a total of 75k LP spent. To the enemy it still takes 150k LP to get through the buffer and 150k LP to tear through the upgrades. This makes taking it for the Minmatar longer, harder, more difficult, ect. It makes defending it easier.
Now say the Minmatar take it back. They are at Tier 4. In order for them to 'harden' the system, it costs 300k for upgrades and 300k for a buffer. The Amarr only take 150k and 150k LP to burn through buffer and upgrades. On the other side of the world, both Caldari and Gallente can't get beyond Tier 1 or 2 due to the sheer number of plexers. Hardening some systems would allow at least a base to develop.
This just seems to make the war more stagnant and slow with fewer big climactic shifts.
The gallente or caldari could get beyond tier 1 or 2 but they are actually playing the game smart and waiting for the right moment before they go flipping systems. The current rules gives each side more to consider beside "flip the system next us and upgrade it and then do the same with the system next to that etc." The strategy in such a system is so basic its hard to even call it a strategy.
Under the current mechanics amarr should not be flipping any systems right now. This is no secret. We should be getting them vulnerable like the gallente and caldari and then make a large push to take us up to tier 5. Of course, it would help if we could agree not to fight eachother let alone agree on an overall strategy.
I guess I am just thinking we should give the current system a try, before we ask ccp to change the rules so our simplistic strategy starts to work.
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Cearain
Imperial Outlaws
477
|
Posted - 2012.06.26 13:33:00 -
[113] - Quote
Zarnak Wulf wrote: Any monetary reward given by the upgrades has to compete w/ the LP store. So if we gave an upgrade for better rats, for example, it would have to compete with a Tier 4/5 LP store. Upgrades right now are just a means to get that better store.
Rehashing this thread the most promising things seem to be: Reduced repair costs and a temporary cyno jammer. There's also a possiblity of better industrialist benefits. This is fine and good but it seems awful thin for a brain storming session.
The lp store benefits are more than enough to make the upgrades worthwhile.
With so many other things that are wrong with faction war I think the best response is to tell ccp they are barking up the wrong tree with this thread.
Reducing repair costs wont really do anything worthwhile for faction war as a whole.
Cyno jammers - I see just as many negatives as positives, and a whole lot of work for ccp. That work could be better spent making the plexing game less of a pve grind and balancing the rats etc.
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Zarnak Wulf
The Roaches
389
|
Posted - 2012.06.26 19:31:00 -
[114] - Quote
Upgrades notify a militia of an individual plexing in a system. Upgrades cause the contestation of a system to decay over time. The upgrade status of the system determines the pace and timing of the ideas above. |

Milton Middleson
Rifterlings
31
|
Posted - 2012.07.03 05:19:00 -
[115] - Quote
This has been said before, but bears repeating: warzone control should be worth less (or rather, less exaggerated from its baseline), and individual upgraded systems should be worth more. Plenty of excellent ideas have already been put forth as to specific system upgrades, so I wonGÇÖt bother offering anything there.
The problem is that with the current set up, there is little reason to defend a system unless it is a staging system. Unless the loss or gain of a system prevents or enables you from moving up a tier, the benefit is all in the taking and not in the having or keeping. This is completely bass ackwards in my opinion. Having a Level Five system should be awesome in and of itself, even your militia as a whole is getting its ship pushed in. While taking a system should be a very nice windfall for the conquering militia, it should not be their primary source of income. As is, there is little reason not to ball up in staging systems like Kourmonen, or Kamela as there is nothing to be gained from occupying other systems.
Fakeedit: I do have an idea for a tiered upgrade. NPC pirate bounty and sec status gain multiplier for friendly militia based upon upgrade level (hardly orginal, but w/e). Also, while I like the idea of military upgrades, I donGÇÖt want things that emphasize the PVE aspect of FW. Maybe something that increases the amount decontested for defensive plexing? |

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2644
|
Posted - 2012.07.10 18:39:00 -
[116] - Quote
Just wanted to point out that we had a good talk amongst various militia leaders this weekend, you can listen to the full podcast and discuss what you heard in the linked thread. Enjoy! Vice Secretary of the 7th Council of Stellar Management.
|

IbanezLaney
The Church of Awesome Caldari State Capturing
31
|
Posted - 2012.07.11 05:24:00 -
[117] - Quote
Neuts should not get any gain from Militia upgrades.
If anything - neutrals should pay a penalty to use the stations services. The penalty should be directly converted into LP and dumped into the iHub. This gives the system holder a form of payment for their work and stops the leeches gaining for no work.
The tier system is far too extreme on both ends of the scale. Tier 1 and 5 should simply be removed - leaving 3 workable tiers. Fix this **** See Sea Pea. |

IbanezLaney
The Church of Awesome Caldari State Capturing
31
|
Posted - 2012.07.11 06:25:00 -
[118] - Quote
Deen Wispa wrote:When a system goes vulnerable, it should no longer spawn plexes for people to continue farming. There is a Gallente system that has been vulnerable for a week and WTs continue to farm it into perpetuity because of the spawns. No one cares to defensive plex it because it's a stationless system that leads into a nullsec entrance. Conversely, I can understand why the enemy doesn't want to capture it either. But if this is the case, then plexes shouldn't continue to spawn.
Was kinda hoping no one would mention this. 
Fix this **** See Sea Pea. |

Cearain
Imperial Outlaws
488
|
Posted - 2012.07.11 12:55:00 -
[119] - Quote
IbanezLaney wrote:Neuts should not get any gain from Militia upgrades.
If anything - neutrals should pay a penalty to use the stations services. The penalty should be directly converted into LP and dumped into the iHub. This gives the system holder a form of payment for their work and stops the leeches gaining for no work.
I'm not entirely sure what you mean here.
I think having neutrals in low sec pay penalties for using any station in fw low sec is a pretty bad idea.
I think the best way to do this is limit the no docking rule to the actual militia stations. Allow only miliitia to dock there and give great benefits. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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IbanezLaney
The Church of Awesome Caldari State Capturing
33
|
Posted - 2012.07.13 06:10:00 -
[120] - Quote
Cearain wrote:IbanezLaney wrote:Neuts should not get any gain from Militia upgrades.
If anything - neutrals should pay a penalty to use the stations services. The penalty should be directly converted into LP and dumped into the iHub. This gives the system holder a form of payment for their work and stops the leeches gaining for no work.
I'm not entirely sure what you mean here. I think having neutrals in low sec pay penalties for using any station in fw low sec is a pretty bad idea. I think the best way to do this is limit the no docking rule to the actual militia stations. Allow only miliitia to dock there and give great benefits.
You are not sure what I mean but you think what you are unsure about is a bad idea........ lol.
Congrats on a post that isn't a wall of text.
Fix this **** See Sea Pea. |

Deerin
Murientor Tribe Defiant Legacy
8
|
Posted - 2012.07.13 07:33:00 -
[121] - Quote
Here are my (wall of text) 2 cents on the subject:
I couldn't read all posts up to here but I've seen some very nice ideas. Some of them are blended within my suggestions below.
Station Lockouts:
All we wanted before inferno was to make occupancy of a system matter. If CCP removes station lockout completely from game we'll arrive back at old occupancy system. I think some sort of lockout must still be implemented.
Binding the station lockouts to level of ths system is a good idea. This way we have to keep spending LP/defending the system if we want to deny docking rights to an enemy. A tiered system like
L1=agent denial L2=services denial L3=Complete lockout looks ok.
Furhtermore I'd like to make following suggestion:
Make upgrade levels limited by the contest amount of the system. 0%-20% contested Upgradeable up to L5 20%-40% contested Upgradeable up to L4 40%-60% contested Upgradeable up to L3 60%-80% contested Upgradeable up to L2 80%-100% contested Upgradeable up to L1
Thus if you want to keep the level of your system at a certain value you need to defend it. Right now there is very little incentive to keep the level of a system high though. To change that:
To flip a system your warzone control level must be up to a certain tier.
If you control 0%-20% of warzone you need to have a minimum T1 warzone control to be able to flip a vulnerable system. If you control 20%-40% of warzone you need to have a minimum T2 warzone control to be able to flip a vulnerable system. If you control 40%-60% of warzone you need to have a minimum T3 warzone control to be able to flip a vulnerable system. If you control 60%-80% of warzone you need to have a minimum T4 warzone control to be able to flip a vulnerable system. If you control 80%-100% of warzone you need to have a minimum T5 warzone control to be able to flip a vulnerable system.
This way the more systems you control, the higher the upkeep becomes to be able to capture more systems. You'll need to keep levels of your systems high if you want to be able to continue capturing more systems, thus you'll need to do defensive plexing to be able to continue on offense.
Then modify defensive plexing. Make it so that a defender does have NO effect at all on a plex of its own faction. The timer can only be ran by enemies and counts back when there are no enemies in the plex. To decontest system you need to run plexes belonging to the opposite faction which begin spawning in a system once it becomes contested and despawn once the system is no longer contested.
Change minmatar rats to projectiles and caldari rats to hybrids. The playground must be evened out. Yes this will result in more speed tanking, which brings the next point.
As a final touch. Change the way to run down the counter. To run the counter one pilot needs to go in capturing range of button and interact with it for (insert RP reason here). Once the connection to bunker is established timer begins counting and the pilots warp drive turns off. To turn the warp drive back on the pilot needs to sever the connection, which results in stopping of the timer. Severing the connection can be done by just interacting with the button. It takes 100 seconds for the warp drive to re-initialize. Optionally during these 100 seconds the pilot also might get a %50 penalty on speed, though it would ruin kiting setups (Just don't sever the connection and you get no speed penalty). Running the timer all the way down and capturing plex does not involve this 100 seconds wait time.
So when you begin the timer you are dedicated to it. If nobody cares for defending the system you can get away with just speed tanking. If enemy shows up you cannot immediately warp off. You'll have to fight. So you better be prepared.
Caerain had an idea about alerting plexing presence. I believe this can be connected to the upgrade level of the system.
At L1 there will be no alerts. A L2 system wil alert if there are any offensive plexes open in system. On the FW tab these systems will have a different hue. When mouse hovers on the system normally there is only name. A L3 system will make a list of open plexes sizes in the system and put it below name of system on mouseover. A L4 will colorize those being actively run as green. A L5 system will give you plex timers.
For example Lets assume Amarr are offensive plexing in Auga. There are 2 minors and a med open and there is a slicer in minor and a Omen Navy Issue in Med.
If Auga were a L1 system it would be just another system on the FW map. If Auga were a L2 system its system color would turn from light blue to dark blue on FW map. (For defending side that is) If Auga were a L3 system, when you get your mouse over it you would see the name followed by minor, minor, medium If Auga were a L4 system, one of the minors on the list and the medium would turn green If Auga were a L5 system, you would get the timer information along with the sizes.
So if you want to have an information network going on you should at least have L2. To see if the plexes are actively being ran or not would require the system to be minimum L4.
Well...that would be all I guess.
Edit: The MWD penalty. Edit2: Button range connection severing removed. MWD penalty changed. Edit3: Alert idea |

Fidelium Mortis
Quantum Cats Syndicate
107
|
Posted - 2012.07.13 20:26:00 -
[122] - Quote
IbanezLaney wrote:Neuts should not get any gain from Militia upgrades.
If anything - neutrals should pay a penalty to use the stations services. The penalty should be directly converted into LP and dumped into the iHub. This gives the system holder a form of payment for their work and stops the leeches gaining for no work.
The tier system is far too extreme on both ends of the scale. Tier 1 and 5 should simply be removed - leaving 3 workable tiers.
How about having an upgrade benefit that would encourage neuts to enter low-sec, but also have part of the charges for the services paid back into the system sort of like a POCO.
Honestly, I would like to encourage more neuts (so it should be a bonus not a penalty), it just means there's more to shoot at and the low-sec markets will probably be a bit better stocked. A few things they could add, are bonuses to refining/reprocessing, research, manufacturing, invention, copying. Even a 1-5% bonus I think would be enticing enough. ICRS - Intergalactic Certified Rocket Surgeon |

Justin Cody
Tri-gun Lost Obsession
25
|
Posted - 2012.07.15 02:14:00 -
[123] - Quote
CCP Ytterbium wrote:This is a discussion about system upgrades received when donating LP into the FW infrastructure hub, and how to make them more appealing after Inferno. Please refer to the FW blog for more details. At the moment they are:
- Upgrade level 1 - 10,000 LPs required: +1 more station manufacturing, ME, PE, invention and copy slots*, 10% price reduction for medical clones (not jump clones), 10% reduction in market / contract broker fees
- Upgrade level 2 - 25,000 LPs required: +2 more station manufacturing, ME, PE, invention and copy slots*, 20% price reduction for medical clones (not jump clones), 20% reduction in market / contract broker fees
- Upgrade level 3 - 45,000 LPs required: +3 more station manufacturing, ME, PE, invention and copy slots*, 30% price reduction for medical clones (not jump clones), 30% reduction in market / contract broker fees
- Upgrade level 4 - 70,000 LPs required: +4 more station manufacturing, ME, PE, invention and copy slots*, 40% price reduction for medical clones (not jump clones), 40% reduction in market / contract broker fees
- Upgrade level 5 - 100,000 LPs required: +5 more station manufacturing, ME, PE, invention and copy slots*, 50% price reduction for medical clones (not jump clones), 50% reduction in market / contract broker fees
- Buffer - 100,000+ to 150,000 LPs
* Slots are only given for stations that already have that given activity before upgrade. For instance: a station only having science slots will not receive extra manufacturing slots.It's a start, but nothing fancy. We would like to iterate on that after Inferno, and we have already heard some good comments, but your input is welcome. Some ideas, not necessarily in any order:
- Bring back the cyno jammer, if polished enough to be shot down by neutral third parties. Fanfest taught us it is a very tricky move, so we want to hear from all interested parties here
- Move station deny docking from being automatic when a system is captured to something that only happens when the enemy upgrade a system to level X
- Provide science, manufacturing time reduction bonuses to further encourage industry in low-security space
Speaking of which, how do you feel about neutrals having access to your precious upgrades? As explained in the blog, the original goal was to promote an industrial backbone in low-security space, but you may feel differently. Thanks for your time!
Neutrals are fine as long as noob corps are also banned from docking.
cyno jammer would be great; +1 if we can get gate guns on our side (or at least not shooting us) |

IbanezLaney
The Church of Awesome Caldari State Capturing
35
|
Posted - 2012.07.17 06:46:00 -
[124] - Quote
Fidelium Mortis wrote:IbanezLaney wrote:Neuts should not get any gain from Militia upgrades.
If anything - neutrals should pay a penalty to use the stations services. The penalty should be directly converted into LP and dumped into the iHub. This gives the system holder a form of payment for their work and stops the leeches gaining for no work.
The tier system is far too extreme on both ends of the scale. Tier 1 and 5 should simply be removed - leaving 3 workable tiers. How about having an upgrade benefit that would encourage neuts to enter low-sec, but also have part of the charges for the services paid back into the system sort of like a POCO. Honestly, I would like to encourage more neuts (so it should be a bonus not a penalty), it just means there's more to shoot at and the low-sec markets will probably be a bit better stocked. A few things they could add, are bonuses to refining/reprocessing, research, manufacturing, invention, copying. Even a 1-5% bonus I think would be enticing enough.
Good perspective - We just need a workable idea that gives the Militia who gained the upgrades slightly more benefits than the players who didn't gain the upgrades. If someone dumps 150k LP in a hub and it's Tier4 push day. That player has just wiped well over a billion isk off his wallet - I feel that this deserves better reward than you get for being a neutral who just happens to dock in an upgraded system.
Invention chance being 10-15% higher would be a good tie in with the LP store Datacores for an upgrade.
So many good ideas in this thread (and some not so good). I hope CCP actually go out and play some FW on secret alts and get a feel for it before they make any decisions on the next patch. Fix this **** See Sea Pea. |

Saul Elsyn
State Protectorate Caldari State
0
|
Posted - 2012.07.18 22:15:00 -
[125] - Quote
Faction Warfare: Issues System Upgrades and Defensive Plexing
Faction WarfareGÇÖs current system for System Upgrades is rather broken in a number of different ways. For one thing, the idea of Militia members paying LP to upgrade systems seems ratherGǪ strange when you step back and look at it. Essentially, arenGÇÖt we paying the faction weGÇÖre working for to secure and upgrade their own territories? WeGÇÖre essentially bribing them to decrease prices in the LP store resulting in a rather weird pulse mechanic to the use of LP and the securing of systems.
The problems with the current tier system and how it affects the market for factional equipment is something I could write several dozen articles on and still not fully explain, and thatGÇÖs not the point of this post either.
This is about system tier mechanics, not overall tier mechanics. The benefits to upgrading a system should be two foldGǪ for one thing upgrading a system should benefit the nation that upgrades it, and it should improve the economic viability of the system for neutral players in the no-manGÇÖs land between empires.
In short, upgrading a system represents securing it for the faction youGÇÖre flying for. In null-sec this means a number of different things from jump bridges being established, POS structures being put up, and ultimately cyno-jammers and stations being anchored.
Nothing happens in low-sec except increasing industrial output at stations and if enough systems are upgradedGǪ a kick up the overall tier so you can purchase more stuff from the LP store. I mean, what if there isn't a station in the system?
This goes hand in hand with another sad fact about faction warfare. There is very little to no benefit to defensive plexing.
Solving both things could be done relatively easilyGǪ
Instead of being based upon LP donations, the tier should be based on victory points. Defensive plexing awards victory points to the defender which are logged in the I-Hub much like how LP is now. Hostile plexing in the system removes victory points from the I-Hub. When a system runs out of victory points itGÇÖs I-Hub becomes vulnerable and can be taken by an attack by the hostile militia.
Defensive plexing upgrades a systemGǪ upgraded systems are easier to defend as they only become downgraded by hostile plexingGǪ we donGÇÖt futilely spend LP to surge a systemGÇÖs tier in order to cash out our LP and so forth.
Making upgrades more worthwhile could take a number of different routes. Take for example the mechanics of having a fleet booster in a system. Imagine if an upgrade to leveling a system was a factional boost from the systems command center or something similar of 5 to 10% boost to shields, armor, structure, what have you... There are tons of things that could be done from defensive NPC patrols at gates, asteroids, and stations to cyno-jammers and other things that have been seen in null-sec. |

Plyn
Hossenfeffer.
56
|
Posted - 2012.07.19 19:09:00 -
[126] - Quote
https://forums.eveonline.com/default.aspx?g=posts&m=1656529#post1656529
Post I made earlier on exactly this subject in regards to a roundtable discussion linked at the beginning of that thread:
Heard some great ideas in that roundtable. To throw in my two cents, and elaborate on some of what I liked:
- Change system upgrades to modify plex behavior.
- In a completely unupgraded system there are no rats in plexes at all. This means that newbies can come into FW and lurk around the less populated areas still earning their LP, having a tangible benefit to the militia.
- Each level of system upgrade increases the defensive hold the faction has on the plexes in that system. Starting off with just some basic rats.
- Level two can add some elite rats, maybe some scrams but not necessarily webs, meaning the plexer is more commited to the plex because it's harder to gtfo, but they aren't a sitting duck forced to PvE.
- Level 3 upgrade can add those webs in. At this level of investment into a system the plexers have to consider better strategy. Multiple pilots in PvP ships working together, or maybe a PvP + PvE team.
- Increasing difficulty at level 4 and 5 upgrades. At the highest level the plexes should be difficult enough to do that a decent fleet is required. Not incursion level or anything, because you are expecting some PvP conflict, but definitely not something you would want to afk either.
- This provides fleet conflict points and protects core systems from being over-contested by LPfarm alts. Scale loyalty points for plexes with the increased difficulty. If a plex normally gave 20k LP and you could do it solo, at level 3 you need a couple of people to do it, put a multiplier on that LP so when it's split it's worth it for fleets to do them together.
- Modify LP costs to upgrade systems so it's fairly expensive to fortify your position. Include a cost modifier correlating to your militia's Tier, meaning if your militia controls almost the entire warzone it will be MUCH more costly to upgrade systems, making it unprofitable for players to make the whole warzone harder to capture.
- Sounds like a lot of grinding right? Modify bunker HP in upgraded systems... or rather, modify bunker HP in general and give a bonus to upgraded systems. In a fully upgraded system a bunker would have about the same HP as it has now. In an non-upgraded system these should be much easier to destroy. This allows no-name backwater systems to become hotbeds for small gang FW conflict, where a small contingent of players might work up contest for a day or two then come in with a 5 man fleet and flip the bunker in half an hour. The other militia can scramble to put a defense together, but neither side will feel like they have to wait for off hours to make a play on a system that has little tactical significance. Sure, you can bring a huge fleet and flip that non-upgraded bunker really fast, but your exposing a larger group of assets to accomplish a goal a smaller group could do.
- The need to defend systems with middle level upgrades will feel more urgent, as militias will not want the LP dumped into upgrades to be wasted.
- As mentioned in that wonderful round table, modify the Tier system's benefits to give bonus LP when you gain LP instead of modifying the LP store's item cost.
- This gives a direct, tangible benefit to capturing systems instead of sitting on vulnerable systems. There should be a constant sense of urgency to flip or defend systems. Being able to completely dismiss your systems being captured and experiencing no real loss in the long run is both immersion breaking and conducive to player apathy.
- This will give players more incentive to defensively plex, as losing any one system could actually matter.
- Militias that are currently losing won't feel such a morale hit because their LP will still feel like it's worth something, even if they aren't earning as much of it.
Hossenfeffer. |

Bender 01000010
EVE-RO Fidelas Constans
22
|
Posted - 2012.07.31 06:02:00 -
[127] - Quote
What if:
- you make local chat beacons (which authenticate, detect and show every player in - LOCAL chat - of the current solar system) to be an upgrade which can be purchased and can be anchored in your newly conquered solar systems)
- you need to place more than one of this local chat beacons in a solar systems, in order to have a good coverage so you can detect and authenticate automatically any player in that solar systems. This have some flaws because there will be blind spots where you cannot be detected thus you can "disappear from local chat" as you left the solar system.
- you could scan with your covert ops frigate for some blind spots in a solar system, where you can warp in that area and disappear from local, because the local subspace beacon don't have coverage in certain areas (like behind planets, certain space clouds, etc).
- Black Ops ship will have native the ability to see the coverage of the local chat beacons on map and be able to warp to blind spots in order to disappear from local chat for some serious guerrilla action. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
23
|
Posted - 2012.08.06 04:17:00 -
[128] - Quote
The upgrades should work for neutrals.
The citizens reap the benefits of the army, why shouldn't they? |

Cheekybiatch
Dark-Rising
0
|
Posted - 2012.08.14 01:10:00 -
[129] - Quote
Honestly the iHub system doesn't work.
LP is not a good source of fuel, I think that when you do a FW plex or get a kill you get another kinda of currency, as LP is just that another form of currency, however this one should just for upgrades.
The reason I say this is that people are greedy and don't want to see their investment made null and void after 24 hours, which happens oh so too often.
So the more systems you control the more LP you get and the less upgrade points, the less systems you control the less LP but the more upgrade points.
As for upgrades copy null sec, get more mining and plexing going on then people might actually try to keep areas as currently once you upgrade a system it's kinda pointless.
Oh and jumpbridges and cyno beacons would be kinda cool too, I mean if cynojammers are on the table.
And the sov should be claimed by a corp within the FW or something you know to get their name on the map and look tough and cool and macho. |

Zarnak Wulf
Imperial Outlaws
503
|
Posted - 2012.08.14 15:14:00 -
[130] - Quote
This thread hasn't had any dev love in almost two and a half months. It either needs some feedback to redirect the conversation or it should be unstickied.
|

Cearain
Imperial Outlaws
545
|
Posted - 2012.08.14 15:16:00 -
[131] - Quote
Zarnak Wulf wrote:This thread hasn't had any dev love in almost two and a half months. It either needs some feedback to redirect the conversation or it should be unstickied.
I think it should be unstickied. It should be clear that faction farming has more pressing problems than fine tuning the Ihub rewards. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2748
|
Posted - 2012.08.14 21:42:00 -
[132] - Quote
Cearain wrote:Zarnak Wulf wrote:This thread hasn't had any dev love in almost two and a half months. It either needs some feedback to redirect the conversation or it should be unstickied.
I think it should be unstickied. It should be clear that faction farming has more pressing problems than fine tuning the Ihub rewards.
And those pressing problems will be addressed as well. No one should assume that because these are the only two things that are stickied that they are all that's being worked on or that they are necessarily the utmost priority. But I know for a fact that CCP is still actively seeking player ideas not only for what they want to see as IHUB rewards but also what they want to see in a plex content revamp. As long as they're still gathering input, these should stay stickied.
The reason you haven't seen dev love in two and a half months is because they've been working on other release builds and on vacation. Everyone's returning to work on the Winter expansion now, I'm sure you'll hear more as time goes on, and these threads are still monitored as long as they're up and being contributed to. Vice Secretary of the 7th Council of Stellar Management.
|

Zarnak Wulf
Imperial Outlaws
526
|
Posted - 2012.08.23 13:21:00 -
[133] - Quote
Another idea:
IF you have an office in a system and IF your corp/alliance put LP into the system upgrades - you get a portion of all the fees your station generates for repair bills, manufacturing, research, ect. If three militia corporations had offices in one system, for example, and only one had upgraded the system - that corp would get all the fees. If two put in equal shares it would be split. If one put in 60% and the other two did 30%.... you get the idea.
|

Cearain
Imperial Outlaws
588
|
Posted - 2012.08.23 14:18:00 -
[134] - Quote
Hans Jagerblitzen wrote:Cearain wrote:Zarnak Wulf wrote:This thread hasn't had any dev love in almost two and a half months. It either needs some feedback to redirect the conversation or it should be unstickied.
I think it should be unstickied. It should be clear that faction farming has more pressing problems than fine tuning the Ihub rewards. And those pressing problems will be addressed as well. No one should assume that because these are the only two things that are stickied that they are all that's being worked on or that they are necessarily the utmost priority. But I know for a fact that CCP is still actively seeking player ideas not only for what they want to see as IHUB rewards but also what they want to see in a plex content revamp. As long as they're still gathering input, these should stay stickied. The reason you haven't seen dev love in two and a half months is because they've been working on other release builds and on vacation. Everyone's returning to work on the Winter expansion now, I'm sure you'll hear more as time goes on, and these threads are still monitored as long as they're up and being contributed to.
Somehow I have a feeling we will still have a broken system (that will still resemble null sec mining more than combat) after winter but with more fluff on upgrades. Keep them focused hans.
If I were king of the forest (on csm) I would refuse to discuss anything until I was sure that they were taking steps to ensure plexing was a pvp mechanic. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|
|

CCP Ytterbium
C C P C C P Alliance
907

|
Posted - 2012.08.23 16:47:00 -
[135] - Quote
There is a reason why this thread is still a sticky and will stay as one.
Moar info soon. And it's soon, not soonGäó, so expect it soon, Mr. SpoonGäó. |
|

corestwo
Goonfleet Investment Banking
640
|
Posted - 2012.08.23 19:27:00 -
[136] - Quote
I wrote a few (hundred (ok more than that)) words about my thoughts on FW here: http://themittani.com/features/dissection-game-system-faction-warfare
Discussion after the fact spawned what I think is a really great idea. Credit where credit's due: Weaselior (of Goonwaffe) came up with this idea, and its definitely a "more elegant" solution to the problem of "coordinated cashouts", among others.
Basically, do two things. First, make donating LP directly to infrastructure hubs not a thing. Remove the ability.
Second implement a system where hubs gain LP through player action. Attacking a hostile plex, or scoring PvP kills in a hostile system, would add LP equal to a percentage of the earned LP to the nearest friendly hub ("nearest" most likely by absolute astronomical distance or something). In friendly systems, LP generating kills contribute to the system's hub, and players could be rewarded with LP for defensively plexing - a smaller reward than offensive plexing, to be sure, but the contribution to the system's hub could receive a bonus as an extra incentive.
These bonus contributions to the hub could also come in the form of a tax, which may be preferable, as it still means players are losing LP to upgrade their systems - they're just doing it involuntarily. That'd be for CCP to decide. Likewise, the size of the contribution would have to be tweaked - too small and it remains too easy to offset with offensive plexing, and achieving and maintaining higher levels of warzone control is too hard, but too large, and its too easy.
The overall effect here would be that defending systems would be incentivized, as it would give your hubs a larger bonus, and it would force players to actually participate - the "coordinated cashouts" that are the norm now would be dead. This post was crafted by a member of the GoonSwarm Federation Economic Cabal, the foremost authority on Eve: Online economics and gameplay.
fofofo |

EvilweaselFinance
BUTTECORP INC Goonswarm Federation
40
|
Posted - 2012.08.23 19:51:00 -
[137] - Quote
It also happens to make it entirely unnecessary to try and bribe people to keep their systems upgraded (which they won't: maybe you bribe people into keeping a top-tier system or two around, but anything more than that ain't happening). |

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2796
|
Posted - 2012.08.23 21:40:00 -
[138] - Quote
corestwo wrote:I wrote a few (hundred (ok more than that)) words about my thoughts on FW here: http://themittani.com/features/dissection-game-system-faction-warfareDiscussion after the fact spawned what I think is a really great idea. Credit where credit's due: Weaselior (of Goonwaffe) came up with this idea, and its definitely a "more elegant" solution to the problem of "coordinated cashouts", among others. Basically, do two things. First, make donating LP directly to infrastructure hubs not a thing. Remove the ability. Second implement a system where hubs gain LP through player action. Attacking a hostile plex, or scoring PvP kills in a hostile system, would add LP equal to a percentage of the earned LP to the nearest friendly hub ("nearest" most likely by absolute astronomical distance or something). In friendly systems, LP generating kills contribute to the system's hub, and players could be rewarded with LP for defensively plexing - a smaller reward than offensive plexing, to be sure, but the contribution to the system's hub could receive a bonus as an extra incentive. These bonus contributions to the hub could also come in the form of a tax, which may be preferable, as it still means players are losing LP to upgrade their systems - they're just doing it involuntarily. That'd be for CCP to decide. Likewise, the size of the contribution would have to be tweaked - too small and it remains too easy to offset with offensive plexing, and achieving and maintaining higher levels of warzone control is too hard, but too large, and its too easy. The overall effect here would be that defending systems would be incentivized, as it would give your hubs a larger bonus, and it would force players to actually participate - the "coordinated cashouts" that are the norm now would be dead.
I see where you're going with this, you're certainly zeroing in one a very important problem, but I really believe the solution is much simpler. Fix the LP store prices at pre-inferno levels for all factions, and modulate the LP rewards for the various activities by a multiplier instead. This instantly eliminates the ability to "spike" the market, and it holds factions accountable for their current progress. Right now a faction can live at Tier 1 all week long, and cash out all their LP in an hour window on the weekend, and go right back to living at Tier 1 all the time. This is pretty broken, and it encourages everyone to chase the tier 5 spike (and discourages them from cashing out UNLESS they hit the tier 5 spike).
The problem people will point out right away with this change is the bleed-out - its way too easy to drain an IHUB quickly of its upgrades, which provides a disincentive to use them for anything other than spiking the market. This is easily fixed by tweaking the rate of the bleed-out. The other obvious problem is "snowballing" of the winning militia, meaning the more LP you earn the easier it is to maintain your upgrades. This is also easily fixable by scaling the amount of LP it takes to upgrade, based on your WZC control.
With a few mathematical adjustments to make it easier to maintain a given Tier level, scaling LP payouts instead of the store pricing will reward factions based on their current performance, and allow all players to cash out their LP freely at any time (helping them stay in the game and supplied with isk and ships) instead of the situation we have now where the losing faction just accumulates their LP, spending little and waiting for a savior to come in and help them achieve the magic system number needed to spike the market to the appropriate level. This change also heavily encourages those that are merely in FW to farm LP and isk (a valid reason to participate) to actually care about the state of the war on a day-to-day basis, which was the original design intent. Vice Secretary of the 7th Council of Stellar Management.
|

Bienator II
madmen of the skies
847
|
Posted - 2012.08.23 21:53:00 -
[139] - Quote
CCP Ytterbium wrote:There is a reason why this thread is still a sticky and will stay as one.
Moar info soon. And it's soon, not soonGäó, so expect it soon, Mr. SpoonGäó.
Bienator II wrote: - no LP payout for plexing in vulnerable systems (or equivalent mechanic which discourages farming) - timer runs backwards if you leave the flag of a plex - requirement to kill all NPCs in a plex - no FW missions in friendly space
please! a eve-style bounty system https://forums.eveonline.com/default.aspx?g=posts&m=359105 You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |

corestwo
Goonfleet Investment Banking
641
|
Posted - 2012.08.23 22:07:00 -
[140] - Quote
Hans Jagerblitzen wrote:corestwo wrote:I wrote a few (hundred (ok more than that)) words about my thoughts on FW here: http://themittani.com/features/dissection-game-system-faction-warfareDiscussion after the fact spawned what I think is a really great idea. Credit where credit's due: Weaselior (of Goonwaffe) came up with this idea, and its definitely a "more elegant" solution to the problem of "coordinated cashouts", among others. Basically, do two things. First, make donating LP directly to infrastructure hubs not a thing. Remove the ability. Second implement a system where hubs gain LP through player action. Attacking a hostile plex, or scoring PvP kills in a hostile system, would add LP equal to a percentage of the earned LP to the nearest friendly hub ("nearest" most likely by absolute astronomical distance or something). In friendly systems, LP generating kills contribute to the system's hub, and players could be rewarded with LP for defensively plexing - a smaller reward than offensive plexing, to be sure, but the contribution to the system's hub could receive a bonus as an extra incentive. These bonus contributions to the hub could also come in the form of a tax, which may be preferable, as it still means players are losing LP to upgrade their systems - they're just doing it involuntarily. That'd be for CCP to decide. Likewise, the size of the contribution would have to be tweaked - too small and it remains too easy to offset with offensive plexing, and achieving and maintaining higher levels of warzone control is too hard, but too large, and its too easy. The overall effect here would be that defending systems would be incentivized, as it would give your hubs a larger bonus, and it would force players to actually participate - the "coordinated cashouts" that are the norm now would be dead. I see where you're going with this, you're certainly zeroing in one a very important problem, but I really believe the solution is much simpler. Fix the LP store prices at pre-inferno levels for all factions, and modulate the LP rewards for the various activities by a multiplier instead. This instantly eliminates the ability to "spike" the market, and it holds factions accountable for their current progress. Right now a faction can live at Tier 1 all week long, and cash out all their LP in an hour window on the weekend, and go right back to living at Tier 1 all the time. This is pretty broken, and it encourages everyone to chase the tier 5 spike (and discourages them from cashing out UNLESS they hit the tier 5 spike). The problem people will point out right away with this change is the bleed-out - its way too easy to drain an IHUB quickly of its upgrades, which provides a disincentive to use them for anything other than spiking the market. This is easily fixed by tweaking the rate of the bleed-out. The other obvious problem is "snowballing" of the winning militia, meaning the more LP you earn the easier it is to maintain your upgrades. This is also easily fixable by scaling the amount of LP it takes to upgrade, based on your WZC control. With a few mathematical adjustments to make it easier to maintain a given Tier level, scaling LP payouts instead of the store pricing will reward factions based on their current performance, and allow all players to cash out their LP freely at any time (helping them stay in the game and supplied with isk and ships) instead of the situation we have now where the losing faction just accumulates their LP, spending little and waiting for a savior to come in and help them achieve the magic system number needed to spike the market to the appropriate level. This change also heavily encourages those that are merely in FW to farm LP and isk (a valid reason to participate) to actually care about the state of the war on a day-to-day basis, which was the original design intent.
So, let me summarize. "You get rewards for joining the losing side, and you get MORE rewards for joining the winning side."
Assuming I've summarized correctly, how does your system do anything but encourage more and more players to join the winning side? I don't see one.
I also find railing against "a savior" curious when you argued in your comments on my article that success "needs to be achieved through tactical and organizational superiority by those participating in the combat." While the examples of flip-flopping we've had have come through outside intervention (namely Nulli), is this somehow different from an organized corp of what are otherwise regular FW pilots working together? This post was crafted by a member of the GoonSwarm Federation Economic Cabal, the foremost authority on Eve: Online economics and gameplay.
fofofo |

Cearain
Imperial Outlaws
589
|
Posted - 2012.08.23 22:36:00 -
[141] - Quote
I guess I don't really see any "problem" with the tier spikes.
It adds some marketing strategy to the cash out. You need to try to predict what will be needed in the future.
Why is this a problem. The more lp the losing side gains the more they have an interest in achieving tier 5. So if one side is losing for a long time like amarr there will be more and more people who have an interest in helping amarr.
I missed the 30 second tier 4 cashout. I am sure many other amarr have as well. We will hit tier five as long as lp is not given for defensive plexing. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Cearain
Imperial Outlaws
589
|
Posted - 2012.08.23 22:49:00 -
[142] - Quote
From Mynnna's blog: "Problem: No incentive to play defense. Offensive plexing rewards a player with LP in addition to advancing the attacking factionGÇÖs system control and reducing the defenderGÇÖs warzone control. Defensive plexing denies attackers this ability and slightly reverses their system control, but offers no LP reward to the player, and so no means to fix the damage to their warzone control - their only option for doing so is to go elsewhere and attack. As a result, establishing and more importantly maintaining warzone control is extraordinarily difficult."
The incentive to play defense is holding on to the space and thereby retaining the ability to hit a higher tier. There is clearly an incentive to hold systems.
The above explanation of the problem also ignores the best way to hold your system. Fight off offensive attackers before they capture plexes! Failure to defend your system in pvp results in the sort of punishment that you must then defensive plex for no individual gain. This is actually the best part of inferno and not a problem.
Finally it should be difficult to hang on to your systems. No lp for defensive plexing is the true balance against having a dominant side always win. You are correct that there are too many items in the lp store for the market to be a balance. However no lp for defensive plexing means the losing side can always work its way back up.
The reason amarr are not plexing there way to victory is not because there are insufficient benefits or because there is anything wrong with the tier system. Its because its boring pve and we like to pvp. Make it a pvp system and it is fixed.
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Zarnak Wulf
Imperial Outlaws
526
|
Posted - 2012.08.23 23:50:00 -
[143] - Quote
Hans Jagerblitzen wrote: I see where you're going with this, you're certainly zeroing in one a very important problem, but I really believe the solution is much simpler. Fix the LP store prices at pre-inferno levels for all factions, and modulate the LP rewards for the various activities by a multiplier instead. This instantly eliminates the ability to "spike" the market, and it holds factions accountable for their current progress. Right now a faction can live at Tier 1 all week long, and cash out all their LP in an hour window on the weekend, and go right back to living at Tier 1 all the time. This is pretty broken, and it encourages everyone to chase the tier 5 spike (and discourages them from cashing out UNLESS they hit the tier 5 spike).
The problem people will point out right away with this change is the bleed-out - its way too easy to drain an IHUB quickly of its upgrades, which provides a disincentive to use them for anything other than spiking the market. This is easily fixed by tweaking the rate of the bleed-out. The other obvious problem is "snowballing" of the winning militia, meaning the more LP you earn the easier it is to maintain your upgrades. This is also easily fixable by scaling the amount of LP it takes to upgrade, based on your WZC control.
With a few mathematical adjustments to make it easier to maintain a given Tier level, scaling LP payouts instead of the store pricing will reward factions based on their current performance, and allow all players to cash out their LP freely at any time (helping them stay in the game and supplied with isk and ships) instead of the situation we have now where the losing faction just accumulates their LP, spending little and waiting for a savior to come in and help them achieve the magic system number needed to spike the market to the appropriate level. This change also heavily encourages those that are merely in FW to farm LP and isk (a valid reason to participate) to actually care about the state of the war on a day-to-day basis, which was the original design intent.
I like this alot more then the current system. You addressed many of the issues others have brought up against the above proposal. The one thing I would have liked to hear that I didn't was the current spread on WZC tiers. At tier one Amarr would get 2500 LP per minor? 4375 per medium? 6250 per major? To put it in perspective - I've made 1.8 million Amarr LP since the T4 cashout. I would have an above average cashout should the system change. Then it would be painful and slowgoing to earn more LP. The people who currently complain would continue to do so.
There are also other issues. Level 4 missions give the best LP - and really the missions serve no purpose anymore. And you can get all the LP you want by plexing in Caldari systems even if you own all the Amarr systems. LP is not finite in that sense. You can always get more easily. |

Julius Foederatus
Hyper-Nova
108
|
Posted - 2012.08.24 00:01:00 -
[144] - Quote
Those who want to get rid of coordinated cash outs should think twice before they keep on that tack. Coordinated cash outs are one of the only things that keeps the people who are actually interested in FW somewhat in control of the source of income. The fact that the bump only lasts a few hours at most means that those not in the loop can't come in and drive down the prices hurting our income.
Remember that the reason we originally had the FW discount was because we had/have the highest ship kill/loss rate of just about anywhere in EVE. The income is necessary to keep people in FW and playing at the level they play now. Every feature that helps some outside entity, that has no real stake in the actual FW conflict, farm more easily, is something that hurts each and every one of us.
The biggest priority needs to be killing the rewards for running from PVP. You should not be able to bore your enemy to death and make ludicrous amounts of isk. Now maybe coordinated cash outs are not how CCP intended things to be, but they certainly aren't really making the FW environment any worse, and I would argue we're better off having them in.
*Edit: Also I think that changing the LP modifiers instead of having the store discounts is a horrible idea. Not only will nothing substantively change for the players in affordability of items, instead it will be even harder to afford to upgrade in the first place. At least the amount of LP required to upgrade a system is constant no matter what the tier, but that idea will make it so the loser has even more burdens placed upon them.
Making it more expensive to upgrade just makes people hoard their LP even more and makes the leech problem worse, not better. |

corestwo
Goonfleet Investment Banking
642
|
Posted - 2012.08.24 00:40:00 -
[145] - Quote
Cearain: In a general sense I agree with you that PvP should be emphasized. Heck, I just spent entirely too much isk on a frigate specialist that I hope to get to PvP on in FW, so I'm definitely there with you. Your suggestion for an alert system is really good (of course a war installation would issue a distress call if attacked). I've also seen a suggestion to move the beacon that you orbit to capture closer to the warpin, and that capture progress on a beacon reset to the neutral state if you leave the complex - either you stand and fight when attacked, or you have to start over. Implement both of those and some other sweeping changes, and I think removing NPCs would be okay.
I take some issue with some of your other points though. 
Cearain wrote:The incentive to play defense is holding on to the space and thereby retaining the ability to hit a higher tier. There is clearly an incentive to hold systems.
The above explanation of the problem also ignores the best way to hold your system. Fight off offensive attackers before they capture plexes! Failure to defend your system in pvp results in the sort of punishment that you must then defensive plex for no individual gain. This is actually the best part of inferno and not a problem. To the first point - there's incentive to hold systems so that you have things to upgrade for a coordinated cashout. There is zero incentive to actually maintain higher levels of WZC though.
To the second point - the system allows for defense of sorts by defensive plexing, which serves to deny attackers who may show up later use of the plex to attack the system. In other words, its proactive defense - attacking them while they're in the plex is reactive defense. Both should be viable, but the lack of reward, either to the player or in the form of bolstering the upgrade level of the hub, means no one bothers, which contributes to the near impossibility of maintaining high WZC...which in turn makes coordinated cashouts the only way to cash out.
Cearain wrote:Finally it should be difficult to hang on to your systems. No lp for defensive plexing is the true balance against having a dominant side always win. You are correct that there are too many items in the lp store for the market to be a balance. However no lp for defensive plexing means the losing side can always work its way back up. As it stands now though, the lack of reward for defensive plexing means that no one does it, which in turn means that coordinated cashouts are the name of the game. It should be difficult, and you should have to work for it, but I do think there need to be other options for defending a system beyond "kill the attackers".
Cearain wrote:The reason amarr are not plexing there way to victory is not because there are insufficient benefits or because there is anything wrong with the tier system. Its because its boring pve and we like to pvp. Make it a pvp system and it is fixed.
"Make it a pvp system" is an interesting line in the context because you're talking about Amarrian lack of progress. To progress they'd have to attack - are you saying that attacking systems should be based on PvP too? Because, that won't work - any method of capturing systems that is based on PvP can be defeated by simply not providing the PvP. For better or for worse it has to be a PvE solution - you press the button, and if the defenders avoid PvP, they lose the system.
Julius Foederatus wrote:Those who want to get rid of coordinated cash outs should think twice before they keep on that tack. Coordinated cash outs are one of the only things that keeps the people who are actually interested in FW somewhat in control of the source of income. The fact that the bump only lasts a few hours at most means that those not in the loop can't come in and drive down the prices hurting our income. I'm not sure I agree with this. If the balancing system worked as intended, with prices fluctuating as they should in response to control (look at Amarr Navy Slicers for an example), yes, prices items from a dominant faction would drop. However, they're not going to go to zero value. Just look at L4 mission stores - they're just about as saturated as you can get, and you can still fetch ~500 isk/LP for implants (which are very easy to sell, thus the popularity), more for other items such as mods. With it's relatively lower population, I think that FW items could quite possibly stay at a higher level still, especially with a diverse store to choose from. So, a player willing to stay with his faction could still earn a healthy income to keep himself in ships - especially since frigates and destroyers are overwhelmingly the popular choice, even amongst those actually playing and not merely farming. Meanwhile, someone who feels a bit more mercenary can swap sides, fight to get them winning, and cash in on the (temporary) payday if he succeeds while their items are still high in price. For what it's worth, this was CCP's original intent with the system, which is part of why I'm trying to restore it.
Julius Foederatus wrote:The biggest priority needs to be killing the rewards for running from PVP. I'm not sure about BIGGEST priority but I do agree - see the ideas people sent me at the start of the post for that. This post was crafted by a member of the GoonSwarm Federation Economic Cabal, the foremost authority on Eve: Online economics and gameplay.
fofofo |

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2796
|
Posted - 2012.08.24 01:00:00 -
[146] - Quote
corestwo wrote: It occurs to me - your explanation makes sense if you see the coordinated cashouts as a problem, but have no issue with one faction being entirely dominant. I don't suppose this is the case, is it? If so, how is that interesting?
Ahhh great question. You're not misunderstanding anything necessarily, you correctly point out that this indeed removes one of the financial incentives for enlisting in the losing miltia. This would be a pretty critical flaw if financial incentives were the current primary motivation for enlistment, or if those that enlist in the winning militia for financial purposes played a major part in the success or failure of the militia militarily. This doesn't appear to be the case in practice, however.
Since Inferno, we've witnessed several large outside entities enlist in the Amarr militia, and enlist explicitly for the increased number of war targets for PvP purposes. These groups are joining for the fun of it, a target rich environment to feed their PvP appetites. This also continues a long-term historical tradition that pre-dates Inferno where players would flip factions specifically to have the most amount of flashy ships around them at any given time. It doesn't make any sense financially nowadays, and often these groups that join the underdog don't appear to be all that preoccupied with warzone control, either. In fact, even veteran groups like Imperial Outlaws remain more interested in the PvP than the financial reward, and have been willing to endure the most brutal of Inferno's punishments for the sake of feeding their hunger for killmails and bragging rights (both of which they've earned).
Fweddit in particular is a prime example - their leadership has been outspoken about the fact that they were there for killmails and entertainment, not to fill their coffers. Their criticism of the Faction Warfare system has been rooted much more in the lack of entertaining game play especially at the plexing level, where they expected to find much PvP but discovered a boring PvE grind instead. Members have Fweddit have been open about the fact that they don't enjoy plexing much, certainly not enough to put the necessary grind time to make a substantial difference in WZC. They'd simply rather be pewing instead. And that's perfect! This is exactly who we want to attract to Faction Warfare, players that are enthusiastic about PvP for the sake of PvP. I wholeheartedly believe that if CCP fixes Faction Warfare's core gameplay mechanic to provide the PvP quality that players should expect from such a system, that this motivation for joining the underdog will easily eclipse any difference in immediate financial reward.
There is simply no debate that any system that rewards winners and punishes losers financially will encourage profit-seekers to enlist in whichever militia is winning at the time. This sounds in theory like it would lead to "snowballing" and an unbreakable monopoly of power over time. But the numbers show something a little different. As CCP disclosed at the summit, and as publicly available data shows, the "army of plexing alts" that have joined Minmatar haven't really translated into a noticeable increase in plexing behavior. The Amarr have been able to put forth as much warzone activity in terms of kills and victory points, despite the on-paper size advantage that the Minmatar have.
TL,DR:
Cearain wrote: The reason amarr are not plexing there way to victory is not because there are insufficient benefits
Cearain wrote: Its because its boring pve and we like to pvp. Make it a pvp system and it is fixed. Vice Secretary of the 7th Council of Stellar Management.
|

MotherMoon
Blue Republic RvB - BLUE Republic
1106
|
Posted - 2012.08.24 01:06:00 -
[147] - Quote
ugh factionwarfare will never be what i want it to be. :P
I want it to be a system that requires ownership of all surrounded systems before it can be cliamed. I want combat to be focused into the border systems. That is where every factional warfare mission should spawn. Any system that is not conected to nothing but friendly owned systems should be considered a battleground. If a sysem is surrounded by all owned system then FW missions would not spawn there.
But CCP will never listen to this direction of focused pvp gameplay, designing FW to work more like a well design board game. http://dl.eve-files.com/media/1206/scimi.jpg |

Zarnak Wulf
Imperial Outlaws
526
|
Posted - 2012.08.24 01:11:00 -
[148] - Quote
What is FW supposed to be though? Is it a stand-alone system to it's own right? Or is it designed to be nothing more then a breeding ground for null-sec and wormhole pvp'ers? If it's the latter then working as intended. Alot of the Amarr will move on to other things. With few targets and no objectives once all of Amarr low-sec is conquered I expect the same of many Minmatar pilots as well. Alot of us were really hoping for more though. |

corestwo
Goonfleet Investment Banking
642
|
Posted - 2012.08.24 01:31:00 -
[149] - Quote
Hans Jagerblitzen wrote:words As we clearly have very differing visions I don't see the need to debate the merits of our respective solutions, so I'll bow out on that front. However, I do want to ask - I also don't see how your system, on its own, would do anything to mitigate permanent Minmatar dominance as a farmfest. Sure, people would join Amarr for the notional ~gudfites~, but without some serious revamps (and honestly, probably even with them), people would still be able to make grotesque amounts of isk without risking very much to do it. Your system would likely make it even easier to do so, in fact, by eliminating the need for coordinated cashouts. Do you consider that, the idea of being able to make dozens or hundreds of millions of isk an hour, forever, in a frigate, to be okay?
Hans Jagerblitzen wrote:There is simply no debate that a system that rewards winners and punishes losers financially will encourage profit-seekers to enlist in whichever militia is winning at the time. This sounds in theory like it would lead to "snowballing" and an unbreakable power monopoly over time. But the numbers show something a little different. As CCP disclosed at the summit, and as publicly available data shows, the "army of plexing alts" that have joined Minmatar haven't really translated into a noticeable increase in plexing behavior. The Amarr have been able to put forth as much warzone activity in terms of kills and victory points, despite the on-paper size advantage that the Minmatar have.
Note on the VP numbers - as the author there notes, VP are gained by capturing plexes. The fact that Minmatar WZC drops very rapidly proves that someone on the Amarrian side is plexing to some end. Maybe it's die hards who are trying to genuinely participate and win, but are doing **** all in the face of the farming engine. Maybe it's amarr alts of minmatar farmers flipping systems back over to amarrian control so they can farm them - defensive plexing offers no reward, after all. Regardless, it's plainly obvious from warzone control that it doesn't matter, and that Minmatar are the chosen to win. The equal VP is pretty meaningless. This post was crafted by a member of the GoonSwarm Federation Economic Cabal, the foremost authority on Eve: Online economics and gameplay.
fofofo |

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2796
|
Posted - 2012.08.24 08:20:00 -
[150] - Quote
Zarnak Wulf wrote: I like this alot more then the current system. You addressed many of the issues others have brought up against the above proposal. The one thing I would have liked to hear that I didn't was the current spread on WZC tiers. At tier one Amarr would get 2500 LP per minor? 4375 per medium? 6250 per major? To put it in perspective - I've made 1.8 million Amarr LP since the T4 cashout. I would have an above average cashout should the system change. Then it would be painful and slowgoing to earn more LP. The people who currently complain would continue to do so.
There are also other issues. Level 4 missions give the best LP - and really the missions serve no purpose anymore. And you can get all the LP you want by plexing in Caldari systems even if you own all the Amarr systems. LP is not finite in that sense. You can always get more easily.
Excellent points, both. I should clarify than when I first outlined the proposal regarding fixed prices and modulated payouts, this was never intended to be "the" fix for Faction Warfare, merely one of about a dozen that need to be nailed on the head this Winter in order for the feature to reach a healthy, vibrant state that will entertain for years to come. I was just responding to Corestwo's idea with my own version of how to address his specific concern.
You correctly address another issue here - the degree of scaling itself. This was a factor I warned CCP was too excessive going into Inferno, but at the time CCP was feeling adventurous and wanted to err on the side of driving conflict, than err on the side of caution and have the rewards matter too little to really kickstart the race. They said at the time they'd monitor this spread and adjust if needed, and I still agree that it needs to be scaled back a bit. Primarily on the low end - I think its absurd that when you start losing badly enough, its more profitable to go run highsec missions instead. I pushed CCP to implement a sustainable income for all Faction Warfare pilots, not just the winners, and the current rewards at Tier 1 are deeply frustrating. I'm also open to dialing back the 4x multiplier on the winning end too, just not so much that it fails to properly motivate a faction to continue fighting every single day to reach that high mark.
As for missions - I'm not of the mindset that these need to be jettisoned at this point like some vestigial organ. It's actually because missions don't contribute to warzone control and the PvP war that they're in less need of attention at this time. I'll be perfectly honest - I'm in no rush to see missions balanced, overhauled, eliminated, or integrated into the sovereignty system until all of the core issues affecting how our war is fought are addressed first. CCP simply must address the myriad of plexing-related issues and repair the core PvP gameplay before we mess with something that isn't necessarily interfering with the nature of the war, and that is my recommendation to the developers at this point and time. Vice Secretary of the 7th Council of Stellar Management.
|

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2796
|
Posted - 2012.08.24 08:42:00 -
[151] - Quote
Julius Foederatus wrote: Those who want to get rid of coordinated cash outs should think twice before they keep on that tack. Coordinated cash outs are one of the only things that keeps the people who are actually interested in FW somewhat in control of the source of income. The fact that the bump only lasts a few hours at most means that those not in the loop can't come in and drive down the prices hurting our income.
I understand your concern here, but I'd argue that the coordinated cash outs are actually causing dedicated Faction Warfare pilots to suffer the worst of the market crashes, but sending them all to the market at the same time to collect on their LP gains. There isn't much question that having hundreds of pilots try to sell their Fleet Stabbers in bulk during a 24 hour period isn't causing many to settle for lower buy order prices than they might otherwise face on a day-to-day basis if the sales were distributed much more evenly. Having all of us career FW pilots go to the market on the same day pits us directly against each other.
But this is all assuming, of course, that the only people cashing out during coordinated spikes are the dedicated Faction Warfare pilots who are in the loop at the time. Whenever the Minmatar begin working up a level 5 spike, there's plenty of warning in general militia chat for everyone not involved in the core PvP war to still get in on the action, and if you really run the numbers, its not unfeasible that a single individual can bankroll his own Tier 5 spike if he dedicates a weekend earning the few million LP necessary to pull this off. Again, the spiking encourages the most intense market competition and doesn't pit us against the casual farmer near as much as it pits us against the other pilots who are out fighting the real war. I predict that a smooth supply to the market over time would result in higher average sales prices that pilots are currently achieving during the Tier 5 spike stampedes. Economists, prove me wrong and I'll happily concede this last point.
Julius Foederatus wrote: The biggest priority needs to be killing the rewards for running from PVP. You should not be able to bore your enemy to death and make ludicrous amounts of isk.
Order of priority aside, this is another critical issue in my opinion, and needs to be addressed in conjunction with other core feature fixes. Right now plexing is a giant game that is optimized for evasion. The fact that only one party in a plex conflict gets paid for their work encourages simultaneous unopposed farming in seperate locations rather than adversarial combat, and its no surprise that this is what we're seeing in practice. The fact that you can just run from one plex to the next and continually make progress on a system takeover also contributes to plexing being an evasion game. This second issue is something we can certainly address pretty easily - for example I'd love to see a steady timer rollback when no players occupy a plex, so that pilots that simply want to run away to a new plex (sometimes circling back to one they've already made progress in) can't use this evasion method to rack up any meaningful progress. By forcing a pilot to stick around and hold their ground if they want to win victory points, they'll be that much more likely to fit themselves for PvP rather than to just slap on the traditional 10mn AB and warp stabs. Vice Secretary of the 7th Council of Stellar Management.
|

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2796
|
Posted - 2012.08.24 08:58:00 -
[152] - Quote
MotherMoon wrote:ugh factionwarfare will never be what i want it to be. :P
I want it to be a system that requires ownership of all surrounded systems before it can be cliamed. I want combat to be focused into the border systems. That is where every factional warfare mission should spawn. Any system that is not conected to nothing but friendly owned systems should be considered a battleground. If a sysem is surrounded by all owned system then FW missions would not spawn there.
But CCP will never listen to this direction of focused pvp gameplay, designing FW to work more like a well design board game.
Ah, chin up. If there's one thing I've learned so far, its that asking for what you want to see and taking the time to argue its merit delivers far better results than spending any time lamenting that CCP may not care.
But yes, mission spawning is one of those wonky outdated elements to the Faction Warfare system that could be made much more interesting and dynamic. They were always designed to take place in enemy space, which would be even riskier now that we have station lockout. But without the spawn mechanics fixed or even the NPC content inside overhauled and balanced, they really don't do much to encourage PvP and kind of sit sadly on the sidelines. Like I said earlier, I'd love to look into ways to address this but for the time being I'm making sure I have absolute commitments from the developers to overhaul our core plexing game and address all the major problems in the reward system before we move on to missions.
I've heard nothing suggesting that CCP would refuse listen to this mission treatment though, they agreed at the summit these were no longer working as intended anymore. The issue isn't the willingness on CCP's part to revamp missions, its simply an issue of prioritizing development resources at this point. So keep sharing if you feel strongly about it, we're all interested in hearing everyone's ideas. Vice Secretary of the 7th Council of Stellar Management.
|

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2796
|
Posted - 2012.08.24 11:27:00 -
[153] - Quote
corestwo wrote: without some serious revamps (and honestly, probably even with them), people would still be able to make grotesque amounts of isk without risking very much to do it. Let's face it - chasing down frigate farmers that run at the first sign of trouble gets boring, even if the beacon is closer and the capture point resets if they leave and so on. It'd probably get old, farming would flourish. The way that you eliminate coordinated cashouts makes the farming even easier.
Yeah, I simply don't share your fear that CCP isn't going to do the "serious revamps" to control the expansion of low-risk isk farming and the predominance of speed-tanking frigs. These are precisely the kind of problems they've been seeking out feedback on, and putting together some concrete plans to address. It's great stuff for the community to continue discussing, because CCP has said all along a plex content overhaul would included in Winter expansion, and I've seen them continue to make progress on this commitment first-hand. There's no reason to assume at this point that any element of the Faction Warfare system will be remaining static, especially the core risk / reward issues.
There's no magic bullet here - we have to simultaneous tackle the payout scheme, the plexing content, the incentives for PvP, and the way that upgraded Faction Warfare systems shape the low sec landscape through their bonuses and effects. It's all necessary, and all interconnected, and all has to happen at the same time for maximum effectiveness. CCP will be finished with their initial release planning fairly soon here, and should be able to post up their initial stab at tackling these various problems so players can begin finessing the details. Note that release planning won't dictate the final specific solutions to be implemented, but it will at least help players understand which elements of this feature will be going under the knife and the degree to which they're likely to change.
Vice Secretary of the 7th Council of Stellar Management.
|

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2796
|
Posted - 2012.08.24 11:28:00 -
[154] - Quote
corestwo wrote: Note on the VP numbers - as the author there notes, VP are gained by capturing plexes. The fact that Minmatar WZC drops very rapidly proves that someone on the Amarrian side is plexing to some end. Maybe it's die hards who are trying to genuinely participate and win, but are doing **** all in the face of the farming engine. Maybe it's amarr alts of minmatar farmers flipping systems back over to amarrian control so they can farm them - defensive plexing offers no reward, after all. Regardless, it's plainly obvious from warzone control that it doesn't matter, and that Minmatar are the chosen to win. The equal VP is pretty meaningless.
So we have a situation where two militias are putting forth equal levels of activity, and making equal headway simultaneously. The fact that there's a numbers disparity indicates that the Minmatar are simply out plexing less individually than the Amarr, and that plexing is infrequent enough amongst the "farming engine" to cause a rise in total activity levels that correlates with the influx of new members. An alternative explanation for this phenomena (and the one I know to actually be the case from first-hand experience) is that as alt- plex-farmers pour into the Minmatar militia, the core PvP crowd spends less time plexing knowing that they can mission for LP and spend less time on PvE and more time on PvP, without losing their Tier advantage because they're not out offensively plexing as much. Sure, more have signed up to plex because of the lucrative LP, but they're not actually tipping the scales in the war, they're just sparing the veterans the dirty work.
This leaves us with the question, why the Minmatar? This is of course is one of the most hotly debated question around, every player's answer (especially those involved in the war) is steeped in bias and bravado. But there's a few things that can be agreed on without having to argue about who fought the better war. The first, is that the Minmatar took all their space pre-inferno. It shouldn't be all that suprising that if you have two militias making equal but opposing progress in the war, and one started out ahead of the other, it will remain ahead of the other. The ability of the Amarr miltiia as a whole to keep pace with "the machine" would suggest that once they achieved the number of systems they needed to achieve tier 4, they'd maintain that number of systems, just as the Minmatar did for their first few months. Indeed, it is quite likely that if groups like Fweddit, Moar Tears, and Nulli Secunda hadn't left the militia suddenly, the Amarr would be continuing to enjoy a period of prosperity rather than suffering only a brief moment of relief.
And why did these groups leave when they did? Pinky Feldman reflects on the departure of Moar Tears explaining that it was once again the quality of the PvP that was the driving factor, not merely the lack of isk. Moar Tears and Fweddit both proved that isk advantage wasn't necessary to be able to take space, they were instrumental in seizing Minmatar strongholds such as Kourmonen using creative, low cost fleet doctrines that often easily outnumbered the Minmatar PvP crowd in a given time zone. Pinky has been outspoken about the fact that if the PvP was better, and plexing was fun, Moar Tears and Fweddit would have stuck it out and been an even more integral part of the Amarr recovery process.
I continue to maintain that in Faction Warfare, PvP is king, not the isk, even post-Inferno. The healthy prescription for Faction Warfare's future isn't to just fix up the isk metagame so that the isk metagame works as CCP originally intended, it's to give prospective Faction Warfare players an even stronger motivation to enlist and participate than profit. ~Gudfites~ are not "notional", they are integral to the success of Faction Warfare reform.
o7 Vice Secretary of the 7th Council of Stellar Management.
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Cearain
Imperial Outlaws
590
|
Posted - 2012.08.24 11:51:00 -
[155] - Quote
corestwo wrote:Cearain: In a general sense I agree with you that PvP should be emphasized. Heck, I just spent entirely too much isk on a frigate specialist that I hope to get to PvP on in FW, so I'm definitely there with you. Your suggestion for an alert system is really good (of course a war installation would issue a distress call if attacked). I've also seen a suggestion to move the beacon that you orbit to capture closer to the warpin, and that capture progress on a beacon reset to the neutral state if you leave the complex - either you stand and fight when attacked, or you have to start over. Implement both of those and some other sweeping changes, and I think removing NPCs would be okay. I take some issue with some of your other points though.  Cearain wrote:The incentive to play defense is holding on to the space and thereby retaining the ability to hit a higher tier. There is clearly an incentive to hold systems.
The above explanation of the problem also ignores the best way to hold your system. Fight off offensive attackers before they capture plexes! Failure to defend your system in pvp results in the sort of punishment that you must then defensive plex for no individual gain. This is actually the best part of inferno and not a problem. To the first point - there's incentive to hold systems so that you have things to upgrade for a coordinated cashout. There is zero incentive to actually maintain higher levels of WZC though..
That is correct. But I don't really see that as a problem. The warzone will start to take much longer to flip from one side to the next once ccp eliminates the whole farmville mechanic. That will be eliminated when they do the timer countdown and the start letting militias know where plexes are attacked. I think it will take about about 4 months for amarr to get to tier 5 from the time minmatar cashout out at tier 5. Perhaps longer.
This will give the appearance of a campaign. Someone might want to join fw on the losing side and help them through a campaign cash out and then do something else in eve. Or like me they may want to stick around and just keep fighting for that faction and try to stall the other side from hitting tier 5.
Yes I did say "stall" the other side from hitting tier 5. Because I think its important that all sides be able to eventually hit this. because if one can't we will just have everyone joining the sides that can.
I think for war that is like fw this is really the best we can hope for. The fortunes maiking big swings from one side to the other over time.
Hans's proposal where they give more lp instead of making things cheaper, I think will just make the warzone stagnant. Very little will change over or a month and the war will just becomes so entrenched people wont care much.
corestwo wrote:
To the second point - the system allows for defense of sorts by defensive plexing, which serves to deny attackers who may show up later use of the plex to attack the system. In other words, its proactive defense - attacking them while they're in the plex is reactive defense. Both should be viable, but the lack of reward, either to the player or in the form of bolstering the upgrade level of the hub, means no one bothers, which contributes to the near impossibility of maintaining high WZC...which in turn makes coordinated cashouts the only way to cash out..[/quote.
The reactive defense always involves pvp so that should be the one strongly favored. The proactive one will often involve pve so it should not be favored over the other.
But again the main reason for keeping it so that there is no lp for defensive plexing is because this is the only tru balancing mechanic that gives someone a reason to fight for the losing side. Because the side with fewer systems held and a lower tier will be able to tell new pilots that they will be able to make lp. This will discourage people from piling on the winning team because they will have fewer opportunities to make lp.
I really can't emphasize how important this is. If anything I think the defending side should have to pay lp to make the defensive plex count toward decontesting the system.
In the blog you linked there are some other good ideas to help balance such as more unique items and buffing the current unique items. I think this is good and should be done. But really the market won't be enough. At low tiers pirate faction ships are cheaper than the navy faction ships. There needs to be a way that narurally allows the side with fewer systems to start to climb back in the game. No lp for defensive plexing is a great way to do it. its actually the only thning that allows it now. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Cearain
Imperial Outlaws
590
|
Posted - 2012.08.24 11:58:00 -
[156] - Quote
Hans Jagerblitzen wrote:corestwo wrote: It occurs to me - your explanation makes sense if you see the coordinated cashouts as a problem, but have no issue with one faction being entirely dominant. I don't suppose this is the case, is it? If so, how is that interesting? Ahhh great question. You're not misunderstanding anything necessarily, you correctly point out that this indeed removes one of the financial incentives for enlisting in the losing miltia. This would be a pretty critical flaw if financial incentives were the current primary motivation for enlistment, or if those that enlist in the winning militia for financial purposes played a major part in the success or failure of the militia militarily. This doesn't appear to be the case in practice, however. Since Inferno, we've witnessed several large outside entities enlist in the Amarr militia, and enlist explicitly for the increased number of war targets for PvP purposes. These groups are joining for the fun of it, a target rich environment to feed their PvP appetites. .... [/quote]
Hans there have only been 3 that claimed that so far. Fweddit, moar tears, and agony. Agony just joined and its hard to say what they will make of it. Fweddit and moar tears left for the more lucrative calrdari militia. So one is unclear and 2 others have already proven this notion that people will stay with the losing faction for pvp wrong.
The idea that looking for pvp will be a factor that will make people join the losing side won't work. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Cearain
Imperial Outlaws
590
|
Posted - 2012.08.24 12:04:00 -
[157] - Quote
Hans Jagerblitzen wrote:Julius Foederatus wrote: Those who want to get rid of coordinated cash outs should think twice before they keep on that tack. Coordinated cash outs are one of the only things that keeps the people who are actually interested in FW somewhat in control of the source of income. The fact that the bump only lasts a few hours at most means that those not in the loop can't come in and drive down the prices hurting our income. I understand your concern here, but I'd argue that the coordinated cash outs are actually causing dedicated Faction Warfare pilots to suffer the worst of the market crashes, but sending them all to the market at the same time to collect on their LP gains. There isn't much question that having hundreds of pilots try to sell their Fleet Stabbers in bulk during a 24 hour period isn't causing many to settle for lower buy order prices than they might otherwise face on a day-to-day basis if the sales were distributed much more evenly. Having all of us career FW pilots go to the market on the same day pits us directly against each other..
Hans if you make it a pvp mechanic all the people who are cashing out will be dedicated faction war pilots for that campaing. There won't be any farmers screwing up the market. People who earn lp in plexes will all be pvpers who helped actually fight the war.
Tthe only exception to this will be the mission runners. And I think level 4 missions could stand a bit of a nerf.
Now the career fw pilots will have better understand of the market for the main faction war goods so they will still be able to make the most bank from these cashouts.
When people are cashing out all the time, knowledge doesn't really help. Just look at the current prices and buy whats best. It dumbs this aspect of fw down. Dumbing it down will hurt the career fw players more than the players new to fw. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Cearain
Imperial Outlaws
590
|
Posted - 2012.08.24 12:09:00 -
[158] - Quote
Hans Jagerblitzen wrote:There is simply no debate that a system that rewards winners and punishes losers financially will encourage profit-seekers to enlist in whichever militia is winning at the time. This sounds in theory like it would lead to "snowballing" and an unbreakable power monopoly over time. But the numbers show something a little different. As CCP disclosed at the summit, and as publicly available data shows, the "army of plexing alts" that have joined Minmatar haven't really translated into a noticeable increase in plexing behavior. The Amarr have been able to put forth as much warzone activity in terms of kills and victory points, despite the on-paper size advantage that the Minmatar have.
Hans I can't believe you are just taking her conclusions wholesale. Do you ever read the comments to these blogs? Here is the comment I posted:
"If the Minmatar plex so much more than the Amarr, as many people think, how can they have made so much less Victory Points than the Amarr since Inferno?"
1) At the beginning Amarr was spending allot of time defensive plexing instead of offensive plexing. Both give vp, but offensive plexing is smarter. So yes I agree at first a considerable problem was that amarr did not work with a good strategy. It is now pretty well established, that there should be a preference for offensive plexing. I think its pretty clear that now with the station lock outs its best if the smaller militia simply bases out high sec or one of the 3 low sec entry points. That way you are not saddled with defensive plexing.
2) I am not sure if minmatar get vp for plexing in caldari space. (althoguh I haven't confirmed this myself) This is the big hole in your analysis. When Minmatar started out inferno at tier 5 the majority of minmatar alts went to caldari space to plex. Its only after amarr flipped metro that the farm horde came to our front in full force.
3) The farmers also tend to major and medium plexes. They offer about 30-50% more lp per minute. The pvpers tend to do minor plexes and occasionally medium plexes because the rats in the major plexes are way too much for the majority of pvp fits to withstand. (at least for amarr) However, I am pretty sure, the minors offer just as much vp as the majors. So I think it would be fair to say that the side that is doing more minor plexes is not really farming fw - but doing fw. The mediums is sort of a mix but I think heavilly favors farming. But the side that is doing majors - is likely farming more. I really don't know which militia did what.
4) Nulli kept farming vulnerable systems. I think doing that still adds vp but it doesn't really help your militia. So this might explain how the amarr surpassed minmatar in vp. I think they joined on July 28th. Did amarr have more vp before then?
But this is the real bottom line:
"Unfortunately, those who widely (and emphatically) make claim to these numbers, do not provide anything in the way of proof GÇôeither through a thought-out argument or hard numbers. In fact, while the entire idea makes a lot of sense, it is essentially based on speculation and personal perception alone."
Yep lets get teh numbers from CCP diagoras.
Post inferno 1)how many of each type of plex was run and in what ship types for each of the militias? 2) How many plexes involved an explosion or even an aggression from a wt or neutral before it was captured?
-Cearain Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Cearain
Imperial Outlaws
590
|
Posted - 2012.08.24 12:16:00 -
[159] - Quote
corestwo wrote:Cearain: In a general sense I agree with you that PvP should be emphasized. Heck, I just spent entirely too much isk on a frigate specialist that I hope to get to PvP on in FW, so I'm definitely there with you. Your suggestion for an alert system is really good (of course a war installation would issue a distress call if attacked). I've also seen a suggestion to move the beacon that you orbit to capture closer to the warpin, and that capture progress on a beacon reset to the neutral state if you leave the complex - either you stand and fight when attacked, or you have to start over. Implement both of those and some other sweeping changes, and I think removing NPCs would be okay. I take some issue with some of your other points though.  .... "Make it a pvp system" is an interesting line in the context because you're talking about Amarrian lack of progress. To progress they'd have to attack - are you saying that attacking systems should be based on PvP too? Because, that won't work - any method of capturing systems that is based on PvP can be defeated by simply not providing the PvP. For better or for worse it has to be a PvE solution - you press the button, and if the defenders avoid PvP, they lose the system..
I think if they did what is suggested in the first paragraph they would make it a pvp system.
They wouldn't need to make the beacon reset to zero on warp outs just count back down a few minutes or to zero so the people who constantly run will make no progress. They will soon realize that this is not going to be profitable. Thus the only people who are left plexing will be those willing to fight for plexes. And fights there would be. Huge numbers of fights.
The rewards wouldn't need to be tied directly to pvp deaths. It would just happen due to the other mechanics such as players immediately knowing which plexes are under attack and the timer counting down if you get chased out.
They also need to adjust the damage the rats do in the larger plexes because they do way too much damage know for anyone but a fleet to be sticking around and fighting in those. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2796
|
Posted - 2012.08.24 12:22:00 -
[160] - Quote
Cearain wrote: Hans I can't believe you are just taking her conclusions wholesale. Do you ever read the comments to these blogs?
Yes, I do. I had read this already.
Vice Secretary of the 7th Council of Stellar Management.
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Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
268
|
Posted - 2012.08.24 12:22:00 -
[161] - Quote
Cearain wrote:...Hans if you make it a pvp mechanic all the people who are cashing out will be dedicated faction war pilots for that campaing. There won't be any farmers screwing up the market. People who earn lp in plexes will all be pvpers who helped actually fight the war.
The only exception to this will be the mission runners. And I think level 4 missions could stand a bit of a nerf... When (no longer consider it an "if") spawn destruction becomes a requirement for plexes, thus killing off a majority of the plex farmers, the obvious next step is to revamp missions.
By expanding the list of ships/structures needed to be killed for completion and introducing what has become known as "poison pills", you have effectively removed a majority of mission farmers as well (without CCP having to give up their delusion of wanting to give us choice .. in a bloody WAR!) and can allow missions to count towards occupancy. Double bonus if they address the glaring oversight that allows missions to spawn in already held space as fighting traditionally increases as a given side is 'cornered' and with both plexes and missions being spammed in the last remaining systems .. should be a honest to God bloodbath 
PS: Whoopsie, off-(official)topic again .. hehehehehe 
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Cearain
Imperial Outlaws
590
|
Posted - 2012.08.24 13:27:00 -
[162] - Quote
Hans Jagerblitzen wrote:Cearain wrote: Hans I can't believe you are just taking her conclusions wholesale. Do you ever read the comments to these blogs? Yes, I do. I had read this already.
Then why did you say this:
Hans Jagerblitzen wrote:There is simply no debate that a system that rewards winners and punishes losers financially will encourage profit-seekers to enlist in whichever militia is winning at the time. This sounds in theory like it would lead to "snowballing" and an unbreakable power monopoly over time. But the numbers show something a little different. As CCP disclosed at the summit, and as publicly available data shows,. the "army of plexing alts" that have joined Minmatar haven't really translated into a noticeable increase in plexing behavior The Amarr have been able to put forth as much warzone activity in terms of kills and victory points, despite the on-paper size advantage that the Minmatar have.
Without even addressing the comment that explained why her analysis is flawed?
Hans like she says in her post we need accurate information to base our changes on. There were several big mistakes in her analysis arriving at her conclusion that "the 'army of plexing alts' that have joined Minmatar haven't really translated into a noticeable increase in plexing behavior"
To those who understand the mechanics and have been carefully paying attention to what is happening, the data very strongly suggest that the army of plexing alts that have joined the minmatar have in fact translated into and increse in plexing behavior.
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Cearain
Imperial Outlaws
590
|
Posted - 2012.08.24 13:43:00 -
[163] - Quote
Hans Jagerblitzen wrote:corestwo wrote:I wrote a few (hundred (ok more than that)) words about my thoughts on FW here: http://themittani.com/features/dissection-game-system-faction-warfareDiscussion after the fact spawned what I think is a really great idea. Credit where credit's due: Weaselior (of Goonwaffe) came up with this idea, and its definitely a "more elegant" solution to the problem of "coordinated cashouts", among others. Basically, do two things. First, make donating LP directly to infrastructure hubs not a thing. Remove the ability. Second implement a system where hubs gain LP through player action. Attacking a hostile plex, or scoring PvP kills in a hostile system, would add LP equal to a percentage of the earned LP to the nearest friendly hub ("nearest" most likely by absolute astronomical distance or something). In friendly systems, LP generating kills contribute to the system's hub, and players could be rewarded with LP for defensively plexing - a smaller reward than offensive plexing, to be sure, but the contribution to the system's hub could receive a bonus as an extra incentive. These bonus contributions to the hub could also come in the form of a tax, which may be preferable, as it still means players are losing LP to upgrade their systems - they're just doing it involuntarily. That'd be for CCP to decide. Likewise, the size of the contribution would have to be tweaked - too small and it remains too easy to offset with offensive plexing, and achieving and maintaining higher levels of warzone control is too hard, but too large, and its too easy. The overall effect here would be that defending systems would be incentivized, as it would give your hubs a larger bonus, and it would force players to actually participate - the "coordinated cashouts" that are the norm now would be dead. I see where you're going with this, you're certainly zeroing in one a very important problem, but I really believe the solution is much simpler. Fix the LP store prices at pre-inferno levels for all factions, and modulate the LP rewards for the various activities by a multiplier instead. This instantly eliminates the ability to "spike" the market, and it holds factions accountable for their current progress. Right now a faction can live at Tier 1 all week long, and cash out all their LP in an hour window on the weekend, and go right back to living at Tier 1 all the time. This is pretty broken, and it encourages everyone to chase the tier 5 spike (and discourages them from cashing out UNLESS they hit the tier 5 spike). The problem people will point out right away with this change is the bleed-out - its way too easy to drain an IHUB quickly of its upgrades, which provides a disincentive to use them for anything other than spiking the market. This is easily fixed by tweaking the rate of the bleed-out. The other obvious problem is "snowballing" of the winning militia, meaning the more LP you earn the easier it is to maintain your upgrades. This is also easily fixable by scaling the amount of LP it takes to upgrade, based on your WZC control. With a few mathematical adjustments to make it easier to maintain a given Tier level, scaling LP payouts instead of the store pricing will reward factions based on their current performance, and allow all players to cash out their LP freely at any time (helping them stay in the game and supplied with isk and ships) instead of the situation we have now where the losing faction just accumulates their LP, spending little and waiting for a savior to come in and help them achieve the magic system number needed to spike the market to the appropriate level. This change also heavily encourages those that are merely in FW to farm LP and isk (a valid reason to participate) to actually care about the state of the war on a day-to-day basis, which was the original design intent.
The current tier system is much better than this. Your proposal will just lead to a boring entrenched war that will not see much in terms of changes in fortune.
The current tier system will allow for large swings in fortune.
The amarr was able to hit tier four and likely could have hit tier 5 if nulli didn't decide to pull the plug early.
Yes the minmafarm quickly plexed metro. However, if ccp takes steps - like timer count down and letting players know when plexes are attacked - the minmartar army of farm will be gutted and they will have to slowly fight their way back up.
Sure minmatar will still have a huge advantage due to the numbers that have already flocked there and the numbers that have fled amarr already. But minmatar will no longer be able to flip 40 systems in metro in 2 days without any fights. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Julius Foederatus
Hyper-Nova
109
|
Posted - 2012.08.24 16:24:00 -
[164] - Quote
I feel like we might be getting away from the original thread topic here, but I think it's at least tangentially related since I assume we want to change the way upgrades work so that people are actually invested in the system.
In any case, I never meant to imply that items will reach zero value. My issue is not the value per se, it's the fact that the people influencing the value of the items are many times those who don't really have any stake in FW outside of how much isk they can make. We got these kinds of rewards in FW because we needed a good stream of income to keep up with the ship burn rate. Will a horde of farming alts keep us from making isk? No, but we will make significantly less than we could have had the money only been going to people who actually participate in FW. That is my problem with this system and the lvl4 mission issue we had before inferno. The discounts are there for a specific reason: to encourage and finance FW pvp. Farmers aren't interested in FW pvp, and they make it harder for us to afford our ships by driving down the prices. It's the principle of the thing, they shouldn't be able to just come in with little to no risk or investment and be able to make a **** ton of money at our expense.
Coordinated cash outs actually work against these types of people. And while many people outside of the core FW guys may know about when upgrades take place, that is a consequence of human planning, rather than an inevitable outcome. I know in Gal mil we made the conscious choice to inform the general pbase because we wanted to try and spread the task of donating around as much as possible. On a side note, I think we will change our schedule and not inform the public in the near future, because it's always the people in the secure channels who are out donating their LP (with a few exceptions), while 200 people you've never seen in fleets or heard of sit in Villore waiting to be the first one to cash out.
To Hans point about competing with your own militiamen, that's only the case if you're a bad merchant. If you're stupid and try to dump all your stuff at once, sure it's going to hurt you. But again, this is a consequence of human action.
If we can create a system where people who are going out and plexing are actually participating by fitting pvp ships, fighting for plexes, and generally doing what most people in FW do, then I think going to a system other than coordinated cash outs would actually make sense. We wouldn't have this farming problem that we do now, so making it easier to get your stuff in FW would help out.
But until that problem is fixed, coordinated cash outs are one of the few things in the current system that actually work to the advantage of the people who are invested in the system. |

corestwo
Goonfleet Investment Banking
642
|
Posted - 2012.08.24 20:46:00 -
[165] - Quote
Julius Foederatus wrote:I feel like we might be getting away from the original thread topic here, but I think it's at least tangentially related since I assume we want to change the way upgrades work so that people are actually invested in the system.
In any case, I never meant to imply that items will reach zero value. My issue is not the value per se, it's the fact that the people influencing the value of the items are many times those who don't really have any stake in FW outside of how much isk they can make. We got these kinds of rewards in FW because we needed a good stream of income to keep up with the ship burn rate. Will a horde of farming alts keep us from making isk? No, but we will make significantly less than we could have had the money only been going to people who actually participate in FW. That is my problem with this system and the lvl4 mission issue we had before inferno. The discounts are there for a specific reason: to encourage and finance FW pvp. Farmers aren't interested in FW pvp, and they make it harder for us to afford our ships by driving down the prices. It's the principle of the thing, they shouldn't be able to just come in with little to no risk or investment and be able to make a **** ton of money at our expense.
Coordinated cash outs actually work against these types of people. And while many people outside of the core FW guys may know about when upgrades take place, that is a consequence of human planning, rather than an inevitable outcome. I know in Gal mil we made the conscious choice to inform the general pbase because we wanted to try and spread the task of donating around as much as possible. On a side note, I think we will change our schedule and not inform the public in the near future, because it's always the people in the secure channels who are out donating their LP (with a few exceptions), while 200 people you've never seen in fleets or heard of sit in Villore waiting to be the first one to cash out.
To Hans point about competing with your own militiamen, that's only the case if you're a bad merchant. If you're stupid and try to dump all your stuff at once, sure it's going to hurt you. But again, this is a consequence of human action.
If we can create a system where people who are going out and plexing are actually participating by fitting pvp ships, fighting for plexes, and generally doing what most people in FW do, then I think going to a system other than coordinated cash outs would actually make sense. We wouldn't have this farming problem that we do now, so making it easier to get your stuff in FW would help out.
But until that problem is fixed, coordinated cash outs are one of the few things in the current system that actually work to the advantage of the people who are invested in the system.
Again, I disagree that coordinated cashouts are necessary to reward the interested PvPers. Take RF Firetails, for example - despite the price being squashed by repeated coordinated cashouts, they still sell for 12m isk or so. 12m is equal to 2,000 isk/LP at Tier 4. By comparison, attribute implants - always a popular choice for coordinated cashouts - fetch 2k isk/LP at tier 4 if sold at 8m for +3s (which is easy), 18m for +4s (they haven't been that high in at least a month) and 100m for +5s (they haven't been that high since late May). Now, firetails are unique to the FW LP store. Fill the store with other unique items worth buying, and I'd bet you that the broad enough selection would mean that 1500-2000 isk/LP would be the norm, even if you sustained Tier 4 for awhile.
Meanwhile, take the frigate for the other side - Imperial Navy Slicers. When Nulli first hit Tier 4, they were selling for 35m isk on the market, and so the first people to sell them earned a whopping 6700 isk/LP. Again, fill the store with unique items, and a pilot willing to join sides in an attempt to turn the war around would have a huge selection of items to pick from that he could earn 6-10k isk/LP from if he and his allies succeed. So someone less dedicated to a faction now has an incentive to switch as he pleases to find better pay for his combat abilities. This post was crafted by a member of the GoonSwarm Federation Economic Cabal, the foremost authority on Eve: Online economics and gameplay.
fofofo |

Julius Foederatus
Hyper-Nova
109
|
Posted - 2012.08.25 07:09:00 -
[166] - Quote
The reason the slicer prices were high was because there were almost no coordinated cash outs on the amarr side. We had a similar situation on Gallente side, where the extreme lack of supply caused prices to rocket up on navy domis and other items, reaching over 600m on buy orders and close to 800m until we did our first dump and then all the scrubs killed the orders in record time.
Also I think you're misunderstanding my point here. I know that pvpers will be able to get their isk either way. I'm not worried about rewarding the pvpers. I'm worried about punishing the farmers, who are perverting the system. |

Cearain
Imperial Outlaws
591
|
Posted - 2012.08.25 12:01:00 -
[167] - Quote
After having an alt in minmatar I have found that people who dump like fools don't last long.
We have just finishing the first full "cycle" with the amarr minmatar front. Minmatar started at t5 then amarr hit t4 and now minmatar are about to hit t5.
In the future both sides will shoot to make sure when they spring to the top they hit tier 5 - instead of the much easier, but less lucrative, tier4. They will also try to hold onto thier systems allowing other cash outs as long as possible.
Smart players who have been in fw for a while will be able to take advantage of these people if they understand what happens to the market over the course of a "cycle." This will allow players to increase thier profits based on knowedge/experience of the game.
If the prices remain fairly constant and people are cashing out all the time it just dumbs things down. Look at the market and crash this item. The items will be permanantly crashed because people won't have to stock up and plan.
Farmers will be eliminated if ccp takes the steps already mentioned to make this a pvp game.
the only question is whether they want to add another dimension to fw where people can learn how best plan market cycles or whether they want to the lp cashouts constant so there is not thought or planning necessary. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
268
|
Posted - 2012.08.25 12:26:00 -
[168] - Quote
corestwo wrote:... Some mumbo+jumbo about prices ... You state that RF Firetails sell for 12M as if it is some kind of high price .. check the store with your FW alt .. 12M 'was' rock-bottom or "at cost" so to speak prior to the ridiculous x4 modifier was put in. Base is 10k LP and 2M ISK and the market is capable of moving insane volumes at 12M a pop, especially now that AFs have gone again after their boost, so it is a natural low.
As for Slicers, when we left militia service the price had been bottomed out for over a year (thank you mission whores!) and they were wholesaling for 12M .. if you want to know how/why they got to 35+M then look no further than the Shakorite bum-rush in the last weeks before patch and the logically following scarcity of product as Amarr militia members suddenly had to pay 40k LP due to the ridiculous x4 modifier if they wanted a Slicer. "But that does not make sense because 35M is a ****-poor LP exchange rate if they are 40k LP!!!" I can hear you think .. well my dear, the system was so wonderfully thought out (*cough*cough*) that rock-bottom for Empire mission whores selling faction frigates is lower (30k LP+10M ISK vs. 40k LP+8M ISK) than the corresponding militia when they are steamrolled .. I can almost guarantee that the majority of those 35M Slicers came from Empire and not FW.
PS: Did I mention I think the x4 modifier is ridiculous? 
And just so not this entire blurp is off-topic: Make individual system upgrades (iHub) matter primarily for the grunt fighting and dying in the trenches. - I for one could care less about extra factory slots and would rather have cheaper repairs, purchases (ie. kill the taxman!) and less tedium in general.
Introduce a constellation wide bonus, dependent on "stability" (ie. aggregate upgrade level) of included systems that caters to the care-bears such as factory slots. - Just makes sense that a battlefield does not encourage civilian presence until such time that resistance has been taken care of.
Utterly and completely annihilate (Goddess, I love that word!) the WarZoneControl crappola or use it for some "soft" purpose that does not make everyone want to take up industrial scale farming with no time for pew. Previously suggested it be used as a sort of stability modifier, one gets shakier as size increases (ref: every damn Empire in history), in FW terms that could be done by decreasing the time it takes for the enemy to cap an offensive plex on a sliding scale. - Will, or rather should, let the fronts reach an equilibrium based on combat pilots rather than farming frigates (assuming plexes are sorted, ie. Kill Everything!). |

Cearain
Imperial Outlaws
591
|
Posted - 2012.08.25 12:49:00 -
[169] - Quote
Veshta Yoshida wrote:corestwo wrote:... Some mumbo+jumbo about prices ... You state that RF Firetails sell for 12M as if it is some kind of high price .. check the store with your FW alt .. 12M 'was' rock-bottom or "at cost" so to speak prior to the ridiculous x4 modifier was put in. Base is 10k LP and 2M ISK and the market is capable of moving insane volumes at 12M a pop, especially now that AFs have gone again after their boost, so it is a natural low. As for Slicers, when we left militia service the price had been bottomed out for over a year (thank you mission whores!) and they were wholesaling for 12M .. if you want to know how/why they got to 35+M then look no further than the Shakorite bum-rush in the last weeks before patch and the logically following scarcity of product as Amarr militia members suddenly had to pay 40k LP due to the ridiculous x4 modifier if they wanted a Slicer. "But that does not make sense because 35M is a ****-poor LP exchange rate if they are 40k LP!!!" I can hear you think .. well my dear, the system was so wonderfully thought out (*cough*cough*) that rock-bottom for Empire mission whores selling faction frigates is lower (30k LP+10M ISK vs. 40k LP+8M ISK) than the corresponding militia when they are steamrolled .. I can almost guarantee that the majority of those 35M Slicers came from Empire and not FW..
Veshta no one cashes out when they are at tier 1. I was against the tier system at first to. But the no lp for defensive plexing means every faction has a chance to hit the high tiers. Now I realize the current tier system works extremely well for fw.
The reasons slicers went up in price is because they are actually about the best kiting frigate in the game. Firetails are the best at ... best at... at being "better than a rifter."
Veshta you should get your corp back in fw. Its better than it has been in years. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Zarnak Wulf
Imperial Outlaws
529
|
Posted - 2012.08.26 02:27:00 -
[170] - Quote
I had an idea as I sit here at work. Why not simply make the upgrade levels reflect the contested level of the system? At uncontested to 19.99% you are level 5. At 20% to 39.99% you are level 4. And so on. Every 20% contested you would fall a level.
At each level you would have upgrades that you could purchase for the system. You would pay for these upgrades with LP. If a system lost a level by being contested you would lose the upgrades that we're dependent on that level as a prerequisite.
Edit: make all the levels fit into the first 50% of a system being contested. Once you get a system halfway there it can't be upgraded at all. |

Axl Borlara
T.R.I.A.D Ushra'Khan
49
|
Posted - 2012.08.29 16:33:00 -
[171] - Quote
I'm not quite sure how yet, but there should be more benefits the longer you continuously hold control of a given system.
|

Noroswen
The Scope Gallente Federation
6
|
Posted - 2012.08.30 17:21:00 -
[172] - Quote
It would be nice if upgrades where alittle more pressistant. As it stands the whole system is a cycle. One side builds up the LP reserves then cashes in at an appointed time. A few days later all those upgrades are gone because doing plexs bring it down. Make them last, as an independant I didnt put my LP into the system because a day or so later that system I upgraded to tier 5 is now tier 1.
Am I alone in thinking that those upgrades are to fragile? |

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2805
|
Posted - 2012.08.30 19:34:00 -
[173] - Quote
Noroswen wrote:It would be nice if upgrades where alittle more pressistant. As it stands the whole system is a cycle. One side builds up the LP reserves then cashes in at an appointed time. A few days later all those upgrades are gone because doing plexs bring it down. Make them last, as an independant I didnt put my LP into the system because a day or so later that system I upgraded to tier 5 is now tier 1.
Am I alone in thinking that those upgrades are to fragile?
Not at all. Addressing this is included in my "top 13 list" outlined in my most recent blog post. Vice Secretary of the 7th Council of Stellar Management.
|

corestwo
Goonfleet Investment Banking
657
|
Posted - 2012.08.30 22:59:00 -
[174] - Quote
Noroswen wrote:It would be nice if upgrades where alittle more pressistant. As it stands the whole system is a cycle. One side builds up the LP reserves then cashes in at an appointed time. A few days later all those upgrades are gone because doing plexs bring it down. Make them last, as an independant I didnt put my LP into the system because a day or so later that system I upgraded to tier 5 is now tier 1.
Am I alone in thinking that those upgrades are to fragile?
Upgrade status being extremely easy to maintain is one thing Hans & I agree on, albeit for somewhat different reasons.  This post was crafted by a member of the GoonSwarm Federation Economic Cabal, the foremost authority on Eve: Online economics and gameplay.
fofofo |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
274
|
Posted - 2012.08.31 05:23:00 -
[175] - Quote
System upgrade status is easy as hell to maintain, all one need do is kill hostile plexers and defensive plex .. problem is that the upgrades are largely worthless and only the 'spike' in WZC has any real value, which is why a level 5 never lasts long, because why spend time/ISK for zero value?
That is what this thread is all about, to cook ideas that will make people want to bleed the enemy and themselves to maintain upgraded systems.
@Hans: See, I do know how to read the thread titles .. just can't be bothered most of the time  |
|

CCP Ytterbium
C C P C C P Alliance
915

|
Posted - 2012.08.31 12:07:00 -
[176] - Quote
Hey folks,
It has been quite a while since our last update on this topic, mainly due to summer vacations then inertia time to get back into shape, but we are now back alive and kicking.
There are many excellent points expressed on this post that I will first address. Once that is done, we will then move on intended improvements we want to bring to the table for winter. There has been plenty of internal discussions, brainstormings about them, and after receiving feedback from the CSM we are ready to unveil changes for public review.
Please note that we will only address system upgrade and war zone control mechanics here. NPC and complex revamp will be announced in that thread.
THREAD FEEDBACK:
- Q: ONE OF THE REASONS FOR LOW-SECURITY SPACE BEING CRAP REMAINS THAT HIGH-SECURITY STATIONS ARE TOO GOOD IN THE FIRST PLACE, DO YOU HAVE PLANS TO ADJUST THIS?
A: Indeed we do. This topic brought quite an internal discussion, and while this most likely won't be part of a Factional Warfare iteration, we do want to have a look at reducing high-security stations effectiveness to make other areas of space more interesting. Some examples could be reducing refining rates, increasing ISK payment to install jobs. Nothing is set in stone as this is not planned for the immediate future however. Another good idea we noticed here was to tie high-security tax with the war performance of its related Factional Warfare Militia. So if, by example, the Caldari Militia are losing the war in Factional Warfare, all taxes in Caldari State high-security space could go up to support the war effort.
- Q: HAVE YOU THOUGHT ABOUT TYING FACTIONAL WARFARE AGENTS TO SYSTEM UPGRADE LEVEL?
A: Yes, quite a bit as this is an interesting point. However we decided to keep agents out of the upgrade loop for now, as this would create quite some issues if you have missions accepted / in progress when a system level changes. Dynamic agent seeding also is another problem we need to tackle before we can go on such route.
- Q: WHAT'S THE POINT OF UPGRADING A FACTIONAL WARFARE SYSTEM WITHOUT A STATION?
A: At the moment, not much indeed, which is a failure from the previous design that needs to be solved in the next iteration.
- Q: HAVE YOU THOUGHT ABOUT ADDING JUMP BRIDGES AS PART OF SYSTEM UPGRADES?
A: A bit, but we dismissed the idea. That is because we don't like instant travel as it lessens risk as a whole. If anything we should strive towards reducing instant travel, not the opposite.
- Q: HOW ABOUT LINKING NPC STRENGTH TO SYSTEM UPGRADES?
A: That's also something we internally debated. We first wanted to scale NPC response depending on system upgrade level, but after some more discussion we removed the idea out of our plans. The main reason is that we want Factional Warfare to mainly be a PvP activity, where PvE supports player engagements without overriding them. NPC scaling for complexes / general protection brings us dangerously close to the point we are trying to avoid. The design mechanics should encourage players to defend their own space themselves instead of relying on NPCs to do so.
- Q: MAYBE WE SHOULD TIE SHIP INSURANCE COSTS TO SYSTEM UPGRADES?
A: That also was quickly considered and dismissed, mainly because there is a high chance it will be exploited to death. If anything the great summer 2012 LP farming taught us to be extremely cautious with this kind of things as our player base are a bit like Velociraptors in that Jurassic Park movie: they will find devious way to eat our designs alive from the side. Clever girl.
- Q: HAVE THERE BEEN ANY PLANS TO FACILITATE TRACKING OF LP GAINS?
A: Yes, quite a bit, but they require quite some UI overhaul to properly display, store, track LP progression as a whole. Some ideas are tied to better notifications as a whole, or having a LP history just like it's done in the wallet.
- Q: HOW ABOUT AFFECTING POCOS IN SYSTEM UPGRADES?
A: If possible, why not. That's something we briefly talked about, but I can raise the issue for more discussion.
- Q: WHY NOT HAVING SEPARATE DONATION BRANCHES WITH DIFFERENT EFFECTS IN THE I-HUB?
A: That's a good question. Our first design for the system upgrade included different upgrade branches; for example, one was focused on industry, the other on warfare. But the main problem here, is that on the contrary to null-security territorial warfare, there is no supreme authority coordinating FW player effort into a specific upgrade path or another. Because the donation system is totally free and open to large pool of players with vastly different interests, having separate paths would cause quite some problems. What would happen to LP stored in branch A if branch B was upgraded first? How to tell whose donated LP is more important? It's not to say this is impossible to resolve, it just was too much of a complex problem to look at for a first summer release.
- Q: HAVE YOU THOUGHT ABOUT ADDING/REMOVING LP STORE DEPENDING ON SYSTEM UPGRADES?
A: Indeed we have. The main issue with that option is that the LP store is a terrible, confusing, horrible [Censored by the EVE Moderation Team] pile of [Censored by the EVE Moderation Team] dog [Censored by the EVE Moderation Team]. Here, I said it. The code is obsolete and it needs a serious back-end as well as external UI overhaul before we can touch it in such an advanced fashion. For example, clicking the same datacore offer 1000 times because there is no multi-buy option is to put it mildly, annoying. And yes, we know you, you and you over there have been doing it for hours, we have logs.
- Q: LET'S GET BETTER NOTIFICATION/INTEL TOOLS WITH SYSTEM UPGRADES MR. HOLMES!
A: Interesting argument Dr. Watson. More water Sir? We definitely agree having better notification tools should be part of the whole package, but it should maybe be independent of Factional Warfare and something you need in all cases. After all, Starbase, corporation, war declaration notifications also need love too, let's not be selfish here. Such revamp is in the pipeline, even not for immediate release. Better intel tools for system upgrades however is definitely something we are thinking about.
- Q: COULD WE HAVE I-HUBS GIVE GANG BONUSES?
A: With all due respect, no thanks. Gang links are too much effective...
|
|
|

CCP Ytterbium
C C P C C P Alliance
915

|
Posted - 2012.08.31 12:07:00 -
[177] - Quote
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.
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 unanchor and self-destruct 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 com... |
|

Karah Serrigan
The Hatchery Team Liquid
62
|
Posted - 2012.08.31 12:39:00 -
[178] - Quote
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. |

Morgan North
The Wild Bunch Electus Matari
81
|
Posted - 2012.08.31 12:46:00 -
[179] - Quote
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. |
|

CCP Fozzie
C C P C C P Alliance
1183

|
Posted - 2012.08.31 12:48:00 -
[180] - 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

|
Posted - 2012.08.31 12:50:00 -
[181] - 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 |
|

Syzygium
Friends Of Harassment
6
|
Posted - 2012.08.31 12:54:00 -
[182] - Quote
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. |
|

CCP Fozzie
C C P C C P Alliance
1183

|
Posted - 2012.08.31 12:58:00 -
[183] - 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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Pinky Denmark
The Cursed Navy
188
|
Posted - 2012.08.31 13:00:00 -
[184] - Quote
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... |
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CCP Fozzie
C C P C C P Alliance
1183

|
Posted - 2012.08.31 13:01:00 -
[185] - 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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Zarnak Wulf
Imperial Outlaws
536
|
Posted - 2012.08.31 13:12:00 -
[186] - Quote
I'm cautiously optimistic. There's workable income for a losing faction. Tier 5 will be very hard and expensive to maintain. It gives a x3 benefit rather then the current x4. Hitting Minmatar in Metropolis may finally peel fighters away from the front. I'm a bit nervous that a winning team will have hordes of risk averse defensive plexers but I understand. I did suggest the % contested idea.
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? |
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CCP Fozzie
C C P C C P Alliance
1183

|
Posted - 2012.08.31 13:14:00 -
[187] - 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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corestwo
Goonfleet Investment Banking
657
|
Posted - 2012.08.31 13:17:00 -
[188] - Quote
Quote:Q: MAYBE WE SHOULD TIE SHIP INSURANCE COSTS TO SYSTEM UPGRADES?
A: That also was quickly considered and dismissed, mainly because there is a high chance it will be exploited to death. If anything the great summer 2012 LP farming taught us to be extremely cautious with this kind of things as our player base are a bit like Velociraptors in that Jurassic Park movie: they will find devious way to eat our designs alive from the side. Clever girl.
Glad to have helped in some roundabout way...
Quote:And yes, we know you, you and you over there have been doing it for hours, we have logs. *whistles innocently*
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... 
e: My concern is still the opposite of Karah Serrigan's - not that upgrading becomes obsolete, but that this only further encourages people on to one side to just farm. I suppose it remains to see how many "good fights" folks and/or amarrian die-hards there are, or whether these bring new ones back... This post was crafted by a member of the GoonSwarm Federation Economic Cabal, the foremost authority on Eve: Online economics and gameplay.
fofofo |
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CCP Fozzie
C C P C C P Alliance
1183

|
Posted - 2012.08.31 13:27:00 -
[189] - 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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corestwo
Goonfleet Investment Banking
657
|
Posted - 2012.08.31 13:32:00 -
[190] - Quote
Hooray!
Who do I have to bribe to get Game of Drones assigned to revamping nullsec when (hopefully not if) that happens? This post was crafted by a member of the GoonSwarm Federation Economic Cabal, the foremost authority on Eve: Online economics and gameplay.
fofofo |

Zarnak Wulf
Imperial Outlaws
536
|
Posted - 2012.08.31 13:35:00 -
[191] - Quote
It would cost the Minmatar 1.2 million LP to upgrade a system to 5 currently? Luv it! That only works if there is some LP scarcity though. |
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CCP Fozzie
C C P C C P Alliance
1184

|
Posted - 2012.08.31 13:35:00 -
[192] - 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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Marcel Devereux
Aideron Robotics
145
|
Posted - 2012.08.31 13:58:00 -
[193] - Quote
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.
- 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.
- Remove tag requirements from items.
- Allow tags to be turned in for LP.
I have more but I need more coffee... |

Karah Serrigan
The Hatchery Team Liquid
63
|
Posted - 2012.08.31 14:07:00 -
[194] - Quote
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. |
|

CCP Fozzie
C C P C C P Alliance
1184

|
Posted - 2012.08.31 14:10:00 -
[195] - 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 |
|
|

CCP Fozzie
C C P C C P Alliance
1184

|
Posted - 2012.08.31 14:12:00 -
[196] - 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 |
|

Lyron-Baktos
Selective Pressure Rote Kapelle
315
|
Posted - 2012.08.31 14:16:00 -
[197] - Quote
Karah Serrigan wrote: 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.
systems can't get flipped if they are upgraded. Also, systems don't get flipped every two days like someone else mentioned as it's impossible to plex it down that fast to do it; unless the systems I"ve been in have been buffered to hell and back
Selective Pressure [FOVRA] is now recruiting! https://forums.eveonline.com/default.aspx?g=posts&m=1797934#post1797934 |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
274
|
Posted - 2012.08.31 14:18:00 -
[198] - Quote
CCP Ytterbium wrote:Many thanks for reading this huuuuuge wall of text, constructive comments are welcome  I'll read your wall and build you one of my own. By the way, constructive comments have not existed with regards to FW for years, too many emotions invested for anything to be any more than subjective and subjective does not mix well with constructive 
CCP Ytterbium wrote:Q: WHY NOT HAVING SEPARATE DONATION BRANCHES WITH DIFFERENT EFFECTS IN THE I-HUB? Seems dead easy to me, reduce amount in both branches equally, in essence doubling the "effectiveness" of plexing in a "super system". One must assume that the double path is only utilized in protected systems so if anything it would increase the pew.
CCP Ytterbium wrote:Q: HOW ABOUT HAVING PIRATE NPCS IN BELTS PROVIDE BETTER SECURITY STATUS INCREASES FROM SYSTEM UPGRADES? You got that backwards me'thinks. There is currently minimal risk or downside involved with breaking the law, null is generally safer than low-sec (or even some high-sec areas!) and the person working on his sec. status gets ISK thrown in his face on top of it all (bounties). If you keep status quo, at least remove bounties as long as the pilot has negative sec. status .. makes double sense as law enforcement probably does not really hire that many criminals to assist them.
There was a suggestion made some time ago to move all sec. gain to low-sec, no if's or but's. Makes a lot more sense to require criminals to 'help' the society they have inflicted harm upon rather than having them run around doing the thing that got them in trouble (shooting stuff) in places beyond the reach of the law (null-sec). Adding a sec. gain modifier to system upgrades would make FW turf the best place to be for sec. repair, but militia's are generally quite trigger happy so it would also be the most dangerous .. just sayin' 
WAR ZONE CONTROL EFFECTS: Good move, not sure if its enough though, might have to tweak requirements for the tiers as well. In case you were unaware, the geography on the Shakorite/Amarr front is such that almost the entire Shakorite hinter-land is inaccessible for anything but a full-scale concerted attack .. too many bottlenecks and staggering distances involved. I bet (read: haven't run the numbers) the Shakorites can keep the hinter-land perpetually upgraded with none on the front and enjoy near max. LP benefit with minimal risk and/or cost.
NEW SYSTEM COSTS: So you are doubling it them, yes? Now the process of taking one system yields LP (roughly 3M) enough to fully upgrade ten system instead of twenty .. I sincerely hope that maintenance percentage kicks into over-drive fast'ish if it is to have any effect whatsoever .. as in going from tier 4-5 requires millions in LP per system, minimum as much as has been made taking the system in the first place.
NEW SYSTEM UPGRADES: You holding out on us or did the thread go on too long for the earlier ideas to stay in memory? Where is the single best idea of all, the one that added docking denial to the upgrade path and thus rewarded concerted/organized attacks? At least you have repair/tax reductions in there now which is good, but still need some tinkering if it is to be applicable to a bloody (read: knee-deep in blood, not the swear word) WARZONE!!!11
CYNO JAMMER: Still not getting what issue a jammer is supposed to solve that is not more easily and appropriately solved by looking at supers as they relate to sovereign empire space .. vanilla caps have never been an issue, hell most militias drop them on a whim but supers are generally a null thing and should be 'encouraged' to stay out of the empire's way. So why? What are you trying to solve? How many additional militia capital 'GFs' do you honestly expect will be the result of the man-hours spent adding this useless feature?
REDUCE I-HUB LP BLEED and DEFENSIVE PLEXING GIVES LP: Somehow knew this was coming, Farmers Union has been allowed to grow too strong  Let me tell you how it will go down; Attackers will be allowed free reign for the 7-8 hours it takes to whittle down the buffer after which defender sends in a blob, clears system and gets maximum defensive LP allowed without taking a tier hit .. will be done by gun-less alts obviously because anything else is madness .. that is for core systems where repair/market discounts are of value. Most other systems (read: not needed to maintain WZC tier) will be allowed to be put into vulnerable as now before defensive efforts are even considered to maximize the LP income. End result: You have managed to reinforce the farming rather than neuter it as you should want .. it is about pew after all, no?
Better: Increase bleed again, you doubled buffer so set too low and have the defensive LP be applied to iHub directly (ie. pilot never sees it) without maintenance fee .. - Will increase the pressure to defend when holding enough space for the maintenance to hurt.
LP FROM VULNERABLE SYSTEMS: Why even include this, Capt. Obvious? Personally would have classified it as a bug and squashed it with nary a mention .. tear generation would be tremendous.
What I am still missing (way more I'd like but running out of 'remaining characters'): - Where is the mechanism that allows the underdog (ie. outmanned/-financed) to have fun/make headway without having to resort to excessive blobbing or other fun killing tricks (especially since you want to keep the game-breakingly bad for non-blobs no docking rule)? - Where is the incentive to aggressively pursue attackers if/when a certain tier has been secured (see above reg. Shakorite geography)? - You claim you can't make LP store dynamic due to it being a dusty old thing, then why not yank a bunch of the faction items from the various Empire stores to give FW monopoly on more than just some cores and a few hulls? |

Marcel Devereux
Aideron Robotics
145
|
Posted - 2012.08.31 14:20:00 -
[199] - Quote
CCP Fozzie wrote: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.
There is showing it in the game UI and providing access to the API. Please consider adding it to the API! Now all we need is CREST... |

Julius Foederatus
Hyper-Nova
109
|
Posted - 2012.08.31 14:29:00 -
[200] - Quote
I'm cautiously optimistic as well, however given the rate of plexing, I really don't think maintenance fees are necessary and may even be overly punitive. Even with 10% decrease for each plex, you'll still see a lot of upgrades being stripped.
In any case, it looks good, especially the cyno jammers, but the real meat is in the small details of the plexing mechanics. Remember that the reason people farm is because the mechanics of plexing make it easy to do so. NPC balancing and plex changes will really determine what happens with this patch. |

Bienator II
madmen of the skies
856
|
Posted - 2012.08.31 14:30:00 -
[201] - Quote
regarding the LP payout changes based on warzone control
thats a great change overall, but please leave the LP payout for pvp unchanged. You cant buff it above the ships value (for obvious reasons) and you shouldn't nerf it since it is very low already compared to pve. a eve-style bounty system https://forums.eveonline.com/default.aspx?g=posts&m=359105 You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |

Rodj Blake
Praetorian Auxiliary Force Praetoria Imperialis Excubitoris
1101
|
Posted - 2012.08.31 14:31:00 -
[202] - Quote
Fozzie, will you be taking measures to remove the plexing imbalance? Dulce et decorum est pro imperium mori. |

EvilweaselFinance
BUTTECORP INC Goonswarm Federation
41
|
Posted - 2012.08.31 14:32:00 -
[203] - Quote
CCP Fozzie wrote: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 when does 0.0 even get a team :( |

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2806
|
Posted - 2012.08.31 14:33:00 -
[204] - Quote
Bienator II wrote:regarding the LP payout changes based on warzone control
thats a great change overall, but please leave the LP payout for pvp unchanged. You cant buff it above the ships value (for obvious reasons) and you shouldn't nerf it since it is very low already compared to pve.
Me and Fozzie already talked about this, I'm of the opinion that PvP payout should be the maximum value for all factions, all the time. No sense in penalizing the underdog for recruiting dedicated PvPers to help them recover!
Decision hasn't made, but we had this conversation yesterday, so hold on, we're not done with changes yet  Vice Secretary of the 7th Council of Stellar Management.
|

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
274
|
Posted - 2012.08.31 14:34:00 -
[205] - Quote
Sorry in advance, going off topic for a spell.
CCP Fozzie wrote: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. Want it taken to the extreme?
- Tags replaced by increased ISK cost or some exotic material/item in store. - Offensive plexes do not give LP but tags dropped from defending NPCs can be exchanged for LP at a militia station, total value about the same as current. - Defensive plexes spawn a container with tags where timer was upon completion. Tags can be redeemed at a station or delivered directly to iHub thus bypassing the bureaucracy and minimizing possible maintenance fees (NB: iHub is slow to process tags so expect to be stationary while is completes the transaction )
Nuke farmers and steal their stuff! Nuke defender on iHub trying to save a dime and steal their stuff! Hell, Nuke everyone everywhere .. they probably got STUFF!
|

EvilweaselFinance
BUTTECORP INC Goonswarm Federation
41
|
Posted - 2012.08.31 14:34:00 -
[206] - Quote
when you nerf highsec stations please make 0.0 outposts not useless pieces of crap tia |
|

CCP Fozzie
C C P C C P Alliance
1184

|
Posted - 2012.08.31 14:37:00 -
[207] - 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 |
|

Kuehnelt
Devoid Privateering
265
|
Posted - 2012.08.31 14:40:00 -
[208] - Quote
Zarnak Wulf wrote:I'm cautiously optimistic. There's workable income for a losing faction.
Yeah, same. 2 plexes for a Slicer instead of 4 at tier 1, so it's an outright buff to T1 income, but more importantly the isk multiplier is going away. What a world, I can buy my own ammo and implants with LP again.
The change does remove the possibility of LP, once gained, ever being worth more than it is when you get it. And defensive LP seems like it'd only mean instant stagnation and people giving up on ever taking systems and the concentration of non-farming FW activity even more to small parts of the warzone and huge blobs and aliens with tentacles hanging from their faces. Seriously.
Quote:* 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.
OK, 50% at 50%, but does it go up or down from there? Is it the more contested, the higher pay for decontesting? Also, 50% of what LP? The LP your tier 4 faction would get from an offensive plex, or the LP that the enemy's teir 1 faction would get, or the base tier 2 LP?
Let's say it's the enemy's tier of LP that you get 50% of. If the enemy's in a minor plex in a 50% contested system, expecting to earn 5000 LP, can you hide in a major stronghold and make 50% (tier 1) * 50% (system contested) * 30000 LP = 7500 LP? Getting paid better than your enemy to hide in a plex that's too tough for him instead of chasing him out of the minor? |

Abominare
The Hatchery Team Liquid
16
|
Posted - 2012.08.31 14:45:00 -
[209] - Quote
@Foz
People who aren't terrible at at eve are generating about enough LP to fully upgrade a system nearly by themselves in an evening based on your planned LP upgrade numbers. As long as upgraded systems are so easily replaced like that, you'll continue to have people not care to fight over upgraded systems. Add two or three zeroes to each level and it'll actually be a commitment. It'll also encourage the pve'ers and pvp'ers to actually communicate whereas right now its a separated community where the two rarely talk or coordinate actions. |

Lord BryanII
13
|
Posted - 2012.08.31 14:49:00 -
[210] - Quote
CCP Fozzie wrote: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
FW is the best way for us little guys, newer players to make isk, and it gets taken away in just a few months. Yet tech still doesn't get any serious work done to it so the divide will continue to get bigger. I hope there is some news on that front coming out soon
|

Hidden Snake
Inglorious-Basterds The Bloody Ronin Syndicate
146
|
Posted - 2012.08.31 14:55:00 -
[211] - Quote
ok ... finaly some better news ... Amar are still ****** up, but why not ....
cynojammer .... hmmm .... I like it, but it will be funny .... please make them cheap so even small corps can fight without being hotdroped on everyoccasion .... and make it tough IBS recruiting >>> http://ingloriousbs.wordpress.com -á>>> questionable ethics >>> tears >>> happy snakes>>>frog cocktails free?>>>????-áPublic ch.: Basterds on vacation Hans resign from CSM! |

Nex apparatu5
Fweddit I Whip My Slaves Back and Forth
335
|
Posted - 2012.08.31 15:16:00 -
[212] - Quote
So currently isk costs of trade-ins are modified, along with LP costs depending on tier. With the shift away from warzone control modifying the LP cost, will isk cost be modified? If it isn't, what will the isk costs be set as? Will they be roughly equivalent to tier 3 today? tier 5? tier 1? |

iulixxi
EVE-RO Fidelas Constans
5
|
Posted - 2012.08.31 15:20:00 -
[213] - Quote
CCP Ytterbium wrote: 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.
This will impact GÇÿsomeGÇÖ alliances ability to do logistics from Empire to 0.0 GǪ have you considered this?
E |

Bad Messenger
Nasranite Watch
235
|
Posted - 2012.08.31 15:21:00 -
[214] - Quote
It is over folks, FW will be dead again. |

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2806
|
Posted - 2012.08.31 15:22:00 -
[215] - Quote
Nex apparatu5 wrote:So currently isk costs of trade-ins are modified, along with LP costs depending on tier. With the shift away from warzone control modifying the LP cost, will isk cost be modified? If it isn't, what will the isk costs be set as? Will they be roughly equivalent to tier 3 today? tier 5? tier 1?
Tier 3...in otherwords, pre-inferno levels. Vice Secretary of the 7th Council of Stellar Management.
|

Lev Arturis
Dark-Rising
9
|
Posted - 2012.08.31 15:26:00 -
[216] - Quote
iulixxi wrote:CCP Ytterbium wrote: 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. This will impact GÇÿsomeGÇÖ alliances ability to do logistics from Empire to 0.0 GǪ have you considered this? E
No it will not. I suggest you read Ytterbiums post again. |

Nex apparatu5
Fweddit I Whip My Slaves Back and Forth
335
|
Posted - 2012.08.31 15:27:00 -
[217] - Quote
Hans Jagerblitzen wrote:Nex apparatu5 wrote:So currently isk costs of trade-ins are modified, along with LP costs depending on tier. With the shift away from warzone control modifying the LP cost, will isk cost be modified? If it isn't, what will the isk costs be set as? Will they be roughly equivalent to tier 3 today? tier 5? tier 1? Tier 3...in otherwords, pre-inferno levels.
That's awesome, thanks |

Yogsoloth
Percussive Diplomacy PERCUSSIVE PIZZA TIME DIPLOMACY
85
|
Posted - 2012.08.31 15:30:00 -
[218] - Quote
As I read the proposed changes and winter iterations I can't help but to think that all incentive to join or help the losing side will be removed.
With lp returns tied to WZ control there will be less lp/isk coming in for the losing side. Add the increased costs to upgrade systems and why would anyone help or support the losing side? Expect to see more exodus to the winning sides; plexing alts and corps moving laterally to their sister faction(s).
Also, expect to see hordes of plexing alts in t1 frigs (maybe in noob ships) spinning defensive plexes. Even with the proposed decreased returns for defensive plexing they can spin those buttons risk free all day long and make fortunes. In fact they will even have npc protection from unwanted intruders. The winning faction(s) will have an effective stranglehold on FW.
On the flip side, I see some FW zone tech moons changing hands with the cyno jammers goin in. \o/ |

Rashmika Clavain
Shadows Of The Federation Drunk 'n' Disorderly
19
|
Posted - 2012.08.31 15:42:00 -
[219] - Quote
I love the propsoed changes!
I'd like to add:
When you flip a system, obviosuly the enemy can no longer dock. However if you flip a system in "traditional" Caldari space, any State Protectorate station agents are obviously inherently Caldari.
The change:
When you capture a system with a State Protectorate station, it will provide a FDU agent relative to the level of the iHub. If hte iHub is level 1, you get a level 1 FDU agent. If the iHub is level 4, you get a level 1, 2, 3 and 4 agent. If adding these "temporary" agents to the list of agents in teh station is too much hassle, please provide them as "agents in space" at the iHub (for example).
This naturally applies to the Squiddies and the Amarr/Minnies.
Plus, some FW stations have no manufacturing/research/copying/invention slots. This kinda makes the bulk of the lower system upgrades erroneous. Can this also be reviewed?
Ta. |

Zarnak Wulf
Imperial Outlaws
538
|
Posted - 2012.08.31 15:43:00 -
[220] - Quote
The losing faction has quite a few things going for it. Tier one will essentially become today's tier 2. The high end tier is getting nerfed too. It will be very expensive to maintain tier 5. The winners will be on defense alot more as they will be forced to do security sweeps in their rear systems. Alot of the farmers will quit as the profits will not be the same. |

Elise Randolph
Habitual Euthanasia Pandemic Legion
927
|
Posted - 2012.08.31 15:48:00 -
[221] - Quote
Lev Arturis wrote:iulixxi wrote:CCP Ytterbium wrote: 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. This will impact GÇÿsomeGÇÖ alliances ability to do logistics from Empire to 0.0 GǪ have you considered this? E No it will not. I suggest you read Ytterbiums post again.
It won't affect logistics, but alliances will want to give themselves an LP cache so that they can control jammers through affected low-sec. It would be interesting if the alliances had to farm LP through putting alts into FW and running plexes, but they can just as easily farm LP by blowing up alts with Tech inside. It's a pretty neat tool for alliances, really, it means they can buy a pretty serious advantage for a pretty cheap sum. I'm skeptical on FW's usage of these things, I strongly suspect it'll just dissuade people from meaningful fighting outside of plexes in L5 systems under fear of the defenders fielding caps and jamming the system, but who knows. ~ |

Horak Thor
T.R.I.A.D Ushra'Khan
67
|
Posted - 2012.08.31 15:59:00 -
[222] - Quote
First of thanks for the massive wall o text was a good read and im pretty excited :)
One thing ive been dieing to be implemented is the borders idea. where only neighbouring systems to your own held space can be taken, from an RP perspective or just a realism perspective it doesnt seem right that we can jump multiple jumps behind enemy lines and capture systems avoiding all its frontal systems.
At the moment this wouldnt be able to be implemented because i think we have to much of an advantage over the Amarr, however in the future it would be an interesting addition.
A slow frontal grind is much more interesting than all your systems being contested instantaniously.
Anyway thanks :) TRIAD is recruiting "TRIAD Agency" in game channel |

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2806
|
Posted - 2012.08.31 16:18:00 -
[223] - Quote
Yogsoloth wrote: Also, expect to see hordes of plexing alts in t1 frigs (maybe in noob ships) spinning defensive plexes. Even with the proposed decreased returns for defensive plexing they can spin those buttons risk free all day long and make fortunes. In fact they will even have npc protection from unwanted intruders. The winning faction(s) will have an effective stranglehold on FW.
This is assuming of course, that plexing doesnt change. Once they post the plexing changes I think you'll see things differenty..... Vice Secretary of the 7th Council of Stellar Management.
|

fingie
Tribal Liberation Force Minmatar Republic
0
|
Posted - 2012.08.31 16:18:00 -
[224] - Quote
Zarnak Wulf wrote:Alot of the farmers will quit as the profits will not be the same.
Yes. I wonder why people are so excited about the population of these systems dropping ten-fold. |

X Gallentius
Justified Chaos
454
|
Posted - 2012.08.31 16:19:00 -
[225] - Quote
Cynojammer affect on 0.0 logistics is nil. 0.0 alliances can find plenty of non-FW locations to use as jump points and will likely do so to remove risk.
|

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2806
|
Posted - 2012.08.31 16:29:00 -
[226] - Quote
fingie wrote:Zarnak Wulf wrote:Alot of the farmers will quit as the profits will not be the same. Yes. I wonder why people are so excited about the population of these systems dropping ten-fold.
We don't really care if all the AFK noob-frig farmers disappear. Sorry. They werent contributing to PvP anyways, or generating "content", they just scatter the minute you warp in.
I honestly think you're overestimating the size of the population drop anyways. Those that want to farm will still find a way (it'll just take a lot more work and a lot more risk) and those that don't want to put the effort in will go away. There is plenty of other reasons to live in lowsec now to offset this (20% fuel reduction on POS's, anyone??? Much faster industry??) Vice Secretary of the 7th Council of Stellar Management.
|

Rashmika Clavain
Shadows Of The Federation Drunk 'n' Disorderly
19
|
Posted - 2012.08.31 16:29:00 -
[227] - Quote
fingie wrote:Zarnak Wulf wrote:Alot of the farmers will quit as the profits will not be the same. Yes. I wonder why people are so excited about the population of these systems dropping ten-fold.
Yes, I'm gutted all those stabbed, gunless tech 1 frigates orbitting buttons are going to drop ten-fold.
Devastated. |

Angsty Teenager
65
|
Posted - 2012.08.31 16:40:00 -
[228] - Quote
CCP Ytterbium wrote:
Q: COULD WE HAVE I-HUBS GIVE GANG BONUSES? A: With all due respect, no thanks. Gang links are too much effective already, especially regarding off-grid boosting and while there are evil plans to fix that, let's not magnify the issue please.
How evil? :(
|

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
275
|
Posted - 2012.08.31 16:43:00 -
[229] - Quote
Horak Thor wrote:First of thanks for the massive wall o text was a good read and im pretty excited :)
One thing ive been dieing to be implemented is the borders idea. where only neighbouring systems to your own held space can be taken, from an RP perspective or just a realism perspective it doesnt seem right that we can jump multiple jumps behind enemy lines and capture systems avoiding all its frontal systems.
At the moment this wouldnt be able to be implemented because i think we have to much of an advantage over the Amarr, however in the future it would be an interesting addition.
A slow frontal grind is much more interesting than all your systems being contested instantaniously.
Anyway thanks :) Pretty much the content of my Great Vision from way back when everyone were still excited about the whole thing (Ultimo 2009).
Have to allow for action beyond the front or extend it to adjacent+1 though or it becomes a massive blob-fest .. just imagine trying to get past Dal if front was to be just one deep *shudder* 
|

fingie
Tribal Liberation Force Minmatar Republic
0
|
Posted - 2012.08.31 16:48:00 -
[230] - Quote
Hans Jagerblitzen wrote:fingie wrote:Zarnak Wulf wrote:Alot of the farmers will quit as the profits will not be the same. Yes. I wonder why people are so excited about the population of these systems dropping ten-fold. We don't really care if all the AFK noob-frig farmers disappear. Sorry. They werent contributing to PvP anyways, or generating "content", they just scatter the minute you warp in.
Yeah, I understand. I was asking *why*. (I have no idea how we aren't contributing to PvP - I got killed about 20 times at least.) I have no idea what "generating content" means, either. Yes, whine, whine, targets aren't easy, whine. In any case, I have yet to figure out *why* you guys have a hard-on against the farmers - except for the whining about catching them being difficult. (Which it's not - just fit a freaking cloak.)
Oh well. Expecting *reasons*, who am I kidding. |

Aprudena Gist
GoonWaffe Goonswarm Federation
2
|
Posted - 2012.08.31 16:50:00 -
[231] - Quote
Why the **** are you giving lowsec stations that require shooting some stupid random **** npcs better stations then ones you have to spend 20b isk on? |

Axl Borlara
T.R.I.A.D Ushra'Khan
49
|
Posted - 2012.08.31 16:55:00 -
[232] - Quote
Sounds promising.
One idea that I haven't thought through at all.
When a system flips, would it make more sense for it to stay at vulnerable status but with different owners? Say, Amarr hold Kamela. It gets plexed up to 100% vulnerable. Minmatar take control. As it stands now, it's completely stable at 0%. How about it stay at 100% vulnerable? The flippers would then need to defensive plex it down towards stable.
|

Kuehnelt
Devoid Privateering
265
|
Posted - 2012.08.31 16:56:00 -
[233] - Quote
Aprudena Gist wrote:Why the **** are you giving lowsec stations that require shooting some stupid random **** npcs better stations then ones you have to spend 20b isk on?
Aren't the lowsec stations that require nothing at all already better than the ones you spend 20b isk on? |
|

CCP Fozzie
C C P C C P Alliance
1185

|
Posted - 2012.08.31 16:58:00 -
[234] - 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 |
|

Axl Borlara
T.R.I.A.D Ushra'Khan
49
|
Posted - 2012.08.31 17:00:00 -
[235] - Quote
Also, docking rights are the single most important change relating to 'ownership' of a system. It should stay as a consequence of system control rather than just upgrades. Otherwise it's back to boring station games again. |

Dan Carter Murray
104
|
Posted - 2012.08.31 17:06:00 -
[236] - Quote
Aprudena Gist wrote:Why the **** are you giving lowsec stations that require shooting some stupid random **** npcs better stations then ones you have to spend 20b isk on?
because FW is more important |

Altivs Obvisivs
Imperial Academy Amarr Empire
0
|
Posted - 2012.08.31 17:10:00 -
[237] - Quote
Maybe I've missed it and appologise if I did, but will PoS fuel cost reductions apply only to FW corps or will it apply to everyone within a system? |

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2807
|
Posted - 2012.08.31 17:23:00 -
[238] - 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?
I hope it applies to EVERYONE in the system. I want more reasons for people to live and work in lowsec (and move industrial operations there - creating food for pirates) and I want more reasons for people to want to participate in FW.
No, I don't care if my enemy saves fuel cost in my upgraded system. By all mean, come on in and set your POS up.  Vice Secretary of the 7th Council of Stellar Management.
|

Aryth
GoonWaffe Goonswarm Federation
526
|
Posted - 2012.08.31 17:27:00 -
[239] - Quote
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? Leader of the Goonswarm Economic Cabal |

Katarina Reid
Deep Core Mining Inc. Caldari State
208
|
Posted - 2012.08.31 17:33:00 -
[240] - Quote
Can you stop lp rewards for plexing in allied space? |
|

CCP Fozzie
C C P C C P Alliance
1188

|
Posted - 2012.08.31 17:39:00 -
[241] - 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 |
|

Lock out
Shadows Of The Federation Drunk 'n' Disorderly
256
|
Posted - 2012.08.31 17:42:00 -
[242] - Quote
Any plans for implementing a system where a corp can tax LP or at least player can donate LP to their corp ?
As things are atm, FW corps are relying heavly on donations from their members. Granted, their members are filthy rich and contribute, but would be nice for them to have the possibility to contribute without effectively transfering isk from their wallets. |

fingie
Tribal Liberation Force Minmatar Republic
0
|
Posted - 2012.08.31 17:49:00 -
[243] - Quote
Hans Jagerblitzen wrote:I want more reasons for people to want to participate in FW.
Except when you don't, I guess :) |

Del Vikus
Gradient Electus Matari
17
|
Posted - 2012.08.31 17:55:00 -
[244] - Quote
Without geting into the substance of the changes, can I just say that I'm really happy with this new culture of interaction, interation, and community consulting you guys are doing? It's extremely encouraging. :) |

MotherMoon
Blue Republic RvB - BLUE Republic
1108
|
Posted - 2012.08.31 17:58:00 -
[245] - Quote
I've never seen an answer to this question. Is there plans to make FW missions only spawn in systems that border your factions space? what I mean is If FW missions spawned one jump into enemy space, then enemy missions would spawn next to where you run missions. Thus making the PvE in FW almost a kind of PvP and justifying the rewards!
plus it focuses more player into the fighting area, makes grouping up more natural.
So if this isn't such a good idea can't you just tell me why? : / http://dl.eve-files.com/media/1206/scimi.jpg |

Aryth
GoonWaffe Goonswarm Federation
526
|
Posted - 2012.08.31 17:58:00 -
[246] - Quote
CCP Fozzie wrote: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.
Hot! Thanks. Please look at a PI depletion modifying upgrade while you guys are at it. Leader of the Goonswarm Economic Cabal |

corestwo
Goonfleet Investment Banking
658
|
Posted - 2012.08.31 18:00:00 -
[247] - Quote
CCP Fozzie wrote: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.
Sooner rather than later, please. But make sure it's done right. I'm, uh, not sure nullsec players will put up with a botched revamp.
This post was crafted by a member of the GoonSwarm Federation Economic Cabal, the foremost authority on Eve: Online economics and gameplay.
fofofo |

Aprudena Gist
GoonWaffe Goonswarm Federation
2
|
Posted - 2012.08.31 18:02:00 -
[248] - Quote
CCP Fozzie wrote: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. So thats what only 2 years out from nullsec not being a giant ******* waste of time to do anything but circle jerk in stations in? |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
275
|
Posted - 2012.08.31 18:04:00 -
[249] - Quote
corestwo wrote:Sooner rather than later, please. But make sure it's done right. I'm, uh, not sure nullsec players will put up with a botched revamp. WHAT!?! I thought you lot LOVED the awesomeness of Dominion 
It was always the schedule to put FW to bed and then go full tilt on nulls arses as far as I know. 'Tis a big job and they'll probably need all hands on deck to pull it off in a timely manner. |

Scatim Helicon
GoonWaffe Goonswarm Federation
737
|
Posted - 2012.08.31 18:25:00 -
[250] - Quote
Veshta Yoshida wrote:corestwo wrote:Sooner rather than later, please. But make sure it's done right. I'm, uh, not sure nullsec players will put up with a botched revamp. WHAT!?! I thought you lot LOVED the awesomeness of Dominion  Dominion will be a good expansion when CCP finish it. Titans were never meant to be "cost effective", its a huge ****.-á- CCP Oveur, 2006
~If you want a picture of the future of WiS, imagine a spaceship, stamping on an avatar's face. Forever. |

chatgris
Quantum Cats Syndicate
197
|
Posted - 2012.08.31 18:32:00 -
[251] - Quote
CCP Ytterbium wrote: * 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.
I suggest that you are not able to buffer the vulnerability of systems at all. I very much like the idea that a bunker busting fleet can't just farm a system to a very vu;nerable state, drop a blob on it and kill it. Instead, a bunker busting fleet should be forced to bring a diverse role of ships that can defend complexes during the bunker bust. It adds urgency to the defense of a system "if I can get just this one plex that whole fleet can't hit the bunker anymore". Can lead to epic king of the hill micro-cosm battles within a larger fight for a system. |

Milton Middleson
Rifterlings Ushra'Khan
84
|
Posted - 2012.08.31 18:41:00 -
[252] - Quote
chatgris wrote: I suggest that you are not able to buffer the vulnerability of systems at all. I very much like the idea that a bunker busting fleet can't just farm a system to a very vu;nerable state, drop a blob on it and kill it. Instead, a bunker busting fleet should be forced to bring a diverse role of ships that can defend complexes during the bunker bust. It adds urgency to the defense of a system "if I can get just this one plex that whole fleet can't hit the bunker anymore". Can lead to epic king of the hill micro-cosm battles within a larger fight for a system.
Couldn't agree more. Far and away the most fun I had during a system flip was when my roaming gang of frigates and destroyers got roped into defending plexes in Uusanen from FWedditors while LNA guys in tier 3s blitzed the bunker. There was a small fight on the bunker in an attempt to break up the bash fleet, and then the wartargets scattered to the system's plexes and and we had to chase them out and keep more from entering system. Make flipping a system a frantic scramble to get it done before the other side comes in an decontests it. If we do have a VP buffer, make it very, very small. |

Gabriel Darkefyre
Gradient Electus Matari
8
|
Posted - 2012.08.31 19:13:00 -
[253] - Quote
Hans Jagerblitzen wrote: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? I hope it applies to EVERYONE in the system. I want more reasons for people to live and work in lowsec (and move industrial operations there - creating food for pirates) and I want more reasons for people to want to participate in FW. No, I don't care if my enemy saves fuel cost in my upgraded system. By all mean, come on in and set your POS up. 
Personally, I'd hope for it to only apply to Militia Members of the Faction holding Sovereignty. Anyone else should not be affected by the Upgrades.
If someone wants to take advantage of the Rewards of an upgraded FW System, then they should need to sign up to the Militia and be exposed to the Inherent Risks of being in the Militia (Ships and Structures become a legitimate target to the opposing 2 Militias, for one)
And more targets is a good thing, right? |

M'uva Wa'eva
Caldari Provisions Caldari State
15
|
Posted - 2012.08.31 19:57:00 -
[254] - Quote
Having extra manufacturing and research slots is all very well, but doesn't guarantee the benefit is received by FW members. I think the controlling faction should be able to reserve these in-station benefits to their members/those who have actively supported their cause.
Suggestion: Anyone can, in theory, use research and manufacturing slots in FW stations - BUT instead of paying install and time-based fees in ISK, you pay in LP.
Result: Active militia pilots gain the benefit from manufacturing and research bonuses, rather than upgrading a system only to see neutral third parties gain the industrialist benefits of upgrades. |

Souisa
Tribal Liberation Force Minmatar Republic
0
|
Posted - 2012.08.31 20:07:00 -
[255] - Quote
I really think CCP should nerf the amount of LP you get per mision when doing FW. Atm i just have to do 10 missions then i can solo upgrade an i-hub to tier 5? Getting 100k LP is easy.
Also with this amount of LP i can wait until Tier5 LP discounts, and basically get a **** load of stuff
I had an idea about companions. Basically Faction Warfare is a Player/NPC hybrid so why not take this to the next level. With upgraded infrastructure hubs you would be able to call upon some kind of NPC's to assist you in case you get attacked, a gate is camped or what not. It would need balancing to avoid solo people gaining too much of an advantage. But having the option of increasing security, only a tiny bit, would most likely boost low-sec activity. |

Poetic Stanziel
Fweddit I Whip My Slaves Back and Forth
1074
|
Posted - 2012.08.31 20:22:00 -
[256] - Quote
Zarnak Wulf wrote:Alot of the farmers will quit as the profits will not be the same. vOv
They'll go back to farming incursions, I guess.
The STAIN Travel Bookmark Collection - 451 Bookmarks |

Mackenzie Ayres
24th Imperial Crusade Amarr Empire
0
|
Posted - 2012.08.31 20:26:00 -
[257] - Quote
CCP Fozzie wrote: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.
Things I think you need to consider when making your changes:
1. The ability for FW pilots to dock in the opposing factions highsec stations. 2. Restrict nuetrals with a low standings with faction from docking in their stations. It just seems silly to have FW pilots locked out of stations in systems they dont own but yet allow them to dock in same factions highsec stations, continuing this thought, when considering pirates who shoot FW pilots on a daily basis, why would the faction continue to allow them to dock in stations while they attack their pilots.
CCP really needs to consider risk vs rewards for FW because even after these changes they provide FW pilots with all the risks, while nuetrals and others benefit from the upgrades provided, which now includes POS fuel savings!
Mac |

spellbound spirit
Wolfsbrigade Lost Obsession
0
|
Posted - 2012.08.31 20:31:00 -
[258] - Quote
Any thoughts on introducing more ties between FW and Empire factions that would actually mean something? F/x after joining FW I was quite dissapointed that amarr sentry guns were still agressing me in "my own" systems, not to mention amarr navy in highsec ;) I think it might actually provide at least little reason to participate in FW instead just being a lowsec resident and doing missions with alts in "enemy" militia. |

X Gallentius
Justified Chaos
456
|
Posted - 2012.08.31 20:39:00 -
[259] - Quote
Gabriel Darkefyre wrote:Hans Jagerblitzen wrote: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? I hope it applies to EVERYONE in the system. I want more reasons for people to live and work in lowsec (and move industrial operations there - creating food for pirates) and I want more reasons for people to want to participate in FW. No, I don't care if my enemy saves fuel cost in my upgraded system. By all mean, come on in and set your POS up.  Personally, I'd hope for it to only apply to Militia Members of the Faction holding Sovereignty. Anyone else should not be affected by the Upgrades. If someone wants to take advantage of the Rewards of an upgraded FW System, then they should need to sign up to the Militia and be exposed to the Inherent Risks of being in the Militia (Ships and Structures become a legitimate target to the opposing 2 Militias, for one) And more targets is a good thing, right? The argument for allowing everybody to use upgrades is a little weak. If getting more targets (err... players) into low sec is a goal with these upgrades, then CCP should simply apply these upgrades to all low sec systems.
But I guess FW is a testbed as well. If it works in FW space, then they can implement some sort of upgrade mechanic in all of low sec ,NPC 0.0, and 0.0 with these upgrade features available as well.
|

X Gallentius
Justified Chaos
456
|
Posted - 2012.08.31 20:41:00 -
[260] - Quote
Mackenzie Ayres wrote:CCP really needs to consider risk vs rewards for FW because even after these changes they provide FW pilots with all the risks, while nuetrals and others benefit from the upgrades provided, which now includes POS fuel savings!
Mac The only reason I will put LP into the hub is for increased LP payouts from running plexes in the future. A sort of FW LP multiplier. And, tbh, this might be more than enough for FW players. The upgrades are nearly meaningless to most FW players (except for the cynojammer for corps with caps). |

Mackenzie Ayres
24th Imperial Crusade Amarr Empire
1
|
Posted - 2012.08.31 20:50:00 -
[261] - Quote
X Gallentius wrote:Mackenzie Ayres wrote:CCP really needs to consider risk vs rewards for FW because even after these changes they provide FW pilots with all the risks, while nuetrals and others benefit from the upgrades provided, which now includes POS fuel savings!
Mac The only reason I will put LP into the hub is for increased LP payouts from running plexes in the future. A sort of FW LP multiplier. And, tbh, this might be more than enough for FW players. The upgrades are nearly meaningless to most FW players (except for the cynojammer for corps with caps).
Yes, the ability to produce T2 at half the time without the requirement of a POS is of no interest of anyone in FW. With nuetuals having access to the beneifts, all manufacturing, copy and material research slots will be full of nuetral jobs!
Mac |

X Gallentius
Justified Chaos
456
|
Posted - 2012.08.31 21:09:00 -
[262] - Quote
Mackenzie Ayres wrote: Yes, the ability to produce T2 at half the time without the requirement of a POS is of no interest to anyone in FW. With nuetals having access to the beneifts, all manufacturing, copy and material research slots will be full of nuetral jobs! Mac
I stand corrected. It's only of no interest to players like me who have no real industrial skills. There's plenty of FW players out there who know how to do that stuff. |

Milton Middleson
Rifterlings Ushra'Khan
84
|
Posted - 2012.08.31 21:25:00 -
[263] - Quote
I agree it seems rather undesirable to pass out all these new slots only to have them snapped up by neutral third-parties, but I don't really know how you could ensure that contributing militia members got first crack at the ME/Copy slots (I'm not really worried about the others). Maybe give priority access based upon rank in the controlling militia? I'd be pretty bitter if I ended up paying tens of thousands of LP so neutral industrialists could gouge me on T2 gear. |

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2812
|
Posted - 2012.08.31 21:35:00 -
[264] - Quote
Milton Middleson wrote:chatgris wrote: I suggest that you are not able to buffer the vulnerability of systems at all. I very much like the idea that a bunker busting fleet can't just farm a system to a very vu;nerable state, drop a blob on it and kill it. Instead, a bunker busting fleet should be forced to bring a diverse role of ships that can defend complexes during the bunker bust. It adds urgency to the defense of a system "if I can get just this one plex that whole fleet can't hit the bunker anymore". Can lead to epic king of the hill micro-cosm battles within a larger fight for a system.
Couldn't agree more. Far and away the most fun I had during a system flip was when my roaming gang of frigates and destroyers got roped into defending plexes in Uusanen from FWedditors while LNA guys in tier 3s blitzed the bunker. There was a small fight on the bunker in an attempt to break up the bash fleet, and then the wartargets scattered to the system's plexes and and we had to chase them out and keep more from entering system. Make flipping a system a frantic scramble to get it done before the other side comes in an decontests it. If we do have a VP buffer, make it very, very small.
I support this. Like, 3 plexes worth of buffer at the MOST. Give the little guy a chance to make a difference, thats what FW is all about. Vice Secretary of the 7th Council of Stellar Management.
|

Zarnak Wulf
Imperial Outlaws
539
|
Posted - 2012.08.31 21:40:00 -
[265] - Quote
And what if they do g+¦uge you? Several things might happen. First - you shoot them in the face and they go away. Second, you keep shopping at Jita and the prices have to come down. Or third - other industrialists notice the upgrades and the profit and move out to low sec too. Competition drives the prices down.
If I were an industrialist and I saw that I could produce goods faster in low sec, I'd approach an entity like Iron Oxide and ask to set up shop in the system. In return for setting me blue I promise to sell a third of my goods in Arzad at Jita prices. And hey - 50% less taxes anyways!
The bottom line is CCP is trying to populate low sec a little more. They want more trade hubs. This is the carrot. The stick, as they hinted, is to nerf high sec efficiency. |

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2812
|
Posted - 2012.08.31 21:48:00 -
[266] - Quote
X Gallentius wrote:Mackenzie Ayres wrote: Yes, the ability to produce T2 at half the time without the requirement of a POS is of no interest to anyone in FW. With nuetals having access to the beneifts, all manufacturing, copy and material research slots will be full of nuetral jobs! Mac
I stand corrected. It's only of no interest to players like me who have no real industrial skills. There's plenty of FW players out there who know how to do that stuff.
The way I see it is this - FW PvPers with no industrial skills are not going to be dumping LP into upgrades to obtain the industrial bonuses. Sure, they'll scatter their LP around to keep a tier level so the juice keeps flowing, but it will be spread to the systems where its cheapest to get WZC points, not poured vertically into a single system, 24/7. Someone who really wants to invest in an operation within a specific system won't be able to just rely on the resident PvPers to keep their bonuses going. If someone *depends* on these upgrades, and wants to have a static operation - they'll directly participate, even if its through an alt.
I think a lot of this has to do with the emotional "why do they get something they didnt work for" argument rather than looking at the fact that the industrialists that are serious about moving an operation into FW space in order to maximize profits cant afford to depend on the casual whim of PvPers making random upgrades to make sure all their projects are cooking on schedule. They will have some means to fill the gaps themselves. So yes, I DO think they will participate in the warzone on some level. Maybe they'll make an agreement with the local militia - you guys keep the system upgraded, I'll toss you some goods. But there has to be either direct participation, or direct negotiation, in order to maintain these bonuses. And that's a good thing.
I think its naive to think that everyone is going to put their industrialist characters (who may also be doing the hauling and transport) directly into the militia in order to install jobs, and becoming part of an active war dec. I think at that point we are right back to the risks of lowsec massively outweighing the rewards. They won't even have the protection of GCC and sec status at that point....and thats a lot for most industrialists to swallow. Vice Secretary of the 7th Council of Stellar Management.
|

Thorvik
Minmatar Ship Construction Services Ushra'Khan
41
|
Posted - 2012.08.31 22:02:00 -
[267] - Quote
First off, thanks for making changes in what is, obviously, a flawed mechanic. It's a bit more of a nerf than I would have liked but, meh, if it gets more pvp then I'm all for it.
Defensive plexing is boring enough, but when a system goes vulnerable the offending side can continue flipping more systems into vulnerable, not taking them but drive them further and further beyond 100% GÇô and continually getting paid. I'm told (although I cannot verify this) that some systems have been pushed well over 300%.
I do both defensive and offensive plexing, as needed, but it's just insanity to expect someone to d-plex (for nothing or even 50%). I know there are several Minmatar pilots that have alts in Amarr militia specifically to flip the system in order not have to beat down 300% of a systems status in order to get it out of vulnerable.
|

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2812
|
Posted - 2012.08.31 22:08:00 -
[268] - Quote
Thorvik wrote:First off, thanks for making changes in what is, obviously, a flawed mechanic. It's a bit more of a nerf than I would have liked but, meh, if it gets more pvp then I'm all for it.
Defensive plexing is boring enough, but when a system goes vulnerable the offending side can continue flipping more systems into vulnerable, not taking them but drive them further and further beyond 100% GÇô and continually getting paid. I'm told (although I cannot verify this) that some systems have been pushed well over 300%.
I do both defensive and offensive plexing, as needed, but it's just insanity to expect someone to d-plex (for nothing or even 50%). I know there are several Minmatar pilots that have alts in Amarr militia specifically to flip the system in order not have to beat down 300% of a systems status in order to get it out of vulnerable.
That's exactly why Ytterbium said they will be stopping the formation of this 300% buffer to begin with:
CCP Ytterbium wrote: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.
This way no one should ever have to chew through the buffer, the most you'll ever D-plex a system to get it back to stable is a few plexes more than it took to get it to vulnerable. This should be vastly more attractive an option than flipping the system and possibly taking a WZC hit (and losing payouts militia wide) only to plex it back. Vice Secretary of the 7th Council of Stellar Management.
|

X Gallentius
Justified Chaos
456
|
Posted - 2012.08.31 22:12:00 -
[269] - Quote
Quote: 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
Quick Math. 120 plexes to make a system vulnerable. 10k LP/plex @ 10% degradation = 120k LP max LP degradation if the system is not defended. 300k - 120k = 160k. No further LP upgrades = L4 until the other side decides to run a bunker busting fleet. |

Zarnak Wulf
Imperial Outlaws
539
|
Posted - 2012.08.31 22:18:00 -
[270] - Quote
Why not make refining more efficient as a FW upgrade? |

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2812
|
Posted - 2012.08.31 22:35:00 -
[271] - Quote
X Gallentius wrote:Quote: 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
Quick Math. 120 plexes to make a system vulnerable. 10k LP/plex @ 10% degradation = 120k LP max degradation if the system is not defended. 300k - 120k = 160k. No further LP upgrades = L4 until the other side decides to run a bunker busting fleet.
The way I read this is that taking a system hurts your enemy more than simply trying to bleed them down. This actually is a really good thing - we want to encourage the militias to fight the all out war, and to not only take space but to hold it as well. Its essentially a ratchet for both sides - the underdog gains a LOT by taking a single system now. They not only win the opportunity to have an extra 6 points available to them to help their own WZC, but they have a very reasonable chance of holding on to those points once they obtain them. No one likes investing in upgrades knowing that they'll be gone tomorrow. Instead of strategically looking at the points and upgrade distribution, and deciding whether to offensive plex or defensive plex, and letting the numbers dictate activity, the most important thing a militia member can do is make sure he hold on to his territory - and that makes for good fights.
Combined with the fact that anyone can cash out at any time for full value of their LP, there is now a tangible incentive to put the effort into moving from tier 1 to tier 2, for example. One of the things that drives me nuts about the current system is that there is no reason to fight over taking space and holding it once you believe you can't achieve tier 4 or better. Unless you have a Nulli-type hero to come save you, apathy sets in once you land at the bottom. Now, when the chips are down, its actually worth the effort to push back, with rewards setting in for achievement immediately as you ratchet your way back up tier by tier.
The new scheme ensures that its always worthwhile to take a system, always worthwhile to make investments in it, and always worthwhile to defend it when threatened. This should drive conflict and end the silly meta-strategies of alts-flipping-systems, or holding systems at vulnerable, or letting systems get lost so they can be plexed back. The best thing a militia pilot can do to help himself is just to fight the war straight up. Vice Secretary of the 7th Council of Stellar Management.
|

ale rico
Royal Order of Security Specialists Late Night Alliance
1
|
Posted - 2012.08.31 23:31:00 -
[272] - Quote
What about docking rights based not only on militia status, but also on standings? I find the players that take advantage of the militia mechanic to get kills to be exploiters. |

chatgris
Quantum Cats Syndicate
197
|
Posted - 2012.09.01 00:15:00 -
[273] - Quote
CCP Ytterbium wrote: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.
Are you aware that this will significantly nerf income for FW? The ISK cost advantage over high sec at high WZ control levels will be gone.
Not saying this is necessarily a good or a bad thing but, it will significantly devalue FW LP. |

Proddy Scun
Renfield Inc
0
|
Posted - 2012.09.01 00:18:00 -
[274] - Quote
Faction warfare fails because it does not reward APPROPRIATELY
DON'Ts
#1 Keep in mind that PVP and industrial-mining toons largely belong to two separate player camps with maybe 10-15% overlap. So low sec industrial and PI rewards tend to be pointless for the PVP individuals.
#2 DOUBLE JEOPARDY REWARDS -- even if you assume their corp has industrial-mining arm...a warzone is a terrible place for advanced industry both via story logic and by gank risk logic. Do you really think that every idle PVP ship in system is not out looking for haulers attemtping to grab stuff from Customs Stations or maybe blowing up PI stations for fun? Sure fleets can fight over PI and other industrial-mining attempts...but then that cheap/advanatageous rate goes out the door in overhead -- does it not? Same for mining and for the most part industry products which will not be used on spot (msut be shipped elsewhere and subject to factional gank). And nothing should change the fact that warzone space is bad for general industry.
DOs
Ia. YES tie high sec empire faction taxes and industrial fees to war progress (rise and fall from standard rates). Heck there are even some NPC only goods like BPOs that could rise and fall. NOW high sec folk care and support ...even if not everyone races out to low sec to fight.
Ib. Maybe open a factional war effort service store where industrialists can donate or sell at lower prices exclusively to faction warfare folk. Similar to materials drives of WWII. Not more people initially maybe but better equipped ones. Lower prices might attract more players later though.
IIa. Do NOT lower industrial efficiency of high sec stations and raise those of low sec. Its illogical storywise for progressive settlement etc and its indirectly part of that DOUBLE JEOPARDY REWARD system. Instead ask yourself why hi sec belts and PI resources have not been more tied up by the NPC MEGACORPs and EMPIRE Governments.
IIb. Recommend Government reserve belts operate on a system simialr to old POS charter system with amount of charters linked to ship size and faction standing. Charters only purchasable with faction LP. NPC controlled belts would be accessible only via missions for that NPC corp (ship size restrictions, amount restrictions, split take with NPC corp, etc). In either case you effectively join NPC fleet when comlying with rules and otherwise get flagged for stealing to NPC guard fleet. And yes players might get PVP missions to help NPC fleets patrol belts looking for stealers.
IIc. Obviously schools would get certain exemptions for ships under certain size and maybe for a certain total number of missions per toon. On faction government side due to schools being part of government training and on NPC side due to recruitment efforts. But limited time and size offering.
The above would either force people into low sec -- OR divert a certain amount of player support to those wh are out there doing factional warfare.
The one thing I can see you would need to take care about is to not let things swing to far to one side in terms of penalties or advantages. Otherwise poepl might jsut all move to one faction to suck up the benefits and let other facions simply suffer collapse. Perhaps put a cap on the number of mining charters or ore available in given faction (maybe local rats start inflationary counterfeiting of charters and scoop up all the ore). |

Proddy Scun
Renfield Inc
0
|
Posted - 2012.09.01 00:31:00 -
[275] - Quote
Overall I suggest CCP take some clues from real real wars. How often do you read about all industry moving up into no man's land between solid frontlines?
Yeah Thought so. And its not likely to work in game either for same reasons. Its counterproductive compared to behind lines...no matter how bad things get. Even if at low point of faction warfare you open up break through raids on hi sec similar to **** V2 attacks. (Interesting thought but only if you want one empire side to collapse due to lack of palyers after a while.)
But yes you can set things up so industrial branch is motivated to supply and support anyone who will volunteer for faction warfare.
And some nice player discounted T2 ships and modules might get recruiting levels up. |

Ovali Garsk
Tribal Liberation Force Minmatar Republic
0
|
Posted - 2012.09.01 00:39:00 -
[276] - Quote
CCP Ytterbium wrote:
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:
Level2:
Level3:
Level4:
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
Why not less time for manufacturing/research/etc. instead of more slots. Less time for a job is way more cool while having somewhat similar effects....
I suggest even more stuff: (moderate) PI bonuses (now that is something that locals like and will def. plex for)
going crazy: bonuses to scan probe strength (both a slight boost to exploration but also to combat probing)
Also simply more, if you can think of stuff (keep the boosts moderate, but anything goes)
Otherwise, love you guys.
|

Antihrist Pripravnik
Scorpion Road Industry Devil Divided By Zero
44
|
Posted - 2012.09.01 01:10:00 -
[277] - Quote
A Cyno jammer? In lowsec? Really?
Looks like you are not even considering that anyone would want to live and move through lowsec other than Militia members or 0.0 alliances. I thought the whole point of the FW changes was to populate lowsec and provide some form of interesting gameplay for different types of players. But militia controlled cyno jammers in lowsec? It's just ********.
- You haven't thought about corps that step into lowsec and place their staging area in some system there to train for a "big step" to 0.0. I've been involved in a couple of operations like that a couple of years ago. I know corps that are doing the same thing today. - You haven't thought about W-Space corps that have lowsec exits and need to move their stuff around. Killing off a large portion of lowsec entries is not going to help. - You haven't thought about pirate corps ambushing 0.0 convoys or straglers of capitals. Having them concentrated in non-FW lowsec area only certainly won't help. - You haven't thought about pirate hotdrops. That's fun too. - You haven't thought about baits for pirate hotdrops. That's even more fun.
I'm not talking about something I haven't done myself. I've done all these things and enjoyed it (except from the boring hauling part to or from w-space... that couldn't be defined as fun).
My suggestion: ditch the damn thing.
@CSM:  CCP Ytterbium: Yarrblblbgrlblbgrlblblblbblbgrlblblbgrblblyarrrrdrooooooolonthekeyboardlikealunatic     |

Zarnak Wulf
Imperial Outlaws
540
|
Posted - 2012.09.01 01:34:00 -
[278] - Quote
The cyno takes 10 minutes to spool up. It lasts for an hour. And then it self destructs. And it can only be lit in fully upgraded FW systems. It is a 'Do Not Disturb' sign for FW cap fights. |

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2815
|
Posted - 2012.09.01 01:40:00 -
[279] - Quote
Antihrist Pripravnik wrote:A Cyno jammer? In lowsec? Really? Looks like you are not even considering that anyone would want to live and move through lowsec other than Militia members or 0.0 alliances. I thought the whole point of the FW changes was to populate lowsec and provide some form of interesting gameplay for different types of players. But militia controlled cyno jammers in lowsec? It's just ********. - You haven't thought about corps that step into lowsec and place their staging area in some system there to train for a "big step" to 0.0. I've been involved in a couple of operations like that a couple of years ago. I know corps that are doing the same thing today. - You haven't thought about W-Space corps that have lowsec exits and need to move their stuff around. Killing off a large portion of lowsec entries is not going to help. - You haven't thought about pirate corps ambushing 0.0 convoys or straglers of capitals. Having them concentrated in non-FW lowsec area only certainly won't help. - You haven't thought about pirate hotdrops. That's fun too. - You haven't thought about baits for pirate hotdrops. That's even more fun. I'm not talking about something I haven't done myself. I've done all these things and enjoyed it (except from the boring hauling part to or from w-space... that couldn't be defined as fun). edit: Oh, and could you, please look at the map for a moment? Are you sure that you won't isolate areas one from another with a certain setup of Militia cyno jammers? (Isolate like it's impossible to get to a certain area with a capital ship or to get from, say, a part of Gallente lowsec to a part of Amarr lowsec). There are players that are not interested in FW and are not in 0.0 alliances that own capital ships, you know. My suggestion: ditch the damn thing. @CSM: 
Yes, we did think about it. 
I suggest you take a step back, take a deep breath, and reread the details of the cyno-jammer. Note the duration, cool-down, conditions of deployment, hitpoints, etc. Than we can talk about why you think its going to prevent anyone besides the militias from doing anything in low-sec. Vice Secretary of the 7th Council of Stellar Management.
|

Alticus C Bear
University of Caille Gallente Federation
73
|
Posted - 2012.09.01 01:42:00 -
[280] - Quote
I may be alone but I do not have a problem with the current war zone control swing and cash out events. It requires a lot of plexing (more pvp potential) and a level of coordination to achieve. There are issues with massive lp generation through speed tanking plexes but this is better resolved via the plex changes proposed in the other thread.
Better system upgrades are good and it is the quality of local upgrades that will drive lp investment into the hubs for people's home systems above the lower levels that will be easier to maintain war zone control.
Interestingly I think the capture changes may encourage factions not to defensive plex to much. Systems close to vulnerable state will only pay out so much when offensively plexed. This would be the best time to invest lp to raise the upgrade level as there will only be a limited number of offensive plexes to be run before no rewards are given. Rewards for defensive plexing at this level are higher and combined with reduced lp bleed could be fed back into the hub.
In fact the defensive plex rewards at this level are higher than the lp bleed amounts.
There is the danger the enemy plex and bash an upgraded system and this could force tough fights.-á
My biggest fear is the gallente war zone drops back to a stagnant level with low level of war zone control and poor rewards.-á
Sadly although we can test mechanics on sisi the outcome will not be certain until it is live.
Please don't make me run missions for cash again.
|

Dan Carter Murray
105
|
Posted - 2012.09.01 02:00:00 -
[281] - Quote
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?
null isn't important.
|

Antihrist Pripravnik
Scorpion Road Industry Devil Divided By Zero
44
|
Posted - 2012.09.01 02:01:00 -
[282] - Quote
Hans Jagerblitzen wrote:Yes, we did think about it.  I suggest you take a step back, take a deep breath, and reread the details of the cyno-jammer. Note the duration, cool-down, conditions of deployment, hitpoints, etc. Than we can talk about why you think its going to prevent anyone besides the militias from doing anything in low-sec.
Ok, I've read every detail. You have a good point. A timer combined with a moderate cost of 100-ish million is a very good solution for the problems I've listed. Thanks and sorry. CCP Ytterbium: Yarrblblbgrlblbgrlblblblbblbgrlblblbgrblblyarrrrdrooooooolonthekeyboardlikealunatic     |

Cearain
Imperial Outlaws
595
|
Posted - 2012.09.01 03:19:00 -
[283] - Quote
Alticus C Bear wrote:I may be alone but I do not have a problem with the current war zone control swing and cash out events.
Here I was thinking I was alone. What exactly is the problem with the current tier system cashouts?
Militias strive for a goal (tier 5 cashout) that should take about 2 or 3 months to achieve (yes its achieved faster now with frigate alt armies but ideally it should take about 2-3 months.) and then cashout on victory day. Even the amarr have 50% of the systems over 50% contested. The new system by reversing lp payout and pricing and giving lp for defensive plexing destroys this.
One of many advantages to the current system is after a militia achieves tier 5 there is some incentive to join the side that is at tier 1 because there is no lp for defensive plexing and one side just cashed out. Join the side at tier 1 and you can earn lp for that faction by doing your plexing and then get in on their cash out.
The new system completely reverses this. Now when you pile on the winning side you will just get more lp. Those who worked to get the militia to tier 5 get no extra benefit. And the new comers will be getting lp for defensive plexing.
I anticipate the overall war will somewhat remain balanced just with everyone either in caldari or minmatar. But gallente and amarr might as well just disappear. That is unless there is a mechanic that has not beeen announced.
This new tier system will likely be much simpler though. No real strategies involved. No big pushes to flip several systems. No planning how to accomplish that or thwart your enemy from doing that. Just pick minmatar or caldari and do an endless number of plexing.
Guys the problem was that plexing is best done in pve ships (and based on everythign I read that will still be the problem after winer.) the tier system was fine. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Perkin Warbeck
Amarrian Space Poodles 24eme Legion Etrangere
36
|
Posted - 2012.09.01 05:05:00 -
[284] - Quote
[quote=CCP Ytterbium]WINTER ITERATIONS
* 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.
Haven't had time to read subsequent posts but wouldn't this increase farming?
How would you avoid the following scenario
Minmatar main toon offensive plexes a system up to 75%+ in quiet backwater system Amarr alt of main then defensive plexes back down 10% or so Repeat with main toon etc
I don't think plexing should really be rewarded at all (or at least nerfed to a few hundred LP) but I think this would be a disaster without safeguards. |

Wa'roun
Quantum Cats Syndicate
34
|
Posted - 2012.09.01 05:43:00 -
[285] - Quote
If you are going to add a null sec item to level 5 systems, how about go all the way and any level 5 system can have bomb use and interdictors and/or heavy interdictor spheres. Maybe bubbles? If a system gets downgraded then bubbles would be automatically removed. If you fire off a bomb just as the system goes to 4, you either do no damage or lose sec status for every single person you hit plus gate / station guns if fired near them. |

Alticus C Bear
University of Caille Gallente Federation
76
|
Posted - 2012.09.01 06:36:00 -
[286] - Quote
Ok so I am a little curious over some of the finer details.
Say if I were in the Minmatar Militia and ran Major at level five then I would get 75k lp?
Is the LP bleed from the hub based on the modified or unmodified amount so it would be 10% of 75k or 25k?
Does this mean that if I join the TLF and they are at level 5 warzone control and run a caldari major then it is three times as effective at removing lp from the hub than being in the Gallente militia at tier 2.
If I defensive plex a major at level 5 warzone control with a high vulnerability do I get 56.25k lp? (75% of 75k) compared to the 12.5k lp they may have got for offensively completing a major at Tier 1?
If this is the case then assuming I put that LP into the hub pay a 75% tax then that is still 14k lp compared to the 1.25k lp (tier 1) reduction from the hub for them offensively plexing. Is this correct?
Have I got any of the above correct, I just did a 10hour night shift my thinking may be off.
ISK cost in LP stores. Currently there is also an ISK reduction in the LP stores with the warzone level. Will any ISK prices be adjusted; do you expect any impact on newer items added to the LP store such as datacores? Was their price set with the possible reduction in mind that is now being lost?
|

Bad Messenger
Nasranite Watch
235
|
Posted - 2012.09.01 08:11:00 -
[287] - Quote
Alticus C Bear wrote:Ok so I am a little curious over some of the finer details.
Say if I were in the Minmatar Militia and ran Major at level five then I would get 75k lp?
Is the LP bleed from the hub based on the modified or unmodified amount so it would be 10% of 75k or 25k?
Does this mean that if I join the TLF and they are at level 5 warzone control and run a caldari major then it is three times as effective at removing lp from the hub than being in the Gallente militia at tier 2.
If I defensive plex a major at level 5 warzone control with a high vulnerability do I get 56.25k lp? (75% of 75k) compared to the 12.5k lp they may have got for offensively completing a major at Tier 1?
If this is the case then assuming I put that LP into the hub pay a 75% tax then that is still 14k lp compared to the 1.25k lp (tier 1) reduction from the hub for them offensively plexing. Is this correct?
Have I got any of the above correct, I just did a 10hour night shift my thinking may be off.
ISK cost in LP stores. Currently there is also an ISK reduction in the LP stores with the warzone level. Will any ISK prices be adjusted; do you expect any impact on newer items added to the LP store such as datacores? Was their price set with the possible reduction in mind that is now being lost?
these are really good questions, and if all these really happens who want to be on tier1 side anymore?
On current system it is almost same on which side you are because you can trust that you can cash out your lp on some point with good rewards, so you have a long term goal. but with new system you do not have any goal, you lose lp just on that moment you get it and you your future actions can not boost it on any way.
Driving force of current FW , reduced lp prices at tier 5, will be gone, there is no point to really take any systems anymore if you are on tier1. Back to grinding missions ! |

TorDog
22nd Black Rise Defensive Unit
1
|
Posted - 2012.09.01 10:19:00 -
[288] - Quote
>* 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.
IMO this will not stop farming but only make it occur at 75% contested.
It also does not make sense that individuals or corps that choose to try and keep a system stable are penalized. What you are in effect doing is removing the increased time you just added for a system to become vulnerable as I picture all fw systems sitting between 75% and 100% contested so that lp is maximized. |

Cearain
Imperial Outlaws
597
|
Posted - 2012.09.01 10:40:00 -
[289] - Quote
Rewarding defensive plexing with lp based on contested level just rewards the defendign side for not fighting the offensive plexer before he captures a plex. They get more lp if they wait until he leaves and then plex the system after it contested higher.
All this because the minmatar thought they were getting punished for winning too many systems? All I can say is "poor minmatar" inferno has been so hard on you.
You do get rewarded for holding systems. The reward is the ability to hit tier 5. If you lose over 20% of the systems you can't hit tier 5. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

space chikun
Fweddit I Whip My Slaves Back and Forth
5
|
Posted - 2012.09.01 11:05:00 -
[290] - 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.
You do realize that this will change the way people do things, right? This is a mechanical change, not CCP suggesting we do things differently.
This means you cannot reasonably apply the way things are "currently done" to what's being suggested here. It's like saying because someone painted a stick blue it's no longer useful as a stick. |

David Campbell
Colonial Marines EVE Division Villore Accords
13
|
Posted - 2012.09.01 11:13:00 -
[291] - Quote
space chikun 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. You do realize that this will change the way people do things, right? This is a mechanical change, not CCP suggesting we do things differently. This means you cannot reasonably apply the way things are "currently done" to what's being suggested here. It's like saying because someone painted a stick blue it's no longer useful as a stick.
What he said. No more AFK speed-tanking alts combined with LP payouts for defensive plex will probably mean that we won't see systems changing hands as often as we do now. I'm ready to bet on it. |

Kuehnelt
Devoid Privateering
266
|
Posted - 2012.09.01 11:30:00 -
[292] - Quote
The entire motivation for defensive LP is "Man, it sucks to win so hard." Right? It's a King complaining that his crown is a little bit heavy?
Why should it be surprising that a feature motivated only by that would have so many perverse consequences? Defense is already buffed in this expansion by the halting of the 'push for the cashout' mechanism at work at present. |

marketjacker
Percussive Diplomacy PERCUSSIVE PIZZA TIME DIPLOMACY
37
|
Posted - 2012.09.01 11:50:00 -
[293] - Quote
Hidden Snake wrote:ok ... finaly some better news ... Amar are still ****** up, but why not ....
cynojammer .... hmmm .... I like it, but it will be funny .... please make them cheap so even small corps can fight without being hotdroped on everyoccasion .... and make it tough
Learn English. |

Cearain
Imperial Outlaws
597
|
Posted - 2012.09.01 12:00:00 -
[294] - Quote
CCP Ytterbium wrote:....
Q: LET'S GET BETTER NOTIFICATION/INTEL TOOLS WITH SYSTEM UPGRADES MR. HOLMES! A: Interesting argument Dr. Watson. More water Sir? We definitely agree having better notification tools should be part of the whole package, but it should maybe be independent of Factional Warfare and something you need in all cases. After all, Starbase, corporation, war declaration notifications also need love too, let's not be selfish here. Such revamp is in the pipeline, even not for immediate release. Better intel tools for system upgrades however is definitely something we are thinking about.
I'm not so sure a one size fits all approach is best.
The thing is allot of people in eve like the idea of hunting for hours for targets. For me I want more pvp faster. I would like 4 to 7 decent pvp fights an hour. Notifying us of when plexes are attacked can provide that.
For those who want to "hunt" for hours to gank a pver there would still be all the current option in wormholes low/null sec missions etc.
But for those who want frequent quality pvp eve currently offers nothing.
CCP Ytterbium wrote:.... Q: HAVE YOU THOUGHT ABOUT ENCOURAGING BORDER FIGHTS BEFORE CLAIMING SOVEREIGNTY IN A CENTRAL SYSTEM?A: Yes, we have quite a lot actually. It's a good idea, as it spreads fights along an outer rim of system while giving a geographical meaning to a war effort. However, implementation is very time and resource consuming, which is why we don't have it actually planned for winter. [/list] Hope that helps a bit 
In the amarr minmatar zone it seems the opposite is the problem. Outside of 1 jump from kourm there is nothing. I think mechanics should spread people out a bit not do the opposite. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Vyktor Abyss
The Abyss Corporation
174
|
Posted - 2012.09.01 17:04:00 -
[295] - Quote
Questions:
1. Do starbase fuel discounts apply to all starbases in system? - For example if a war target has a tower in a friendly upgraded system do they get a discount? - Strikes me as rather unintuitive that they would benefit from some fuel discount from the opposing militia.
2. Do stations without manufacturing or research still get no benefit from the slot upgrades? - Note there's only a very small percentage of systems in FW currently that have research slots so this upgrade is a bit useless without it adding slots to 'barren' stations.
3. Have you considered off the wall ideas like Mining bonuses for system upgrade or adding unique content (kind of like COSMOS) to make these upgraded systems "special" in some way and promote more lowsec traffic? - It strikes me that these upgrades are bare minimum effort and they are rather uninspired - I mean an LP bonus - how dull.
My opinion is that these changes (and the others regarding NPCs) is that on the whole they are a rather drastic "throwing the baby out with the bathwater" proposal. Rather than amending the designs you went with in Inferno and keeping some of the good parts - like some of the dynamism of the warzone you're adding yet more time sinks in "inefficient upgrading" for still rather shoddy upgrades (Cynojammer will have very limited use, POS fuel discount? - all uninspired) and making it even more a war about who has the most alts to run (now defensive) buttons.
From what I have read the warzone will become a dull never changing landscape with farmers simply switching to defensive plexing and less people attempting to offensive plex because it is still boring orbiting a button, just now it is now 10x less effective, and it is more risky.
Hans, if you've helped CCP along this road you will be culpable too. Current FW is broken yes, but not stale. The proposed changes as they stand do not improve the latest broken system (which is flawed but interesting), they instead introduce yet another broken system that will actually be more akin to the old boring broken one than soething new and exciting. It is a shame. |

McReaction
The Tenori Tigers Zombie Ninja Space Bears
0
|
Posted - 2012.09.01 19:02:00 -
[296] - Quote
Hello gentlemen! Thought I might just add a perspective - I haven't looked through every other thread so this might have previously been stated.... I am gonna refer to Ytterbium's stated changes and give my view on them.
Note: Some changes are "spot-on" while others are perhaps a little off.... -Inferno patch FW changes are definately improvements -> EVE DEVS! It's not flawed, it just needs to be reworked ;)
"We would remove LP store price reduction in the new system" Don't! It is currently the main encouragement to invest LP into the hubs, if anything should be changed about this, reduce the actual discounts by(example) 50%
Example: Firetail at Tier 5 is 2.500 LP - changing it to 5.000 LP cost at Tier 5
This, combined with the new FW complex changes -> "Capture beacon location being moved within 10km of the beacon" and increased I-hub donation requirement, will result in a more balanced system, encouraging pvp, and yet make it harder reaching the Tier 5 LP stores which also rewards less.
A thought that I haven't seen posted(please point it out if it has been!) INCREASE LP gained from destroying an enemy I-hub as it encourages flipping the system earlier, and not wait for a wave of system flips as it is now, followed by "The Tier 5 push" |

Doctorkaba
The Tenori Tigers Zombie Ninja Space Bears
3
|
Posted - 2012.09.01 19:38:00 -
[297] - Quote
McReaction wrote:Hello gentlemen!
"We would remove LP store price reduction in the new system" Don't! It is currently the main encouragement to invest LP into the hubs, if anything should be changed about this, reduce the actual discounts by(example) 50%
I agree with what your saying reaction except for this. With the current reduction of LP stores it really requires constant flipping back and forth, killing the faction who's tier is lower. With the new system there isn't a reduction in prices, so that LP is worth the same in both cases, it might take longer getting your LP, but its still worth it.
Either way, CCP i love you for the new changes. I haven't seen one bad thing yet :fanboysigh: Want some pvp help? Like to fly small and fast frigates? Then join the in game channel Tenori_Tigers! We specialize in small group frigate fights and love to help out newer players. We are also part of Faction Warfare so join our chat if you are interested in that also! |

Rengerel en Distel
Amarr Science and Industry
347
|
Posted - 2012.09.01 20:50:00 -
[298] - Quote
If you can't have direct benefits for members of the controling militias in the system, how about LP store items like boosters. The boosters will only work in FW systems, will give a benefit depending on the current system, and fade if you leave the system. If you're in an opposing system, it would work like the 0 upgrade booster. I'll leave the actual numbers of the effects to more qualified people, but the idea does seem to solve the problem of giving rewards to the actual FW members.
|

SubStandard Rin
School of Applied Knowledge Caldari State
0
|
Posted - 2012.09.01 20:55:00 -
[299] - Quote
Quote:Some ideas, not necessarily in any order:
- Bring back the cyno jammer, if polished enough to be shot down by neutral third parties. Fanfest taught us it is a very tricky move, so we want to hear from all interested parties here
- Move station deny docking from being automatic when a system is captured to something that only happens when the enemy upgrade a system to level X
- Provide science, manufacturing time reduction bonuses to further encourage industry in low-security space
I have a few worries here.
1# Cynojammers in Lowsec means it will interfere with Nullsec lifeline to Highsec how do you intend to solve this? Hit point reduction is not a valid answer since thats a "patch" not a fix of the problem. my suggestion is allow Cynojammers only in 1 system for each militia at a time that way they can use it offensive and defend there stronghold but not lock down every system. After all no one want a Nullsec alliances raping your system every week for there logistics do you? not to mention the irritation it will cause for the power blocks.
2# science / manufacturing etc bonuses well this is in my book tied to the POS issue. get the [censored word] POS rewamp up and then you could (if done right) remove almost 90% of the Manufacturing/science slots in the Stations.
Right now building stuff in lowsec is not worth the risk the only thing my corp mates are building is Dreads/Carriers for Corp.
- Rising the cost for building/research is high sec isn't going to make a difference it will only affect the module price in the end.
- Lowering the Highsec refinement yield will only raise the prices of modules due to the risk involved in moving large quantities of ore to lowsec no one will take the risk. It will not happen due to Freighers are as slow as a snail trying to run a marathon and just aligning in lowsec will be perilous. lowering it to low and Poses will do the Refinement in highsec.
- Lowering the cost for building / researching in lowsec is such a small part of a tecII item that its not worth the fuz. for example 10x Hobgoblin II regent cost 2.8M , research cost 0.5- 1M, building cost 100k so from a 4M total cost 100k is the cost to build it. thats 0.25% of the total value ... neglectable
- lowering the build/ research time, can be dooable but consider POS when you get to this. it will affect alot of stuff in highsec if you do this. moving a carebear alt to a lowsec station with research and do all the invention/research therre the risk is almost zero if you move the BPC back in a interceptor. It will not populate the lowsec more then the alt doing his invents there.
3# if you want to improve new player flying to lowsec remove learning implants. sorry but they are the biggest roadblock for any new player to fly to lowsec. a Rifter for 1-2M or implants for 50M i know where the cost/danger lies. when i was new i wasn't afraid of losing a few frigates but losing my learning implants would have meant a serious blow to my character.
4# accept that 70% of eves population is playing in highsec oout of my 6characters on 3 accounts only one is playing in nullsec the rest of my characters are support characters in highsec paying for my lifestyle in nullsec. I susspect more players are like me Highsec pays for the lowsec/nullsec cost of living. nerfing highsec will then hit the same players who play in nullsec or lowsec.
TLDR
* Cyno is dangerous for Nullsec powerblocks they will not tolerate them as it cuts there lifeline
* don't touch highsec science it will not improve lowsec
* remove learning implants as they are serving as a highsec roadblock to going to lowsec.
* Accept that 70% of eves population is playing in highsec, let them do that.
|

Joe Viturbo
The Tenori Tigers Zombie Ninja Space Bears
0
|
Posted - 2012.09.01 21:11:00 -
[300] - Quote
Vyktor Abyss wrote:Questions:
[...My opinion of these changes (and the others regarding NPCs) is that on the whole they are a rather drastic "throwing the baby out with the bathwater" proposal. Rather than amending the designs you went with in Inferno and keeping some of the good parts - like some of the dynamism of the warzone, you're adding yet more time sinks via "inefficient upgrading" for still rather shoddy upgrades (Cynojammer will have very limited use, POS fuel discount? - all uninspired) and making it even more a war about who has the most alts to run (now defensive) buttons.
From what I have read the warzone will become a dull never changing landscape with farmers simply switching to defensive plexing and less people attempting to offensive plex because it is still boring orbiting a button, just now it is now 10x less effective and more risky.
Hans, if you've helped CCP along this road you will be culpable too. Current FW is broken yes, but not stale. Why not just fix the broken parts with the current system like worthwhile system upgrades for ALL FW systems, not just a hotch potch few systems; Stop farmers by making people kill all spawns, make the LP store require a wide variety of tags for all items etc etc.
The proposed changes as they stand do not improve the latest broken system (which is flawed but interesting), they instead introduce yet another broken system that will actually be more akin to the old boring broken one than something new and exciting. These proposals are a step backward in making FW more 'fun', adding only more grind, and that is a shame.
^^^ This!
I agree this is looking more and more like "throwing the baby out with the bathwater".
FW certainly has issues with afk gunless plexing, ihub vulnerability exploiting and defensive plexing boredom but dont drastically change everything because of a those few yet critical issues!
Please dont make lowsec a giant and slow grind as that will drive down the population faster than you can say button orbit.
Please do look at mitigating the effect of farmers and fixing the broken bits.
The last few months has seen a great many enjoyable fights, on boths sides I'd wager, and I for one have been having a blast.
My 2 cents |

Mutnin
SQUIDS.
279
|
Posted - 2012.09.01 21:55:00 -
[301] - Quote
I have a idea..
Trash the whole upgrades thing and just put everything back the way it was before..
Upgrades do not last long enough to be worth while and it the whole thing is like watching a dog chase his tale. Upgrades are worthless and don't last.. Who gives a crap about clone costs & manufacture slots in the middle of low sec when people can farm a few billion isk in a week worth of LP.
Added to this we usually get 1 shot maybe 2 if the other side doesn't fight back a month to convert our LP into ISK. On top of this the time frame for ISK conversion usually only lasts 1 maybe 2 hours if you are lucky, then you are out of luck til the next dump. Meaning the LP farmers that are on 23.5/7 are usually the only ones befitting.
The whole upgrade system is a stupid concept and and the benefits are useless.. Honestly do you really think anyone is using manufacture slots when they can cash in a few million LP's for their isk?
FW was about casual game play with easy access to PVP and a decent way to make ISK to support that PVP. With missions even though I hated them, I could cash out my LP's when it was convenient for "ME". I didn't have to hope I could be around for a once a month LP dump, then find out I couldn't get online til a hour late or I have to work that day.
This whole thing has killed any sort of casual gameplay & has made PVP nothing but chasing farmers in gun-less ships. What do you plan to do about that? |

Rengerel en Distel
Amarr Science and Industry
347
|
Posted - 2012.09.01 21:56:00 -
[302] - Quote
I have to wonder as well if these changes are enough to warrant a reset. Perhaps remove the docking penalty for a week to allow people to move items or take the systems back. As it stands, it seems people are going to try and do one last T5 cash out the day before the expansion hits, then try and sit on the systems. With the extra time it'll take to flip a system, someone sitting at T5 may very well stay there forever.
|

Kuehnelt
Devoid Privateering
267
|
Posted - 2012.09.01 23:10:00 -
[303] - Quote
Mutnin wrote:Added to this we usually get 1 shot maybe 2 if the other side doesn't fight back a month to convert our LP into ISK. On top of this the time frame for ISK conversion usually only lasts 1 maybe 2 hours if you are lucky, then you are out of luck til the next dump. Meaning the LP farmers that are on 23.5/7 are usually the only ones befitting.
No, the 'push for a cashout' system is going away altogether. Instead of getting the same amount of LP but having it be worth more or less depending on your warzone control, you'll get less or more LP depending on your warzone control.
Mutnin wrote:FW was about casual game play with easy access to PVP and a decent way to make ISK to support that PVP. With missions even though I hated them, I could cash out my LP's when it was convenient for "ME". I didn't have to hope I could be around for a once a month LP dump, then find out I couldn't get online til a hour late or I have to work that day.
Yeah, this is all returning to FW. Casual gameplay with easy access to PVP and a decent way to make ISK to support that PVP via LP that you can cash out when it's convenient for you. Even at tier 1.
Mutnin wrote:This whole thing has killed any sort of casual gameplay & has made PVP nothing but chasing farmers in gun-less ships. What do you plan to do about that?
See the changes in the other thread: the era of gunless frigs soloing majors is over. You'll only have to worry about chasing farmers out of their own plexes... well, at least you won't have to worry about farmers locking you out of a station, yeah? |

Lady Gwendolyn Antollare
Federal Logistics Initiative Conglomerate
3
|
Posted - 2012.09.01 23:55:00 -
[304] - Quote
CCP Ytterbium wrote:Hey folks, It has been quite a while since our last update on this topic, mainly due to summer vacations then inertia time to get back into shape, but we are now back alive and kicking. There are many excellent points expressed on this post that I will first address. Once that is done, we will then move on intended improvements we want to bring to the table for winter. There has been plenty of internal discussions, brainstormings about them, and after receiving feedback from the CSM we are ready to unveil changes for public review. Please note that we will only address system upgrade and war zone control mechanics here. NPC and complex revamp will be announced in that thread. THREAD FEEDBACK: [list] Q: ONE OF THE REASONS FOR LOW-SECURITY SPACE BEING CRAP REMAINS THAT HIGH-SECURITY STATIONS ARE TOO GOOD IN THE FIRST PLACE, DO YOU HAVE PLANS TO ADJUST THIS? A: Indeed we do. This topic brought quite an internal discussion, and while this most likely won't be part of a Factional Warfare iteration, we do want to have a look at reducing high-security stations effectiveness to make other areas of space more interesting. Some examples could be reducing refining rates, increasing ISK payment to install jobs. Nothing is set in stone as this is not planned for the immediate future however. Another good idea we noticed here was to tie high-security tax with the war performance of its related Factional Warfare Militia. So if, by example, the Caldari Militia are losing the war in Factional Warfare, all taxes in Caldari State high-security space could go up to support the war effort. Why is it that every time that CCP Quote:wants make other areas of space more interesting the first goto tool in their toolbox it to nerf Hisec? If you want to make an area of the game more attractive to players then do that...don't make Hisec ugly! I have long puzzled (or at least as long as I've played the game) why it is that CCP wants to force players into a play style that they are not interested in. As the thoughts expressed by you here Quote:Some examples could be reducing refining rates, increasing ISK payment to install jobs really dont jibe with how civilization works. It is the "Hisec" areas of the world that have the word of law and order, where high tech manufacturing and pure refining of materials occur . High technology manufacturing does not occur in areas where there is lawlessness or where there is no infrastructure or population to support it. Much as in real the real world it's accepted that rare minerals and materials are more available in losec or nullsec...where they have yet to be discovered. As to the concept of Quote:the Caldari Militia are losing the war in Factional Warfare, all taxes in Caldari State high-security space could go up to support the war effort Perhaps the example of many US firms can be followed I'll just move to someone else's space where the hisec tax is cheaper.
Yes I'm a Carebear! 
I like to mine (ok so I mostly spend the time sitting in the Orca doing my nails).
I like to build things (I make the best damn Talos and Tornados in the game).
I like to sell what I make (and yes I'm not above moving what I make to losec or nullsec to make profit).
I like to invent things (now there's a mechanic that needs fixing and oh I want my datacores back!).
But I have no interest in living in losec or nullsec .
So let the Flames and Trolls begin! |

Weasel Juice
Exanimo Inc Anger Management.
12
|
Posted - 2012.09.02 00:14:00 -
[305] - Quote
Lady Gwendolyn Antollare wrote:CCP Ytterbium wrote:Hey folks, It has been quite a while since our last update on this topic, mainly due to summer vacations then inertia time to get back into shape, but we are now back alive and kicking. There are many excellent points expressed on this post that I will first address. Once that is done, we will then move on intended improvements we want to bring to the table for winter. There has been plenty of internal discussions, brainstormings about them, and after receiving feedback from the CSM we are ready to unveil changes for public review. Please note that we will only address system upgrade and war zone control mechanics here. NPC and complex revamp will be announced in that thread. THREAD FEEDBACK: [list] Q: ONE OF THE REASONS FOR LOW-SECURITY SPACE BEING CRAP REMAINS THAT HIGH-SECURITY STATIONS ARE TOO GOOD IN THE FIRST PLACE, DO YOU HAVE PLANS TO ADJUST THIS? A: Indeed we do. This topic brought quite an internal discussion, and while this most likely won't be part of a Factional Warfare iteration, we do want to have a look at reducing high-security stations effectiveness to make other areas of space more interesting. Some examples could be reducing refining rates, increasing ISK payment to install jobs. Nothing is set in stone as this is not planned for the immediate future however. Another good idea we noticed here was to tie high-security tax with the war performance of its related Factional Warfare Militia. So if, by example, the Caldari Militia are losing the war in Factional Warfare, all taxes in Caldari State high-security space could go up to support the war effort. Why is it that every time that CCP Quote:wants make other areas of space more interesting the first goto tool in their toolbox it to nerf Hisec? If you want to make an area of the game more attractive to players then do that...don't make Hisec ugly! I have long puzzled (or at least as long as I've played the game) why it is that CCP wants to force players into a play style that they are not interested in. As the thoughts expressed by you here Quote:Some examples could be reducing refining rates, increasing ISK payment to install jobs really dont jibe with how civilization works. It is the "Hisec" areas of the world that have the word of law and order, where high tech manufacturing and pure refining of materials occur . High technology manufacturing does not occur in areas where there is lawlessness or where there is no infrastructure or population to support it. Much as in real the real world it's accepted that rare minerals and materials are more available in losec or nullsec...where they have yet to be discovered. As to the concept of Quote:the Caldari Militia are losing the war in Factional Warfare, all taxes in Caldari State high-security space could go up to support the war effort Perhaps the example of many US firms can be followed I'll just move to someone else's space where the hisec tax is cheaper.
Yes I'm a Carebear!  I like to mine (ok so I mostly spend the time sitting in the Orca doing my nails). I like to build things (I make the best damn Talos and Tornados in the game). I like to sell what I make (and yes I'm not above moving what I make to losec or nullsec to make profit). I like to invent things (now there's a mechanic that needs fixing and oh I want my datacores back!). But I have no interest in living in losec or nullsec . So let the Flames and Trolls begin!
Fine. You start comparing reallife with EVE, let me play Captain Obvious for you. EVE is a game that defies our laws of physics and reality for purposes of gameplay and balance.
There you have it. Pretty much nullifies half your posting. |

Zarnak Wulf
Imperial Outlaws
544
|
Posted - 2012.09.02 00:36:00 -
[306] - Quote
A better economic example in real life would be the outsourcing we see to economies like China. Cheap labour. Easy manufacturing and less laws. Compare that to labour unions, permits and taxes needed on everything, ect. And China might try to steal your intellectual property too, so it's very much like low-sec!  |

McReaction
The Tenori Tigers Zombie Ninja Space Bears
3
|
Posted - 2012.09.02 01:46:00 -
[307] - Quote
Mutnin wrote:Trash the whole upgrades thing and just put everything back the way it was before..
Upgrades do not last long enough to be worth while and it the whole thing is like watching a dog chase his tale. Upgrades are worthless and don't last.. Who gives a crap about clone costs & manufacture slots in the middle of low sec when people can farm a few billion isk in a week worth of LP.
Added to this we usually get 1 shot maybe 2 if the other side doesn't fight back a month to convert our LP into ISK. On top of this the time frame for ISK conversion usually only lasts 1 maybe 2 hours if you are lucky, then you are out of luck til the next dump. Meaning the LP farmers that are on 23.5/7 are usually the only ones befitting.
The whole upgrade system is a stupid concept and and the benefits are useless.. Honestly do you really think anyone is using manufacture slots when they can cash in a few million LP's for their isk?
FW was about casual game play with easy access to PVP and a decent way to make ISK to support that PVP. With missions even though I hated them, I could cash out my LP's when it was convenient for "ME". I didn't have to hope I could be around for a once a month LP dump, then find out I couldn't get online til a hour late or I have to work that day.
This whole thing has killed any sort of casual gameplay & has made PVP nothing but chasing farmers in gun-less ships. What do you plan to do about that?
Dude you are forgetting the big picture, combine the changes! apparently you did not notice the plex changes due to your last statement.... Go do your homework!
"Added to this we usually get 1 shot maybe 2 if the other side...." Coordination, communication and teamwork is part of the game and life.... use it!
"The whole upgrade system is a stupid concept...." -It- being stupid is a matter of personal preference, it currently encourages a greater level of teamwork than ever before. Industry bonuses: some people do prefer having an industrial backbone for cheap ships instead of getting ripped off in the market hubs...
"FW was about casual game play with easy access to PVP" It's pro pvp aswell as casual, it's all about how you play it, and the gun-less ships problem solved with plex changes and lastly.... It always sucks losing out on the Tier 5 push and cashing out, just like it sucks loosing out on "great" pvp, but then again what did Tier 4 ever do to you? ;D |

Synthetic Cultist
Church of The Crimson Saviour
46
|
Posted - 2012.09.02 08:28:00 -
[308] - Quote
CCP Ytterbium wrote:we do want to have a look at reducing high-security stations effectiveness to make other areas of space more interesting. Some examples could be reducing refining rates, increasing ISK payment to install jobs. Nothing is set in stone as this is not planned for the immediate future however. Another good idea we noticed here was to tie high-security tax with the war performance of its related Factional Warfare Militia. So if, by example, the Caldari Militia are losing the war in Factional Warfare, all taxes in Caldari State high-security space could go up to support the war effort.
You have to be careful with these ideas:
Reduced refine rates and/or more ISK to install industry jobs will affect new players going through the tutorial missions. The new player stations can't have better refining rates than other highsec stations, or cheaper payments, because then new players would get crowded out by older players.
A seperate refine rate for ore and scrap metal might be useful. There would also be odd effects on prices for items, and insurance rates.
With a max refine rate of say 75%, a ship that takes 100M ISK of minerals to build, the scrap value of that ship is 75M, and buy orders would rarely be above that. With the 0.01 isk game and "minerals I mine are free" mindset, then there will be ships on sale at less than 100M, which may have an effect on insurance rates, possibly even reintroducing the self destruct for insurance money silliness.
ISK payments for jobs are already much cheaper in lowsec than highsec anyway, you can see this with lab costs. A lab slot in a station in Fricoure (highsec) is 3487 ISK per hour, in Rorsins (0.1 sec) it is 8 ISK per hour.
It might be better for ISK payments, build times, for science/industry jobs in highsec to have other limits. Tech two build costs/times in highsec stations could be altered to make lowsec and POS manufacturing more attractive, generating player conflicts over POS and in lowsec. Maybe even prevent Tech2 from being built in highsec stations? Extreme measure though.
High sec taxes being dependent on FW are a potential problem, because of such things as the Jita effect. There would be a very strong incentive for groups that have moon products and other high value items traded in Jita, to ensure that taxes in Jita are kept low, to prevent losing billions in ISK through taxes. They would have a huge incentive to support/join the Caldari militia. On the opposing side, the trade hub in Dodixie would tend to have higher taxes, because there is less incentive to support the Gallente militia, which may reduce Dodixie's viability as a trade hub. "lol dodixie", but it is something to consider. |

Bad Messenger
Nasranite Watch
242
|
Posted - 2012.09.02 12:00:00 -
[309] - Quote
I do not like the whole idea that CCP changes FW again radically and then leaves us waiting for fixes for several years.
This new change should fix problems, but i doubt it does not work at all, so soon we have non working FW that no one is interested about and CCP is not monitoring it or even trying to fix anymore.
These changes will change FW form taking systems to get tier5 lp shop, to holding systems for better lp gain. But question is that who will take any systems if you are at tier 1, you will get 5000 lp and that is only 5000 lp on current tier 3 lp shop so it is same than 1250lp now on tier 5 shop. And if enemy gets 30000lp at same time who will grind on loser side?
CCP nerfs those low sp alts who made it possible to even take systems and leaves free load to have free wardec.
Also getting LP from defending and making it possible to grief plex capturing with speed tank alts makes it impossible to take any systems really.
Combined with ship restrictions where you can have logistics and t2 ewar ships in cruiser sized fight makes it all some sort of armor hac warfare and leaving t1 cruisers mostly useless in FW.
|

Zarnak Wulf
Imperial Outlaws
544
|
Posted - 2012.09.02 12:24:00 -
[310] - Quote
Susan Black's Number Crunch
This is an interesting read. |

Rengerel en Distel
Amarr Science and Industry
349
|
Posted - 2012.09.02 12:52:00 -
[311] - Quote
I think the numbers involve a lot of assumptions we just don't have the facts to assume, but overall a good read.
I think the bleed rate is going to be too slow as stated, and will have to be increased. It'll just be a matter of if it's increased while still on sisi, or not until after one side has a major advantage on TQ with a firm grasp on the warzone.
I agree with you that the missions will need to be removed from the bonus level structure, or nerfed enough that even with the bonus it's better to be out plexing.
Perhaps it's time to remove getting LP for doing sister militia sites as well. You could still get standing increases, and help the other side with their warzone control, but you'd stop making your own LP doing it.
|

X Gallentius
Justified Chaos
462
|
Posted - 2012.09.02 14:59:00 -
[312] - Quote
I don't think the LP gained from missions will have the same multiplier as plexes. Therefore, the "New missions" line in Susan's blog should be "flat", right?
@CCP - Will LP payouts for missions be affected by Warzone control level?
|

X Gallentius
Justified Chaos
462
|
Posted - 2012.09.02 15:29:00 -
[313] - Quote
Rengerel en Distel wrote:
Perhaps it's time to remove getting LP for doing sister militia sites as well. You could still get standing increases, and help the other side with their warzone control, but you'd stop making your own LP doing it.
You don't get standings increase. |

Lili Lu
374
|
Posted - 2012.09.02 15:47:00 -
[314] - Quote
Synthetic Cultist wrote:CCP Ytterbium wrote:we do want to have a look at reducing high-security stations effectiveness to make other areas of space more interesting. Some examples could be reducing refining rates, increasing ISK payment to install jobs. Nothing is set in stone as this is not planned for the immediate future however. Another good idea we noticed here was to tie high-security tax with the war performance of its related Factional Warfare Militia. So if, by example, the Caldari Militia are losing the war in Factional Warfare, all taxes in Caldari State high-security space could go up to support the war effort. You have to be careful with these ideas: Reduced refine rates and/or more ISK to install industry jobs will affect new players going through the tutorial missions. The new player stations can't have better refining rates than other highsec stations, or cheaper payments, because then new players would get crowded out by older players. A seperate refine rate for ore and scrap metal might be useful. There would also be odd effects on prices for items, and insurance rates. With a max refine rate of say 75%, a ship that takes 100M ISK of minerals to build, the scrap value of that ship is 75M, and buy orders would rarely be above that. With the 0.01 isk game and "minerals I mine are free" mindset, then there will be ships on sale at less than 100M, which may have an effect on insurance rates, possibly even reintroducing the self destruct for insurance money silliness. ISK payments for jobs are already much cheaper in lowsec than highsec anyway, you can see this with lab costs. A lab slot in a station in Fricoure (highsec) is 3487 ISK per hour, in Rorsins (0.1 sec) it is 8 ISK per hour. It might be better for ISK payments, build times, for science/industry jobs in highsec to have other limits. Tech two build costs/times in highsec stations could be altered to make lowsec and POS manufacturing more attractive, generating player conflicts over POS and in lowsec. Maybe even prevent Tech2 from being built in highsec stations? Extreme measure though. High sec taxes being dependent on FW are a potential problem, because of such things as the Jita effect. There would be a very strong incentive for groups that have moon products and other high value items traded in Jita, to ensure that taxes in Jita are kept low, to prevent losing billions in ISK through taxes. They would have a huge incentive to support/join the Caldari militia. On the opposing side, the trade hub in Dodixie would tend to have higher taxes, because there is less incentive to support the Gallente militia, which may reduce Dodixie's viability as a trade hub. "lol dodixie", but it is something to consider. Excellent post. It would be incredibly dense to boost Jita and the Caldari militia with changes like these.
Essentially you would be forcing the high sec dwellers to take part in FW either directly or indirectly. Now if the game was new it might not be so bad, at least at first. However, we are a decade almost into a game where the majority of the population is in Caldari space and Jita is the top trade hub. Implementing this would only further concentrate population and wealth in Jita and Caldari space. DON'T DO THIS. |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
276
|
Posted - 2012.09.02 16:16:00 -
[315] - Quote
If Black's numbers hold and assumptions are not completely wrong, then:
- Defensive LP is a major No-go. The idea that a steamroller can make more defending than the underdog can attacking is just wrong, especially since CCP wants everyone to be on the offensive constantly (stated design goal). Replace with timer automatically returning to zero/level when hostile is evicted and maybe apply a portion of the LP directly to iHub when defender invests the time to cap it .. benefit from defending should be that one wants to for 'wider' bonuses and not for an direct ISK/LP infusion )is pretty much risk free after all). - Make it impossible to 'invest' LP in a system that has lost a plex to enemy forces in the last 12-24 hours. Should help counter the difficulty the anaemic/underdog has making headway. - Double or triple bleed percentage. Between doubling buffer and cutting 80% off bleed, making so much of a dent in a LP/pilot/alt flush militias WZC is a practical impossibility. Should help counter the difficulty the anaemic/underdog has making headway. - Missions to hostile systems and hostile systems only. I am guessing this has not been implemented due to the whole sovereignty entry being cosmetic in nature (ie. server still considers a captured system as being of opposing Empire). - Cut LP earned "abroad" to 10-25%. Just enough to act as incentive to help one another but not enough to warrant having a permanent presence .. bring our troops alts home! - There is entirely too much ISK/LP involved in FW presently (FarmWarsGäó), one does not and should not go to war to make wads of cash while fighting. Enough to make ends meet for the regular Joe, if noticeable profit is to be had it should be from killing/dying. Reduce LP awards across the board, make exploding hostile militia ships drop a majority of its content (read: Boost the loot fairy) and spawn trade-able, destructible tags in PvP wrecks that can be exchanged for LP at militia station (in addition to LP-for-Kills award).
Idea should be to not only make it harder and harder (read: expensive in ISK/hours) to maintain the higher tiers, but also make the income available for a steamroller involve increasing risk plus of course to make it more about pew than orbiting buttons.
|

X Gallentius
Justified Chaos
463
|
Posted - 2012.09.02 16:28:00 -
[316] - Quote
One more thing: The will of players to defensive plex is larger than it first appears. However, getting completely overwhelmed by plexing alts made it impossible to make any real progress and therefore people stopped doing it. So anyways, with these changes I suspect it will be a very stagnant map. So, bottom line - cut down the LP for defensive plexing to something supplemental - not farmable.
|

RavenPaine
RaVeN Alliance
168
|
Posted - 2012.09.02 17:11:00 -
[317] - Quote
Many people joined FW because it had a good payout scheme. I'm talking about pilots that want decent ISK so they can fly nice ships. not farm alts. The farm alts caused a game-wide economic rift, and also a FW warzone control mess. But without the farm alts, FW membership was increasing and the original 'desired effect' was achieved.
The new system feels like it may not have the same LP incentives available. If it doesn't, then we will see a mass exit of players that have a higher standard of piloting. Smaller membership will lead to stagnant warzone changes and perpetual tier one values. Less players will not be able to upgrade or buff systems.
|

Andre Vauban
Quantum Cats Syndicate
31
|
Posted - 2012.09.02 17:34:00 -
[318] - Quote
CCP Ytterbium wrote:WINTER ITERATIONS CYNO JAMMERAs 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 Many thanks for reading this huuuuuge wall of text, constructive comments are welcome 
Please, please, please don't implement the cyno jammers. This is a band-aid solution to the power projection problem. All the sov holding alliances will simply put alts into each of the four militia's and they will use the jammers more than FW corps/alliances.
What FW folks really want is to be able to have a capital fight without being hotdropped by PL or NCDOT with supers 5-10 minutes into the fight simply because they are bored silly and they have the logistics in place to get anywhere in Eve very quickly. A cyno jammer will prevent this from happening, but it will also prevent the fight from happening in the first place. No FW corp will want to engage in a fight that could require their own caps in an enemy system where a jammer could go up mid fight. All it will create is massive capital usage by militias who like to use their capitals against somebody who cannot counter drop them. After a few battles, there will be no more BS fights in FW because nobody will engage in the enemy factions space.
CCP, you need to fix the root problem of power projection, not slap a band-aid on the problem. I have one suggestion here: https://forums.eveonline.com/default.aspx?g=posts&m=1297883#post1297883. It's flawed, but it might generate some better ideas. |

Vyktor Abyss
The Abyss Corporation
174
|
Posted - 2012.09.02 19:54:00 -
[319] - Quote
Back again just to pick up on X Gall's point about the will to defensive plex.
It is actually quite a fun experience logging on after a day or two to see what has been going on in your home system on the plex front.
I personally chose Fliet (next to Heydellies) a while back as my main base and over the last week or so it has consistently been one of the most contested remaining Gallente systems. I find myself strangely motivated to chase down the farmers and quite a fun little 3 way pew game has developed with the regular pirates that have spotted this little hive of activity. If only more systems in FW were like this you'd all be having more fun.
The system is slowly creeping up towards vulnerable at last check yesterday, but that also has to do with Gallente running out of other contested systems, and hence more farming alts are coming there to 'have an effect', but equally I''ve been discouraging more and more from their easy LP with guns and chasing them off and stuff.
Strange considering I hate plexing, I get zero LP for my efforts and couldn't be bothered doing plexing for years before Inferno - but now there is something worth doing it for (losing docking rights) it is actually quite fun.
The new system will pretty much kill this - will I ever plex for 20 minutes in a Major for 1% back? Yes. Will I do it for the proposed 10 times less reward of roughly 0.1% per major? Not a friggin chance.... with bells on.
This is just one of the interesting dynamics that CCP introduced with Inferno, that they will be changing things so that one person can't really have any realistic effect any more. It becomes more about the tide of players since swings are 10x harder or slower to happen which is much less motivating.
From here I'm going to give my suggestions so perhaps CCP wont just think I'm just some nay-sayer but rather a player who just wants a better game to play....[ and yes I'm aware my playstyle is not the same as everyone else in FW but I believe I'm a fairly a-typical FW vet, just perhaps with more experience and a better sense of fair play than most...]
The ideal desired solution from CCP in my opinion would be:
GÇó Plexers forced into real combat fitted ships for running plexes so more actual pew happens. (moving the button is a good start, killing all the NPCs better, a NPC rebalance is good theory but poor execution as proposed, and making all tags actually useful can't hurt either so LP is useless without them)
GÇó Duration to flip systems remains roughly the same.
GÇó Tier bonuses scaling much less dramatically so cashout at tier 3 is perhaps only 50% less efficient than Tier 5.(Tiers having knock on effects to empires though would be interesting but making it just about tax would ruin it when the "dont f*ck with Jita taxes" posse all join Caldari FW).
GÇó System upgrades should be more than LP dumps into an i-hub and should be actual physical upgrades (from FW LP store BPCs) people plant to upgrade the system - these upgrade structures become vulnerable and destructable as offensive plexers contest the system but get maybe 1/4 of the defensive plex LP put back into its total with the player getting no LP themselves for defense. system upgrade LP values would need increasing by a factor of 2 or upto 4 times the current amounts.
GÇó Proper useful and interesting upgrades chosen from some ability tree in the ihub appeals a lot to me. A wide variety of upgrades enables customisation of systems - For example one set of upgrades could focus on increasing the chance of wormholes of a specific type in that system, like more lowsec to Null or lowsec to lowsec or whatever. (CCP, your observation that there is no 'focus' or 'organisation' in FW is fairly correct for a snapshot in time right now. This does not mean that as players, with the right mechanics enabling the players to 'develop' systems like in Null they would not coordinate more efforts into upgrading systems in more methodical ways..... You're actually promoting your old "viceroyalty" concept for lowsec by doing this.)
GÇó Vulnerability LP farming tackled as newly proposed with no LP given for plexing vulnerable systems nor any LP from defending uncontested systems
GÇó A wider variety of missions with more of a pvp focus that are not 'blitzable' but also impact on the warzone.An agent that hands out a misison to run 2 or 3 plexes and attack an upgrade in a specific system would be more fun and less isolated in terms of boxed off gameplay.
GÇó Some sort of militia ruling council, or coordinating body with powers to kick players from their own militia NPC corps. (A body that 'should' be intolerant of abuse of their own power is necessary here so only the 'good guys' rule)
GÇó Objectives and targets of scale for whole corporations or individuals. As an Example it could be some focus set by militia ruling council, along with appropriate rewards from some monthly LP budget the coucil control - this could scale from complete 5 minor offensive plexes and 5 minor defensive in systems X and Y for some new guy; right up to inflict 10 capital kills on the opposition and capture and upgrade to 5 the entire Jeon constellation or whatever for some major alliance. The game mechanics supporting this that use actual game statistics is vital here, because any 'out of game' method for overseeing this becomes a nightmare because of the metagame. An in game authority with access to the information and mechanics to set these objectives and monitor their progress in game is vital.
GÇó Lots of other content and ideas that I would share but I now realise I'm rambling off on a tangent from my original post about what X Gall said lol.
Wall of text /The end. (My brainfart comments and opinions of suggestions are in brackets and italics) |

Alticus C Bear
University of Caille Gallente Federation
77
|
Posted - 2012.09.02 20:26:00 -
[320] - Quote
I think her round up towards the end of the blog is good.
Not sure if the initial maths stacks up as she seems to using a set lp isk conversation ratio for old and new mechanics. This may not take into account the current isk reductions we get in lp stores that will be missing in the future.
Also suggesting players can do 3 majors an hour is perhaps possible under current frigate farming mechanics but does not really account for scouting, interruptions and pvp in the future with the plex changes.
In the future warzone level will also need to be maintained. At the moment no lp is lost by a militia when the hub is empty and this is how they are left. In the future a bigger portion of lp wil be required to be invested to maintain upgrades or lose tier levels this reduces the amount of lp available for conversation to isk.
Defensive plexing rewards and reduced bleed could mitigate the above hence the much lower bleed level but defensive plexing just feels like a bad mechanic as a whole.-á
I also would suggest it is wrong to suggest that the new lower tiers are more profitable than the existing. urrent mechanics allow me to cash out at a higher tier while in the proposals you always cash out at the current level. Proposed tier 2 is not better than current tier4 which is where I have been cashing out and where I expect the gallente militia to be.
It is an income nerf even for genuine FW players.-á
Jesters blog also contains an interesting overview. |

Spc One
The Chodak Void Alliance
70
|
Posted - 2012.09.03 01:10:00 -
[321] - Quote
CCP Ytterbium wrote:
- Q: ONE OF THE REASONS FOR LOW-SECURITY SPACE BEING CRAP REMAINS THAT HIGH-SECURITY STATIONS ARE TOO GOOD IN THE FIRST PLACE, DO YOU HAVE PLANS TO ADJUST THIS?
A: Indeed we do. This topic brought quite an internal discussion, and while this most likely won't be part of a Factional Warfare iteration, we do want to have a look at reducing high-security stations effectiveness to make other areas of space more interesting. Some examples could be reducing refining rates, increasing ISK payment to install jobs. Nothing is set in stone as this is not planned for the immediate future however. Another good idea we noticed here was to tie high-security tax with the war performance of its related Factional Warfare Militia. So if, by example, the Caldari Militia are losing the war in Factional Warfare, all taxes in Caldari State high-security space could go up to support the war effort.
Again, you're breaking the game even more than it is. Just give low sec station better stats instead of nerfing high sec stations. So basicly make low sec stations more effective and better than high sec, leave high sec as it is. |

Dark-Angel
Failed Enterprises
2
|
Posted - 2012.09.03 03:26:00 -
[322] - Quote
CCP Ytterbium wrote:UPDATED THREAD 31/08/2012 HERE. Move station deny docking from being automatic when a system is captured to something that only happens when the enemy upgrade a system to level X
!
Dont bring back station games. You finally found a way that forces players to move about and play the game. Lets keep it that way. More fights, more fun.
Just a few ideas:
Give incentive (positive or negative) for people to flip systems rather than farm LP in vulnerable systems indefinitely.
Make neutral boosters gain aggression to wartargets.
Give nominal amount of LP for defensive plexing to incentivise defense.
Stop allowing friendly factions from farming another friendly factions plexes. Example: Minmatar farming Gallente or Amarr farming Caldari. Allowing this incetivises the factions militias to leave their factions space and not deal with the issues facing their faction and concern for occupancy. Whats teh point of having a militia that doesnt operate in their home space most of the time or have concern for its welfare?!
|

Kuehnelt
Devoid Privateering
270
|
Posted - 2012.09.03 04:07:00 -
[323] - Quote
Dark-Angel wrote:Stop allowing friendly factions from farming another friendly factions plexes. Example: Minmatar farming Gallente or Amarr farming Caldari. Allowing this incetivises the factions militias to leave their factions space and not deal with the issues facing their faction and concern for occupancy. Whats teh point of having a militia that doesnt operate in their home space most of the time or have concern for its welfare?!
What 'cross LP' actually allows is for an Amarr corp to stay in Amarr space while earning Caldari LP. If Amarr gets stuck at permanent T1 and Caldari's coasting at T4, Amarr corps can switch factions and keep doing what they're doing and get better pay for it.
The only problem of 'cross LP' for anyone is that it tends to increase the supply of Caldari (in this example) LP store products, hurting Caldari isk/LP.
The entire rest of the picture would continue to be in the picture no matter what you do to nerf cross LP, as players and corps who are in good standing in faction A can always switch to allied faction C, and back again. Waah, you say, Minmatar farmers are coming and contesting Caldari plexes because they've run out? Well it'll only takes a day for an entire corp of Minmatar farmers to become Gallente farmers and do the same thing. |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
276
|
Posted - 2012.09.03 12:35:00 -
[324] - Quote
Dark-Angel wrote:CCP Ytterbium wrote:UPDATED THREAD 31/08/2012 HERE. Move station deny docking from being automatic when a system is captured to something that only happens when the enemy upgrade a system to level X!
Dont bring back station games. You finally found a way that forces players to move about and play the game. Lets keep it that way. More fights, more fun. What makes you think that it will increase that lovely aspect of Eve? Between doubled buffer and severely nerfed LP bleed, you are looking at a day or more (dependent on which level it is placed) of concentrated plexing before enemy is "allowed in", one should think that if enemy is allowed free reign to that extent then 'docking games' is the least of your worries 
It will act as a counter to the gaming-of-system that is already taking shape in W&T where all systems not directly needed for WZC tier are kept at very high contested status (read: low to no upgrades) to maximize defensive LP .. want to bet that concept will collapse if it means enemy can dock?
Shorter: By making docking denial part of the upgrade path you emphasize the need to defend before it starts paying through the nose .. ie. players will have to make a very real choice: easy but little LP or tons of LP that has to be bled for.
"Cross LP" are a heinous flaw if you ask me, perpetuates the 2 steamrollers/2 underdogs status quo to no end which is just bad for FW. Cut foreign made LP by 3/4 or more .. just enough to say that help is appreciated but no more. We had frequent collaborations before LP were even in the mix, but back then it was Pew assistance and not alt plexing swarms .. we need to encourage pew, not give options for risk averse to simple clone to other theatre when offensive LP dries up. PS: With the inevitably broken defensive plexing LP coming the issue might sort itself out, but it is treating the common cold with a GMO anthrax for all the good it will do to kill the evil farmer that has kept LP market depressed for years.
|

Angelus Ryan
Ama Nesciri.
6
|
Posted - 2012.09.03 14:40:00 -
[325] - Quote
I'll be frank. I haven't read the entire thread and I am coming into it late. I am also not a part of FW, but I'd like to address the "highsec nerf" that appears in between the lines:
From all I managed to gathered from past changes in EVE (I'm only playing for a year or so), reducing the desirability of highsec to promote lowsec (or nullsec or WH space) has never helped. I do not believe it will help in this case, either. People just suck up the costs or project them onto their customers. So reducing refine rates on highsec stations, or making manufacturing jobs more pricey in highsec will not make lowsec a more desirable place to live in (the latter will just encourage more cloaky transports moving about, but that's not exactly fun to anyone).
In order for lowsec space to be desirable it needs to offer something that the other space(s) do not have and does not require massive cooperation, or very expensive ships to access. The static, public low-rating complexes of lowsec (DED 1/10s and 2/10s) are a rather decent example (but most certainly are not enough). Sure, highsec has them, but they are perma-camped, typically by the same people and it is hard to dislodge them (unless you're willing to camp 24/7) since you can't just go in guns blazing. The lowsec ones are quite often spawned, rarely camped (aside of some cloaky, warpstabbed farmers, but at least you can chase them out of there with a bit of effort and deny them the resource). They are valuable enough to encourage people to go into lowsec to access them, accessible enough so that nearly anyone can try to, and visible enough to make them PvP (and/or Piracy) attractions. It is the proverbial watering hole, which is lucrative enough to draw in the prey and also visible enough to draw in the predator.
We need more things of the sort. More lowsec static plexes of varying levels? That will probably help. But we also need other things in lowsec to make it desirable to more players. Maybe even some things entirely exclusive to lowsec.
The other thing is the long, long overdue "What Happens in Lowsec, Stays in Lowsec" initiative. Cap sec status drop at -2.0 (or some other number which doesn't lock people out of highsec entirely, maybe allow it to drop so that access to 1.0,0.9 and 0.8 is eliminated, so cap at -3.5) for lowsec ship kills (Let poddings drop people as low as they like) to encourage more "weekend warriors" to wander into PvP without having to rat their sec status afterwards. The dropping sec status doesn't encourage people to just move to lowsec when it gets low, it discourages them from shooting people once it gets too low. That's bad for the amount of people in lowsec and the amount of PvP there.
TL;DR: (Just) Nerfing highsec won't fix lowsec. Making lowsec unique will fix lowsec. |

Selene Antara
Justified Chaos
0
|
Posted - 2012.09.03 16:28:00 -
[326] - Quote
I think the proposed changes look pretty good but I would have liked to see more "pvp" benefit to system upgrades and perhaps the introduction of other, pvp related, temporary bonuses that could be purchased with LP.
As a PvP pilot the additional industry slots don't really do anything for me. The repair cost bonus is nice but not very significant.
It would make sense to me that an upgraded system has upgraded defenses.
The cynojammer is one step but I was really thinking more small scale (with more variety): Upgraded NPCs (either HP, or #, or static turrets in plexes) NPCs spawns on star gates temporary leadership bonuses to all friendly militia pilots in system temporary hack of local for all but friendly militia pilots in system temporary hack of gate guns against hostile militia
Perhaps some of these could be extended to offensive action at a higher cost (pay LP to have friendly navy attack in support of you).
This would need to be balanced along with the costs and difficulty to take/defend a system but could act a LP sink and make FW a very dynamic pvp environment. |

Perkin Warbeck
Amarrian Space Poodles 24eme Legion Etrangere
39
|
Posted - 2012.09.04 01:49:00 -
[327] - Quote
Maybe CCP could encourage more PvP in FW by dividing up the warzone into various regions that must be conquered sequentially by each faction. At the moment there appears to be too much opportunity for people to quietly plex/camp/mission in a nice quiet system far away from anything.
If you divided up the warzone in this way then people would need to focus on those systems that are being contested in order (particularly if these were the only regions where LP can be earned for plexing and missioning) and would create the concept of a 'battle front'.
Just a thought.
|

Garan Nardieu
Moira. Villore Accords
0
|
Posted - 2012.09.04 08:10:00 -
[328] - Quote
I must admit I have not read all the replies, so forgive me if this has been suggested.
With the new LP-for-def plexing mechanic in place farming is not going to be nerfed, it will only be brought to a new level of meta ugliness as others have allready sugested. So, in order to prevent FarmWille2.0 - why not just put the LPs coming from defensive plexing into system upgrades? Keep the amount calculation as proposed so that people can't (easily) upgrade the systems to 5 by def plexing alone. This should provide an incentive to defensive plex if you're actually fight 'the war' :)) and does not help one-day, afk farmers alts in any way. |

IbanezLaney
The Church of Awesome Caldari State Capturing
49
|
Posted - 2012.09.04 08:22:00 -
[329] - Quote
iulixxi wrote:CCP Ytterbium wrote: 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. This will impact GÇÿsomeGÇÖ alliances ability to do logistics from Empire to 0.0 GǪ have you considered this? E
I think that was the idea.
I am sure all Militias will happily accept payment(s) to ensure your logistics are unaffected.
Fix this **** See Sea Pea. |

Lev Arturis
Dark-Rising
9
|
Posted - 2012.09.04 10:44:00 -
[330] - Quote
IbanezLaney wrote:iulixxi wrote:CCP Ytterbium wrote: 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. This will impact GÇÿsomeGÇÖ alliances ability to do logistics from Empire to 0.0 GǪ have you considered this? E I think that was the idea. I am sure all Militias will happily accept payment(s) to ensure your logistics are unaffected.
How does a 130mil cyno jammer that has a duration of 1 hour has any effect on 0.0 logistics?  |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
276
|
Posted - 2012.09.04 10:55:00 -
[331] - Quote
Lev Arturis wrote:How does a 130mil cyno jammer that has a duration of 1 hour has any effect on 0.0 logistics?  YOU FOOL!
That one question just crashed the entire tinfoil futures market .. aaaargh, my pension fund!!!
The proposed jammer will have no measurable effect even within FW. The amount of capital slug-fests is minimal and always has been due to plexes catering to everything but. Would much prefer dev time being put towards an upgrade that reinforces/encourages the smaller fights .. such as plex spawn control: pay to 'swap' one size for another.
|

Alticus C Bear
University of Caille Gallente Federation
80
|
Posted - 2012.09.04 12:33:00 -
[332] - Quote
In regards to High sec station changes in tax and costs, there are the normal number of reactionary threads/post popping up and it I think it may be important to clearly differentiate proposals for changes that are to overhaul low sec and those that may be linked to FW success. As other have mentioned refinery changes for all high sec changes may work but linking these to faction warfare is probably a bad idea. A good choice may be NPC corp taxes, higher NPC corp taxes when a faction is doing badly may help nudge players out into other corps or even the Militia corps.
Stationless Systems Have you considered lowering the LP upgrade requirements for the systems without stations, itGÇÖs hard to see any use for upgrades but if they were seen as a cheap way of boosting warzone control they may be more desirable?
|

Cearain
Imperial Outlaws
600
|
Posted - 2012.09.04 13:21:00 -
[333] - Quote
Kuehnelt wrote:The entire motivation for defensive LP is "Man, it sucks to win so hard." Right? It's a King complaining that his crown is a little bit heavy?
Why should it be surprising that a feature motivated only by that would have so many perverse consequences? Defense is already buffed in this expansion by the halting of the 'push for the cashout' mechanism at work at present.
I too find it hard to believe this argument won the day. Yet it did.
Certain players in the minmatar militia claimed they were being punished for holding systems. "Poor minmatar had it so rough with inferno something needed to be done."
Yet here we have it. They will now be able to farm defensive and offensive plexes.
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Cearain
Imperial Outlaws
600
|
Posted - 2012.09.04 13:28:00 -
[334] - Quote
Yes it pretty plainly spells out what any rational player should do: Join the winning side.
Want to defensive plex? You will make more isk if you join the winning side.
Want to offensive plex? You will make more isk if you join the winning side.
You will even likely make more isk defensive plexing than your opponents offensive plexing if you...Join the winning side.
I wonder what eve players will do?
I guess we will just have to wait to find out, but the suspense is killing me.
I would love to hear from hans or some other ccp member as to why they think anyone would plex for the side that is losing on this system.
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Sui'Djin
Black Rise Guerilla Forces Caldari Protectorate Forces
8
|
Posted - 2012.09.04 13:50:00 -
[335] - Quote
Cearain wrote:Yes it pretty plainly spells out what any rational player should do: Join the winning side. Want to defensive plex? You will make more isk if you join the winning side. Want to offensive plex? You will make more isk if you join the winning side. You will even likely make more isk defensive plexing than your opponents offensive plexing if you...Join the winning side. I wonder what eve players will do? I guess we will just have to wait to find out, but the suspense is killing me. I would love to hear from hans or some other ccp member as to why they think anyone would plex for the side that is losing on this system.
Again: That's what I already said back in May. What is still missing is the aspect of 'diminishing returns' mentioned by the Devs. I like the proposed system far better than the old one, but it looks like diminishing returns is not implemented yet, so the pendulum has no real momentum to swing back for the losing side. While it may be funny for a while to rule a region, it quickly becomes boring pvp-wise. And as FW is all about PvP, this aspect has to be prioritized.
Just my 2 ct
Time will tell. |

Cearain
Imperial Outlaws
600
|
Posted - 2012.09.04 13:58:00 -
[336] - Quote
Sui'Djin wrote:Cearain wrote:Yes it pretty plainly spells out what any rational player should do: Join the winning side. Want to defensive plex? You will make more isk if you join the winning side. Want to offensive plex? You will make more isk if you join the winning side. You will even likely make more isk defensive plexing than your opponents offensive plexing if you...Join the winning side. I wonder what eve players will do? I guess we will just have to wait to find out, but the suspense is killing me. I would love to hear from hans or some other ccp member as to why they think anyone would plex for the side that is losing on this system. Again: That's what I already said back in May. What is still missing is the aspect of 'diminishing returns' mentioned by the Devs. I like the proposed system far better than the old one, but it looks like diminishing returns is not implemented yet, so the pendulum has no real momentum to swing back for the losing side. While it may be funny for a while to rule a region, it quickly becomes boring pvp-wise. And as FW is all about PvP, this aspect has to be prioritized. Just my 2 ct Time will tell.
Under the old system every militia had an opportunity to hit a tier 5 cashout because there was no lp for defensive plexing.
However certain minmatar got upset that they couldn't continue to farm after they captured too many systems. Appearantly ccp agreed that the minmatar had it too rough so they changed it so the minmafarm can farm non stop and never actually have to pvp to hold the systems.
Edit: Not only that but because there was no lp for defensive plexing you wanted to join the side that currently had fewer systems instead of the winning team. That way you would make lp leading up to the tier 5 cashout. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Zarnak Wulf
Imperial Outlaws
548
|
Posted - 2012.09.04 15:31:00 -
[337] - Quote
Alot of people are assuming that the plex farmer population is going to remain constant and that's just a bad assumption. If you raise the price of admittance and lower the reward - some people will decide that circling buttons isn't worth it anymore.
Here is another math blog that somewhat refutes Susan Black's:
Greedy Goblin's Blog
Essentially the current system allows higher tiers to halve or quarter not only the LP cost of an item but also the Isk cost as well. The post-winter FW system will only give you an LP benefit. The higher tiers will not give as big a bang - but the lower tiers also won't get a double penalty either.
Essentially the success or failure comes down to certain areas of concern: Mission Running 'Foreign' Offensive Plexing. The Bleed Rate from Offensive plexing.
One side will conquer a system and upgrade it to tier V. The other side, given no opposition, can come in and plex it to vulnerable. The new system makes it so that the system will not lose it's Tier One status until almost the point that it becomes vulnerable - 95% - 100% contested. Should the Minmatar swing by when it's at 50% and re-commit LP to the I-Hub, it could stay at least at Tier 3 until the system falls. My thoughts are that the contested level, upgrade level, and bleed rate should be related. Should the Minmatar do the above example, the Amarr militia should have a higher bleed rate going for them until they get back through tier 4 and 5 to tier 3 again. |

X Gallentius
Justified Chaos
467
|
Posted - 2012.09.04 15:51:00 -
[338] - Quote
IbanezLaney wrote:iulixxi wrote:CCP Ytterbium wrote: 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. This will impact GÇÿsomeGÇÖ alliances ability to do logistics from Empire to 0.0 GǪ have you considered this? E I think that was the idea. I am sure all Militias will happily accept payment(s) to ensure your logistics are unaffected. I actually looked at this. NO 0.0 alliance will be affected by this once they move their cyno alts. There many non-FW systems available for use as jump points to 0.0. If you disagree, then provide an example and we'll try to come up with an alternative.
|

Cearain
Imperial Outlaws
602
|
Posted - 2012.09.04 15:54:00 -
[339] - Quote
Zarnak Wulf wrote:Alot of people are assuming that the plex farmer population is going to remain constant and that's just a bad assumption. If you raise the price of admittance and lower the reward - some people will decide that circling buttons isn't worth it anymore.
I am not sure if this is in response to what I posted but the numbers in Susan's blog are not effected by the numbers of people who plex.
Regardless of how many, or few, people are plexing everyone who wants more isk will join the winning side.
They have removed the only balance in the system - no lp for defensive plexing.
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Cearain
Imperial Outlaws
602
|
Posted - 2012.09.04 16:30:00 -
[340] - Quote
Zarnak Wulf wrote:Here is another math blog that somewhat refutes Susan Black's: Greedy Goblin's BlogEssentially the current system allows higher tiers to halve or quarter not only the LP cost of an item but also the Isk cost as well. The post-winter FW system will only give you an LP benefit. The higher tiers will not give as big a bang - but the lower tiers also won't get a double penalty either.
I too think Susans blog underestimates how this will be a nerf to fw. But that is not really a big concern of mine.
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Cearain
Imperial Outlaws
602
|
Posted - 2012.09.04 16:32:00 -
[341] - Quote
Vyktor Abyss wrote:
....
My opinion of these changes (and the others regarding NPCs) is that on the whole they are a rather drastic "throwing the baby out with the bathwater" proposal. Rather than amending the designs you went with in Inferno and keeping some of the good parts - like some of the dynamism of the warzone, you're adding yet more time sinks via "inefficient upgrading" for still rather shoddy upgrades (Cynojammer will have very limited use, POS fuel discount? - all uninspired) and making it even more a war about who has the most alts to run (now defensive) buttons.
From what I have read the warzone will become a dull never changing landscape with farmers simply switching to defensive plexing and less people attempting to offensive plex because it is still boring orbiting a button, just now it is now 10x less effective and more risky.
Hans, if you've helped CCP along this road you will be culpable too. Current FW is broken yes, but not stale. Why not just fix the broken parts with the current system like worthwhile system upgrades for ALL FW systems, not just a hotch potch few systems; Stop farmers by making people kill all spawns, make the LP store require a wide variety of tags for all items etc etc.
The proposed changes as they stand do not improve the latest broken system (which is flawed but interesting), they instead introduce yet another broken system that will actually be more akin to the old boring broken one than something new and exciting. These proposals are a step backward in making FW more 'fun', adding only more grind, and that is a shame.
Even a horrible poster can understand how this is broken. 
CCP made some changes in inferno 1.0. They are now supposed to tweak the new system and address the other parts that weren't addressed at all.
Instead they are replacing the entire tier system with something even less thought through.
Please CCP put away the fecal catapult hoping that some of what you fling will stick.
Instead really think this through and get a handle on the real problems.
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Cearain
Imperial Outlaws
602
|
Posted - 2012.09.04 16:43:00 -
[342] - Quote
Cearain wrote:Hans Jagerblitzen wrote:Cearain wrote:Zarnak Wulf wrote:This thread hasn't had any dev love in almost two and a half months. It either needs some feedback to redirect the conversation or it should be unstickied.
I think it should be unstickied. It should be clear that faction farming has more pressing problems than fine tuning the Ihub rewards. And those pressing problems will be addressed as well. No one should assume that because these are the only two things that are stickied that they are all that's being worked on or that they are necessarily the utmost priority. But I know for a fact that CCP is still actively seeking player ideas not only for what they want to see as IHUB rewards but also what they want to see in a plex content revamp. As long as they're still gathering input, these should stay stickied. The reason you haven't seen dev love in two and a half months is because they've been working on other release builds and on vacation. Everyone's returning to work on the Winter expansion now, I'm sure you'll hear more as time goes on, and these threads are still monitored as long as they're up and being contributed to. Somehow I have a feeling we will still have a broken system (that will still resemble null sec mining more than combat) after winter but with more fluff on upgrades. Keep them focused hans. If I were king of the forest (on csm) I would refuse to discuss anything until I was sure that they were taking steps to ensure plexing was a pvp mechanic.
Well that feeling is growing stronger.
Random changes as to what ships can go in plexes. Completely scrapping the tier sytem, for a horrible one that has no balance at all. More fluff about what you get in upgrades.
But the changes that would make this an actual pvp mechanic - players knowing where plexes are attacked and some countback on the timer if you warp out with enemy on grid - well those are placed aside as "interesting ideas."
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Anabella Rella
Gradient Electus Matari
223
|
Posted - 2012.09.04 16:43:00 -
[343] - Quote
CCP Ytterbium wrote:
Q: ONE OF THE REASONS FOR LOW-SECURITY SPACE BEING CRAP REMAINS THAT HIGH-SECURITY STATIONS ARE TOO GOOD IN THE FIRST PLACE, DO YOU HAVE PLANS TO ADJUST THIS? A: Indeed we do. This topic brought quite an internal discussion, and while this most likely won't be part of a Factional Warfare iteration, we do want to have a look at reducing high-security stations effectiveness to make other areas of space more interesting. Some examples could be reducing refining rates, increasing ISK payment to install jobs. Nothing is set in stone as this is not planned for the immediate future however...
This concerns me a bit. Why not just make the stations in the parts of space that you apparently want to force us all into better? Is CCP bowing to the demands of the strident forum zealots and the null sec dominated CSM?
I'd like to know your longer term goals; whether high sec will continue to be a viable and entertaining area for more casual players not interested in dealing with the issues involved in low and null sec or, will it be nerfed until it's only a newbie starter area as some are calling for? What you want is irrelevant, what you've chosen is at hand. |

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2826
|
Posted - 2012.09.04 17:07:00 -
[344] - Quote
Garan Nardieu wrote:I must admit I have not read all the replies, so if this has been suggested, just ignore me.
With the new LP-for-def plexing mechanic in place farming is not going to be nerfed, it will only be brought to a new level of meta ugliness as others have allready sugested. So, in order to prevent FarmWille2.0 - why not just put the LPs coming from defensive plexing into system upgrades? Keep the LP amount calculation as proposed so that people can't (easily) upgrade the systems to 5 by def plexing alone.
This should provide an incentive to defensive plex if you're actually fighting 'the war' and does not help one-day, afk farmers alts in any way.
How precisely will this increase farming to absurd levels? Remember, the payout for defensive plexing drops dramatically for less contested systems, so your uncontested backwater systems will not be available for this kind of farming. In fact, defensive plexing is paid out highest at systems which are about to flip hands, which means front-line systems will be a little hotter, and it means your defensive plexing is far more likely to be interrupted by PvPers. And if the system is completely stable, no defensive LP is being paid out at all.
I should also point that if you're on the winning side of the war, running offensive plexes as the underdog only to defensively plex them back is one of the least isk-efficient uses of a farmer's time. Why everyone thinks this is incentivized I'm not sure, it makes more sense for the winner to just continue fighting the war straight up and taking plexes offensively rather than to play this back and forth farming game for a fraction of the income.
The slow bleed rate also changes a lot about the dynamic of the war. It means that LP invested in the IHUB lingers for much longer, and that both factions will keep their WZC bars filled (up to their max that they can achieve based on systems held) rather than living at teir 1 perpetually. Systems lost will hurt by a factor of several WZC points, rather than one right now as most systems are at zero upgrades by the time they hit vulnerable.
The change to the payout system ensures that pilots plexing down their own systems with alts only to plex them back are in fact opening themselves to an even easier (and more catastrophic) system loss in addition to hurting their WZC bonus, all they achieve is the opportunity to make isk at a fraction of the rate they could have made by just fighting the war straight up or running missions. For most reasonable pilots who understand how to get the most out of Faction Warfare LP-wise, this farming strategy will hold little value for the risk it entails. Vice Secretary of the 7th Council of Stellar Management.
|

Rengerel en Distel
Amarr Science and Industry
353
|
Posted - 2012.09.04 17:08:00 -
[345] - Quote
Until these changes hit sisi, it's hard to tell how bad or good they are going to be. Most everyone agress the bleed rate is too slow, so i'd expect that to change even before it hits sisi.
|

Cearain
Imperial Outlaws
603
|
Posted - 2012.09.04 17:23:00 -
[346] - Quote
Hans Jagerblitzen wrote:Garan Nardieu wrote:I must admit I have not read all the replies, so if this has been suggested, just ignore me.
With the new LP-for-def plexing mechanic in place farming is not going to be nerfed, it will only be brought to a new level of meta ugliness as others have allready sugested. So, in order to prevent FarmWille2.0 - why not just put the LPs coming from defensive plexing into system upgrades? Keep the LP amount calculation as proposed so that people can't (easily) upgrade the systems to 5 by def plexing alone.
This should provide an incentive to defensive plex if you're actually fighting 'the war' and does not help one-day, afk farmers alts in any way. How precisely will this increase farming to absurd levels? Remember, the payout for defensive plexing drops dramatically for less contested systems, so your uncontested backwater systems will not be available for this kind of farming. In fact, defensive plexing is paid out highest at systems which are about to flip hands, which means front-line systems will be a little hotter, and it means your defensive plexing is far more likely to be interrupted by PvPers. And if the system is completely stable, no defensive LP is being paid out at all..
Please look at the faction war ui of which systems are contested. You can actually click at the column for contested level and it will give them in order.
The only "frontline" systems are 1 jump from kourm.
If you look at the fw ui, I think you will see there are many back end systems that are over 75% contested.
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Cearain
Imperial Outlaws
603
|
Posted - 2012.09.04 17:29:00 -
[347] - Quote
Hans Jagerblitzen wrote: I should also point that if you're on the winning side of the war, running offensive plexes as the underdog only to defensively plex them back is one of the least isk-efficient uses of a farmer's time. Why everyone thinks this is incentivized I'm not sure, it makes more sense for the winner to just continue fighting the war straight up and taking plexes offensively rather than to play this back and forth farming game for a fraction of the income. .
I agree with you on this.
Why is it not efficient?
Well because part of your time will be spent as the side that doesn't own many systems. And under the new system only idiots will plex for the side that is at the lower tier.
Let the idiots who plex for the losing side get your system to 75% don't do that with your own alts. Keep all your plexing characters on the winning side. That is how the new system will be farmed. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2826
|
Posted - 2012.09.04 17:34:00 -
[348] - Quote
Zarnak Wulf wrote:One side will conquer a system and upgrade it to tier V. The other side, given no opposition, can come in and plex it to vulnerable. The new system makes it so that the system will not lose it's Tier One status until almost the point that it becomes vulnerable - 95% - 100% contested. Should the Minmatar swing by when it's at 50% and re-commit LP to the I-Hub, it could stay at least at Tier 3 until the system falls. My thoughts are that the contested level, upgrade level, and bleed rate should be related. Should the Minmatar do the above example, the Amarr militia should have a higher bleed rate going for them until they get back through tier 4 and 5 to tier 3 again.
Having vulnerable systems still maintaining some degree of upgrades accomplishes a few things - first off, it motivates people to actually put LP into the IHUB in the first place. This eliminates one of the weaknesses of switching to a payout multiplier as opposed to a price multiplier. Current bleed rates combined with a system that modulates payouts would mean that both militias are making tier 1 income, the vast majority of the time. Upgrades to systems have to "stick" or they're not worth the investment, and if the miltias are always at tier 1 regardless of investment that there is no more conflict driver.
The other reason that vulnerable systems holding some upgrades is as I mentioned above - they are worth more points when won or lost. This places the emphasis on the intense PvP that is fought when two militias both really want a system - rather than encouraging one militia to give it up knowing they can profit more taking it back. When losing a system means threatening your tier level because of the increased point loss, it makes more sense to fight the war straight up and hold your ground rather than to try to farm the loss for profit.
The ultimate goal should be a system that encourages you to:
1.) Always fight for more systems 2.) Always fight to hold systems 3.) Always keep your upgrades intact.
Than pilots can relax and fight the war, without making poor strategic moves for farming or profit-based incentives. Payout multipliers (to replace price multipliers) take care of all three objectives, the slow bleed rate supports objectives 2 and 3, and the fact that defensive plexing is only a fraction of offensive payouts supports objective number 1.
Instead of ransoming vulnerable systems but not capturing them, or losing systems to profit more on the takeback, or defensive plexing for isk instead of aggressively invading hostile territory, all of the various "pursuit-of-isk" strategies start to break down under the current proposed mechanics. The best thing a pilot can do for his pocketbook is to keep winning the war, and that's a good thing. Vice Secretary of the 7th Council of Stellar Management.
|

X Gallentius
Justified Chaos
468
|
Posted - 2012.09.04 17:42:00 -
[349] - Quote
Hans Jagerblitzen wrote:Why everyone thinks this is incentivized I'm not sure, it makes more sense for the winner to just continue fighting the war straight up and taking plexes offensively rather than to play this back and forth farming game for a fraction of the income. False. The winning side wants to make sure it still has plexes to run, so it will run up the few remaining systems to 90%, and then use plexing alt to run them back down to 75%. Lather, rinse, repeat.
Really, after 80% warzone control, then what? Why would you bother capturing the last 20%?
The majority of the reward for defensive plexing should be to hold onto system upgrades and warzone control, not LP. If LP is involved, then defensive plexing should require something more than an unfit frigate.
@CCP, will defensive plexing be under the same LP multipliers as offensive plexing?
|

Cearain
Imperial Outlaws
603
|
Posted - 2012.09.04 17:44:00 -
[350] - Quote
Hans Jagerblitzen wrote:Zarnak Wulf wrote:One side will conquer a system and upgrade it to tier V. The other side, given no opposition, can come in and plex it to vulnerable. The new system makes it so that the system will not lose it's Tier One status until almost the point that it becomes vulnerable - 95% - 100% contested. Should the Minmatar swing by when it's at 50% and re-commit LP to the I-Hub, it could stay at least at Tier 3 until the system falls. My thoughts are that the contested level, upgrade level, and bleed rate should be related. Should the Minmatar do the above example, the Amarr militia should have a higher bleed rate going for them until they get back through tier 4 and 5 to tier 3 again. Having vulnerable systems still maintaining some degree of upgrades accomplishes a few things - first off, it motivates people to actually put LP into the IHUB in the first place. This eliminates one of the weaknesses of switching to a payout multiplier as opposed to a price multiplier. Current bleed rates combined with a system that modulates payouts would mean that both militias are making tier 1 income, the vast majority of the time. Upgrades to systems have to "stick" or they're not worth the investment, and if the miltias are always at tier 1 regardless of investment that there is no more conflict driver. The other reason that vulnerable systems holding some upgrades is as I mentioned above - they are worth more points when won or lost. This places the emphasis on the intense PvP that is fought when two militias both really want a system - rather than encouraging one militia to give it up knowing they can profit more taking it back. When losing a system means threatening your tier level because of the increased point loss, it makes more sense to fight the war straight up and hold your ground rather than to try to farm the loss for profit. The ultimate goal should be a system that encourages you to: 1.) Always fight for more systems 2.) Always fight to hold systems 3.) Always keep your upgrades intact. Than pilots can relax and fight the war, without making poor strategic moves for farming or profit-based incentives. Payout multipliers (to replace price multipliers) take care of all three objectives, the slow bleed rate supports objectives 2 and 3, and the fact that defensive plexing is only a fraction of offensive payouts supports objective number 1. Instead of ransoming vulnerable systems but not capturing them, or losing systems to profit more on the takeback, or defensive plexing for isk instead of aggressively invading hostile territory, all of the various "pursuit-of-isk" strategies start to break down under the current proposed mechanics. The best thing a pilot can do for his pocketbook is to keep winning the war, and that's a good thing.
The best thing a pilot can do for his pocketbook in this new system is get an alt in the winning militia and never try to change the tides and win with a militia that is currently losing. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Hiro Protagonisti
The Scope Gallente Federation
0
|
Posted - 2012.09.04 17:45:00 -
[351] - Quote
The FW system lacks immersion.
Timers: Running down timers feels artificial and takes me out of the eve universe. If you made taking over a complex like taking an Ihub it think that's fun way at least for me to gain Points if you have to hit a certain level of concerted damage you will be armed and able to fight also it will be very difficult to do AFK when I have fought and defeated something it gives a great sense of victory. Potential Abuse Large gangs of ships could take down complexes quickly making complexes maintain captured status would help limit farming.
Arm The Stations: These complexes are in Lo-sec a very dangerous place from a story point of view any complex manager with half a brain will be looking to arm his station with something look at any war and you will find all kinds of field modifications arm these stations guys it just feels right that they can fight back and story wise if i were running one of these spots i wouldn't trust some hot shot pilot to protect me instead of running off after some tempting target.
Loyalty Point Awards: Static LP awards encourage farming and i think should be changed to better reflect the nature of warfare I think if it were based on the challenge encountered for instance say i take a complex in a condor and i was able to stay out of the range of the guns and took no damage then its not much of a challenge and a small amount of LP should be awarded however if I was in said same condor and was damaged into structure by a defending player before defeating him and the Plex then I should be given the equivalent of a combat citation and a subsequently larger LP award . The same applies for defensive plexing.
Benefits: When you frequent a place you get to know the people that live and work there to represent this if you consistently defend or even capture a location you should get bonuses not based on LP spent to bump an artificial tier but based on the number of times you saved their butts there should be npcs that send a message for help to their favorite capsuleers when they are being attacked thats how direct messages should be sent maybe only while your within a region after all recapturing and freeing a friend will make for good stories. and with that level of gratitude maybe when you are in a favored system you would get bonus to sensors or perhaps a timely ecm jam of an enemy.
The Payoff: This is how to build immersion for those playing the game without making it too slow and boring for the non Rp-ers it makes the adrenaline rush of combat primary and then gives the reinforcing payoff of reward plus recognition based on the quality of work not just allowing someone to do boring iterations also this allows you to do story-line changes easily for instance an often fought over Major complex lets say Deep Space 69 has a surprise weapons upgrade because the commander was frustrated with the local pilots not doing their best to defend the complex thus making it more challenging.
Mechanics are fine but story will help smooth over many of the rough spots. |

Cearain
Imperial Outlaws
603
|
Posted - 2012.09.04 17:54:00 -
[352] - Quote
X Gallentius wrote:Hans Jagerblitzen wrote:Why everyone thinks this is incentivized I'm not sure, it makes more sense for the winner to just continue fighting the war straight up and taking plexes offensively rather than to play this back and forth farming game for a fraction of the income. False. The winning side wants to make sure it still has plexes to run, so it will run up the few remaining systems to 90%, and then use plexing alt to run them back down to 75%. Lather, rinse, repeat.
I think hans is right. You should let people who can't add plex for the losing side. There will be a few. Let them get the system close to 75%. Any time your alt is doing plexing for the losing side is time your alt could be making much more lp plexing for the winning side.
X Gallentius wrote: Really, after 80% warzone control, then what? Why would you bother capturing the last 20%?
For a medal. But then yeah after the other side has a few fools flip them back to the losing side you would never want to flip them back to yourself. Maybe leave about 15% or so to farm, but you will be limitted once it becomes vulnerable so you will have to wait for fools to try to defensive plex it.
Only if there are no fools plexing for the losing side will you want to plex for that losing side to feed your farmer on the winning side.
X Gallentius wrote: The majority of the reward for defensive plexing should be to hold onto system upgrades and warzone control, not LP. If LP is involved, then defensive plexing should require something more than an unfit frigate.
Whether its an unfit frigate or a stabbed cruiser/drake its the same difference. Farming is farming just different tractors. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2826
|
Posted - 2012.09.04 17:55:00 -
[353] - Quote
Cearain wrote: Well because part of your time will be spent as the side that doesn't own many systems. And under the new system only idiots will plex for the side that is at the lower tier.
Let the idiots who plex for the losing side get your system to 75% don't do that with your own alts. Keep all your plexing characters on the winning side. That is how the new system will be farmed.
So first of all, you're calling players like yourself that are loyal to a faction and who plex for PvP purposes idiots, discounting the years of history of players switching militias for PvP availability, or the recent batch of corporations signing up for kill opportunities idiots as well. You may think isk is the only reason players enlist in FW, but history says otherwise.
You're also making the gross assumption that the changes to plexes to eliminate the PvE interference with PvP won't support the cause of people enlisting for PvP in plexing, rather than just the isk.
I for one don't consider someone an idiot because they heard that signing up for the underdog meant that there were more targets to kill. In fact, that's a GREAT reason for pilots to sign up. I simply don't subscribe to the mentality you share with economic theorists like Corestwo and Gevlin that frame the balancing of the war solely in terms of isk-chasing.
In the new system, someone can join the underdog for half the penalty that exists today, and have an INCREDIBLY easier time increasing his bottom line by only needing to rise a single tier to reap immediate rewards. What pilots DONT want to do is sign up for a losing militia with 4x LP store costs and just pray that the others around him get their act together and blow through all the way up to teir 5 before they get bored and move on. In the new system, there is an immediate incentive to make progress, rather than the "hail-mary" hope of someday reaching tier 5 again, and living with LP they can't spend in the meantime.
I suppose some would argue that its cool for the underdog to be bled dry of income and resources while waiting for the spike, but I'm not one of them. I soundly reject the idea that manic swings in the warzone, and recovery based around a combination of "new recruits, optimism, and the pursuit of isk" is healthy for FW. I want a system where when the losing faction gets backed into a corner, they have the capability of fighting back for immediate income reward so they don't have to break immersion because financially they are so crippled they need to move elsewhere.
I think you're vastly underestimating the loyalty of traditional Faction Warfare enthusiasts to the faction they love and understimating how painful it was to make that break to switch factions for profit. Most don't want to do this, and I want everyone to have the tools they need to pull themselves up from the bootstraps, ratcheting back up one tier at a time, instead of just phoning some powerful friends when the chips are down and you need a savior. Vice Secretary of the 7th Council of Stellar Management.
|

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2826
|
Posted - 2012.09.04 18:02:00 -
[354] - Quote
X Gallentius wrote:The majority of the reward for defensive plexing should be to hold onto system upgrades and warzone control, not LP. If LP is involved, then defensive plexing should require something more than an unfit frigate.
I absolutely agree. That's why I'm encouraging them to have the plex spawn determined by the player inside the plex, so that defensive plexers don't get immunity from NPC's and have to deal with the same spawn threat as offensive plexing.
Vice Secretary of the 7th Council of Stellar Management.
|

Cearain
Imperial Outlaws
603
|
Posted - 2012.09.04 18:05:00 -
[355] - Quote
Hans Jagerblitzen wrote:Cearain wrote: Well because part of your time will be spent as the side that doesn't own many systems. And under the new system only idiots will plex for the side that is at the lower tier.
Let the idiots who plex for the losing side get your system to 75% don't do that with your own alts. Keep all your plexing characters on the winning side. That is how the new system will be farmed.
Hans Jagerblitzen wrote: So first of all, you're calling players like yourself that are loyal to a faction and who plex for PvP purposes idiots, discounting the years of history of players switching militias for PvP availability, or the recent batch of corporations signing up for kill opportunities idiots as well.
People can still use plexes to help find pvp. But they will have very little incentive to actually finish the timer if no pvp arrives. It will be like before inferno. Hans Jagerblitzen wrote: You may think isk is the only reason players enlist in FW, but history says otherwise.
What history are you refering to? You think i am wrong to say history demonstrates that plexers tend to go to the side that gives more isk? Are you ignoring the mass exodus from amarr militia? Even with a relatively balanced system with no lp for defensive plexing Amarr still continues to lose players. Are you going to argue that Minmatar lost just as many plexers as amarr leading up to and after inferno? Really hans what history are you talking about? [quote=Hans Jagerblitzen] You're also making the gross assumption that the changes to plexes to eliminate the PvE interference with PvP won't support the cause of people enlisting for PvP in plexing, rather than just the isk.
The changes that eliminate pve interference is good and I ahve acknowledged that. As I have said this change *allows* people to pvp in the larger plexes when they couldn't before. But plexing is still going to be most efficiently done in a pve ship and running from every neutral and wartarget.
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2826
|
Posted - 2012.09.04 18:20:00 -
[356] - Quote
Cearain wrote:Really hans what history are you talking about?
All of it, from FW's start to present. I've watched players switch factions for years not for isk, but for pew. You've already agreed that the NPC changes are a step in the right direction towards making plexes more PvP friendly, why do you assume that this motivator is suddenly non-existent?
We've also seen many corps sign up for the pew *despite* the economic incentive stacked against them, even post inferno. Moar Tears, Fweddit, And Agony to name a few. These corps did this despite all the predictions that one one would enlist because of stupidity of doing so economically.
With fewer economic penalties for losing, and an immediate reward once you rise up even a single tier, the economic barrier to those that want to enlist for the pew is lower than ever. Part of the "mass-exodus" was because of the economic hardships created by the status quo you are now trying to protect, and which are eased significantly by the new reward system.
You continue to frame the argument in terms of plexing profits and isk income. That's fine if you see these as what motivates Faction Warriors at their core, I will continue to staunchly disagree. Like I said, history tells the story. We have about 4 years of FW without the lucrative rewards, you can't just discard all of that and only look at the last couple of months and pretend that it defines us as a community. Vice Secretary of the 7th Council of Stellar Management.
|

X Gallentius
Justified Chaos
468
|
Posted - 2012.09.04 18:24:00 -
[357] - Quote
Hans Jagerblitzen wrote:X Gallentius wrote:The majority of the reward for defensive plexing should be to hold onto system upgrades and warzone control, not LP. If LP is involved, then defensive plexing should require something more than an unfit frigate.
I absolutely agree. That's why I'm encouraging them to have the plex spawn determined by the player inside the plex, so that defensive plexers don't get immunity from NPC's and have to deal with the same spawn threat as offensive plexing. Excellent, we agree. No LP for defensive plexing (until they make it so unfit frigs can't complete them). |

Cearain
Imperial Outlaws
603
|
Posted - 2012.09.04 18:28:00 -
[358] - Quote
Hans Jagerblitzen wrote:I for one don't consider someone an idiot because they heard that signing up for the underdog meant that there were more targets to kill. In fact, that's a GREAT reason for pilots to sign up. I simply don't subscribe to the mentality you share with economic theorists like Corestwo and Gevlin that frame the balancing of the war solely in terms of isk-chasing.
Ok so you admit there is no balance other than the "quest for more targets."
Guess what you will still get more targets even if you don't complete any plexes. The only reason to stay the full timer is for isk.
Hans Jagerblitzen wrote: In the new system, someone can join the underdog for half the penalty that exists today, and have an INCREDIBLY easier time increasing his bottom line by only needing to rise a single tier to reap immediate rewards. What pilots DONT want to do is sign up for a losing militia with 4x LP store costs and just pray that the others around him get their act together and blow through all the way up to teir 5 before they get bored and move on. In the new system, there is an immediate incentive to make progress, rather than the "hail-mary" hope of someday reaching tier 5 again, and living with LP they can't spend in the meantime.
If they want to sign up for the militia that pays half for the same thing then yes they are idiots. Right now even with the huge exodus from amarr (that you seem to like to ignore) amarr will be able to hit tier 5 if they want, because of the no lp for defensive plexing. I know you think minmatar have been punished by this rule so proposed to change it so they can farm defensively and offensively. But don't expect amarr to keep up this charade. It really already fell apart and these changes just worsen it.
Hans Jagerblitzen wrote: I suppose some would argue that its cool for the underdog to be bled dry of income and resources while waiting for the spike, but I'm not one of them. I soundly reject the idea that manic swings in the warzone, and recovery based around a combination of "new recruits, optimism, and the pursuit of isk" is healthy for FW..
Its called consequences. All of the consequences of inferno have been centered on isk.
Pushing for tier 5 gives a goal instead of an endless grind with no goals at all.
Hans Jagerblitzen wrote: I want a system where when the losing faction gets backed into a corner, they have the capability of fighting back for immediate income reward so they don't have to break immersion because financially they are so crippled they need to move elsewhere.
If someone has economic problems in your system they will not get isk from running plexes for the losing side. They will have an alt in the winning side. You being in the minmatar are out of touch with that reality.
Hans Jagerblitzen wrote: I think you're vastly underestimating the loyalty of traditional Faction Warfare enthusiasts to the faction they love and understimating how painful it was to make that break to switch factions for profit. Most don't want to do this, and I want everyone to have the tools they need to pull themselves up from the bootstraps, ratcheting back up one tier at a time, instead of just phoning some powerful friends when the chips are down and you need a savior.
I think you are without a clue, and refuse to listen to people who do love their faction and don't want to break. You don't know who they are in minmatar because minmatar have had nothing but gold pooring in since inferno. The people talking to you aren't facing that reality at all.
You refuse to realize that they are very small in number. You have no idea how many have already put an alt in the opposing militia in order to farm.
When militia mates tell me lets keep our alts in minmatar to farm plexes I had one and only one argument I could use. That was due to no lp for defense, we can plex for our own side and hit a tier 5 cashout.
Seriously Hans you may think that people like myself and others are just whining, but its because we are the only ones who mind if fw goes to hell with everyone running an enemy alt and plexing.
Tell me what should I tell my militia-mates who say "hey after inferno 3.0 lets keep our alts in minmatar and plex for 2xs as much isk." Should I tell them "No don't do that! Be happy you are making half the isk of our enemies!"
I know I have told you before you are only understanding this from the minmatar perspective but these posts and recomendations make this all the more clear. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Kuehnelt
Devoid Privateering
271
|
Posted - 2012.09.04 18:36:00 -
[359] - Quote
Hans Jagerblitzen wrote:In the new system, someone can join the underdog for half the penalty that exists today, and have an INCREDIBLY easier time increasing his bottom line by only needing to rise a single tier to reap immediate rewards. What pilots DONT want to do is sign up for a losing militia with 4x LP store costs and just pray that the others around him get their act together and blow through all the way up to teir 5 before they get bored and move on. In the new system, there is an immediate incentive to make progress, rather than the "hail-mary" hope of someday reaching tier 5 again, and living with LP they can't spend in the meantime.
This is true. But if it becomes understood that offensive plexing is feeding in the DotA sense, the only way to make that superior income will be to perform an act that's shameful. The proposed system runs the risk of becoming what the current system was understood to be before people like Cearain solved it and started to only flip a huge number of systems at once: it becomes that any act you make to better yourself is mainly to the benefit of your enemy.
Simply removing defensive LP from the proposal would remove all risk of that. So long as defensive LP is included... well, it should be easy to imagine an extreme level of defensive LP that would cause the initially-losing faction to instantly give up on ever offensive plexing, if you want an emotional handle on what you want to avoid.
Another angle: right now, even the most hopeless act of contesting a system is one that harms the enemy (by making him sit around doing nothing for a bit for no reward) and that personally benefits you. So there's any reason at all in the present system for people to poke bee's nests like Sahtogas, and also the bees are likely to come out and sting. Would you really rather the bees mock you in local, thank you for taking the plex, promise to earn sweet LP after you slink away? |

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2826
|
Posted - 2012.09.04 18:42:00 -
[360] - Quote
X Gallentius wrote:Hans Jagerblitzen wrote:X Gallentius wrote:The majority of the reward for defensive plexing should be to hold onto system upgrades and warzone control, not LP. If LP is involved, then defensive plexing should require something more than an unfit frigate.
I absolutely agree. That's why I'm encouraging them to have the plex spawn determined by the player inside the plex, so that defensive plexers don't get immunity from NPC's and have to deal with the same spawn threat as offensive plexing. Excellent, we agree. No LP for defensive plexing (until they make it so unfit frigs can't complete them).
I agree that the majority of the reward for defensive plexing should be protecting upgrades and WZC status, and that if at all possible, we need to have NPC's firing on both types of plex-runner at all times. I was not, however, declaring that under no circumstance should LP be paid without NPC risk being part of that equation. I've always been a staunch advocate for PvP threats > NPC threats wherever possible. Vice Secretary of the 7th Council of Stellar Management.
|

Kuehnelt
Devoid Privateering
272
|
Posted - 2012.09.04 18:46:00 -
[361] - Quote
Hans Jagerblitzen wrote:How precisely will this increase farming to absurd levels? Remember, the payout for defensive plexing drops dramatically for less contested systems, so your uncontested backwater systems will not be available for this kind of farming. In fact, defensive plexing is paid out highest at systems which are about to flip hands, which means front-line systems will be a little hotter, and it means your defensive plexing is far more likely to be interrupted by PvPers. And if the system is completely stable, no defensive LP is being paid out at all.
Well, it took a little while for that question to get answered. I guess people thought it the answer was obvious. But I also asked:
Kuehnelt wrote:Also, 50% of what LP? The LP your tier 4 faction would get from an offensive plex, or the LP that the enemy's teir 1 faction would get, or the base tier 2 LP?
Let's say it's the enemy's tier of LP that you get 50% of. If the enemy's in a minor plex in a 50% contested system, expecting to earn 5000 LP, can you hide in a major stronghold and make 50% (tier 1) * 50% (system contested) * 30000 LP = 7500 LP? Getting paid better than your enemy to hide in a plex that's too tough for him instead of chasing him out of the minor?
|

Cearain
Imperial Outlaws
604
|
Posted - 2012.09.04 18:47:00 -
[362] - Quote
Hans Jagerblitzen wrote:Cearain wrote:Really hans what history are you talking about? All of it, from FW's start to present. I've watched players switch factions for years not for isk, but for pew.
You do realize that there was no isk related to plexing until the last 3 months right? I think the last three months should provide a bit more important data to how people react to isk for plexing. But even before then people would leave amarr for caldari and minmatar due to easier mission rats. Inferno just expanded that reason.
Hans Jagerblitzen wrote: You've already agreed that the NPC changes are a step in the right direction towards making plexes more PvP friendly, why do you assume that this motivator is suddenly non-existent?
I'm not saying its non-existant. It was a very good change. It is just that it won't be enough. As long as plexing is most efficiently done in pve ships it will remain pve. The change made it so you can pvp in some plexes. But it didn't make it so plexing is best done as a pvp activity.
Hans Jagerblitzen wrote: We've also seen many corps sign up for the pew *despite* the economic incentive stacked against them, even post inferno. Moar Tears, Fweddit, And Agony to name a few. These corps did this despite all the predictions that one one would enlist because of stupidity of doing so economically.
LOL 2 out of 3 have already left amarr for the more lucrative caldari militia.
Did they do that for pvp? I doubt it, but lets assume they did. Well they are leaving the smallest militia for the largest militia. So much for your theory people will join the smaller militia for the pew.
Hans Jagerblitzen wrote: With fewer economic penalties for losing, and an immediate reward once you rise up even a single tier, the economic barrier to those that want to enlist for the pew is lower than ever. Part of the "mass-exodus" was because of the economic hardships created by the status quo you are now trying to protect, and which are eased significantly by the new reward system.
You continue to frame the argument in terms of plexing profits and isk income. That's fine if you see these as what motivates Faction Warriors at their core, I will continue to staunchly disagree. Like I said, history tells the story. We have about 4 years of FW without the lucrative rewards, you can't just discard all of that and only look at the last couple of months and pretend that it defines us as a community.
Your first and second paragraphs seem to contradict.
But yes history tells the story. Isk and pvp are important factors. Before the inferno isk was generally balanced. Although caldari and minmatar had a very slight edge it mostly didn't matter what faction you were in. After inferno they added huge isk consequences and we saw a huge exodus from the militia that seemed to get the short end of that stick.
Yet we see that even amarr can start working slowly toward an equivalant payday. Look at how more and more systems become vulnerable. This is because minmatar don't get lp for defensive plexing. So the minmatar whine that the farming stopped and soon that last bit of balance will be gone thanks to thier having a member on csm.
FW provides pvp for all militias but under your new system the winning side gets most of the isk and the losing side has no hope of getting equivalant gains ever.
Hey I don't care. I and most every amarr I know already has alts in minmatar miltiia. So if you want to remove the only isk balance thats fine. Plexing will be even more of a joke than it is now. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Cearain
Imperial Outlaws
604
|
Posted - 2012.09.04 18:57:00 -
[363] - Quote
Kuehnelt wrote:Hans Jagerblitzen wrote:In the new system, someone can join the underdog for half the penalty that exists today, and have an INCREDIBLY easier time increasing his bottom line by only needing to rise a single tier to reap immediate rewards. What pilots DONT want to do is sign up for a losing militia with 4x LP store costs and just pray that the others around him get their act together and blow through all the way up to teir 5 before they get bored and move on. In the new system, there is an immediate incentive to make progress, rather than the "hail-mary" hope of someday reaching tier 5 again, and living with LP they can't spend in the meantime. This is true. But if it becomes understood that offensive plexing is feeding in the DotA sense, the only way to make that superior income will be to perform an act that's shameful. The proposed system runs the risk of becoming what the current system was understood to be before people like Cearain solved it and started to only flip a huge number of systems at once: it becomes that any act you make to better yourself is mainly to the benefit of your enemy. Simply removing defensive LP from the proposal would remove all risk of that. So long as defensive LP is included... well, it should be easy to imagine an extreme level of defensive LP that would cause the initially-losing faction to instantly give up on ever offensive plexing, if you want an emotional handle on what you want to avoid. Another angle: right now, even the most hopeless act of contesting a system is one that harms the enemy (by making him sit around doing nothing for a bit for no reward) and that personally benefits you. So there's any reason at all in the present system for people to poke bee's nests like Sahtogas, and also the bees are likely to come out and sting. Would you really rather the bees mock you in local, thank you for taking the plex, promise to earn sweet LP after you slink away?
Under the current system:
If you think minmatar have it too hard then you should give lp for defensive plexing.
If you think they have it too easy then you should actually charge lp for defensive plexing to count toward system contested status.
Personally I think its fairly balanced. It may need a bit more time to tell for sure if amarr can hit tier 5 and therefore be economically competitive with minmatar. But its really too soon to tell.
The current tier system is actually an ingenious system that preserves balance while adding consequences.
The new proposed changes just eliminate all balance, and makes it so only fools plex for the losing side.
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2826
|
Posted - 2012.09.04 19:03:00 -
[364] - Quote
Kuehnelt wrote:Simply removing defensive LP from the proposal would remove all risk of that. So long as defensive LP is included... well, it should be easy to imagine an extreme level of defensive LP that would cause the initially-losing faction to instantly give up on ever offensive plexing, if you want an emotional handle on what you want to avoid.
I don't understand what you mean by this at all. What extreme, imaginary level of defensive plexing would keep you from wanting to offensively plex? And how would this extreme level interfere with your desire to take systems, gain WZC points, so that you can multiply your income once you raise a tier? Even if it may not *seem* like good sense to offensive plex from behind, it is. If someone doesn't want to bump their faction up a tier for double rewards, I don't even know what to say....
Kuehnelt wrote:Would you really rather the bees mock you in local, thank you for taking the plex, promise to earn sweet LP after you slink away?
Why in the world would I thank a pilot for bringing me that much closer to losing a handful of WZC points (possibly threatening my tier level and income in real-time) and handing me an activity that is still boring, and pays only a fraction of what two other activities in FW payout much better in terms of isk / hour?
If you're in my system, taking my plexes, and you're no longer flying a warp-stabbed inty, I'm going to undock and kill you for the fun of it. And if I'm hard up for isk, I'm going to go take one of yours, or run missions. What I'm not going to do is sit around and ignore a kill opportunity only to undock later and make less income than I could elsewhere.
I'm not trying to be combative, perhaps there's something I'm misunderstanding about your point here. Vice Secretary of the 7th Council of Stellar Management.
|

Cearain
Imperial Outlaws
605
|
Posted - 2012.09.04 19:09:00 -
[365] - Quote
Even after minmatar flipped enough systems to tier 5 some amarr militia mates said they wanted to keep our alts in minmatar to farm plexes. I had one and only one argument I could use. That was due to no lp for defense, we can plex for our own side and hit a tier 5 cashout.
Tell me what should I tell my militia-mates who say "hey after winter lets keep our alts in minmatar and plex for 2xs as much isk." Should I tell them "No don't do that! Be happy you are making half the isk of our enemies!" ??
What is the argument to plex for the losing side hans?
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Kuehnelt
Devoid Privateering
272
|
Posted - 2012.09.04 19:14:00 -
[366] - Quote
Hans Jagerblitzen wrote:I don't understand what you mean by this at all. What extreme, imaginary level of defensive plexing would keep you from wanting to offensively plex?
OK. "The enemy gets a billion LP for taking any defensive plex." You can struggle to take space from what will rapidly become the entire EVE community's combined alts, heavy with supercaps and deadspace everything.
Hans Jagerblitzen wrote:If someone doesn't want to bump their faction up a tier for double rewards, I don't even know what to say....
If you take one step to the east, you don't circumnavigate the globe. You need a lot of steps. If it's generally shameful to take every one of those steps, if your enemy celebrates every step you make and is rewarded by every step even more than you are, then there's no longer a marginal path to victory, and yeah, giving up has a lot to recommend it vs. maybe possibly getting double rewards if only you'd commit to helping your enemy for a long time.
Hans Jagerblitzen wrote:If you're in my system, taking my plexes, and you're no longer flying a warp-stabbed inty, I'm going to undock and kill you for the fun of it.
Even if that becomes an objectively foolish thing to do? Even when people say, no, hold up, let's get the system up to 75% contested first?
Look, if incentives so don't matter to you that you won't even be influenced by them and can't even imagine them influencing anyone else, why do you want defensive LP? |

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2826
|
Posted - 2012.09.04 19:20:00 -
[367] - Quote
Cearain wrote:LOL 2 out of 3 have already left amarr for the more lucrative caldari militia.
Did they do that for pvp? I doubt it, but lets assume they did. Well they are leaving the smallest militia for the largest militia. So much for your theory people will join the smaller militia for the pew.
Cearain, you are deliberately ignoring most of my post and pulling out key sentences to support your argument without regard to their context. That, combined with the fact that you are once again using cheap emotional appeal ("If you think minnies have it rough, go with Han's plan") rather than rational argument to make your case, is why we don't really speak much anymore and why every time I respond to your posts it ends up in a completely unproductive circular conversation that dominates the thread. You simply want to reiterate the same rhetoric "this destroys the only thing balancing the system" rather than think outside the box and approach this with an open mind.
Your statement that the named corps left for Caldari militia for the isk is precisely why I've advocated for and we now see a bump in the low-end income for the underdog. It's also why I'm advocating a system that pays people the isk they need to fight the war today, not tomorrow, helping the underdog actually have the resources they need to make the recovery you expect them to make using zero income because they're sitting on their loyalty points. You're ignoring all of those that say that tier 1 income was too low to mount a proper defense, and ignoring the fact that the promise of double income, within closer reach thna ever before, is a major motivator to put effort in despite falling to tier 1. It is a motivator that is absent in the current system, and a motivator you've repeatedly ignored every time you discuss this issue because it doesn't support the premise you refuse to abandon.
Vice Secretary of the 7th Council of Stellar Management.
|

Cearain
Imperial Outlaws
605
|
Posted - 2012.09.04 19:24:00 -
[368] - Quote
Hans please answer this question. Its a fair question, and I think it will help you start to understand "the underdog" perspective on this.
Cearain wrote:Even after minmatar flipped enough systems to tier 5 some amarr militia mates said they wanted to keep our alts in minmatar to farm plexes. I had one and only one argument I could use. That was due to no lp for defense, we can plex for our own side and hit a tier 5 cashout.
Tell me what should I tell my militia-mates who say "hey after winter lets keep our alts in minmatar and plex for 2xs as much isk." Should I tell them "No don't do that! Be happy you are making half the isk of our enemies!" ??
What is the argument to plex for the losing side hans?
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

X Gallentius
Justified Chaos
468
|
Posted - 2012.09.04 19:26:00 -
[369] - Quote
Cearain wrote:Even after minmatar flipped enough systems to tier 5 some amarr militia mates said they wanted to keep our alts in minmatar to farm plexes. I had one and only one argument I could use. That was due to no lp for defense, we can plex for our own side and hit a tier 5 cashout.
Tell me what should I tell my militia-mates who say "hey after winter lets keep our alts in minmatar and plex for 2xs as much isk." Should I tell them "No don't do that! Be happy you are making half the isk of our enemies!" ??
What is the argument to plex for the losing side hans?
The real question they are asking is this: "Where can my alts farm to make the most isk with least effort?" The answer could be Minmatar FW, Low Sec L4/L5 missions, High Sec L4 missions, Incursions, 0.0 ratting, Exploration, Industry whatever. The potential answer is not limited to Minmatar FW.
You tell your corpmates this: "Do what you want with your alts. They're alts. If you want to contribute to Amarr winning FW Occupancy, then get them the hell out of the Minmatar Militia, get them into a Minmatar corp as a spy, or run Minmatar FW missions and crash their market!" |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
277
|
Posted - 2012.09.04 20:06:00 -
[370] - Quote
Once more for the hell of it: Defensive LP is an atrocious idea that will inevitably exasperate the farming issues as the one Aspect of FW that is even easier than the current speed-tanking frigate is defensive plexing. While it might help if the rules are bent (read: contorted) by having enemy NPC suddenly appear in friendly plexes, it raises the question of whether a mechanic that requires that amount of trickery to even be palpable should be considered at all.
Suggested changes (ihub+plexes) almost "fixes" the offensive part of the equation; decent enough potential payout, semi-relevant upgrade options (still want docking somewhere in the there ), challenging underlying mechanics .. all in all, looking pretty good.
Defensive fix however is the basest of the base and amounts to throwing ISK/LP at the problem and even delaying any required action for exorbitant amount of time (almost as if designed to allow one TZ really), hasn't worked in any other circumstance that I can recall be it virtual or real. Defending ones space should be reward in and of itself, make the upgrades worth protecting rather than handing out LP willy-nilly.
This is two-fold: -+- Immediate benefits acquired by expensing the LP, well over hal-way there with much better effects in the upgrade paths but still need MOAR! * Increase slots, speed, efficiency etc. even more .. within reason of course, but barring using Titan's to export the ability to mass produce effectively in low-sec makes little sense, which bring me to .. * Make repair and taxes cost 0 (zero) ISK .. What is the worst that can happen, pirates move in, a low-sec trade-hub comes into being or freighters start selling/moving again? 
-+- Introduce a sense of urgency to defending and wanting to die/kill for ones space. This isn't and shouldn't be like null where you have hours/days to get your act together. * Either decrease the upgrade levels again (bad idea, need to dump LP from system somehow) or increase the bleed significantly compared to proposed levels. * Double, triple, quadruple or however high one can go without breakage, LP-for-Kills within defensive plexes. Do NOT payout this LP but rather use it to top up the system LP pool, any overflow is lost or perhaps paid out as normal. * Add the ability for the enemy to dock should he have ~8 hours uninterrupted plexing, ought to be around level 3-4 upgrade or so as originally suggested by CCP.
Damn, now my beer is gone .. grrrrrrrrr.
Edit: Forgot the underdog fail-safe. Can be anything that facilitates a come back without needing a massive influx of players (ie. Da Blob) .. personally partial to reducing all involved timers the deeper one is in the hole. Down to 1-3 systems and you can take any plex, defensive and offensive, in say half the time  |

Cearain
Imperial Outlaws
605
|
Posted - 2012.09.04 20:07:00 -
[371] - Quote
Hans Jagerblitzen wrote:Cearain wrote:LOL 2 out of 3 have already left amarr for the more lucrative caldari militia.
Did they do that for pvp? I doubt it, but lets assume they did. Well they are leaving the smallest militia for the largest militia. So much for your theory people will join the smaller militia for the pew. Your statement that the named corps left for Caldari militia for the isk is precisely why I've advocated for and we now see a bump in the low-end income for the underdog. It's also why I'm advocating a system that pays people the isk they need to fight the war today, not tomorrow, helping the underdog actually have the resources they need to make the recovery you expect them to make using zero income because they're sitting on their loyalty points.
Ok so we agree they left, at least in part, due to isk.
You think they will be happy to plex for half the income of other militias?
Hans Jagerblitzen wrote:[ You're ignoring all of those that say that tier 1 income was too low to mount a proper defense, and ignoring the fact that the promise of double income, within closer reach thna ever before, is a major motivator to put effort in despite falling to tier 1. It is a motivator that is absent in the current system, and a motivator you've repeatedly ignored every time you discuss this issue because it doesn't support the premise you refuse to abandon.
I don't know who all these people are that want to make half the income of everyone else in faction war. I really don't.
There is motivation to plex right now for amarr. Even with an extremely gutted amarr militia they already over half the systems necessarry for tier 5 vulnerable. If people were plexing on caldari characters they will not be able to take advantage of the amarr cash out.
After your proposed changes no one will ever have a reason to plex for the side that is losing.
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Cearain
Imperial Outlaws
605
|
Posted - 2012.09.04 20:15:00 -
[372] - Quote
X Gallentius wrote:Cearain wrote:Even after minmatar flipped enough systems to tier 5 some amarr militia mates said they wanted to keep our alts in minmatar to farm plexes. I had one and only one argument I could use. That was due to no lp for defense, we can plex for our own side and hit a tier 5 cashout.
Tell me what should I tell my militia-mates who say "hey after winter lets keep our alts in minmatar and plex for 2xs as much isk." Should I tell them "No don't do that! Be happy you are making half the isk of our enemies!" ??
What is the argument to plex for the losing side hans?
The real question they are asking is this: "Where can my alts farm to make the most isk with least effort?" The answer could be Minmatar FW, Low Sec L4/L5 missions, High Sec L4 missions, Incursions, 0.0 ratting, Exploration, Industry whatever. The potential answer is not limited to Minmatar FW. You tell your corpmates this: "Do what you want with your alts. They're alts. If you want to contribute to Amarr winning FW Occupancy, then get them the hell out of the Minmatar Militia, get them into a Minmatar corp as a spy, or run Minmatar FW missions and crash their market!"
I'm still waiting for hans to give an answer. Although I am not optimistic.
But your answer is pretty weak. Yes "it could be" plexing for the enemy. We know that plexing for the enemy will pay over 2xs as much as plexing for our own side.
If they want to make isk from faction war then they should plex the winning side.
If they otherwise care about faction war occupancy outside of isk then they should orbit a button for half the value the enemy militia gets. I think I already know how well this argument will work.
Like I said Han's system has no balance. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Cearain
Imperial Outlaws
605
|
Posted - 2012.09.04 20:29:00 -
[373] - Quote
Hans Jagerblitzen wrote:Cearain wrote:LOL 2 out of 3 have already left amarr for the more lucrative caldari militia.
Did they do that for pvp? I doubt it, but lets assume they did. Well they are leaving the smallest militia for the largest militia. So much for your theory people will join the smaller militia for the pew. Cearain, you are deliberately ignoring most of my post and pulling out key sentences to support your argument without regard to their context. That, combined with the fact that you are once again using cheap emotional appeal ("If you think minnies have it rough, go with Han's plan") rather than rational argument to make your case, is why we don't really speak much anymore and why every time I respond to your posts it ends up in a completely unproductive circular conversation that dominates the thread.
No Hans. You are upset that I have called out your minmatar friend Susan for making a bad suggestion to give lp for defensive plexing and explaining that your proposals are going to remove all balance.
And the reason we are going in circles is because you constantly refuse to explain how this is balanced. You have been called out on this by more than just me.
corestwo wrote:Hans Jagerblitzen wrote: I see where you're going with this, you're certainly zeroing in one a very important problem, but I really believe the solution is much simpler. Fix the LP store prices at pre-inferno levels for all factions, and modulate the LP rewards for the various activities by a multiplier instead. This instantly eliminates the ability to "spike" the market, and it holds factions accountable for their current progress. Right now a faction can live at Tier 1 all week long, and cash out all their LP in an hour window on the weekend, and go right back to living at Tier 1 all the time. This is pretty broken, and it encourages everyone to chase the tier 5 spike (and discourages them from cashing out UNLESS they hit the tier 5 spike).
The problem people will point out right away with this change is the bleed-out - its way too easy to drain an IHUB quickly of its upgrades, which provides a disincentive to use them for anything other than spiking the market. This is easily fixed by tweaking the rate of the bleed-out. The other obvious problem is "snowballing" of the winning militia, meaning the more LP you earn the easier it is to maintain your upgrades. This is also easily fixable by scaling the amount of LP it takes to upgrade, based on your WZC control.
With a few mathematical adjustments to make it easier to maintain a given Tier level, scaling LP payouts instead of the store pricing will reward factions based on their current performance, and allow all players to cash out their LP freely at any time (helping them stay in the game and supplied with isk and ships) instead of the situation we have now where the losing faction just accumulates their LP, spending little and waiting for a savior to come in and help them achieve the magic system number needed to spike the market to the appropriate level. This change also heavily encourages those that are merely in FW to farm LP and isk (a valid reason to participate) to actually care about the state of the war on a day-to-day basis, which was the original design intent.
So, let me summarize. "You get rewards for joining the losing side, and you get MORE rewards for joining the winning side." Assuming I've summarized correctly, how does your system do anything but encourage more and more players to join the winning side? The closest thing that I see seems to be increasing the amount of LP it takes to upgrade the higher you get - presumably doing so to a greater degree than already exists, since upgrading a system from 0 to 1 is already cheaper than from 2 to 3 and so on. This doesn't really seem to incentivize joining the losing side, it merely makes an already snowballing winning side have a little bit harder time maintaining their WZC. ... e: It occurs to me - your explanation makes sense if you see the coordinated cashouts as a problem, but have no issue with one faction being entirely dominant. I don't suppose this is the case, is it? If so, how is that interesting?
You sort of forgot this question in your response to this poster as well.
So Hans what is the balance? Or are you going to just admit its not balanced at all so we can move on to the problems that will cause? Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2833
|
Posted - 2012.09.04 20:35:00 -
[374] - Quote
Quote:OK. "The enemy gets a billion LP for taking any defensive plex." You can struggle to take space from what will rapidly become the entire EVE community's combined alts, heavy with supercaps and deadspace everything.
Yeah, there's not really much point in these wild "what if" scenarios. No one is seriously proposing giving billions of LP for a defensive plex. When thats being discussed, we can talk about why it will cause everyone to snowball into the same militia, and in the meantime lets stick to the proposal at hand.
Quote:If you take one step to the east, you don't circumnavigate the globe. You need a lot of steps. If it's generally shameful to take every one of those steps, if your enemy celebrates every step you make and is rewarded by every step even more than you are, then there's no longer a marginal path to victory, and yeah, giving up has a lot to recommend it vs. maybe possibly getting double rewards if only you'd commit to helping your enemy for a long time.
That's just it, you don't have to "help the enemy" for a long time, and much less so before you start reaping rewards under the proposed system. After Inferno, the only way the underdog will reap rewards us in the extreme case of a large nullsec entitiy joining with the specific purpose of farming isk, and assisting the faction to reaching a teir 4-5 spike. This is not only an unsustainable method of recovery (such saviors will leave after accomplishing their goals), its also not one the rank-and-file members can achieve themselves. On the other hand, modulating payouts means that the underdog will reap rewards much much sooner, the minute they hit tier 2. This is much more achievable, and allows the underdog to stay in the game financially and not get washed out when he hits bottom and Nulli Secunda isn't around to help.
Which do you think is more demoralizing, slaving away to earn tier 2 only to find that you're still not going to be able to cash out your LP until you've slaved through 3 more tiers before cashout (and fighting for that long without any isk income because you're sitting on your LP)? Or making twice as much as you do now, and making twice as much more LP once you rise from tier 1 to tier 2, and being able to fund that war effort the whole way because you can cash out anytime without penalty?
Quote:Even if that becomes an objectively foolish thing to do? Even when people say, no, hold up, let's get the system up to 75% contested first?
It's not objectively foolish. Preventing the enemy from taking the plex is still the most efficient way to deal with an enemy offensives. Defensive plexing is still the least efficient use of a pilot's time. It makes more sense to kill the enemy, than go into his system and plex there for moree income, than it does to ignore the enemy and just undo his work later for a fraction of pay for the same time orbiting a button.
Quote:Look, if incentives so don't matter to you that you won't ever be influenced by them and can't even imagine them influencing anyone else, why do you want defensive LP?
Faction Warfare right now doesn't encourage direct conflict - it encourages equal efforts in separate locations, not a competitive environment in a single location. When any militia has to defensive plex for any extended period of time (and this has identical effect on both militias, regardless of those that say this is all about the winner), it washing them out of the militia completely. It makes them not want to do FW at all, not just make them not want to do defensive plexing. Burnout is bad game play design. Some envision a system where this burnout and member depletion help the underdog recover, but I think its asinine to have a balancing system that depends on solely on recruitment for the underdog, or burnout of the winners.
I want all faction warfare participants to stick around and fight for a long time, win or lose - and I want underdogs to be able to fund their own recovery along the way without relying on outside saviours that don't really have their back to begin with.
We have 4 years of history to show that players will sign up for the underdog in Faction Warfare regardless of wherever the seasonable isk-making activity, and its always been for the PvP opportunities. There is simply no reason to throw out that fact and intentionally build a system that relies solely on economic incentives to join.
Defensive plexing rewards encourage pilots to stick around in the area where the fighting is occuring, and to support their FC's in the war effort without fear of losing the income they need to participate in FW at the same time. It's a small stipend, not a substitute for their main paycheck, and it has far more to do with keeping FW pilots in FW, and not using burnout and boredom as a crude balancing measure.
Lastly, LP-for defensive plexing is something that many, many pilots have suggested across these various threads, from all four militias, regardless of those that want to politicize this issue. Burnout and boredom affects everyone, not just the winners, and I think we all want a system that retains good pilots in the long run. Vice Secretary of the 7th Council of Stellar Management.
|

Cearain
Imperial Outlaws
605
|
Posted - 2012.09.04 20:45:00 -
[375] - Quote
Hans Jagerblitzen wrote:Quote:OK. "The enemy gets a billion LP for taking any defensive plex." You can struggle to take space from what will rapidly become the entire EVE community's combined alts, heavy with supercaps and deadspace everything.
Yeah, there's not really much point in these wild "what if" scenarios. No one is seriously proposing giving billions of LP for a defensive plex. When thats being discussed, we can talk about why it will cause everyone to snowball into the same militia, and in the meantime lets stick to the proposal at hand. Quote:If you take one step to the east, you don't circumnavigate the globe. You need a lot of steps. If it's generally shameful to take every one of those steps, if your enemy celebrates every step you make and is rewarded by every step even more than you are, then there's no longer a marginal path to victory, and yeah, giving up has a lot to recommend it vs. maybe possibly getting double rewards if only you'd commit to helping your enemy for a long time. That's just it, you don't have to "help the enemy" for a long time, and much less so before you start reaping rewards under the proposed system. After Inferno, the only way the underdog will reap rewards us in the extreme case of a large nullsec entitiy joining with the specific purpose of farming isk, and assisting the faction to reaching a teir 4-5 spike. This is not only an unsustainable method of recovery (such saviors will leave after accomplishing their goals), its also not one the rank-and-file members can achieve themselves. On the other hand, modulating payouts means that the underdog will reap rewards much much sooner, the minute they hit tier 2. This is much more achievable, and allows the underdog to stay in the game financially and not get washed out when he hits bottom and Nulli Secunda isn't around to help..
Notice that currently over half the systems are vulnerable or in amarrs control. Please tell me what big null sec alliance helped amarr do that.
Seriously you need to stop swallowing all the stuff susan writes. Amarr didn't hit tier 4 due only to nullis efforts. Nulli is the reason we didn't hit tier 5 but you are drinking too much of susan's koolaid.
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

X Gallentius
Justified Chaos
468
|
Posted - 2012.09.04 20:51:00 -
[376] - Quote
Cearain wrote: But your answer is pretty weak. Yes "it could be" plexing for the enemy. We know that plexing for the enemy will pay over 2xs as much as plexing for our own side.
On a side note: Would you undermine your faction for: 1. 1% increase in rewards 2. 10% increase in rewards 3. 50% increase 4. 100% increase 5. 200% increase 6. 1000% increase?
This reminds me of: "We've already established that you're an isk *****, we're just trying to set the price". Your price is apparently at most 2x (100% increase).
|

Cearain
Imperial Outlaws
605
|
Posted - 2012.09.04 20:53:00 -
[377] - Quote
Hans Jagerblitzen wrote:It's not objectively foolish. Preventing the enemy from taking the plex is still the most efficient way to deal with an enemy offensives. Defensive plexing is still the least efficient use of a pilot's time. It makes more sense to kill the enemy, than go into his system and plex there for moree income, than it does to ignore the enemy and just undo his work later for a fraction of pay for the same time orbiting a button..
It will still likely be more pay than what the offensive plexer received.
Hans your system is in fact giving an incentive for people to wait and let the enemy contest the system up.
You may not realize it but it does.
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Cearain
Imperial Outlaws
605
|
Posted - 2012.09.04 21:00:00 -
[378] - Quote
X Gallentius wrote:Cearain wrote: But your answer is pretty weak. Yes "it could be" plexing for the enemy. We know that plexing for the enemy will pay over 2xs as much as plexing for our own side.
On a side note: Would you undermine your faction for: 1. 1% increase in rewards 2. 10% increase in rewards 3. 50% increase 4. 100% increase 5. 200% increase 6. 1000% increase? This reminds me of: "We've already established that you're an isk *****, we're just trying to set the price". Your price is apparently at most 2x (100% increase).
I see people who want can count are "isk whores." Terrible people right? How dare they choose a economically smart approach to this game?
But to answer your question the current tier system allows people to make just as much isk by plexing for their own militia. Han's proposal forces underdogs to always take less isk if they want to plex for their own militia. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Cearain
Imperial Outlaws
605
|
Posted - 2012.09.04 21:20:00 -
[379] - Quote
Hans Jagerblitzen wrote: Faction Warfare right now doesn't encourage direct conflict - it encourages equal efforts in separate locations, not a competitive environment in a single location. When any militia has to defensive plex for any extended period of time (and this has identical effect on both militias, regardless of those that say this is all about the winner), it washing them out of the militia completely. It makes them not want to do FW at all, not just make them not want to do defensive plexing. Burnout is bad game play design. Some envision a system where this burnout and member depletion help the underdog recover, but I think its asinine to have a balancing system that depends on solely on recruitment for the underdog, or burnout of the winners. ..
If they don't like defensive plexing then they should fight people who offensive plex before the plex is captured, instead of waiting until they captured it and then opening a d-plex. That is how the current system does indeed encourage direct conflict.
Your system encourages people to avoid that pvp conflict let the person finish their offensive plexing, because the more they offensive plex your system the more isk you make after they leave.
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Ugleb
Masuat'aa Matari Ushra'Khan
214
|
Posted - 2012.09.04 21:23:00 -
[380] - Quote
I like the overall set of changes proposed, with maybe a couple of concerns.
When changes were made to Incursion rewards awhile back, a set of nerfs were put together to curb the excessive rewards that could be farmed from blitzing Vanguard sites. While it did (IMO) need doing, the changes all taken together proved to be far too big a nerf. I'm worried the reverse might happen to defensive plexing.
Under the new system, WZC tiers 3-5 will boost LP payouts. That means players should want to defend their space more in order to maintain higher control tiers, rather than just spike the tier up to 5 for a brief period as we do in Inferno. Instead, we need to keep the tier high in order to earn more LP. That means it should be in our interest to defensive plex more - the reward is keeping your WZC up.
If you also add an LP reward for defensive plexing on top of this, then defensive plexing becomes the new semi-afk earning method of choice. Even with a diminishing returns mechanic, I think this is heading towards being a farmable mechanic. Change the control tier system, but think twice before adding 'active rewards' for defensive plexing. If it is done, then make sure the numbers stay small.
Second point; mission payouts need to be cut back. Missions were originally intended to promote PVP by sending players towards enemy space, but in reality it doesn't really happen. What does happen is that huge amounts of LP can be made for a relatively low risk activity (stealth bombers...) that does little to nothing to promote FW's primary purpose; PVP.
Reduce the rewards for missions sooner rather than later, doing so will increase the relative value of offensive plexing and PVP kills (less LP in circulation), encouraging more players to get stuck into the war effort proper. http://uglebsjournal.wordpress.com/ |

X Gallentius
Justified Chaos
468
|
Posted - 2012.09.04 21:29:00 -
[381] - Quote
Cearain wrote:But to answer your question the current tier system allows people to make just as much isk by plexing for their own militia. Han's proposal forces underdogs to always take less isk if they want to plex for their own militia. This is statement is false. The weaker plexing side on either front has not cashed in at Tier 5.
|

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
278
|
Posted - 2012.09.04 21:33:00 -
[382] - Quote
Problem is incentives, ones you add them you get ants farmers. The obvious solution is to remove the artificial separation twixt LP/ISK, PvP and PvE as much as possible.
Some examples: - LP value on tags, remove offensive LP. Rats are already slated to be killed to cap anything so is a no brainer. Adds some risk to as one can get popped before getting paid. - Missions only to hostile systems, mission VP count towards system contested status and all missions get a poison pill. Everyone gets to actually fight the war without forcing anyone to pew .. encourage, but not force . - Add modifier to LP-for-kills inside plexes and apply to system VP as well as pay it out. Just imagine a pitched battle where defender loses a plex but comes out ahead VP wise due to killing more of the enemy trying to get him out of that same plex.
|

Cearain
Imperial Outlaws
605
|
Posted - 2012.09.04 21:38:00 -
[383] - Quote
X Gallentius wrote:Cearain wrote:But to answer your question the current tier system allows people to make just as much isk by plexing for their own militia. Han's proposal forces underdogs to always take less isk if they want to plex for their own militia. This is statement is false. The weaker plexing side on either front has not cashed in at Tier 5.
There are two statements both are true.
Just because amarr and gallante have not yet cashed out at tier 5 does not mean we can't. Both have cashed out at tier 4. And the system is only about 3.5 months old.
But lets assume I am wrong and amarr and gallente can't make it to tier 5 under the current system, (which we may never know if they change it in winter.)
If I am wrong and we can't make it then clearly rewarding defensive plexing with lp is doing the opposite of balancing the game. If amarr and gallante can't hit tier 5 under the current system and you don't want people to just pile on the winning side then you need to make defensive plexing less rewarding, not more.
Like I said force the pilot to pay lp to have the plex effect contested level. Or maybe have the defensive plex not yield as many vp.
Han's proposal is just making what is perhaps already an unbalanced system, completely unbalanced.
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2834
|
Posted - 2012.09.04 21:40:00 -
[384] - Quote
Cearain wrote:What is the argument to plex for the losing side hans?
I will answer this question one last time, and it will be the last post I make between us for the day, Cearain. Too many other people deserve to get a word in edgewise without circumventing walls of text that you fire off in rapid succession without waiting for a response, or even reading through and acknowledging the ones you do receive before you bounce off more rebuttals that show you never listened to begin with.
The reason to plex for the losing side is because you want PvP opprtunities and because you care about helping that faction recover. Yes, thats right, there are players that will defy economic logic as long as they can make the base income necessary to support PvP with high target availability and will fight for bragging rights and factional pride as long as they can afford to do so whether or not they make the maximum isk possible.
This is the point I already made to Corestwo, whom you quoted, and he already ceded the point that the Faction Warfare community ultimately may be more pew-driven than isk driven. He clearly understood my answer to his question even if he disagreed. It's also why he hasn't followed up with 6 more posts asking me to answer something I've already answered.
I simply believe that most players signing up for Faction Warfare do so for the PvP, not the isk, and this will be much more so the case once the AFK farming is solved and plexing becomes more of a risk and challenge. And its my opinion that the best way to encourage this is to make sure that even the losing side has the ability to make money at all times in order to prevent them from caving and washing out of the militia completely, and to ensure that they have immediate economic incentive as they recover each step of the way.
I've made these points explicitly clear, I will not be repeating them over and over again no matter how many posts you want to clog the thread up with after this asking me to repeat myself.
The fact that we disagree on whether the balancing factor should be PvP opportunities or Isk opportunities is a subjective issue. There is no right or wrong. You are absolutely correct that economically it doesnt make much sense for someone to join the losing faction, I've said every step of the way that the PvP incentive will always be stronger, and there is over four years of evidence to support that.
Vice Secretary of the 7th Council of Stellar Management.
|

Kuehnelt
Devoid Privateering
273
|
Posted - 2012.09.04 21:42:00 -
[385] - Quote
Hans Jagerblitzen wrote:Yeah, there's not really much point in these wild "what if" scenarios.
Here's the context:
Kuehnelt: "Simply removing defensive LP from the proposal would remove all risk of that. So long as defensive LP is included... well, it should be easy to imagine an extreme level of defensive LP that would cause the initially-losing faction to instantly give up on ever offensive plexing, if you want an emotional handle on what you want to avoid."
Hans: "I don't understand what you mean by this at all. What extreme, imaginary level of defensive plexing would keep you from wanting to offensively plex?"
It should be easy to imagine an extreme example, but you couldn't imagine any, so I gave you one. It should be easy to see that defensive LP makes chumps out of attackers, but you can't see that, so I gave you as clear as possible a picture of that ever being the case. I strongly feel that phrases like "imagine" and "extreme" and "if you want an emotional handle" are such clear language that it's OK for me to get irritated with you for this dismissal of my whole point as a 'what if' scenario. I'm not concerned about 'what if' scenarios, I'm concerned about the defensive LP as proposed, which, depending on the answers to my questions about it, already offers to reward the defender more than the attacker and therefore makes the attacker a chump and a fool for choosing to contest the system.
Hans Jagerblitzen wrote:That's just it, you don't have to "help the enemy" for a long time
You're simply declaring this. But since you don't understand the objections to defensive LP - which are why anyone would think the new system would see plexing degrade to "helping the enemy" - your assurance is weightless.
I agree that Tier 1 income's getting buffed. I like that. That's not the point.
Hans Jagerblitzen wrote:It makes more sense to kill the enemy, than go into his system and plex there for moree income, than it does to ignore the enemy and just undo his work later for a fraction of pay for the same time orbiting a button.
Again, although not quoting this time:
Also, 50% of what LP? The LP your tier 4 faction would get from an offensive plex, or the LP that the enemy's teir 1 faction would get, or the base tier 2 LP?
Let's say it's the enemy's tier of LP that you get 50% of. If the enemy's in a minor plex in a 50% contested system, expecting to earn 5000 LP, can you hide in a major stronghold and make 50% (tier 1) * 50% (system contested) * 30000 LP = 7500 LP? Getting paid better than your enemy to hide in a plex that's too tough for him instead of chasing him out of the minor?
Where is this supposed to be a "modest stipend"?
Hans Jagerblitzen wrote:Faction Warfare right now doesn't encourage direct conflict - it encourages equal efforts in separate locations, not a competitive environment in a single location. When any militia has to defensive plex for any extended period of time (and this has identical effect on both militias, regardless of those that say this is all about the winner), it washing them out of the militia completely.
...
We have 4 years of history to show that players will sign up for the underdog in Faction Warfare regardless of wherever the seasonable isk-making activity, and its always been for the PvP opportunities. There is simply no reason to throw out that fact and intentionally build a system that relies solely on economic incentives to join.
Defensive plexing rewards encourage pilots to stick around in the area where the fighting is occuring, and to support their FC's in the war effort without fear of losing the income they need to participate in FW at the same time.
I cleaned this up a little bit, but let my clean it up further. Your cleaned-up argument for defensive LP is: defensive LP encourages you to be in systems that the enemy is actively trying to take.
OK, cool. Then it just needs some refinements for only this goal to be achieved:
1. It needs a (high) lower bound as well as an upper bound in which no LP is rewarded at all.
2. Defensive LP should halt when the system becomes vulnerable.
3. Ensure the stipend really is modest but don't have an LP split: everyone on grid gets the same modest LP.
With that, eh, it'll still be exploitable, but it really will have the modest draw that you suggest, and it won't break FW.
By the way, we have 4 years of history (and three months of history) to show that players will defensive plex systems that they care about without a reward. We shouldn't intentionally build a system that relies solely on economic incentives to defensive plex. Defensive LP encourages players to AFK far away from the enemy. Defensive plexing where the enemy isn't is boring and LP won't make it any less boring, just pay people to be bored. Don't be disingenuous: defensive plexing does not affect everyone equally, Amarr's 3 systems are not a chore to defend, this is a buff to whoever's on top. |

Cearain
Imperial Outlaws
605
|
Posted - 2012.09.04 21:43:00 -
[386] - Quote
Veshta Yoshida wrote:Problem is incentives, ones you add them you get ants farmers. The obvious solution is to remove the artificial separation twixt LP/ISK, PvP and PvE as much as possible.
...
Not always do you get farmers when you get incentives. If they made plexing an actual pvp mechanic you would get combatants instead of farmers. But ccp seems to have lost focus on the proposals that would make this a pvp mechanic. Instead they want to randomly change the ship restrictions and give more fluff in the upgrades.
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Alticus C Bear
University of Caille Gallente Federation
81
|
Posted - 2012.09.04 22:08:00 -
[387] - Quote
I see itGÇÖs a grumpy night all round tonight.
I agree with Hans to an extent, I will not swap sides due to income, however as a casual player income does impact my ability to PVP, reduced income moves me from PVP to undertaking other activities such as missions. That is time spent not fully participating in Faction Warfare or I choose to subsidise with PLEX sales, which I have done before. I have not had to do either since inferno; I have been out in small ships plexing and PVPing at the same time and I believe that this was the intention of the faction warfare overhaul.
I think it is important when talking about income that this is seen for what it is, a general faction warfare income nerf, yes I believe even for Minmatar.
You see a number of things are being tweaked and most of the Blogs I have seen regarding this do not seem to account for all the current mechanics.
ISK discount in stores is being removed. This is big.
Hubs require more LP and although LP is theoretically more available under the proposals at the moment very little LP is lost to LP bleed as systems are left without upgrades for long periods of time. Hard to judge but I get the feeling that it will leave less LP for cashing out in stores and require more general LP investment maintenance that could be a bit of a chore.
Cap on rewards for plexes in vulnerable systems, this will reduce the number of plexes giving LP. This arguably encourages a faction to bash systems so they can take control and get warzone points but even then it is still one less system full of plexes.
LP Bleed - Is it being reduced by that much? Currently 50% (12,500lp for a Major) if it ends up being 10% of the boosted LP amounts (7,500 lp for a major at level 5) rather than unmodified then it is not if the faction is at a high level. I am curious if it includes the current LP Multipliers at the moment I do not think I have ever seen it tested.
LP Multipliers - we have one now, I think people forget but it caps out at 20% I believe. I have yet to see a comparison of warzone tiers from current mechanics against the proposed that includes this
Income Nerf, It is possibly something that needs to happen, it has been possible to rack up extreme amounts of LP through farming and I would perhaps agree that the difference between Tier 5 being way much too profitable and Tier 1 being worse even than standard LP stores.
|

Alticus C Bear
University of Caille Gallente Federation
81
|
Posted - 2012.09.04 22:09:00 -
[388] - Quote
High Incomes are due to Farming and it is this that needs to be addressed.
I do not think the proposed warzone control changes are the thing that will solve farming, the plex changes in regards to NPCGÇÖs both being required to be destroyed and the fact that they will tank are the things that will change the farmers. Players may still try to do it, but at least they will be combat fit and perhaps a little more willing to stand and fight.
The other change proposed that means that LP is not paid out for offensive plexing where a system is vulnerable will also help limit farming. Only players that are interested in getting PVP or reducing the upgrade level of the enemy systems will continue to plex in these systems.
For me it is the cap on how contested a system can become that will encourage defensive plexing. I gave up, kept trying to plex Deven down but with a red bar that never moves it is a pointless thankless task. The LP rewards proposed are much too high. CCP has stated before that active defence is preferred; circling a timer for LP with possibly no WT in system is not active defence. PVP rewards for defending should be higher. I do not think the beacon location change helps it just allows one party to ambush the other on the warp in.
GÇ£However, defending dungeons do not yield LP for now, to avoid abusive farming in a single set of safe systemsGÇ¥ From the Dev Blog
|

Alticus C Bear
University of Caille Gallente Federation
81
|
Posted - 2012.09.04 22:21:00 -
[389] - Quote
I feel the aim is to encourage a number of quite stable systems with others in flux.
Players already have lowsec homes and the stronger upgrades are certainly a step in the right direction, it is good local upgrades that will encourage high upgrade levels to be maintained. I understand CCP want to stay away from warefare link style bonuses but players may need more direct benefits to fully invest. It is possible that if the proposed upgrades here had originally gone live in Inferno that some corps with permanent homes may have taken advantage and you would see some permanently upgraded systems.
I do support LP bleed reduction to give some permanence to upgrades.
I still feel the current mechanics can work and work better than those proposed, I can see that there is a desire to nerf income. With upgrades easier to maintain and being more useful, adjustments in the warzone lp store reductions I feel are more appropriate nerf Tier 5 and boost Tier 1 but use the existing mechanics.
How do you intend to roll these changes out, I feel that if the npc/plex changes can be rolled out earlier than the complete overhaul of warzone mechanics then you may see some improvements without such drastic changes. We were promised iteration, this feels like starting again and I fear it is the last time this will happen.
|

Rengerel en Distel
Amarr Science and Industry
355
|
Posted - 2012.09.04 22:33:00 -
[390] - Quote
At this point, we're all arguing over numbers without having the basis to argue over them. It would be nice for the Devs to chip in some answers, but that doesn't seem likely now. We might just have to see what it's like when it hits sisi and go from there.
Some changes i'd still like to see added:
I'd like to see the system name in the FW UI blink when a timer is running in a system.
I'd like a new beacon type that only FW militia can see in the overview (pirates should have to scan you down).
I'd like to see a plex captured instantly if a battle is won by one side or the other in pvp. (perhaps some base isk value on the killmail so it isn't gamed) |

Cearain
Imperial Outlaws
605
|
Posted - 2012.09.04 22:33:00 -
[391] - Quote
Hans Jagerblitzen wrote:Cearain wrote:What is the argument to plex for the losing side hans? I will answer this question one last time, and it will be the last post I make between us for the day, Cearain. Too many other people deserve to get a word in edgewise without circumventing walls of text that you fire off in rapid succession without waiting for a response, or even reading through and acknowledging the ones you do receive before you bounce off more rebuttals that show you never listened to begin with. The reason to plex for the losing side is because you want PvP opprtunities and because you care about helping that faction recover. Yes, thats right, there are players that will defy economic logic as long as they can make the base income necessary to support PvP with high target availability and will fight for bragging rights and factional pride as long as they can afford to do so whether or not they make the maximum isk possible....
Pvp may be a reason to be in an underdog militia - or an underdog alliance in null sec. But it is not a reason to plex for that miltiia. You seem to misunderstand that and be under the impression that plexing has much to do with pvp. I can tell you that most amarr don't view it that way. And there isn't really anything in the winter expansion that changes that.
If amarr are at tier 1 after winter they will likely just join caldari. They can get all the pvp advantages from this front and make much more from plexing.
But ok you want to rely on the "pvp opportunities" as a balance. I didn't realize you were that far gone. Do you do faction war for the pvp? Are you going to join amarr? White noise had allot of pvp opportunities didn't they? How are they doing? Are pvpers flocking to them?
Ok so we are left with factional pride and bragging rights in a pve plexing system. Of course, as new people enter the war everyday they don't have any of those things so they will just join the winning team. But I suppose you think the old guard militia will stay forever regardless of how economically foolish it is.
Hans Jagerblitzen wrote: I've made these points explicitly clear, I will not be repeating them over and over again no matter how many posts you want to clog the thread up with after this asking me to repeat myself.
The fact that we disagree on whether the balancing factor should be PvP opportunities or Isk opportunities is a subjective issue. There is no right or wrong. You are absolutely correct that economically it doesnt make much sense for someone to join the losing faction, I've said every step of the way that the PvP incentive will always be stronger, and there is over four years of evidence to support that.
Finally you concede then that you the economic balance under your plan will greatly favor joining the winning side.
You hope that the "pvp opportunities" that the underdog has will compensate for this.
You claim you have 4 years of evidence that pvp opportunities provide a stronger incentive than economic incentives. Please list it out. I gave you evidence for the opposite conclusion.
1)To the extent there were economic incentives to join one or the other militia it was to join minmatar and caldari because the rats in the missions were easier. And well both factions always had greater numbers than thier enemy militias. Coincidence?
However we really never had economic incentives for plexing until inferno. And after inferno we saw nothing but an exodus from the underdog militias and growth in the economically leading militias.
2) Fweddit leaving amarr
3) Moar tears leaving amarr
4) 7th fleet leaving amarr
5) Wolfsbrigade never bothering to plex outside kamela faction war - except perhaps for minmatar.
6) Villore accords leaving gallente for minmatar
7) The actual numbers of people in minmatar militia versus amarr militia.
There are 7 pieces of evidence that economics is a strong motivator as to what militia somone will be in.
Please list your evidence.
Are you really going to use fweddit and moar tears as proof people will buck the tide of economics even though both left amarr due, at least in part, for economic reasons?
Are any minmatar alliances going to join amarr for the pvp opportunities?
You keep claiming this evidence exists. But I think you are the one ignoring data and history and just relying on speculation and perhaps anecdotal/bs stories of individuals.
But please don't let me put words in your mouth. You tell me this evidence.
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Cearain
Imperial Outlaws
605
|
Posted - 2012.09.04 22:42:00 -
[392] - Quote
Alticus C Bear wrote:High Incomes are due to Farming and it is this that needs to be addressed.
I do not think the proposed warzone control changes are the thing that will solve farming, the plex changes in regards to NPCGÇÖs both being required to be destroyed and the fact that they will tank are the things that will change the farmers. Players may still try to do it, but at least they will be combat fit and perhaps a little more willing to stand and fight.
....
We know it will still be a mostly pve mechanic.
Why? Because amarr used to have to bring larger ships with guns to plexes due to t1 frigates not being buffed and the target painters from the rats.
Despite this, plexing was still most efficiently done with pve ships.
"It took less than a week to achieve the maximum faction warfare rank (Divine Commodore), GǪ.111 faction warfare complexes were captured GǪ I did not kill anyone in the process..Gǥ Ankhesentapemkah Posted - 2008.06.18 02:29:00
Now I agree that what they are doing with npcs will make it so you can fight others if you want. But if you are really after capturing as much space for your miltiia as you can you will warp out and run a different timer instead of risking your ship and the time it takes to go several jumps to reship.
The only changes that would have really effected the pve nature of the occupancy war would have been for them to implement a timer countback and or a way to know where plexes are being attacked.
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Ugleb
Masuat'aa Matari Ushra'Khan
214
|
Posted - 2012.09.04 22:51:00 -
[393] - Quote
Kuehnelt wrote:By the way, we have 4 years of history (and three months of history) to show that players will defensive plex systems that they care about without a reward. We shouldn't intentionally build a system that relies solely on economic incentives to defensive plex. Defensive LP encourages players to AFK far away from the enemy. Defensive plexing where the enemy isn't is boring and LP won't make it any less boring, just pay people to be bored. Don't be disingenuous: defensive plexing does not affect everyone equally, Amarr's 3 systems are not a chore to defend, this is a buff to whoever's on top.
I agree with this, I don't think that LP for defensive plexing will be necessary if players have a vested interest in maintaining a high WZC tier continuously.
If there needs to be a bonus for defensive plexing then I'd prefer the suggestion for bonus LP in PVP ship kills while in a defensive plex. http://uglebsjournal.wordpress.com/ |

X Gallentius
Justified Chaos
468
|
Posted - 2012.09.04 23:01:00 -
[394] - Quote
Cearain wrote:We know it will still be a mostly pve mechanic. Anything you propose will be a PVE mechanic when one side decides to not show up for a fight.
|

Alticus C Bear
University of Caille Gallente Federation
82
|
Posted - 2012.09.04 23:22:00 -
[395] - Quote
Cearain wrote:Alticus C Bear wrote:High Incomes are due to Farming and it is this that needs to be addressed.
I do not think the proposed warzone control changes are the thing that will solve farming, the plex changes in regards to NPCGÇÖs both being required to be destroyed and the fact that they will tank are the things that will change the farmers. Players may still try to do it, but at least they will be combat fit and perhaps a little more willing to stand and fight.
....
We know it will still be a mostly pve mechanic. Why? Because amarr used to have to bring larger ships with guns to plexes due to t1 frigates not being buffed and the target painters from the rats. Despite this, plexing was still most efficiently done with pve ships. "It took less than a week to achieve the maximum faction warfare rank (Divine Commodore), GǪ.111 faction warfare complexes were captured GǪ I did not kill anyone in the process..Gǥ Ankhesentapemkah Posted - 2008.06.18 02:29:00 Now I agree that what they are doing with npcs will make it so you can fight others if you want. But if you are really after capturing as much space for your miltiia as you can you will warp out and run a different timer instead of risking your ship and the time it takes to go several jumps to reship. The only changes that would have really effected the pve nature of the occupancy war would have been for them to implement a timer countback and or a way to know where plexes are being attacked. I do support timer count back and also a notification system if handled correctly. |

Zarnak Wulf
Imperial Outlaws
549
|
Posted - 2012.09.05 00:01:00 -
[396] - Quote
I have only plexed for Amarr through mostly thin times. When we hit tier 4 I contributed over a million LP to upgrades. I felt a certain amount of pride in that. I'm still working through the blueprints but when all is said and done I expect to make 7 billion isk off of that spike. For a dedicated PvPer like myself that isn't bad at all.
I currently have 2.8 million Amarr LP from plexing. I expect to have many fold that by December. Even if we don't spike again before winter, a constant LP store will offer me another great cash out.
These new changes give an underdog a much greater opportunity to make isk. Really - tier one is the only tier with a penalty. Amarr need 12(?) systems to get out of it. I hope no one is seriously complaining about 12 systems.
The one point I have consistently made is that I feel it is too easy to spin LP out of thin air. Unlike Cerain though, I like the idea of defensive LP as it has benn presented. I think the main culprits for LP production are level 4 missions and 'foreign' plexing. @Hans- if you add a source of LP in one area you need to pull it back in others. I want to be able to take a few comrades, jump clone back to Metropolis, and threaten Minmatar's WZC. The goal should be to force some Minmatar pilots to leave the Kourm theater of operations. If Minmatar are drowning in LP though that won't happen. |

Perkin Warbeck
Amarrian Space Poodles 24eme Legion Etrangere
39
|
Posted - 2012.09.05 00:17:00 -
[397] - Quote
Hans Jagerblitzen wrote:X Gallentius wrote:The majority of the reward for defensive plexing should be to hold onto system upgrades and warzone control, not LP. If LP is involved, then defensive plexing should require something more than an unfit frigate.
I absolutely agree. That's why I'm encouraging them to have the plex spawn determined by the player inside the plex, so that defensive plexers don't get immunity from NPC's and have to deal with the same spawn threat as offensive plexing.
This is bizarre. Why in a factional war would your own side shoot you?
I know that many people in FW are attracted to the sovereignty mechanic in FW as a 'them against us' scenario. I know I am. The opposition try and take a system while I try and defend it and vice versa. With this in place you are essentially saying that a plex is no more than any other mission complex in EvE that must be cleared of all rats. It actually destroys the concept of FW. The risk of defensive plexing in a unfit frigate (whatever the f*ck that is given some of the fits on BCs I've seen) is that someone else from the other militia may shoot you!
Just nerf the LP payouts. Reward the behaviour you want to encourage and penalise the behaviour you don't want. If you want to encourage PvP then reward that appropriately. If you want more PvP focus the fighting in region of the warzone that can only be contested sequentially so that chokepoints are created and more pilots are concentrated in those systems. If you want people to invest in warzone control then by all means reward plexing. But the point is balance. At the moment the situation is totally out of control. FW income should be a combination of plexing, PvP and missioning - not the exclusive realm of one or the other. |

Marcel Devereux
Aideron Robotics
147
|
Posted - 2012.09.05 00:24:00 -
[398] - Quote
Cearain wrote: 6) Villore accords leaving gallente for minmatar
There are 7 pieces of evidence that economics is a strong motivator as to what militia somone will be in.
If you are going to list your evidence, at least fact check your evidence. Villore Accords is in Gallente not Minmatar.
Maybe you should be asking for tools to help Amarr organize rather than bitching about favoritism. Oh wait that would require no in fighting. Who am I kidding. That will never happen. |

Kuehnelt
Devoid Privateering
275
|
Posted - 2012.09.05 00:51:00 -
[399] - Quote
Marcel Devereux wrote:If you are going to list your evidence, at least fact check your evidence. Villore Accords is in Gallente not Minmatar.
Wow, you've caught Cearain in a grave error.
Quantum Cats Syndicate. Formerly of Villore Accords, and the only member of it I've ever heard of before. Famously switched to Minmatar while remaining Gallente so that they could receive Minmatar LP.
Marcel Devereux wrote:Maybe you should be asking for tools to help Amarr organize rather than bitching about favoritism.
Don't be absurd. Why would only Amarr need special tools to help them organize? Why would only Amarr be especially afflicted with infighting?
They don't need anything like that. Just better mechanics, no defensive LP, and either a reasonable rollout or a 2-3 months supply of vodka. |

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2835
|
Posted - 2012.09.05 01:02:00 -
[400] - Quote
Perkin Warbeck wrote: This is bizarre. Why in a factional war would your own side shoot you?
They wouldn't. What I'm saying is this - the proposed plan cuts several waves of rats down into a single rat that pops in periodically if you're offensively plexing. We're no longer talking about mission-style PvE content. We're talking about an NPC player-intruder proxy. Both serve the exact same function - they warp in, stop the timer, and threaten to kill you. You must destroy either to hold the plex. The only difference between the two is that the NPC will inevitably be much easier.
In this new paradigm of plex content, its just as logical for you to be defending your own plex and have an NPC warp in, just as a player may warp in on you during a defensive plexing effort. Barring some programming barrier, I don't see any reason why any player, under any form of plexing activty, can't be threatened periodically by these NPC proxies. Vice Secretary of the 7th Council of Stellar Management.
|

Cearain
Imperial Outlaws
606
|
Posted - 2012.09.05 01:04:00 -
[401] - Quote
Zarnak Wulf wrote: These new changes give an underdog a much greater opportunity to make isk. Really - tier one is the only tier with a penalty. Amarr need 12(?) systems to get out of it. I hope no one is seriously complaining about 12 systems..
Getting and holding 12 systems has proven to be very difficult against the minmifarm. All the while the underdog plexers will be making a pittiance of lp compared to their enemies.
I think you will find this new system everything will snowball to 2 winning sides. It may take some time for the dust to settle on who the winners will be but after that it will snowball.
Hans refers to our hitting tier 5 as a sort of hail mary pass. He is eliminating that hail mary pass. There will be no potential bright side or payday for the underdog.
You know I have been a fairly vocal proponent of prodding amarr to do plexing - and at least not constantly plex for minmatar.
But with these changes there can be no question the smart players will plex for the winning side. There are no goals that the underdog can hit to make for a good pay day. It will just be a constant grind. But those who grind for the winning sides will make several times the isk. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Zarnak Wulf
Imperial Outlaws
549
|
Posted - 2012.09.05 01:15:00 -
[402] - Quote
My Motivation |

Milton Middleson
Rifterlings Damu'Khonde
86
|
Posted - 2012.09.05 01:35:00 -
[403] - Quote
X Gallentius wrote:Cearain wrote:We know it will still be a mostly pve mechanic. Anything you propose will be a PVE mechanic when one side decides to not show up for a fight.
+1 to this. No sovereignty system you can imagine will be pvp-based if the other side is a no show. Drawing comparisons to running sanctums in a rival's nullsec is ridiculous.
However, you do need to deal with the issue of whether or not it is more efficient to contest a plex or wait and run one later/elsewhere. Under the current mechanics, it is easier for defenders to undo their opponents progress by running dplexes after they leave, and it is more efficient for attackers to leave for a bit and run plexes elsewhere, since it is unlikely a pvper will subject themselves to winding down a half-run plex.The easiest way to drive out the farmers is to make them realize that there is no easy money in FW - they will have to fight for every loyalty point.
Question for CCP Ytterbium about the system upgrades: Do the bonus slots only apply to facilities the station already possessed, or will it give slots where there are currently none? The former is somewhat anemic, as there are only a handful of systems with extensive enough services to merit maintaining upgrades. The later is actually pretty awesome, as it makes any system with a station potentially valuable. (I suspect it is the former). And is this the extent of system upgrade changes, or will there potentially be more? |

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2836
|
Posted - 2012.09.05 01:37:00 -
[404] - Quote
Zarnak Wulf wrote: I want to be able to take a few comrades, jump clone back to Metropolis, and threaten Minmatar's WZC. The goal should be to force some Minmatar pilots to leave the Kourm theater of operations. If Minmatar are drowning in LP though that won't happen.
You do realize that they are scaling the investment needed to upgrade along with the payouts, right? As the LP income rises, so does the amount taxed every time you upgrade the IHUB.
The mechanic change would mean that taking over a system (which will be much easier in backwater systems) hurts far more than simple plexing someone down. This is what drives me nuts about the current system - you can plex us all day and its meaningless. As long as we hold the system, all the bleed in the world doesnt hurt a bit. We just time our spike and BOOM instant full cashout, every time. You never get a chance to really stick it to us.
I understand your concerns about the LP payout buff, but like I said we have to pay that much more to upgrade anyways. But that's besides the point, because throwing LP at the Amarr threat won't even work as a defense tactic - if you hit the bunker we'll have no choice be to be drawn into a fight. Even if we poured LP in as you plexed us, we would only be upping the ante ourselves by placing 6 WZC points on the line. Because 6 points can easily threaten a Tier level, every contested system is an immediate threat to one's way of life regardless of the bleed state.
This is one of those chance to turn up the stakes, in real time, driving real conflict. The sliding, spiking, cash out whenever Shangri-la is super convenient for the winning militia. We shop at our leisure while our systems burn to the ground (just look at the map if you dont believe me). Why is this possible? Because we get to control everything. We decide what tier to achieve, and when that will happen. The only way you can affect this is by taking away enough systems to cap our spike.
Call me masochistic, but I think its much more interesting if we start having some of the cheese robbed from us the minute you knock us below 5 instead of letting us have a bit more time to gain systems back and do a little dance around the penalty in the process. Otherwise, we'll just keep the LP, take a couple more systems back, and cash out at Tier 5 again as if it never happened. Like I said, the current system insulates the winning militia from any kind of harm as long as they save their LP and time their shopping.
I thought the point of all these changes was to add consequence to Faction Warfare. Allowing all of the consequences to losing systems and bleeding LP to be circumvented by what are essentially coordinated shopping mall raids. It is just silly. We need to make the winner hurt as they start to fall from glory, and feed the underdog more and more as they come back from behind. Vice Secretary of the 7th Council of Stellar Management.
|

Cearain
Imperial Outlaws
606
|
Posted - 2012.09.05 01:38:00 -
[405] - Quote
Marcel Devereux wrote:Cearain wrote: 6) Villore accords leaving gallente for minmatar
There are 7 pieces of evidence that economics is a strong motivator as to what militia somone will be in.
If you are going to list your evidence, at least fact check your evidence. Villore Accords is in Gallente not Minmatar. Maybe you should be asking for tools to help Amarr organize rather than bitching about favoritism. Oh wait that would require no in fighting. Who am I kidding. That will never happen.
So I give 7 pieces of solid evidence that players follow the isk. And your response is to make a technical complaint about one of them.
As I sit here I can name a few other pieces of evidence that should make it clear to anyone that isk talks louder than "pvp opportunities":
8) Nulli
9) Caldari miltiia bigger than gallente.
10) Not a single large minmatar entity left minmatar militia after inferno. Don't any of them want pvp??
Not to mention that you will likely still get the pvp opportunities if you say fly for caldari instead of amarr, or fly for minmatar instead of gallente.
So the argument that people will join the losing side for pvp opportunities is not only illogical the overwhelming evidence is against it. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Cearain
Imperial Outlaws
606
|
Posted - 2012.09.05 01:49:00 -
[406] - Quote
Milton Middleson wrote:X Gallentius wrote:Cearain wrote:We know it will still be a mostly pve mechanic. Anything you propose will be a PVE mechanic when one side decides to not show up for a fight. +1 to this. No sovereignty system you can imagine will be pvp-based if the other side is a no show....
This is why the first and most obvious step to making it a pvp mechanic is letting the players know where they need to go to fight for the plex. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Milton Middleson
Rifterlings Damu'Khonde
86
|
Posted - 2012.09.05 01:52:00 -
[407] - Quote
I absolutely agree, within reasonable limits (both to avoid sending out garbage information/spam, and to prevent absurd blobbery). I would wholeheartedly support a constellation intel channel for plex distress beacons (possibly with more detail information for upgraded systems). |

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2836
|
Posted - 2012.09.05 01:53:00 -
[408] - Quote
I will say this much to everyone as we continue the debate going into Winter - the way we value incentives will dictate the type of player Faction Warfare attracts. We have a choice as to which direction we can shape the feature. We can choose to develop a system that uses the profit off of wild economic swings to drive conflict, and we'll likely continue to see growth in Faction Warfare amongst the crowd that wants chase economic benefit. PvP-ers at the lower tiers may starve in the short term, but if we wait long enough an outside forces that's greedy enough will help them.
Alternatively, we can continue to push to make plexing as PvP-risky as possible, and open the war up to more direct conflict in more locations (including defensive plexes), and attract the type of players that are interested in the pew pew that Faction Warfare has to offer more than the isk incentives. In this case, those that do come for the isk place their lives on the line and add to the pew content in the process.
Regardless of which side of the debate you are on, I personally believe in building the system to encourage the latter, not the former. If we're going to continue to call Faction Warfare a place for PvP, than we need to make it comfortable to live and fight all the time, regardless of what side of the war you are on. Hitting Tier 1 shouldn't be so crippling that you wash out to another miltiia, there should be hope at Tier 2. Faction Warfare players are casual PvPer's. They don't have the patience or time or money in the bank to wait around weeks for a lucrative comeback. Those that pew pew gotta eat.
Vice Secretary of the 7th Council of Stellar Management.
|

Cearain
Imperial Outlaws
606
|
Posted - 2012.09.05 02:09:00 -
[409] - Quote
Hans Jagerblitzen wrote:I will say this much to everyone as we continue the debate going into Winter - the way we value incentives will dictate the type of player Faction Warfare attracts. We have a choice as to which direction we can shape the feature. We can choose to develop a system that uses the profit off of wild economic swings to drive conflict, and we'll likely continue to see growth in Faction Warfare amongst the crowd that wants chase economic benefit. PvP-ers at the lower tiers may starve in the short term, but if we wait long enough an outside forces that's greedy enough will help them.
Alternatively, we can continue to push to make plexing as PvP-risky as possible, and open the war up to more direct conflict in more locations (including defensive plexes), and attract the type of players that are interested in the pew pew that Faction Warfare has to offer more than the isk incentives. In this case, those that do come for the isk place their lives on the line and add to the pew content in the process.
Regardless of which side of the debate you are on, I personally believe in building the system to encourage the latter, not the former. If we're going to continue to call Faction Warfare a place for PvP, than we need to make it comfortable to live and fight all the time, regardless of what side of the war you are on. Hitting Tier 1 shouldn't be so crippling that you wash out to another miltiia, there should be hope at Tier 2. Faction Warfare players are casual PvPer's. They don't have the patience or time or money in the bank to wait around weeks for a lucrative comeback. Those that pew pew gotta eat.
False dichotomy, and a whole lot of confused thinking.
Having large economic swings does not mean less pvp. It just means all the militias get a payday instead of just one or 2.
Nor do the underdogs need anyone ot bail them out in the current mechanic. You keep saying that but right now amarr has over half the systems vulnerable or in our control. Who bailed us out? You never answer this question either. Why don't you ask susan because she is the one spouting this nonesense.
Giving people lp for defensive plexing does not mean you will have more conflict in defensive plexes. You will have less conflict because you are giving an economic incentive to let the offensive plexers finish their plex.
As far as making it pvp centered, you are the one who is diluting the message.
You are the one on csm letting ccp get diverted from this goal so your militia can farm defensive plexes.
You ran on the platform to make plexing a pvp mechanic. Yet somehow the 2 main proposals to accomplish that, get tabled, but your miltiias concern that they cant continue to farm systems after they capture them is getting addressed. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2837
|
Posted - 2012.09.05 02:23:00 -
[410] - Quote
Nothing is tabled, Cearain. This is something I am in talks daily with CCP about and that they are in the process of making more decisions about Faction Warfare. No one ever said this was the complete package. Politicize this all you want - but LP for defensive plexing is by no means high on my priority list, just because it was something CCP made a decision about prior to the issue of plexing alerts.
If you want to stop diluting the message, stop posting 16 walls of text saying the exact same thing about defensive plexing. Everyone (including CCP) gets it - you don't like it, you think its game breaking, and you would rather we maintain the status quo where the underdog starves while waiting for economic rapture (hey, as long as they get it....someday....hopefully before they give up and quit!)
You can keep repeating the d-plexing rebuttal over and over and over again, and try to accuse me of all kinds of evil at the same time, but its not helping CCP understand the bigger issue - the need for alerts and PvP risk. Nobody enjoys reading a clogged thread dominated by someone who can't respect others once they've made their point about a particular issue. Vice Secretary of the 7th Council of Stellar Management.
|

X Gallentius
Justified Chaos
469
|
Posted - 2012.09.05 02:41:00 -
[411] - Quote
Cearain wrote:So I give 7 pieces of solid evidence that players follow the isk. And your response is to make a technical complaint about one of them.
Many of us left QCATS because we wanted to fight under the Gallente banner. So, what this shows is that some players will do what they want, and others will do what they want as well.
BTW, most of the Gallente corporations and alliances have stayed with Gallente FW even though Caldari have the clear plexing advantage (even though it is more "efficient" to join Minmatar FW).
And to be fair to QCATS, they were a large contributor in griefing Nulli, and they are a large contributor to Gallente FW in the Gallente/Caldari theater. AND they aren't doing it with their alts. They are plexing with their mains killing more people than any other FW corp. |

Kuehnelt
Devoid Privateering
276
|
Posted - 2012.09.05 04:04:00 -
[412] - Quote
Hans Jagerblitzen wrote:Everyone (including CCP) gets it - you don't like it, you think its game breaking, and you would rather we maintain the status quo where the underdog starves while waiting for economic rapture
Cearain wants to push for a cashout, but that he wants that has nothing at all to do with defensive LP. Defensive LP is not what ends 'push for a cashout'; moving warzone control benefits to earned LP rather than store prices is what ends it.
Hans Jagerblitzen wrote:Nobody enjoys reading a clogged thread dominated by someone who can't respect others once they've made their point about a particular issue.
When people are seen to be raising their voices, sometimes it's because they're just jerks, and sometimes it's because someone keeps raising the noise level with comments like "you don't like defensive LP because you want the underdog to starve." |

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2838
|
Posted - 2012.09.05 04:37:00 -
[413] - Quote
Kuehnelt wrote:Cearain wants to push for a cashout, but that he wants that has nothing at all to do with defensive LP. Defensive LP is not what ends 'push for a cashout'; moving warzone control benefits to earned LP rather than store prices is what ends it.
Yes, I'm aware. I wasn't referring to defensive plexing, I was referring to the payout scheme Cearain repeatedly defends.
Quote:When people are seen to be raising their voices, sometimes it's because they're just jerks, and sometimes it's because someone keeps raising the noise level with comments like "you don't like defensive LP because you want the underdog to starve."
Yeah, that's not what I said. See above. Vice Secretary of the 7th Council of Stellar Management.
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Deerin
Murientor Tribe Defiant Legacy
12
|
Posted - 2012.09.05 06:40:00 -
[414] - Quote
So many walls of texts. My eyes will bleed soon.
I was looking at the new tier system and had a weird idea. To help the losing side to equialize things:
For example assume that Amarr is at T1 and Minmatar is at T5. In this case an Amarrian player will get 50% LP for doing offensive plexes, which will probably result in Amarr not even bothering with trying to recapture systems.
My proposal is : Reverse Tier LP reward bonuses for recapturing currently occupied systems.
So at T1 if an Amarrian player does a plex in Kourmounen (Which was an amarr system but is under Minmatar control now) they will get as much LP as in Minmatar militia(T5 if minmatar is at T5 or T4 if minmatar is at T4, T3 if Minmatar is at T3). If the same player plexes Auga (minmatar system), he'll get his normal T1 LP.
....and to wrap up: (Warning Caps Lock!)
DO NOT REWARD LP'S FOR PLEXING IMMEDIATELY!!!11! KEEP TRACK OF THEM AND REWARD THEM WHEN THE SYSTEM IS CAPTURED/DECONTESTED.
You are doing this in incursions. You can also do this in FW.
This would encourage the losing side to recapture the lost homeland systems. |

Shirley Serious
The Khanid Sisters of Athra
14
|
Posted - 2012.09.05 08:21:00 -
[415] - Quote
I don't think I understand the maths they're proposing for LP for defensive plexing.
Quote: 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.
Quote: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.
Tier 1 attacker, Tier5 defender. System X is 50% contested.
Attacker captures a plex that has a default value of 10,000 LP. because they are at tier 1, this makes that plex only worth 5000 LP to that attacker, is that right ?
Defender defends a plex, that also has a value of 10,000 LP. What amount of VP do they get ? 5000 LP since system is 50% contested ? 5000 LP +200% for being tier 5 = 15,000 LP ?
Tier 2 attacker, tier 4 defender, would get 10,000 lp for attacker, 12,500 for defender at 50% contested system. ? Tier 3 attacker, tier 3 defender, would be 20,000 lp for attacker, 10,000 for defender. ? Tier 4 attacker, tier 2 defender, would be 25,000 lp for attacker, 5000 for defender. ? Tier 5 attacker, tier 1 defender, would be 30,000 lp for attacker, 2500 for defender. ? |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
278
|
Posted - 2012.09.05 08:48:00 -
[416] - Quote
Deerin wrote:...My proposal is : Reverse Tier LP reward bonuses for recapturing currently occupied systems... Oh dear, a good bordering on brilliant idea from the other side of the fence .. what is the world coming to!!!!1111
Deerin wrote:DO NOT REWARD LP'S FOR PLEXING IMMEDIATELY!!!11! KEEP TRACK OF THEM AND REWARD THEM WHEN THE SYSTEM IS CAPTURED/DECONTESTED. Welcome to the Common Sense Lobby, may your words carry weight and your arguments crush the opposition!  |

Julius Foederatus
Hyper-Nova
110
|
Posted - 2012.09.05 14:17:00 -
[417] - Quote
On reflection, I can't say I'm a fan of LP for defensive plexing in its current state. I think everyone in this convo agrees that farmers are the enemy here, but there seems to be a misconception about what actually causes the farming.
People farm FW plexes (and they do farm them more than missions I can almost guarantee you) because it's 1) profitable and 2) horrifyingly easy, though that depends on which faction you join, admittedly. By giving as much as 75% of the possible LP gained from regular offensive plexing, we're just creating another isk source for farmers that is even easier than it is now, as you don't even need to worry about tanking npcs.
Now if we do what Hans suggests, and basically make it so you have to deal with NPCs whether it's a defensive or an offensive plex, that might solve our farming problem right there. No more 2 day old alts running unrestricted majors by themselves, assuming the NPC changes don't come out totally FUBAR.
Everyone needs to keep in mind that any solution has to take into account both micro and macro mechanics (plex mechanics and incentives). They both affect the problems we have in equal measure. Farmers farm because it's easy and profitable. People don't defend because it is not profitable and incredibly boring/time consuming. But that's not the whole story. People also don't defend because its ineffectual against the farming horde.
Case in point, back when Gallente had no systems, part of the reason so few plexed was that the system was stacked against us. A huge plex spawn would occur at downtime when we were hopelessly outnumbered, and you would sometimes get nothing in the system for the rest of the day. For those of us who couldn't be on at DT, it was impossible to affect the outcome, so many eventually just stopped doing it.
Likewise, people didn't defensive plex now because of the endless tide of farmers that could contest any type of plex without having to use ammo or change ships. Now incentives surely had something to do with the lack of people defensive plexing, and maybe more defensive plexers would have balanced out the farmers, but it still wouldn't have taken the farmers out of the picture, and that's really what the goal is here.
By shifting farmers over to defensive plexing, there's a very likely danger that the meta will swing all the way from one extreme to the other. The front will be so stagnant that no one will want to offensive plex in any meaningful way, and system occupancy will grind to a halt. If people can't win, they won't want to play, and we'll be back to the bad old days when no one cared about plexing or system occupancy. |

Alaekessa
Matari Combat Research and Manufacture Inc. Zombie Ninja Space Bears
57
|
Posted - 2012.09.05 14:45:00 -
[418] - Quote
CCP Ytterbium wrote:
Speaking of which, how do you feel about neutrals having access to your precious upgrades? As explained in the blog, the original goal was to promote an industrial backbone in low-security space, but you may feel differently.
Thanks for your time!
As a proud, low-sec FW Industrialist, IMHO, it is bullshit. If they want to reap the benefits, they should have to sow seed as well. Industry can be done just as easily from a FW corp as it can be from a neut corp. In fact, I personally think it is easier. If they want the added rewards, then they should be required to take on that added risk as well.
In closing, neuts should not be affected by FW system upgrades for good or ill (except in the case of anchorable things like the proposed Cyno-Jammer, which they can destroy to get rid of anyway). Quit Crying and Just Suck It Up Mining Barge buff: CCP has acknowledged that miners in general are too stupid to make the correct fitting choices to make ganking them unprofitable. |

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2839
|
Posted - 2012.09.05 14:54:00 -
[419] - Quote
Nice words, Julius.
While I agree we need to have the rats shoot you in a defensive plex if at all plausible from the programming end, I still maintain that the absolute priority is making sure the proper PvP incentives are in place. Making plexing dangerous because of the likelihood of PvP will do far more to cut down on farming than any NPC-based solution.
NPC's are only part of the equation, all they do is guarantee that your victim is in something other than a gunless, warp stabbed, nano-frigate. They dont make it more likely that the victim will stick around in the first place.
If we can get CCP to implement the timer rollback and institute some kind of alert system to bring PvPers out to the plexing (offensive and defensive alike), the PvP risk inside plexes will dwarf the risk caused by rats. Once farmers realized there is no hiding their plexing efforts, they'll cease to become risk-averse farmers and become consensual PvPers whenever they enter the plex.
So yes - rat aggro for both types of plexing is great, the PvP incentives are better and I hope others keep speaking up in support of this. Otherwise all we'll be left with is farmers using new ships and still running constantly to plex wherever they can hide from the PvP crowd, little will have changed. PvP incentives are king this winter - they are the most badly needed fixes.
CCP hasn't ruled these out, they're still discussing this internally, so I could use your support in bringing plexing to the place we've wanted it to be all along - the premiere venue for guaranteed sub-cap PvP. Vice Secretary of the 7th Council of Stellar Management.
|

Alaekessa
Matari Combat Research and Manufacture Inc. Zombie Ninja Space Bears
57
|
Posted - 2012.09.05 15:17:00 -
[420] - Quote
Milton Middleson wrote:I absolutely agree, within reasonable limits (both to avoid sending out garbage information/spam, to force people to be roaming space, and to prevent blobbery). I would wholeheartedly support a constellation intel channel for plex distress beacons (possibly with more detail information for upgraded systems).
Curious about this...
Are you saying that when an offensive plex is opened, a channel would open for every member of the defending militia akin to the channel that opens when an Incursion occurs?
If so, I like this idea. Quit Crying and Just Suck It Up Mining Barge buff: CCP has acknowledged that miners in general are too stupid to make the correct fitting choices to make ganking them unprofitable. |

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2840
|
Posted - 2012.09.05 15:25:00 -
[421] - Quote
Alaekessa wrote:Milton Middleson wrote:I absolutely agree, within reasonable limits (both to avoid sending out garbage information/spam, to force people to be roaming space, and to prevent blobbery). I would wholeheartedly support a constellation intel channel for plex distress beacons (possibly with more detail information for upgraded systems). Curious about this... Are you saying that when an offensive plex is opened, a channel would open for every member of the defending militia akin to the channel that opens when an Incursion occurs? If so, I like this idea.
I think its even easier than that - we already have militia channel, which can and is used to relay intel about enemy movement.
What we need is a more useful minimap - the current map only shows contested systems as flashy, which is redundant as we already have that information listed in a column to the right. Instead I think it would be so much more useful to just have the minimap flash whenever a plex is being taken in that system.
It doesnt dumb things down, you still need scouts to determine what plex they are in and who's inside, it just makes it impossible to sneak around and hide your plexing efforts. Plexing becomes instant bait for PvP, as its intended to be.
This is a simple, elegant, spam free and channel-free method of accomplishing the same thing. It allows new players to find meaningful action whether or not they've made it through the hazing into a player group and participate in the war.
The more PvP-supporting features we can implement like this, the less players will be wandering around aimlessly or sitting in stations while farmers plex right under the enemy's nose. It'll do far more to encourage conflict than simply forcing players to shoot an NPC.
This is by no means the only type of alert we could have, I'm just in favor of simple, powerful changes rather than more complicated and explicit text alerts that most players are getting tired of anyways. I've already been speaking to CCP about this, but I could always use some support from others here that likewise want plexing to get back to being a PvP activity, not a place to do sneaky PvE with little risk for huge payouts. Let your voices be heard! Vice Secretary of the 7th Council of Stellar Management.
|

Cearain
Imperial Outlaws
607
|
Posted - 2012.09.05 15:32:00 -
[422] - Quote
Hans Jagerblitzen wrote:Nice words, Julius.
While I agree we need to have the rats shoot you in a defensive plex if at all plausible from the programming end, I still maintain that the absolute priority is making sure the proper PvP incentives are in place. Making plexing dangerous because of the likelihood of PvP will do far more to cut down on farming than any NPC-based solution.
NPC's are only part of the equation, all they do is guarantee that your victim is in something other than a gunless, warp stabbed, nano-frigate. They dont make it more likely that the victim will stick around in the first place.
If we can get CCP to implement the timer rollback and institute some kind of alert system to bring PvPers out to the plexing (offensive and defensive alike), the PvP risk inside plexes will dwarf the risk caused by rats. Once farmers realized there is no hiding their plexing efforts, they'll cease to become risk-averse farmers and become consensual PvPers whenever they enter the plex.
So yes - rat aggro for both types of plexing is great, the PvP incentives are better and I hope others keep speaking up in support of this. Otherwise all we'll be left with is farmers using new ships and still running constantly to plex wherever they can hide from the PvP crowd, little will have changed. PvP incentives are king this winter - they are the most badly needed fixes.
CCP hasn't ruled these out, they're still discussing this internally, so I could use your support in bringing plexing to the place we've wanted it to be all along - the premiere venue for guaranteed sub-cap PvP.
Hans
Consider the confounding variables. They existed in inferno and no attempt is being made to isolate what is broken in fw.
You have identified the 2 things that needed to happen to begin with. Have them do this before they dedicate resources to changing the tier ssytem and lp payouts which will likely just break faction war in new ways.
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2841
|
Posted - 2012.09.05 15:37:00 -
[423] - Quote
Cearain wrote:Have them do this before they dedicate resources to changing the tier ssytem and lp payouts which will likely just break faction war in new ways.
If I could dictate the order in which they work on things, this would be the way I'd do it. I've already sent the message loud and clear that these are the most important fixes. Unfortunately, CCP is free to do things their own way, and in this case they've committed to the other changes first. I dont know whether this is because they dont want to fix them or haven't figured out exactly how yet, all I know at this point is they are talking about it.
I can't wait for the day where I can just "have them do" anything I want, really. It would make my job so much easier! In the mean time, all I can do is keep the pressure on publicly and continue to negotiate privately. I'm on it. Vice Secretary of the 7th Council of Stellar Management.
|

Cearain
Imperial Outlaws
607
|
Posted - 2012.09.05 16:02:00 -
[424] - Quote
Hans Jagerblitzen wrote:Cearain wrote:Have them do this before they dedicate resources to changing the tier ssytem and lp payouts which will likely just break faction war in new ways. If I could dictate the order in which they work on things, this would be the way I'd do it. I've already sent the message loud and clear that these are the most important fixes. Unfortunately, CCP is free to do things their own way, and in this case they've committed to the other changes first. I dont know whether this is because they dont want to fix them or haven't figured out exactly how yet, all I know at this point is they are talking about it. I can't wait for the day where I can just "have them do" anything I want, really. It would make my job so much easier!  In the mean time, all I can do is keep the pressure on publicly and continue to negotiate privately. I'm on it.
Well, all you can do is give them advice. They can choose to ignore you, and you can let the players know that. There is nothing more we can ask.
Unfortunately, I think some of the changes they already "committed to" will break faction war in new ways. But it still might work.
If i had to choose I would rather 1) be caldari and get a lot more pvp in the new system, than 2) remain amarr and get less pvp as in the current system.
Of course Id rather be able to remain amarr and get more pvp in plexes. But if that is too much to ask then I will go with 1. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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X Gallentius
Justified Chaos
471
|
Posted - 2012.09.05 16:07:00 -
[425] - Quote
Julius Foederatus wrote: By shifting farmers over to defensive plexing, there's a very likely danger that the meta will swing all the way from one extreme to the other. The front will be so stagnant that no one will want to offensive plex in any meaningful way, and system occupancy will grind to a halt. If people can't win, they won't want to play, and we'll be back to the bad old days when no one cared about plexing or system occupancy.
+1. This is exactly what will happen.
|

Milton Middleson
Rifterlings Damu'Khonde
87
|
Posted - 2012.09.05 16:12:00 -
[426] - Quote
Hans Jagerblitzen wrote:
I think its even easier than that - we already have militia channel, which can and is used to relay intel about enemy movement.
What we need is a more useful minimap - the current map only shows contested systems as flashy, which is redundant as we already have that information listed in a column to the right. Instead I think it would be so much more useful to just have the minimap flash whenever a plex is being taken in that system.
It doesnt dumb things down, you still need scouts to determine what plex they are in and who's inside, it just makes it impossible to sneak around and hide your plexing efforts. Plexing becomes instant bait for PvP, as its intended to be.
Militia is overrun with trolls, spammers, and spies. Extracting rational thought from the militia channel is non-trivial. Extracting actionable intel is nigh impossible. The very nature of the channel renders it pretty much useless for gathering intelligence.
An enhanced UI is a prefer alternative to NPC intel channels, but it terms of how much work it would entail from CCP vs using already existing mechanisms to communicate the same information, I don't know if it is worth it (as in, I actually don't know, since I have no idea how much work it would entail).
I'm also a little skeptical of the value/desirability of broadcasting incredibly vague intel across the whole. I think more specific information within a limited range would be more useful for generating pvp.
|

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2842
|
Posted - 2012.09.05 16:28:00 -
[427] - Quote
Milton Middleson wrote:Hans Jagerblitzen wrote:
I think its even easier than that - we already have militia channel, which can and is used to relay intel about enemy movement.
What we need is a more useful minimap - the current map only shows contested systems as flashy, which is redundant as we already have that information listed in a column to the right. Instead I think it would be so much more useful to just have the minimap flash whenever a plex is being taken in that system.
It doesnt dumb things down, you still need scouts to determine what plex they are in and who's inside, it just makes it impossible to sneak around and hide your plexing efforts. Plexing becomes instant bait for PvP, as its intended to be.
Militia is overrun with trolls, spammers, and spies. Extracting rational thought from the militia channel is non-trivial. Extracting actionable intel is nigh impossible. The very nature of the channel renders it pretty much useless for gathering intelligence. An enhanced UI is a prefer alternative to NPC intel channels, but it terms of how much work it would entail from CCP vs using already existing mechanisms to communicate the same information, I don't know if it is worth it (as in, I actually don't know, since I have no idea how much work it would entail). I'm also a little skeptical of the value/desirability of broadcasting incredibly vague intel across the whole. I think more specific information within a limited range would be more useful for generating pvp.
I would agree with you about mlitia chat, and as long as all the intel channel does is pop up when a plex is entered, if its open to all militia its still going to be just as useless and / or abused. Rather than a chat channel, some form of alert is needed at least. CCP's already going to be moving the email spam into a notification UI, I'd be fine with plexing intel ending up here as well. The problem that some players have with this is the idea of hand-holding and explicitly telling players exactly what do do and "dumbing the game down" I agree we don't want to do this, which is why I've suggested an active-intel minimap as a compromise.
Regardless of the form this alert takes in the end, I'm quite flexible on it, the point is that these kinds of PvP-friendly features don't even appear on CCP's official radar right now for winter. This, along with the timer rollback for unoccupied plexes to discourage fleeing all the time, are badly needed and we as a community need to continue to send the message that plexes are for PvP, not just gravy NPC content to be farmed quietly without interruption.
Until we hear that they plan to implement some of these fixes, or until we hear an explanation as to why they're not being implemented, we gotta keep the conversation going. We can't afford to miss the chance to fix FW's main plexing issue and settle for an NPC band-aid that will only mean that players run away in bigger ships to continue farming elsewhere in private.
Vice Secretary of the 7th Council of Stellar Management.
|

Cearain
Imperial Outlaws
607
|
Posted - 2012.09.05 16:34:00 -
[428] - Quote
X Gallentius wrote:Julius Foederatus wrote: By shifting farmers over to defensive plexing, there's a very likely danger that the meta will swing all the way from one extreme to the other. The front will be so stagnant that no one will want to offensive plex in any meaningful way, and system occupancy will grind to a halt. If people can't win, they won't want to play, and we'll be back to the bad old days when no one cared about plexing or system occupancy.
+1. This is exactly what will happen.
I think this is true too - maybe. With defensive plexing and a system that promotes joining the side that is currently winning everyone will join the winning sides.
But there will always be 2 winning sides.
If the two winning sides are enemies things won't be so bad. The fight will go on even though there will only be 2 factions. If the two winning sides are allies then we will have the stagnation and the system will be broken. I think eventually the 2 winning sides will be allies but it might take a while.
Right now people might think that the winning sides would be minmatar and caldari. But if the measures taken by ccp really do reduce the farmers that might not be the case.
Plus whoever can captue and upgrade their systems right before the winter patch hits will have a huge advantage. Every lp they invest right before the patch will be worth several times that after the patch when we consider the increased costs and fees.
On the whole I don't know that giving bigger rewards for higher tiers but then charging larger fees to hit those tiers makes much sense outside of a cashout situation. I'm not sure why they build in a diminishing returns fee instead of just lowering the reward. If you want to reduce the concequences just reduce the concequences. Is there a reason to do it with fees? Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
279
|
Posted - 2012.09.05 19:31:00 -
[429] - Quote
Cearain wrote:...But there will always be 2 winning sides... Isn't that the whole point of this exercise, to come up with a system where that is no longer true?
Problem so far has been the complete lack of a mechanic that would allow an underdog to fight the odds without quadrupling in size over night .. suggestions to include diminishing returns for a steamer and their reverse for the dogs came out immediately after the FF presentation so has been poked and prodded to death with no one having been able to point out a significant downside to such a thing.
Once you surrender to the premise that there will always be only 2 militias then FW is lost for good. Won't matter how much you tweak PvE, PvP, Incentives and what not if half the people involved will either be having a crappy experience or be forced to resort to gaming the system.
|

Cearain
Imperial Outlaws
607
|
Posted - 2012.09.05 21:02:00 -
[430] - Quote
Veshta Yoshida wrote:Cearain wrote:...But there will always be 2 winning sides... Isn't that the whole point of this exercise, to come up with a system where that is no longer true? Problem so far has been the complete lack of a mechanic that would allow an underdog to fight the odds without quadrupling in size over night ..
Actually the current system does this.
Amarr has been the smallest militia and that has been especially true leading up to and after inferno. Currently we have 4 systems in our control 32 systems vulnerable and five over fifty percent contested. We need to get another 25 or so in order to hit tier 5.
There are 2 things that slow our progress.
A) minmatar fighting us off in the plexes so we cant capture them.(pvp)
B) minmatar running defensive plexes. (currently mostly pve)
Because there is no lp for defensive plexing there is a strong incentive to use the first tactic, as opposed to the second.
But also because there is no lp for defensive plex the smaller militia is comparing its total number of miltiia (and allied miltiia) who are willing to plex for lp gain with the enemies militia (and their allied militia) that is willing to plex for no lp.
Generally speaking the number of players who are willing to plex for lp is greater than those who want to do it for nothing. So the smaller side can make a comeback. the comeback is basically 2 steps.
1) Get enough systems vulnerable to hit tier 5.
2)flip enough to hit tier 5 before the other side starts flipping system back to themselves.
I think its pretty clear amarr can do the first step but its not so clear they can accomplish the second. That is the question we really haven't tested yet for the amarr. Nulli started flipping systems at tier 4.
The question is can the underdog do both of these steps? I think we can, but for the sake of argument lets say we can't. Then the solution (assumign you want faction war to be somewhat balanced) is going to depend on what step is causing us trouble.
If we can't accomplish step 1 then the solution would be to further disincentive defensive plexing. So maybe instead of each defensive plex being worth 20 vp points toward decontesting a system it would only be worth 15. Or you could say each defensive plex is only worth 10 vp unless the pilot opts to pay an additional 1,000lp per additional vp. Obviously though giving lp for defensive plexing will hurt the underdog and make it easier for the winning team to stay winning.
If we can accomplish step 1 but not step 2 (I think this is the more likely scenario) then the solution would be a bit different. We would perhaps make it take longer to flip systems overall. This would give the underdog more time to get out there and try to flip systems before the winning side could start flipping them back. They could also make it so that its just harder to flip a system that has just been flipped. So the first 2 weeks after a system is flipped each plex only counts .035% to system contested but then after it has been flipped for 2 weeks it counts the full .07%. etc.
So bottom line I think the current system does indeed allow the underdog an opportunity to get back in the game. If not its pretty close and a few tweaks will correct this.
Unfortunately instead of tweaking this system ccp seems intent on entirely replacing it with a system where there is no economic balance at all. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Vyktor Abyss
The Abyss Corporation
174
|
Posted - 2012.09.05 21:09:00 -
[431] - Quote
I can't stress enough that tinkering with plex NPCs merely to make them attack people (even while defending their own systems) purely to deter farmers is narrow-minded and idiotic. It is merely a stopgap solution to a new problem CCP is creating with the new proposed changes and farmers will quickly adapt and find a new method to circumvent the NPCs attentions to maximise their grinding time LP to ISK.
The REAL issues with defensive plexing are stated right below because the topic is getting convoluted:
1. Defensive plexing is boring 2. There is no real incentive to do it because system upgrades are totally rubbish right now - except for perhaps in home 'station' systems 3. Farmers and alts only doing it for the easy LP
So CCP's current proposed solution is to try to fix 2. and add incentive to defensive plexing by only handing out yet more LP and not really improving the upgrades. If you can't see this action is completely wrong Hans then God help us all, because:
a) Handing out more LP is rubbish because It exacerbates problem 3. and b) it detracts from the other two main reasons
The proper solution involves:
i) Making defensive plexing less boring - yes alerts like the pings in the Militia system overview map and such will help this out. ii) Very important - Make the system upgrades actually worthwhile in all systems, not just the very few station systems that happen to have R&D/Manufacturing slots iii) Put only a fraction (I'd suggest 1/4 to 1/2 of the LP value of the plex back into the system upgrade) and make defensive plexing a strategic incentive to defend territory and save your 'precious' system upgrades *[see end] - not a 'personal' farmable LP incentive. iv) Add a 'personal objective' to defensive plexing to help make it more appealing compared to just LP - something along the lines of a defensive VP league table within each militia or medals, ranks and promotions within militia that actually have some meaning or consequence. Even having it so defensive plexing VPs enables the pilot to run some unique one-off COSMOS style FW missions as some 'fun' bonus-style content in the longer term as an objective after you earn so much VP. I'd take a 24 hour Opux Luxury Yacht cruise as a delivery mission for my gazillion VP or a T2 blueprint for Exotic Dancers for example.... The point is:- a personal reward worth more sentimental value than just some LP to ISK conversion rate for a farmer to calculate.
The changes should be focusing on making us want to upgrade the systems in the first place and want to defend them 'because they're worth it'. That is the crux of 'defending space' not handing out yet more LP so we can cash out and buy more elite pew pew ships for alts etc...
If i) to iv) are done well enough then changing the NPCs to effectively give no help or make no difference whatsoever to PVP during plex fights actually ruins a lot of what is interesting about plex fighting. The "can we take the enemy on even with their NPC help?" question people have to ask before going in to PVP in a plex helps make PVPing in plexes more interesting. NPCs need rebalancing yes, but should they really need to shoot me for sitting in a plex in my own militias upgraded space because I'm trying to help my own team defend our upgrades? - No. Just no. Only once personal LP is handed out does that become even a valid argument.
By effectively removing another factor (the NPCs) in a PVP environment you're not actually helping more people PVP, you're just making people's decision to PVP or not an easier one. Most folks have already decided if they will fight or not before going out to plex, and it is the 'plexing for LP' crowd that are inevitably the ones running away from fighting and it is that playstyle needs attacking with rollback timers and stuff. Kick them out by making LP harder to earn, not easier with the likes of tier changes offering LP multipliers and LP for defensive plexing.
A character should be offensive plexing for personal LP and defensive plexing for the 'team' rewards like useful system upgrades.
- System upgrades should be personal or corporate anchored structures that have some actual value of time/effort and such attached to get them installed and not just some dumping ground for excess LP to help you gain yet more excess LP... that logic only promotes more farming.
Tacking onto this concept : system upgrades should become vulnerable to destruction/disabling as the system becomes more contested, forcing people to actually get out and defend their systems for the sake of their asset structures. Higher value and effect structures (yes like a cynojammer) should become vulnerable before the basic upgrades like a cheaper clone cost upgrade structure for example: GÇó A Tier 5 upgraded system still bought with donated LP allows A, B, C, D, E, F, G, H, I J K structures to be anchored, but I,J, K structures will go vulnerable and can be attacked and disabled at 50% contested, E,F,G,H structures then go vulnerable at 75% contested, with C and D only going vulnerable the I-hub is vulnerable, and structures A and B exploding or unanchoring after the I-hub is taken. GÇó A Tier 4 system could allow A to F to anchor under the same ruleset etc etc
The key to promoting more fights, making FW more dynamic and adding more content to FW is in providing us content like system upgrades to actually fight over. For evidence to support this look at POCOs and their help in giving lowsec more to fight about - structures that arguably have begun to instigate most of the more interesting lowsec territory fights.
FW need to be more about enabling player groups to take risks invest in goals and put targets out there to be shot at helping create our own content, and less about grinding buttons and earning LP solo to fly shinier ships.
I've written too much again, Sorry, this will be my last word on it all. |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
279
|
Posted - 2012.09.05 21:15:00 -
[432] - Quote
And without the horribly broken bits, where is your illusory "underdog can prevail" then?
The obvious error (why wasn't this caught in testing is beyond me) that allows infinitely vulnerable systems. Low-skilled alts doing vast majority of orbiting. Etc.
What tweaks could possibly 'fix' something as fundamentally flawed as the current FarmFest?
Yes. Underdogs can 'function' within the current system provided they can gather enough firepower (read: dreads) for the couple of hours it takes to jump around nuking the 50+ bunkers. But is that really what you want? 99% of the time spent dual-boxing an alt to get a thirty minute window in which to cash out knowing full well that the enemy might not be getting full value, but is getting a slightly lower value almost non-stop regardless of your actions?
You may not be my enemy, but you sure sound like you are the enemy of fun* 
* Fun meaning all parties involved enjoying themselves by challenging each other in a constant gay-as-can-be frolicking game of "Shoot the other guy in the face!"
|

Cearain
Imperial Outlaws
607
|
Posted - 2012.09.05 21:33:00 -
[433] - Quote
Veshta Yoshida wrote:And without the horribly broken bits, where is your illusory "underdog can prevail" then? The obvious error (why wasn't this caught in testing is beyond me) that allows infinitely vulnerable systems. Low-skilled alts doing vast majority of orbiting. Etc. What tweaks could possibly 'fix' something as fundamentally flawed as the current FarmFest? Yes. Underdogs can 'function' within the current system provided they can gather enough firepower (read: dreads) for the couple of hours it takes to jump around nuking the 50+ bunkers. But is that really what you want? 99% of the time spent dual-boxing an alt to get a thirty minute window in which to cash out knowing full well that the enemy might not be getting full value, but is getting a slightly lower value almost non-stop regardless of your actions? You may not be my enemy, but you sure sound like you are the enemy of fun*  * Fun meaning all parties involved enjoying themselves by challenging each other in a constant gay-as-can-be frolicking game of "Shoot the other guy in the face!"
I think you are conflating 2 different problems. Problem 1 is whether the underdog can ever make a comeback. Problem 2 is that plexing is a pve farmfest.
The tier system is not what makes this a farmfest, but it does effect whether an underdog can make a comeback. The proposed tier changes will not make this any less of a pve farmers paradise than the current system. You will just farm in cruisers and bcs instead of frigates. The tier system is relevant to helping an underdog. But it is irrelevant as to whether the system is pve farming or pvp.
What makes this a farmfest is the ability for farmer to hide in back water systems and plex and the ability of farmers to just jump back and forth to plexes everytime they get chased out without losing any time on the thier coounters. Hans is correct as to what needs to be done to change this from an alt farmfest.
As far as nuking bunkers,yes dreads help. But you can also use gank domis or tier 3 bcs. You have at least a 40 hour window. I believe 40 hours is the time it takes to flip a system assuming you have absolutely no resistance and plex every plex ever plex as soon as it spawns. With some resistance it will take longer.
Again I agree this second step is the tricky one. But if the second step is the problem ccp can tweak the system to give you more time to flip the systems - I explained how above.
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Zarnak Wulf
Imperial Outlaws
550
|
Posted - 2012.09.06 01:23:00 -
[434] - Quote
Over the last week I've seen the Amarr militia channel have between 48 - 131 pilots in it. How exactly is it expected that such a horribly outnumbered group is going to flip 40 + systems in a timely manner? The short answer is you're not. Any kind of Minmatar focus will turn an Amarr spike attempt into a fiasco. Amarr needs bodies more then anything else. People will fight for the sake of fighting. They will fight for the sheer reason that seeing fat cats rolling in cash pisses them off. Did people not suicide into incursion fleets in the past? The future tier one is nowhere near as soul crushing as it is now.
On another note - farmers are min/maxers. At tier 5 they can grab 4 to 6 level 4 missions that will pay around 100k LP each. Knock those out in an hour. Or they can defensive plex a major every 20 minutes for 56k. 500k vs 168 k. Hmmm. |

Fon Revedhort
Monks of War DarkSide.
757
|
Posted - 2012.09.06 12:25:00 -
[435] - Quote
CCP Ytterbium wrote:
Q: HAVE YOU THOUGHT ABOUT ADDING JUMP BRIDGES AS PART OF SYSTEM UPGRADES? A: A bit, but we dismissed the idea. That is because we don't like instant travel as it lessens risk as a whole. If anything we should strive towards reducing instant travel, not the opposite. That's right.
When will you start? 14 |

Cearain
Imperial Outlaws
608
|
Posted - 2012.09.06 12:50:00 -
[436] - Quote
Zarnak Wulf wrote:Over the last week I've seen the Amarr militia channel have between 48 - 131 pilots in it. How exactly is it expected that such a horribly outnumbered group is going to flip 40 + systems in a timely manner? The short answer is you're not. Any kind of Minmatar focus will turn an Amarr spike attempt into a fiasco. Amarr needs bodies more then anything else. People will fight for the sake of fighting. They will fight for the sheer reason that seeing fat cats rolling in cash pisses them off. Did people not suicide into incursion fleets in the past? The future tier one is nowhere near as soul crushing as it is now.
On another note - farmers are min/maxers. At tier 5 they can grab 4 to 6 level 4 missions that will pay around 100k LP each. Knock those out in an hour. Or they can defensive plex a major every 20 minutes for 56k. 500k vs 168 k. Hmmm. Waves of defensive plexers is a stretch.
If we can't accomplish that there is no way we will be able to flip and hold 12 systems on a permanent basis. Even when we had many more pilots that was just about impossible. Add in the way this system naturally snow balls to favor the winning side and you can forget it.
If we are not able to flip the systems within the minimum 40 hours then we hit tier 4. Tier 4 is much better than the proposed changes where the underdog will almost certainly remain at tier 1 forever.
However you must remember that a big part of the reason sytems can flip in very close to that 40 hours is due to the strength of the minmafarm. That farm should not be so effective if ccp takes measures to prevent farming. Even with their proposed changed the pilots should at least need to get in different ships for each of the different plexes instead of running them straight in a t1 frigate. So after efforts are made to stop farming we would be better able to accomplish the second step. However with lp for defensive plexing the first step will become impossible for all but maybe 1 or 2 systems.
In sum the prevention of farming will drag out the time it takes to get systems vulnerable. This in itself would help the underdog with the flip stage - which is the trickiest stage for the underdog.
Moreover in the current system perhaps some caldari would help us hit tier 5 by actually trying to chase off the farmers from the most contested systems we flip. It would be in thier best interest for several reasons.
Lets assume the relative strengths after inferno 3.0 remain the same as they are now with caldari and minmatar dominant.
1) In the current system caldari can help amarr farm systems but only amarr will benefit from actually hitting tier 5. Hence there is some reason to stay in the amarr militia. In the next system there is no reason at all to stay in the amarr militia unless you just want less isk. You will get just as much pvp as a caldari in the minmatar amarr front as you will as an amarr and you will make over 2xs as much isk.
2) the current system gives people a reason to join the side that is currently low on war zone control because that is the side where you can make lp for offensive plexing. If you join the winning side now you are basically joining too late. The pilots who got the faction that high warzone control will have already benefited and cashed out. The people just trying to ride on their coattails will not as much benefit. With the new system its the opposite. The people who worked to pull the faction up by their bootstraps will get much less lp for per plex than the people who just join the faction after its winning.
Even hans admits that there is no economic balance in the new system. Everything about this system says join the winning side. The current balances were thrown out because some minmatar felt they were being punished for winning. Personally I don't really think the "poor minmatars" plight is something that should take precedence over economic balance to the system. IMO its like kuehnelt said its like they are complaining their crown is too heavy. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
13
|
Posted - 2012.09.07 09:44:00 -
[437] - Quote
Why are all you FW bads in favour of things being harder for outlaws? Don't you like us? We're already playing on hard mode. |

Rengerel en Distel
Amarr Science and Industry
358
|
Posted - 2012.09.07 11:25:00 -
[438] - Quote
TrouserDeagle wrote:Why are all you FW bads in favour of things being harder for outlaws? Don't you like us? We're already playing on hard mode.
Yeah, it must be hard to look at the overview, and know exactly where targets are ... i'm not sure how you guys handle all the adversity.
|

Gabriel Darkefyre
Gradient Electus Matari
10
|
Posted - 2012.09.07 12:02:00 -
[439] - Quote
For a Quick and Dirty Fix :-
1. Remove LP from the Equation for Upgrades. Instead, have the Upgrade level dependant on how contested the system is.
Level 5 Upgrade - Between Stable and 19.9% Contested. Level 4 Upgrade - Between 20% and 39.9% Contested. Level 3 Upgrade - Between 40% and 59.9% Contested. Level 2 Upgrade - Between 60% and 79.9% Contested. Level 1 Upgrade - Between 80% and 99.9% Contested. No Upgrade - System Vulnerable
Flipping a system just changes the Sovereignty, new owners will need to Defensively Plex the system back from Vulnerable to get upgrades in place.
2. Reduce LP from both Offensive and Defensive Plexing. Treat this LP as a Thank you from the Militia's rather than an Income source all of it's own.
3. Make the Upgrades much better to give people a reason to both want to hold onto and take a system. This should be the primary driver for wanting to plex, not LP Income. |

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2847
|
Posted - 2012.09.07 15:05:00 -
[440] - Quote
TrouserDeagle wrote:Why are all you FW bads in favour of things being harder for outlaws? Don't you like us? We're already playing on hard mode.
Wait, what?  Vice Secretary of the 7th Council of Stellar Management.
|

King Rothgar
Black Watch Guard
299
|
Posted - 2012.09.07 18:05:00 -
[441] - Quote
CCP Ytterbium wrote: 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
Sorry Yitterbium, but I think you've missed the mark with this. None of these except repair cost reductions are relevant to FW players. I'm not opposed to most of these additions, but they are more a buff to neutrals in FW space than to the actual players involved in it.
FW is about PvP with the ability to make some isk without running off to high or null sec to grind it. That is all. Anything you do that is not directly related to pvp or local isk generation is simply irrelevant to FW players. This is all industry stuff other than repair costs and the cyno jammer. And the cyno jammer you describe will never be used the way you think it will. Too expensive, too vulnerable and terribly easy to exploit if you're so inclined (think an amarr's alt in the minmatar militia putting one up in their lvl5 mission hub or capital base). I suggest you delete that entire section from your list of changes and try something else. Industry and cyno jammers simply are not compatible with the whole notion of FW.
More appropriate benefits would be those limited to FW players that reduce the cost associated with pvp. Repairs are a good start. Something along the lines of a 20% reduction in cost per tier, with them being completely free at tier 5. A similar setup could be done for FW corp starbases with fuel usage. They shouldn't be fuel-less at tier 5, but greatly reduced fuel cost . This change once again should only apply to POS's belonging to a FW corp. Neutrals should receive no benefit.
Another option is stronger belt rats and better non-FW complexes, just like with the null sec upgrades. Since FW is PvP oriented, there should not be any option for industry upgrades, all upgrades should be on the combat/exploration line. These would be largely limited to FW players since many of us would not hesitate to kill any neutrals trying to run them.
Those are just a few ideas I have, plenty of other good ideas out there too. The Troll is trolling. |

Mackenzie Ayres
24th Imperial Crusade Amarr Empire
4
|
Posted - 2012.09.08 02:55:00 -
[442] - Quote
Quote:
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
Why not add the reduction of time to the science slots too?
Also if you really want to make a leap, you can start reducing the material multiplier , Even a 10 - 15% reduction in manufacturing material requirements would surely make lowsec an attractive place to live.
Mac |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
280
|
Posted - 2012.09.08 05:48:00 -
[443] - Quote
Mackenzie Ayres wrote:Why not add the reduction of time to the science slots too?
Also if you really want to make a leap, you can start reducing the material multiplier , Even a 10 - 15% reduction in manufacturing material requirements would surely make lowsec an attractive place to live.
Mac Better science slots would all be gobbled up by alts popping their heads in once in a blue moon to refresh runs .. as it is now really. If you want semi-permanent population increase you need to make the lives of would be settlers as comfortable and rewarding as possible, which in turn means establishing hubs and increasing entertainment options. Manipulating ME on the assembly line (AL) level has the potential to do just that, although you might need to create a *new* AL that is only capable of doing low tech assembly or you'd see the same scenario as with science slots only with JF's/Bridged moving T2 stuff around.
- Double the tax reduction (free at level 5). - Double the repair discount (free at level 5). - Add T1 specific assembly lines with 5% material reduction per upgrade level. - Increase (or improve) exploration site/belt spawns within warzones dependent on upgrade level. Similar to null upgrades really. - Increase bleed once again, instead of 10% (double buffer & 20% bleed) of current levels a better target would be 50% (ie. doubling buffer only). People should be forced encouraged to actively and aggressively defend upgraded systems, especially if they are going to get their own LP faucet.
Ideally the battlefield should be "fluid" with a handful of almost static systems, the home fortressesbases. Keep in mind that offensive plexing is going to be hit hard as hell so the majority of plexing will need to be done in small gangs for maximum effect (instead of alt swarms) so VP tally across the board will likely be reduced to a trickle compared to the biblical flood of the past few months. |

Andiedeath
Sefem Velox Swift Angels Alliance
136
|
Posted - 2012.09.08 08:18:00 -
[444] - Quote
CCP Ytterbium wrote:WINTER ITERATIONS
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
I think warzone control Teir should be governed by the number of system controlled not the average upgrade level in this instance. As half a million LP over 60+ systems to get level 5 is not just difficult it's crazy. Unless of the requirement for Warzone control tier is based on a ratio between opposing factions. |

Kalicor Lightwind
Vigihan Zombie Ninja Space Bears
26
|
Posted - 2012.09.08 21:21:00 -
[445] - Quote
I would like to see heavily defended systems be immune from the bleed effect (say anything under 10% can't be reduced below a five, anything below 20% can't be reduced below four, anything below 40% can't be reduced below three, and maybe 50 or 60% will protect an upgrade level of two, after which all upgrade levels are vulnerable).
Might be a bit outside of the "KISS" range, but I would say also add an extra 4 possible warzone control points to each system, and have the number of points granted based on system control % (so 0% vulnerable: 5, 20% 4, 40% 3, 60% 2, 80% 1, 100% 0) |

Herping yourDerp
Tribal Liberation Force Minmatar Republic
675
|
Posted - 2012.09.08 21:31:00 -
[446] - Quote
nerfing highsec stations would be a bad thing. the 1 and only thing killing lowsec are overzealous pirates that kill anything that moves. let the rifter go wanabee pirate, save yourself for the freighter. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
41
|
Posted - 2012.09.08 23:36:00 -
[447] - Quote
Hans Jagerblitzen wrote:TrouserDeagle wrote:Why are all you FW bads in favour of things being harder for outlaws? Don't you like us? We're already playing on hard mode. Wait, what? 
There are very few things in low sec that favor outlaws
And the hard mode part is due to sentries. |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
280
|
Posted - 2012.09.09 07:11:00 -
[448] - Quote
Herping yourDerp wrote:nerfing highsec stations would be a bad thing. the 1 and only thing killing lowsec are overzealous pirates that kill anything that moves. let the rifter go wanabee pirate, save yourself for the freighter.
Garviel Tarrant wrote:There are very few things in low sec that favor outlaws Yeah, we are in dire need of a low-sec revamp, would be awesome if the pirate themed concept that encourages mafia like operations was to be introduced so the sociopathic mass murderers of present day low-sec got itches/tickles in extremities other than their trigger finger.
Garviel Tarrant wrote:And the hard mode part is due to sentries. Camping gates are not really piracy and the decision to (and hence blame for) engage anything on a gate lies entirely on the shoulders of the person doing so .. just sayin' 
But kind of off-topic; So might I suggest cooking up a scheme for low-sec, posting it and let it flesh out 'naturally' .. or you could dig up one of the existing threads and add to it. I'll be happy to help keep it on page one as low-sec needs that sweet love almost as much as FW/Null. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
41
|
Posted - 2012.09.09 12:27:00 -
[449] - Quote
Veshta Yoshida wrote:Herping yourDerp wrote:nerfing highsec stations would be a bad thing. the 1 and only thing killing lowsec are overzealous pirates that kill anything that moves. let the rifter go wanabee pirate, save yourself for the freighter. Garviel Tarrant wrote:There are very few things in low sec that favor outlaws Yeah, we are in dire need of a low-sec revamp, would be awesome if the pirate themed concept that encourages mafia like operations was to be introduced so the sociopathic mass murderers of present day low-sec got itches/tickles in extremities other than their trigger finger. Garviel Tarrant wrote:And the hard mode part is due to sentries. Camping gates are not really piracy and the decision to (and hence blame for) engage anything on a gate lies entirely on the shoulders of the person doing so .. just sayin'  But kind of off-topic; So might I suggest cooking up a scheme for low-sec, posting it and let it flesh out 'naturally' .. or you could dig up one of the existing threads and add to it. I'll be happy to help keep it on page one as low-sec needs that sweet love almost as much as FW/Null.
BYDI doesn't do gatecamps..
But when you are traveling you can't engage anything you meet but everything can engage you (If you don't have logi). Then there is the issue of traveling since a lot of ships simply cannot handle traveling under GCC so you're stuck in the same system for 15 minutes
The thing is that a lot of roaming takes place around gates, with sentries against you no matter what happens. (Or at best not a factor)
I'm not saying there shouldn't be some drawbacks to being an outlaw, but one would think there would be some perks as well? In most fiction having ties with organized crime hands you a bunch of perks... Just seems odd. |

X Gallentius
Justified Chaos
477
|
Posted - 2012.09.09 18:39:00 -
[450] - Quote
Kalicor Lightwind wrote:I would like to see heavily defended systems be immune from the bleed effect They are, aren't they? Defensively plex the system and dump lp back into hub. |

Zarnak Wulf
Imperial Outlaws
556
|
Posted - 2012.09.09 22:02:00 -
[451] - Quote
At the higher tiers a side will need to pay 4x the normal price of upgrades. That us 1.2 million LP that it will take 30 hours to go through. On the other side of the coin you could have mission runners making 500k LP an hour in friendly backend systems with stealth bombers in missions with no poison pill. Something there needs to be fixed. This will be my last post about the mission discrepancy. |

Omnathious Deninard
Extrinsic Operations
86
|
Posted - 2012.09.10 05:58:00 -
[452] - Quote
As far as Faction Warfare LP stores go, they are tailored toward PvE way too much, is it possible to remove the huge amount of Tags needed for faction items? Or make player wrecks drop approiate tags for there rank in the opposing militia? |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
280
|
Posted - 2012.09.10 08:29:00 -
[453] - Quote
Omnathious Deninard wrote:As far as Faction Warfare LP stores go, they are tailored toward PvE way too much, is it possible to remove the huge amount of Tags needed for faction items? Or make player wrecks drop approiate tags for there rank in the opposing militia? Wait and see how many tags are dumped into market when killing NPCs become mandatory rather than just something to do if bored. Just imagine if the tags from the plexes behind the millions (or is it billions ) VP/LP farmed the past year had been collected and put up for sale .. you'd be clamouring for the NPC buy orders on tags to be removed instead.
In short: The tags are there and then some.
|

Souisa
WESCORP 2.0
5
|
Posted - 2012.09.10 13:42:00 -
[454] - Quote
I think you should be carefull. It seems low-sec is getting alot of buffs, when low-sec isnt really broken. Basically It seems the base idea is that because low-sec has little population low sec must be a bad and that the goal then becomes to raise population to make low-sec better. But this is a wrong way to apprach it i think. Because if you ask people actually living in low-sec today they would probably answer its fine. I actually think these people do not want low-sec to become crowded, or dominated by large organisations. Keep in mind that people of low-sec are actually a minority in EVE, and the complaints are most likely comming from other places. Anyway i would hate to see low-sec becomming more active than it is now, as you are pretty much able to fly under the radar and do you own little thing. |

X Gallentius
Justified Chaos
479
|
Posted - 2012.09.10 15:42:00 -
[455] - Quote
Zarnak Wulf wrote:At the higher tiers a side will need to pay 4x the normal price of upgrades. If you're at Tier 4 or 5, then you also get a multiplier on your defensive plexing LP. In fact, you ought to be making much more isk defensive plexing than the other guy who is offensive plexing with his militia at Tier 1 or 2.
|

Zarnak Wulf
Imperial Outlaws
563
|
Posted - 2012.09.14 14:10:00 -
[456] - Quote
Mackenzie Ayres wrote:
Why not add the reduction of time to the science slots too?
Also if you really want to make a leap, you can start reducing the material multiplier , Even a 10 - 15% reduction in manufacturing material requirements would surely make lowsec an attractive place to live.
Mac
I really like this idea. You can get minerals for BC construction on down into low sec easily and safely enough. Making them cheaper along with the 30% faster would make low sec industry an interesting alternative. The 30% faster compensates a bit for smaller industrials and hauling the minerals to low sec... Etc. |

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2914
|
Posted - 2012.09.14 15:58:00 -
[457] - Quote
Souisa wrote:Because if you ask people actually living in low-sec today they would probably answer its fine.
O RLY.
I'm sure we have some low sec residents in this thread right now, what do you guys think? Do you want to be left alone? Is low sec "just fine" ?
Vice Secretary of the 7th Council of Stellar Management.
|

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2914
|
Posted - 2012.09.14 16:02:00 -
[458] - Quote
Omnathious Deninard wrote:As far as Faction Warfare LP stores go, they are tailored toward PvE way too much, is it possible to remove the huge amount of Tags needed for faction items? Or make player wrecks drop approiate tags for there rank in the opposing militia?
Well, given the change in mechanics, anyone who's out plexing will now be looting tags on the regular, since you can no longer ignore the NPC's and speedtank. Even those that go to the plexes for PvP baiting will still likely trash the rat mobs that spawn and take the tags, you dont want them interfering with you dueling anyways. So in general, players should be collecting more tags than they used to.
The problem with players spawning tags when killed is that it would be extremely easy to just kill yourself with an alt and farm an infinite amount of high-value tags that are probably worth more than the ships you are killing yourself in....whats stopping me from nuking myself in a noobship over and over again? Vice Secretary of the 7th Council of Stellar Management.
|

Salpun
Paramount Commerce Ascendance.
376
|
Posted - 2012.09.14 16:03:00 -
[459] - Quote
Dust effect on FW per new tool tip on Buckingham :
"System Capure Status total capacity is affect by planetary District ownership. Enemy dominance tthere will take it more difficult to move a system into vulnerable state and vice versa. 3000-25.0%= 2250."
Without dust battles going on Systems have +or -25%. No idea how far the % can swing. |

Kuehnelt
Devoid Privateering
287
|
Posted - 2012.09.14 16:17:00 -
[460] - Quote
Hans Jagerblitzen wrote:anyone who's out plexing will now be looting tags on the regular, since you can no longer ignore the NPC's and speedtank.
I kill the rats all the time. I rarely take the tags. It's a whole lot of trouble to go through for a whole lot of nothing. The only guy I've ever seen to always collect tags was a guy who multiboxed a Crucifier with tractor beams in the highslots.
The increased capture range and the new NPC behavior of the new plexes may change that by allowing you to loot the tags without pausing the timer. |

Bienator II
madmen of the skies
877
|
Posted - 2012.09.16 13:41:00 -
[461] - Quote
Kuehnelt wrote:Hans Jagerblitzen wrote:anyone who's out plexing will now be looting tags on the regular, since you can no longer ignore the NPC's and speedtank. I kill the rats all the time. I rarely take the tags. It's a whole lot of trouble to go through for a whole lot of nothing. The only guy I've ever seen to always collect tags was a guy who multiboxed a Crucifier with tractor beams in the highslots. The increased capture range and the new NPC behavior of the new plexes may change that by allowing you to loot the tags without pausing the timer.
all tags i have are from loot of player wrecks :) But minmatar are experts in farming, i suppose they know what they do. a eve-style bounty system https://forums.eveonline.com/default.aspx?g=posts&m=359105
You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |

X Gallentius
Justified Chaos
491
|
Posted - 2012.09.17 06:57:00 -
[462] - Quote
The upgrade feature of FW just seems way too complicated, nonsensical, and doesn't benefit the people who actually do the work on the ground. FW is supposed to be about pvp - not low sec industry. You shouldn't have to pump LP into a hub to get certain benefits - too mechanical.
Benefits should be on an individual level based on how much that player has helped defend a system. These benefits should decay with time if there is no activity. And finally these benefits should help with pvp oriented activities - repairs, marginal pvp boosts in that individual system, etc... These benefits should be AUTOMATIC - dumping LP into a hub is immersion breaking, just like timers are immersion breaking. They make no sense.
So: 1. Benefits should be pvp related. 2. Benefits should be applied to individual pilots 3. Local Benefits: the more a pilot defends a system the better his reward in that system. 4. Global Benefits: The more a pilot defends any system, the more he benefits in all friendly controlled systems (not at same leve as a local benefit).
That's it. If you want the reward, then put in the work. All this other stuff about industry boosting whatever that can be applied to any tom, richard and harry who has never done anything to earn them is stupid.
By stupid, I mean this: If CCP really wants to boost low sec, then these upgrade boosts should be applied to all of LOW SEC, not just FW low sec through the FW mechanic. |

Sui'Djin
Black Rise Guerilla Forces Caldari Protectorate Forces
8
|
Posted - 2012.09.17 10:22:00 -
[463] - Quote
X Gallentius wrote:The upgrade feature of FW just seems way too complicated, nonsensical, and doesn't benefit the people who actually do the work on the ground. FW is supposed to be about pvp - not low sec industry. You shouldn't have to pump LP into a hub to get certain benefits - too mechanical.
Benefits should be on an individual level based on how much that player has helped defend a system. These benefits should decay with time if there is no activity. And finally these benefits should help with pvp oriented activities - repairs, marginal pvp boosts in that individual system, etc... These benefits should be AUTOMATIC - dumping LP into a hub is immersion breaking, just like timers are immersion breaking. They make no sense.
So: 1. Benefits should be pvp related. 2. Benefits should be applied to individual pilots 3. Local Benefits: the more a pilot defends a system the better his reward in that system. 4. Global Benefits: The more a pilot defends any system, the more he benefits in all friendly controlled systems (not at same leve as a local benefit).
That's it. If you want the reward, then put in the work. All this other stuff about industry boosting whatever that can be applied to any tom, richard and harry who has never done anything to earn them is stupid.
By stupid, I mean this: If CCP really wants to boost low sec, then these upgrade boosts should be applied to all of LOW SEC, not just FW low sec through the FW mechanic.
THIS ! |

Ganndor
Black Rise Guerilla Forces Caldari Protectorate Forces
0
|
Posted - 2012.09.19 08:30:00 -
[464] - Quote
X Gallentius wrote:The upgrade feature of FW just seems way too complicated, nonsensical, and doesn't benefit the people who actually do the work on the ground. FW is supposed to be about pvp - not low sec industry. You shouldn't have to pump LP into a hub to get certain benefits - too mechanical.
Benefits should be on an individual level based on how much that player has helped defend a system. These benefits should decay with time if there is no activity. And finally these benefits should help with pvp oriented activities - repairs, marginal pvp boosts in that individual system, etc... These benefits should be AUTOMATIC - dumping LP into a hub is immersion breaking, just like timers are immersion breaking. They make no sense.
So: 1. Benefits should be pvp related. 2. Benefits should be applied to individual pilots 3. Local Benefits: the more a pilot defends a system the better his reward in that system. 4. Global Benefits: The more a pilot defends any system (or attacks an enemy system), the more he benefits in all friendly controlled systems (not at same level as a local benefit).
That's it. If you want the reward, then put in the work. All this other stuff about industry boosting whatever that can be applied to any tom, richard and harry who has never done anything to earn them is stupid.
By stupid, I mean this: If CCP really wants to boost low sec, then these upgrade boosts should be applied to all of LOW SEC, not just FW low sec through the FW mechanic.
I like this idea. Benefits should make it more difficult to to attack these systems. Improve the strength of the NPCs in a plex of an upgraded system... something like that. Another idea, give the faction which upgraded the system some system-wide improvements... 3% more scanresolution for example. You could hunt plexrunner much easier with such improvements.
All together: give some PvP-improvements for upgrading systems!
|

Cearain
Imperial Outlaws
614
|
Posted - 2012.09.19 14:08:00 -
[465] - Quote
X Gallentius wrote:The upgrade feature of FW just seems way too complicated, nonsensical, and doesn't benefit the people who actually do the work on the ground. FW is supposed to be about pvp - not low sec industry. You shouldn't have to pump LP into a hub to get certain benefits - too mechanical.
Benefits should be on an individual level based on how much that player has helped defend a system. These benefits should decay with time if there is no activity. And finally these benefits should help with pvp oriented activities - repairs, marginal pvp boosts in that individual system, etc... These benefits should be AUTOMATIC - dumping LP into a hub is immersion breaking, just like timers are immersion breaking. They make no sense.
So: 1. Benefits should be pvp related. 2. Benefits should be applied to individual pilots 3. Local Benefits: the more a pilot defends a system the better his reward in that system. 4. Global Benefits: The more a pilot defends any system (or attacks an enemy system), the more he benefits in all friendly controlled systems (not at same level as a local benefit).
That's it. If you want the reward, then put in the work. All this other stuff about industry boosting whatever that can be applied to any tom, richard and harry who has never done anything to earn them is stupid.
By stupid, I mean this: If CCP really wants to boost low sec, then these upgrade boosts should be applied to all of LOW SEC, not just FW low sec through the FW mechanic.
What specifically do you mean individual pvp benefits? Repair costs ok.
But what do you mean marginal pvp boosts in that individual system locally and globally?
What do you mean the benefits decay if you are not active? Is faction war no longer to be something for casual players? Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Cearain
Imperial Outlaws
614
|
Posted - 2012.09.19 14:13:00 -
[466] - Quote
Ganndor wrote:X Gallentius wrote:The upgrade feature of FW just seems way too complicated, nonsensical, and doesn't benefit the people who actually do the work on the ground. FW is supposed to be about pvp - not low sec industry. You shouldn't have to pump LP into a hub to get certain benefits - too mechanical.
Benefits should be on an individual level based on how much that player has helped defend a system. These benefits should decay with time if there is no activity. And finally these benefits should help with pvp oriented activities - repairs, marginal pvp boosts in that individual system, etc... These benefits should be AUTOMATIC - dumping LP into a hub is immersion breaking, just like timers are immersion breaking. They make no sense.
So: 1. Benefits should be pvp related. 2. Benefits should be applied to individual pilots 3. Local Benefits: the more a pilot defends a system the better his reward in that system. 4. Global Benefits: The more a pilot defends any system (or attacks an enemy system), the more he benefits in all friendly controlled systems (not at same level as a local benefit).
That's it. If you want the reward, then put in the work. All this other stuff about industry boosting whatever that can be applied to any tom, richard and harry who has never done anything to earn them is stupid.
By stupid, I mean this: If CCP really wants to boost low sec, then these upgrade boosts should be applied to all of LOW SEC, not just FW low sec through the FW mechanic. I like this idea. Benefits should make it more difficult to to attack these systems. Improve the strength of the NPCs in a plex of an upgraded system... something like that. Another idea, give the faction which upgraded the system some system-wide improvements... 3% more scanresolution for example. You could hunt plexrunner much easier with such improvements. All together: give some PvP-improvements for upgrading systems!
Even more reason to pile on the winning side.
And to the extent we are concerned with immersion and making sense how does that make sense. Your ship's scan resolution is improved in system locally and globally because you hold a system? Are we giving the winning side's ships superpowers? Not only that but the ships get these superpowers that decay over time. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

X Gallentius
Justified Chaos
495
|
Posted - 2012.09.20 04:07:00 -
[467] - Quote
Cearain wrote:What specifically do you mean individual pvp benefits? Repair costs ok. Ship pvp performance bonuses
Quote:But what do you mean marginal pvp boosts in that individual system locally and globally? Marginal as in not OP like 50% T3 cruiser fleet bonuses.
Quote:What do you mean the benefits decay if you are not active? If you don't participate for a while then your benefits decay back down to zero.
Quote:Is faction war no longer to be something for casual players? No? Have you stopped beating your wife?
|

X Gallentius
Justified Chaos
495
|
Posted - 2012.09.20 04:12:00 -
[468] - Quote
delete |

Rengerel en Distel
Amarr Science and Industry
393
|
Posted - 2012.09.20 17:20:00 -
[469] - Quote
X Gallentius wrote:Cearain wrote:What specifically do you mean individual pvp benefits? Repair costs ok. Ship pvp performance bonuses Quote:But what do you mean marginal pvp boosts in that individual system locally and globally? Marginal as in not OP like 50% T3 cruiser fleet bonuses. Quote:What do you mean the benefits decay if you are not active? If you don't participate for a while then your benefits decay back down to zero. Quote:Is faction war no longer to be something for casual players? No? Have you stopped beating your wife?
I still like my idea of boosters you can only get in the FW LP shops. They'd have an effect based on the system upgrade level, or if that's too hard, could even be on the vulnerability level. If it's your system, but it's vulnerable, you get the 0 upgrade boost. If it's the other side's system, but you have it vulnerable, you get the 5 upgrade boost. The boost clears if you change systems.
That gives a direct benefit to the actual FW members that are worthless outside FW, and factors in the system.
|

X Gallentius
Justified Chaos
498
|
Posted - 2012.09.23 18:10:00 -
[470] - Quote
Cearain wrote:
Even more reason to pile on the winning side.
And to the extent we are concerned with "immersion" and "making sense" how does that make sense? Your ship's scan resolution is somehow improved in system, locally, and globally because you hold a system? Are we giving the winning side's ships superpowers? Not only that but the ships superpowers decay over time?
Locals are helping you out a bit. If you don't help them out over time, they stop helping you out.
BTW, any amount of "rewards" give people "even more reason to pile on the winning side."
So I assume you do not want rewards of any kind. Am I correct? |

Alticus C Bear
University of Caille Gallente Federation
84
|
Posted - 2012.09.25 23:09:00 -
[471] - Quote
Perhaps something simple like replicating current leadership skills targeting speed, range, agility etc.
If it did not stack when in a gang and capped out at 8% then being in fleet with a max skilled leader would always be better but it would give lower skilled gangs/ solo pilots a boost.
Bonuses based on the warfare links may be overpowered, except maybe a sensor strength boost.
Sadly I feel CCP has already set it's course on this. With the more recent proposals I had hoped for more info but things are a little quiet again. |

Zarnak Wulf
Imperial Outlaws
586
|
Posted - 2012.09.27 20:51:00 -
[472] - Quote
Well, I just read this:
Pinky's Blog
And I really think that everyone is overthinking everything at this point in time. The primary motivator in Faction Warfare right now is not system ownership or the upgrades thereof but the loyalty points involved in plexing. Now don't get me wrong, I like getting paid to pew - but this is ass backwards.
Why should I care about system ownership in FW? The upgrades don't give a satisfactory answer to that equation. What if, however, we discussed a general low-sec buff? What if all the materials needed for construction were reduced by 5% across the board for lowsec? 5% less isogen, tritanium, pyerite, etc for all industry jobs started in low-sec.... This would reflect less taxes and regulations in a less law-abiding area. It would also put pressure on industrialists to move to low-sec whereas going the less efficient high sec route is just an annoyance.
On top of that - we're going to give a racial bonus to each of the Empire's lowsec regions. Ammarians use slave labour. Industries in their region can deduct another 5% in material needs for construction for 10% total. (an example). If minmatar conquer this space this advantage obviously goes away. But it would draw in people from Empire and connect low sec to high sec a bit more. The other races would get their own bonuses.... I'll spare everyone ideas in this regard. 
You can also add specific bonuses to specific systems. Let's say Auga Industry has made advances in Tritanium use - 5% less tritanium needed for industry jobs started there. This would generate conflict over specific systems.
Superimpose the upgrades over a low-sec that I just described above and you'd have something interesting and powerful. It would be something a low-sec corporation or alliance would want to own. |

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2993
|
Posted - 2012.09.27 23:07:00 -
[473] - Quote
Zarnak Wulf wrote:Well, I just read this: Pinky's BlogAnd I really think that everyone is overthinking everything at this point in time.
Agreed. No offense to Pinky, brainstorming never hurts, but I think its time for an update from the devs so we can refocus our feedback instead of trying to reinvent the wheel because we don't have much news to chew on and we're getting bored and anxious with the current mechanics that are badly in need of repair.
Vice Secretary of the 7th Council of Stellar Management.
|

Rengerel en Distel
Amarr Science and Industry
429
|
Posted - 2012.09.28 12:52:00 -
[474] - Quote
Hans Jagerblitzen wrote:Zarnak Wulf wrote:Well, I just read this: Pinky's BlogAnd I really think that everyone is overthinking everything at this point in time. Agreed. No offense to Pinky, brainstorming never hurts, but I think its time for an update from the devs so we can refocus our feedback instead of trying to reinvent the wheel because we don't have much news to chew on and we're getting bored and anxious with the current mechanics that are badly in need of repair.
I was told that they were having internal discussions with the team and with CSM. Are you guys not getting any updates from them either? If not, perhaps the ship rebalancing is taking more time than they thought, and FW is being put on the backburner. There's still a bit of time before Winter, and the FW changes don't seem to be as code intensive.
|

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
2994
|
Posted - 2012.09.28 15:08:00 -
[475] - Quote
Rengerel en Distel wrote:Hans Jagerblitzen wrote:Zarnak Wulf wrote:Well, I just read this: Pinky's BlogAnd I really think that everyone is overthinking everything at this point in time. Agreed. No offense to Pinky, brainstorming never hurts, but I think its time for an update from the devs so we can refocus our feedback instead of trying to reinvent the wheel because we don't have much news to chew on and we're getting bored and anxious with the current mechanics that are badly in need of repair. I was told that they were having internal discussions with the team and with CSM. Are you guys not getting any updates from them either? If not, perhaps the ship rebalancing is taking more time than they thought, and FW is being put on the backburner. There's still a bit of time before Winter, and the FW changes don't seem to be as code intensive.
Oh no, I'm in the loop. I just want them to get YOU guys in the loop with the latest changes :) Vice Secretary of the 7th Council of Stellar Management.
|

Pinky Feldman
Gank Bangers Moar Tears
381
|
Posted - 2012.09.28 21:34:00 -
[476] - Quote
Hans Jagerblitzen wrote:Zarnak Wulf wrote:Well, I just read this: Pinky's BlogAnd I really think that everyone is overthinking everything at this point in time. Agreed. No offense to Pinky, brainstorming never hurts, but I think its time for an update from the devs so we can refocus our feedback instead of trying to reinvent the wheel because we don't have much news to chew on and we're getting bored and anxious with the current mechanics that are badly in need of repair. As I stated in the post, it was just a fun little musing that popped into my head while I was writing another post so I figured i'd let my fingers keep writing. I'm well aware of the fact that there aren't dev resources for any sort of change like that at the moment.
The moar you cry the less you pee |

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
3129
|
Posted - 2012.10.03 19:22:00 -
[477] - Quote
This is a bit of a seperate issue, so I moved the topic to its own thread. But if any of you have an opinion on "diagonal plexing" I've started a discussion thread over here. Vice Secretary of the 7th Council of Stellar Management.
|

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
3129
|
Posted - 2012.10.03 19:37:00 -
[478] - Quote
....and one more thread to house the discussion surrounding dockblocking. Vice Secretary of the 7th Council of Stellar Management.
|

Major Killz
Chaotic Tranquility
76
|
Posted - 2012.10.03 19:59:00 -
[479] - Quote
Well, having factional warfare be about fixed assets would force engagements. Things that can be quickly built and put up and relatively easy to destroy.
Forcing defenders to defend it and guaranteeing a fight or they lose whatever benifits they get and the benifits should be massive enough for them to want to defend, but again. Relatively easy to destroy.
However, I'm not interested in that sh!t. However, that is how most large engagements start in low sec or null. Someone hits some dudes moon and puts it into reinforce. Infact the whole game should be focused around that sh!t. Kinda is already, @tleast in null sec and low sec moon thing too. |

rodyas
Tie Fighters Inc
763
|
Posted - 2012.10.04 11:39:00 -
[480] - Quote
Sadly it might be best not to change the benefits from upgrading. Right now they are pretty pve orientated, which is weird for pvpers. But if it went to pvp, or some thoughts above, of drastic benefits given for upgrades. It could get real bad.
One thought I had, (it could already have been covered) is that people are sitting on a ton of LP right now. In a way they could upgrade the new Ihubs to lvl 5 pretty easily perhaps, and get all the spoils the first day of release. With the way benefits are, perhaps those AFKers see the standard sell out for faction items the best route and will go that way. But if they are made better, plus the change to make it longer to take down an Ihub, could spell disaster in a new way.
I mean this expansion will go live, with perhaps enough LP from players, to do crazy stuff or keep the parody of faction warfare going. I will not be voting in the CSM election, so you need to go vote to make up for me. |

Taoist Dragon
Forced Penetration
40
|
Posted - 2012.10.05 04:43:00 -
[481] - Quote
How about you can only cap a system that has a capped system ajacent to it.
This would create a 'front line' and would stop a wholesale warzone flip.? That is the Way, the Tao.
Balance is everything. |

Rengerel en Distel
Amarr Science and Industry
449
|
Posted - 2012.10.05 13:45:00 -
[482] - Quote
Taoist Dragon wrote:How about you can only cap a system that has a capped system ajacent to it.
This would create a 'front line' and would stop a wholesale warzone flip.?
The other changes will stop the wholesale warzone flip, as you'll want to have as many systems as possible all the time.
|

Moonair
The Dead Rabbit Society
0
|
Posted - 2012.10.05 22:11:00 -
[483] - Quote
CCP Ytterbium wrote:
Q: HAVE YOU THOUGHT ABOUT ENCOURAGING BORDER FIGHTS BEFORE CLAIMING SOVEREIGNTY IN A CENTRAL SYSTEM? A: Yes, we have quite a lot actually. It's a good idea, as it spreads fights along an outer rim of system while giving a geographical meaning to a war effort. However, implementation is very time and resource consuming, which is why we don't have it actually planned for winter. [/list]
This. THIS!
Soon as please :)
The reason I got bored of Faction Warfare before, was quite simply, the fights dropped off. It became an exercise in running counters down. It was like watching paint dry for hours on end.
There has to be a reason to attack and a reason to defend, to encourage the sort of fights that FW can provide. When it happens - they are a total blast, unlike anything else in EvE, because of the site limitations.
A front line would be a perfect way of making this happen, and remove solo frigate farmers deep in our space - and thus dramatically reducing LP farmers as a big issue. All the do when you enter the plex, is just warp off and they are very hard to catch. Plex sites should also not be doable in a frigate :)
But anything that can be done for winter, and any point releases, that encourages fights, has to be what FW is all about. |

Mike Whiite
Keystone Industrial
72
|
Posted - 2012.10.09 08:44:00 -
[484] - Quote
Not sure where to put this idea, but this thread comes closest I think.
Could CCP split up the LP system in OP and DP Offence point and Defence Points and either give them a separate shop or make them diferent parts of the price in the LP shop.
So to by a Navy vessle you need a certain amount of defence and offence points, that might bring a little change in all the vunrable systems that no one is going to topple and forces plec farmers to deend as wel as to just offend. |

Dan Carter Murray
152
|
Posted - 2012.10.09 09:37:00 -
[485] - Quote
# of systems owned With stations/ # of systems with stations total = basis for tier level
System upgrades separate from tier.
only allow 2-3 systems to spawn plexes per week per side. May change depending on who is winning. i.e. winning side has more systems available to attack.
Lp only from ship/pod and missions (mini arcs as has been proposed).
Cut iHub shield/armor/structure 50%
Accidentally spill coffee on the programmers desk which contains the only copy of the code for allowing carriers, supers, dreads, titans, etc to enter fw space. All of those ships will be ejected and beamed to random WH space.
Ban everyone but fw mains from posting in w&t.
Everything solved.
Give me medal for the solution.
|

X Gallentius
Justified Chaos
521
|
Posted - 2012.10.09 16:44:00 -
[486] - Quote
Moonair wrote: A front line would be a perfect way of making this happen...
Fighting in Eve requires both sides to decide to engage (or requires at least one side to derp around unscouted to get ganked)
Front lines won't solve anything other than allow the dominant side to dominate the frontlines. There will be more blueballing of fleets when one side is larger/more capable than the other. This will lead to fewer fights overall - or more time wasted in stations while the FC comes up with the "perfect fleet" to counter the other sides' "perfect fleet". Boredom will occur.
One example is from 4 years ago when CCP decide to make an "event" out of Martoh for a weekend. PERVS and Caldari dominated the system. A fight was had, and then the rest of the weekend nothing happened because one side was stronger than the other. Nobody is going to consistently choose to engage in fights if he knows he will lose.
The current map allows the weaker side to use "guerilla tactics" and actually allows for a variety of engagements from solo to big fleets. For example, if your side is completely overpowered, then all you have to do is move a few systems away from the other side's home system. The current map also encourages each side to spread out to be more effective.
The "problem" CCP should be solving is how to stop farmers from exploiting the current plexing/LP system without making it too difficult to fight in plexes. The simplest solution was to force somebody running a plex to shoot all the rats. It probably should have been implemented one week into the last patch to see if it would work. But now we're on a different path with new plexes being created, etc.. We'll see what happens in this next iteration. |

Taoist Dragon
Forced Penetration
46
|
Posted - 2012.10.09 21:54:00 -
[487] - Quote
Rengerel en Distel wrote:Taoist Dragon wrote:How about you can only cap a system that has a capped system ajacent to it.
This would create a 'front line' and would stop a wholesale warzone flip.? The other changes will stop the wholesale warzone flip, as you'll want to have as many systems as possible all the time.
I was thinking more in line with giving missions a reason.
With a 'frontline' being created by only allow systems ajacent to current system being able to be flipped then you wouldn't be able to 'deep strike' into enemy space.
So then come in missions. remove current mission mechanics.
Have mission randomly spawn in the FW militia window. These missions will be similar to current missions (destroy the supply, kill the commander etc.)
The mission will be in enemy held space. Once the mission is completed then the enemy held system becomes unlocked to plex. Thus creating a deep strike in enemy space.
It waould also encourage fleets to run missions so the can unlock a system for plexing and hold said system. That is the Way, the Tao.
Balance is everything. |

Deen Wispa
Justified Chaos
332
|
Posted - 2012.10.09 23:21:00 -
[488] - Quote
Moonair wrote:CCP Ytterbium wrote:
Q: HAVE YOU THOUGHT ABOUT ENCOURAGING BORDER FIGHTS BEFORE CLAIMING SOVEREIGNTY IN A CENTRAL SYSTEM? A: Yes, we have quite a lot actually. It's a good idea, as it spreads fights along an outer rim of system while giving a geographical meaning to a war effort. However, implementation is very time and resource consuming, which is why we don't have it actually planned for winter. [/list]
This. THIS! Soon as please :) The reason I got bored of Faction Warfare before, was quite simply, the fights dropped off. It became an exercise in running counters down. It was like watching paint dry for hours on end. There has to be a reason to attack and a reason to defend, to encourage the sort of fights that FW can provide. When it happens - they are a total blast, unlike anything else in EvE, because of the site limitations. A front line would be a perfect way of making this happen, and remove solo frigate farmers deep in our space - and thus dramatically reducing LP farmers as a big issue. All the do when you enter the plex, is just warp off and they are very hard to catch. Plex sites should also not be doable in a frigate :) But anything that can be done for winter, and any point releases, that encourages fights, has to be what FW is all about.
If you can't defend against enemy farmers who are deep in your space, as you say, then you are doing something wrong. There are still tons of fights to be had. And if you're not getting fights, then you're doing something wrong. You should try finding fights pre inferno...where we had issues finding WTs who roam in a BC gang or higher. In fact, looking at your corp name which had nearly 70 members at its peak but so-so activity, then I'm confident in saying that you were/are doing something wrong.
And besides, there already is a frontline. It's called Eha vs Vlillrier/Oicx. Or Nennamalia vs Enaluri. Or Nisuwa vs Rakapas. Or Old Man Star/Ladistier vs Heydielies. Tons of fights in these areas depending on timezones. Gallente FW Blog http://iamsheriff.com/blog
C'est La Eve :) |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
317
|
Posted - 2012.10.10 07:52:00 -
[489] - Quote
"Time and resource consuming" my ass 
Double VP/LP gain from plexes in systems with enemy adjacent. Halve VP/LP gain from plexes in systems with no enemy adjacent. Triple LP-for-Kills in plexes in systems with enemy adjacent.
How can adding static modifiers be a dev resource hog .. should even be relatively easy to determine adjacents as flips will still be completed during the DT database runs.
@Deen: Is that a frontline and not merely a pipe/homesteads?. We have the same sort of thing going on Amarr/Shakorite front with Amamake-Auga-Kourmonen-Kamela/Huola .. basically just the chained systems connecting high-sec exits on the two sides. |

MeBiatch
Republic University Minmatar Republic
617
|
Posted - 2012.10.13 18:09:00 -
[490] - Quote
i would like it if they could remove the reduced clone cost and replaced it with the ability to buy clones with LP directly...
that way i could save isk for more important things... Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |

Soko99
Repercussus RAZOR Alliance
9
|
Posted - 2012.10.14 13:49:00 -
[491] - Quote
Not sure if this has been suggested, but 25 pages is a lot to go through..
I know I'll take some flack for this.. But to reduce the farming of the sites, perhaps add a few webbing cruisers, frigs, BS to the sites so that you can't just orbit and speedtank everything for the time it takes. |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
319
|
Posted - 2012.10.14 15:57:00 -
[492] - Quote
Soko99 wrote:Not sure if this has been suggested, but 25 pages is a lot to go through.... Not sure if making excuses for not reading before posting or posting in the wrong thread is worse .. hahahaha
Bottom sticky, called "FW: NPC and you" or something like that, is the thread you are looking for. To save you some time however, let me just say Sleeper level AI and super-speedy NPC inties.
The fact that the NPC thread has been gathering dust for months now can only mean that the majority of us are rather happy with CCP's chosen solution .. I know I am .. exceeded my expectations handedly (had/have low expectations though, because :CCP:, but still )
|

Sheynan
Lighting the blight
76
|
Posted - 2012.10.14 17:00:00 -
[493] - Quote
Veshta Yoshida wrote:The fact that the NPC thread has been gathering dust for months now can only mean that the majority of us are rather happy with CCP's chosen solution .. I know I am .. exceeded my expectations handedly (had/have low expectations though, because :CCP:, but still  )
Well, they are pretty much ok, except for the fact that defensive plexing can still be done afk in gunless frigates as far as I know. They should really adress that last issue. |

Zarnak Wulf
Imperial Outlaws
658
|
Posted - 2012.10.14 17:33:00 -
[494] - Quote
I think if a militia is at Tier 1 and they choose to upgrade a system to 5 then CCP Guard should appear to provide moral support and troll the enemy. |

Planetwhore001
Inappropriate Contact Infinite Improbabilities
0
|
Posted - 2012.10.15 09:32:00 -
[495] - Quote
Heres a thought or two
Get rid of LP for plexing, implement a capture point system so that as you plex it directly raises/lowers that systems tier.
Bring FW missions in line with similar missions in highsec including removing the local beacon on mission spawn. Factor LP gain to high sec equivalent plus a bonus for being in low sec.
Increase the proportion of LP gained for being on killmails, ie 1 person - 100% 2 - 75% 3 - 68% et al
|
|

CCP Fozzie
C C P C C P Alliance
1899

|
Posted - 2012.10.15 13:57:00 -
[496] - 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 |
|

Bienator II
madmen of the skies
1027
|
Posted - 2012.10.15 14:46:00 -
[497] - Quote
beside the patch. are the other things still on the roadmap? (e.g: no vulnerable system farming, npc block contesting, lp payout changes, partial lp for defensive plexing ...).
Also: why is there no lp payout for pods anymore? It stopped for some reason. Bounty blog sais that there will be bounty payout for pods... so we should get the lp too IMO. a eve-style bounty system https://forums.eveonline.com/default.aspx?g=posts&m=359105 You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |

Jev North
Anshar Incorporated
99
|
Posted - 2012.10.15 15:00:00 -
[498] - Quote
CCP Fozzie wrote:..the beginning of the Empires' perpetration.. They are perpetrating some preparation in preparation for possible penetration?
|

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
319
|
Posted - 2012.10.15 15:01:00 -
[499] - Quote
CCP Fozzie wrote:Hey everyone. I've got a few updates to our plan to share.... If FW is to be used as a rough template for null sov, then 12.5% may not be enough (assuming numbers used will cross over), or does null space have significantly more temperate planets than low-sec?
All that update did for me was make me look forward to the impending sov revamp even more .. especially the tears and rage that it will probably invoke as XXXX will no longer be able to use tactic YYYY.
PS: If you think about it Fozzie, most of the aspects of FW are interconnected. It is the price of needing to feed both epeen and wallet with the same underlying system .. don't fight it, embrace it! 
|

Hoarr
RPS holdings
59
|
Posted - 2012.10.15 15:09:00 -
[500] - Quote
I think this is a great move on CCP's part. It's a move to affect some sort of reset on the FW control before bringing DUST mercs on to TQ without actually just hitting the reset button. It will probably fuel some intense conflicts in the run up to the expansion with the dominant force being pushed out of the weaker force's space to an extent. |

Rengerel en Distel
Amarr Science and Industry
460
|
Posted - 2012.10.15 15:15:00 -
[501] - Quote
Hoarr wrote:I think this is a great move on CCP's part. It's a move to affect some sort of reset on the FW control before bringing DUST mercs on to TQ without actually just hitting the reset button. It will probably fuel some intense conflicts in the run up to the expansion with the dominant force being pushed out of the weaker force's space to an extent.
I doubt it'll have much effect until the new bleed numbers. There's too much LP right now for 12.5% to make a dent.
|

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
3178
|
Posted - 2012.10.15 15:22:00 -
[502] - Quote
Veshta Yoshida wrote: If FW is to be used as a rough template for null sov
It's not. 
Vice Secretary of the 7th Council of Stellar Management.
|

Salpun
Paramount Commerce
393
|
Posted - 2012.10.15 15:27:00 -
[503] - Quote
Hans what did you think of Jesters post earlier . Might be over reacting but pushes should be harder right.
Even with some systems pushed to use 50% more LP there is a whole lot of LP out there.
Bucky has the numbers in place already if anyone is interested. |

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
3178
|
Posted - 2012.10.15 15:28:00 -
[504] - Quote
Bienator II wrote:beside the patch. are the other things still on the roadmap? (e.g: no vulnerable system farming, npc block contesting, lp payout changes, partial lp for defensive plexing ...).
Absolutely, this is just part of the ongoing phased preperation for Dust, and a lot of it is handled by a separate team from CCP Fozzie, CCP Ytterbium, and the rest of the gang who are focused on the core FW fixes. All those other things you mentioned are still being worked on and still in the pipeline for Retribution.
Quote:Also: why is there no lp payout for pods anymore? It stopped for some reason. Bounty blog sais that there will be bounty payout for pods... so we should get the lp too IMO.
I've been getting LP for podkills....maybe this is some new bug? Are others having this problem as well? Vice Secretary of the 7th Council of Stellar Management.
|

Zarnak Wulf
Imperial Outlaws
658
|
Posted - 2012.10.15 15:31:00 -
[505] - Quote
Dal and Siseide have no temperate planets but Raa has three. That's funny. This is a nice Amarr boost in the short run. A plex run offensively or defensively in kam/Kourm/huola will net close to .8 contested movement for Amarr but only .6 for Minmatar. That adds up. |

Gimble Revo
Swift Wing Red Villore Accords
0
|
Posted - 2012.10.15 15:39:00 -
[506] - Quote
Hans Jagerblitzen wrote:I've been getting LP for podkills....maybe this is some new bug? Are others having this problem as well?
Killed a few pods yesterday and received no LP for them. One of them was worth 40m ISK so I thought it was weird that I didn't get anything for it. |

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
3178
|
Posted - 2012.10.15 15:48:00 -
[507] - Quote
Salpun wrote:Hans what did you think of Jesters post earlier  . Might be over reacting but pushes should be harder right. Even with some systems pushed to use 50% more LP there is a whole lot of LP out there. Bucky has the numbers in place already if anyone is interested.
Yeah, I've already looked at the number of systems with temperate planets for each warzone, most have very few or no temperate planets at all, and there's only a couple of systems with four temperate planets for the max 50% effect.
Note that this doesnt affect the amount of LP needed to upgrade the systems, only the number plexes needed to push them to vulnerable. Keep in mind that FW pilots are currently plexing systems as much as 200, 300, or 400% PAST vulnerable - so 50% is kind of weak compared to the amount of plexing activity currently.
This will be a small buff for factions like the Amarr who have a chunk of their traditionally Amarrian systems now under Minmatar control (they will be easier to take back), but shouldn't have such a major effect that you won't see Tier 5 spikes anymore or anything melodramatic like that.
I'm not rushing to the LP store myself in a panic, that's for sure.
This will shake things up a bit, and give us a chance to see how the Dust 514 matches will affect us whenever they launch the game onto Tranquility. Many have concerns that CCP is changing too many variables with Retribution, this is a nice opportunity to see one of the variables in isolation, well enough in advance to make adjustments before the Dustbunnies start tearing things up and changing the warzone themselves. Vice Secretary of the 7th Council of Stellar Management.
|

Asthariye
Angry Mustellid Iron Oxide.
13
|
Posted - 2012.10.15 16:55:00 -
[508] - Quote
More than 24 hours notice would've been nice though for those of us who live in originally hostile systems with several temperate planets :(
Also, LP for podkills - one of our guys petitioned this the other day after he got no LP for a 1.3bil pod and was told it's not a bug, you should never get LP for pods 'because they have no inherent value' and is part of the FW redesign. I told him to escalate that because it sounds like a load of nonsense but I don't know if he's had a reply to that. |

Sheynan
Lighting the blight
76
|
Posted - 2012.10.15 17:12:00 -
[509] - Quote
@Fozzie / Hans
Isn't there any way to get atleast the NPC changes (if they are already finished) or a part of them stealth patched in the near future (read week). When I go through lowsec, it feels like the amount of new farming alts is growing exponentially each day.
I don't think we need to have this ISK fountain running for another 1,5 months, its effects are bad enough already.
|

X Gallentius
Justified Chaos
530
|
Posted - 2012.10.15 17:31:00 -
[510] - Quote
Hans Jagerblitzen wrote: doesnt affect the amount of LP needed to upgrade the systems, only the number plexes needed to push them to vulnerable. Keep in mind that FW pilots are currently plexing systems as much as 200, 300, or 400% PAST vulnerable - so 50% is kind of weak compared to the amount of plexing activity currently.
We all know of course that this level of plexing activity only happens in non-occupied systems.... It's going to change quite a bit with the upcoming patch - so using afk alt plexing as an indicator of how "easy" or "hard" it will be to flip systems with this new feature is misleading at best.
Otherwise, bring it on. More texture to the map is better. |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
319
|
Posted - 2012.10.15 17:34:00 -
[511] - Quote
Asthariye wrote:More than 24 hours notice would've been nice though for those of us who live in originally hostile systems with several temperate planets :( .... What does it matter .. isn't everything 9001% vulnerable at this point? Even if you happen to base out of a system that has miraculously evaded the gunless locust swarms, a 50% reduction in needed VP still leaves some 75 plexes that has to be lost ..
This is Dust mechanics, will have close to zero influence on the state of things. 'Tis merely spice to give flavour, the composition and nutritional value of the meal lies elsewhere .. NPC, plex and upgrade changes is where its at (better not muck it up this time CCP!). |

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
3179
|
Posted - 2012.10.15 17:48:00 -
[512] - Quote
Sheynan wrote:@Fozzie / Hans
Isn't there any way to get atleast the NPC changes (if they are already finished) or a part of them stealth patched in the near future (read week) ? When I go through lowsec, it feels like the amount of new farming alts is growing exponentially each day.
I don't think we need to have this ISK fountain running for another 1,5 months, its effects are bad enough already.
Nope. This is all stuff actively being built, than it'll need to go through internal testing, and public testing, before it can be uploaded to Tranquility. Right now, the expected deploy date for all of the FW changes is the Retribution release, it will be highly unlikely we'll see anything sooner.
...and I'll spare the "FW isn't an isk fountain" economics lesson for now since its been thoroughly beaten to death elsewhere. I know it's frustrating for the PvP crowd that will have to hold on for another couple of months until the plexing changes kick in and nerf the amount of AFK ninjafrigs you see around the warzone, but the amount of LP generated right now only benefits an over-inflated economy. Vice Secretary of the 7th Council of Stellar Management.
|

Shepard Book
Underground Stargate
83
|
Posted - 2012.10.15 17:49:00 -
[513] - Quote
CCP Ytterbium wrote:UPDATED THREAD 31/08/2012 HERE.This is a discussion about system upgrades received when donating LP into the FW infrastructure hub, and how to make them more appealing after Inferno. Please refer to the FW blog for more details. At the moment they are:
- Upgrade level 1 - 10,000 LPs required: +1 more station manufacturing, ME, PE, invention and copy slots*, 10% price reduction for medical clones (not jump clones), 10% reduction in market / contract broker fees
- Upgrade level 2 - 25,000 LPs required: +2 more station manufacturing, ME, PE, invention and copy slots*, 20% price reduction for medical clones (not jump clones), 20% reduction in market / contract broker fees
- Upgrade level 3 - 45,000 LPs required: +3 more station manufacturing, ME, PE, invention and copy slots*, 30% price reduction for medical clones (not jump clones), 30% reduction in market / contract broker fees
- Upgrade level 4 - 70,000 LPs required: +4 more station manufacturing, ME, PE, invention and copy slots*, 40% price reduction for medical clones (not jump clones), 40% reduction in market / contract broker fees
- Upgrade level 5 - 100,000 LPs required: +5 more station manufacturing, ME, PE, invention and copy slots*, 50% price reduction for medical clones (not jump clones), 50% reduction in market / contract broker fees
- Buffer - 100,000+ to 150,000 LPs
* Slots are only given for stations that already have that given activity before upgrade. For instance: a station only having science slots will not receive extra manufacturing slots.It's a start, but nothing fancy. We would like to iterate on that after Inferno, and we have already heard some good comments, but your input is welcome. Some ideas, not necessarily in any order:
- Bring back the cyno jammer, if polished enough to be shot down by neutral third parties. Fanfest taught us it is a very tricky move, so we want to hear from all interested parties here
- Move station deny docking from being automatic when a system is captured to something that only happens when the enemy upgrade a system to level X
- Provide science, manufacturing time reduction bonuses to further encourage industry in low-security space
Speaking of which, how do you feel about neutrals having access to your precious upgrades? As explained in the blog, the original goal was to promote an industrial backbone in low-security space, but you may feel differently. Thanks for your time!
Why not let allies attack an IHUB too? This could also help curb people jumping from one faction to another. |

Zarnak Wulf
Imperial Outlaws
658
|
Posted - 2012.10.15 18:40:00 -
[514] - Quote
Auga, Lantorn, Vard, and Huola all have one Temperate planet. Dal, Siseide, and Kourm have none. Kamela and Arzad have two. Very interesting.... |

Destru Kaneda
CTRL-Q Iron Oxide.
106
|
Posted - 2012.10.16 11:23:00 -
[515] - Quote
Ourzad FTFY Music for robots, geeks, hackers, and nerds. Nerdiest homepage on the internet? |

Felix Victrix
Federal Defense Union Gallente Federation
0
|
Posted - 2012.10.16 14:12:00 -
[516] - Quote
What about plex farming alts?! Dont u think that practice must be stopped?! |

frettson
Caldari Provisions Caldari State
0
|
Posted - 2012.10.16 14:23:00 -
[517] - Quote
problem with brastraps? what is taking so long :P |

RavenTesio
Liandri Corporation Liandri Covenant
59
|
Posted - 2012.10.16 14:43:00 -
[518] - Quote
Veshta Yoshida wrote:Soko99 wrote:Not sure if this has been suggested, but 25 pages is a lot to go through.... Not sure if making excuses for not reading before posting or posting in the wrong thread is worse .. hahahaha  Bottom sticky, called "FW: NPC and you" or something like that, is the thread you are looking for. To save you some time however, let me just say Sleeper level AI and super-speedy NPC inties. The fact that the NPC thread has been gathering dust for months now can only mean that the majority of us are rather happy with CCP's chosen solution .. I know I am .. exceeded my expectations handedly (had/have low expectations though, because :CCP:, but still  )
We are still for the most part waiting for their full implimentation. From the CCP Feedback, it seems like most of my initial suggestions back in March were actually taken to heart.
I do recall saying at the time that many of the changes I was suggesting weren't exclusive for Faction Warfare but NPCs as a whole, because they're still for the most part not entertaining to engage. Still when you make such a major design change as a suggestion they can take a considerably long time to see fruition.
Provided CCP stick to the plans they have outlined, would definately say they are on the right track.
This said as far as the Complexes themselves go... the whole King of the Hill Mechanics, in my opinion are flawed because as it stands those inside need to WANT to fight; as opposed to HAVING to fight.
I still firmly stand by my original suggestion, that could lead to the inclusion of DUST Marines being used in a more direct capacity down the road. Where a new module is added for Site Capturing, when it is activated it acts like a Siege / Triage module where-by that module cycles every 1 minute... capturing only occurs while the module is active.
Now this could be offset by this person also receives say a 15% (like a DCU) bonus to their resists to increase their survivability, but still not make this a "Safe" job to undertake by any means.
Especially given the cycle time this would greatly reduce the number of "Deer in Headlights" Farmers, additionally so as obviously Speed Tanking would be impossible.
I would also extend out the Incursion Pay-out system to anyone within the Complex (for the side that Captures it) as such, a Minor (worth 10,000 LP) would actually pay-out 2,000 LP but this would be for up to 5 Players... greater than this then the pay-out becomes deminished until at 10 Players you just get a "Thank You"
This would stop the current "You're in my complex" crying that goes on, and actually get players more focused around TEAMWORK. I mean if you earn 2,000 LP with 1 person, or 5 people... who cares about asking friend to help out. It also means those who already work as fleets to do this don't get punished, but you do if you Blob-Fleet.
Attacking Neutrals within a Complex SHOULD NOT BE A SECURITY STANDINGS HIT. The only Standings hit you should receive in a Complex should be for that Faction, I also believe that should a Civilian enter as Navy Police Spawn should show up and "escort" them out... these would be different from the normal defensive spawn in there.
You can claim this would destroy the "good fights" or whatever, but frankly the sheer number of neutral pirate alts that people use in these complexes is beyond a kitten joke. Especially as they also benefit from our hard work to upgrade systems regardless of the side they have decided to fight for ... that frankly is kitten mess and should be dealt with.
Make the damn standings matter, make choosing a side matter!
DISABLE WARTARGETS DOCKING IN EACH OTHERS HIGH-SEC. I have no issues with the Navy being a push over... but allowing a known war criminal to dock in High-Sec. C'mon, seriously!?
Don't know anyone who was upset about the ability to dock in low-sec, in-fact personally I thought it was a fantastic idea; but for the love of all that it is good it MUST be extended everywhere not just the Warzone. If we want to go to enemy High-Sec most of us have Neutral alts anyway, all this would prevent is the frankly kittenbag move of enemy corporations moving in to High-Sec then using Neutral Logi. Sure some of the changes will kurb that a little bit, but either make the Navy a force to truely be feared or disable High-Sec docking!!
Tags should be removed as an item you pick up, instead change them to "Commendations" they can fill a similar role but are provided automatically to the Player. You can then convert them in batches of 10, 50, 100, 250 Commendation Tokens (like AUR) with the exchange rate based on how much a given corporation likes you.
This still allows you to sell them, but these would be provided exclusively for Kills. The number provided would increase, or atleast increase your chance of a Grade I, II, III based on if it is a Standard NPC, Commander NPC or Player.
LP should still be earnt via Complex / Missions, but I think a small "reward" should also be provided. Rookie = 1,000 LP + 10,000 ISK [1-5] Minor = 2,000 LP + 50,000 ISK [5-10] Medium = 5,000 LP + 150,000 ISK [10-20] Major = 10,000 LP + 250,000 ISK [20-40] Unrestricted = 25,000 LP + 1,000,000 ISK [40+]
This should be based against number of people per complex as shown in the brackets for the equal share they receive under that number. I would also say that EVERYTHING in the LP Store should require "Commendations" / Tags... even if it's a Token amount you can gain in a complex worth of kills, but this would encourage Combat. Especially if High-Grade were awarded frequently from other players.
|

Mnemic001
T.R.I.A.D Ushra'Khan
2
|
Posted - 2012.10.16 15:06:00 -
[519] - Quote
I don't know if its just me, but i feel that alot of the major issues in FW have not even been adressed. Amarr will still find it difficult to pick up missions to get money because CCP wont allow them to dock in pods and shuttles in the imperial crusade stations. The origionally failed LP system has been nerfed to become even more fail.... why? Because all the LP nulsec alts are now going to disappear, noone will contribute to the system and it will now become impossible to make money for FW for everyone. GREAT.
May i also add there is now going to be even less reason for the amarr to fight back, there is still no incentive for the amarr to regain space and the minitards STILL have minimal targets to shoot.
DONT GET ME STARTED ON DUST.
CCP PLEASE, get rid of this god awfull LP system bring back a sustainable LP store were everyone can maintain some cash, bring back the good fights. ALLOW the amarr to dock/undock in pods/shuttles in their mission stations to get LP. Make it harder for the winning side to keep space and reduce the amount of LP sustained by taking plexs. (as specified on one of my earlyer posts) and make it easier for the loosing side to regain space, and boost the LP they get from taking plexs as well it being less time for them to capture it.
For example Faction Control Amarr 50% - 50% Minmitar (No handicaps or incentives given for either side) Amarr 25% - 75% Minmitar Minmitar (For every percent over 50% = 2% reduction in LP gained from offensive plexing, so in this case a 50% reduction in LP gained. So instead of 30k for a major it would be 15k.) Same should apply for the amount of time it takes to capture a plex, so instead of 20 mins it would take 30 mins (50% extra time to capture a plex at 75% control)
Amarr (for every percent under 50% = 2% gain in LP gained from offensive plexing, so in this case a 50% Increase In LP gained. So instead of 30k gained for a major it would be 55k.) Same applys for the amount of time it takes to capture a plex, so instead of 20 mins to take a plex it would only take 10 mins. (50% less time to capture a plex at 25% control)
BRING BACK THE GOOD FIGHTS!!!
IF by the patch im still finding gunless merlins capturing plexs, if i can no longer make cash, if i have nothing to fight.... Im about ready to pack my bags and quit FW... im done. |

Val Erian
Azure Horizon Federate Militia
8
|
Posted - 2012.10.17 17:44:00 -
[520] - Quote
CCP Fozzie wrote: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' preparation 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.
This is not the way its working on Tranquility. Neither the Patch Notes or the Dev description are reflected in actual game atm. The icon by the contested status bar shows in every system (3000 + 0.0% = 3000) no matter how many temperate Planets in system.
In addition the pre-patch vp for defending 'original sov" systems is actualy LESS than before this patch while atacking side remains the same.....
for example in original Gallente system of Aldranette with 2 Temperate planets, defensive plexs completed take .6 % off the contested status bar... Offensive plexs done add .7% onto Contested status bar.
Pre - Patch defensive plexs took .8-.9 off of the contested bar.
|

Karasuma Akane
Agony Unleashed Agony Empire
0
|
Posted - 2012.10.18 05:16:00 -
[521] - Quote
Val Erian wrote:This is not the way its working on Tranquility. Neither the Patch Notes or the Dev description are reflected in actual game atm. The icon by the contested status bar shows in every system (3000 + 0.0% = 3000) no matter how many temperate Planets in system. In addition to Planetary District status modifiers not showing an effect on System Capture status, the status calculations appear to be borked/screwy today. In my home system (two temperate planets), the System Capture Status bar has been fluctuating between Stable/1% and 13%. I myself noticed the System Capture Status bar go from 13% to 1% in a single flash. Also, earlier today some people were seeing 13% on the bar while others are showing 1% on the bar at the same time. The see-saw has continued throughout the day, with the percentage going back and forth from 1-13% within a few minutes as observed by multiple corp members.  |
|

CCP Fozzie
C C P C C P Alliance
1921

|
Posted - 2012.10.18 11:09:00 -
[522] - 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 |
|

Yuri Intaki
Nasranite Watch Liandri Covenant
84
|
Posted - 2012.10.18 11:24:00 -
[523] - Quote
FW office and screen do not update in proper times. For example, system could be stable but still show contested in both screen/office but when you cap the plex it says "no reward for defending this uncontested system". Sometimes your one account might make it stable, you log another account to system 5 minutes later and show system on whatever % contested.
|

Bad Messenger
Nasranite Watch Liandri Covenant
264
|
Posted - 2012.10.20 14:18:00 -
[524] - Quote
CCP Fozzie wrote: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.
Anyway FW is unplayable now, farming is only thing left, you can not capture systems anymore because contested levels seem to reset prepatch values on every down time.
some quality control plz.
|

Dr Sheng-Ji Yang
The Forsworn Protectorate Imperial Protectorate
13
|
Posted - 2012.10.20 15:03:00 -
[525] - Quote
To be honest CCP should reset whole FW in Retribution. They have screwd so much that it isn-¦t fixable without a complete reset and even a complete reset would-¦t fix all. Really don-¦t know how a pack of human beings can do so many mistakes. I remember the times Minmatar plexed amarr to hell while amarr couldnt plex because of rat ewar. Only that first mistake (DEADLY mistake) doomed the amarr militia, not mentioning the other crap that happened. Reset all. |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
321
|
Posted - 2012.10.20 16:40:00 -
[526] - Quote
Dr Sheng-Ji Yang wrote:To be honest .... Never did get why people use that phrase, it implies that everything said sans phrase is not honest ... 
Reset won't happen as CCP would have to admit defeat (again). If it was to be then it should have been done when foreknowledge of impending changes was abused in the 2-3 week long Shakorite plexing frenzy up to Inferno when a single crew could flips as many systems in a day as they had manpower to burn bunkers.
- Reset shouldn't happen as there is glory and honour in clawing ones way back from zero, provided we are given the tools/mechanics to make such a thing conceivable .. which leads to
- Reset doesn't have to happen if CCP designs the system in such a way that being big and fat is detrimental to the general well-being of a militia (read: harsh as hell diminishing returns).
Time will tell if that last one ever comes to pass, initial offering aimed at rewarding being bloated (defensive LP farms) with practically no hope of any sort of comeback for the downtrodden .. hoping that the prolonged silence on that front means that it is being contemplated in earnest, although chances are that it will be implemented "as is" with only minor tweaks .. but here is to hope 
|

Dr Sheng-Ji Yang
The Forsworn Protectorate Imperial Protectorate
13
|
Posted - 2012.10.20 17:10:00 -
[527] - Quote
Quote:Never did get why people use that phrase, it implies that everything said sans phrase is not honest ... Big smile
Reset won't happen as CCP would have to admit defeat (again). If it was to be then it should have been done when foreknowledge of impending changes was abused in the 2-3 week long Shakorite plexing frenzy up to Inferno when a single crew could flips as many systems in a day as they had manpower to burn bunkers.
- Reset shouldn't happen as there is glory and honour in clawing ones way back from zero, provided we are given the tools/mechanics to make such a thing conceivable .. which leads to
- Reset doesn't have to happen if CCP designs the system in such a way that being big and fat is detrimental to the general well-being of a militia (read: harsh as hell diminishing returns).
Time will tell if that last one ever comes to pass, initial offering aimed at rewarding being bloated (defensive LP farms) with practically no hope of any sort of comeback for the downtrodden .. hoping that the prolonged silence on that front means that it is being contemplated in earnest, although chances are that it will be implemented "as is" with only minor tweaks .. but here is to hope Sad
Yeah but so long as CCP doesn-¦t the reset also the new system won-¦t change anything. Okay CCP has announced the changes and everybody knows what will happen: Every militia will try to get with T4 or T5 into Retribution because of the new static system. That means that Minmatar militia is actually f.... when amarr militia decides do bust all the vulnerable systems atm and upgrades short before the update. But Minmatar already know this and are already starting to flip their own systems (!!!!!!!) to bleed them down to vulnerable, farm them and flip them short before update. MADHOUSE. So in theory amarr militia should watch for bunkers in minmatar systems that the minmatar do not flip their own bunkers..... Totaly madhouse. You can-¦t do anything with this completely broken system. Going into retribution with that crap means only that we will have furthermore a ton of crap.
Another example of stupidness: Amarr militia guy tries to kill a plexer: Plexer knows rats do em and thermal so he is fitted against em and thermal. Most amarr militia guys use amarr ships and do laser dmg em and thermal. Means that plexer is perfectly fitted even for pvp and not that easy meal for amarr militia guy.
On the other side: Amarr plexer (I dont know any...) is fitted against minnie rats (kinetic explosive) and the minmatar militia guy knows this and uses heat. Big advantage minmatar militia.
Retribution changes: Rats have more tank and less dmg. Great idea CCP. Again advantage for minmatar militia. Rat shooting with minnie ships don-¦t use cap. On the other side: Now the amarr militia guys need the more cap to shoot the rats with their lasers. Don-¦t know how many times I had to leave a plex and chicken out from a minnie guy because I was already short on cap due to rat shooting. For example fleeing from a rifter in a slicer because cap was down to 50%. In a minnie ship I wouldn-¦t have had these probs. Now the rats should have more tank so that I am even shorter on cap. And so on. And so on. The list of CCPs fails here could be endless.... |

Zarnak Wulf
Imperial Outlaws
660
|
Posted - 2012.10.20 22:01:00 -
[528] - Quote
As long as we're throwing out pipe dreams with no possibility.....
How about a remake of the Amarr vs. Minmatar dynamic? I don't role play. I haven't come across role players. But subconciously a race that is:
Mostly White Slave Owners Religious Fanatics
is very unappealing. You can't design a much more straightforward bad guy. And while you can romanticize Cowboys vs. Indians, the latter made shirts out of their enemies' scalps and were pretty damn scary. Scramble the dynamic just a little bit. |

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
3191
|
Posted - 2012.10.21 00:25:00 -
[529] - Quote
Zarnak Wulf wrote: And while you can romanticize Cowboys vs. Indians, the latter made shirts out of their enemies' scalps and were pretty damn scary.
Now this is a FANTASTIC proposal! I'll talk to Team Avatar about allowing players to use blueprints and transform Amarrian corpses into wearable clothing. EVE could use a new profession.
Vice Secretary of the 7th Council of Stellar Management.
|

Zarnak Wulf
Imperial Outlaws
660
|
Posted - 2012.10.21 00:47:00 -
[530] - Quote
  
Edit: that actually would be pretty motivating... |

Hulkdriver003
Inappropriate Contact Infinite Improbabilities
1
|
Posted - 2012.10.21 06:24:00 -
[531] - Quote
Zarnak Wulf wrote:As long as we're throwing out pipe dreams with no possibility.....
How about a remake of the Amarr vs. Minmatar dynamic? I don't role play. I haven't come across role players. But subconciously a race that is:
Mostly White Slave Owners Religious Fanatics
is very unappealing. You can't design a much more straightforward bad guy. And while you can romanticize Cowboys vs. Indians, the latter made shirts out of their enemies' scalps and were pretty damn scary. Scramble the dynamic just a little bit.
Okay so lets just throw out the entire story of EVE and make it all happy happy ponies and powderpuff.
EVE is EVE, if it offends your sensibilities go and play something else |

Zarnak Wulf
Imperial Outlaws
660
|
Posted - 2012.10.21 07:12:00 -
[532] - Quote
Minmatar militia has outstanding numbers. Amarr militia has very poor numbers. If you had actually read what I wrote rather then try to be snarky you would see I'm suggesting the Eve story get expanded. Have the Minmatar nuke an inhabited planet. Dirty up the clear cut dynamics. Make it darker all the way around.
It's a suggestion posted in the features and ideas forum of all places. Moron. |

Dr Sheng-Ji Yang
The Forsworn Protectorate Imperial Protectorate
13
|
Posted - 2012.10.21 08:33:00 -
[533] - Quote
@Zarnak Wulf and Hans Jagerblitzen: Some of the best stuff I have heard for a long time! CONGRATS! |

Dr Sheng-Ji Yang
The Forsworn Protectorate Imperial Protectorate
13
|
Posted - 2012.10.21 11:34:00 -
[534] - Quote
Another great idiotic actual example of this system and why it doesn-¦t make sense to go into update without reset: Minmatar militia is actiually flipping their own owned systems for amarr to farm them down (Oyeman, Roushzar) and flip them short before update. In theory that means amarr militia would have to guard minmatar Ihubs for not getting shot. How broken, crazy and idiotic is that????????? |

Bouh Revetoile
Barricade.
109
|
Posted - 2012.10.21 11:47:00 -
[535] - Quote
Zarnak Wulf wrote:Minmatar militia has outstanding numbers. Amarr militia has very poor numbers. If you had actually read what I wrote rather then try to be snarky you would see I'm suggesting the Eve story get expanded. Have the Minmatar nuke an inhabited planet. Dirty up the clear cut dynamics. Make it darker all the way around.
It's a suggestion posted in the features and ideas forum of all places. Moron. Although Gallante and Minmatar stories could be a bit more darker, I think the problem is more about winmatar than about amarr role play. SFI are quite attractive, quite a lot more than Imperial Navy Omen. |

Tabiothi Talaenei
Royal Order of Security Specialists Late Night Alliance
0
|
Posted - 2012.10.22 17:45:00 -
[536] - Quote
each militia should have a state of militia wide effects on its own players. this state should be determined by the tier of the opposing faction, and should modify LP/VPs to encourage that factions militia as a whole to make the right specific tactical moves (like hitting i-hubs or d-plexing or whatever). if you nerf lps a bit in total, and modify the lp rewards based on the military needs of the faction awarding those lps, then militia pvpers and farmers will be making similar profit, both making moves that benefit their militia as a whole. this would keep the wars more balanced and heated. tier 5 could have economic incentives, but should be hard to maintain due to the hefty lp/ vp bonuses that the opposing faction will gain. if you put this info on militia wide states in the menu that shows the tier of your militia, then players just logging in can see that state, read its details, and get a very clear idea of what that faction needs its militia to do. (and what it will be rewarding the most handsomely) |

Sean Parisi
Project Cerberus Caldari State Capturing
2
|
Posted - 2012.10.23 00:08:00 -
[537] - Quote
50% Loyalty point reduction for Tier 1 seems to penalize the losing side a bit too much in my opinion. It reduces the incentive to actually Plex and gives them less base loyalty points to actually invest in upgrading systems and pushing forward in order to be competitive.
The primary thing I would like to note on though is to diversify the plex button in order to facilitate different engagement ranges. For example we have "Outposts and Installations" - An outpost could have a button that is essentially 10km away from warp in, encouraging short range tactics such as brawling boats. Where as an Installation could have a button that is 40-50km away. This way we are able to encourage the use of both long range tactics as well as short range tactics. Without polarizing the advantage on solely on type of play style. |

Sean Parisi
Project Cerberus Caldari State Capturing
2
|
Posted - 2012.10.23 00:13:00 -
[538] - Quote
I also firmly agree with Vyktor Abyss that if we want to encourage low sec population in relevance to faction warfare upgrades. We should do so in a more creative fashion. I do like the 20% fuel cost reductions and the slot bonus, but it allows industrialists to simply use the station for manufacturing and then sell the goods in low sec. Without actually being present outside of the station at all.
Instead we should improve what type of exploration sites are available, provide Cosmos agents (Agents that improve faction standing maybe?) as he had suggested or even providing an abundance of new ores to upgraded systems. This would encourage industrialists to be present outside of the station and actually put their boots down on the ground.
One thing I would like to note on, is FACTION STANDINGS - Once you get to full rank you no longer gain standing for participating in faction warfare. I would say that participation should allow us to invest loyalty points or have our activity rewarded with a constant boost to standings. This would allow individuals to realistically change factions or use faction warfare as a mechanic to improve their standings. (The rank bonus is still very generous, but it would be nice to see a consistent reward and bonus, not a one time bonus). |

Milton Middleson
Rifterlings Damu'Khonde
131
|
Posted - 2012.10.23 07:06:00 -
[539] - Quote
IGÇÖve been thinking a bit more about the proposed system upgrades recently (I realize the thread has moved away from this, but whatever). What strikes me is that many of them are unlikely to hold much appeal for Faction Warriors because they donGÇÖt provide something useful and usable, even indirectly. The bonus manufacturing slots would be great for nullsec, but the warzone is not exactly suffering from a critical shortage of assembly lines. The science slots are better, since they provide something we are short on, but the scarcity of ME and Copy slots means that militia inventors are going to be competing with everyone and their dog to take advantage of the bonus slots, so that is basically a wash in terms of usability. The repair cost and market tax reduction are a step in the right direction, but not a very big step, since these are both fairly minor in the grand scheme of things. The clone costs, POS fuel, and manufacturing time bonuses are spot on, because they each give something that is useful, something that we did not have an abundance of before, and which is mostly non-rivalrous (which in turn means you get to enjoy the benefits of the upgrades you purchased. So they're good, but I don't know if they're good enough to merit the investment they demand.
The key thing is that desirable upgrades must give something we didnGÇÖt already have, must have benefits which are mostly non-rivalrous, and must be significantly useful. |

Rek Seven
Probe Patrol Project Wildfire
449
|
Posted - 2012.10.23 09:10:00 -
[540] - Quote
CCP Ytterbium wrote: Bring back the cyno jammer, if polished enough to be shot down by neutral third parties. Fanfest taught us it is a very tricky move, so we want to hear from all interested parties here
I think it would be a good idea and good for low sec as a whole if you allowed faction warfare people to control cynoing. People that have a lot of numbers but don't have the isk/skills to field capital ships will have a place to participate in large fleet fights without the fear of being hot-dropped by some board null sec corp.
However (and this is important) only people in faction warfare should be able to control cyno jamming in low sec. If people who are not in faction warfare want to be able to use a cyno in a certain system, they have three options - 1) Join FW, 2) negotiate with the controlling faction and 3) pay the enemy faction to disrupt the cyno jammer. They see me trolling, they hating... |

Rek Seven
Probe Patrol Project Wildfire
449
|
Posted - 2012.10.23 11:07:00 -
[541] - Quote
Hans Jagerblitzen wrote: I'm not so sure about lowering sec status of systems, but what I'd LOVE to see is an increase in taxation or something along those lines, as a penalty for a faction falling behind. What if each faction had a "war acquisitions" initiative where they needed more income to fuel their front line fighters when the war wasn't going their way? Imagine if Faction Warfare could influence Jita's pricing? That tax could even be used as extra direct incentive for those pilots enlisting in the militia that was falling behind, like a "hazard pay" to encourage militia fighters to stay in the game when the chips are down and give them the resouces they need to keep going.
This is all very rough and brainstormy of course, but that's along the lines of what I'd like to see. A system that gives real value and meaning to the war in the context of the entire game, while making the system a bit more elastic in terms of enrollment incentives for a faction getting steamrolled by another.
Yeah, faction warfare should really have an effect on all faction space. If the Gallente FW guys are not pulling their weight, people in Gallente highsec should feel it through decreased mission payouts and higher market taxes. This would mean that everyone would have a vested interest in the state of their factions. They see me trolling, they hating... |

Intaki Kauyon
Quantum Cats Syndicate
5
|
Posted - 2012.10.23 21:06:00 -
[542] - Quote
With Inferno, coordinating a faction to sacrifice some LP one time as a whole to upgrade systems for a GÇ£Cash OutGÇ¥ made some sense. And no one grunted as hand over fist earning versus very little sacrifice. A player will happily depart from 10 to 50K in LP so that their extra LP goes to decreased sales costs so long as dozens of other players are doing it as well.
In actual practice, IGÇÖm not sure that FW really were keeping up with LP donations for the benefits other than one time cash outs.
With these costs now increasing by double and the clear fact that we as a faction wonGÇÖt be just doing it one time, but actually having to keep up system levels for tier advantages to LP gain, it seems more than blatantly obvious that there will be a fundamental flaw.
If previously you could only get players to barely in small groups sacrifice LP for a one-time cash out, what chance do you have that players will donate twice as much LP to just maintain tiers?
LP donating for system upgrades is the flaw itself. There should be another control. Using the toils and labor of the minority that actually care about FW presence so that the majority can benefit is just not going to take place.
No matter what benefits and changes you make to the upgrades, itGÇÖs more important that you remove the LP donation as the control for upgrades. IGÇÖm not sure I see this pointed out enough.
|

Dr Sheng-Ji Yang
The Forsworn Protectorate Imperial Protectorate
14
|
Posted - 2012.10.26 06:10:00 -
[543] - Quote
Some feedback to the new fw patch: GREAT WORK!!!! A little bit late but great patch. You will see still great amounts of defensive plexing but that will be only during the next weeks until metropolis and caldari space isn-¦t contested any more. After that defensive plexing will be almost as dangerous as it was while we were defending kourmonen some days ago. Amarr still would need plexers. Tbh we need plexers. Agony has lost Kourm yesterday because they didn-¦t want any defensive plexing any more. I was also sick of it. But especially plexers are sth that the minmatar do not lack. Like you see it in Metropolis at the moment. All systems theat were vulnerable will be soon stable again. I know that CCp sees still great amount of plexing (especially defensive plexing) but please do not nerf this. The amounts will end until Metro and caldari space is mostly stable again. After that most of the plexers will cash out and be gone.
Great work CCP.
|

Red Teufel
Blackened Skies Nulli Secunda
83
|
Posted - 2012.10.27 20:48:00 -
[544] - Quote
when dust comes out omg. :) |

X Gallentius
Justified Chaos
565
|
Posted - 2012.10.30 06:26:00 -
[545] - Quote
The next big farming issue will be FW missions because the LP multiplier due to tiers that skews everything out of whack. 30k LP/mission is generous, 80k+ LP/mission is overwhelming.
Yes, missions don't affect occupancy warfare, which is a good thing, but they are "infinite" and can be run nonstop. Farming alts will return to mssion running and even with the LP bonus at just Tier 2 (which every faction can attain), they will be omnipresent in all factions. Concentration of wealth through FW activities will continue.
The tier LP multipliers ought to be dampened down much more than they already were. They skew everyting about FW into a farming metagame. Part of the solution may be to remove the LP payout multiplier to FW missions.
|

Onnen Mentar
Murientor Tribe Defiant Legacy
24
|
Posted - 2012.10.30 07:51:00 -
[546] - Quote
^^ as above..
The tier multiplier should not apply to missions as missions don't affect the warzone in any way anyway. |

Rek Seven
Probe Patrol Project Wildfire
460
|
Posted - 2012.10.30 13:03:00 -
[547] - Quote
but what if they did? They see me trolling, they hating... |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
347
|
Posted - 2012.10.30 14:30:00 -
[548] - Quote
Rek Seven wrote:but what if they did? Indeed.
Would be awesome if missions: - Were restricted in destination to hostile held space. - Applied some (or all) of their VP towards system occupancy. (Should be careful not to allow it becoming easy mode when taking systems from a downtrodden though) - Had poison pills to activate that wonderful fight profit or flight mechanism.
But it is so far down the list of things that is unlikely to be realised that it is pointless to debate. Factions within CCP are loathe/reluctant/scared of "forcing" people into a specific play style (PvP) and would have people who join a militia at war to grow flowers be allowed to tend their flowerbeds without the need of ever taking up arms (can't make this **** up .. hahahaha).
On a completely unrelated note: Just spent some time studying the Amarr/Shakorite militia interface and the map/setup is even more lopsided than I realised. Amarr are after the pre-patch flurry almost back to full system count, have upgraded most systems (not all fully) and are low tier2. Minmatar have slightly more than 'base', have no upgraded systems that I can see and are high tier 3.
SORT THE DAMN MAP DISCREPANCY! |

Cearain
Imperial Outlaws
621
|
Posted - 2012.10.30 14:32:00 -
[549] - Quote
Rek Seven wrote:but what if they did?
We would make faction war even more of a clash of carebears than it is now. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Cearain
Imperial Outlaws
625
|
Posted - 2012.10.31 20:43:00 -
[550] - Quote
Kuehnelt wrote:Hans Jagerblitzen wrote:Nobody enjoys reading a clogged thread dominated by someone who can't respect others once they've made their point about a particular issue. When people are seen to be raising their voices, sometimes it's because they're just jerks, and sometimes it's because someone keeps raising the noise level with comments like "you don't like defensive LP because you want the underdog to starve."
Once you know the backstory you will see Hans isnGÇÖt so innocent as he pretends. Much of what hans is claiming is pretty much taken directly off of Susan Blacks blog. That blog is controversial/some even refer to it as a GÇ£troll blogGÇ¥ because it is basically just minmatar propaganda and often clearly based on false assumptions which are clearly indicated in the comments and other blogs.
These false assumptions are well pointed out in the comments to her blogs, often by those in amarr militia. Hans and susan, however, never mentions those arguments and just continue to repeat their conclusions. So I have to bring them up again and again.
Example one:
Hans Jagerblitzen wrote:There is simply no debate that a system that rewards winners and punishes losers financially will encourage profit-seekers to enlist in whichever militia is winning at the time. This sounds in theory like it would lead to "snowballing" and an unbreakable power monopoly over time. But the numbers show something a little different. As CCP disclosed at the summit, and as publicly available data shows,. the "army of plexing alts" that have joined Minmatar haven't really translated into a noticeable increase in plexing behavior The Amarr have been able to put forth as much warzone activity in terms of kills and victory points, despite the on-paper size advantage that the Minmatar have.
He ignored the fact that her analysis is completely flawed because many of the minmatar plexing alts were plexing in caldari space where they donGÇÖt get vp. But after amarr hit tier 4 and they had more backwaters to plex the vp numbers skyrocketed that week. Wehn this is taken inot account, the numbers do, in fact, show that the army of pelxing alts have translated into noticible increases in captured plexes.
He admitted he saw the comments that demonstrate why her analysis is flawed. So why then is he presenting it as if it is a valid conclusion without even acknowledging the large error in her analysis?
Example 2:
That amarr only made it to tier 4 due to our saviour nulli secunda coming in. This was another well known claim that was lifted off of susan and other minmatar trolls. It was pretty much shot down by people who kept track of the progress amarr was making before nulli even joined. It is also currently debunked by anyone who want to look at the current fw ui and see how many systems amarr has vulnerable. So why is hans repeating and not even attempting to address the problems with this theory?
Well I think its because its clear that the fact that amarr can make a comeback is due to no lp for defensive plexing. And the minmatar want very much to be able to continue to farm systems they already captured.
So Hans continues to try to feed the garbage line:
Hans Jagerblitzen wrote: Most don't want to do this, and I want everyone to have the tools they need to pull themselves up from the bootstraps, ratcheting back up one tier at a time, instead of just phoning some powerful friends when the chips are down and you need a savior.
And several others like it.
Of course he never presents the good reasons to think amarr likely would have at least accomplished this without nulli, even though he read plenty of them. No he is not offering that side at all. That is why I have to post them again in this thread. Because he is only seeing one side of things.
Hans we already can pull ourselves up and have without any savior. Your system where people are immediately rewarded for piling on the winning side will not help the underdog. There will be no bootstraps to pull onto.
Which brings me to example three:
Right after inferno was released it was clear to susan that no lp for defensive plexing was going to be a thorn in minmatarGÇÖs side. It was going to mean amarr would likely be able to come back regardless of their current tier because the minmatar farmers work off greed. So she started making posts to change this on this forum, and made about 5 different blog posts trying to argue they should give lp for defensive plexing. Hans basically supported this the whole way through. Even though it was pointed out this would destroy the balance early on.
Even on his most recent blog post we see this:
GÇ£*Defensive plexing - it blows. "Punishing" players for "winning too much" by boring them to death leads to a lot of people not wanting to play at all.GÇ¥
Does he even mention the down sides of giving lp for defensive plexing? Not a bit.
Yet his concern that minmatar are being punished with inferno is right up there with the more drastic problems faction war faces.
I mean really hans, do you really think one of the major problems with inferno is that it punished minmatar too much for winning?
If Hans was objective and pointed out the disadvantages of these proposals I wouldnGÇÖt have to.But he doesnGÇÖt, so I have to go through all this stuff again and again. It is a bit exasperating when he pretends he has never heard about the problems with susans conclusions someone should point them out.
Seriously hans if you want to be seen as not biased stop parroting what susan black says wholesale without any mention of the well documented problems with her biased views.
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Sheynan
Lighting the blight
105
|
Posted - 2012.10.31 21:40:00 -
[551] - Quote
/o\
Why so much tinfoil ?
I thought this might happen when we elected a FW CSM that thus HAD to be from one of the militias. But I never thought it'd be this bad... Come one Cearain, you're almost at Poetic Stanzils level of hate and bitterness . |

Cearain
Imperial Outlaws
626
|
Posted - 2012.10.31 21:46:00 -
[552] - Quote
Sheynan wrote:/o\ Why so much tinfoil ? I thought this might happen when we elected a FW CSM that thus HAD to be from one of the militias. But I never thought it'd be this bad... Come one Cearain, you're almost at Poetic Stanzils level of hate and bitterness  .
Not sure what you mean. That is what he actually said.
Sure enough the first thing addressed is the minmatar's view that they are being punished for winning too much.
Let me ask you:
How is it even possible that someone could conclude that the problem with inferno was it was punishing the winning side too much? Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Rengerel en Distel
Amarr Science and Industry
489
|
Posted - 2012.10.31 21:54:00 -
[553] - Quote
Veshta Yoshida wrote:[ On a completely unrelated note: Just spent some time studying the Amarr/Shakorite militia interface and the map/setup is even more lopsided than I realised. Amarr are after the pre-patch flurry almost back to full system count, have upgraded most systems (not all fully) and are low tier2. Minmatar have slightly more than 'base', have no upgraded systems that I can see and are high tier 3.
SORT THE DAMN MAP DISCREPANCY!
You don't see the upgraded system for the enemy militia. There are 70 systems, and you need 84 points to hit tier 2. So even if you had them all, it's impossible to hit tier 2 without upgrading, let alone 3 or higher.
|

Zarnak Wulf
Imperial Outlaws
680
|
Posted - 2012.11.01 07:25:00 -
[554] - Quote
The most important question is 'Why do we want to hold space?' This is a question for not only low sec but null sec as well. It's also a question that needs to be answered to make any upgrades in the FW system worthwhile.
Every blue moon I get in the mood for something slower and pull out Civilization V. That game to anyone who has played it is all about resources. With every new game they spawn randomly around the map. And every game I may find myself without some vital item that ill either have to trade or wage war to get. It's a pretty basic concept really.
With the exception of a few notable examples, there is little resource scarcity in Eve. Rather then ABC ores being all over high and low sec, there should be veins of specific ores that run from high to null sec. The more numerous the ore, the more numerous and deep the veins. Imagine if one if the rarer ores was present in the Amarr/ Minmatar war theater?
Concerned that no one would consider mining in low sec? CCP should think of new ships that would allow pilots a chance to pull it off. That is idea number one.
Idea number two is to spice up low and null with benefits and FW with combinations.
Industry: Manufacturing jobs started in low sec require 5% less materials. Ore refined in low sec produces 5% less waste. In Null both of these bonuses become 10%.
Specific locations: Station x in Eszur is famous for it's efficiency during the rebellion in churning out assault frigates. All Wolfs and Jaguars produced there require 5% less materials. (On top of low sec 5%)
Victory conditions: Kamela has three tech moons around gas giant x. These moons are toxic due to the planet's abnormally large radiation belt. These moons are normally inaccessible. Every Minmatar system with a temperate planet conquered by the Amarr militia allows one tech moon to come into play. (Slave labor)
Last stand - militia is reduced to three systems. LP earned in those systems at triple rate. Adjacent systems at double.
War's momentum - whichever side owns Kourm, huola, and Auga gets 50% reduction in pos fuel throughout the region.
These are all just random ideas I'm throwing out there - hopefully you get the idea.
|
|

CCP Fozzie
C C P C C P Alliance
2335

|
Posted - 2012.11.08 14:23:00 -
[555] - 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 |
|

Warde Guildencrantz
TunDraGon
182
|
Posted - 2012.11.08 14:30:00 -
[556] - Quote
CCP Fozzie wrote: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!
While you are at it make rancer have 0 jump gates ok? |

Cearain
Imperial Outlaws
637
|
Posted - 2012.11.08 14:35:00 -
[557] - Quote
Heres the dotlan maps of the warzone for people who want to look:
http://evemaps.dotlan.net/map/Amarr_VS_Minmatar Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Marcel Devereux
Aideron Robotics
171
|
Posted - 2012.11.08 14:49:00 -
[558] - Quote
Dot lan maps with the proposed systems highlighted:
http://evemaps.dotlan.net/map/Amarr_VS_Minmatar/Kurniainen,Isbrabata,Siseide,Eszur,Gulmorogod,Egmar |

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
3301
|
Posted - 2012.11.08 15:19:00 -
[559] - Quote
CCP Fozzie wrote: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 not 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! :Edit: Cearain and Jason below had the excellent idea of posting the link to Dotlan's map of the warzone. I really should have included that with the post so I'm going to shamelessly steal the idea from them just in case people don't read down two posts.
Awesome work, thanks for jumping on this Fozzie when the opportunity came up. This should make things a lot more interesting in our area, I'm looking forward to it! Vice Secretary of the 7th Council of Stellar Management.
|

Iris Bravemount
Fweddit I Whip My Slaves Back and Forth
139
|
Posted - 2012.11.08 15:43:00 -
[560] - Quote
So instead of having a bottleneck in Hofjaldgund, we'll have a bottleneck in Eszur?
Why not a Siseide <-> Frerstorn gate instead? Why active tank bonuses are bad for you |

Zarnak Wulf
Imperial Outlaws
714
|
Posted - 2012.11.08 15:46:00 -
[561] - Quote
Simplistic, beautiful, and profound in its ramifications. Good work Hans. Sleep well. I'll most likely kill you in the morning. |
|

CCP Fozzie
C C P C C P Alliance
2340

|
Posted - 2012.11.08 15:51:00 -
[562] - 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 |
|

Altaen
Calamitous-Intent
13
|
Posted - 2012.11.08 16:05:00 -
[563] - 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?
I'm afraid you must have missed Kurniainen (Bleak Lands) to Isbrabata (Metropolis) and Gulmorogod (Heimatar) to Egmar (Metropolis)
both of which bypass Eszur entirely and in a huge way. |

Iris Bravemount
Fweddit I Whip My Slaves Back and Forth
140
|
Posted - 2012.11.08 16:09:00 -
[564] - Quote
Don't get me wrong, the other two connections seem great, I just said that the Sis - Eszur gate doesn't seem to make that much of a difference. Why active tank bonuses are bad for you |

Altaen
Calamitous-Intent
13
|
Posted - 2012.11.08 16:10:00 -
[565] - Quote
CCP Fozzie wrote: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 not 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! :Edit: Cearain and Jason below had the excellent idea of posting the link to Dotlan's map of the warzone. I really should have included that with the post so I'm going to shamelessly steal the idea from them just in case people don't read down two posts.
How can a post this epic and awesome only have one like including mine? I'm not even in the milita any more, but I can see how much more dynamic Metropolis will become. |

Shalee Lianne
Imperial Outlaws
104
|
Posted - 2012.11.08 16:13:00 -
[566] - Quote
Thank you for this. Awesome work. http://amarrian.blogspot.com/ -á~ Roleplay blog.http://sovereigntywars.wordpress.com/ ~ Faction War blog. |

Cearain
Imperial Outlaws
639
|
Posted - 2012.11.08 16:28:00 -
[567] - Quote
I am glad we will no longer have the lame gate camps in eszur - assuming this extra gate works to prevent that.
As far as adding the other gates and generally making the fw space smaller- I see pros and cons. But given the the number of active players we have right now the pros outweigh the cons.
I do think the gate from sisiede to eszur will draw some of the focus from kourmonen - which is nice.
I still think I would prefer a jump from sisiede to frerstorn (or even egg to frer or eszur) but this set up has its advantages too.
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Bienator II
madmen of the skies
1110
|
Posted - 2012.11.08 16:31:00 -
[568] - Quote
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. a eve-style bounty system https://forums.eveonline.com/default.aspx?g=posts&m=359105 You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |
|

CCP Fozzie
C C P C C P Alliance
2343

|
Posted - 2012.11.08 16:33:00 -
[569] - 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 |
|

Miura Bull
Justice League of Egbinger The Devil's Tattoo
30
|
Posted - 2012.11.08 17:29:00 -
[570] - Quote
Fantastic.
How do these changes work?
Does a team of intergalactic highway builders move in during downtime?... (no synthetic coffee breaks allowed). Then much like in Hitchhiker's Guide to the Galaxy and Arthur Dent's journey through creation, CCP Fozzie as Slartibartfast takes Hans on a pleasure ride onto the factory floor of Siseide solar system. Hans stares in amazement at the newly built Superhighway while purists berate the fact that the chamber they just entered did not previously physically exist in New Eden; and it may disturb you. |

Wu1f
T.R.I.A.D
0
|
Posted - 2012.11.08 17:29:00 -
[571] - Quote
Wow lots of hate for the Eszur gate camp.... so go ahead give us another one  |

kraiklyn Asatru
T.R.I.A.D
30
|
Posted - 2012.11.08 17:45:00 -
[572] - Quote
A New Gate in my Eszur?? Can CCP also create a taxation system?? |

Kryten2X4B523P
T.R.I.A.D
0
|
Posted - 2012.11.08 18:45:00 -
[573] - Quote
Quote:We spent some time discussing the options with players from both factions a few months ago
Who exactly? There are two FW alliances based out of Eszur and neither were consulted. Sounds like the Amarr carebear whine commitee has been in action ...
Put 20 gates in the system we really couldnt give a damn - carebears will still be popped - but don't continue with the usual mendacity by pretending you've done it with a quorum of opinion.
http://i43.tinypic.com/25unvh3.jpg |

Xuixien
Rifterlings Damu'Khonde
185
|
Posted - 2012.11.08 18:59:00 -
[574] - Quote
T.R.I.A.D. is gonna be mad. Everyone vs Everyone Xuixien - Space Cat, Queen of Rens |

Cearain
Imperial Outlaws
640
|
Posted - 2012.11.08 19:02:00 -
[575] - Quote
Kryten2X4B523P wrote:Quote:We spent some time discussing the options with players from both factions a few months ago Who exactly? There are two FW alliances based out of Eszur and neither were consulted. Sounds like the Amarr carebear whine commitee has been in action ... Put 20 gates in the system we really couldnt give a damn - carebears will still be popped - but don't continue with the usual mendacity by pretending you've done it with a quorum of opinion. http://i43.tinypic.com/25unvh3.jpg
There were a few posts about it.
I don't remember anyone defending the gate camp.
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Zarnak Wulf
Imperial Outlaws
714
|
Posted - 2012.11.08 19:08:00 -
[576] - Quote
Xuixien wrote:T.R.I.A.D. is gonna be mad.
That is irrelevant. Sahtogas is now three jumps from the Minmatar Hinterland. It's wide open. |

Vordak Kallager
Autocannons Anonymous Late Night Alliance
479
|
Posted - 2012.11.08 19:16:00 -
[577] - Quote
Kryten2X4B523P wrote:Quote:We spent some time discussing the options with players from both factions a few months ago Who exactly? There are two FW alliances based out of Eszur and neither were consulted. Sounds like the Amarr carebear whine commitee has been in action ... Put 20 gates in the system we really couldnt give a damn - carebears will still be popped - but don't continue with the usual mendacity by pretending you've done it with a quorum of opinion. http://i43.tinypic.com/25unvh3.jpg
Everyone ******* hates the geography and has for a long ******* time. Sa souvraya niende misain ye. |

Xuixien
Rifterlings Damu'Khonde
185
|
Posted - 2012.11.08 19:37:00 -
[578] - Quote
Zarnak Wulf wrote:Xuixien wrote:T.R.I.A.D. is gonna be mad. That is irrelevant.
Agreed!  Everyone vs Everyone Xuixien - Space Cat, Queen of Rens |

kraiklyn Asatru
T.R.I.A.D
30
|
Posted - 2012.11.08 19:42:00 -
[579] - Quote
Vordak Kallager wrote:Kryten2X4B523P wrote:Quote:We spent some time discussing the options with players from both factions a few months ago Who exactly? There are two FW alliances based out of Eszur and neither were consulted. Sounds like the Amarr carebear whine commitee has been in action ... Put 20 gates in the system we really couldnt give a damn - carebears will still be popped - but don't continue with the usual mendacity by pretending you've done it with a quorum of opinion. http://i43.tinypic.com/25unvh3.jpg Everyone ******* hates the geography and has for a long ******* time.
Thats not the issue, we are glad with this change. He's just annoyed that Amarr get their way when they whine. |

Sean Parisi
Project Cerberus Caldari State Capturing
32
|
Posted - 2012.11.08 19:45:00 -
[580] - Quote
Xuixien wrote:Zarnak Wulf wrote:Xuixien wrote:T.R.I.A.D. is gonna be mad. That is irrelevant. Agreed! 
Yep, the sudden patch really put the Caldari into a bad position. But at the end of the day it doesn't really matter, I would rather have changes that open up the warzone more and expand on the game then consistently worry about my own vested interests. |

Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
3302
|
Posted - 2012.11.08 20:35:00 -
[581] - Quote
Kryten2X4B523P wrote:Quote:We spent some time discussing the options with players from both factions a few months ago Who exactly? There are two FW alliances based out of Eszur and neither were consulted. Sounds like the Amarr carebear whine commitee has been in action ... Put 20 gates in the system we really couldnt give a damn - carebears will still be popped - but don't continue with the usual mendacity by pretending you've done it with a quorum of opinion. http://i43.tinypic.com/25unvh3.jpg
Players have brought up the geography of the warzone off and on for years, this is nothing new. Back in April, I forwarded some suggestions to CCP regarding bypassing the Hof pipe, and CCP brought up the map again at the summit. At the time, it wasn't something that most players considered more important than fixing the broken plex mechanics and economic issues that were plaguing FW so it didn't get as much hype, but as the plex mechanics and WZC issues have been buttoned up one by one more and more players zoomed in on it again as one of the remaining issues making the Amarr / Minmatar warzone less dynamic than it could be.
In other words, the bottlenecks in our warzone have been talked about as long as players have been talking about FW reform, so there's been plenty of time for everyone to speak up and voice their support or opposition. You can blame Amarr whining all you want, but the bottom line is that this is one of those common sense changes that allows for more fighting to occur where it hasn't been as active historically. I sincerely hope the Amarr take advantage of this opportunity and hit us hard when this goes live, I'm sure it will keep your pilots busy and having fun. Vice Secretary of the 7th Council of Stellar Management.
|

Zarnak Wulf
Imperial Outlaws
714
|
Posted - 2012.11.08 20:47:00 -
[582] - Quote
Momma said knock you out! |

Destru Kaneda
CTRL-Q Iron Oxide.
120
|
Posted - 2012.11.08 20:59:00 -
[583] - Quote
Breathing new life into Metro? Well, I never. Good job, guys. Music for robots, geeks, hackers, and nerds. Nerdiest homepage on the internet? |

kraiklyn Asatru
T.R.I.A.D
30
|
Posted - 2012.11.08 21:14:00 -
[584] - Quote
Hans Jagerblitzen wrote:
Players have brought up the geography of the warzone off and on for years, this is nothing new. Back in April, I forwarded some suggestions to CCP regarding bypassing the Hof pipe, and CCP brought up the map again at the summit. At the time, it wasn't something that most players considered more important than fixing the broken plex mechanics and economic issues that were plaguing FW so it didn't get as much hype, but as the plex mechanics and WZC issues have been buttoned up one by one more and more players zoomed in on it again as one of the remaining issues making the Amarr / Minmatar warzone less dynamic than it could be.
In other words, the bottlenecks in our warzone have been talked about as long as players have been talking about FW reform, so there's been plenty of time for everyone to speak up and voice their support or opposition. You can blame Amarr whining all you want, but the bottom line is that this is one of those common sense changes that allows for more fighting to occur where it hasn't been as active historically. I sincerely hope the Amarr take advantage of this opportunity and hit us hard when this goes live, I'm sure it will keep your pilots busy and having fun.
Don't worry its ideal for us, but will you change maps every time people complain? I agree with this, but this is the first change to gates since Yulai right? That was only technical purposes. I am glad you are putting it in Eszur though. We can finally get the camp to the next level, we havent been camping much recently since there is no traffic anyway. So we can't be arsed. Now we will finally get some kills. What the question is, if you change this will you also change other bottlenecks in eve? |

Kryten2X4B523P
T.R.I.A.D
0
|
Posted - 2012.11.08 21:26:00 -
[585] - Quote
Quote:In other words, the bottlenecks in our warzone have been talked about as long as players have been talking about FW reform,
Noones having a pop at you Hans. I infer from your post you think CCP have quorum support for this - perhaps your right.
But if theres going to be a flash patch impacting MOTHRA and TRIAD don't expect support from them unless they're consulted first. |

Xuixien
Rifterlings Damu'Khonde
187
|
Posted - 2012.11.08 21:35:00 -
[586] - Quote
Sean Parisi wrote:Xuixien wrote:Zarnak Wulf wrote:Xuixien wrote:T.R.I.A.D. is gonna be mad. That is irrelevant. Agreed!  Yep, the sudden patch really put the Caldari into a bad position. But at the end of the day it doesn't really matter, I would rather have changes that open up the warzone more and expand on the game then consistently worry about my own vested interests.
I agree! Everyone vs Everyone Xuixien - Space Cat, Queen of Rens |

Ugleb
Masuat'aa Matari Ushra'Khan
263
|
Posted - 2012.11.08 21:59:00 -
[587] - Quote
CCP Fozzie wrote: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 not 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! :Edit: Cearain and Marcel below had the excellent idea of posting the link to Dotlan's map of the warzone. I really should have included that with the post so I'm going to shamelessly steal the idea from them just in case people don't read down two posts.
I like that the Kurniainen to Isbrata gate opens up a third route between Mimmatar/Amarr space that doesn't rely on the Vard/Auga area, that should open up a whole new part of the map for attacking each other through.
I'm not sure I like the the Siseide to Eszur link so much, it makes Auga/Kourmonen that bit closer for those living there (it is already fairly popular). I do agree with the need to reduce the power of camping Hofjaldgund though and I'm struggling to suggest a better option atm other than maybe Gebuladi. I may be overly hung up on Eszur as I live there atm. *shrug*
I'm all for the Gulm/Egmar link, that should open up Metropolis quite nicely. http://uglebsjournal.wordpress.com/ To contact [-MM-] or [UNITY]: http://www.masuataa.co.uk/defaul1t.asp - channel "Masuat'aa Public" http://www.ushrakhan.com/ - channel "Voices U'K" |

Ugleb
Masuat'aa Matari Ushra'Khan
263
|
Posted - 2012.11.08 22:03:00 -
[588] - Quote
Kryten2X4B523P wrote:Quote:In other words, the bottlenecks in our warzone have been talked about as long as players have been talking about FW reform, Noones having a pop at you Hans. I infer from your post you think CCP have quorum support for this - perhaps your right. But if theres going to be a flash patch impacting MOTHRA and TRIAD don't expect support from them unless they're consulted first.
This going into Retribution 1.0 on the 4th, so nearly a month to get anything ready that needs to be done. This doesn't make Eszur strategically unimportant I think, just less of the one-gate-to-rule-Metropolis. http://uglebsjournal.wordpress.com/ To contact [-MM-] or [UNITY]: http://www.masuataa.co.uk/defaul1t.asp - channel "Masuat'aa Public" http://www.ushrakhan.com/ - channel "Voices U'K" |

Ugleb
Masuat'aa Matari Ushra'Khan
263
|
Posted - 2012.11.08 22:13:00 -
[589] - Quote
kraiklyn Asatru wrote:Don't worry its ideal for us, but will you change maps every time people complain? I agree with this, but this is the first change to gates since Yulai right? That was only technical purposes. I am glad you are putting it in Eszur though. We can finally get the camp to the next level, we havent been camping much recently since there is no traffic anyway. So we can't be arsed. Now we will finally get some kills. What the question is, if you change this will you also change other bottlenecks in eve?
There were changes more recently made around Rens and Jita but those were also about bypassing hubs similar to Yulai.
I'm struggling to recall when, but I think a few tweaks were once made to a few null sec entry point bottlenecks to make null a little less suicidal to jump into, although that might have been what finished off the dinosaurs; moving gates is heavy work! If I'm remembering correctly then this would be only the second time that the map has been modified for game balance reasons.
Speaking as a Minmatar though, I think these changes will result in a better game even if they will benefit my enemy more in the foreseeable future. A more balanced map will hopefully lead to a more competitive fight in the long run. It also means that post-Retribution the Amarr militia have less things to legitimately complain about and can get on with their reclaiming nonsense. ;) http://uglebsjournal.wordpress.com/ To contact [-MM-] or [UNITY]: http://www.masuataa.co.uk/defaul1t.asp - channel "Masuat'aa Public" http://www.ushrakhan.com/ - channel "Voices U'K" |

Tennnagis
State War Academy Caldari State
0
|
Posted - 2012.11.08 22:32:00 -
[590] - Quote
Being in both sides of FW at different times, resupply is much harder for Amarr without trade hubs like dodixie available. Anything that could help imbalance to trade hubs would be nice. |

X Gallentius
Justified Chaos
602
|
Posted - 2012.11.08 22:35:00 -
[591] - Quote
Tennnagis wrote:Being in both sides of FW at different times, resupply is much harder for Amarr without trade hubs like dodixie available. Anything that could help imbalance to trade hubs would be nice. Jita -- RED FROG ---> High Sec System Near Warzone --- BLACK FROG ---> Your low sec base. There, market hub problem solved. |

Poetic Stanziel
Fweddit I Whip My Slaves Back and Forth
1436
|
Posted - 2012.11.08 23:09:00 -
[592] - Quote
Kryten2X4B523P wrote:Noones having a pop at you Hans. I infer from your post you think CCP have quorum support for this - perhaps your right.
But if theres going to be a flash patch impacting MOTHRA and TRIAD don't expect support from them unless they're consulted first. Hans doesn't consult anyone. If you don't approach him, he assumes you don't exist.
CCP asked Hans about the geography back at the summit. He sat on his hands about it until Pinky Feldman approached him in September. Hans could have approached the community as a whole (making use of the forums) about the geography, but instead he waits until one motivated person approaches him several months later. He then facilitates conversation between Pinky and Fozzie.
This plan, and it's a damned good one, is basically the braintrust of Pinky and Fozzie. Hans certainly had nothing to do with it.
Remember all of this if he decides to run for CSM8.
Amarr Militia |

Poetic Stanziel
Fweddit I Whip My Slaves Back and Forth
1436
|
Posted - 2012.11.08 23:12:00 -
[593] - Quote
Ugleb wrote:I'm not sure I like the the Siseide to Eszur link so much, it makes Auga/Kourmonen that bit closer for those living there (it is already fairly popular). I do agree with the need to reduce the power of camping Hofjaldgund though and I'm struggling to suggest a better option atm other than maybe Gebuladi. I may be overly hung up on Eszur as I live there atm. *shrug*. My suggestion was a Dal -> Gebuladi link, thus Hof and Esz can be bypassed altogether, and it's a link straight into that cul-de-sac.
Amarr Militia |

Iris Bravemount
Fweddit I Whip My Slaves Back and Forth
150
|
Posted - 2012.11.09 01:11:00 -
[594] - Quote
Poetic Stanziel wrote:My suggestion was a Dal -> Gebuladi link, thus Hof and Esz can be bypassed altogether, and it's a link straight into that cul-de-sac.
That would just have turned Dal into what Eszur will become with Fozzies plan.
Why active tank bonuses are bad for you |

Poetic Stanziel
Fweddit I Whip My Slaves Back and Forth
1436
|
Posted - 2012.11.09 01:13:00 -
[595] - Quote
Iris Bravemount wrote:Poetic Stanziel wrote:My suggestion was a Dal -> Gebuladi link, thus Hof and Esz can be bypassed altogether, and it's a link straight into that cul-de-sac. That would just have turned Dal into what Eszur will become with Fozzies plan. Except Dal has a crapload of gates in and out, so it can never really be a chokepoint. Amarr Militia |

Andiedeath
Sefem Velox Swift Angels Alliance
136
|
Posted - 2012.11.09 03:50:00 -
[596] - Quote
Here's my take. For those that care. :P
Overall it will make for a great great change. It will add to the excitment of the recent changes which has already given us much more pew (and no not just Cynthia and his/her alts... lol).
Although one thing people dont seem to have noticed... Sis to Ezsur doesnt make sense. One is only a few jumps from the other so it seems a waste of a perfectly good regional gate...
I would propose that CCP make the 3rd link Sosala to Ezsur (or Frer) instead. This would most certainly liven up the Essin Constellation as I very much doubt the planned link will make any difference. It will make it more difficult to defend Essin by having 2 major pipes with major Amarr populations within 2-3 jumps of Eszur. (meaning the current Sis to Eszur pipe and a newly introduced Kam to Essin constellation pipe)
|

Dar Saleem
Imperial Academy Amarr Empire
30
|
Posted - 2012.11.09 04:01:00 -
[597] - Quote
Hans while you are here.
How about getting the lazy chairman to actually read and answer their own "ask me anything thread"
Seems to me the CSM has gone on strike |

Debir Achen
The Red Circle Inc.
31
|
Posted - 2012.11.09 06:09:00 -
[598] - Quote
CCP Fozzie wrote: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)
(Note: my comments come as someone who occasionally wanders around Matar low-sec, not as a FW pilot.)
One concern: it feels a bit like these links are based on the dotlan flattening of the geography.
Isbrata - Kurnianen: major new link
Siseide - Ezur: feels like just a second way into Ezsur from Auga / Vard / Ammamake. Have you considered something slightly less parallel like Ontorn or Sirekur? Also Lantorn vs Siseide puts the link one jump closer to Egghelende - don't know whether this is a good / bad / neutral thing.
Gulmogorod - Egmar turns them both into junction systems. Egmar is already on a major path. What would be the effect if the link went from Lulm or into Lasleinur or Orfstold? Or are you trying to avoid upgrading too many backwater systems into thoroughfares? Aren't Caldari supposed to have a large signature? |

Cynthia Nezmor
Nezmor's Golden Griffins
75
|
Posted - 2012.11.09 09:31:00 -
[599] - Quote
Kryten2X4B523P wrote:Quote:We spent some time discussing the options with players from both factions a few months ago Who exactly? There are two FW alliances based out of Eszur and neither were consulted. Sounds like the Amarr carebear whine commitee has been in action ... Put 20 gates in the system we really couldnt give a damn - carebears will still be popped - but don't continue with the usual mendacity by pretending you've done it with a quorum of opinion. http://i43.tinypic.com/25unvh3.jpg
Best carebearpvper tears ever. |

Wu1f
T.R.I.A.D
1
|
Posted - 2012.11.09 10:23:00 -
[600] - Quote
Cynthia Nezmor wrote:Kryten2X4B523P wrote:Quote:We spent some time discussing the options with players from both factions a few months ago Who exactly? There are two FW alliances based out of Eszur and neither were consulted. Sounds like the Amarr carebear whine commitee has been in action ... Put 20 gates in the system we really couldnt give a damn - carebears will still be popped - but don't continue with the usual mendacity by pretending you've done it with a quorum of opinion. http://i43.tinypic.com/25unvh3.jpg Best carebearpvper tears ever.
Isnt that a bit rich coming from you? he who sends mails full of tears as soon as you loose a ship...
Back to the point though, Im inclined to agree with a few things people have said hof is a massive choke point and we take advantage of that as best we can but metro for the most part seems dead apart from mission runners and untill recently a merlin with no guns. will these new gates actually change that or is it just another thing to add to the game and achieve nothing while so much else is broken? 
|

Trinkets friend
Sudden Buggery Swift Angels Alliance
518
|
Posted - 2012.11.09 13:14:00 -
[601] - Quote
CCP Fozzie wrote:Hey everyone. I've got another FW update to our plan.
I want to turn Metro from a swamp full of bucktoothed farmer alts who make plex sex with their cousins and their cousin's bird dawgs, into a viable pew pew zone where fleets can circle around and make bad things happen in your pooper chutes!
Awesome!
Taking submissions for "Trinkets friendly Advice Column" via evemail or private convo in-game. Anonymity sorta guaranteed.
|

Flyinghotpocket
Amarrian Vengeance
86
|
Posted - 2012.11.09 15:38:00 -
[602] - Quote
about ******* time
thank you (referring to new jump gates) |

chatgris
Quantum Cats Syndicate Drunk 'n' Disorderly
236
|
Posted - 2012.11.09 17:35:00 -
[603] - 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.
This is quite false - I frequently solo thrashers in my condor all the time.
If anything - navy frigates are far more dangerous against t1 frigates than destroyers, because while a t1 frigate can exploit a significant difference in velocity to win a fight, that advantage does not exist against a navy frigate. (I love my 40 points on BC for killing a dessie in a t1 frig).
Having said that, I am OK with rookie plexes, I enjoy ship segregation. I really hope the devs won't go ahead with "all cruisers in one plex" because it's so nice to be able to fly cruisers away from zealot/guardian/rapier/falcon blobbery which currently is fielded against bc's and even BS's. |

Damar Rocarion
Nasranite Watch Liandri Covenant
178
|
Posted - 2012.11.10 10:40:00 -
[604] - Quote
chatgris wrote:I like to boast about killing destroyers in condor when running my t3 links in safespot.
Fixed that for you. Some of us actually do it without links but don't see the need to make massive forum posts about it. |

Gabriel Luis
Applied Creations The Fendahlian Collective
3
|
Posted - 2012.11.12 15:09:00 -
[605] - Quote
Amamake closer from home? Sounds freaking awesome ! |

lovebus
Beyond The Gates Black Core Alliance
0
|
Posted - 2012.11.16 04:16:00 -
[606] - Quote
now i could be mistaken about this since i live in null sec we don't see many incursions existing for more than a few hours before some1 takes them out. Don't they have detrimental effects on teh systems? why not just do the opposite of those effects? ALSO why not implement some combat related bonuses so that it is easier for defending navies to HOLD the systems they invest in and creat chokepooints. That is the main reason i dont do FW personally, the systems flip too often.
However this is a risky move that may create more problems than it saves as far as combat mechanics go but it think it would solve your whole "incentive" issue. Think about it. the reason peopl create infastructure is becasue they expect it to be a long term investment. Why would i dedicate my time and resources to a system that probably won't belong to my faction after i get back from dinner? |

Bienator II
madmen of the skies
1151
|
Posted - 2012.11.16 04:40:00 -
[607] - Quote
chatgris wrote: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. This is quite false - I frequently solo thrashers in my condor all the time. yeah. thrashers, you know that there are also other destroyers available? wait till the expansion arrives. a eve-style bounty system https://forums.eveonline.com/default.aspx?g=posts&m=359105 You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |

Rengerel en Distel
Amarr Science and Industry
505
|
Posted - 2012.11.16 12:55:00 -
[608] - Quote
lovebus wrote:now i could be mistaken about this since i live in null sec we don't see many incursions existing for more than a few hours before some1 takes them out. Don't they have detrimental effects on teh systems? why not just do the opposite of those effects? ALSO why not implement some combat related bonuses so that it is easier for defending navies to HOLD the systems they invest in and creat chokepooints. That is the main reason i dont do FW personally, the systems flip too often.
However this is a risky move that may create more problems than it saves as far as combat mechanics go but it think it would solve your whole "incentive" issue. Think about it. the reason peopl create infastructure is becasue they expect it to be a long term investment. Why would i dedicate my time and resources to a system that probably won't belong to my faction after i get back from dinner?
The mechanics in place now, systems seem to take days or weeks to flip, and they only flip if the defenders really don't seem to want the system. Perhaps someone has the exact numbers, but the warzones have seemed pretty stagnant since the change.
|

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
381
|
Posted - 2012.11.16 15:13:00 -
[609] - Quote
Who could possibly have predicted that introducing defensive LP would make the warzone static .. must require several Ph.D's to ever come to that conclusion!!!!!
PS: No I dont have a Ph.D. much less several, yet it was clear to me after a full minutes worth of thought .. either I am godly in the brain/analytical department or CCP+cronies are the proverbial doornails. PPS: To sort their fuckup, they are now contemplating adding off-race NPCs to defensive plexes to increase the risk .. rather than just axing (or reducing) D.LP again, go figure .. the level of folly can compete with the worst politicians bring to the table .. hahahahahahaha.
My take: Holding a system should be its own reward (lots of possibilities, debated since forever), upgrades should be worth enough to want to defend them (lots of possibilities, debated since forever) or defensive plexing should be removed entirely by using aut-run timers (lots of possibilities, debated since forever). |

Cearain
Imperial Outlaws
646
|
Posted - 2012.11.16 15:52:00 -
[610] - Quote
Rengerel en Distel wrote:lovebus wrote:now i could be mistaken about this since i live in null sec we don't see many incursions existing for more than a few hours before some1 takes them out. Don't they have detrimental effects on teh systems? why not just do the opposite of those effects? ALSO why not implement some combat related bonuses so that it is easier for defending navies to HOLD the systems they invest in and creat chokepooints. That is the main reason i dont do FW personally, the systems flip too often.
However this is a risky move that may create more problems than it saves as far as combat mechanics go but it think it would solve your whole "incentive" issue. Think about it. the reason peopl create infastructure is becasue they expect it to be a long term investment. Why would i dedicate my time and resources to a system that probably won't belong to my faction after i get back from dinner? The mechanics in place now, systems seem to take days or weeks to flip, and they only flip if the defenders really don't seem to want the system. Perhaps someone has the exact numbers, but the warzones have seemed pretty stagnant since the change.
The changes in the way payouts happen and giving lp for defensive plexing have made the war much more stagnant. There are no mid term goals like doing a cashout. Occupancy war is now just grinding one plex after another after another forever.
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Cearain
Imperial Outlaws
646
|
Posted - 2012.11.16 16:00:00 -
[611] - Quote
Veshta Yoshida wrote:... or defensive plexing should be removed entirely by using aut-run timers (lots of possibilities, debated since forever).
Or just force the defending side to actually defend their military complexes by blowing up wartargets trying to capture them. You know "pvp". Its not really clear to me why people should be able watch people come into their system run plexes and just sit there, wait for them to leave and then start carebearing the contested level down when local is clear of wts.
But that is exactly the behavior this last patch rewards, by giving lp for defensive plexing.
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Rengerel en Distel
Amarr Science and Industry
508
|
Posted - 2012.11.17 15:52:00 -
[612] - Quote
Veshta Yoshida wrote:Who could possibly have predicted that introducing defensive LP would make the warzone static .. must require several Ph.D's to ever come to that conclusion!!!!!
PS: No I dont have a Ph.D. much less several, yet it was clear to me after a full minutes worth of thought .. either I am godly in the brain/analytical department or CCP+cronies are the proverbial doornails. PPS: To sort their fuckup, they are now contemplating adding off-race NPCs to defensive plexes to increase the risk .. rather than just axing (or reducing) D.LP again, go figure .. the level of folly can compete with the worst politicians bring to the table .. hahahahahahaha.
My take: Holding a system should be its own reward (lots of possibilities, debated since forever), upgrades should be worth enough to want to defend them (lots of possibilities, debated since forever) or defensive plexing should be removed entirely by using aut-run timers (lots of possibilities, debated since forever).
I think you came pretty late to the discussion, but every post after they talked about the defensive bleed rate said it was too slow.
I'd guess you haven't done a defensive plex either, but the payouts on systems you're actually trying to keep stable are pretty low. There are some systems it seems people are trying to keep in the "money" range, but for the most part, you're getting 100-600 lp doing a defensive plex.
The problem with any solution to plexes is that they're a pve mechanic. Any pvp twist you put on them can just be jobbed by making an alt in the other militia. The only solution i could see would be to make offensive and defensive plexes actually 2 different things, and if you do either, it clears one from the other side for an hour or two. So if you offensively plex, it removes a defensive plex from the system for a couple hours, or extends the respawn rate. That way gangs can work to effectively sway a system one way or another. People would have incentive to fight off those gangs too, to keep from losing their homes.
|

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
384
|
Posted - 2012.11.17 17:39:00 -
[613] - Quote
Rengerel en Distel wrote:I think you came pretty late to the discussion, but every post after they talked about the defensive bleed rate said it was too slow. Considering that I have been one of the most rabid and consistent posters of feedback on anything/everything FW related for more than four years, that is tantamount to an insult .. I ought to petition you for personal attacks!!! 
Rengerel en Distel wrote:I'd guess you haven't done a defensive plex either, but the payouts on systems you're actually trying to keep stable are pretty low. There are some systems it seems people are trying to keep in the "money" range, but for the most part, you're getting 100-600 lp doing a defensive plex. Doesn't matter if you get just one LP per plex, it is "free" in that it is given to the alts who were made unemployed by offensive plex changes (kill NPCs) .. the payout should be indirectly linked to defensive work as described in the post you quoted, anything else is silly.
@Cearain: Primary defence should be pew based and CCP are reportedly working on the feedback system the two of us have been bickering about for years which will make roaming defence the new black. To augment it and sweeten the pot a bit when D.Plex LP is removed and auto-timers are implemented (hope springs eternal), LP-for-kills gained within a plex for the defending side should translate directly (or with modifier) towards the system pool .. that way you don't have to win the plex as in days of old as long as you try by throwing enough ships on the pyre to equal the VP the attacker gains for completing the plex.
Remember that the defender is alone in being able to dock, since it won't change (given up on that) it is about time that monopoly had a purpose other than 'just because' .. give them a reason to use that reship ability! |

Rengerel en Distel
Amarr Science and Industry
508
|
Posted - 2012.11.19 21:09:00 -
[614] - Quote
It seems from Hans' latest CSM update, that he's personally pushing for the plex timer in the overview change. I can't say enough how much i disagree with that change. The overview already gives out too much intel for free, there's no need to give it even more. It might lead to more fights, but simply having the system name flashing in the FW window showing that a plex is being run would do the same, without making it easy on people.
Pirates should have to scan plexes down in the first place, but it doesn't seem that will change. The militia scrubs that just jump around trying to split the lp from the plex will increase. People will be able to dscan, and have a much better idea if there's an acceleration gate camp or not, actually leading to less pvp. If you see 1 person there, and the timer is counting down, you automatically know that one person is inside, with perhaps cloakers, but you'll know from local how many people you have to worry about.
Timers on the overview is just a bad change. Simply have the system name in the FW window flash. The pvpers can go there and hunt the offenders down. Handing people a sign that says "here i am" is just an idiotic change.
|

Cearain
Imperial Outlaws
653
|
Posted - 2012.11.20 14:51:00 -
[615] - Quote
Rengerel en Distel wrote:It seems from Hans' latest CSM update, that he's personally pushing for the plex timer in the overview change. I can't say enough how much i disagree with that change. The overview already gives out too much intel for free, there's no need to give it even more. It might lead to more fights, but simply having the system name flashing in the FW window showing that a plex is being run would do the same, without making it easy on people.
Pirates should have to scan plexes down in the first place, but it doesn't seem that will change. The militia scrubs that just jump around trying to split the lp from the plex will increase. People will be able to dscan, and have a much better idea if there's an acceleration gate camp or not, actually leading to less pvp. If you see 1 person there, and the timer is counting down, you automatically know that one person is inside, with perhaps cloakers, but you'll know from local how many people you have to worry about.
Timers on the overview is just a bad change. Simply have the system name in the FW window flash. The pvpers can go there and hunt the offenders down. Handing people a sign that says "here i am" is just an idiotic change.
We can already see the plexes on overview when you are in system. Now at least we can see if anyone is in the plex running the timer.
This change does not go far enough at all. The frequency of pvp in faction war is already dropping as it is no longer the the gold mine it used to be. Every militia member should know when its militiary complexes are attacked.
As far as handing people a sign saying "here I am," I can only say that if you wanted to stay hidden you shouldn't have attacked a military complex. There are plenty of ways to play "hide and seek" in eve. You can run missions, rat in belts, run sleeper sites etc etc. But the current system where you can openly attack an enemy military complex and not have that military know about it is what is idiotic.
They need to go much further in this direction if they really want faction war to be a unique avenue to frequent quality pvp.
Unfortunately the economic incentives are lopsided. When you add mechanics to encourage pvp like a timer rollback and notifications to a lopsided war you make it even more lopsided. So they created a new problem that they will need to resolve before they can accurately judge the mechanics intended to lead to pvp.
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Rengerel en Distel
Amarr Science and Industry
509
|
Posted - 2012.11.20 15:15:00 -
[616] - Quote
Cearain wrote:Rengerel en Distel wrote:It seems from Hans' latest CSM update, that he's personally pushing for the plex timer in the overview change. I can't say enough how much i disagree with that change. The overview already gives out too much intel for free, there's no need to give it even more. It might lead to more fights, but simply having the system name flashing in the FW window showing that a plex is being run would do the same, without making it easy on people.
Pirates should have to scan plexes down in the first place, but it doesn't seem that will change. The militia scrubs that just jump around trying to split the lp from the plex will increase. People will be able to dscan, and have a much better idea if there's an acceleration gate camp or not, actually leading to less pvp. If you see 1 person there, and the timer is counting down, you automatically know that one person is inside, with perhaps cloakers, but you'll know from local how many people you have to worry about.
Timers on the overview is just a bad change. Simply have the system name in the FW window flash. The pvpers can go there and hunt the offenders down. Handing people a sign that says "here i am" is just an idiotic change.
We can already see the plexes on overview when you are in system. Now at least we can see if anyone is in the plex running the timer. This change does not go far enough at all. The frequency of pvp in faction war is already dropping as it is no longer the the gold mine it used to be. Every militia member should know when its militiary complexes are attacked. As far as handing people a sign saying "here I am," I can only say that if you wanted to stay hidden you shouldn't have attacked a military complex. There are plenty of ways to play "hide and seek" in eve. You can run missions, rat in belts, run sleeper sites etc etc. But the current system where you can openly attack an enemy military complex and not have that military know about it is what is idiotic. They need to go much further in this direction if they really want faction war to be a unique avenue to frequent quality pvp. Unfortunately the economic incentives are lopsided. When you add mechanics to encourage pvp like a timer rollback and notifications to a lopsided war you make it even more lopsided. So they created a new problem that they will need to resolve before they can accurately judge the mechanics intended to lead to pvp.
my guess is you didn't actually read my entire post, since i said the FW window show flash when a plex is being run in that system. Attacking a military complex and having the opposing militia arrive to defend it is one thing, having pirates have free intel for no reason is idiotic. Having your own militia wait until the last minute to crash the plex and split the lp is idiotic. atleast currently, you have to dscan to know which plex someone is in, and have to scout to know if they're in the plex or gate camping it, etc.
if you don't think you should have to work at all for your pvp, there are many other games where you log in and just start fighting people. if you think you should have to plan, etc. then this change is going too far.
|

Cearain
Imperial Outlaws
653
|
Posted - 2012.11.20 15:41:00 -
[617] - Quote
Rengerel en Distel wrote:Cearain wrote:Rengerel en Distel wrote:It seems from Hans' latest CSM update, that he's personally pushing for the plex timer in the overview change. I can't say enough how much i disagree with that change. The overview already gives out too much intel for free, there's no need to give it even more. It might lead to more fights, but simply having the system name flashing in the FW window showing that a plex is being run would do the same, without making it easy on people.
Pirates should have to scan plexes down in the first place, but it doesn't seem that will change. The militia scrubs that just jump around trying to split the lp from the plex will increase. People will be able to dscan, and have a much better idea if there's an acceleration gate camp or not, actually leading to less pvp. If you see 1 person there, and the timer is counting down, you automatically know that one person is inside, with perhaps cloakers, but you'll know from local how many people you have to worry about.
Timers on the overview is just a bad change. Simply have the system name in the FW window flash. The pvpers can go there and hunt the offenders down. Handing people a sign that says "here i am" is just an idiotic change.
We can already see the plexes on overview when you are in system. Now at least we can see if anyone is in the plex running the timer. This change does not go far enough at all. The frequency of pvp in faction war is already dropping as it is no longer the the gold mine it used to be. Every militia member should know when its militiary complexes are attacked. As far as handing people a sign saying "here I am," I can only say that if you wanted to stay hidden you shouldn't have attacked a military complex. There are plenty of ways to play "hide and seek" in eve. You can run missions, rat in belts, run sleeper sites etc etc. But the current system where you can openly attack an enemy military complex and not have that military know about it is what is idiotic. They need to go much further in this direction if they really want faction war to be a unique avenue to frequent quality pvp. Unfortunately the economic incentives are lopsided. When you add mechanics to encourage pvp like a timer rollback and notifications to a lopsided war you make it even more lopsided. So they created a new problem that they will need to resolve before they can accurately judge the mechanics intended to lead to pvp. my guess is you didn't actually read my entire post, since i said the FW window show flash when a plex is being run in that system. Attacking a military complex and having the opposing militia arrive to defend it is one thing, having pirates have free intel for no reason is idiotic. Having your own militia wait until the last minute to crash the plex and split the lp is idiotic. atleast currently, you have to dscan to know which plex someone is in, and have to scout to know if they're in the plex or gate camping it, etc. if you don't think you should have to work at all for your pvp, there are many other games where you log in and just start fighting people. if you think you should have to plan, etc. then this change is going too far.
We simply disagree. You think there is plenty of pvp in faction war sov warfare and think people should need to work more to get it. I think there is too little pvp in faction war sov warfare and it should naturally generate more.
I'm glad you agree that the militias should be notified when their military complexes are attacked.
As far as pirates also being notified of the amount on the timer I don't really care. They typically know you are there if they are undocked anyway.
As far as your complaining that your own militia might come and take half your lp at the last second. I am sorry I am not more sympathetic, but I find that slightly amusing. But yes if it becomes a problem perhaps something should be done. Such as give the lp to the fleet/pilot that started the timer last and sat in it until it finished. This is how ranks/standings used to be given I don't know why ccp changed this.
There are plenty of solutions for that problem without doing things that will decrease the amount of pvp. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Sheynan
Lighting the blight
137
|
Posted - 2012.11.20 16:51:00 -
[618] - Quote
Wouldn't showing the plex timer to the opposing faction in system be just in the right spot ?
(So I plex is leaning towards Amarr - the timer is shown to Minmatar, a plex is leaning towards Minmatar - the timer is shown to Amarr, independant of defensive/ offensive plexing, timer is shown to no one else)
P.S: But after all, any timer, even if global is a good thing |

Deerin
Murientor Tribe Defiant Legacy
33
|
Posted - 2012.11.20 19:34:00 -
[619] - Quote
I would like to put something here that I've already told in page 7 of this thread. When I made that post, the tier changes were not implemented yet. With these changes this suggestion just makes more sense.
Quote:Caerain had an idea about alerting plexing presence. I believe this can be connected to the upgrade level of the system.
At L1 there will be no alerts. A L2 system wil alert if there are any offensive plexes open in system. On the FW tab these systems will have a different hue. When mouse hovers on the system normally there is only name. A L3 system will make a list of open plexes sizes in the system and put it below name of system on mouseover. A L4 will colorize those being actively run as green. A L5 system will give you plex timers.
For example Lets assume Amarr are offensive plexing in Auga. There are 2 minors and a med open and there is a slicer in minor and a Omen Navy Issue in Med.
If Auga were a L1 system it would be just another system on the FW map. If Auga were a L2 system its system color would turn from light blue to dark blue on FW map. (For defending side that is) If Auga were a L3 system, when you get your mouse over it you would see the name followed by minor, minor, medium If Auga were a L4 system, one of the minors on the list and the medium would turn green If Auga were a L5 system, you would get the timer information along with the sizes.
So if you want to have an information network going on you should at least have L2. To see if the plexes are actively being ran or not would require the system to be minimum L4. |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
388
|
Posted - 2012.11.20 20:20:00 -
[620] - Quote
Or one could just K.I.S.S and add either an independent hunting tab to militia interface with below or add it as a mouse-hover popup in militia interface: - Hostile plexing Y/N ... defenders can reship in system so size data should not be needed .. don't want to pamper folks after all. - Plexes closed in the last 1 hr/ 6 hrs/ 12 hrs.
That is all you need. If 1-6-12hr tallies are high'ish the system is being targeted and will yield a fight, if low'ish probably not defender has to keep ships around area he wants to help protect.
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Cearain
Imperial Outlaws
653
|
Posted - 2012.11.20 22:16:00 -
[621] - Quote
Any sort of notification is better than no notification.
But i think a simple chat channel similar to our militia chat except players can not type in it will do.
I would simply give information like this:
"Our medium complex is being attacked auga"
When an enemy enters it. It could also give the general type of ship like destroyer.
or
"Our medium complex in auga is no longer under attack"
When an enemy leaves the plex. (use this for all the other options below as well when the someone leaves the militiary complex.)
Or
"our medium complex in kamela is being reinforced" When someone is doing a defensive plex for our side.
or
"The enemy is trying to remove our presence from the minor complex in Auga" when the enemy is running a defensive plex in a contested system.
or
"We are attacking a minor complex in auga" when we are doing an offensive plex.
The militias would then coodinate on coms which attacks need more reinforcements and which do not. They may have to sacrifice some plexes in order to gain others. it would add a whole strategic aspect to eve that it never had before. Where you actually have to decide how to assign troops instead of just telling everyone to get in the blob.
Good militias would likely break their map down into several sectors and have people try to cover that sector.
Yes it would be totally different than anything in eve right now. But there is no reason everything has to be the same. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Rengerel en Distel
Amarr Science and Industry
518
|
Posted - 2012.11.21 00:16:00 -
[622] - Quote
It seems the npc wave changes are on buckingham now. I was just in a crapfit rifter with an alt, but seemed rookie plexes only had 1 wave of 1 npc. Tried a small, and it had a 2nd wave before the first wave died, but the alt couldn't actually kill any of them, so had to get out. I think a pvp ship fit correctly with a skilled pilot won't have any issues downing the npc before new waves spawn.
If people want to try them out, it would be good to get some feedback on the number of waves etc.
The plex info still says minor, major, etc. but I believe the restrictions are correct.
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Mike deVoid
Fweddit I Whip My Slaves Back and Forth
23
|
Posted - 2012.11.25 00:52:00 -
[623] - Quote
I just tried out iHub upgrading on Buckingham just now. The maintainance tax being applied is very clear, but it means it is not straighforward for enter the required LP in order to upgrade the system.
I.E. System is already at level II and a further 20,000 LP isrequired to reach level III. If the mainenaince rate is 28% how can I enter (in a straighforward manner) the required LP to get to level 3 without having to enter it several times in an un-precise manner.
Please can you take a look at this? |

Rengerel en Distel
Amarr Science and Industry
518
|
Posted - 2012.11.25 14:46:00 -
[624] - Quote
Mike deVoid wrote:I just tried out iHub upgrading on Buckingham just now. The maintainance tax being applied is very clear, but it means it is not straighforward for enter the required LP in order to upgrade the system.
I.E. System is already at level II and a further 20,000 LP isrequired to reach level III. If the mainenaince rate is 28% how can I enter (in a straighforward manner) the required LP to get to level 3 without having to enter it several times in an un-precise manner.
Please can you take a look at this?
Amount needed * 128% = adjusted lp needed. There's even a calculator in game if you need it.
|

Mike deVoid
Fweddit I Whip My Slaves Back and Forth
23
|
Posted - 2012.11.26 23:44:00 -
[625] - Quote
Rengerel en Distel wrote:Mike deVoid wrote:I just tried out iHub upgrading on Buckingham just now. The maintainance tax being applied is very clear, but it means it is not straighforward for enter the required LP in order to upgrade the system.
I.E. System is already at level II and a further 20,000 LP isrequired to reach level III. If the mainenaince rate is 28% how can I enter (in a straighforward manner) the required LP to get to level 3 without having to enter it several times in an un-precise manner.
Please can you take a look at this? Amount needed * 128% = adjusted lp needed. There's even a calculator in game if you need it.
That is incorrect. You can see this if you use an example of 50%. Your method would lead you to enter 150% or 30,000LP. Clearly you can see that a 50% reduction of that amount would lead to only 15,000LP being deposited, and not 20,000LP as intended.
Actually, to account for a 28% reduction you need to enter 1 / (1 - 28%) = 1 / 0.72 = 1.3888. Which is a 38% increase. Or 27,777 LP. I can do the math, it's just it shouldn't be necessary. |

Mike deVoid
Fweddit I Whip My Slaves Back and Forth
23
|
Posted - 2012.11.26 23:47:00 -
[626] - Quote
Oh, I updated Buckingham and tried them all out on Sunday. Is it intentional that there was only 1 NPC in each site (apart from 2 in the rookie site)? Also, there were no respawns of the NPCs. And I was able to complete all 4 sizes of site with a t1 frigate: a tristan with hobgoblin IIs, 1 web, 1mn AB, 2x neutron blasters. 156 dps seems a little low ball tbh (since that was all that I had and all that was required). |

Alticus C Bear
University of Caille Gallente Federation
99
|
Posted - 2012.11.27 21:34:00 -
[627] - Quote
I notice the infrastructure hub has the existing upgrades still, are the changes outlined in the update going live with retribution? |
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CCP Ytterbium
C C P C C P Alliance
1351

|
Posted - 2012.12.04 10:41:00 -
[628] - Quote
Unsticking, let's make some space for future threads. |
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Vyktor Abyss
The Abyss Corporation Samurai Pizza Cats
209
|
Posted - 2012.12.10 12:58:00 -
[629] - Quote
Not good enough CCP.
We are still waiting for some decent system upgrades to fight over.
You don't unsticky a thread without any update on its content hoping the subject will simply be forgotten and disappear - didn't the dead horse POS thread teach you that?
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Devon Krah'tor
Magis.Erudire.Ratus.Knoen
49
|
Posted - 2013.01.08 19:25:00 -
[630] - Quote
My 0.02 ISK. Just to clarify giving LP boost to winning faction = increased farmer alts/scrubs who jump to Winning side. therefore: giving LP boost to Losing faction = (you guessed it) increased farmer alts/scrubs who jump to Losing side
LP inentives based off winning/losing (ie occupancy) is fail.
Now that that's out of the way.
Give me something I can take over and control. Something that makes me money. Something I want to defend because its useful. LP payouts are not sufficient incentives to maintain equilibrium in warfare they just lead to a mercenary mindset. Make it more like a military, and less like Walmart please.
LP for objectives (ie attack/defend this specific system/site work better than) LP for doing absolutely anything anywhere that is valid regardless of risk or effort (ie farmers find a safe spot and farm)
Edit: whoops typo which made what I said not make anysense lol. Greater.Insight.Skill.Knowledge |
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