Zoom, is this something that could be implemented as a trial maybe ? or is the underlying changes too complex for that ?

Celebro wrote:

This change destroys the market, the risk in PVP and the whole process and reason to go out to mine and make stuff that it's player made and provide content, this would be a huge change in direction.

Once again as I said to Syndic, if the market is dead now, how can this have any sort of negative impact ?

Naismith wrote:

From an industrial side, implementing this "X lives on bot" thing in my opinion guarantees that bots won't be produced as much and the demand for them (which is already non-existent, I've been selling some Kains for ~7 months without success) will pretty much be gone.

I don't understand, if the current demand is zero, how will this make any negative impact on the existing situation ?

How exactly might this work, obviously you would repair the bot, but I'd assume the modules would still drop as loot and they would need to be replaced? You would then use mins or nic to repair the bot ?

Obi Wan Kenobi wrote:
Blocker wrote:

I'm actually not that worried about spark removal, especially as Obi said the hwy and TP network are better. I would have liked even just one spark for a gamma base, but meh I'll adapt..

Hey might make having those HWYs built on Gamma mean something tongue

YES I LOVE HWYs... ok i know i have issues...... But they just offer so much great game play!!!!! big_smile

But they take energy to power yeah ? Meh, just staring to turn into a second job again feeding the bloody things, and I'm just too damn lazy for that.. big_smile

I'm actually not that worried about spark removal, especially as Obi said the hwy and TP network are better. I would have liked even just one spark for a gamma base, but meh I'll adapt..

Jita wrote:
Blocker wrote:
Jita wrote:

Well we talked about it in a little detail but my proposal was limiting mineral spawns to 5m per spawn, setting a timer on respawns and reducing factory efficiency to pre alpha 2 levels.

That would be a nerf but only to levels of factory efficiency that once worked fine. The mineral spawns would prevent the 10mk2 heavies on a constantly respawning mineral field problem but still support small scale mining for personal / not much Pvp Corp use.

yeah ok but if it allows only for small scale mining for personal or not much pvp corp use, what's the point ? We are talking about building up corps so they can make an assault on beta, ie a "war chest" so if Alpha only supports small scale personal and limited pvp supply renewal how does this encourage new corps to even try to make it to beta ?

It takes them twice as long to build that war chest up, they then lose that war chest over a few days trying to assault a beta station and head back to Alpha to start again. Do you really think that gamers these days have the stamina to keep that up when just starting a game? Personally I don't think they do, I think they will just say "bugger this let's play something else" and they are gone.

By all means change it, but personally I think that if you want people to pvp more (especially new people) you need to make it easier for them to replace their losses not harder, if you make it harder then they will just be more reluctant to risk them.

I've had my say, by all means make the changes, lets see how we go..

I get what your saying, and you are right, I just don't see how we can both cater to that playstyle and prevent later players from taking advantage of it in total safety.

Jita, it's not about us, it's not about bitter old vet corps. It's about the new players that hopefully come into the game after some decent content is added. Making the changes you are proposing will not affect the vet corps one iota, they already have their stockpiles and supplies and guess where they got the majority of that from. smile

Ok, now I'm done..  smile

Jita wrote:

Well we talked about it in a little detail but my proposal was limiting mineral spawns to 5m per spawn, setting a timer on respawns and reducing factory efficiency to pre alpha 2 levels.

That would be a nerf but only to levels of factory efficiency that once worked fine. The mineral spawns would prevent the 10mk2 heavies on a constantly respawning mineral field problem but still support small scale mining for personal / not much Pvp Corp use.

yeah ok but if it allows only for small scale mining for personal or not much pvp corp use, what's the point ? We are talking about building up corps so they can make an assault on beta, ie a "war chest" so if Alpha only supports small scale personal and limited pvp supply renewal how does this encourage new corps to even try to make it to beta ?

It takes them twice as long to build that war chest up, they then lose that war chest over a few days trying to assault a beta station and head back to Alpha to start again. Do you really think that gamers these days have the stamina to keep that up when just starting a game? Personally I don't think they do, I think they will just say "bugger this let's play something else" and they are gone.

By all means change it, but personally I think that if you want people to pvp more (especially new people) you need to make it easier for them to replace their losses not harder, if you make it harder then they will just be more reluctant to risk them.

I've had my say, by all means make the changes, lets see how we go..

Jita wrote:

Alpha industry currently is exponentially more powerful than it was in release and is - in my opinion of course - far too powerful.

You can easily run a high level PvP based corporation just from Alpha reward while commiting to no risk at all and for me that's just broken. Alpha should provide a corp with enough to get on its feet, get a reasonable industry going and produce at a high level but at an efficiency your not going to meet if you do the same thing in a PvP area.

Back when Joke played more seriously we could take a 10 - 15 man mk2 heavy fleet out, get it killed, roll back to alpha and hit a static spawn with some top of beacons and have a billion nic to replace it all in four or five hours in total safety. It's just wrong that the level of income on Alpha is so high, it kills all incentive to go to Beta and if you repond to that by boosting Beta all you are doing is making asset acquisition crazy easy which is why we have the problem with asset retention we do now.

While I agree that Alpha - and Beta - industry nerfs cause big player losses and piss people off I argue that it's for this reason we do it now. Even if Zoom's next blog was him putting on a dress and dancing the hula to 'private dancer' by Rod Stewert it's not going to impact the games population. The only people who are left are too autistic to leave and we'd just *** and moan and deal with it.

New people entering the game would never know the difference.

Yes, I agree it's very powerful for a high level corp, but that's not really what I'm referring to. Of course Joke with 10 -15 MK2 heavies can clean up on Alpha and make truckloads of NIC, but I'm talking about corps that can prolly just pilot mechs at best, and I'm not talking about farming, I'm talking about industry , the ability to make those bots. Remember you're talking about reducing factory efficiency, removing more ores from Alpha and placing them on beta, having less ore fields etc etc. That will impact new corps just as much, maybe even harder, than old corps with high level players. 

But how do you propose to make it easy for new corps to build up assets, whilst also making it not so lucrative for experienced corps? Surely any changes to Alpha industry would impact new corps and vets alike. Unless there is some sort of sliding scale based on the EP of a character?

Ok maybe once a character hits a set limit for industry say *plucks figure from air* 1mill ep in industry. Then the efficiency of the factory on Alpha goes down and the efficiency of beta factories goes up? or something along those lines perhaps.

My point is, by all means make changes while the pop is low, but don't throw the baby out with the bath water when you do it.

SunnyJester wrote:
Blocker wrote:
Burial wrote:

Blocker, I know that new corporations are the future and creating a fun ecosystem for them to thrive in is the way to pull the game out of the trench. I didn't make the thread to push for unlocking, I only wanted to show that getting started on more entertaining content than Alpha is too hard.

Hopefully there's someone with a great idea that's easy to implement with a potential to make the game fun for new corporations, or at least get people thinking about it.

Yep I understand that the thread is not about unlocking, and the actual unlocking part will only impact those new players who want to go to beta. But if you nerf Alpha then you are, in effect, forcing  them into beta.

This will fail, and all they will do is leave, isn't this supposed to be a sandbox ?

If you want corps to build up slowly, make it harder for them to do industry. If you want them to build quickly, make it easier for them to do industry. It's not rocket science.

[edit] just as an afterthought, making industry harder also has the potential to contribute to players leaving. Making it easier may actually keep them interested longer because they can see progress. They may actually stay in the game longer., and the longer they stay the more opportunity to encourage them to PVP.

Keeping Alpha 1's the way it is now should make it easy for new corps to succeed.  However PURPOSEFUL progression is needed to make them stick around and want to get to beta and gamma.

Yes I agree, but people have been talking recently about nerfing Alpha, reducing the ability to generate idustry. Like removing certain ores and making some of them only available on beta, reducing the efficiency of factories etc etc. That's a nerf. It will make industry on Alpha harder and move slower.

I believe this will not assist with player retention or provide encouragement to move to beta. If a corp does not want to move to beta, for whatever reason, no amount of changing mechanics to force them will actually get them to change their mind. However, while they are on Alpha carebearing it up, we still have the opportunity to try and encourage them out to beta and maybe show them how much fun pvp can be. But once they leave, they are gone and so are those opportunities.

I'm not against buffing beta and or gamma or making changes to either of those islands, We spend most of our time on beta and gamma so a buff would suit us just fine. But why reduce the capacity and/or capability of new corps starting on Alpha as well ? It makes no sense, think of Alpha's as the nursery if you like.

This is not the first time nerfing Alpha has been mentioned and also by different people. I voiced my concerns then as well as I do not believe that, in the short term, this is in the best interest of new corps/players and in the longer term ultimately for us older players.

Burial wrote:

Blocker, I know that new corporations are the future and creating a fun ecosystem for them to thrive in is the way to pull the game out of the trench. I didn't make the thread to push for unlocking, I only wanted to show that getting started on more entertaining content than Alpha is too hard.

Hopefully there's someone with a great idea that's easy to implement with a potential to make the game fun for new corporations, or at least get people thinking about it.

Yep I understand that the thread is not about unlocking, and the actual unlocking part will only impact those new players who want to go to beta. But if you nerf Alpha then you are, in effect, forcing  them into beta.

This will fail, and all they will do is leave, isn't this supposed to be a sandbox ?

If you want corps to build up slowly, make it harder for them to do industry. If you want them to build quickly, make it easier for them to do industry. It's not rocket science.

[edit] just as an afterthought, making industry harder also has the potential to contribute to players leaving. Making it easier may actually keep them interested longer because they can see progress. They may actually stay in the game longer., and the longer they stay the more opportunity to encourage them to PVP.

I just listened to the round table recording and to be brutally honest all I heard was vets talking about how to make the game better for vets. Now you may not have intended that, but that's the impression I came away with.  Do you want answers based on how things are now, or how it would be if the changes talked about in the round table get implemented ?

How it is now, maybe 6 months, maybe less. There are a lot of factors.

How it would be if all those suggestions get implemented? then probably never. Because as soon as the sharks know there is prey they will hunt, and it will be merciless. Why, because your talking about nerfing Alpha and basically forcing players into pvp areas.

Can you smell that blood in the water ? How many losses do you think new corps will accept before they just go play something else ? That's really the question you should be asking..

It would have been nice to hear from some actual new players about their perspective on both how it is now, and how they would feel about the proposed changes ?

Finally I like to add that we [OTHERS] don't really care if all those changes discussed get implemented, we will adapt to suit.


[edited to make it  a bit more readable]

113

(45 replies, posted in Balancing)

Celebro wrote:

<snip>
On a final note I really don't know why you care so much, you can go get a Beta 2 and gather your pets, but my guess is you like to control the whole server, but these changes will make it much harder which on it self justifies the changes proposed.

Well to be honest it won't make it harder, but it may mean more work. Consider this, with only 3 actual perp accounts you can have 9 separate characters, therefore you could place one character in each beta 1 station if they were all unlocked. Now just a bit of time with boosters to get that EP up and get the members of your corp to have a second and third account and do the same and whammo, instant gank squad/force projection at any beta 1 station.

So you need to either add more open outposts or reduce the number of characters per account. You choose.. This is just hypothetical as I expect most corps would not do this, but some maybe would, so it's a scenario that could happen.

[edited for my "old person's" math errors, plus it's been a long day]
[edit 2] Gah, there's 4 outposts in total on each beta 1 island so it would take 4 accounts, this is maybe not realistic, so my post is potentially pointless.. Please disregard....

DEV Zoom wrote:
logicalNegation wrote:

To address the feature of a more 'open beta': adding either beta islands with no Terminals, and/or betas with one or multiple NPC terminals. 
The idea of a beta with no outposts but some strong PVE content, like a NPC 'base' (undockable) with its own special SAPs I think was something worth noting. That also addresses the concerns raised in this, and many other topics.
Same with betas with all NPC outposts.

Those ideas are still on the table, but that won't affect the current issue with beta2s. That's why I proposed the idea of adding public main terminals there so they would open up a bit, and this is something that can be done in a few days, contrary to doing completely new islands.

I'm sorry, I don't understand, what's the issue with beta2's again ? If it's an issue about them being empty then that's a perspective skewed by low population and differing time zones. We live at SI, but it might appear empty because we (surprise, surprise) have real lives, jobs, family, etc. So we can only really be active in a particular time zone, that does not mean there is a problem with any game mechanics.

I've said it countless times before and I'll say again, most of the game's issues are (lack of) population based.

I'm yet to understand how changing a station mechanic could or would cause an increase in people playing the game. I'm happy to be wrong and I'm happy to have things changed. Just don't change things based on a perceived problem that is actually exasperated by a much larger problem ie, number of players, which is also exasperated further by time zones.

The devs are on the right track by adding more content to attract people to alpha initially. Let's keep adding content to the islands. 

Just my 2 cents..

115

(13 replies, posted in General discussion)

Perpetuum wrote:

My thoughts are with you over this emotional time.


LOL.. I havta pay that one.. smile

116

(25 replies, posted in Balancing)

Aye Pod wrote:

-1

Too easy to get around. Not worth precious dev time.

Tend to agree with this tbh.. Not so much the "easy to get around" part but certainly the Dev time part. There are much more important things the Devs could be investing their time into, like better corp/alliance features for one.

Also part of the market problem atm is low population, not the whole problem but certainly a contributor.

My 2 cents..

117

(6 replies, posted in Testing server)

uhmm, think I done broke test server..  sad

Just have red indy bots come along and ecm and neut the crap outa people. Have them stay on target until target either moves away or someone else comes along and kills them.

1. There is no butthurt about losing bot
2. Afk'ers and botters can get no resources cause they have no accumulator to run mining arms.

This of course wont work for people using bots to farm static spawns, but hey, static spawns are being removed right ?

Simples..

Next problem ?

119

(58 replies, posted in Balancing)

Perpetuum wrote:

Everything good should be on beta.

Alpha should be so bad it forces all the new players, and veterans alike to beta. 

Their should be a rule that if you are over the one year age you cannot go back to beta, makes sense really.

I acknowledge that there is a big imbalance with risk/reward for beta/alpha islands. However I don't agree that "forcing" people into this or that play style is the solution. Generally this will have a negative impact on the game as people leave because they are forced into a particular play style, especially with a game that labels itself as a sandbox.  Can you imagine the impact on player numbers in EvE if all empire dwellers were "forced" into low or null sec?

In the end everyone has to accept some sort of compromise as that is the best way to make the game appealing to the widest range of players.

120

(58 replies, posted in Balancing)

Rovoc wrote:

Red Gamma mobs should have a big boost to drops.  As it stands the only thing worth killing are the observers and even then its hard to track them down with such a big island.

I would argue that even observers are not worth chasing. Consider the amount of plasma/kernels dropped and it's value and compare that to the cost of replacing your bot should you lose it. Also superior observers are the highest difficulty NPC in the game and in that context compare the value of the loot they drop.. Given those two considerations alone, why would anyone bother with them ?

Forgot to mention the fun factor.. Need to disregard the fun factor. Some peeps find it fun to chase them down and kill them even if the loot is crap.

121

(22 replies, posted in Balancing)

Ville wrote:

I'd like to have some new beta islands that are all npc stations, that'd be fun.

Double the number of betas, triple the number of gammas and halve the number of spark teleports.. Now that would be fun..  smile

BadAss wrote:

remove static NPC is easier than to create protection from botting. in fact, the lack of static NPC is good, just need to change the economic side

Yes that would be easier, however I put it to you that the easy way is not always the right way. In fact, the right way is most always NOT the easiest way.

As texas says above, let's wait and see what eventuates from the PVE patch before we all run around screaming that the sky is falling..

BadAss wrote:

Remove static npc pls. don't listen to them. I want to enjoy all this whining when you destroy farm. big_smile and also I want to see what happens to the market when this game will be leave carebears

The game has so few people now, and you want more people to leave!? Yes, I'm sure that's what the game needs..  *sigh*

Ensireka wrote:
Gwyndor wrote:

Not when you can still make more farming a static spawn on alpha that you can running around trying to find observers on gamma. Observers need to drop more or just be more common. A static observer spawn would be amazing


So, remove static spawns on alpha, but create them on gamma? 

Do you whiners not realize the impact removing static spawns will have on everything actual PLAYERS that aren't cheating do?  I wonder how it'll effect research, fragment farming, module farming ... Ect.  You're tired of botters?  Put down reds that hunt players On each island.  Not just random patrolling and pathing pawns.

These are the same places you used to farm with friends.  Maybe they just need to be harder ... aggro them all!

They'll change the spawns and you whiney beatches will be whining about something else related to it before long. 

Why do whiners get their way?

-Ensi

Can't argue with anything here..

+1

125

(46 replies, posted in Balancing)

T3xasp3t3 wrote:

why should there be beacons on gamma are easier than on alpha

It is my understanding that on beta and gamma, NPC's (beacons or roaming) do not drop loot if they die from explosion damage. I thought this was brought in as one way to address beacon pits during gamma v1.0.

If this is the case then doing beacons on beta or gamma would provide less reward due to bots not dropping loot, or have I missed the point ?