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Thread Statistics | Show CCP posts - 64 post(s) |

Tyberius Franklin
Federal Navy Academy Gallente Federation
339
|
Posted - 2012.10.20 15:43:00 -
[1] - Quote
Ran pirate invasion lvl 4 against Angels in a Rattlesnake. Primarily used sentries with some use of heavies/lights. Drones drew no aggro from the spawn which initially aggresses. 2 frig rats specifically orbited me most of the entire mission without switching targets despite no outgoing DPS, RR or Ewar. Subsequent groups which were engaged with the drones targetted them initially, but switched to the RS once recalled and did not attempt to engage the drones again after being redeployed. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
339
|
Posted - 2012.10.21 00:22:00 -
[2] - Quote
Dinsdale Pirannha wrote:Other stuff: The new circular targets are stupid beyond any statement. The icons are completely non-intuitive, and the old style was far superior.
I have run a LOT of logi in PvE and PvP, There are going to be a lot of dead ships with this new interface. I have to disagree here. I thought the new interface was awesome at first sight. Was slightly counterintuitive in my personal opinion to have damage proceed counter clockwise but once you see the first bit of damage start to indicate the flow direction the rest was just obvious progression. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
340
|
Posted - 2012.10.23 20:23:00 -
[3] - Quote
Ganthrithor wrote:Vatek wrote:CCP FoxFour wrote: [quote=CCP FoxFour]One of the things we are looking at is increasing how much threat you need to generate before the NPC switch. The specific case we want to look at solving is as I said an experienced player in a Tengu bringing a new player in a Rifter along. If that new player is doing very little damage we don't want all 15 frigates to suddenly decide he needs to die.
Why is this a specific case that needs solving and hunting ratters is not? What happens if a ship on grid with the NPCs inflicts no damage on them and does not activate any assistance modules on ships that have aggressed the NPC? If I warp in a bomber and activate torpedo launchers and tackle/EWAR modules on a ratter, will this still generate aggression with the NPCs? The aggression model needs to be smart enough to prevent NPCs from turning into de-facto bodyguards for ratters. Pretty much this. If you want to make PvE 60% more irritating then by all means, go ahead. It's already soul-crushingly awful. But don't go making ratter ganks even fewer and further between. It's already difficult enough to even get on grid with a ratter before they warp out, much less hold a tackle when they start lighting you up. If you take aggro as well based on the size of your ship and whether you use ewar or not then ganking ratters is going to be next to impossible. It's already difficult to tank ratters long enough to kill them when you're flying the kind of ship that can catch a ratter (bombers, inties, HACs, recons, etc)-- ratters usually do quite a bit of damage. If you then add to that a significant portion of the PvE site's DPS as well there's no way solo players are going to be able to gank ratters anymore, not to mention the fact that NPC aggro potentially mitigates players ability to tackle the ratter at all (NPC jamming or sensor damping is not conducive to point-holding). You need to find a way to make your AI not switch to players who aren't engaging the rats or otherwise assisting a ratter. Full stop. Realistically the scenario mentioned doesn't have the NPC's evaluating if 2 pilots within their area of aggression are allied or not, just the amount of threat generated. So what benefits the allied new pilot in a rifter that isn't generating enough damage to trigger a switch also helps the enemy SB pilot since he isn't shooting the rats |

Tyberius Franklin
Federal Navy Academy Gallente Federation
340
|
Posted - 2012.10.23 20:37:00 -
[4] - Quote
Vatek wrote:Tyberius Franklin wrote:Realistically the scenario mentioned doesn't have the NPC's evaluating if 2 pilots within their area of aggression are allied or not, just the amount of threat generated. So what benefits the allied new pilot in a rifter that isn't generating enough damage to trigger a switch also helps the enemy SB pilot since he isn't shooting the rats In theory this is how it should work but based on Foxfour's earlier comments about solo ganking in a bomber "no longer being possible" and the devblog indicating that rats prefer to target ships closer to their own size, there is more to the switch trigger than just aggression. Indeed, but the comment presented about the Rifter flying with a Tengu seems aimed at that very scenario. The Rifter is a frig so the NPC frigs should prioritize killing it but threat level evaluation prevents that (or perhaps just reduces the likelihood?) and keeps them focused on the source of the DPS threatening them. If this general idea is implemented to some degree I can't see how they would fix one without fixing the other.
To be more direct if threat generation is needed to get aggression then something that generates no threat gets no aggression be it friend or foe of the missioner/plexer/ratter/etc. The only question is how hard the NPC's will stick to that mechanic, but regardless PvP'ers will benefit more than PvE'ers since the latter will be trying to generate some threat to the NPC's while the former will be concentrating solely on the PvE'er and generating less, if not no threat to the NPC's. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
341
|
Posted - 2012.10.23 22:47:00 -
[5] - Quote
Adigard wrote:Tyberius Franklin wrote:Vatek wrote:Tyberius Franklin wrote:Realistically the scenario mentioned doesn't have the NPC's evaluating if 2 pilots within their area of aggression are allied or not, just the amount of threat generated. So what benefits the allied new pilot in a rifter that isn't generating enough damage to trigger a switch also helps the enemy SB pilot since he isn't shooting the rats In theory this is how it should work but based on Foxfour's earlier comments about solo ganking in a bomber "no longer being possible" and the devblog indicating that rats prefer to target ships closer to their own size, there is more to the switch trigger than just aggression. Indeed, but the comment presented about the Rifter flying with a Tengu seems aimed at that very scenario. The Rifter is a frig so the NPC frigs should prioritize killing it but threat level evaluation prevents that (or perhaps just reduces the likelihood?) and keeps them focused on the source of the DPS threatening them. If this general idea is implemented to some degree I can't see how they would fix one without fixing the other. To be more direct if threat generation is needed to get aggression then something that generates no threat gets no aggression be it friend or foe of the missioner/plexer/ratter/etc. The only question is how hard the NPC's will stick to that mechanic, but regardless PvP'ers will benefit more than PvE'ers since the latter will be trying to generate some threat to the NPC's while the former will be concentrating solely on the PvE'er and generating less, if not no threat to the NPC's. I think you're forgetting the fact that the new AI hates / loathes / despises EWar. So once the PvP'er lights up the PvE'er with a Warp Scram / Web and starts shooting... he's going to top the hate list. Regardless of how much damage the PvP'er deals to the Rats or the mission runner... he's still gaining mountains of hate from all the EWar he's doing. Unless you actually imagine the CCP Dev's are going to rewrite the AI code to help PvP'ers (a group they've already decided can just suck up the change). I'm not forgetting that , but rather I'm (potentially erroneously) assuming the idea is for rats to evaluate threat to them specifically. So generating a threat to a non-NPC doesn't really get their attention. I could be completely wrong there though as I'm trying to read into the idea a bit since there are no real details. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
341
|
Posted - 2012.10.23 22:54:00 -
[6] - Quote
Adigard wrote:Tyberius Franklin wrote: I'm not forgetting that , but rather I'm (potentially erroneously) assuming the idea is for rats to evaluate threat to them specifically. So generating a threat to a non-NPC doesn't really get their attention. I could be completely wrong there though as I'm trying to read into the idea a bit since there are no real details.
Logi's 'healing' DPS boats gain threat vs. rats... so you're way off base if you imagine PvP'ers EWar'ing other boats wouldn't gain the same massive heat spikes. There is a difference between DPS output/EWAR and remote assistance. The former allows easy target differentiation based simply upon which entity the module is activated on. The latter could be activated on a non-threatening entity for the NPC's which requires a secondary evaluation of where the threat from the receiving entity is going. IMHO it's a worthy investment to make but unless a provision was made for it all RR would have to be evaluated as a threat period, while Ewar and direct DSP output could still be directly asses based upon their effect on the NPC's themselves. But tat this point I'm just back seat developing and diverging from the decided project scope. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
342
|
Posted - 2012.10.24 19:50:00 -
[7] - Quote
Tippia wrote:I enjoy the improved L4s because they're improved. I haven't noticed any nerfs so far. Having not tested in anything but a Rattlesnake, I can't say I noticed improvement. That being the case I must ask, what was better? |

Tyberius Franklin
Federal Navy Academy Gallente Federation
342
|
Posted - 2012.10.24 19:57:00 -
[8] - Quote
Tippia wrote:Tyberius Franklin wrote:Having not tested in anything but a Rattlesnake, I can't say I noticed improvement. That being the case I must ask, what was better? More engaging and (for now, until the formula has been fully hashed out and beaten) a tiny sense of unknown adventure and surprise as well. What actually changed to make it more engaging? Was it the ship/fit? The way you flew? Specific actions you took? More precaution in managing drones?
Genuinely curious. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
342
|
Posted - 2012.10.24 20:19:00 -
[9] - Quote
Tippia wrote:I had to actually kind of occasionally pay a tiny bit of attention to what the rats were doing. Riveting stuff. Interesting, going to need to test in a gunboat next time. I anticipated no tangible changes as I run missions solo. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
348
|
Posted - 2012.10.30 00:04:00 -
[10] - Quote
Desert Ice78 wrote:Any thought to allowing the movement of replacement drones from the cargo bay to the drone bay in space? Might help to soften the blow for all those drone boats. While this would help, it kinda removes the point of having limited drone bays to begin with depending on the limits imposed. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
348
|
Posted - 2012.10.30 02:49:00 -
[11] - Quote
So, asking for answers from any fellow drone users out there (who did more testing than I did). Assuming the issue were recall/relaunch causes drones to be forgotten by NPC's will be fixed, what is working well for pulling aggro from drones in a Domi/RS? My Ewar/RR options are limited at the moment and as such I may need to get some new skills to keep up depending on what works. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
348
|
Posted - 2012.10.30 21:12:00 -
[12] - Quote
non judgement wrote:I did some testing with a Paladin and a Damnation. Released the drones and they worked well. Most the time the npc were switching between the ships. Damnation went after the (battle)cruisers and Paladin went after the battleship npc. I sent my light drones after the frigates and they were okay. I did have to pull them in a few times and use remote armor repair on the drones after finishing a pocket. I'm guessing most of the people complaining about the npc are talking about large drones?
I haven't tested the large drones. Do you guys find tanking the npc battleships easier without smaller npc? Just wondering because, I'm thinking it might be possible to use medium drones first to get rid of cruisers and battlecruisers then using the larger drones on the battleships?
I like the idea of the return when attacked idea in the post above.
Edit: In the second paragraph I'm talking about using a single drone boat to do the missions. I think heavies would get killed. What happens to the smaller drones in those missions?
Edit 2: I've done a few more missions. Heavies don't die that much. I had to watch them and call them back sometimes. The only time I lost drones before was when spider drones webbed them and killed them before they got back. It'll be the same now except, no more afk missions with droneboats. Plenty of missions before where you had to watch the drones when a new wave of ships came. I just have to take an active role in drone management. I used to do that before anyway, telling them which ships I wanted them to go after. I still do keep direct control over my drones save when under heavy jamming/damping. One thing I've been finding is that when the drones are pulling aggro, which still isn't happening against some spawns or BS rats at all really, I can't seem to pull it back. I can recall them to drop the aggro and they don't get it back, but this seems to have been identified as a defect. If fixed I'm not sure at this point how to actually pull aggro off of them.
Being solo in a rattlesnake I've yet to reliably pull aggro off of the drones in a lvl 4. Recalling is lost DPS from your primary weapons system so my real issue is becoming a question of if the hit to drone boats, while manageable, can be overcome in a way that makes them worth using over other options while solo. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
348
|
Posted - 2012.10.31 19:48:00 -
[13] - Quote
Jacob Holland wrote:I'm not sure that drone boats are going to be the worst hurt by this change...
The Golem in particular... Marauders in general already take a lot of micromanagement (select target, activate weapons, select different target, activate tractor beam, select different target, activate tractor beam, select different target, activate weapons, select different target, ativate salvager, select non-target, lock target, select different target...) and the Golem is particularly sucky in this regard because not only must the weapons be deactivated and a volley count kept but the Target painters need to be switched around ahead of the weapons. Not only that but unlike the turret Marauders it cannot attempt to remove all of the frigate sized targets while their transversal is low and is therefore particularly reliant on drones for anti-frigate work.
If, added to all of the micromanagement issues implicit in the operation of a Marauder, the drones must be constantly monitored and maintained, sent to specific targets and recalled...etc.
Light drones in use by a good drone pilot in a well-skilled drone boat are one thing, less well skilled drones without bonuses (or full Drone Durability) are very fragile indeed and regardless of how good the experience of killing NPCs might become the experience of constantly losing ships because a Guristas Koyukan or an Angel Viper has you scrammed and you have no way of actually breaking his tank is going to get old very quickly... Mauraders at least have the advantage of not suffering a primary DPS reduction in ALL circumstances like drone boats. Outside of Ewar they will be able to deliver the DPS of their weapons systems as designed. Droneboats, should the issue with subsequent waves of drone not gaining aggro be fixed, will not have the same luxury unless a reliable means of drawing aggro away from drones is discovered for both the cruise and BS hulls that make prolific use of them. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
362
|
Posted - 2012.11.09 20:46:00 -
[14] - Quote
Interesting.
Once the defect is fixed I wonder how easy it will be to keep NPC aggression on your ship. All my drone setups have rather poor non-drone DPS. I'll need to find other reliable ways to keep NPC attention, but I'm not aware of anything reliable yet.
I also have the same concern regarding all ships under heavy Ewar effects. Often I've used drones to get around the fact that my gun DPS way effectively 0.
Going to need to see how this plays out. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
363
|
Posted - 2012.11.09 21:11:00 -
[15] - Quote
Singira wrote:James Amril-Kesh wrote:CCP FoxFour wrote:Hey guys, I have been a bit silent here and for that I apologize. An update on where we stand with the AI changes:
- As it stands we are still going ahead with pushing the change to TQ.
- While the change did not make it to the current version on Buckingham I have lowered the drone hate of the AI some more.
- While we consider the fact that the AI will only shoot your first flight of drones (this is based on specific criteria such as sig radius) and not a second wave to be a defect, we are not publishing the fix with Retribution.
- After Retribution we will be making a change to the AI so that they only consider damage being dealt to them as something to increase a targets threat. That way when you warp in to kill someone running an anomaly shooting the player does not make the NPC hate you.
- Also after Retribution, and on the same topic as the previous point, we will be making it so that unless you do something like shoot the NPC or repair a player the NPC won't take your signature radius into account when evaluating targets. Even with the above change without this one frigates would still switch targets.
Well I apologize for what I said about you. You certainly are listening. So just to clarify: if I warp into an anomaly that another player is doing, the NPCs won't start shooting me until I shoot them? Or they're just much less likely to? They will start shooting at you, especially if you dare to use a point or scram on the guy who was in the anom first.. The changes mentioned say that in the future they will not, and those changes aren't on the test server. So all you have is FoxFour's word saying they won't. You will have to wait and see how it turns out. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
363
|
Posted - 2012.11.13 00:52:00 -
[16] - Quote
Vincent Athena wrote:How many of you have actually tested a mission? I did. I tried a low SP pilot in L1 missions and a high SP pilot in L4 missions. Tristan and Navy Domi respectively, both strongly relying on drones. Both did multiple missions. How many drones did I lose?
Zero.
I had to recall them a bit more often, that's all. As a high sec drone user, I expect to see a negligible impact to my income from the AI change.
I do plan on replacing a gun with an remote armor repper. I figure it will help fix that one drone I was a little slow to notice, and up my rank on the NPC threat scale as I'm using logistics. I've tested and had varying results ranging from no aggro on drones to perma drone aggro. Not really sure how to control it or even if it's just oddities in single missions. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
363
|
Posted - 2012.11.13 07:05:00 -
[17] - Quote
Vincent Athena wrote:When I was doing my test missions, in one L1 mission the NPCs did switch to my drones more than once. It was a drone mission, maybe they are not bugged?
In W-space the rats do switch to drones over and over. The method I use:
Launch drones. Keep them close. Wait for drone aggro, pull them in. Wait just a few seconds, just enough for aggro to switch to you. Then re-launch You now got about 2 minutes before you got to worry about drone aggro again.
It seems like the NPCs (at least once the bug is fixed) are on a 2 minute cycle. Every 2 minutes they re-evaluate if they want to change targets. If there is no other target to swap to, they remain primed, ready to swap. If a new target shows up at that point, they swap right away. (New ship warping in, drones that just got deployed). This means if you pull in your drones then wait 2 minutes and re-deploy, they will catch aggro right away. So dont wait.
In W space we have noticed that if you got 3 ships in the fleet, drones rarely get aggro. But with one ship when the NPCs want to swap the only thing available is your drones. Be prepared to pull them in and re-deploy on that 2 minute cycle. Not gonna lie, timing drone flights is not my idea of fun. Should make the assault interesting. 2 min of drones doing their thing followed by recalling them and moving in towards the ball of ships which melts my tank because I can't tell my drones to reengage past 10km under the damps. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
373
|
Posted - 2012.11.30 20:26:00 -
[18] - Quote
Singira wrote: So you are basically saying the same as I did, just added a lot more :words:? :) EvE beeing a PvP centric game, you can't really expect WoW PvE. Allso having people spending the same ammount of time to reach PvE endgame as you have to in WoW to fund their PvP does not seem resonable either. Basically PvE works as a punishment, some "work" you have to do to fund your PvP. This is part of the reason that PvP is exciting, because you know roughly how much boring stuff you have to do if you welp your ship.
People can and do already spend quite a bit of training time which can be used on PvE already. Capital ship escalations in WH sites come to mind there. The use of logistics ships in high end DED sites is another example. The only difference is that the preparation occurs offline for the most part.
PvE as punishment is a horrendous mechanic. End of story. There is absolutely no reason it should be designed with the intention of being bad and especially not punitive. The excitement of PvP coming from loss doesn't require bad PvE to sting. Loss is loss regardless of how you recoup it. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
375
|
Posted - 2012.12.01 03:28:00 -
[19] - Quote
Adigard wrote:Tyberius Franklin wrote:PvE as punishment is a horrendous mechanic. End of story. There is absolutely no reason it should be designed with the intention of being bad and especially not punitive. The excitement of PvP coming from loss doesn't require bad PvE to sting. Loss is loss regardless of how you recoup it. Except loss isn't loss if it's not meaningful to recoup... no? Eve being cold and harsh and all that jazz has bad and especially punitive punishments for losing. That's sort of the core principle. Otherwise you're just playing WoW, except in a submarine... in space. Loss is meaningful because it's actual loss. Comparing loss here to WoW doesn't really work either. In WoW you have degradation that is a fraction of the cost to replace than the gear being used. Here you have total loss of the ship and rigs and partial loss of fitted mods and cargo, all of which may be lost to you personally if you fail to recover it.
In WoW the basic gameplay earns you well above what you need to repair, as such no one ever does PvE to recoup something. Here, people actually do have things they must do to recoup loss, because things are lost in ways that don't allow players to near instantaneously get them back to where they were and beyond.
Those facts aside if a person enjoys how they earn isk by your logic they cannot have meaningful loss inflicted on them.
It's punitive to begin with because it takes something you had and removes it from you and, should you want/need it back causes you to consume resources that could have gone to progress in other areas. The act you use to earn and/or recoup doesn't need to be further punitive by being just plain bad. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
378
|
Posted - 2012.12.04 01:43:00 -
[20] - Quote
Adigard wrote:Singira wrote:If the patchnotes are accurate it would be the best solution to the problem, that I can think of anyway.. Remind me... what was the problem again? AFK player's make fairly horrible income / hour. You park an AFK Domi or Rattler inside a room, and come back half an hour later to find a cleared room and if the mission takes place in a single room, something akin to 5-8mil ISK. Last I checked you can make a TON more ISK at pretty much zero risk in high-sec mining. Unless the problem is botting, in which case the new AI will do nothing to fix that... The issue was that people were doing this in places which continued to spawn NPC's. From the reports and related talk this could apparently be done for several hours potentially. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
378
|
Posted - 2012.12.04 01:52:00 -
[21] - Quote
Mund Richard wrote:And my impression was that it was both aimed to be fixed (the places themselves), and anyone found doing it banned already.
Obviously I may be wrong, never cared for afking like that. That may be the case, I was never involved so never really tracked it beyond initial curiosity. Though there seems to be some prevailing idea that this change is a part of that effort. Not sure if that is the case or, considering the fit used in the exploit, if this change would have any positive affect.
I was simply trying to address the idea that going AFK for single non-respawning mission rooms was the issue which caused the exploit declaration. |
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