Pretty sure missiles are supposed to be low dps low alpha short range and affected by LOS. I heard that somewhere.

27

(20 replies, posted in General discussion)

/facepalm

28

(43 replies, posted in General discussion)

You're actually paraphrasing Gordon Gekko to support your argument? Don't get me wrong, I'm a capitalist pigdog, but really? I'm not sure I understood that part of your comment either. You seem to be saying 'don't be communists it will make you too strong, everyone will team up on you and you'll get bored of winning'? Gharl, are you a communist in disguise?:/

29

(159 replies, posted in General discussion)

Ah yes, of course, I didn't consider the fact that the other bonuses mean that easy access to those bonuses is a material bonus in itself.

At least we know we are in fact talking about providing material bonuses as incentives. This does little to encourage direct competition, and in fact works to oppose it. If team A has 10 mechs and team B has 20 mechs, you're not going to encourage team A to participate in a conflict by giving team B the resources to build another pair of mechs.

30

(159 replies, posted in General discussion)

It's all material benefit, and material benefit can be turned into NIC. I mean, that's what NIC is. A stick used to measure the value of goods and services. The stick differs in length according to how much NIC is in the game, but it's still the same thing.

Most of those things amount to a monopoly on certain production and better time efficiency, both of which are directly equivalent to currency.

Out of all the items in the list, the only non 'NIC' benefit to living in 0.0 rather than travelling to 0.0 is that it's inconvenient to move back and forth. If people want to PvP, they need to be on beta, so perhaps that's a good option. I don't think it is, but the rest amount to giving a handout to the most powerful corps in the game, which does little to increase competition over these islands.

31

(159 replies, posted in General discussion)

Why does beta need incentives to live there if there are no drawbacks? What are the drawbacks to living on beta if you like PvP? PvP coming to your doorstep is not sufficient incentive?

What kind of incentives are we talking about? AFK mining facilities (NIC)? More efficient production facilities (NIC)? Higher plasma drops from rats (direct NIC)?

32

(32 replies, posted in Balancing)

Smash them with magnedart and run like hell while your team finishes them? Then you get the best of both worlds, massive unnerfed magnedart damage, and zero explosion damage.

Um, last I played WoW, trials couldn't use the AH there either. Nor could they send items or money through the mail, or direct trade. Nor could they initiate conversation with someone.

1. Free anything is pretty good value for money, complaining that it is not good enough is extremely childish. Children get stuff for free, the rest of us have to work and pay our way.

2. 10 bucks for the full version is also pretty good value for money. I know a guy earning good money who would literally prefer to dumpster dive than pay for a meal, but you guys are taking tight to a whole new level.

3. Everytime I see this complaint I automatically categorise the complainer as someone looking to expand their RMT business.

I'm assuming it's to provide a little more story like a few people asked for, rather than give wtfbbq rewards of some kind.

36

(106 replies, posted in Balancing)

Actually, yes they do have all those advantages at once. That was just the most blatant example. I've got plenty more that aren't as bad but are still a long way from close. Every time I try a fit, I check how it would look if a guy with 3x the EP was running it, and then put it on the shelf to 'come back to in 6 months'. You don't need points all over the place, just a few key extensions a few points higher than the other guy.

EP is an equipment advantage too. Limited CPU/Reactor/Slots ensures that. It's also likely to go hand in hand with an experience advantage, but that's the one I'm happy to take on. I'll lose to inexperience, and I won't care, because I'll be gaining experience. I'll lose to poor equipment, because the other guy is risking more than me to gain that advantage. I won't lose to insufficient EP, because it's irrational to try until the relative gap is smaller in a few months.

If everyone had started last month, I'd be out there now. Anyone who feels the risk is too high for their superman toons should consider if they really belong there.

37

(106 replies, posted in Balancing)

Actually this character is an alt for the forum. Since I have a tendency to love debating controversial stuff, I'd rather not alienate my corp or their allies by using a known alt.

BTW, player numbers in general during my usual playtimes have just about doubled with the arrival of all the ex eve guys after the monocle thing. That means about half the server has been here a lot longer than the other half. And yes, I know you can leave general, but it's a representative sample nonetheless.

38

(106 replies, posted in Balancing)

The more I mess around with potential pvp fits, the more I change my mind and begin to agree with the people saying EP scales characters too fast. I'm not motivated to head out there when a guy using the same fit but with 25-30 more ranks in key extensions has literally 90x my survivability vs sustained damage, 4x my survivability vs alpha, and twice my dps. It's going to be 6 months before I have half the EP early access people have, at which point the gap may be narrow enough that it won't feel like outright suicide to engage. Scratch that, to be seen. Asking to increase the rewards for those who can operate out there with a much lower level of risk than the rest of us is fairly rich tbh. Just talking about beta risk from the perspective of someone with 8x the EP of many players is bad enough.

39

(159 replies, posted in General discussion)

ERP, 2 repper tunings, 2 small reppers. Go AFK in the middle of 5 t3 assaults, no problem. It's not hard, it's not risky, and it pays a lot more than the stupid transport missions everyone complains about.

What I don't get is why people have such a hard time figuring it out. Standard ERP gives me 1 accum for every 2 damage? I can tune my repper to the point where it reps 2 damage for every 1 accum? At what point does an idea begin to form here?

The only 'hard' thing about pve so far is the stuff NPCs can do due to endless accumulators. Neutspamming permarepping mechs are irritating, although there are counters to that too.

I'd be careful with the histrionics. If you don't keep it sensible and logical, they may just decide the appropriate solution is to nerf tyrannos recharge.

Purgatory wrote:

Switch gropho shield bonus for the accumulator recharge rate bonus yes, but do not nerf the max accumulator - You're just removing one bonus, to replace it with another, then partially negating that bonus by lowering the recharge rate anyway.

Dev Calvin wrote:

Well, we give a nice round bonus of 5%, so you get 40-50% bonus for an average awesome pilot. This would pretty much render the Gropho indestructible, so to balance it properly, we would have to add 2.334265324523452134% per level. To make it look better, we add the nice round 5% and change the accumulator to whatever, it will always be a nice looking number. We are by no means nullifying it.

That's pretty elementary, Watson.

I think this has already been addressed. Good point about the tyrannos already having better accum than the gropho though.

42

(106 replies, posted in Balancing)

Pak wrote:

Except they do not need to exploit the space. And in EvE 'I can shoot you in the face through my foot' is power.

Obviously they do. Otherwise they wouldn't be looking for people to exploit them, they'd exploit the lot themselves. And nowhere has 'I can shoot you in the face through my foot' ever been a form of power except in the minds of easily destroyed alliances. It sounds especially so in EvE. You shot him in the face, but you shot yourself in the foot to do so. Now you still have a ton of guys who need shooting in the face, but you can't walk. And they're coming for you.

'I can shoot you in the face, period' is the situation you need to create before you start beating your chest and lording around, and that is not a situation you will ever find yourself in with allies, because it would no longer be in your interest to be allied to them.

If you can't leverage (example from soss) 8% of the value of a titan *  the number of people paying you rent/tribute per month into a strategic advantage, you have no business calling yourself an effective military force. If you think you don't need a strategic advantage, same again. Ergo, you need people to exploit that space in order to be an effective military force. People might pretend they don't, but it's obviously costing them. Acting superior to people you need doesn't sound all that bright to me. To each his own though.

The whole thing sounds like a massive logistics fail to me anyway. You should be exploiting that space yourself, and if you don't have the wherewithal, you're overextended. Every post seems to emphasise leadership failure as the root cause more and more.

I would be far more inclined to laugh at the all conquering chest beating heroes who took something they couldn't use and need to prance around flexing their e-muscles to the guys they 'gave' that space to than I would at the guys who saw and took an opportunity to make a buck, increase their capability, and develop some experience, all at levels beyond what it seems like they should be able to.

43

(106 replies, posted in Balancing)

Pak wrote:
Mammoth wrote:

This is where our communication is failing. You see corps with lesser military might as intrinsically inferior. We're back to 'smaller corp allying with bigger corp is bad, because'.

I do not. They are not inferior, they are unable to singlehandedly conquer and then defend (therefore control) territory. Therefore it is the military that have political power. In this sense (less political power) they are inferior as a fact, in EvE. Only in this sense. Also 'smaller corp allying with bigger corp is bad' is not true. But 'less militarily focused organization needing to ally with a strong military force' is an unescapable reality in EvE. I do not consider it 'bad'. But whoever defines 'good' as being militarily strong or having political power, will consider them 'inferior' (and by that definition, they are). Of course it turns out that, for the most part, those that decide what the definition is for 'good' is, are the ones with the power to decide who can do what where. And in eve those with that power are the military strong. And, not surprisingly, they define 'good' as themselves, and 'bad' as anything else.

Except they need allies to exploit that space. Devaluing the importance of that is the problem. 'I can shoot you in the face through my foot' is not power, and thinking that it is goes a long way towards explaining why these organisations are struggling with such simple things.

Pak wrote:

If that's the case, then you must hate Perpetuum. In Perpetuum you just cannot kill someone on an alfa island at all. That's even weaker than being punished for doing it: you are punished for just wanting to do it. At least in the sense that you are outright prevented from doing what you want.

Note that, in EvE, the current "punishment" only came as a dumb-down change when they realized that they wanted some more casual people. In the very beginning the consequences were much much less punishing than today.

At no point did I say 'harsh' is intrinsically superior. In fact I did mention that some games are too harsh for me, although EvE definitely does not sound like one. My first MMO experience was a lot harsher than that, no such thing as a safezone. Similar to most of my MMO experiences actually.

The problem here lies in the fact that you're assuming certain things to be true for me because they are for you. You're assuming that I must hate perpetuum simply because most of the games I've played have involved much more stringent penalties for making mistakes and no safe areas, because 'harsh is good' in some way. In general that is true, but there are reasons for it in each case, it's not axiomatic. Perpetuums system has its own appeal, and it's not devalued by the fact that there are more hardcore games out there.

44

(106 replies, posted in Balancing)

Pak wrote:

Together they outnumber you three to six times. Yet you are better organized and stronger. You could kick them in their butts any time. They know it. They became your allies because they believed it was much easier to ally with you and share your glory than try to beat you. You did accept them as "partners" because even if your 1000 are better than their 4000, the 5000 of you together are better than your 1000 alone. For similar reasons you then allied with the other three in the powerblock (15000-20000 is still better).

See the difference: you and the other two similar leading alliances in the powerblock are the ones that really did conquer the territory. The "pets" either helped (under your lead) or came along later. Also "renters" are those that exploit the resources and pay you for that. They are not going to come to fight against an enemy that may live far away (possibly they do not fight: they are industrialists or PvE players that are not specced or trained for PvP. They'll fight, maybe, if the fight comes to their home. But like peasants fighting with pickaxes against cannons).

This is where our communication is failing. You see corps with lesser military might as intrinsically inferior. We're back to 'smaller corp allying with bigger corp is bad, because'.

Pak wrote:

EvE is harsh. There's no really safe area (think of it as there's no PvP flag and you can actually kill someone in alfa. There will be consequences, but if you really want to do it and are willing to suffer the consequences, you can do it).

Punishments for killing people in certain areas of the game sound pretty weak to me. Nullsec sounds fun, but simply having highsec in the game kind of removes the opportunity to call it harsh. There are plenty of really harsh games out there. Haven & Hearth for example is too harsh for me, I make a new guy there every world and quit as soon as he dies, which typically doesn't take longer than a couple months. Last time it was because I made the foolish, and fatal, error of trying to swim across a river, since I heard swimming had been made easier. It had too, I nearly made it.

Ah I see, so the formula dictates remaining speed, rather than slowing effect. Makes sense, but certainly makes the demobilization extension extremely powerful on long range demobs. I had assumed it was the other way round.

46

(106 replies, posted in Balancing)

Warning : Long post ahead.


Sorry I wasn't particularly clear on what I was referring to. I actually was talking about this particular section:

Pak wrote:

While it appears "logical" that whatever the enemy says is not to be believed, you, as a leader, are going to face internal struggle for power (multiple), discontent about how a fleet commander conducted a fight, burnout from the struggle (in a campaign, if you do not keep it up for a long time, all you did so far becomes useless. And if you do, success is still not guaranteed), conflicts between the PvPers crying for more numbers and calling the industrialists and logistics to fight, and the industrialists and logistics that are not interested in PvP. Or the industrialists lamenting lack of local defense/logistics because the fighters are away from home.

None of that should need leadership intervention. If it gets to the point where you are actually facing any of that, you've already made several mistakes, the first of which is developing, through either error or inaction, a culture that encourages such behaviour.

Things like discontent about how a fleet commander handled a fight should be squashed by members of the corporation who understand that 100% perfection is almost impossible to achieve, they shouldn't need direct intervention from the leader of the entire alliance. They shouldn't even need intervention from anyone in a leadership role, and in fact, having leadership intervene in disputes between members should be a last resort, for when the community simply cannot resolve the situation themselves. If the organisation is structured such that fleet commanders are seen as closer to members of the leadership than the regular guys, that goes double.

You should have far more people who recognise that organisational cohesion is more important than any one battle than you do people who will whine about things not going their way and looking to cast the blame. If you don't, you simply can't afford to externalise that onto the whiners and make it all their fault. You obviously have to look at how you got yourself into such a situation.

This is what I mean when I say 'more of it to handle, more people to handle it'. If you try to centralise such things, the workload of your leadership is going to spiral out of control. They need to be diffused through the entire organisation, such that they never cross your desk, so to speak. The means for doing so are fairly clear, and not remarkably difficult. You look at root causes of behaviour. If you've created an organisation where people who want an FC position think that the easiest way to get there is to point out that they could have handled an engagement better than the FC who did handle it, guess what they'll do? Whose fault is that?

How does the quote go? Something like 'Give the people what they want, but make sure they want what you do'?

Dissenting opinions can be encouraged without damaging morale if there is a culture that recognises the organisation is more important and valuable than the situation under discussion. I can *** about my taxes, but I'm not going to move to west africa because they pay less tax.

These are social dynamics that you can observe every day simply by reading a newspaper. These are the kind of social structures that people have been building for thousands of years, why not stand on the shoulders of giants?

It just sounds like a lot of guys want to play autocrat, and due to that mindset, are devaluing the people who actually get things done in favour of the people who tell them what needs doing. The kind of mind that reads The Prince and decides they know all about governing, or has experience leading an organisation with massive inertia working for them and thinks that qualifies them to participate in the catherding exercise that is virtual leadership.

I've been a member of several guilds that were composed largely of military and ex military guys, and the leadership tend to try to stamp the leadership techniques that work in the military onto the guild. It works too, provided the guild is almost entirely composed of military personnel. The most successful leader I have seen of a guild that was closer to 50/50 military and civilians was actually a schoolteacher who had served for a few years.

Real world techniques tend to assume that people are already heavily invested into the organisation. Someone else has done the propaganda, job hopping looks bad, they're signed up for several years, for whatever reason, they have little desire to make trouble. You need to draw on the reasons that real world techniques work, not draw on the techniques. You don't have that inertia supporting you, especially not if you're building an organisation from scratch.

So anyway, back to the point a little, this is why I say that the 'pet' term only has impact if leadership hasn't done their job right. From reading the soss regarding pets, it becomes obvious that such is the case. Alliances are explicitly looking for pets. If it were me, I would be looking for 'business partners to engage in a renewable contract for rights to exploit sectors of space that we can defend but lack the manpower/infrastructure/capital to exploit for ourselves'. There's no gain except a little epeen stroking to be made by referring to people as inferiors when recruiting them. They have the role of exploiting those minerals, you have the role of defending them and exploiting the sectors you can. What makes yours more important? Both are needed.

Gradually you can pass more responsibility for defense onto them, but there should never a need to dictate to them what they must do. If they are regarded as equals whose contributions are important and valued, they don't need orders, they're already motivated to do what needs to be done. They're also willing to hand the responsibility for control of fleet movements over to you as more experienced in that area, provided they are recognised for excellence when it is demonstrated and thus given more responsibility next time.

So I guess if people find the term pets insulting rather than laughable, it's because they really are being seen and treated as pets by their allies. Seems like some (maybe even most) alliances in eve are doing just that. In that context, throwing it around does seem to make sense.

I'm quite happy to abstract drones as part of a signal detection outfit. I don't need to see them.

AeonThePiglet wrote:

So you neut him down and he can't run it as long. Or you demob him and it shuts down.

These sound like things you do from within engagement range.

AeonThePiglet wrote:

Or you send in a tackle bot who chases him down well before he can escape.

While this just sounds like you are attempting to counter the example without understanding what it means. I shouldn't have deleted the last line I wrote there sorry, I have a tendency to think that I am expressing myself more clearly than I am.

The point is this : the faster bots are, the closer they are to safety at any time. Top speed 60, outpost 4ks away, you're 4 minutes from safety. Top speed 90, outpost 4ks away, you're 2 minutes and 40 seconds from safety.


AeonThePiglet wrote:

Long story short, it changes speed from a static element set at undock to an active one you can manipulate during the fight. A good change.

It also changes accum from 'very important' to 'the only stat that matters'. Look at LWF. Now ask yourself how many people would slot every accum booster they could and run only autocannons in order to maximise their speed. Ask yourself whether changing green bots from 'very close to slowest' to 'blindingly fast' overnight is a good change.

49

(11 replies, posted in Feature discussion and requests)

So basically:

1: remove the signal detector limitation
2: give me free alt accounts to multibox
3: i dont mind if you nerf robots with multiple signal detectors as long as you remove the signal detector limitation

Nice graph thankyou!

Still seems like an error in the mathematics somewhere. Why do long range demobs have a steeper negative gradient than short range demobs from a percentage based increase, when they start with a smaller flat amount? Why is the curve even more shallow? Old and eyes failing, but it looks to me that long range demob would slow for more than a short range demob given high (impossibly high) values of demobilization. That makes no sense.