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Thread Statistics | Show CCP posts - 11 post(s) |
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CCP Fallout

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Posted - 2009.09.09 11:57:00 -
[1]
For those of you who have been pining for more information about the upcoming changes to sov that will come to New Eden with EVE Online: Dominion, look no further than CCP Abathur's newest dev blog!
Fallout Associate Community Manager CCP Hf, EVE Online Contact us |
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CCP Whisper

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Posted - 2009.09.09 13:39:00 -
[2]
Originally by: Unfamed II Will there be a "disband" button in the sov dashboard?
Sure. We'll make it black. And when you press it, a black light will light up a black panel that's labelled in black on a black background to let you know you've done it. Alternatively you get teleported to somewhere in W-Space. We're still arguing about that functionality.
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CCP Abathur

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Posted - 2009.09.09 13:58:00 -
[3]
Edited by: CCP Abathur on 09/09/2009 14:00:14
Originally by: Teck7 So does this mean sov4, sov3, jammers and jump bridges are gone?
Yes, the Sov levels are gone.
Jammers and Jump Bridges will be available as part of your Infrastructure Upgrades.
Originally by: arbiter reformed eve online
totalhelldeath
I wanted this too. 
Originally by: yunger But still a little nervous about being forced to go around everyday and repairs sov buildings that some random 10 man gang shot for 20 minutes before we got a defence gang over, would be no better then fuelling towers everywhere.
I think we'll make it a bit more balanced than that. 
Originally by: yunger And how will it work with time zone dependent alliances? Will they be pretty much ****ed as someone starts hitting their sov every night when they aren't online?
Time zone mechanics have been taken into account in the new design. We are well aware that there are people in many different time zones who wish to shoot each other.
Originally by: ArmyOfMe sounds very good.sadly with the income the larger alliances gets from moons they will have no issue paying for the upkeep of all the regions if they wanted.
We are well aware of how the current state of moon goo affects affairs in EVE. We have dedicated people who love all things mathematical that are researching this issue. More info will be coming soon. 
Originally by: Shinma Apollo I'm forseeing certain levels of ******edness such as "run missions for sov" forthcoming.
No.
Originally by: Bartholomeus Crane 1. A lot of POS just used for claiming space will become useless. Although I think that's a good thing, that's a lot of capital destructed. Current 0.0 holding alliances won't like it much. Will there be a buy-back option?
No.
Originally by: Bartholomeus Crane 2. Home improvement only works if you can home improve a dispro moon. No one is interested in home improving a veldspar belt.
Think bigger. 
Originally by: Bartholomeus Crane 3. How about the Dread. It's sole use is bashing POS (really). Without that many POS around, the great need for these ships is also diminished.
Dreads will still be useful and needed to shoot things. There will be more information specifically addressing capital and supercapital ships out soon that will go into more detail on this.
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CCP Abathur

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Posted - 2009.09.09 20:20:00 -
[4]
Originally by: DigitalCommunist Protecting the stuff that provides utility makes more sense than specialized structures with absolutely no other purpose.
Agreed. Shooting things with no purpose = bad. If you're going to blow something up it should hold some value to your enemy. Dominion will have plenty of this.
Quote: CCP is killing the current system because they are enticed by the prospect of designing something from scratch. Outwardly appearances are more interesting, and they don't have to bother understanding the current system.
We believe our current understanding of the current system is just fine. In the interests of transparency, CCP Greyscale will be publishing a blog soon where we outline exactly how we came to many of our conclusions about the current system. If you wish to debate those points, I know he will be happy to oblige you.
Originally by: DigitalCommunist In other words, they aren't experienced enough at playing their own game to adequately balance the stats which currently dominate sov warfare.
Oddly enough, the current design team has a great deal of past experience in just the sort of warfare you describe. Additionally we spend a great deal of time reading various forums/websites that discuss EVE and listening to players at FanFest and other venues. The CSM has also helped in moving the 0.0 agenda forward. All things added together and it's safe to say we've prepared well for this expansion.
Originally by: DigitalCommunist And the attacker gets.. what under the new system? At least in the current system I'm satisfied with destroying a billion isk or more in uninsured assets.
If a billion ISK of damage in the current system satisfies you, Dominion should make you feel as if you've bathed in the blood of your enemy like never before.
Originally by: ElvenLord ]How will you compensate for the wasted time, effort and resourses of players? Are you willing to pay at least part of the expanses that ppl lost there?
Your previous efforts have not been wasted or else you wouldn't have space in the first place. There are no plans to 'reimburse' alliances in the manner you speak of. However, alliances that are currently holding space may have certain advantages factored into what Infrastructure they can initially utilize based on their current holdings and investments.
Originally by: ElvenLord With removing of sov levels, how do you exactly plan on adjusting all other things tied to them? Do you plan on introducing upgrades to replace ALL of them?
Yes, we have a plan. For now, we simply wanted to outline the broad strokes of where we are going.
Originally by: ElvenLord More expanses, yeeeeeeey. You already made us (players in general) spend loads of time, money and effort into improving ourselves and our homes.
Consider what you currently have as the foundation then. What is coming in Dominion will allow you to actually begin building a home. 
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CCP Whisper

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Posted - 2009.09.10 10:50:00 -
[5]
Originally by: Tobias Sjodin And you leave out the most important statement of them all, the one that should've been FIRST on your agenda and that is TRANSITION from current sov-mechanics into the new ones.
The issue of the transition from the old mechanics to the new ones is something that is at the top of the list of priorities. This extends not just to making sure we account for all the current structures and processes, but that we test this to within an inch of its life several times over to make sure the deployment goes well. The process of moving from one to another is scary in its complexity and we are looking at several options to carry this out.
Work on this is not completed. We've created a new internal testing infrastructure specially for the sovereignty changes and are working through the various options open to us. Until we know exactly how it is going to work (and that it works) you should not expect exact details. In the full knowledge that any statements regarding the transition made at this point will be treated as final, gospel truth I am not going to commit my team and the deployment team to a course of action which may yet turn out to be unworkable.
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CCP Abathur

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Posted - 2009.09.10 14:27:00 -
[6]
Hello thread! Okay, the calls for a bit more detail have been heeded and I can open the doors a bit further now. I expect some of this will result in more questions and I will answer them as best I can.
Many questions are focused on what will happen to the stuff you have now and how it will continue to function in the new system.
We are looking at the upgrades in player built outposts. We are considering a few new offerings but will have to see how they balance against the rest of the Infrastructure system. Of more immediate import is we will likely be reducing the cost of the Level 2 and Level 3 outpost upgrades to something sane enough to discourage players from simply dropping another outpost because it's cheaper. This is also important because some Infrastructure upgrades will require you to have an outpost upgraded to a certain level as well.
The new Infrastructure system will revolve around a new structure in space we are calling the Infrastructure Hub. This will be a new shiny that serves as one of the centerpieces of your star system's development. Depending on your level of investment in certain areas, your Hub may change visually and can eventually become quite impressive. Defending / attacking / capturing an Infrastructure Hub is just one more thing players will have to consider in their Dominion plans.
The Infrastructure upgrades themselves were left intentionally vague in my Dev Blog because listing every potential upgrade we are considering would require another blog by themselves. The beauty of this system is that even after Dominion launches we can literally 'plug in' new concepts, balance them against current upgrades and then assign them a proper value in terms of required investment. When Dominion launches, you will have what we consider the best candidates to promote the concepts outlined in the blog and will continue to iterate in future expansions.
Next, while we are moving starbases away from the actual claiming mechanic, we are not taking away their basic functionality in day to day operations. Things like Jump Bridges, Cyno Jammers, Cyno Beacons and Capital Ship Assembly Arrays will continue to require the use of starbases to operate. Just as with the current mechanic, there will be prerequisites to meet as each of these structures will be part of the new Infrastructure system.
We are not allowing 'standings' to allow you to determine who uses your gates.
While we are still looking at allowing 'capital' systems and them having some extra benefit(s), the day of invulnerable starbases is over in Dominion.
The following are balancing changes we are seriously considering:
We may open the doors to allowing more than one outpost to be anchored/built in a sovereign system. We are still investigating the technical limitations and a few gameplay issues associated with this and will make a final decision in the coming weeks.
Cyno Jammers will be one of the more expensive Infrastructure upgrades and may only be anchorable in systems where you have sov and own a station.
Jump Bridges may no longer allow ships with a jump drive to use them. There has been some debate about just flinging them to a random Class 6 wormhole system but I lost that argument with Greyscale (who is decidedly more sane than I). Note - if implemented, Jump Freighters may escape this rule.
Approaching character limit. BTW, apparently I liked using the word SPACE in my blog.
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CCP Abathur

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Posted - 2009.09.10 15:03:00 -
[7]
Originally by: Gehnster I would also be interested in knowing how this will hopefully allow smaller alliances to get into 0.0 space.
Eve is a sandbox MMO, meaning that the rules within the game are essentially made by the players. Teamwork is its own reward. It is our job to provide players with the tools to enforce the rules they want to enforce. We cannot artificially enforce the desire for large player-run empires to want smaller corps or alliances in their space. What we can do though, by introducing more varied game play and options, is encourage such behavior by making it more attractive for them to have those kind of relations. This is one of the things we hope to encourage in the future with the Treaty feature.
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CCP Whisper

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Posted - 2009.09.10 15:37:00 -
[8]
Originally by: Professor Dumbledore
rabid frothing of the mouth.
Could I recommend that before you make more such constructive comments you go for a walk and get some fresh air? Pet a kitten? Go watch a romantic comedy or listen to a Richard Marx album? Internet spaceships are serious business but they're not worth having an aneursym over. Honestly.
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CCP Abathur

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Posted - 2009.09.10 19:06:00 -
[9]
Originally by: Kesper North
Originally by: CCP Abathur Jump Bridges may no longer allow ships with a jump drive to use them. There has been some debate about just flinging them to a random Class 6 wormhole system but I lost that argument with Greyscale (who is decidedly more sane than I). Note - if implemented, Jump Freighters may escape this rule.
I think most of what you said is awesome, but I have to strongly, violently disagree with this part.
If we can only cyno jam station systems...
And capital ships can't use jump bridges...
...where are we supposed to park our capitals?!
Well... I might ask the guy in charge of the cyno generator to cycle it off so that I could get in and dock back up. If they say no, I'd park at a starbase. If there was no starbase, I would ask my FC who was in charge of this horrible op?
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CCP Whisper

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Posted - 2009.09.11 09:25:00 -
[10]
Originally by: Professor Dumbledore This is so ******ed it hurts. Your the ****ing person they put in charge of this too eh. well i guess the game will burn to the ground then.
Would a hug help?
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CCP Whisper

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Posted - 2009.09.11 21:11:00 -
[11]
Originally by: Qi Teuf In a sense there will be control. If an alliance that owns the system does not pay the upkeep for the gates, then they shut down. That allows for control of stopping anyone from using the gates; friend or foe.
IMO that's a great thing.
Gates that are in an unclaimed system will continue to function normally for now. There were a ton of ideas floating around about reducing operational capacity, charging tolls or even shutting down stargates in unclaimed systems but all of them ended up being binned as too exploitable or just plain stupid. Not to say it might not happen but definitely not in this iteration of the mechanics.
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