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

Vatek
GoonWaffe Goonswarm Federation
15
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Posted - 2012.10.22 21:18:00 -
[1] - Quote
Has there been any further discussion or iteration regarding PVP and NPC behaviour? I spend a lot of time soloing in a bomber and it is extremely disconcerting that ratters (who already enjoy a very risk-free experience if they are actually at the keyboard paying attention) are essentially going to have the very NPCs they are destroying protecting them in anomalies, asteroid belts or missions.
Even if I upgrade to a larger ship as you have suggested in the devblog thread, that just means I am aggroing cruiser or battleship NPCs onto myself and have to contend with their dps and EWAR as well as the intended victim's. Why is turning NPCs into bodyguards for ratters considered acceptable?
These changes will essentially be the death of one of the few solo career paths for nullsec pilots and make it significantly more difficult for gangs at the same time. |

Vatek
GoonWaffe Goonswarm Federation
16
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Posted - 2012.10.23 17:07:00 -
[2] - Quote
Frankly I have to question why this AI needs to be implemented at all. Destroying numerous PVP professions in exchange for making missions and ratting even more of a pain in the ass for PVE players does not deliver any value whatsoever.
At the very least it needs to be postponed beyond the winter expansion and extensively tested to address concerns on both sides of the table. PVP concerns have been ignored or handwaved for a month now and the clock is ticking on Retribution's release. |

Vatek
GoonWaffe Goonswarm Federation
17
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Posted - 2012.10.23 19:11:00 -
[3] - Quote
CCP FoxFour wrote:There have been numerous questions about what, if anything, we are going to do about how this change will effect certain gameplay styles outside of running missions or ratting. Things like hunting ratters, ninja salvaging, and playing content with your new friends.
For the most part our stance is that we believe you will adapt and find a way to do it. In some cases this may mean increasing the barrier to entry, but we have already seen players coming up with new ways to do the same stuff..
So the response to any PVP concerns is "deal with it". Wonderful.
CCP FoxFour wrote: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.
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 rats? Is the target switch determined by DPS inflicted to the NPCs?
Do you not realize that the current model you are planning on implementing turns the rats into de-facto bodyguards for the ships that are actively killing them? |

Vatek
GoonWaffe Goonswarm Federation
17
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Posted - 2012.10.23 20:31:00 -
[4] - Quote
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.
This is why I am asking what happens in a situation where a player ship generates no aggression towards the NPCs. |

Vatek
GoonWaffe Goonswarm Federation
17
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Posted - 2012.10.23 20:40:00 -
[5] - Quote
Tyberius Franklin wrote: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.
This is why I am asking what happens in a situation where a player ship generates no aggression towards the NPCs.
Player ships that are not aggressing the rats or assisting other ships aggressing the rats should not be able to generate enough threat to have the rats switch to them. Furthermore, signature radius-based targeting should not apply against ships that are not generating threat. Ships generating thread should always be prioritized over ships that are not, regardless of differences in signature radius.
This would allow every profession that would be broken by this (ganking PVE pilots whether solo or in a gang, ninja salvaging, mission runner awoxing) to work as it currently continues to work, while ensuring that the AI functions as it should against the PVE pilots that are actually shooting the rats. |

Vatek
GoonWaffe Goonswarm Federation
18
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Posted - 2012.10.23 21:53:00 -
[6] - Quote
DJ P0N-3 wrote: I tested what would happen if I were a Thrasher pilot with evil designs on a mission runner. The frigates liked shooting the Thrasher regardless of its behavior. I could sit there at zero velocity with no modules active and they would switch to me. The frigates especially liked shooting the Thrasher if the mission runner recalled drones for a few seconds. They really liked shooting the Thrasher whenever it pointed the mission runner (that got me tackled and webbed by the NPCs). It seems like in the absence of multiple ships with similar sig radii to force it to calculate threat, the AI will just go after whatever matches the relevant sig radius without thinking about threat. So...unless the AI gets smarter about assessing threat, small things warping into missions will get shot up by frigates, be they friend or foe.
This is currently considered acceptable by the team working on the AI and it's entirely due to signature radius being prioritized over threat from what I can tell. This will absolutely cripple small gangs or solo players that prey on ratters. |

Vatek
GoonWaffe Goonswarm Federation
18
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Posted - 2012.10.23 22:49:00 -
[7] - Quote
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.
That's how it should work but the new rat AI is apparently incapable of differentiating the intended target of EWAR. It doesn't care if you web it or if you web the ratter, it just cares that you've activated a web.
Adigard wrote: 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 hate spikes.
Heck, it seems you can web your own drones and gain the threat (I haven't tested this personally BTW), so it definitely is not going to assist PvP'ers at all.
Threat generation should take into account what the target of the EWAR is. Other MMOs have managed to achieve this for over a decade now so I don't understand why the supposedly new and improved AI is so dumb that it cannot assign threat based on what the EWAR or assistance modules are actually targeted on. |

Vatek
GoonWaffe Goonswarm Federation
19
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Posted - 2012.10.24 05:30:00 -
[8] - Quote
Desert Ice78 wrote:At this rate of confusion and "what if's?" I foresee this whole change ending up in the trash can.
That's the best case scenario as far as I'm concerned. I don't want to slag on Foxfour but this AI is going to destroy what I consider to be my profession in this game and that's apparently "OK" by him and the rest of the team working on this. PVP is a perfectly acceptable casualty in the struggle to make PVE even more tedious and awful. |

Vatek
GoonWaffe Goonswarm Federation
23
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Posted - 2012.10.26 20:47:00 -
[9] - Quote
SkyLady Audeles wrote:Pretty hard to please all, however if taking into consideration balancing and fairness mechanics: NPCs AI should make them engage and shoot any pilot without standing with them that land on grid, and not only the Tengu or the purifier as described above. By engaging just the ratter, makes too easy to gankers/tacklers which has been the current mechanics. It would be nice have new mechanics for a change. Everything should have a risk, to both rattler and trackler. 
Is this a real post? Currently the only way a ratter gets killed by a ganker is if they are not paying attention because there is automatically a huge time window between a ganker entering local and actually being able to locate the ratter. If the ganker is able to even get on grid with the ratter, it still has to contend with the ratter's DPS, drones and whatever ewar it has fit. It is extremely common for the would-be ganker to get popped by drones or reinforcements arriving on grid.
I have no idea how you think that it's too easy for gankers at the moment because it is completely the opposite. |

Vatek
GoonWaffe Goonswarm Federation
24
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Posted - 2012.10.26 22:12:00 -
[10] - Quote
How exactly is a tackler supposed to manage aggro? My objective is to kill the ratter, I'm putting my point and torpedoes on the ratter, what am I supposed to do, stop shooting him for a while while he shoots me back with heavy missiles and the rat frigates rip me to pieces with ewar and frigate-size weapons?
I'm sorry but the rats should never bodyguard the ratter. As I've said previously, rat aggro just makes an already difficult job impossible. |
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Vatek
GoonWaffe Goonswarm Federation
25
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Posted - 2012.10.26 22:40:00 -
[11] - Quote
Removing tackle from the NPC aggro table would at least be a start. |

Vatek
GoonWaffe Goonswarm Federation
26
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Posted - 2012.10.27 01:34:00 -
[12] - Quote
Rengerel en Distel wrote:Perhaps you didn't read the devblog, but this is the first step into making the npc AI like pvp. They want all ships to be fit the same, no more pvp/pve fits. So eventually they'll make scrams/disruptors needed for pve content. They are a long way off, which is why some of us have said they should hold off on the change until they were further along towards that goal.
I would be very surprised if this ever happened because it's a pipe dream. Putting forward the suggestion that they want PVE fits to be the same as PVP is just CCP proving that they don't play their own game outside of the test servers. |

Vatek
GoonWaffe Goonswarm Federation
27
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Posted - 2012.10.27 17:38:00 -
[13] - Quote
Risien Drogonne wrote:Singira wrote:
Why do you think the rats should turn from the guy killing them, to the guy helping them? That does not make a lot of sense from any viewpoint other than the afk ratter that rather would do a lot of other things than play the game..
I was speaking from a gameplay POV (that of the unfairness of ganking supertanked battleships in frigates) rather than from a decision-making-NPC POV. "Realism" arguments rarely have a place in MMOs. In a realism argument, most of the DPS would stay on the battleship, but several tackler frigs would break to tackle the newcomer so they can kill him too.
It's not fair that a frigate designed specifically to kill battleships can, in fact, kill battleships?
"Supertanked" is a bit of a misnomer as the bomber is specifically chosen to target the resist hole of the ship (I mostly hunt in guristas space and most guristas ratters leave the EM hole on their shield tanks wide open, so I use a purifier). Being smart enough to plug up those holes makes a gank significantly more difficult or straight up not possible. |

Vatek
GoonWaffe Goonswarm Federation
32
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Posted - 2012.11.06 15:38:00 -
[14] - Quote
Meditril wrote:One thing I really don't understand: Why does everybody here seems to think that missions (especially lvl 4 and 5 ones) or other NPC spawns should be runable in full-AFK mode?
PVE is already mind-numbingly awful. There's no need to make it even more tedious for the same reward.
Meditril wrote:CCP wants to make PVE content being more similar to PVP content. This is a good idea and improved NPC-AI is a good first step. Drones have their benenfits like providing you a lot of flexibility and good damage etc. however they have the weakness of being able to get popped by enemy, which frequently happens in PVP too. A way to avoid drones being popped is constantly babysitting them and making sure you engage only enemies which are close to you.
Gun and missile boats don't have to manage their guns beyond locking a target and pressing F1, why do droneboats need to be punished when drones are already the weakest weapon system?
Meditril wrote:As said, this is just a first step. The logical next step is that NPC ships should simply warp out (with a chance of let say 50%) when you get them into hull if they are not disrupted/scrambled. And they should come back after some time, slightly repaired. This would make PVE content even more PVP compliant.
So the next logical step is to force every single PVE ship in the game to engage within 24km and punish shield tanking ships by forcing them to give up tank for a disruptor?
Trying to make PVE "PVP compliant" is what got us into this disaster of an AI in the first place and nobody has really been able to explain what the benefit for players is. |

Vatek
GoonWaffe Goonswarm Federation
32
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Posted - 2012.11.08 19:32:00 -
[15] - Quote
Sentamon wrote:James Amril-Kesh wrote:Well on the latest iteration of Duality, NPCs in an anon refused to switch their targeting to my drones, even when the drones were the only thing doing damage.
Either the AI is broken (probable since belt rats aren't targeting players at all), it was changed to severely reduce drone aggro, or it was pulled entirely. It would be nice to know which. Hopefully pulled until we have a better UI and AI for drones.
And hopefully pulled until they can revamp PVE content so that it's actually designed from the ground up for this AI. |

Vatek
GoonWaffe Goonswarm Federation
32
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Posted - 2012.11.09 16:38:00 -
[16] - Quote
Why are you pushing broken code to meet a deadline instead of delaying it for a post-Retribution patch and doing it properly? If recalling a flight of drones breaks the entire AI, what is the point of pushing this to TQ?
I am happy to see that PVP concerns are finally being addressed, but what is the timeline for post-Retribution changes? A week? A month? 6 months? |

Vatek
GoonWaffe Goonswarm Federation
32
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Posted - 2012.11.09 16:47:00 -
[17] - Quote
Ranger 1 wrote:Either man up for find an equally easy way to make your isk, mining comes to mind, but quit trying to undermine attempts to make it more difficult to milk NPC's with no challenge or risk involved. You are seriously beginning to **** off the majority of the EVE community.
I must have missed the thread where you were announced as the official spokesman for the "majority of the EVE community".
If you don't see the problem with CCP pushing forward with an AI that they know is broken and deciding to fix it later, I really don't know what to tell you. There is no reason that this cannot be delayed until a post-Retribution patch. |

Vatek
GoonWaffe Goonswarm Federation
32
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Posted - 2012.11.09 16:54:00 -
[18] - Quote
Ranger 1 wrote:Vatek wrote:Ranger 1 wrote:Either man up for find an equally easy way to make your isk, mining comes to mind, but quit trying to undermine attempts to make it more difficult to milk NPC's with no challenge or risk involved. You are seriously beginning to **** off the majority of the EVE community. I must have missed the thread where you were announced as the official spokesman for the "majority of the EVE community". If you don't see the problem with CCP pushing forward with an AI that they know is broken and deciding to fix it later, I really don't know what to tell you. There is no reason that this cannot be delayed until a post-Retribution patch. Updates, patches, and expansions are pushed in MMO's all the time that are either not fully complete at the time of release or have issues that they know will have to be addressed after the rest of the expansion is in place. This is nothing new. Squawking about it as if they are selling you a car that doesn't run doesn't help your case. Software developement happens like this frequently, and most people are savvy enough to recognize that fact.
Feel free to give me one good reason why this can't be delayed for a couple of weeks until they can do it properly. Pretty sure the current AI is perfectly capable of doing the job for a little longer. |

Vatek
GoonWaffe Goonswarm Federation
32
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Posted - 2012.11.09 17:09:00 -
[19] - Quote
I'm not being obtuse when they are knowingly shipping it with a defect that can be used to completely circumvent it. What's the point of pushing it to TQ if I can break it by launching a flight of drones and recalling them? If this is your definition of a minor bug I'd really hate to see what you call a major one.
PVP concerns not being addressed until some point in the future are another matter entirely but at this point I'm just happy they didn't ignore it completely, unless "after Retribution" turns out to be 6 months from now. |

Vatek
GoonWaffe Goonswarm Federation
32
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Posted - 2012.11.09 17:34:00 -
[20] - Quote
I would definitely like to know what the timeline is for the defect fix and the PVP modifications. |
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Vatek
GoonWaffe Goonswarm Federation
36
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Posted - 2012.12.21 19:41:00 -
[21] - Quote
Adigard wrote:Viribus wrote:Old players will almost always be able to adapt but this (unneeded and unwanted) change has basically destroyed two avenues of PVP and income for new players Not sure what to tell you? The Dev response on that front has been somewhere between "adapt or quit, we don't care" and "If you really really enjoyed it before we nerfed it, you'll find a way to enjoy it now, even though we made it harder for no good reason". Honestly I have a hard time envisioning CCP adapting their new spaghetti code placed hodge-podge on top of their ancient spaghetti code to fix this one. I doubt they even understand the new rat AI code, considering how ham-fisted it's been implemented (see the tests run on the new AI). Also, see Malcanis's Law.
Sorry, but no.
https://forums.eveonline.com/default.aspx?g=posts&m=2158421#post2158421
We were promised specific PVP fixes that were to go live "after Retribution". Retribution has launched, it's time to provide a timeline as to when we can expect these changes. |
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