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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Marlona Sky
D00M. Northern Coalition.
1469
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Posted - 2012.10.18 16:33:00 -
[31] - Quote
Vincent Athena wrote:1: People need a way to see each other and find each other, including 2 day old players. This is an MMO, we do not want to make the game look like a single player game to new players as that encourages single player play styles. Local would have to be replaced by some sort of automatic long range scanning system. This is such a weak argument to keep local. There is a vast amount of channels players are able to join when starting the game and even long into their career as a capsuleer. Finding other players is not an issue at all if you just put forth even the slightest bit of effort. What needs to be eliminated is the ease at which players can find each other now. As it is you can't take a crap without everyone in the galaxy knowing how much and what color withing one minute. Local needs to be taken out to the field and be beaten to death. Bad.
Vincent Athena wrote:2: Will not work because the alliance leaders will just publish lists of people who are friends. Every time I see someone I would have to look them up on the list before I shoot or hold fire. If I did not follow this procedure, I get kicked. Looking people up on lists is a task for computers, not something we should be forced to do manually in a game. Sounds like you have too many blues then.
Vincent Athena wrote:3: An alliance leader would just use alts to make multiple alliances. The power bloc would still be under one person. Limiting outposts is counter to a main problem in Null: insufficient manufacturing. You cannot make even all the ammo you need out there, let alone all the ships. I agree. There should not be hard caps on what you control. What needs to happen is the removal of structure mails. If an alliance actually lives in and uses (yes things like manufacturing slots and such need serious love) these things, they will know if they are under attack and such. So a structure mail mechanic is not necessary. If they decide to setup or take structures in space they do not live in or use, these things will be taken away from them, thus the alliance creates its own limitation on things it controls based on how it operates.
Vincent Athena wrote:4: Then how do you figure out who to war dec? Besides, via war decs you can figure out who is in what corps. (Dec a corp, see who shows up red flashy) then publish the list, EVEWHO style. Yeah I don't think that kind of information removal is necessary. I think all standings being made public would spice things up a bit.
Vincent Athena wrote:5: Again, someone would make an out of game list that you would have to consult. People will always use out of game lists and tools to aid them in game. If they come across another player and they have to spend a couple minutes trying to find out if they should shoot them or not and it turns out they are a hostile, I have no problem with that. It is a major PITA for entities have major NAP trains and would give an advantage to the smaller entities who are not being blobbed. Also remove alliance and corp tickers off the overview.
Remove local, structure mails and revamp the directional scanner! |
Tsuya
Irresponsible Use of Capital
3
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Posted - 2012.10.18 16:38:00 -
[32] - Quote
Why not just remove +5/+10 standings? If you want to be allies with someone, put your corp into their alliance ffs. |
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CCP Falcon
C C P
124
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Posted - 2012.10.18 16:43:00 -
[33] - Quote
Moved to features and ideas discussion.
CCP Falcon -á-á||-á-áEVE Community Developer -á-á||-á-á@CCP_Falcon |
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Dragon Outlaw
Rogue Fleet
139
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Posted - 2012.10.18 16:44:00 -
[34] - Quote
Yahrr wrote:Dragon Outlaw wrote:Just improve dscan range and enable it to tell you if a ship that gets into your dscan is either neut, red, blue and gives you its size (frig, cruiser, BS...), and the problem is solved. You mean we go from easy mode to even easier mode? Free intel == bad. You should work for your intel - or have someone do the work for you. Dragon Outlaw wrote:If some dont like spamming dscan to get info on nearby ships, CCP only need to introduce a feature that automaticly alert you when an hostile ship gets inside your dscan range and is in warp thoward the grid you are currently at. You know what? You're right. Let's create a system where you can just AFK in space and your ship automatically warps to a new, random safe whenever a non-blue is in warp to your current grid. That way we can also get rid of the whole probing and dscanning mechanic, which means less developer time invested in the pvp aspect of the game so there will be loads free for pve. Finally! Risk free bearing for everyone!
How about, even if the ship warps off...you could dscan him, warp after him, take him out of warp (or land on the same grid he is landing), point him, kill is ship and ask him for a ransom before killing is pod.
No more probing!! A ship is on your dscan, you can warp to him. BANG!
I dont want to dumb down the game to help PvE, I want the game to be more realistic and more dynamic. Specially for PvP. |
Lavitakus Bromier
The Scope Gallente Federation
10
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Posted - 2012.10.18 16:54:00 -
[35] - Quote
Alice Saki wrote:Even a Delay till you smack talk in local ^^
+1 But in that low and.hugh still.should have.local. |
Gypsio III
Chemikals Ministry of Inappropriate Footwork
399
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Posted - 2012.10.18 17:38:00 -
[36] - Quote
Best solution to Local that I've seen. And it doesn't involve nerfing anything, in fact local would be hugely boosted in its intended function of a social chat channel! |
Nikk Narrel
Infinite Improbability Inc Mordus Angels
630
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Posted - 2012.10.18 17:41:00 -
[37] - Quote
Here is an idea for realistic intel gathering to consider. https://forums.eveonline.com/default.aspx?g=posts&t=112964&find=unread
A D-Scan that auto cycles at a user set rate, (I believe devs will allow this, since they CAN manually do it already), to remove the mindless burden of clicking a button repeatedly.
A means to use skills and equipment to detect the presence of cloaked vessels, if the effort is made and they have the capability as opposed by the skills of the cloaking pilot. (This is explained in the OP)
It leaves local as an option for chatting. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |
Tsuya
Irresponsible Use of Capital
4
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Posted - 2012.10.18 17:47:00 -
[38] - Quote
Nikk Narrel wrote: A D-Scan that auto cycles at a user set rate
Automating the most simple action in EVE?
Lets also make it so that when you create a brand new character, you click a button and all of your skill training, movement, combat, and PVE are controlled by an automated function. That way, it doesn't matter if you're AFK, you don't have to use an illegal bot and risk banhammer, you don't have to watch local for hostiles, you don't have to click Dscan to keep yourself from dying like a ******, and you can keep isk pouring into your wallet. All via EVE gate, so you never have to log in.
We could go on and on with that line of thinking, but automating things like that as a feature is usually a bad idea in a multiplayer video game that, for the most part, requires you to be at keyboard anyway. |
Nikk Narrel
Infinite Improbability Inc Mordus Angels
630
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Posted - 2012.10.18 17:59:00 -
[39] - Quote
Tsuya wrote:Nikk Narrel wrote: A D-Scan that auto cycles at a user set rate
Automating the most simple action in EVE? Lets also make it so that when you create a brand new character, you click a button and all of your skill training, movement, combat, and PVE are controlled by an automated function. That way, it doesn't matter if you're AFK, you don't have to use an illegal bot and risk banhammer, you don't have to watch local for hostiles, you don't have to click Dscan to keep yourself from dying like a ******, and you can keep isk pouring into your wallet. All via EVE gate, so you never have to log in. We could go on and on with that line of thinking, but automating things like that as a feature is usually a bad idea in a multiplayer video game that, for the most part, requires you to be at keyboard anyway. You are funny.
How about we flip it over, and you need to hit a button every time you want local to refresh and show you all the pilots listed?
Ahhh, that's different, isn't it? So you may accept that intel you rely upon should not be a tedious effort.
It is automated in a limited way, but you wouldn't know the details if you never read the link. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |
Sofia Wolf
Ubuntu Inc. Varangon Tagma
67
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Posted - 2012.10.18 19:46:00 -
[40] - Quote
I agree with all of proposals except those two:
TOxik FuEL wrote:So the Ideas: ...
2- No more blob and blue region in 00, everyone (ok I exagerate) is blue to each other. So now a corp max 250 players, An alliance max 2-3 corp. No more good standing to each other, If you're in the alliance you're seeing your mate (corp or alliance) with a specific tag. and everything else is tagged as a potentiel enemy (no more neutral standing...)
3- Limiting the number of Sov and outpost per alliance, made a really HQ! ...
This wonGÇÖt help remove blob or big coalitions. If you limit size of alliances and corporations all you will do is make those relation informal, but still present and forming blobs.
Main reason for blobs is excessive ease and speed of travel in 0.0. I think CCP Grayscale was on right path when once he mentioned blobbing could be reduced by cutting warp speed greatly and thus making long distance travel harder. He is right in that problem is speed of travel but he is wrong if he thinks cutting warp speed would help much. Actual problem is cyno bridging for capitals, Titian bridging and jump bridging for sub-capitals. We hardly ever see blob in high sec. Why is that? Simply because non of the above methods of travel work there.
So to deal with problem of blobbing I would suggest 3 things:
-that jump bridges be usable only by industrial ships, blockade runners, freighters and jump freighters
-that titan bridges also be limited to industrial ships, blockade runners, freighters and jump freighters
- that cyno bridging get mass limit as I described in this link
Also there should be effort to make coordinating large blob of people harder. I think things like broadcasts, fleet warps and so on should be removed from the game. Execution of focusing fire, remote reps and other fleet movements should depend more on experience and fleet/com discipline of of players then just locking/right clicking broadcast.
On top of it we CCP should introduce more modules that discourage blobs form focusing fire. For example I really like this proposal. |
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Marlona Sky
D00M. Northern Coalition.
1469
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Posted - 2012.10.18 19:50:00 -
[41] - Quote
CCP Falcon wrote:Moved to features and ideas discussion. Where all threads go to die.
Remove local, structure mails and revamp the directional scanner! |
Undeadenemy
The Riot Formation
1
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Posted - 2012.10.18 22:02:00 -
[42] - Quote
What about instead of all this complicated business, you just made Local Chat work like it does in a Wormhole for low and null sec (we could argue that in high sec, ships are required to have transponders active aka accurate local).
For null sec, again it should work like W-Space, with one exception: anchor-able structures with very small numbers of hit points (think easily destroyed by small gangs - YAY!), in SOV space. WIth those structures anchored in system, the local chat because 100% accurate again just like it currently is (visible to ALL parties). However, those structures could be destroyed fairly easily, by locating them and blowing them up.
The cool thing about this idea is that it works as a nice, happy medium between two extremes:
1) Local is no longer used totally as an intelligence gathering tool.
2) With some cheap, fairly easy to kill structures anchored, Local could be used for intelligence, but those structures can be destroyed by a small gang in a few minutes (think 5-10 people).
3) This solves several shortcomings: not enough small gang targets for SOV warfare, too much advanced warning, more opportunities to attack/defend without a 200+ man gang, more easily accomplished SOV maintenance (the Local Scanner Structures should by small, easily haulable, and generally easily replaceable. The idea is easy to kill, easy to replace for any half-way diligent group. |
Nikk Narrel
Infinite Improbability Inc Mordus Angels
632
|
Posted - 2012.10.18 22:16:00 -
[43] - Quote
You still have local being used for intel, often at the expense of it's function for chat.
This has a chilling effect on those who might otherwise consider using local chat to actually chat with. After all, if you are hunting for targets, seeing one chatty could get your attention. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |
Andski
GoonWaffe Goonswarm Federation
5202
|
Posted - 2012.10.18 23:25:00 -
[44] - Quote
As I've said before, if you want nullsec to be more like wormholes, well, you might as well give us the ability to bridge large fleets and jump supercapital blobs into wormholes. This post was crafted by a member of the Goonswarm Federation posting cabal, the foremost authority on Eve: Online posting.
fofofofofo |
Andski
GoonWaffe Goonswarm Federation
5202
|
Posted - 2012.10.18 23:38:00 -
[45] - Quote
You see, the reason wormholes are so much safer than hisec is that once you do manage to find a way to get into a specific system, you can only get so many ships in. Getting the number of ships needed to evict a well-entrenched group from a wormhole into the system alone takes weeks. For this reason, I propose a "wormhole stabilizing" mechanic This post was crafted by a member of the Goonswarm Federation posting cabal, the foremost authority on Eve: Online posting.
fofofofofo |
Bouh Revetoile
Barricade.
104
|
Posted - 2012.10.19 00:32:00 -
[46] - Quote
I want an automatic Dscan with far superior range (like 64AU), less information (like only ship number), and less directional to replace the local ! With an automatic function ticking every 3 or 5 seconds.
Or the system scanner could do it (but keep the automatic thing, we are in the 25th century...)
And while you are at it, put the automatic function on the dscan ! |
Gorn Arming
Merch Industrial Goonswarm Federation
87
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Posted - 2012.10.19 01:39:00 -
[47] - Quote
If you flat-out remove local from nullsec, everyone's going to move back to highsec. Living in null is already a questionable decision from the perspective of an individual player--there's no reward in it.
Unlike wormholes, anyone can roam anywhere in null with a few keystrokes on the map screen, in unlimited numbers and without the possibility of being stranded. |
Aglais
Liberation Army BricK sQuAD.
125
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Posted - 2012.10.19 02:07:00 -
[48] - Quote
I don't even use local anyways, so it's not like that'd impact me greatly. I do think though that there should be other less easy to exploit methods of gathering intel that'd be available to lone pilots, or groups up to five, so that small gangs of frigates or whatever wouldn't just always wander headfirst into hostile camps at every opportunity. That'd quickly just get people to avoid any kind of dangerous space unless they were in a big alliance, I think. |
Bender 01000010
EVE-RO Fidelas Constans
41
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Posted - 2012.10.19 04:42:00 -
[49] - 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 the native 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.
Later Edit:
Nikk Narrel wrote:The few months I spent in a wormhole made it plain to me that Local Chat is not the limit to how different that part of the game is.
The OP's idea may be workable, but I need clarification on details.
How does a covops or other scanning pilot locate the safe spots you described?
hmm.. first you scan it and see where is no coverage from the local chat beacons; then,let's say you send some kind of probe, launched from your probe launcher, you position it where is the blind spot, and you warp at the probe..there i fixed it.
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Lin Gerie
Hole Perception Fade 2 Black
3
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Posted - 2012.10.19 05:13:00 -
[50] - Quote
TOxik FuEL wrote:So the Ideas:
1- No more local everywhere in the game (HS , LS, 00) so now we can have a new role and real intel function, more realistic war strategy... you said reward vs risk, sorry but when you're in 00, all the neightboorhood is blue or in the same alliance, you a lot of the time really safe.
I understand the hate for local but I also understand its nessesity in the game. It gives the players a sense that someone is there. It gives the social aspect of the MMO right off the bat. Then there is lore and just basic technology that exists, you have to have a reason to remove local. In this case I think local should work at a connection rate. Your ship does calculations to connect to a systems network making players show up in your local. Higher security systems load their pilots into local faster after a new player enters the system then a low sec system would.
As for everything in null, give the players a pos module or some kind of structure they anchor in system that boosts their own local chat. This means they can have trap systems with no local, while others like an alliance capital or home system would have many to improve chat time in game.
Quote:
2- No more blob and blue region in 00, everyone (ok I exagerate) is blue to each other. So now a corp max 250 players, An alliance max 2-3 corp. No more good standing to each other, If you're in the alliance you're seeing your mate (corp or alliance) with a specific tag. and everything else is tagged as a potentiel enemy (no more neutral standing...)
I dont really fly null (im a wormhole player) so I cant really say yay or nay about this
Quote:
3- Limiting the number of Sov and outpost per alliance, made a really HQ!
An alliance should be able to take and hold as many systems as it wants. You HAVE to think of the emergent gameplay when you make ideas. If you want to attempt to force players to hold less sov then throw something at them that makes it difficult to hold many systems unless you're alliance is organized and able to keep up on the upkeep of all their systems. Perhaps concord or faction forces get sent to prevent your alliance from getting too many systems and threatening empire space. Maybe the local rats start growing stronger the less you kill them leading them up to incursion level fleets taking back sov space.
Quote:
4- No more info on the player's corp/alliance when you click on the character or in the overview. So what you see is : character name and ship other info are private... we have access to too many info about everyone in this game (and the website) so we don't have a lot of suprise....
Problem is technically that information gets registered with concord so it will always be available no matter how much you wish it wasnt.
Quote:
5- No more public Sov info, you want to see who is in the system go ahead.
This info should still be mapable though (more work for explorers yay!). That way alliances have to map out their enemies sov space.
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Sinzor Aumer
Atlas Research Group Aerodyne Collective
21
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Posted - 2012.10.19 06:23:00 -
[51] - Quote
Ranger 1 wrote:I think most of us realize that before local can be no more than a chat system, the intel function it provides would have to be replaced (at least partially) with another mechanic does'nt involve monotonous clicking a button.
Once that system is developed into something sensible, useful but limited, and (gasp) possibly even fun, then we can discuss what needs to be done with local.
What about making d-scan a module? Set it to auto-repeat, and have fun mining. But sacrifice your tank or whatever. And no, you cant d-scan when cloaked. Either you're invisible and blind, or you can see your enemies and be seen by them. Makes a decision point here, which is right imo. |
Simon Severasse
Los Marginales
0
|
Posted - 2012.10.19 07:05:00 -
[52] - Quote
Sinzor Aumer wrote:And no, you cant d-scan when cloaked.
I think you should be able to scan while cloaked but as soon as you start to send waves of signals to and from your ship, you should be easyly tracked. Maybe getting yourself visible in DScan or breaking the cloak while you keep scanning |
Gypsio III
Chemikals Ministry of Inappropriate Footwork
399
|
Posted - 2012.10.19 08:24:00 -
[53] - Quote
Gorn Arming wrote:If you flat-out remove local from nullsec, everyone's going to move back to highsec. Living in null is already a questionable decision from the perspective of an individual player--there's no reward in it.
PVP is the reward.
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Tobiaz
Spacerats
698
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Posted - 2012.10.19 09:56:00 -
[54] - Quote
Gorn Arming wrote:If you flat-out remove local from nullsec, everyone's going to move back to highsec. Living in null is already a questionable decision from the perspective of an individual player--there's no reward in it.
Unlike wormholes, anyone can roam anywhere in null with a few keystrokes on the map screen, in unlimited numbers and without the possibility of being stranded.
It's the mobility and power projection through jump mechanics that needs a good beating with the nerfbat.
Then offset this by increasing the rewards for null by further cultivating claimed systems (like better ores for low-ends, higher bounties, better incursion pay-out, etc.), so cutting null's umbilical cord to empire doesn't cause a mass-exodus.
And then do something about the instant Local (like perhaps requiring a special POS modules to function). Operation WRITE DOWN ALL THE THINGS!!!-á Check out the list at http://bit.ly/wdatt Collecting and compiling all fixes and ideas for EVE. Looking for more editors! |
Tolene
Rave Technologies Inc. C0VEN
1
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Posted - 2012.10.19 10:00:00 -
[55] - Quote
TOxik FuEL wrote:So the Ideas:
1- No more local everywhere in the game (HS , LS, 00) so now we can have a new role and real intel function, more realistic war strategy... you said reward vs risk, sorry but when you're in 00, all the neightboorhood is blue or in the same alliance, you a lot of the time really safe.
2- No more blob and blue region in 00, everyone (ok I exagerate) is blue to each other. So now a corp max 250 players, An alliance max 2-3 corp. No more good standing to each other, If you're in the alliance you're seeing your mate (corp or alliance) with a specific tag. and everything else is tagged as a potentiel enemy (no more neutral standing...)
3- Limiting the number of Sov and outpost per alliance, made a really HQ!
4- No more info on the player's corp/alliance when you click on the character or in the overview. So what you see is : character name and ship other info are private... we have access to too many info about everyone in this game (and the website) so we don't have a lot of suprise....
5- No more public Sov info, you want to see who is in the system go ahead.
You're telling us that the decision we make , will change the path of the character etc... with this modification we will have a big change, we will have to make right decision, no just look at evedotlan to know where there are npc kill, or camp gate or whatever, if you want to know you go to take a look!!!!!
You want to see a dynamic game change the actual system!
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Nikk Narrel
Infinite Improbability Inc Mordus Angels
639
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Posted - 2012.10.19 14:14:00 -
[56] - Quote
Simon Severasse wrote:Sinzor Aumer wrote:And no, you cant d-scan when cloaked. I think you should be able to scan while cloaked but as soon as you start to send waves of signals to and from your ship, you should be easyly tracked. Maybe getting yourself visible in DScan or breaking the cloak while you keep scanning Oh do I have a thread you might like....
https://forums.eveonline.com/default.aspx?g=posts&t=112964&find=unread
Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |
Dalto Bane
Knights of the Posing Meat Ineluctable.
1
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Posted - 2012.10.20 17:38:00 -
[57] - Quote
I have a suggestion for a change to Local that would keep it from being taken completely away, but keeps it from being used soley as a recon tool. Allow local only in stations and limited to only the pilots who are docked and in the current system. It should not be taken completely away because social interaction is a large part of Eve. I am sure that there are even better ideas out there, and this is just an opinion. |
Mirima Thurander
The 8th Tribe Seraphim Dragoons.
315
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Posted - 2012.10.20 18:09:00 -
[58] - Quote
I hate all you people going fine remove local but give us something just like it back.
What's the freaking point in removing it if you instantly say u want a tool that gathers your intel for you?
All i have to say is HTFU and fine your alliance some real scouts with scanning skills and that know how To work d scan.
All u null sec people all wase quote why should ccp hold your had to.the carebears.
And i ask you why should ccp hold your hand and do your scouting for you? A Dark time comes. A time of terror comes. My time. If it offends you. Stop me. |
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