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Gizznitt Malikite
Agony Unleashed Agony Empire
154
|
Posted - 2012.01.26 17:29:00 -
[1] - Quote
Do you prefer the omniscient, instantaneous Local Chat we have now?
or
Would you prefer a more balanced intel system?
By balanced, I mean a system that:
- A.) Alerts you quickly (not necessarily instantly) to the presence of all potential threats in space.
- B.) Leaves some ambiguity as to whether a potential threat is a friend or foe until you get intel on it.
- C.) Doesn't nerf the cloak out of play, nor boost it into the God of Hunting.
This F&I thread is my idea of a more balanced intel system. That's not the point of this thread though. I'm really just curious whether people think "local is fine as is", or if they want something different assuming a balance between predator and prey, cloakies, and the intelligence gathering mechanics can be achieved. |
Morganta
Peripheral Madness The Midget Mafia
912
|
Posted - 2012.01.26 17:36:00 -
[2] - Quote
fine the way it is
the only way delayed local would work is if its a 2 way street, IE: you can't see them and they cant see you, then everyone sees you and you see them... sounds fairly useless.
it seems to me that any discussion of a local nerf is, in the end, to the benefit a certain party at the expense of another. the only way its fair is for the effect to be universal, and then its reduced to a useless change that is for change's sake The American public's reaction to the change was poor and the new cola was a major marketing failure. The subsequent reintroduction of Coke's original formula, re-branded as "Coca-Cola Classic", resulted in a significant gain in sales, leading to speculation that the introduction of the New Coke formula was just a marketing ploy |
Tippia
Sunshine and Lollipops
4557
|
Posted - 2012.01.26 17:39:00 -
[3] - Quote
Intel tool (minus point A GÇö it shouldn't alert you at all, but rather give you data to analyse so you can alert yourself). GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
If not, contact Miss DSA to shed your wardecs. |
Gizznitt Malikite
Agony Unleashed Agony Empire
154
|
Posted - 2012.01.26 17:49:00 -
[4] - Quote
Morganta wrote:fine the way it is
the only way delayed local would work is if its a 2 way street, IE: you can't see them and they cant see you, then everyone sees you and you see them... sounds fairly useless.
it seems to me that any discussion of a local nerf is, in the end, to the benefit a certain party at the expense of another. the only way its fair is for the effect to be universal, and then its reduced to a useless change that is for change's sake
I agree that from a basic level, the intel tool should be a 2-way street. The system should NOT give an innate advantage to the person entering system or to the person already in system.
However, I disagree with the notion that a universal change would be a "useless change that is for change's sake". A change that adds ambiguity to the new ship in space, where you don't always instantly know if they are friend or foe, returns some mystery, anticipation, and even increased surprise to the game. It could also significantly boost the roles and importance of scouts. With the right changes, you could enhance, or even add new dimensions to the game. |
Morganta
Peripheral Madness The Midget Mafia
912
|
Posted - 2012.01.26 17:58:00 -
[5] - Quote
Gizznitt Malikite wrote:Morganta wrote:fine the way it is
the only way delayed local would work is if its a 2 way street, IE: you can't see them and they cant see you, then everyone sees you and you see them... sounds fairly useless.
it seems to me that any discussion of a local nerf is, in the end, to the benefit a certain party at the expense of another. the only way its fair is for the effect to be universal, and then its reduced to a useless change that is for change's sake I agree that from a basic level, the intel tool should be a 2-way street. The system should NOT give an innate advantage to the person entering system or to the person already in system. However, I disagree with the notion that a universal change would be a "useless change that is for change's sake". A change that adds ambiguity to the new ship in space, where you don't always instantly know if they are friend or foe, returns some mystery, anticipation, and even increased surprise to the game. It could also significantly boost the roles and importance of scouts. With the right changes, you could enhance, or even add new dimensions to the game.
but it will always favor the fleet that will shoot at anything and all new neuts will be treated as reds, MRs will align and spam dscan, miners will dockup because they know that by the time they determine if the new gang is a threat then could already be landing next to them.
the fleet that shoots anything enters system and knows who is there, they don't care what you are, they warp to the most likely belt or hit several belts and have their choice of targets and a clear advantage upon system entry.
the end result is people will still react to a new neut as they do now, so the change changes nothing in the end.
I like the idea of more fog of war, but again it has to be fair for all involved or its just more fail
The American public's reaction to the change was poor and the new cola was a major marketing failure. The subsequent reintroduction of Coke's original formula, re-branded as "Coca-Cola Classic", resulted in a significant gain in sales, leading to speculation that the introduction of the New Coke formula was just a marketing ploy |
Gizznitt Malikite
Agony Unleashed Agony Empire
154
|
Posted - 2012.01.26 18:01:00 -
[6] - Quote
Tippia wrote:Intel tool (minus point A GÇö it shouldn't alert you at all, but rather give you data to analyse so you can alert yourself).
I'm curious as to what level of automation is acceptable to you?
Zero automation, where you want to see spamming a dscan-like intel utility? Partial automation, where it auto-scans the intel utility at periodic intervals (be it every 5s or 50s or some less random number that is tested and tweaked for balance)
I consider local as it is a form of full automation... |
Diomedes Calypso
Aetolian Armada
64
|
Posted - 2012.01.26 18:06:00 -
[7] - Quote
I prefer the current system for the social aspects of it.
I would like to see more signal to noise thrown in with random ghost ships (untargeable, invisible to all but local) roaming through space using names of innactive players.
That would make people look at names harder and require scanning to know the real story on a short term basisi.
edit
When I mean "social" I don't mean necessarily chatting but the concept of seeing your neighbors on the street or the same faces at your supermarket even when you don't necessarily say hi until you've seen them dozens or hundreds of times if ever.
Seeing people is social interaction |
Renan Ruivo
Hipernova Vera Cruz Alliance
745
|
Posted - 2012.01.26 18:12:00 -
[8] - Quote
I'd prefer a filterable Local chat. As in don't show blues. The world is a community of idiots doing a series of things until it explodes and we all die. |
Bane Loppknow
Pel Industries
38
|
Posted - 2012.01.26 18:17:00 -
[9] - Quote
I'd like to see an overhaul of the entire dscan/local systems. Automate the dscan somewhat, have it show you any (uncloaked) ships/probes nearby at all times, so you dont need to be constantly clicking (CCP has already established that more clicks != better gameplay). Make local delayed, like in wh space. maybe increase the range of the dscan. Allow sov structure/upgrades that would detect incoming ships and flag them, so that the pilot shows up in local even if he hasn't talked. Would need a short delay to allow cloakies time to recloak, but not long. |
Rion Deteisan
Forged Prophets
8
|
Posted - 2012.01.26 18:28:00 -
[10] - Quote
The only way that no local chat would work is if there was no warpable beacons from the overview.. All space would have to be like wh space. You need to probe / scan for it. Probes on your scanner would be an indicator for your little mining op to gtfo. (if youre paying attention)
[Side note]: I think asteroid belts should be one continuous ring around the sun. LEAKED: NEW Amarr CQ Ambient Sounds!! |
|
Petrus Blackshell
Rifterlings
366
|
Posted - 2012.01.26 18:31:00 -
[11] - Quote
Gizznitt Malikite wrote:Do you prefer the omniscient, instantaneous Local Chat we have now? or Would you prefer a more balanced intel system? By balanced, I mean a system that:
- A.) Alerts you quickly (not necessarily instantly) to the presence of all potential threats in space.
- B.) Leaves some ambiguity as to whether a potential threat is a friend or foe until you get intel on it.
- C.) Doesn't nerf the cloak out of play, nor boost it into the God of Hunting.
This F&I thread is my idea of a more balanced intel system. That's not the point of this thread though. I'm really just curious whether people think "local is fine as is", or if they want something different assuming a balance between predator and prey, cloakies, and the intelligence gathering mechanics can be achieved.
Local is not fine as is, nor are a whole gallery of "free intel" tools. It only really makes sense in hisec, where all gates are monitored constantly. Your suggestions for an intel system are good, but I am not very enthusiastic about automation for intel.
Perhaps if the intel resulting from the automated request was something like a system-wide mass sensor, which could only say "the system's mass increased/decreased a couple seconds ago!" That gives you the info you need to set you wondering what changed about your system.
Local, killmails, API abuse... there is way too much free intel in Eve. They all need looking at. |
Gizznitt Malikite
Agony Unleashed Agony Empire
154
|
Posted - 2012.01.26 18:32:00 -
[12] - Quote
Morganta wrote:Gizznitt Malikite wrote:Morganta wrote:fine the way it is
the only way delayed local would work is if its a 2 way street, IE: you can't see them and they cant see you, then everyone sees you and you see them... sounds fairly useless.
it seems to me that any discussion of a local nerf is, in the end, to the benefit a certain party at the expense of another. the only way its fair is for the effect to be universal, and then its reduced to a useless change that is for change's sake I agree that from a basic level, the intel tool should be a 2-way street. The system should NOT give an innate advantage to the person entering system or to the person already in system. However, I disagree with the notion that a universal change would be a "useless change that is for change's sake". A change that adds ambiguity to the new ship in space, where you don't always instantly know if they are friend or foe, returns some mystery, anticipation, and even increased surprise to the game. It could also significantly boost the roles and importance of scouts. With the right changes, you could enhance, or even add new dimensions to the game. but it will always favor the fleet that will shoot at anything and all new neuts will be treated as reds, MRs will align and spam dscan, miners will dockup because they know that by the time they determine if the new gang is a threat they could already be landing next to them. the fleet that shoots anything enters system and knows who is there, they don't care what you are, they warp to the most likely belt or hit several belts and have their choice of targets and a clear advantage upon system entry. the end result is people will still react to a new neut as they do now, so the change changes nothing in the end. I like the idea of more fog of war, but again it has to be fair for all involved or its just more fail
I'll admit my viewpoint is skewed because I primarily live in Nullsec. I want to disagree with your sentiment, but find on a fundamental level your notion of, hunter's will still hunt, and the prey will still "get safe" is true. But that shouldn't change.
The primary change with a balanced fog of war, would be the ease, and hence value, of intel. For the most part, hunter's will continue to only catch the less vigilant prey, yet they will be more susceptible to traps. And this goes both ways...
|
Hungry Eyes
Ministry of War Amarr Empire
353
|
Posted - 2012.01.26 18:34:00 -
[13] - Quote
i would like a WH local mechanic, along with an intel tool that would allow you to determine who and how many are in the system (with some skill). |
Gizznitt Malikite
Agony Unleashed Agony Empire
154
|
Posted - 2012.01.26 18:45:00 -
[14] - Quote
Petrus Blackshell wrote:
Local is not fine as is, nor are a whole gallery of "free intel" tools. It only really makes sense in hisec, where all gates are monitored constantly. Your suggestions for an intel system are good, but I am not very enthusiastic about automation for intel.
Perhaps if the intel resulting from the automated request was something like a system-wide mass sensor, which could only say "the system's mass increased/decreased a couple seconds ago!" That gives you the info you need to set you wondering what changed about your system.
Local, killmails, API abuse... there is way too much free intel in Eve. They all need looking at.
I think some level of automation in the intel system is necessary. As Bane pointed out, Quote:CCP has already established that more clicks != better gameplay!
I think the real need is to balance the automation with player activity. In other words, actively using tools to gain intel should provide more than automated/passive tools, but some automation to limit the banal button clicking is appropriate.
|
Gizznitt Malikite
Agony Unleashed Agony Empire
154
|
Posted - 2012.01.26 18:58:00 -
[15] - Quote
Diomedes Calypso wrote:I prefer the current system for the social aspects of it.
I would like to see more signal to noise thrown in with random ghost ships (untargeable, invisible to all but local) roaming through space using names of innactive players.
That would make people look at names harder and require scanning to know the real story on a short term basisi.
edit
When I mean "social" I don't mean necessarily chatting but the concept of seeing your neighbors on the street or the same faces at your supermarket even when you don't necessarily say hi until you've seen them dozens or hundreds of times if ever.
Seeing people is social interaction
Local does provide an undeniable social attribute, and creating a "fog of War" will definitely limit that aspect.
Additionally, I think having a tool to chat to the locals is important.... However, I would prefer it separated from the intel system. |
Petrus Blackshell
Rifterlings
368
|
Posted - 2012.01.26 19:15:00 -
[16] - Quote
Quote:I think some level of automation in the intel system is necessary. As Bane pointed out, Quote:CCP has already established that more clicks != better gameplay!
That's a good point, but fewer clicks can also turn into "easy mode". The automated/passive intel should prompt investigation in all cases. The response to passive intel shouldn't be "oop, I need to safe up now". |
Solstice Project
Cult of Personality
1295
|
Posted - 2012.01.26 19:31:00 -
[17] - Quote
Local.
I like to chat with people. Inappropriate signature removed. Spitfire |
Alaric Faelen
Aquila Venatici Bringers of Death.
54
|
Posted - 2012.01.26 19:51:00 -
[18] - Quote
there is nothing to fix. There is everything you need for intel already available except for the 'warning that keeps me from ever dying' klaxon. Your star map contains a plethora of valuable intel before you ever undock. Outside of worm holes you have a local chat, a D-Scan, tactical overlays, corp and alliance chat for most pilots, out of game resources, DOTLAN, people on the forums always give away information you can use. You can apply custom standings to anyone, they appear on screen when they log in. You can create safes, there is an entire mechanic for being aligned to warp out quickly if need be.
Half the game world is high sec with uber NPC cops.
Not sure just how much more protecting anyone needs in a game that has ships with guns as it's core gameplay.
|
Zirse
Brutor Tribe Minmatar Republic
209
|
Posted - 2012.01.26 20:06:00 -
[19] - Quote
Intel tool.
I think the instant availability of local needs to be scaled down but there still needs to be a way to facilitate combat.
|
Marlona Sky
EntroPrelatial Vanguard EntroPraetorian Aegis
394
|
Posted - 2012.01.26 20:11:00 -
[20] - Quote
Local channel should be like the local channel in unknown space, so players can still openly communicate with others in the solar system.
-AND-
The directional scanner should be completely revamped. The new scanner should provide information based on the players skill level, ship flying and above all; effort put into gathering and processing the information!
|
|
Rath Kelbore
The Six-Pack Syndicate EVE Animal Control
14
|
Posted - 2012.01.26 20:16:00 -
[21] - Quote
Alaric Faelen wrote:there is nothing to fix. There is everything you need for intel already available except for the 'warning that keeps me from ever dying' klaxon. Your star map contains a plethora of valuable intel before you ever undock. Outside of worm holes you have a local chat, a D-Scan, tactical overlays, corp and alliance chat for most pilots, out of game resources, DOTLAN, people on the forums always give away information you can use. You can apply custom standings to anyone, they appear on screen when they log in. You can create safes, there is an entire mechanic for being aligned to warp out quickly if need be.
Half the game world is high sec with uber NPC cops.
Not sure just how much more protecting anyone needs in a game that has ships with guns as it's core gameplay.
Nothing to fix? Unless I misunderstand you I disagree. Not sure how much more protecting anyone needs? That's the point, they don't need more, they need less.
For those of you saying "I like local cause I like to chat", well then chat. There's a constellation channel that you start the game with, and if I remember correctly it's on a delay system like WH's. You could use that to chat. Leave local in high sec too for that matter.
It needs to change for low and null. "ZOMG it helps gankers". Sometimes that might be true. However, there's been a LOT of times whilst running a plex/following an excalation in enemy space that I would have loved for local to not be there. In that respect it helps PVE'rs as well.
I don't understand what everyone is so worried about. You can't semi afk mine/rat in null sec with very little risk? Isn't that the point, it's not suppose to be safe? Shouldn't you lose a ship now and again? If you're that risk adverse then shouldn't you be in high sec and get less return for your effort(another thing that needs adjusting with the game btw)?
I would be happy with absolutely no local of any kind tbh, but I know too many ppl would cry about that so that can't happen. The way it is now definitely needs to be changed though. |
Taint
A Pack Of Wolfes
29
|
Posted - 2012.01.26 20:24:00 -
[22] - Quote
LEAVE LOCAL ALONE !!!!!!!!!!!!!!!!! |
Petrus Blackshell
Rifterlings
370
|
Posted - 2012.01.26 20:26:00 -
[23] - Quote
Taint wrote:LEAVE LOCAL ALONE !!!!!!!!!!!!!!!!!
The fail is strong with this one. |
Myxx
Atropos Group Blood Right
485
|
Posted - 2012.01.26 20:32:00 -
[24] - Quote
Tippia wrote:Intel tool (minus point A GÇö it shouldn't alert you at all, but rather give you data to analyse so you can alert yourself). This. |
Jita Alt666
868
|
Posted - 2012.01.26 20:38:00 -
[25] - Quote
Renan Ruivo wrote:I'd prefer a filterable Local chat. As in don't show blues.
I would love awoxing in that game play environment.
Regarding OP: Removing local will have a plethora of effects, that will be hard to identify and control. I would suggest removing local and replacing with an omnipresent constellation chat as an intermediate step to a balanced and controlled intel gathering system however that would cause huge lag in popular constellations. |
Geoscape
Blue Republic RvB - BLUE Republic
10
|
Posted - 2012.01.26 20:55:00 -
[26] - Quote
I would love a proper intel tool, as long as i don't have to hammer a button every 5 seconds *sigh*. |
Grath Telkin
Sniggerdly Pandemic Legion
360
|
Posted - 2012.01.26 21:31:00 -
[27] - Quote
Intel Tool, dozens of other MMO's allow you to chat with people in your local without showing you who all of them are instantly.
A chat window should never have been allowed to become such a desperately needed and relied upon intel tool, because its exactly what its name describes: A chat window.
A functional intel gathering tool that didn't promote carpal tunnel syndrome while at the same time rewarded the vigilant player and punished the lazy would be much better.
In fact, in the long list of CCP promises, this is one of the ones that has been lacking the most. In a QnA session with the games public 2 years ago CCP actually stated flatly that a change to local was in the works, but here we sit, still waiting. |
Dyaven
38
|
Posted - 2012.01.26 21:32:00 -
[28] - Quote
Alaric Faelen wrote:there is nothing to fix. There is everything you need for intel already available except for the 'warning that keeps me from ever dying' klaxon. Your star map contains a plethora of valuable intel before you ever undock. Outside of worm holes you have a local chat, a D-Scan, tactical overlays, corp and alliance chat for most pilots, out of game resources, DOTLAN, people on the forums always give away information you can use. You can apply custom standings to anyone, they appear on screen when they log in. You can create safes, there is an entire mechanic for being aligned to warp out quickly if need be.
Half the game world is high sec with uber NPC cops.
Not sure just how much more protecting anyone needs in a game that has ships with guns as it's core gameplay.
You realize that we want LESS free intel, right? |
HalfArse
Garoun Investment Bank Gallente Federation
2
|
Posted - 2012.01.26 21:33:00 -
[29] - Quote
removing local and having a intel system that was more ambiguious would be great - atm fleets fly around with scouts out a few jumps ahead who can tell the fleet within seconds of entering a system if its safe to enter. the result is that fleets roll around avoiding any fight they wont clearly win and when there are two equally sized fleets that have to fight (atking/defending something important) theres ages spent dancing around each other until finally one FC get the balls to jump into the other.
Get rid of local and it greatly increases the opertunity of chance encounters with peeps you didnt know was there or who are more of a threat than assumed. It would make fleet combat alot more dynamic and interesting and as someone already said would make the role of scouts and scout ships more important and intersting as well |
Chief Cheeba
The Janjaweed
16
|
Posted - 2012.01.26 21:42:00 -
[30] - Quote
i prefer the wspace type of local |
|
Plyn
Random Jedi Industries KRYSIS.
15
|
Posted - 2012.01.26 21:49:00 -
[31] - Quote
+1 for change local.
Since everyone is throwing their two cents in, I'd like it if...:
Local displays number of people in a system, but not who they are or their affiliation in any way, unless they are foolish enough to start talking. Like a wormhole, except you know that other people are or aren't there in general.
Intel is gathered through scanning. Not necessarily probe scanning. D-SCAN provides the name of ship, the shiptype at 360 degrees. Let it start getting more specific intel if you actually narrow on someone. If you get someone at 90 degrees, have it reveal if war target or not, alliance name at 30, etc. etc. You get the idea, the numbers aren't important at this point and we can hash out those details later.
This means that people will see someone is in system with them. They scan... Maybe your alliance all uses the same prefix on ship names, so you see he has the same prefix and you feel safe.... Or do you? Could that be a goon who just happened to put KRY. in front of their name? You'll have to decide whether to actually spend a second gathering that intel.
Once you have the person's details, stuff starts to appear in local. When all you have is the most base level, there is a generic name, and it mentions the ship type and ship name next to it. As you get more info it starts to become more specific, until you reach the full level of intel on that person, at which point they appear in local as normal.
Once the person leaves the system, any data you gathered on them is lost. This benefits and hurts both parties the same way. I know that enemy left the system, which is handy. He knows he can change his ship name and jump back in, and I have no way to know it was him. Come2Nullsec |
Shaalira D'arc
Quantum Cats Syndicate
385
|
Posted - 2012.01.26 22:08:00 -
[32] - Quote
I'd prefer an intel tool over an omniscient local chat list.
My support for change isn't unqualified, however. I'd like to know what the intel tool is capable of, how easy (in terms of interface, not player skill) it is to use, and the underlying design philosophy.
Dscan is great, but it seems like a lot of needless clicking. I don't think the hamsters benefit from a mechanic that encourages button spam. |
Takeshi Yamato
eXceed Inc. No Holes Barred
146
|
Posted - 2012.01.26 22:11:00 -
[33] - Quote
Local should be a chat channel, not an early warning system.
A middle ground between w-space local and current local should be the norm for all of k-space. |
Gizznitt Malikite
Agony Unleashed Agony Empire
155
|
Posted - 2012.01.27 01:39:00 -
[34] - Quote
Shaalira D'arc wrote:I'd prefer an intel tool over an omniscient local chat list.
My support for change isn't unqualified, however. I'd like to know what the intel tool is capable of, how easy (in terms of interface, not player skill) it is to use, and the underlying design philosophy.
Dscan is great, but it seems like a lot of needless clicking. I don't think the hamsters benefit from a mechanic that encourages button spam.
I'm pretty sure most of the "create an intel tool" supporters qualify their support based on whether a "balanced" intel tool can actually be created. What constitutes as balanced also changes with everyone's Point of View. I tried to lay out general guidelines for what would be balanced.... It's a non-trivial task to actually implement it! |
MadMuppet
Kerguelen Station
99
|
Posted - 2012.01.27 02:10:00 -
[35] - Quote
I would prefer an intel tool like radar/sonar. If you run it in active mode, you send out fo signal (automatically or manually, your choice) and anything in range can be detected with modifiers for signature radius and mods (ECCM). Object near celestials are harder to discern. In a passive mode the you can detect other ship's signals... which effectively are double the range that they can detect you in active mode. Your ship speed will increase your chances of detection. Being stationary will reduce it.
We already compare EvE to a sub sim, why not take the next step. Such a system would surely be cause of a new set of tactics.
(anything to get away from spamming D-Scan FFS)
-Mad I know I left a battleship in this station. Wait, you can put ships in Station Containers? ****! I just trashed them. |
Razin
The xDEATHx Squadron Legion of xXDEATHXx
228
|
Posted - 2012.01.27 02:11:00 -
[36] - Quote
Despite what some will say, instant local doesn't facilitate combat. Most combat does not happen because of local, it happens despite it. The only thing that instant local facilitates is botting. And that includes the ideas about local showing instant in-system count.
I wish CCP Grayscale would get off the dime already and start on the whole intel rework, including delayed local and the replacement intel tools. |
Ganagati
Perkone Caldari State
37
|
Posted - 2012.01.27 02:13:00 -
[37] - Quote
Coming from Shadowbane, another PvP anywhere/drop your inventory when ya die game, I like Local how it is. Reminds me of track. I liked track.
Seriously, though, I don't mind the current local. I can see why people would want it changed... personally, I wouldn't mind seeing it become a module you have to fit to your ship. Fit the module, lose a low or mid slot but gain the ability to see everyone in the sector. /shrug |
Ris Dnalor
Black Rebel Rifter Club
186
|
Posted - 2012.01.27 02:16:00 -
[38] - Quote
Tippia wrote:Intel tool (minus point A GÇö it shouldn't alert you at all, but rather give you data to analyse so you can alert yourself).
I would like this.
|
Herping yourDerp
Federal Navy Academy Gallente Federation
379
|
Posted - 2012.01.27 03:29:00 -
[39] - Quote
i think local in nullsec needs a change, but not sure how it should be done. |
Selinate
609
|
Posted - 2012.01.27 04:01:00 -
[40] - Quote
I think a new system with intel about who's entering or leaving the constellation would be interesting, so long as it has ways that one might bypass it and not show up.... |
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Vyl Vit
Cambio Enterprises
271
|
Posted - 2012.01.27 04:11:00 -
[41] - Quote
Yeah. I want a chat function that's so overloaded the game crashes every time I log. Nothing like an avalanche of impertinent information to wade through, right?
Vote for me for CSM. I have a cluttered mind, but don't CARE! Anyone with any sense has already left town. |
Alouette Bistrot
FOXH0UND Outer Heaven
0
|
Posted - 2012.01.27 05:44:00 -
[42] - Quote
I'd like to see local a destructable object in null, and perhaps a module you can fit to a ship that isn't quite like local but a more powerful dscan.
that and fix the damn angle selector, perhaps provide visual feedback on the cone of angle.
besides that, combat probes and dscan can provide some pretty good intel as it is. |
Khrage
90
|
Posted - 2012.01.27 05:47:00 -
[43] - Quote
no idea how it would work, but i am not a fan of the whole local mechanic in null. or i'm more of a fan of the lack there of local in WH space. maybe at the very depths of null, like -0.9 ish space gets effectively crappier stargates that don't record/post in local when people come through. but it's an idea. because as much as i love WHs, i'm not the kind of player that likes dealing with the whole POS setup/warfare stuff. |
Andski
GoonWaffe Goonswarm Federation
1698
|
Posted - 2012.01.27 05:57:00 -
[44] - Quote
Leave local the way it is.
Delayed local will just be another blow to an already dying nullsec. |
Ai Shun
189
|
Posted - 2012.01.27 06:02:00 -
[45] - Quote
Gizznitt Malikite wrote:Do you prefer the omniscient, instantaneous Local Chat we have now? [ 7 For Keep Local ] or Would you prefer a more balanced intel system? [ 16 Replace Local with an Intel Tool ] By balanced, I mean a system that:
- A.) Alerts you quickly (not necessarily instantly) to the presence of all potential threats in space.
- B.) Leaves some ambiguity as to whether a potential threat is a friend or foe until you get intel on it.
- C.) Doesn't nerf the cloak out of play, nor boost it into the God of Hunting.
This F&I thread is my idea of a more balanced intel system. That's not the point of this thread though. I'm really just curious whether people think "local is fine as is", or if they want something different assuming a balance between predator and prey, cloakies, and the intelligence gathering mechanics can be achieved.
I would prefer a balanced Intel Tool, supported by ships, skills and modules that facilitate gathering of that Intel.
I do not want any automatic mechanism to alert anyone to any ship in a system.
I would however support a gate or proximity warning mechanism for regions where alliances hold sovereignty; as long as those structures and objects are destructible.
And no delayed Local, please. |
MeBiatch
Republic University Minmatar Republic
160
|
Posted - 2012.01.27 06:21:00 -
[46] - Quote
yes and no. |
Petrus Blackshell
Rifterlings
378
|
Posted - 2012.01.27 06:26:00 -
[47] - Quote
MeBiatch wrote:yes and no. Because binary poll responses are too mainstream? |
Xorv
Questionable Acquisitions
57
|
Posted - 2012.01.27 06:39:00 -
[48] - Quote
Local Chat should just be a chat and nothing more, remove it's intel functions.
Slight improvements to DScanner to compensate, (but not replicate) for Local's Intel functions being removed. |
Andski
GoonWaffe Goonswarm Federation
1700
|
Posted - 2012.01.27 07:20:00 -
[49] - Quote
Xorv wrote:Local Chat should just be a chat and nothing more, remove it's intel functions.
Slight improvements to DScanner to compensate, (but not replicate) for Local's Intel functions being removed.
nah andski for csm7~ |
Emiko Luan
Ekchuah's Shrine Comporium
27
|
Posted - 2012.01.27 07:21:00 -
[50] - Quote
heh if they aren't on Mumble they are a foe :p
Delayed local is superior, all space should be wh space. +welcome to my world+ http://venomzer0.deviantart.com |
|
Andski
GoonWaffe Goonswarm Federation
1700
|
Posted - 2012.01.27 07:22:00 -
[51] - Quote
Emiko Luan wrote:heh if they aren't on Mumble they are a foe :p
Delayed local is superior, all space should be wh space.
okay
make all systems accessible only through wormholes, remove gates and delete supercapitals
then all space will be w-space
that's an acceptable compromise andski for csm7~ |
Zirse
Brutor Tribe Minmatar Republic
216
|
Posted - 2012.01.27 07:26:00 -
[52] - Quote
Andski I don't think anyone wants to see a delayed local in null, or anyone serious anyways. I think that local is a little limiting in its design though.
I liked Grath's point about an intel system that rewards people who good at eve and penalizes people who are bad rather than handing everything to you on a platter. |
Andski
GoonWaffe Goonswarm Federation
1700
|
Posted - 2012.01.27 07:35:00 -
[53] - Quote
being good at eve is efficiently spamming dscan
yes let's reduce spatial awareness to tedium andski for csm7~ |
Zirse
Brutor Tribe Minmatar Republic
216
|
Posted - 2012.01.27 07:37:00 -
[54] - Quote
Never said I wanted carpal tunnel. |
Nicolo da'Vicenza
Divine Power. Cascade Imminent
261
|
Posted - 2012.01.27 07:42:00 -
[55] - Quote
hey can I shut off the nearby stargate when I hear intel about some fleet of reds riding up to mess up my ratting fortress? |
Halcyon Ingenium
Infomorph Research and Technology
134
|
Posted - 2012.01.27 07:44:00 -
[56] - Quote
I would prefer it if they got rid of local and introduced everyone to d-scan, which is sufficient enough as an intel tool. That which always was, and is, and will be everlasting fire, the same for all, the cosmos, made neither by god nor man, replenishes in measure as it burns away. -Heraclitus |
Gizznitt Malikite
Agony Unleashed Agony Empire
159
|
Posted - 2012.01.27 07:47:00 -
[57] - Quote
Andski wrote:Leave local the way it is.
Delayed local will just be another blow to an already dying nullsec.
I didn't suggest turning local into WH delayed local...
I suggested replacing local with an intel system based on premises to moderately balance it.
Are there particular premises that you think are problematic?
- A.) Alerts you quickly (not necessarily instantly) to the presence of all potential threats in space.
- B.) Leaves some ambiguity as to whether a potential threat is a friend or foe until you get intel on it.
- C.) Doesn't nerf the cloak out of play, nor boost it into the God of Hunting.
From some of your snarky comments, i assume you think local is perfect as is, or is it you just don't think any alternatives are feasible?
10-26 |
Andski
GoonWaffe Goonswarm Federation
1701
|
Posted - 2012.01.27 08:04:00 -
[58] - Quote
Gizznitt Malikite wrote:From some of your snarky comments, i assume you think local is perfect as is, or is it you just don't think any alternatives are feasible?
10-26
local is fine as it is
it tells you who is in the system with you and nothing else
I really don't get the obsession with wanting to screw with it without a single forethought of its consequences. You should not be able to move through a system with active, vigilant players undetected, or have your presence be indistinguishable from blue traffic. andski for csm7~ |
Gizznitt Malikite
Agony Unleashed Agony Empire
159
|
Posted - 2012.01.27 08:28:00 -
[59] - Quote
Andski wrote:Gizznitt Malikite wrote:From some of your snarky comments, i assume you think local is perfect as is, or is it you just don't think any alternatives are feasible?
10-26 local is fine as it is it tells you who is in the system with you and nothing else I really don't get the obsession with wanting to screw with it without a single forethought of its consequences. You should not be able to move through a system with active, vigilant players undetected, or have your presence be indistinguishable from blue traffic.
Personally, I think replacing local with an intel system opens up several new interesting game mechanics. I disagree with some of your sentiments, however, I fully acknowledge that any change must be carefully examined for imbalances and abuses. Local is perhaps the most important tool in the game for nullsec PvP, and poorly altering it into a fail intel system would have disastrous consequences for the entire game... |
Cathy Drall
Royal Amarr Institute Amarr Empire
204
|
Posted - 2012.01.27 08:52:00 -
[60] - Quote
Local as it is feels very artificial.
The manual clickfest D-scan as it is now is hopeless though, why can't it be automated like a radar? Perhaps a 10-25AU range radar would be a lot better and realistic. |
|
Xorv
Questionable Acquisitions
61
|
Posted - 2012.01.27 09:17:00 -
[61] - Quote
Cathy Drall wrote:Local as it is feels very artificial.
The manual clickfest D-scan as it is now is hopeless though, why can't it be automated like a radar? Perhaps a 10-25AU range radar would be a lot better and realistic.
I suggested elsewhere that DScan could be set to an automated pulse the frequency based on the range and angle of the Scan, the further and wider you go the less frequent. Although I don't think it should have a maximum range much beyond what it already has.
Andski, when you say 'active vigilant players' do you mean non afk players with their Local Chat window open? |
Razin
The xDEATHx Squadron Legion of xXDEATHXx
228
|
Posted - 2012.01.27 13:11:00 -
[62] - Quote
Grath Telkin wrote: In fact, in the long list of CCP promises, this is one of the ones that has been lacking the most. In a QnA session with the games public 2 years ago CCP actually stated flatly that a change to local was in the works, but here we sit, still waiting.
Actually, that's over 3 years ago.
Off course, that is if you don't count several statements by CCP Oveur on the same subject that go back a few years more.
|
Gizznitt Malikite
Agony Unleashed Agony Empire
160
|
Posted - 2012.01.27 16:02:00 -
[63] - Quote
Xorv wrote:Cathy Drall wrote:Local as it is feels very artificial.
The manual clickfest D-scan as it is now is hopeless though, why can't it be automated like a radar? Perhaps a 10-25AU range radar would be a lot better and realistic. I suggested elsewhere that DScan could be set to an automated pulse the frequency based on the range and angle of the Scan, the further and wider you go the less frequent. Although I don't think it should have a maximum range much beyond what it already has. Andski, when you say 'active vigilant players' do you mean non afk players with their Local Chat window open?
I've seen several suggestions about a ranged based auto-scanning radar-like system to gather intel on ships... and my own F&I suggestion is pretty similar to this (although I never mentioned radars).
'Active Vigilant Players' sounds like a euphemism for BOT to me... but I don't think Andski meant it in such a manner. I took it to mean active players using ships in space. |
Chandaris
Immortalis Inc. Shadow Cartel
51
|
Posted - 2012.01.27 16:25:00 -
[64] - Quote
I would prefer a more advanced intel tool / directional scanner / radar og some sort..
and make local behave more realistically.. A pilot only shows up if they check in with traffic control -- jump through a stargate or undock from a starbase.. If they cyno in or jump in via wormhole, they are not passing by the port authority, and shouldn't be in local
in nullsec I don't believe there should be a local channel (ie set to delayed / chat only), since concord and the faction navy's have no presence there, thus there is no specific 'traffic control / port authority'
IMO anyways. take it or leave it.
Edit: could be a net sov mechanic to have a 'traffic control' unit you could erect in a system that would make local work in a nullsec system.. hmmmm |
Grath Telkin
Sniggerdly Pandemic Legion
362
|
Posted - 2012.01.27 16:27:00 -
[65] - Quote
Xorv wrote:Cathy Drall wrote:Local as it is feels very artificial.
The manual clickfest D-scan as it is now is hopeless though, why can't it be automated like a radar? Perhaps a 10-25AU range radar would be a lot better and realistic. I suggested elsewhere that DScan could be set to an automated pulse the frequency based on the range and angle of the Scan, the further and wider you go the less frequent. Although I don't think it should have a maximum range much beyond what it already has. Andski, when you say 'active vigilant players' do you mean non afk players with their Local Chat window open?
Something like this.
If your scan is set to 360 degrees at max range, which would be system wide, you get a visual alter that ships are in system on a type of radar screen, not type, or affiliation, but that they are there.
As you narrow down its scope or range, either or, you get more concrete information on what it is, and who it is.
|
Petrus Blackshell
Rifterlings
380
|
Posted - 2012.01.27 16:29:00 -
[66] - Quote
Chandaris wrote:I would prefer a more advanced intel tool / directional scanner / radar og some sort..
and make local behave more realistically.. A pilot only shows up if they check in with traffic control -- jump through a stargate or undock from a starbase.. If they cyno in or jump in via wormhole, they are not passing by the port authority, and shouldn't be in local
in nullsec I don't believe there should be a local channel (ie set to delayed / chat only), since concord and the faction navy's have no presence there, thus there is no specific 'traffic control / port authority'
IMO anyways. take it or leave it.
Edit: could be a net sov mechanic to have a 'traffic control' unit you could erect in a system that would make local work in a nullsec system.. hmmmm
Interesting... I would support this. The traffic control unit needs to be vulnerable to things that are not giant fleets of doom. Something similar to the POCO maybe. |
Cearain
Imperial Outlaws
244
|
Posted - 2012.01.27 16:40:00 -
[67] - Quote
local is actaully very good.
It tells you what you need to know if you are concerned about getting blobbed - how many and in what corp. It does not tell you ship types etc.
Delaying intel? Either pve ships will still have time to get away or they wont.
If you they have time to get away then nothing will change. CCP will just do allot of work that changes nothing.
If pve ships do not have time to get away then there will be less pve in low sec and null sec. Is that what we want? Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|
Razin
The xDEATHx Squadron Legion of xXDEATHXx
228
|
Posted - 2012.01.27 16:42:00 -
[68] - Quote
Petrus Blackshell wrote:
Interesting... I would support this. The traffic control unit needs to be vulnerable to things that are not giant fleets of doom. Something similar to the POCO maybe.
I think any kind of automated intel-gathering infrastructure is a bad idea that would undermine the whole purpose of delayed local. There is nothing that would stop sov holders from installing such a 'traffic control' unit in every farming system and we're back to the current situation of semi-afk intel networks and instantly safing ratting/mining ops. |
Petrus Blackshell
Rifterlings
380
|
Posted - 2012.01.27 16:46:00 -
[69] - Quote
Razin wrote:Petrus Blackshell wrote:
Interesting... I would support this. The traffic control unit needs to be vulnerable to things that are not giant fleets of doom. Something similar to the POCO maybe.
I think any kind of automated intel-gathering infrastructure is a bad idea that would undermine the whole purpose of delayed local. There is nothing that would stop sov holders from installing such a 'traffic control' unit in every farming system and we're back to the current situation of semi-afk intel networks and instantly safing ratting/mining ops.
Not if cynos/blops cynos don't trigger the traffic control system, and you can take it down with a fleet of bombers. Now doesn't that sound like "black ops"? Drop a bunch of bombers on the traffic control, disable it, then silently move a conventional fleet in. |
Razin
The xDEATHx Squadron Legion of xXDEATHXx
228
|
Posted - 2012.01.27 16:48:00 -
[70] - Quote
Cearain wrote: Delaying intel? Either pve ships will still have time to get away or they wont.
If you're aligned you always have time to get away.
Delayed local would necessitate some balancing of the cloaking ships to keep that true. |
|
Valei Khurelem
231
|
Posted - 2012.01.27 16:51:00 -
[71] - Quote
I think we should keep the chats on all types of space but what should happen is when you leave high security the avatar list will disappear and then that way people can at least talk if they want to make themselves noticed but they also won't be revealed if they just want to stay silent and slip through.
"don't get us wrong, we don't want to screw new players, on the contrary. The core problem here is that tech 1 frigates and cruisers should be appealing enough to be viable platforms in both PvE and PvP." -á - CCP Ytterbium |
Razin
The xDEATHx Squadron Legion of xXDEATHXx
228
|
Posted - 2012.01.27 16:52:00 -
[72] - Quote
Petrus Blackshell wrote:Razin wrote:Petrus Blackshell wrote:
Interesting... I would support this. The traffic control unit needs to be vulnerable to things that are not giant fleets of doom. Something similar to the POCO maybe.
I think any kind of automated intel-gathering infrastructure is a bad idea that would undermine the whole purpose of delayed local. There is nothing that would stop sov holders from installing such a 'traffic control' unit in every farming system and we're back to the current situation of semi-afk intel networks and instantly safing ratting/mining ops. Not if cynos/blops cynos don't trigger the traffic control system, and you can take it down with a fleet of bombers. Now doesn't that sound like "black ops"? Drop a bunch of bombers on the traffic control, disable it, then silently move a conventional fleet in. Still, that gives too much to large entities. What about small gangs or solo? They would always be at a disadvantage, having to either disable structures or put up with the other side's instant and effortless intel. |
Petrus Blackshell
Rifterlings
380
|
Posted - 2012.01.27 16:54:00 -
[73] - Quote
Razin wrote: Still, that gives too much to large entities. What about small gangs or solo? They would always be at a disadvantage, having to either disable structures or put up with the other side's instant and effortless intel.
That's a fair point. I don't know how to solve it. |
Andski
GoonWaffe Goonswarm Federation
1703
|
Posted - 2012.01.27 17:41:00 -
[74] - Quote
Xorv wrote:Andski, when you say 'active vigilant players' do you mean non afk players with their Local Chat window open?
Yes, what else is that supposed to mean?
Gizznitt Malikite wrote:'Active Vigilant Players' sounds like a euphemism for BOT to me... but I don't think Andski meant it in such a manner. I took it to mean active players using ships in space.
No, it's not. "Active vigilant players" refers to a person sitting at the keyboard playing the game and actively reporting hostiles in intel chat - I do not believe bots ever report hostiles. andski for csm7~ |
Cryten Jones
Advantage Inc The Matari Consortium
55
|
Posted - 2012.01.27 17:56:00 -
[75] - Quote
How about this.
Start by changing the local to the following based on the same arguments above about "port authorities etc"
0.0 gets changed to be the same as WH space local 01. - 0.4 = Local shows you how many people are in the system but no names unless they talk 0.5 - 1.0 = same as now.
THEN
you add in anchorable structure, like a warp bubble but with a limited life span, that you can place near a gate. This will then feed you (the anchorer) with information on what goes though the gate. This would be skill based so:-
lvl1 - "Hey dude I think x ships possible did something around this gate...not sure though" lvl2 - "Yep somehing deffo jumped in, didn't see what" lvl3 - ... lvl4 - .... lvl5 - "Yep, I saw 3 HAC's jump in flying the {insert random foe here} flag" << (eg where we are now with local + dscan
As an ' invader' you are going to see the anchored structure and can choose to pass on though, go a hunting or shoot the 'EWS Probe' down just to underscore your intentions.
This could also lend it's self to having an iHub upgrade for sov holders that offers some level of this functionality to their people in that particular system.
Anyway, just and idea..... flame away :-)
-CJ
|
Gizznitt Malikite
Agony Unleashed Agony Empire
160
|
Posted - 2012.01.27 20:13:00 -
[76] - Quote
Andski wrote: No, it's not. "Active vigilant players" refers to a person sitting at the keyboard playing the game and actively reporting hostiles in intel chat - I do not believe bots ever report hostiles.
And an intel tool, rather than an omniscient instant local, would force those players to actively ascertain information on unidentified new locals. Many pilots would find doing this tedious and couldn't be bothered, especially if there was a lot of friendly traffic. Then region-wide intel networks could lose much of their effectiveness, and identifying squatters to purge, hostiles to blob, and infiltrated areas of an empire would require more than flying a scout into system.
I definitely see why many people would find this unappealing. I can also see why a lot of people would find this very appealing. I hope it can it be created in a balanced manner, so intel gathering isn't an enormous and tedious task, while still creating an atmosphere with more mystery and ambiguity. Implementing this is a fair amount of work, with disastrous consequences if it is botched. Is it worth the effort and risk, when we have an easy-mode omniscient chat window that "works" now? I think so, but I certainly understand why people don't!
|
Gizznitt Malikite
Agony Unleashed Agony Empire
160
|
Posted - 2012.01.27 20:19:00 -
[77] - Quote
Cryten Jones wrote:How about this.
Start by changing the local to the following based on the same arguments above about "port authorities etc"
0.0 gets changed to be the same as WH space local 01. - 0.4 = Local shows you how many people are in the system but no names unless they talk 0.5 - 1.0 = same as now.
THEN
you add in anchorable structure, like a warp bubble but with a limited life span, that you can place near a gate. This will then feed you (the anchorer) with information on what goes though the gate. This would be skill based so:-
lvl1 - "Hey dude I think x ships possible did something around this gate...not sure though" lvl2 - "Yep somehing deffo jumped in, didn't see what" lvl3 - ... lvl4 - .... lvl5 - "Yep, I saw 3 HAC's jump in flying the {insert random foe here} flag" << (eg where we are now with local + dscan
As an ' invader' you are going to see the anchored structure and can choose to pass on though, go a hunting or shoot the 'EWS Probe' down just to underscore your intentions.
This could also lend it's self to having an iHub upgrade for sov holders that offers some level of this functionality to their people in that particular system.
Anyway, just and idea..... flame away :-)
-CJ
Interesting.... I don't think this, by itself, would be anywhere near enough to qualify as a balanced intel system. I typically prefer pilots to actively seek their intel, rather than have it completely fed to them by static modules. At the same time, it gave me some things to ponder about how pilot skills could play into an intel system. Thank you for the idea. |
Andski
GoonWaffe Goonswarm Federation
1703
|
Posted - 2012.01.27 21:17:00 -
[78] - Quote
Gizznitt Malikite wrote:Andski wrote: No, it's not. "Active vigilant players" refers to a person sitting at the keyboard playing the game and actively reporting hostiles in intel chat - I do not believe bots ever report hostiles.
And an intel tool, rather than an omniscient instant local, would force those players to actively ascertain information on unidentified new locals. Many pilots would find doing this tedious and couldn't be bothered, especially if there was a lot of friendly traffic. Then region-wide intel networks could lose much of their effectiveness, and identifying squatters to purge, hostiles to blob, and infiltrated areas of an empire would require more than flying a scout into system. I definitely see why many people would find this unappealing. I can also see why a lot of people would find this very appealing. I hope it can it be created in a balanced manner, so intel gathering isn't an enormous and tedious task, while still creating an atmosphere with more mystery and ambiguity. Implementing this is a fair amount of work, with disastrous consequences if it is botched. Is it worth the effort and risk, when we have an easy-mode omniscient chat window that "works" now? I think so, but I certainly understand why people don't!
yeah let's absolutely remove any advantage you have in defending your own space
great idea andski for csm7~ |
Cryten Jones
Advantage Inc The Matari Consortium
56
|
Posted - 2012.01.27 23:09:00 -
[79] - Quote
Gizznitt Malikite wrote:Cryten Jones wrote:Stuff I said
Interesting.... I don't think this, by itself, would be anywhere near enough to qualify as a balanced intel system. I typically prefer pilots to actively seek their intel, rather than have it completely fed to them by static modules. At the same time, it gave me some things to ponder about how pilot skills could play into an intel system. Thank you for the idea.
I was thinking that the limited life time, anchoring time and vulnerability of the early warning probes would account for the activity part. You would not be firing these things off just as part of jumping though a gate! You would be placing them at gates as you setup your camp (mining or PewPew type)
Once you are done doing whatever it was OR your probes life time runs out you have to act to retrieve that probe or loose it.
This could lead to cool tactics like waiting cloaked for the probe timer to expire and jumping your fleet in while it's on the spin up cycle totally unseen, with no local if you get into the system avoiding the probe you are a ghost in the system :-)
(think covert cyno / WH) here.
-CJ |
Tippia
Sunshine and Lollipops
4578
|
Posted - 2012.01.27 23:15:00 -
[80] - Quote
Gizznitt Malikite wrote:I'm curious as to what level of automation is acceptable to you? For the intel part? None.
For the data part? Pretty much linearly with the level of opaqueness and obscurity of the data provided GÇö the more you have to work with the interpretation of the data, the more automatic the data collection can be without giving anything for free. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
If not, contact Miss DSA to shed your wardecs. |
|
Grey Stormshadow
draketrain Confederation of xXPIZZAXx
839
|
Posted - 2012.01.27 23:21:00 -
[81] - Quote
It is fine as it is.
Get |
Cryten Jones
Advantage Inc The Matari Consortium
56
|
Posted - 2012.01.27 23:32:00 -
[82] - Quote
Grey Stormshadow wrote:It is not fine as it is.
There you go... fixed if for you :-)
|
Yahrr
The Tuskers
10
|
Posted - 2012.01.28 00:41:00 -
[83] - Quote
Cryten Jones wrote:Grey Stormshadow wrote:It is not fine as it is. There you go... fixed if for you :-) Thanks.
I would not like some kind of intel 'tool' to replace local chat. In fact I would like to see a complete new profession including new ships/modules/anchorables for harvesting intel. |
Meryl SinGarda
Belligerent Underpayed Tactical Team
320
|
Posted - 2012.01.28 00:53:00 -
[84] - Quote
Solstice Project wrote:Local.
I like to chat with people.
Chat channels?
Fly Safe, Die Hard As stated by a fellow player, Mara Rinn, "EVE is not an internet spaceships game. It's a game of politics, subterfuge, capitalism, empire building and trust."-á
|
foxnod
BOAE INC GIANTSBANE.
3
|
Posted - 2012.01.28 00:54:00 -
[85] - Quote
Get rid of local everywhere and replace with a new intel tool |
Cearain
Imperial Outlaws
244
|
Posted - 2012.01.28 01:43:00 -
[86] - Quote
foxnod wrote:Get rid of local everywhere and replace with a new intel tool
That gives you the same information as local! Thats progress. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|
Cearain
Imperial Outlaws
244
|
Posted - 2012.01.28 01:49:00 -
[87] - Quote
Razin wrote:Cearain wrote: Delaying intel? Either pve ships will still have time to get away or they wont.
If you're aligned you always have time to get away. Delayed local would necessitate some balancing of the cloaking ships to keep that true.
What are you trying to accomplish?
Make it easier to bait and blob? Delayed local will work and no other changes needed.
Kill pvers? Then it will work if they change recons.
Really all these nerf local threads never really say what exactly they are trying to accomplish. In the meantime they will **** up the game.
Some claim they get upset because its free intel and think you should have to hit a button or something. If the problem is that it is free then make us pay concord a fee to see local.
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|
Gizznitt Malikite
Agony Unleashed Agony Empire
162
|
Posted - 2012.01.28 02:30:00 -
[88] - Quote
Cearain wrote:Razin wrote:Cearain wrote: Delaying intel? Either pve ships will still have time to get away or they wont.
If you're aligned you always have time to get away. Delayed local would necessitate some balancing of the cloaking ships to keep that true. What are you trying to accomplish? Make it easier to bait and blob? Delayed local will work and no other changes needed. Kill pvers? Then it will work if they change recons. Really all these nerf local threads never really say what exactly they are trying to accomplish. In the meantime they will **** up the game. Some claim they get upset because its free intel and think you should have to hit a button or something. If the problem is that it is free then make us pay concord a fee to see local.
I believe by removing the instant omniscient knowledge provided by local, and replacing it with an intel tool that lets you know there is a pilot there, but leaves some ambiguity as to whether that pilot is friendly or not, you can change many aspects of this game for the better.
The primary thing I want to accomplish is to add some mystery and subterfuge to the game. This isn't to up the number of ratter km's, this is about NOT instantly knowing whether the 6 ships that just flew through local are a hostile gang up to no good or a bunch of allies running a plex. Will this make it easier to setup baits and/or traps... probably. But that's not a bad thing... It means loading grid in a crowded system isn't enough to tell you how many good guys and bad guys are out and about. It's about adding VALUE to intel. When people whine about free intel, they don't me free in terms of isk... they mean free in terms of EFFORT. Currently, intel gathering primarily involves sticking a ship into system and counting people in the local chat channel.
I fully acknowledge such a system is not easy to implement, and it needs to be carefully balanced. It should not make killing ratters and miners easy. If implemented poorly, it would be very disasterous for the game.
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Cearain
Imperial Outlaws
244
|
Posted - 2012.01.28 04:32:00 -
[89] - Quote
Gizznitt Malikite wrote: I believe by removing the instant omniscient knowledge provided by local, and replacing it with an intel tool that lets you know there is a pilot there, but leaves some ambiguity as to whether that pilot is friendly or not, you can change many aspects of this game for the better.
Change the game for the better how? Specifically what do you want to do in game that local prevents?
Let me give specific examples of how no local will ruin my game:
I know I use local to avoid getting blobbed when there are tons of wartargets in the same corp as a bait ship. So i know without local I would take the bait and get blobbed *allot* more.
I know that when I see local spike after i start a fight I may want to burn away from whatever I am fighting or risk getting blobbed. So I know without local I would have even less of a chance of avoiding getting blobbed by a fleet jumping in.
I know that when I see no one in local I will just be wasting my time scanning the system down. So I know I will waste more time if local is removed.
In other words I know allot of specifics of how no local will make my game experience much worse. How specifically will it make your game better?
Also local is not omniscient. It doesn't tell you what ships or even if the person is docked. It does tell you the minimum necessary to determine if there is an enemy blob in the system. That is it tells you how many and if they are in the same corp or alliance.
Gizznitt Malikite wrote:
The primary thing I want to accomplish is to add some mystery and subterfuge to the game.
This isn't to up the number of ratter km's, this is about NOT instantly knowing whether the 6 ships that just flew through local are a hostile gang up to no good or a bunch of allies running a plex. Will this make it easier to setup baits and/or traps... probably. But that's not a bad thing...
You mean people won't know a blob moved into system? Or is already sitting on grid with the bait cloaked?
When people are uncertain what size force they are dealing with in eve their response is to plan for the worse and ship up and get in a big fleet. That way they can take on whatever is out there.
It is only because of intel tools that people can take *reasonable* risks and do small scale or solo pvp. I see you do allot of it so surely you know this. I admit I am really confused by someone with your experience advocating this.
We may just disagree. I think we get more than enough bait and blob in eve.
Gizznitt Malikite wrote: It means loading grid in a crowded system isn't enough to tell you how many good guys and bad guys are out and about. It's about adding VALUE to intel. When people whine about free intel, they don't me free in terms of isk... they mean free in terms of EFFORT.
IMO Requiring even more effort/time to get a decent pvp fight in eve is not the way to go. CCP should be thinking the opposite. How can they make it so players can get more fights in less time.
Gizznitt Malikite wrote: Currently, intel gathering primarily involves sticking a ship into system and counting people in the local chat channel.
Thats the first step but then you also want to see who is in what ships and hopefully even get eyes on them. You know this.
Gizznitt Malikite wrote: I fully acknowledge such a system is not easy to implement, and it needs to be carefully balanced. It should not make killing ratters and miners easy. If implemented poorly, it would be very disasterous for the game.
I'm glad you admit this. It shows you understand this is pretty important.
Thats why I ask: why mess with it? I mean specifically what is it that you want to do in game now, that you can't do due to local? Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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2bhammered
Perkone Caldari State
10
|
Posted - 2012.01.28 04:35:00 -
[90] - Quote
Delete local throughout the whole game and do NOT replace it with an intel tool or similar, use scanner or probes, the end, it can't get worse. |
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Bayushi Tamago
Killer Carebears Inc.
22
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Posted - 2012.01.28 05:18:00 -
[91] - Quote
The only place it really makes sense to not have local (RP/game fiction wise) is wormholes . Local in k-space is fine as is |
Riley Moore
Sentinum Research
316
|
Posted - 2012.01.28 06:47:00 -
[92] - Quote
No local/delayed local with radar.
Skill/module alters radar speed and range. Warp speed and align time begin to be really important. Radar can span several AU Need Researched BPO's? Be it drones, ammo, charges, you name it, visit my forum store now! https://forums.eveonline.com/default.aspx?g=posts&m=445524#post445524 |
Soma Khan
State War Academy Caldari State
17
|
Posted - 2012.02.19 23:31:00 -
[93] - Quote
Bayushi Tamago wrote:The only place it really makes sense to not have local (RP/game fiction wise) is wormholes . Local in k-space is fine as is there aint no rp in this game that says local has to be immediate for everyone. eve fluff has always been about local being optional |
Ogi Talvanen
Enlightened Industries Test Alliance Please Ignore
101
|
Posted - 2012.02.19 23:56:00 -
[94] - Quote
If i wanted no local option i would be living in a wh. |
Cearain
Imperial Outlaws
272
|
Posted - 2012.02.20 05:57:00 -
[95] - Quote
Gizznitt Malikite wrote:Do you prefer the omniscient, instantaneous Local Chat we have now? [ 12 For Keep Local ] or Would you prefer a more balanced intel system? [ 29 Replace Local with an Intel Tool ] By balanced, I mean a system that:
- A.) Alerts you quickly (not necessarily instantly) to the presence of all potential threats in space.
- B.) Leaves some ambiguity as to whether a potential threat is a friend or foe until you get intel on it.
- C.) Doesn't nerf the cloak out of play, nor boost it into the God of Hunting.
.....
You haven't indicated what in particular you can't do now that you would like to do if local was nerfed.
Your survey is a bit skewed as well.
1) because it doesn't offer anything concrete. It just sort of says would you like "something better." Something more balanced? Sure we all like balance. Who is the guy that wants imbalance? But you never indicated what specifically you can't do now that you think you would be able to do without local so we can't tell to whom in particular local favors in an imbalanced way.
2) Most people who don't want it changed will not even read this thread. If I put a survey up asking who would like more variety of clothes in the nex store I would probably get a higher percent of people indicating they would prefer that than the population at large. That is because people who don't really care to change the status quo will be less likely to respond. To that thread.
I think we should look at how people are voting with their feet. The main difference between known space and wormhole space is the lack of local. Not many want to live there. If 60% of eve decided to live in no local wormholes I think that would be decent evidence that people really want it changed. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Mechael
Team Pizza Viro Mors Non Est
35
|
Posted - 2012.02.20 06:06:00 -
[96] - Quote
Bane Loppknow wrote:I'd like to see an overhaul of the entire dscan/local systems. Automate the dscan somewhat, have it show you any (uncloaked) ships/probes nearby at all times, so you dont need to be constantly clicking (CCP has already established that more clicks != better gameplay). Make local delayed, like in wh space. maybe increase the range of the dscan. Allow sov structure/upgrades that would detect incoming ships and flag them, so that the pilot shows up in local even if he hasn't talked. Would need a short delay to allow cloakies time to recloak, but not long.
This is sorely needed. Someone please make this happen? I'd rather die in battle against a man who will lie to me, than for a man who will lie to me. |
Mechael
Team Pizza Viro Mors Non Est
35
|
Posted - 2012.02.20 06:13:00 -
[97] - Quote
Cearain wrote: what is it that you want to do in game now, that you can't do due to local?
Move through a system without anyone knowing that I'm moving through the system. As it stands, this is only possible if they aren't looking at local for whatever reason. It can help with corp/alliance logistics, ratting/mining in out-of-the-way systems, as well as make getting the drop on said ratters/miners much more fun. The way I see it, it's a good thing for everyone all around.
I'd be out in k-space rather than in a wormhole if k-space didn't have local, or maybe just had local in empire space with the option for null alliances to upgrade their own space with something similar. It's hard to get the same massive scale in wormholes that you do out there, and I miss that. Local ruins too much, though. I'd rather die in battle against a man who will lie to me, than for a man who will lie to me. |
Cearain
Imperial Outlaws
272
|
Posted - 2012.02.20 06:42:00 -
[98] - Quote
Mechael wrote:Cearain wrote: what is it that you want to do in game now, that you can't do due to local? Move through a system without anyone knowing that I'm moving through the system. As it stands, this is only possible if they aren't looking at local for whatever reason. It can help with corp/alliance logistics, ratting/mining in out-of-the-way systems, as well as make getting the drop on said ratters/miners much more fun. ....
Yes its true that you would be able to move through the systems without others seeing you are there. (I guess unless they are spamming dscan like a freak) That is basically just restating the the proposal - that you don't want local. I guess I wonder why you care about this.
I can see how it would help you get a drop on ratters and miners. Ganking pve ships and industrials seems to be what this keeps boiling down to.
How would this help with corp logistics? Are you currently unable to supply your corp due to local? Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Gizznitt Malikite
Agony Unleashed Agony Empire
205
|
Posted - 2012.02.21 20:41:00 -
[99] - Quote
First, sorry for the delayed responseGǪ I didnGÇÖt respond right away because your inquiries deserve a well thought-out responseGǪ Please realize IGÇÖm NOT suggesting just removing local, but replacing it with an intel system. Something thatGÇÖll let you know quickly how many ships are in space, but not who they belong to nor what they are. Something that would allow you to fly around and gather that information, rather than showing everyoneGÇÖs identity the moment you enter local. I realize many people that posted in this thread suggesting more extreme measures than I advocateGǪ Please do not confuse their suggestions and mine.
Cearain wrote: Gizznitt Malikite wrote: I believe by removing the instant omniscient knowledge provided by local, and replacing it with an intel tool that lets you know there is a pilot there, but leaves some ambiguity as to whether that pilot is friendly or not, you can change many aspects of this game for the better.
Change the game for the better how? Specifically what do you want to do in game that local prevents? Specifically, when I enter a system I donGÇÖt want the locals knowing WHO I am unless they scout me, but they should know someone came into space. From the other side, when I enter a system, I should know how many ships are out and about, but have no clue as to who they are unless I scout them. Local prevents anyone from traveling through a system anonymously, and I specifically wish for this to change! How does this change the game for the better?
1.) I think it would go a long way to hide nomadic nullsec expeditionsGǪ both for PvE and PvP. With the ability to hide your identity, you wonGÇÖt show up on intel networks nearly as quickly, which gives you more time to hunt, more time to plex/mine/whatever. For PvP, you can hide your numbers better by traveling through system single-file, and/or you can hide your intentions until deep into enemy territory. For PvE, squatting in someoneGÇÖs backyard is more viable for low-use systems. While this wonGÇÖt work for small active sov holders, it will work in large renter-style sov empires especially during off-peak hours.
2.) This will alter deeper nullsec travel (which is too safe atm). It allows travel through nullsec to be safer for the cautious CTAGÇÖer returning home alone, as they can hide who they are easier, and are thereby less likely to be hunted. At the same time, itGÇÖs more dangerous for the careless GÇ£sov-empireGÇ¥ dweller that assumes the unknown in system is friendly and warps into their bubble.
3.) It is more game-immersing. Its immersion goes beyond changing the weird I-can-instantly-ID-any-capsuleer mechanics into some type of believable system. Rather than travel from system to system and always knowing who is in system, you suddenly have lists of unknown pilots and ships to identify. Even when deep within blue territory, this will make nullsec feel less safe. Constantly people proclaim nullsec is safer than empire, and the PRIMARY reason is itGÇÖs very easy to identify when an enemy is about. A proper change wonGÇÖt completely remove this security blanket, but turns it into a veil that allows for chilly times!
4.) It would alter the blues game. If you have a lot of friends that regularly travel through your systems, you end up with lots of unknown yet friendly traffic. Suddenly those friends make it harder to identify hostiles, thereby creating a nice in-game vulnerability directly associated with the number of blues you maintain. Even if the new intel system allows a form of self-identification, IGÇÖd hope it leaves some exploitability and/or ambiguity when out-of-corp/alliance capsuleers identifying themselves.
Cearain wrote: Let me give specific examples of how no local will ruin my game:
- I use local to avoid getting blobbed when there are tons of wartargets in the same corp as a bait ship. So i know without local I would take the bait and get blobbed *allot* more.
- I know that when I see local spike after i start a fight I may want to burn away from whatever I am fighting or risk getting blobbed. So I know without local I would have even less of a chance of avoiding getting blobbed by a fleet jumping in.
- I know that when I see no one in local I will just be wasting my time scanning the system down. So I know I will waste more time if local is removed.
Gizznitt Malikite wrote: - A.) Alerts you quickly (not necessarily instantly) to the presence of all potential threats in space.
- B.) Leaves some ambiguity as to whether a potential threat is a friend or foe until you get intel on it.
Most of your GÇ£game-ruiningGÇ¥ fears should be alleviated by points A&B, especially points 2&3. I agree you should know how many ships are in space and when GÇ£local is spiking.GÇ¥ As for point 1, my bulletins suggests a system that does NOT quickly tell you who is in local, but forces you to scout the system for that information. As you stated, this is already part of proper intel:
Quote:Currently, intel gathering primarily involves sticking a ship into system and counting people in the local chat channel. ---- GÇ£Thats the first step but then you also want to see who is in what ships and hopefully even get eyes on them. You know this.GÇ£ If you feel pressed for time, or are too lazy to scout the system, then yes, you could get blobbed more. But if you take more than the GÇ£first stepGÇ¥ in gathering intel, then nothing changes from how it is now.
I tried to address how this will improve the game. Please let me know if you disagree with my projected outcomes, and whether they are actually a benefit to the game.
I also tried to address why it WONT ruin your game in the manners you suggested, but please let me know if IGÇÖm off base.
To be continued: |
Gizznitt Malikite
Agony Unleashed Agony Empire
205
|
Posted - 2012.02.21 22:12:00 -
[100] - Quote
Gizznitt Malikite wrote: The primary thing I want to accomplish is to add some mystery and subterfuge to the game. This isn't to up the number of ratter km's, this is about NOT instantly knowing whether the 6 ships that just flew through local are a hostile gang up to no good or a bunch of allies running a plex. Will this make it easier to setup baits and/or traps... probably. But that's not a bad thing... Cearain wrote: You mean people won't know a blob moved into system? Or is already sitting on grid with the bait cloaked? When people are uncertain what size force they are dealing with in eve their response is to plan for the worse and ship up and get in a big fleet. That way they can take on whatever is out there.
It is only because of intel tools that people can take *reasonable* risks and do small scale or solo pvp. I see you do allot of it so surely you know this. I admit I am really confused by someone with your experience advocating this.
We may just disagree. I think we get more than enough bait and blob in eve.
First off, I donGÇÖt think this will do anything to help nor hinder the Blob. To me, Blobbing means fighting with an overwhelming superiority (typically meaning numeric superiority). Current mechanics allow everyone to scout their opponent and ship up to Blob, and the suggested mechanics will still allow you to scout out your enemy and form a blob. The only difference is itGÇÖs harder a harder to distinguish who is with whom in busier systems.
From my small gang and solo PvP experience, and as long as tenets A, B, and C are met, I do NOT believe this will make me any more or less susceptible to blobbing, nor will it hinder my judgment when determining GÇ£reasonably riskyGÇ¥ environments to engage in.
This is very much a side note, but I think the only realistic way of limiting the blob in eve involves significantly changing the warp speeds and accelerations of ship, based on ship classes... so either people chase frigs with frigs, cruisers with cruisers, BCGÇÖs with BCGÇÖs, or they string themselves out, allowing the forerunners to be picked off. I donGÇÖt think my current proposal will alter the every-day blobs at all. Perhaps some alliances limit the blues they maintain, potentially limiting sov blobs... but thatGÇÖs probably not going to happen!
Cearain wrote: IMO Requiring even more effort/time to get a decent pvp fight in eve is not the way to go. CCP should be thinking the opposite. How can they make it so players can get more fights in less time.
Outside of some artificial arena system, the only way to create more fights in less time is to increase the population density. I do not know how this will alter the population density of eve. It makes finding a target within very friendly space more difficult. It makes finding targets in unfriendly space easier. Ideally, this would increase the number of roaming gangs, which would increase the number of good fights. However, thatGÇÖs mostly speculation on my part.
Cearain wrote: Your survey is a bit skewed as well.
Points 1 & 2 and then
Point 3: I think we should look at how people are voting with their feet. The main difference between known space and wormhole space is the lack of local. Not many want to live there. If 60% of eve decided to live in no local wormholes I think that would be decent evidence that people really want it changed.
Both your Points 1 & 2 are valid, and my survey is skewed. The point of the thread is to get a sounding board for people to share their thoughts and ideas on local, and proclaiming a survey (even if itGÇÖs skewed), draws people in. It also serves as a platform to redirect people to my desired form of an intel system, which has gained significantly more exposure and commentary due to this thread.
As for Point 3: I think your GÇ£voting with their feetGÇ¥ has many, many issues you ignore. Each space is very different. And while this survey is skewed, your GÇ£voting with their feetGÇ¥ is also extremely skewed. How do you interpret those results?
- Most people live in hisec: Does that mean they want concord security throughout most of EvE, or do they need high-density space to earn isk, or is it due to more solo-play content in hisec, or GǪ?
- Most builders operate in empire space: Is that because they canGÇÖt handle the insecurities of other space, or is it due to the limited locally available resources?
- More people live in nullsec than WH spaceGǪ is that because they want the security of local chat, or is it because they like sov games, or is it because they like the ease of logistics that you donGÇÖt get in W-space, or is it because operating out of a station is easier than operating out of a POS, or is it?
Voting with your feet doesnGÇÖt work like you want it toGǪ I suppose I should have posted a more advanced survey to properly reflect the choices available. What do you think would be appropriate choices?
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Endeavour Starfleet
648
|
Posted - 2012.02.21 22:35:00 -
[101] - Quote
Local.
If the intention is to.
Delay Remove Range etc...
The ability to learn that a tackle ship has entered system when you've got moments to hit that warp button. Then I would rather just keep local.
Anything else is about getting free kills. |
Anya Ohaya
School of Applied Knowledge Caldari State
92
|
Posted - 2012.02.21 23:14:00 -
[102] - Quote
I think the D-scan needs work. Improve the interface for setting angle and range, allow setting range in AU instead of having to convert in your head, allow the use of different filters from the overview, and have it refresh every minute.
Going further, some form of zoomable radar window, with rough indication of signal range and direction would be very nice.
Edit: In fact, why have three different interfaces (overview, d-scan, and combat scan probes)? One interface would make a lot more sense. |
Cearain
Imperial Outlaws
287
|
Posted - 2012.02.22 02:25:00 -
[103] - Quote
Gizznitt that was a great response. ItGÇÖs too bad that was at the bottom of the last page.
I think after reading it our difference of opinions on this is due to the different styles of play.
One minor gripe I have with your wording is you keep referring to local as GÇ£omniscient.GÇ¥ Omniscient means all knowing. But local does not tell you everything about the people there. It doesnGÇÖt even tell you if the people are docked up let alone what ships they are in. ItGÇÖs clearly not omniscient.
What it does tell you are the preliminary things you need to know as to whether that system is promising for finding a fight or not. It tells you what corps or alliances the people are with and this in turn can tell you if they are likely together or seperate. This also tells you if they are friendlies so I donGÇÖt waste time scanning them down. This is really just the bare minimum amount of intel I need to determine if that system is worth sticking around in or if I should move on immediately.
It seems like you fly in more proper fleets with scouts and more organization than I do. For me, in low sec/faction war, I look to see if there is a fleet up from my corp or generally something like that. If there is not or I canGÇÖt commit to one I go ahead and roam solo.
I donGÇÖt know that I am too GÇ£lazyGÇ¥ to scout. ItGÇÖs just that I hate dual boxing alts. (I guess my aversion to dual/triple boxing alts might be considered lazy. I do think it is too much like work for a computer game. But it also completely ruins the immersion for me. Also IGÇÖm too old to try to keep track of all these different ships in pvp situations.)
Even if I am not solo most of the gangs I am in are small and rag tag enough that most of the GÇ£scoutsGÇ¥ are just someoneGÇÖs alt sitting in noob ship or cloaky anyway. ItGÇÖs not like anyone specifically wants to be the scout in some ship that is fit with modules for scouting. Now players I fly with will do that from time to time but itGÇÖs not because they like flying a probe ships. They are taking one for the team. In bigger fleets, of course, you are more likely to get a few pilots who really like that GÇ£scout roleGÇ¥.
Hence I think your idea might be viable in null sec with the larger more organized fleets but for what I do in low sec I think this would be problematic.
Gizznitt Malikite wrote:Cearain wrote: IMO Requiring even more effort/time to get a decent pvp fight in eve is not the way to go. CCP should be thinking the opposite. How can they make it so players can get more fights in less time. Outside of some artificial arena system, the only way to create more fights in less time is to increase the population density. I do not know how this will alter the population density of eve. It makes finding a target within very friendly space more difficult. It makes finding targets in unfriendly space easier. Ideally, this would increase the number of roaming gangs, which would increase the number of good fights. However, thatGÇÖs mostly speculation on my part.
I think local is a huge help for me to find good fights fast. Not only can immediately I skip systems that just have allies in them but I can also skip systems that have huge numbers of wts that arenGÇÖt typically in that system.
But with no local I would need to spend time warping around that system to see who they are. I know this may sound petty but I already rarely pvp because it takes too long to get fights. Anything that adds to that time is really going in the wrong direction.
I think this shows the big difference in how we operate. In faction war/ low sec., I may see 5 different people in local. From local I see 3 are wartargets. Perhaps the other 2 are not on scan. Well if I see say 3 destroyerss together on my dscan I know I can go fight them in my t1 cruiser. Sure itGÇÖs possible the other 2 are alts or friends of the enemy but usually I know I can go ahead and get that fight. If I didnGÇÖt know there were three wartargets I wouldnGÇÖt know I could go there. I wouldnGÇÖt know how big their gang was at all. So I would be hesitant to engage at all. It would require more warping around in a game that I think requires far too much already.
Now if I start a fight with them and local spikes with wts I will try to get out. If it spikes with non wartargets or friendly I can keep fighting.
For a place like amamake I would get large numbers of ships on scan. Now with local I could see if anyone is in the same corp or allied corps. But with non descript local this would just be a complete crap shoot.
Overall i think your replacement of local is one of the more sensible ones. Its just that I like knowing if scanning down a system is going to be a waste of time right away. Thats what local does. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Barbelo Valentinian
The Scope Gallente Federation
179
|
Posted - 2012.02.22 02:58:00 -
[104] - Quote
Gizznitt Malikite wrote:Do you prefer the omniscient, instantaneous Local Chat we have now? [ 12 For Keep Local ] or Would you prefer a more balanced intel system? [ 29 Replace Local with an Intel Tool ] By balanced, I mean a system that:
- A.) Alerts you quickly (not necessarily instantly) to the presence of all potential threats in space.
- B.) Leaves some ambiguity as to whether a potential threat is a friend or foe until you get intel on it.
- C.) Doesn't nerf the cloak out of play, nor boost it into the God of Hunting.
This F&I thread is my idea of a more balanced intel system. That's not the point of this thread though. I'm really just curious whether people think "local is fine as is", or if they want something different assuming a balance between predator and prey, cloakies, and the intelligence gathering mechanics can be achieved.
Definitely an intel tool. For my part, more from the point of view of lore and "realism". "Local" is a social chat thing, it doesn't really belong in a space game like this. It should cost something to find out who's in the system you're in - maybe you can hack into the system's stargates and download info on who's passed through, or you have some sort of special scanning ability, but otherwise, only in Empire ought there to be the possibility of a sort of "CB radio" type of Local as we have now everywhere.
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Gizznitt Malikite
Agony Unleashed Agony Empire
207
|
Posted - 2012.02.22 03:41:00 -
[105] - Quote
Cearain wrote:Gizznitt that was a great response. ItGÇÖs too bad that was at the bottom of the last page.
I think after reading it our difference of opinions on this is due to the different styles of play.
One minor gripe I have with your wording is you keep referring to local as GÇ£omniscient.GÇ¥ Omniscient means all knowing. But local does not tell you everything about the people there. It doesnGÇÖt even tell you if the people are docked up let alone what ships they are in. ItGÇÖs clearly not omniscient.
What it does tell you are the preliminary things you need to know as to whether that system is promising for finding a fight or not. It tells you what corps or alliances the people are with and this in turn can tell you if they are likely together or seperate. This also tells you if they are friendlies so I donGÇÖt waste time scanning them down. This is really just the bare minimum amount of intel I need to determine if that system is worth sticking around in or if I should move on immediately.
...
Hence I think your idea might be viable in null sec with the larger more organized fleets but for what I do in low sec I think this would be problematic.
...
I think local is a huge help for me to find good fights fast. Not only can immediately I skip systems that just have allies in them but I can also skip systems that have huge numbers of wts that arenGÇÖt typically in that system.
But with no local I would need to spend time warping around that system to see who they are. I know this may sound petty but I already rarely pvp because it takes too long to get fights. Anything that adds to that time is really going in the wrong direction.
I think this shows the big difference in how we operate. In faction war/ low sec., I may see 5 different people in local. From local I see 3 are wartargets. Perhaps the other 2 are not on scan. Well if I see say 3 destroyers together on my dscan I know I can go fight them in my t1 cruiser. Sure itGÇÖs possible the other 2 are alts or friends of the enemy but usually I know I can go ahead and get that fight. If I didnGÇÖt know there were three wartargets I wouldnGÇÖt know I could go there. I wouldnGÇÖt know how big their gang was at all. So I would be hesitant to engage at all. It would require more warping around in a game that I think requires far too much already.
Now if I start a fight with them and local spikes with wts I will try to get out. If it spikes with non wartargets or friendly I can keep fighting.
For a place like amamake I would get large numbers of ships on scan. Now with local I could see if anyone is in the same corp or allied corps. But with non descript local this would just be a complete crap shoot.
Overall i think your replacement of local is one of the more sensible ones. Its just that I like knowing if scanning down a system is going to be a waste of time right away. Thats what local does.
I use omniscient in the sense it provides complete knowledge on who is in local... your right in the sense it does not provide intel on ships and their location in system. Perhaps quasi-omniscient is a better adjective.
We do have different playstyles, as my experiences are very null-sec/WH oriented rather than lowsec oriented. I'm certain there are aspects to low-sec PvP that I am definitely overlooking. Given the wide range of corps that are involved in faction warfare, not being able to quickly identify war-target players from allies would be a serious pita. While I don't think this means replacing local with an Intel system is a bad idea, it does point out that as a system's population increases, the need gather and sort intel does too. Meaning that one size doesn't fit all, and ease and accessibility of intel probably needs to be tiered for high-sec, low-sec, nullsec, and W-space.
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