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Thread Statistics | Show CCP posts - 30 post(s) |
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CCP Mintchip
C C P C C P Alliance
496
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Posted - 2013.07.09 17:07:00 -
[1] - Quote
Hey! Do you like graphs? How about math?! Are you excited to talk about the balancing of Planetary Conquest? I bet you are! Me too! I hope you jog on over to this new dev blog iterating a lot of graphs and math all about it! Brought to you by our very own shoeless companion, professional football player, and balancing extraordinaire CCP FoxFour. Tell us what you think in the comments below, he's here ready to chat with you about it!
CCP Mintchip // Twitter - @CCP_Mintchip Dust 514 Community Rep |
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2-Ton Twenty-One
Internal Error. League of Infamy
668
|
Posted - 2013.07.09 17:11:00 -
[2] - Quote
No one does dev blogs like Foxfour
Probably because they normally hide the crayons and glitter from him |
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CCP FoxFour
C C P C C P Alliance
25007
|
Posted - 2013.07.09 17:13:00 -
[3] - Quote
Looking forward to discussing this all with you guys! CCP Nullarbor is around as well to answer questions you guys might have. :D |
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CCP Nullarbor
C C P C C P Alliance
1706
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Posted - 2013.07.09 17:13:00 -
[4] - Quote
Graphs are hot.
So is feedback on this stuff, let us know what you think because we want to deploy it all Thursday :-) |
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ChribbaX
Otherworld Enterprises Dust Control Otherworld Empire Productions
537
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Posted - 2013.07.09 17:18:00 -
[5] - Quote
All your planets are belong to us! |
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Darth-Carbonite GIO
R.I.f.t
22
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Posted - 2013.07.09 17:29:00 -
[6] - Quote
Two Days?!? What is this madness? You guys really are insane. |
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CCP FoxFour
C C P C C P Alliance
25171
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Posted - 2013.07.09 17:31:00 -
[7] - Quote
Darth-Carbonite GIO wrote:Two Days?!? What is this madness? You guys really are insane.
Don't know if anyone ever said we were sane... :P |
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CCP Mintchip
C C P C C P Alliance
503
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Posted - 2013.07.09 17:32:00 -
[8] - Quote
In case you'd like to enjoy the live footage: http://www.youtube.com/watch?v=U7D8V_oZuDU
<3 FoxFour
CCP Mintchip // Twitter - @CCP_Mintchip Dust 514 Community Rep |
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Funkmaster Whale
0uter.Heaven
51
|
Posted - 2013.07.09 17:32:00 -
[9] - Quote
I'm loving the changes you guys are making to attack/defending. As it stands now taking a district is such a tedious multi-day process that it makes it seem like a job. The new changes will make it much more convenient for corporations to be able to launch attacks in a more timely manner. I've had battles where the enemy corp effectively gave up and it took multiple days to take a district that no one was even showing up to. This will definitely alleviate that problem.
As far as the changes in prices, I'm thinking we will start to see a lot more smaller corps trying to take districts which will be very helpful. Right now there is too much of a delicate power struggle between giant alliance conglomerates and not enough competition. The cheaper costs in attacking will incentivize those corps that just want to battle and have fun.
With that said, what I'd really like to see is a variation in game types for PC, or at least some sort of progressive battles. Right now taking districts can be rather monotonous because we fight the same game type on the same map multiple times until an arbitrary number (clones) reaches zero. It would be nice if after winning one battle, a slider of sorts would progress the attackers into the next stage. Effectively this could allow corps to win districts in two ways: slaughtering all the clones until there is no one left, or taking the strategic approach by conquering the map objectives. I'm probably not elucidating as clear as I could, but what I'm really hoping for in PC is some kind of dynamic besides "kill all the clones". In real battles, you don't fight until you have no one left. Sometimes you have to run and something like this could allow corps to "retreat" and allow their clones to survive and defend another nearby district.
Other than that, great changes CCP! |
reydient
ROGUE SPADES EoN.
26
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Posted - 2013.07.09 17:35:00 -
[10] - Quote
I think this is a really good move, especially in the profit section- War is not suppose to be cheap but at the victory line I want to come out of it feeling I made a profit,- My biggest concern has been that I will continue to grind ambush for isk to afford to participate in PC because lets face it- everyone is wearing "sunday's best dress" into PC battles . I like that a victorious defender can now have a day to rest from the attacker- The big question now is- in an alliance oriented world- if corporation A has a subcorp "little a" whats to keep "little a " from attacking the same district after corp A.
Better yet- if you defend your district successfully are you safe from all attackers or just the one particular? It seems that the intention was to keep larger corps with larger isk wallets from beating another corp due to attrition ( which is a great war tactic). |
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RECON BY FIRE
Internal Error. League of Infamy
209
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Posted - 2013.07.09 17:35:00 -
[11] - Quote
Wow, for once I cant find something to complain about. All of this stuff looks pretty damn good. I especially like the attrition changes, it makes the research lab a possible asset whereas before there were really only two options for a surface infrastructure. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
552
|
Posted - 2013.07.09 17:39:00 -
[12] - Quote
Ok, PC is officially being broken more.
You're actually increasing the passive income generation?
So you really want this to become a good ol' boys club with vassals? |
Theresa Rohk
The Cuddlefish Templis Dragonaors
1
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Posted - 2013.07.09 17:40:00 -
[13] - Quote
+1 for graph fetish, and use of the phrase "Winsauce" in a public document.
Any updates on new suit content or fleshing out of the race lines? |
Nightbird Aeon
Ahrendee Mercenaries
213
|
Posted - 2013.07.09 17:41:00 -
[14] - Quote
Question - Can/will the defender purchase a gen-pack to buff up the clones available within the district?
Also... having a research lab does wonders for clone survival in transit. Will any of the other structures have similar bonuses.... what will they be and when are they due out?
Also.... what about increasing the economic gain from holding all of a planet instead of just districts. Gives incentives to hold whole planets, and a joyful grief factor in breaking up blocks... |
Wakko03
Better Hide R Die D.E.F.I.A.N.C.E
236
|
Posted - 2013.07.09 17:43:00 -
[15] - Quote
July 9th 2013
I failed to see in all their useless charts about the cost of PC battles did they once address the game's problem with how many players were disconnected, or had some game ruining glitch happen...be it frame rate drop or the problems with using a comm channel with too many active mics? How many players started and finished without a re-login to the battle?
"Remember push to talk is your Friend" line from the Dev's.... funny how that is just being swept under the rug....plans for a Comm channel system that works when officers want to talk? (but then again I like telling my buddy that 3 enemies are coming for him because seeing XXX (core flaylocked) Wakko03 just doesn't cut it to properly warn them and I didn't have time in the middle of the gun battle to hit the P2T button.
Not even going to discuss when I might be able to hit back against the ship in orbit, sure they can bomb me on the ground...where is my answer to that?
How about we discuss something like, I don't know ... say how many matches took place across multiple servers? How about the LAG... maybe players were spending so much money on the win/loss because they thought if they had the good stuff they could overcome a LAG problem. So in the instances where it was say America vs Europe or Europe vs Asia who did the lag favor more? With teams made of mixed groups Americans with Europeans and Asians vs say a team of all Europeans (vs Asians, Americans etc.)? |
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CCP FoxFour
C C P C C P Alliance
25176
|
Posted - 2013.07.09 17:43:00 -
[16] - Quote
reydient wrote: if you defend your district successfully are you safe from all attackers or just the one particular?
All we are doing is saying if the attacker loses the battle they lose their exclusivity. Which was the only thing that let them get an attack in the following day. It effectively means anyone can now attack the district, including the attacking corporation that just lost, but the battle will not happen for at least 47 hours. |
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Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
1864
|
Posted - 2013.07.09 17:45:00 -
[17] - Quote
I like that attackers can potentially take a district overnight, awesome step in the right direction by making battles more visceral and tense, as well as meaningful.
However, I personally think you guys killed attrition rates and took a lot of the risk out of moving clones. The old values, imo, were fine and the new values should be what they are from Research Labs. The new values (especially with research labs) take a lot of the thought process out of attacking as theres very little risk involved. Essentially, attacks can come from entire constellations away with very little attrition, and I think that takes a lot of the importance of proximity away.
Choke points might as well be non-existant without high attrition as enemies can just skip over systems and go right for the heart without even touching the fortified perimeter, and thats not quite how things should be as theres no way to stop it. |
2-Ton Twenty-One
Internal Error. League of Infamy
668
|
Posted - 2013.07.09 17:46:00 -
[18] - Quote
Just finished chewing thorough the whole thing and I support the changes. +1
I think it will breathe some much needed life into PC and do wonders for immersion and add tempo so you feel like you are fighting kinetic operations not just punch carding every 24 hours, its welcome.
The changes to attack and defense of districts should make things far more rewarding and stacked up with the new rewards and pricing it is certainly tempting for getting scraps going.
The only prob I see right now with this is that sure there are great rewards to get but what do I need the ISK for? I'm not a dragon. We need stuff to spend our ISK on and right now me and every other pro player is so bloated with cash I might as well buy the new FoxFour Ferrari LAV.
Really at this point what do I need ISK for? Incremental number Increase fetish? You might want to think about adding some things to the game for me to spend my half a billion personal ISK on.
As for the dev blog itself. Huge thumbs up from me. You gave us a decent amount of raw data explained what you felt you where seeing and what you wanted to see and what changes you where planing on implementing and what was being implemented when.
I hope to see more dev blogs in the future hand down more raw data and the thought processes that go into changes.
Hopefully the combat balance teams can take a page from this and we can see more raw data on combat/weapons in the future along with graphs and balancing processes for other parts of Dust 514.
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Spectral Clone
The Unholy Legion Of DarkStar DARKSTAR ARMY
74
|
Posted - 2013.07.09 17:47:00 -
[19] - Quote
Dem graphs!!
This is very nice! It-¦s definately gonna cause some chaos :D |
Thor Odinson42
Molon Labe. League of Infamy
577
|
Posted - 2013.07.09 17:48:00 -
[20] - Quote
I love it, although I think that you should be able to attack again even after a loss immediately.
There are going to be a ton more fights from this, but I think the only downtime should be after a district trades hands. |
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Shadowswipe
WarRavens League of Infamy
138
|
Posted - 2013.07.09 17:49:00 -
[21] - Quote
If they have a cargo hub, they can withstand 3 attacks before losing the district. Does this mean that we can have 3 battles in one day as long as we have 100 clones left after the second battle? Or is it limited to only two fights a day? |
The Robot Devil
BetaMax. CRONOS.
549
|
Posted - 2013.07.09 17:50:00 -
[22] - Quote
They are hot. Thanks it was a fun read. |
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CCP Nullarbor
C C P C C P Alliance
1717
|
Posted - 2013.07.09 17:53:00 -
[23] - Quote
Wakko03 wrote:July 9th 2013
I failed to see in all their useless charts about the cost of PC battles did they once address the game's problem with how many players were disconnected, or had some game ruining glitch happen...be it frame rate drop or the problems with using a comm channel with too many active mics? How many players started and finished without a re-login to the battle?
"Remember push to talk is your Friend" line from the Dev's.... funny how that is just being swept under the rug....plans for a Comm channel system that works when officers want to talk? (but then again I like telling my buddy that 3 enemies are coming for him because seeing XXX (core flaylocked) Wakko03 just doesn't cut it to properly warn them and I didn't have time in the middle of the gun battle to hit the P2T button.
Not even going to discuss when I might be able to hit back against the ship in orbit, sure they can bomb me on the ground...where is my answer to that?
How about we discuss something like, I don't know ... say how many matches took place across multiple servers? How about the LAG... maybe players were spending so much money on the win/loss because they thought if they had the good stuff they could overcome a LAG problem. So in the instances where it was say America vs Europe or Europe vs Asia who did the lag favor more? With teams made of mixed groups Americans with Europeans and Asians vs say a team of all Europeans (vs Asians, Americans etc.)?
Disconnects and frame rate are absolutely being worked on, in fact we had a performance test last night with the guys from Subdreddit and SyNergy Gaming who have been helping us out stress testing PC battles while we monitor what goes on. None of that is mentioned in this dev blog though because we have other teams doing that work and IIRC there will be a blog specifically explaining some of those performance changes.
As for the regional issues you mentioned? That is just part of life in a single shard game, we have reinforce timers to help dictate when (and thus physically where for the purposes of network latency) but sometimes the laws of physics cannot be circumvented and players will need to organize around that. We are keeping track of latency in PC battles and making improvements to how the game performs when players are further away. We also spend a lot of time thinking about ways to make cross regional warfare easier to manage, but that may be better left for a different blog as well. |
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Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
1864
|
Posted - 2013.07.09 17:54:00 -
[24] - Quote
Thor Odinson42 wrote:I love it, although I think that you should be able to attack again even after a loss immediately.
There are going to be a ton more fights from this, but I think the only downtime should be after a district trades hands.
Would take away the importance of winning, imo. Theres minimum clone loss so why fight at 110% when you can just burn the enemy out on defending? I like that defenders can get a moment to breathe before being attacked again if they worked hard to keep their district, especially with the threat of multiple attackers over other districts. |
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CCP Nullarbor
C C P C C P Alliance
1717
|
Posted - 2013.07.09 17:55:00 -
[25] - Quote
Shadowswipe wrote:If they have a cargo hub, they can withstand 3 attacks before losing the district. Does this mean that we can have 3 battles in one day as long as we have 100 clones left after the second battle? Or is it limited to only two fights a day?
You can have 3 fights in a row yes. |
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Thor Odinson42
Molon Labe. League of Infamy
577
|
Posted - 2013.07.09 17:55:00 -
[26] - Quote
2-Ton Twenty-One wrote:Just finished chewing thorough the whole thing and I support the changes. +1
I think it will breathe some much needed life into PC and do wonders for immersion and add tempo so you feel like you are fighting kinetic operations not just punch carding every 24 hours, its welcome.
The changes to attack and defense of districts should make things far more rewarding and stacked up with the new rewards and pricing it is certainly tempting for getting scraps going.
The only prob I see right now with this is that sure there are great rewards to get but what do I need the ISK for? I'm not a dragon. We need stuff to spend our ISK on and right now me and every other pro player is so bloated with cash I might as well buy the new FoxFour Le Mans LAV.
Really at this point what do I need ISK for? Incremental number Increase fetish? You might want to think about adding some things to the game for me to spend my half a billion personal ISK on.
As for the dev blog itself. Huge thumbs up from me. You gave us a decent amount of raw data explained what you felt you where seeing and what you wanted to see and what changes you where planing on implementing and what was being implemented when.
I hope to see more dev blogs in the future hand down more raw data and the thought processes that go into changes.
Hopefully the combat balance teams can take a page from this and we can see more raw data on combat/weapons in the future along with graphs and balancing processes for other parts of Dust 514.
I hear what you are saying about the isk thing, but it's certainly not the case for non pro players. I think a majority of guys have to grind in BPOs or AFK to build large piles of isk.
Grinding in BPOs doesn't interest me.
And Pro players should earn more isk. I think this is a realistic scenario.
I'm sure someday there will be things you can blow money on.
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Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
1864
|
Posted - 2013.07.09 17:57:00 -
[27] - Quote
Thor Odinson42 wrote:2-Ton Twenty-One wrote:Just finished chewing thorough the whole thing and I support the changes. +1
I think it will breathe some much needed life into PC and do wonders for immersion and add tempo so you feel like you are fighting kinetic operations not just punch carding every 24 hours, its welcome.
The changes to attack and defense of districts should make things far more rewarding and stacked up with the new rewards and pricing it is certainly tempting for getting scraps going.
The only prob I see right now with this is that sure there are great rewards to get but what do I need the ISK for? I'm not a dragon. We need stuff to spend our ISK on and right now me and every other pro player is so bloated with cash I might as well buy the new FoxFour Le Mans LAV.
Really at this point what do I need ISK for? Incremental number Increase fetish? You might want to think about adding some things to the game for me to spend my half a billion personal ISK on.
As for the dev blog itself. Huge thumbs up from me. You gave us a decent amount of raw data explained what you felt you where seeing and what you wanted to see and what changes you where planing on implementing and what was being implemented when.
I hope to see more dev blogs in the future hand down more raw data and the thought processes that go into changes.
Hopefully the combat balance teams can take a page from this and we can see more raw data on combat/weapons in the future along with graphs and balancing processes for other parts of Dust 514. I hear what you are saying about the isk thing, but it's certainly not the case for non pro players. I think a majority of guys have to grind in BPOs or AFK to build large piles of isk. Grinding in BPOs doesn't interest me. And Pro players should earn more isk. I think this is a realistic scenario. I'm sure someday there will be things you can blow money on.
ISK for vanity/aurum items. But like... a boat load of ISK. |
Thor Odinson42
Molon Labe. League of Infamy
577
|
Posted - 2013.07.09 17:57:00 -
[28] - Quote
Aeon Amadi wrote:Thor Odinson42 wrote:I love it, although I think that you should be able to attack again even after a loss immediately.
There are going to be a ton more fights from this, but I think the only downtime should be after a district trades hands. Would take away the importance of winning, imo. Theres minimum clone loss so why fight at 110% when you can just burn the enemy out on defending? I like that defenders can get a moment to breathe before being attacked again if they worked hard to keep their district, especially with the threat of multiple attackers over other districts.
If they don't have 100 clones they wouldn't be able to.
In other words you could attack with 300 clones. Lose the first battle, but have 150 clones remaining. Technically you could win the 2nd and still have 100 clones remaining to fight a 3rd.
This sounds interesting to me. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
1868
|
Posted - 2013.07.09 18:01:00 -
[29] - Quote
Thor Odinson42 wrote:Aeon Amadi wrote:Thor Odinson42 wrote:I love it, although I think that you should be able to attack again even after a loss immediately.
There are going to be a ton more fights from this, but I think the only downtime should be after a district trades hands. Would take away the importance of winning, imo. Theres minimum clone loss so why fight at 110% when you can just burn the enemy out on defending? I like that defenders can get a moment to breathe before being attacked again if they worked hard to keep their district, especially with the threat of multiple attackers over other districts. If they don't have 100 clones they wouldn't be able to. In other words you could attack with 300 clones. Lose the first battle, but have 150 clones remaining. Technically you could win the 2nd and still have 100 clones remaining to fight a 3rd. This sounds interesting to me.
Yeah but wheres the line get drawn exactly? I mean, defenders have to rally up a team, fight and then have to fight again no matter what just because the attackers launched an attack from a cargo hub on a research facility? Theyd lose just because of clone loss as theres no way to fend off the larger amount. Wed just see endless cargo hubs all over the place, especially with the new reduced attrition numbers. |
reydient
ROGUE SPADES EoN.
27
|
Posted - 2013.07.09 18:03:00 -
[30] - Quote
CCP FoxFour wrote:reydient wrote: if you defend your district successfully are you safe from all attackers or just the one particular? All we are doing is saying if the attacker loses the battle they lose their exclusivity. Which was the only thing that let them get an attack in the following day. It effectively means anyone can now attack the district, including the attacking corporation that just lost, but the battle will not happen for at least 47 hours.
Thats a big breath of fresh air ! |
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MlDDLE MANGEMENT
lMPurity
77
|
Posted - 2013.07.09 18:04:00 -
[31] - Quote
What is the minimum clone movement and what is the minimum clone loss after defeat, still 150 or is it now to reflect the new change in genolution packs?
For clarity the minimum clone loss i refer to is the number of clones lost for MCC destruction and in instance when the real number of clones lost is less than the minimum number(currently its 150; in the original iteration when geno packs were 100 it also was 100)
Here is the dilemma.
A new corp takes an EMPTY district(unlikely as more are to be taken over, will work those numbers in a second).
So 100 clones are placed on a district and it enters a locked state as it should.
I assume Min 48 hr rules still applies to newly taken districts (empty, taken over) then that will generate 160-200 clones resulting in 260-300 clones vs 260-300 vs 300-310 clones on the district at time of attack.
The numbers i get this is are as follows
Old numbers 150+80+80=310 which will be 300 on a research lab and 310 on a cargo hub 150+100+100=300 on a Production facility(300 max clones), excess sold off.
New numbers 100+ 80+80=260 on both labs and cargo hubs (making cargo hubs a very risky prospect for takeover because it will be at roughly 50% max capacity on new takeover) 100+100+100=300 which works well for prodcution.
Based on this i would advise production facilities as the major attack and defense target to stay near maximum levels and have the best buffer to consistent attacks.
Point is 150 clones minimum loss with only a 80-100 clone generation may have some weird effects.
Now here is the major point 150 min clone loss is still needed mainly because requiring a minimum 100 clones to relaunch attacks without adding additional clones will make followup attacks past a 2nd attack very difficult, so taking over cargo hubs will be a 2 day prospect which is fine, but if the min clone loss is dropped to 100 it will be difficult to get 3 total attacks on a non hub with the min 100 clone requirement for followup.
The next question is about ceasing a followup. There is a 47hr delay if a defender successfully defend. What if an attacker wins but doesnt followup for the 5 min attack either because they chose not to (is this even an option) or they lack the 100 clone needed for followup, will the reattack take place 23 hrs later or 47 hours later?
Ill post more stuff as i work scenarios through in my head, but this came to me first so ill start here. As always more of it will crystalize as its seen in action. |
BursegSardaukar
Sardaukar Merc Guild General Tso's Alliance
197
|
Posted - 2013.07.09 18:05:00 -
[32] - Quote
I'm assuming the minimum clone move has been decreased to 100 as well? |
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CCP FoxFour
C C P C C P Alliance
25180
|
Posted - 2013.07.09 18:06:00 -
[33] - Quote
BursegSardaukar wrote:I'm assuming the minimum clone move has been decreased to 100 as well?
No, that is still 150. |
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Thor Odinson42
Molon Labe. League of Infamy
577
|
Posted - 2013.07.09 18:06:00 -
[34] - Quote
We were just talking about in our corp chat.
I don't think you should lose the minimum 150 clones if the MCC is lost with these new dynamics. To avoid the redline hiding, maybe lower it to 100. |
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CCP Nullarbor
C C P C C P Alliance
1723
|
Posted - 2013.07.09 18:10:00 -
[35] - Quote
The minimum clone loss is there to make sure that non cargo hubs are taken in 2 consecutive wins and cargo hubs in 3. Reducing this increases the number of consecutive wins required which we think gives the defender too much advantage and reduces some of the volatility of these changes.
We did consider the implications of dropping the minimum loss to 100 but decided it was not worth the cons. |
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Thor Odinson42
Molon Labe. League of Infamy
578
|
Posted - 2013.07.09 18:10:00 -
[36] - Quote
Aeon Amadi wrote:Thor Odinson42 wrote:Aeon Amadi wrote:Thor Odinson42 wrote:I love it, although I think that you should be able to attack again even after a loss immediately.
There are going to be a ton more fights from this, but I think the only downtime should be after a district trades hands. Would take away the importance of winning, imo. Theres minimum clone loss so why fight at 110% when you can just burn the enemy out on defending? I like that defenders can get a moment to breathe before being attacked again if they worked hard to keep their district, especially with the threat of multiple attackers over other districts. If they don't have 100 clones they wouldn't be able to. In other words you could attack with 300 clones. Lose the first battle, but have 150 clones remaining. Technically you could win the 2nd and still have 100 clones remaining to fight a 3rd. This sounds interesting to me. Yeah but wheres the line get drawn exactly? I mean, defenders have to rally up a team, fight and then have to fight again no matter what just because the attackers launched an attack from a cargo hub on a research facility? Theyd lose just because of clone loss as theres no way to fend off the larger amount. Wed just see endless cargo hubs all over the place, especially with the new reduced attrition numbers.
I think the Cargo Hub everywhere thing is a given with these new mechanics. If people want to produce more clones for more isk, then there's your risk. You could lose it within an hour.
The biggest complaint from people is the lack of momentum in PC.
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Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
1870
|
Posted - 2013.07.09 18:10:00 -
[37] - Quote
Thor Odinson42 wrote:We were just talking about in our corp chat.
I don't think you should lose the minimum 150 clones if the MCC is lost with these new dynamics. To avoid the redline hiding, maybe lower it to 100. Might be sleep deprivation but I dont understand this. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
1870
|
Posted - 2013.07.09 18:12:00 -
[38] - Quote
Thor Odinson42 wrote:Aeon Amadi wrote:Thor Odinson42 wrote:Aeon Amadi wrote:Thor Odinson42 wrote:I love it, although I think that you should be able to attack again even after a loss immediately.
There are going to be a ton more fights from this, but I think the only downtime should be after a district trades hands. Would take away the importance of winning, imo. Theres minimum clone loss so why fight at 110% when you can just burn the enemy out on defending? I like that defenders can get a moment to breathe before being attacked again if they worked hard to keep their district, especially with the threat of multiple attackers over other districts. If they don't have 100 clones they wouldn't be able to. In other words you could attack with 300 clones. Lose the first battle, but have 150 clones remaining. Technically you could win the 2nd and still have 100 clones remaining to fight a 3rd. This sounds interesting to me. Yeah but wheres the line get drawn exactly? I mean, defenders have to rally up a team, fight and then have to fight again no matter what just because the attackers launched an attack from a cargo hub on a research facility? Theyd lose just because of clone loss as theres no way to fend off the larger amount. Wed just see endless cargo hubs all over the place, especially with the new reduced attrition numbers. I think the Cargo Hub everywhere thing is a given with these new mechanics. If people want to produce more clones for more isk, then there's your risk. You could lose it within an hour. The biggest complaint from people is the lack of momentum in PC.
Now, is that lack of momentum strictly from game mechanics or because there arent enough corporations actively engaging one another to make it interestingm because reducing costs on clone packs is definitely going to invite more players into the field.
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Thor Odinson42
Molon Labe. League of Infamy
578
|
Posted - 2013.07.09 18:13:00 -
[39] - Quote
CCP Nullarbor wrote:The minimum clone loss is there to make sure that non cargo hubs are taken in 2 consecutive wins and cargo hubs in 3. Reducing this increases the number of consecutive wins required which we think gives the defender too much advantage and reduces some of the volatility of these changes.
We did consider the implications of dropping the minimum loss to 100 but decided it was not worth the cons.
There's only a handful of corps out there that will be able to withstand this.
There are going to be a lot of tears over the weekend. |
Flyingconejo
KILL-EM-QUICK RISE of LEGION
152
|
Posted - 2013.07.09 18:14:00 -
[40] - Quote
Thanks for sharing the incoming changes with us, and for trying to fix some of the problems Planetary Conquest have. That said, I can't say that I liked many of those incoming changes. I think they will make PC more static and risk averse than it is now. But I will wait and see before talking about them.
However, there is one thing that has troubled me enough to write about it now. I think you have made harder for new corps to enter PC by themselves. This is because two of the changes you have made:
1) Genolution pack gives you only 100 clones.
2) A follow up attack is only allowed if you win.
1) Means that a corp that has no districts and wants to enter PC, will have to attack at least with a 3 to 1 clone disadvantage, unless they are lucky enough to find a district that is not full.
2) Means that you need to win 2 or 3 battles in a row to take a district. If the defender wins even only one of those battles, he will have 2 reinforcement cycles (160-200 clones) before the next attack, so their clone reserves would be at full capacity again. Which means the attacker is back to the start point in most cases, and makes conquering a district against a better opponent by attrition almost impossible.
The combination of 1) and 2) makes very difficult for corps that are not already in PC to enter Molden Heath by themselves. In most cases, they have to attack with 100 clones against 300, and at least win 2 battles in a row to conquer a district. It is cheaper, yes, but their chances of being successful are lower. They may pull it off if they are a very good corps, but lets be honest here, the very good corps are already in PC. |
|
MlDDLE MANGEMENT
lMPurity
77
|
Posted - 2013.07.09 18:16:00 -
[41] - Quote
Thor Odinson42 wrote:We were just talking about in our corp chat.
I don't think you should lose the minimum 150 clones if the MCC is lost with these new dynamics. To avoid the redline hiding, maybe lower it to 100.
Nope if you drop it to 100 you are looking at 3-5 followup attacks and you arent going to have enough clones for that 3 followup attack unless you bring 300 clones at the least.
Avg clone loss migh be 80 but i know that number shoots up in hard fights. So yea for steamroll fights you can get away with it but otherwise executing more than 2 followups in a single attack with the min 100 clone requirement is very unlikey. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
553
|
Posted - 2013.07.09 18:18:00 -
[42] - Quote
@conejo
It's all good man, didn't you get the memo, they just want to crank up the ISK faucet for their friends in the good ol' boys club.
Broken PC is broken and will continue to be broken until any ISK generated is generated Actively through PvE that can be interfered with.
Until then, it's just the good ol' boys club. |
Thor Odinson42
Molon Labe. League of Infamy
578
|
Posted - 2013.07.09 18:19:00 -
[43] - Quote
Aeon Amadi wrote:Thor Odinson42 wrote:We were just talking about in our corp chat.
I don't think you should lose the minimum 150 clones if the MCC is lost with these new dynamics. To avoid the redline hiding, maybe lower it to 100. Might be sleep deprivation but I dont understand this. Poor wording perhaps. I'm supposed to be working!
If you lose by MCC destruction, you lose a minimum of 150 clones.
I think this should be lowered to 100 clones. |
|
CCP Nullarbor
C C P C C P Alliance
1723
|
Posted - 2013.07.09 18:19:00 -
[44] - Quote
Flyingconejo wrote:Thanks for sharing the incoming changes with us, and for trying to fix some of the problems Planetary Conquest have. That said, I can't say that I liked many of those incoming changes. I think they will make PC more static and risk averse than it is now. But I will wait and see before talking about them.
However, there is one thing that has troubled me enough to write about it now. I think you have made harder for new corps to enter PC by themselves. This is because two of the changes you have made:
1) Genolution pack gives you only 100 clones.
2) A follow up attack is only allowed if you win.
1) Means that a corp that has no districts and wants to enter PC, will have to attack at least with a 3 to 1 clone disadvantage, unless they are lucky enough to find a district that is not full.
2) Means that you need to win 2 or 3 battles in a row to take a district. If the defender wins even only one of those battles, he will have 2 reinforcement cycles (160-200 clones) before the next attack, so their clone reserves would be at full capacity again. Which means the attacker is back to the start point in most cases, and makes conquering a district against a better opponent by attrition almost impossible.
The combination of 1) and 2) makes very difficult for corps that are not already in PC to enter Molden Heath by themselves. In most cases, they have to attack with 100 clones against 300, and at least win 2 battles in a row to conquer a district. It is cheaper, yes, but their chances of being successful are lower. They may pull it off if they are a very good corps, but lets be honest here, the very good corps are already in PC.
So you have to deal with this already because losing a fight sets you back 80-100 clones on your war of attrition, costing another clone pack to finish the job. The real big change is the geno packs are now only 30mil instead of 80 so the net result is cheaper even counting a loss along the way. |
|
STABBEY
WarRavens League of Infamy
54
|
Posted - 2013.07.09 18:22:00 -
[45] - Quote
Flyingconejo wrote:Thanks for sharing the incoming changes with us, and for trying to fix some of the problems Planetary Conquest have. That said, I can't say that I liked many of those incoming changes. I think they will make PC more static and risk averse than it is now. But I will wait and see before talking about them.
However, there is one thing that has troubled me enough to write about it now. I think you have made harder for new corps to enter PC by themselves. This is because two of the changes you have made:
1) Genolution pack gives you only 100 clones.
2) A follow up attack is only allowed if you win.
1) Means that a corp that has no districts and wants to enter PC, will have to attack at least with a 3 to 1 clone disadvantage, unless they are lucky enough to find a district that is not full.
2) Means that you need to win 2 or 3 battles in a row to take a district. If the defender wins even only one of those battles, he will have 2 reinforcement cycles (160-200 clones) before the next attack, so their clone reserves would be at full capacity again. Which means the attacker is back to the start point in most cases, and makes conquering a district against a better opponent by attrition almost impossible.
The combination of 1) and 2) makes very difficult for corps that are not already in PC to enter Molden Heath by themselves. In most cases, they have to attack with 100 clones against 300, and at least win 2 battles in a row to conquer a district. It is cheaper, yes, but their chances of being successful are lower. They may pull it off if they are a very good corps, but lets be honest here, the very good corps are already in PC.
They already said if the defender loses 1 and wins 1 they do not get the reinforcements. |
MlDDLE MANGEMENT
lMPurity
77
|
Posted - 2013.07.09 18:23:00 -
[46] - Quote
Thor Odinson42 wrote:Aeon Amadi wrote:Thor Odinson42 wrote:Aeon Amadi wrote:Thor Odinson42 wrote:I love it, although I think that you should be able to attack again even after a loss immediately.
There are going to be a ton more fights from this, but I think the only downtime should be after a district trades hands. Would take away the importance of winning, imo. Theres minimum clone loss so why fight at 110% when you can just burn the enemy out on defending? I like that defenders can get a moment to breathe before being attacked again if they worked hard to keep their district, especially with the threat of multiple attackers over other districts. If they don't have 100 clones they wouldn't be able to. In other words you could attack with 300 clones. Lose the first battle, but have 150 clones remaining. Technically you could win the 2nd and still have 100 clones remaining to fight a 3rd. This sounds interesting to me. Yeah but wheres the line get drawn exactly? I mean, defenders have to rally up a team, fight and then have to fight again no matter what just because the attackers launched an attack from a cargo hub on a research facility? Theyd lose just because of clone loss as theres no way to fend off the larger amount. Wed just see endless cargo hubs all over the place, especially with the new reduced attrition numbers. I think the Cargo Hub everywhere thing is a given with these new mechanics. If people want to produce more clones for more isk, then there's your risk. You could lose it within an hour. The biggest complaint from people is the lack of momentum in PC.
Well you are looking at 100M ISK to convert each of these districts to hubs. Add to this it wont matter if it slows people down to 2 days of followup which is better than 3, it will create a large hole on players with only 80 clone generation on hubs you will see these things fall like dominoes in time because the hubs wont be abe to keep up with clone loss and min clone movement.
With 150 clone loss and movement it will keep hubs in check with only 80 clones for followup. If anything this will force corps to diversify their districts between hubs and production facilities. Research labs were pretty much useless before this update and now they are even less so, since why have a hub to be able to fight even further away when its simpler to just establish a satellite district in a differnt part of space. There is absolutely no reason for research lab. |
Iron Wolf Saber
Den of Swords
5831
|
Posted - 2013.07.09 18:24:00 -
[47] - Quote
Shadowswipe wrote:If they have a cargo hub, they can withstand 3 attacks before losing the district. Does this mean that we can have 3 battles in one day as long as we have 100 clones left after the second battle? Or is it limited to only two fights a day?
As long as you have 100 clones and the enemy has some number of clones left after a successful attack you can re attack the district shortly after the battle ends If they successfully defeat your attack in the first go you and everyone else gets locked out for 2 days If you win, re attack then lose then you have to wait the next day to strike again. |
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
940
|
Posted - 2013.07.09 18:24:00 -
[48] - Quote
+1 I had my caps lock on standby but CCP delivered.
I like that lower rates of attrition and cost for Genolution packs will increase volatility in Molden Heth. Newer corps will have an easier time getting into PC, while richer alliances will think less of the risks involved for fielding an attack. Expect war FoxFour.
Multi-stage districts take overs is an excellent feature, and I'm pretty happy to see that it's made its way into PC so soon. Thanks! This creates incentive for strong corps to attack with numbers much greater than 100 clones in hope of taking a district in one sitting. It's also risky because if they lose they lose those clones. This will also increase volatility because we could in theory scale a massive assault and, if undefeated, take multiples districts very, very quickly.
I like it. |
ZDub 303
TeamPlayers EoN.
754
|
Posted - 2013.07.09 18:27:00 -
[49] - Quote
while we're talking about PC.
Any thoughts on removing precision strikes from PC TTG?
Its the only way we'll have a true eve-dust link in PC battles. |
Gabriella Grey
XERCORE E X T E R M I N A T U S
4
|
Posted - 2013.07.09 18:29:00 -
[50] - Quote
Loved the Dev Blog True Grit! Great humor and very informative! |
|
Preda The Collector
Ikomari-Onu Enforcement Caldari State
13
|
Posted - 2013.07.09 18:29:00 -
[51] - Quote
CCP Nullarbor wrote:Graphs are hot.
YEP! |
Zhar Ptitsaa
SyNergy Gaming EoN.
110
|
Posted - 2013.07.09 18:31:00 -
[52] - Quote
So these changed are better! not 100% sure on the 5 minute thing but we'll see. I'm surprised you haven't tried to fix the EVE-Dust link because thats the main sale point of this game, But atleast you are making some improvements! |
|
CCP FoxFour
C C P C C P Alliance
25182
|
Posted - 2013.07.09 18:32:00 -
[53] - Quote
ZDub 303 wrote:while we're talking about PC.
Any thoughts on removing precision strikes from PC TTG?
Its the only way we'll have a true eve-dust link in PC battles.
We would like to remove them and would also like to make getting an orbital strike like how it was during the tournament at Fanfest. EVE pilots do something to get it. |
|
Sampson David
Molon Labe. League of Infamy
26
|
Posted - 2013.07.09 18:44:00 -
[54] - Quote
Great job on the dev blog! +1 for communicating with us more over the past several weeks!
My question is when will we see SI that actually look like research labs? Storage hubs? Production facilities? What about adding a fourth SI called a transportation hub that EvE players can look onto to help reduce attrition and cost of moving clones from planet to planet or system to system? |
reydient
ROGUE SPADES EoN.
28
|
Posted - 2013.07.09 18:46:00 -
[55] - Quote
I think the momentum can be related to this
There are few other underlying issues- 1.) people are still grinding out SP because they feel its required to be better contenders 2.) some people do not under stand the dynamics of PC and politics i.e its just a first person shooter to most 15 year olds 3.) Its really difficult as a merc to see the rewards of PC - now that gaining more isk is an incentive maybe people will petition there corps to open up the wallet for salary based play ( isk ) |
ZDub 303
TeamPlayers EoN.
762
|
Posted - 2013.07.09 18:46:00 -
[56] - Quote
CCP FoxFour wrote:ZDub 303 wrote:while we're talking about PC.
Any thoughts on removing precision strikes from PC TTG?
Its the only way we'll have a true eve-dust link in PC battles. We would like to remove them and would also like to make getting an orbital strike like how it was during the tournament at Fanfest. EVE pilots do something to get it.
no kidding? great to hear!
You guys are doing some seriously cool stuff here. Keep it up! |
|
CCP FoxFour
C C P C C P Alliance
25204
|
Posted - 2013.07.09 18:49:00 -
[57] - Quote
reydient wrote:I think the momentum can be related to this
There are few other underlying issues- 1.) people are still grinding out SP because they feel its required to be better contenders 2.) some people do not under stand the dynamics of PC and politics i.e its just a first person shooter to most 15 year olds 3.) Its really difficult as a merc to see the rewards of PC - now that gaining more isk is an incentive maybe people will petition there corps to open up the wallet for salary based play ( isk )
3 is a really big one and is why we are working on designing a system in which ISK is earned by members of corporations who own districts actively and corporations can TAX that. |
|
ZDub 303
TeamPlayers EoN.
767
|
Posted - 2013.07.09 18:50:00 -
[58] - Quote
CCP FoxFour wrote:3 is a really big one and is why we are working on designing a system in which ISK is earned by members of corporations who own districts actively and corporations can TAX that.
Bringing visibility to everyone in the corp, neat idea! |
oso tiburon
The Generals EoN.
110
|
Posted - 2013.07.09 18:54:00 -
[59] - Quote
CCP FoxFour wrote:reydient wrote: if you defend your district successfully are you safe from all attackers or just the one particular? All we are doing is saying if the attacker loses the battle they lose their exclusivity. Which was the only thing that let them get an attack in the following day. It effectively means anyone can now attack the district, including the attacking corporation that just lost, but the battle will not happen for at least 47 hours. clone loss after losing is a little steep but the ability to attack right after a victory makes it nice you either keep on a roll or find out it was a fluke either way no more lonjg drawn out dist flips nice touch too on the 47 hour gap if defender wins it makes sense the mcc was pew pewed so itll take a day or so for the next wave |
Ani X
United Pwnage Service RISE of LEGION
77
|
Posted - 2013.07.09 19:00:00 -
[60] - Quote
Many thanks for the dev-blog and the numbers & graphs.
A few of my personal thoughts and one question:
I like the new rules regarding immediate re-attack and extra reinforcement cycle, assuming the extra cycle locks the district for attacks by any attackers, not just the attacker that lost the battle. I also appreciate that clone sell prices and bodymass prices have been increased. I also think it is favorable that small corps are encouraged to get a piece of PC by cheaper geno clone packs, so the power blocks are kept on their toes somewhat ("blue donut").
However, as far as I can tell from experience and the new numbers, owning a district is still not attractive enough. (As you mentioned in your blog, it is difficult to make predictions though, just my personal assumptions) If you own a district that is attacked every day or every second day that district will likely be a loss from a business perspective. (Assuming averages, not an elite corp)
The actual reason to own a district would be to prevent a competitor to own the same district with-out being attacked. But honestly, you can be almost happy to loose a district, knowing that the new owner will have the same problems. Some of the new numbers are in favor for the business model "small elite corp takes a district and sells it right away". This is a legit business model but it shouldn't be the only profitable if PC is a mode for more than two or three corps.
I also would like to see much higher value of geo-strategical aspects, i.e. it should be more important which districts you own, on which planet, in which system. Front-lines make it easier to predict the number of battles a corp or alliance is going to risk in a foreseeable distance. And it would give some kind of homeland or hinterland that is rather safe and could compensate for losses by battles in frontline districts.
For achieving this: Avoid spamming of clone packs, i.e. purchasing geno packs should be restricted, e.g. one pack per cycle. In a future release you could even require a corp to have some kind of POS in orbit where they want to drop the clone pack. I also don't like the change to attritions... they could be slightly changed in favor of research labs, but the costs should be high.
Last, but not least, one important question: Will Uprising 1.3 also improve technical issues we had in Planetary Conquest battles? |
|
Croned
C0NTRA UNIT
291
|
Posted - 2013.07.09 19:02:00 -
[61] - Quote
When are we looking at for 1.4 then? |
Scheneighnay McBob
Blueberry Gunners
2115
|
Posted - 2013.07.09 19:02:00 -
[62] - Quote
The new defense system seems even more carebear than before.
Why should a single failed attack from one corp make a district impervious of attack from other cops for 2 days? |
jamstar saa187
Imperial Populicide Legion Alpha Wolf Pack
25
|
Posted - 2013.07.09 19:04:00 -
[63] - Quote
CCP FoxFour wrote:Looking forward to discussing this all with you guys! CCP Nullarbor is around as well to answer questions you guys might have. :D
now THAT is how you write a Dev Blog. good stuff! |
|
CCP Nullarbor
C C P C C P Alliance
1734
|
Posted - 2013.07.09 19:07:00 -
[64] - Quote
Ani X wrote:Will Uprising 1.3 also improve technical issues we had in Planetary Conquest battles?
Yes we have teams working on frame rate and stability alongside these changes, you already saw some of that work in 1.2 and more will be rolled out over the next few releases as well. |
|
Gigatron Prime
The.Primes
147
|
Posted - 2013.07.09 19:08:00 -
[65] - Quote
I approve of this. CCP...there is hope yet. |
Oso Peresoso
RisingSuns
220
|
Posted - 2013.07.09 19:14:00 -
[66] - Quote
Here's some feedback. This line from the early part of the post confused the hell out of me. Maybe because it was a typo, maybe because Iceland is Bizzaro world, or maybe because I am not involved in PC and its all going over my head.
"Right now 90% of battles are started because of a clone move rather than a clone starter package."
"People WANT to fight, even if it means using clone starter packs with which they end up losing money."
Is the first sentence messed up, or is 10% starter pack usage way higher than normal and therefore this fact supports the second sentence? |
DeeJay One
BetaMax. CRONOS.
55
|
Posted - 2013.07.09 19:14:00 -
[67] - Quote
CCP Mintchip wrote:Tell us what you think in the comments below, he's here ready to chat with you about it!
Only thing that's missing is contracting out district battles, like being able to tell, "hey Corp X, please fight on my district". I hope that's somewhere on True Grit's/CCP's roadmap also, because corp roles aren't enough for that. |
MlDDLE MANGEMENT
lMPurity
83
|
Posted - 2013.07.09 19:21:00 -
[68] - Quote
Scheneighnay McBob wrote:The new defense system seems even more carebear than before.
Why should a single failed attack from one corp make a district impervious of attack from other corps for 2 days?
Yes actually winning a fight is carebearish |
BursegSardaukar
Sardaukar Merc Guild General Tso's Alliance
204
|
Posted - 2013.07.09 19:22:00 -
[69] - Quote
CCP FoxFour wrote:BursegSardaukar wrote:I'm assuming the minimum clone move has been decreased to 100 as well? No, that is still 150.
Why are clone packs being sold with 100 clones, then? It seems rather pointless if two packs are required every time, IMHO. |
Kain Spero
Internal Error. League of Infamy
1807
|
Posted - 2013.07.09 19:22:00 -
[70] - Quote
DeeJay One wrote:CCP Mintchip wrote:Tell us what you think in the comments below, he's here ready to chat with you about it! Only thing that's missing is contracting out district battles, like being able to tell, "hey Corp X, please fight on my district". I hope that's somewhere on True Grit's/CCP's roadmap also, because corp roles aren't enough for that.
Yeah, I think we really need to see a way to contract out district battles down the line and also open up Eve-side support to be pilots outside your corp or alliance. If we are going to get mercing going lets make it happen on both ends of the equation. |
|
Beren Hurin
OMNI Endeavors
633
|
Posted - 2013.07.09 19:23:00 -
[71] - Quote
You spoke in the devblog...
Quote:Basically it means you guys are bad at math, calculating ROI, estimating risk, those kind of things... OR what it means is you just want to have fun... in a video game... Who knew? When balancing the original numbers we had a number for what we thought people would spend on gear during a battle. You guys blew those numbers out of the water, and kept fighting even though you were losing money. Not surprising really, in the moment to moment gameplay you are not thinking "these suits cost me X, I am going to make Y, is this worth it?" The thought process is more of a "WIN WIN WIN! WE WANNA WIN!" This is great! We just under estimated how much you guys would be willing to spend.
I think this really could use some iteration. Awareness could be a big deal in making cost/benefit choices. In order to get the cost of each fit, the current system is a little unweildy as you have to select the fit, then go to restock, and even then it takes a few seconds for the server to run the query. This might mean these suggestions would be tough to implement, unless all fits were cached prior to battle somehow.
I'm wondering how important are RATIONAL cost/benefit decisions on our behalf toward helping balance gameplay?
Suggestions:
1) In the kill screen, upon death, could we possibly see the isk value of the suit that killed you vs. your own suit? 2) In a HUD, like by the bottom near your health, there could be a simple isk value of the current fit. 3) Kills could be more valuable or less valuable in wp based on the cost of the fit that's killed. |
Skipper Jones
ZionTCD
303
|
Posted - 2013.07.09 19:23:00 -
[72] - Quote
Sounds cool . It solves some of the problems of PC
1) Reduce player burnout 2) It helps more corporations get into the fight. ( Probably get kicked out but still) 3) GRAPHSSSS
One thing I do see a problem is that with the lower Starter packs cost, won't Bigger alliances be able to buy Molden Heath? |
|
CCP FoxFour
C C P C C P Alliance
25404
|
Posted - 2013.07.09 19:24:00 -
[73] - Quote
Scheneighnay McBob wrote:The new defense system seems even more carebear than before.
Why should a single failed attack from one corp make a district impervious of attack from other cops for 2 days?
All that happens is that if the attacker loses they lose their exclusivity for re-attack and the promise of a fight the next day. After they lose if they chose to re-attack the same district they will have to wait the same period as if they attacked any other district for the first time. So we are not really giving the district an extra defence, we are removing the attackers buff if they fail. |
|
Beren Hurin
OMNI Endeavors
633
|
Posted - 2013.07.09 19:25:00 -
[74] - Quote
Kain Spero wrote:DeeJay One wrote:CCP Mintchip wrote:Tell us what you think in the comments below, he's here ready to chat with you about it! Only thing that's missing is contracting out district battles, like being able to tell, "hey Corp X, please fight on my district". I hope that's somewhere on True Grit's/CCP's roadmap also, because corp roles aren't enough for that. Yeah, I think we really need to see a way to contract out district battles down the line and also open up Eve-side support to be pilots outside your corp or alliance. If we are going to get mercing going lets make it happen on both ends of the equation.
This isn't that hard right now right? You only need one person from corp to start the battle and invite the mercenary corp, since we can transfer isk to anyone? Unless you want the guarantee of payment up front and a solid contracting system that automates conditional payments. In the latter case, tweaking a contracting system that more than 10% of people completely like would be tough.
That's the kind of thing that once you start, would generate a lot of 'feature creep' demands.
|
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
1031
|
Posted - 2013.07.09 19:25:00 -
[75] - Quote
DeeJay One wrote:CCP Mintchip wrote:Tell us what you think in the comments below, he's here ready to chat with you about it! Only thing that's missing is contracting out district battles, like being able to tell, "hey Corp X, please fight on my district". I hope that's somewhere on True Grit's/CCP's roadmap also, because corp roles aren't enough for that.
Expect to see more inter-corp contracts due to the risks of losing a district in one session. ex. Hellstorm members are all sleeping (it's a lie; we don't sleep), and so we have only 10 people online. Finding ourselves losing twice in a row to some awesome corp we hire a different awesome corp (our alliance is all asleep) to win that last battle for a pile of ISK.
I'm actually very excited for this. It adds urgency to PC battles and encourages meta-gaming. |
|
CCP FoxFour
C C P C C P Alliance
25404
|
Posted - 2013.07.09 19:25:00 -
[76] - Quote
Skipper Jones wrote:Sounds cool . It solves some of the problems of PC 1) Reduce player burnout 2) It helps more corporations get into the fight. ( Probably get kicked out but still) 3) GRAPHSSSS One thing I do see a problem is that with the lower Starter packs cost, won't Bigger alliances be able to buy Molden Heath?
I guess if they can win the fights yea, but they can lose them just as easily. This is really going to result in us having to watch the results of this very closely and rebalance some more after seeing how this plays out. |
|
|
CCP FoxFour
C C P C C P Alliance
25404
|
Posted - 2013.07.09 19:27:00 -
[77] - Quote
BursegSardaukar wrote:CCP FoxFour wrote:BursegSardaukar wrote:I'm assuming the minimum clone move has been decreased to 100 as well? No, that is still 150. Why are clone packs being sold with 100 clones, then? It seems rather pointless if two packs are required every time, IMHO.
You can only buy one per attack. So it means that clone starter pack fights will start with the attacker at 100 clones. |
|
Gigatron Prime
The.Primes
148
|
Posted - 2013.07.09 19:27:00 -
[78] - Quote
Kain Spero wrote:DeeJay One wrote:CCP Mintchip wrote:Tell us what you think in the comments below, he's here ready to chat with you about it! Only thing that's missing is contracting out district battles, like being able to tell, "hey Corp X, please fight on my district". I hope that's somewhere on True Grit's/CCP's roadmap also, because corp roles aren't enough for that. Yeah, I think we really need to see a way to contract out district battles down the line and also open up Eve-side support to be pilots outside your corp or alliance. If we are going to get mercing going lets make it happen on both ends of the equation. I'm surprised that throughout this whole development, I haven't really heard much on a system that emphasizes the fact that we are mercenaries.
PC is fun and all, but what about hiring or being hired to fight battles? A sort of "merc market" to contract people. That can be another source of revenue people can look for. It might even help the smaller corps get into PC battles much more easily too.
There was a channel for such a thing, but I think it died because it had no support, not to mention there weren't that many PC battles going on at the time. |
|
CCP FoxFour
C C P C C P Alliance
25526
|
Posted - 2013.07.09 19:29:00 -
[79] - Quote
Oso Peresoso wrote:Here's some feedback. This line from the early part of the post confused the hell out of me. Maybe because it was a typo, maybe because Iceland is Bizzaro world, or maybe because I am not involved in PC and its all going over my head.
"Right now 90% of battles are started because of a clone move rather than a clone starter package."
"People WANT to fight, even if it means using clone starter packs with which they end up losing money."
Is the first sentence messed up, or is 10% starter pack usage way higher than normal and therefore this fact supports the second sentence?
It relates more to the decline in number of battles. This is why I showed the graph with the number of clone moves. The number of times clones are moved to start a battle has remained relatively consistent while the number of battles taking place has gone down and so the number of battles being started with clone starter packs has gone down with it.
That make sense? |
|
Skipper Jones
ZionTCD
304
|
Posted - 2013.07.09 19:31:00 -
[80] - Quote
CCP FoxFour wrote:
You can only buy one per attack. So it means that clone starter pack fights will start with the attacker at 100 clones.
So that means that there won't be another attack (If the attacker wins) until the next reinforcement timer.
With 100 clones going in, (Unless the attacker doesn't lose a clone) The next battle will be at least 23 hours away? |
|
reydient
ROGUE SPADES EoN.
31
|
Posted - 2013.07.09 19:35:00 -
[81] - Quote
CCP FoxFour wrote:reydient wrote:I think the momentum can be related to this
There are few other underlying issues- 1.) people are still grinding out SP because they feel its required to be better contenders 2.) some people do not under stand the dynamics of PC and politics i.e its just a first person shooter to most 15 year olds 3.) Its really difficult as a merc to see the rewards of PC - now that gaining more isk is an incentive maybe people will petition there corps to open up the wallet for salary based play ( isk ) 3 is a really big one and is why we are working on designing a system in which ISK is earned by members of corporations who own districts actively and corporations can TAX that.
That would be a great IDEA- I have been in a few corps where they tax every member two or three ambushes worth of isk a day, but you have to send it in as a donation, and I know for a fact that I have grinded 6 hours of free suits because other members are not puling weight- I would love to see my isk pocket generating revenue like passive SP- My idea is this, when the corp takes over a territory- they receive a large sum of money per day but from that each person in the corp could receive a small portion from the territories generating isk as well - If the corp needs more money they can "ask " or tax after the fact- This would make PC super exciting because instead of grinding ambush I want to grind the next territory because I love making isk and not having to lift a finger- I have that motivation to push PC and see a " daily " reminder of why I am TAKING OVER NEW EDEN
Also, I think that these changes are nail on the head. I think that the increase volume of PC opportunity is going to curve the SP grinders ( honestly dust is about isk, territory and bragging rights ) at least it has for me!
P.S bring back OMEGA BOOSTERS! |
RKKR
The Southern Legion RISE of LEGION
189
|
Posted - 2013.07.09 19:39:00 -
[82] - Quote
I'm looking forward to the new "thing".
PS: You didn't name your Y-axes !
|
Beren Hurin
OMNI Endeavors
647
|
Posted - 2013.07.09 19:40:00 -
[83] - Quote
I think this still begs a question that was started here about when more districts can get started...
My tldr from that thread started by an Ahrendee Mercs Leader/CEO and continued by some other people was that...
1) There are many corps that either don't care or are ignorant of the math involved with PC and just want territory. They can fund their fun for as long as the size of their corp allows, and their proficiency in battle helps. 2) Because access to territory is limited they want more of it with gradations of difficulty and profit levels. 3) There is some illusion still about how lowsec and highsec work that even alliance leaders seem to not understand.
I think the logistics change will help to make different 'gradations' of space. Some areas will now see more 'battle churn' than other areas.
One thing though...with the longer curve that logistics/clone loss has now, I can't help but think that this is paving the way for more districts being opened. Are there lowsec districts in Molden Heath that are 20 jumps away? And I didn't catch to see you/CCP is adding back the cost of travel through highsec.
I'll be working on a little more math based analysis from this devblog in the future. |
IgniteableAura
Pro Hic Immortalis League of Infamy
50
|
Posted - 2013.07.09 19:41:00 -
[84] - Quote
I think you should make clone packs for corps already in PC cost 80mil still and Corps not in PC 10-20 mil. You may worry about people abusing that system by making corps outside of PC just to hit a planet, but perhaps create a timer of a week for corps to enter PC.
Like you said, the barrier for large alliances to pay the 80 mil is not isk. So make them pay to have the "attack anywhere" advantage. I don't see many people utilizing their own districts for initial attacks.
Also attrition distance needs to be lessened a little bit. Like to echo the other guy that said there is no point to the chokes on the map if you can hit within 4 jumps at 100%. Example, those in egbinger can hit audesder at no penalty. So the fortification of your front lines is pointless.
I feel you need to have high attrition to start and higher percentages as you move out. So 80% once you hit outside current system then go 70%, 2nd jump, 65%, 3rd jump and 65%, 65% 65% 60% 60% etc. Allow people to still hit really far out, but at a reasonable clone cost, but still allow the ability to fortify your front lines. |
Hawkin P
Molon Labe. League of Infamy
111
|
Posted - 2013.07.09 19:41:00 -
[85] - Quote
I like almost everything you did, but the 5 minute reattack rule, and that is a big butt.
That rule totally voids out all you have done to help out the small corp, because any power corp can now wipe them out of pc in a night. All a corp with a power team has to do now is attack with 300 clones, win 2 battles and good bye small corp. There is no time to analyze the other teams tactics, or go over strategies in 5mins. If you get stomped in the first game, say goodbye to your district.
This 5 minute smackdown, should not be implemented. |
Kain Spero
Internal Error. League of Infamy
1811
|
Posted - 2013.07.09 19:42:00 -
[86] - Quote
CCP FoxFour wrote: 3 is a really big one and is why we are working on designing a system in which ISK is earned by members of corporations who own districts actively and corporations can TAX that.
Couldn't agree more. In the long run passive ISK has to change to an active way of generating income that starts with the line soldiers and then filters up to the Corp. |
sammus420
Goonfeet Top Men.
205
|
Posted - 2013.07.09 19:43:00 -
[87] - Quote
Dropping the price of clone packs, is in my opinion, a mistake. I would prefer a system where if you don't have a district, then ok, sure, they can be relatively cheap to get you into the fight. But if you do have a district, buying clone packs as reinforcements should come at a much higher cost.
Also, where are the answers to all those questions we asked about the Vita, that we were told we would get answers to by last week? |
reydient
ROGUE SPADES EoN.
31
|
Posted - 2013.07.09 19:45:00 -
[88] - Quote
Beren Hurin wrote:I think this still begs a question that was started here about when more districts can get started... My tldr from that thread started by an Ahrendee Mercs Leader/CEO and continued by some other people was that... 1) There are many corps that either don't care or are ignorant of the math involved with PC and just want territory. They can fund their fun for as long as the size of their corp allows, and their proficiency in battle helps. 2) Because access to territory is limited they want more of it with gradations of difficulty and profit levels. 3) There is some illusion still about how lowsec and highsec work that even alliance leaders seem to not understand. I think the logistics change will help to make different 'gradations' of space. Some areas will now see more 'battle churn' than other areas. One thing though...with the longer curve that logistics/clone loss has now, I can't help but think that this is paving the way for more districts being opened. Are there lowsec districts in Molden Heath that are 20 jumps away? And I didn't catch to see you/CCP is adding back the cost of travel through highsec. I'll be working on a little more math based analysis from this devblog in the future.
Good point - its hard to notice that even dust has lowsec and highsec regions- |
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
1033
|
Posted - 2013.07.09 19:45:00 -
[89] - Quote
IgniteableAura wrote:I think you should make clone packs for corps already in PC cost 80mil still and Corps not in PC 10-20 mil. You may worry about people abusing that system by making corps outside of PC just to hit a planet, but perhaps create a timer of a week for corps to enter PC.
Like you said, the barrier for large alliances to pay the 80 mil is not isk. So make them pay to have the "attack anywhere" advantage. I don't see many people utilizing their own districts for initial attacks.
Also attrition distance needs to be lessened a little bit. Like to echo the other guy that said there is no point to the chokes on the map if you can hit within 4 jumps at 100%. Example, those in egbinger can hit audesder at no penalty. So the fortification of your front lines is pointless.
I feel you need to have high attrition to start but then lower percentages as you move out. So 80% once you hit outside current system then go 70%, 2nd jump, 65%, 3rd jump and 65%, 65% 65% 60% 60% etc. Allow people to still hit really far out, but at a high clone cost, but still allow the ability to fortify your front lines.
This is true. I like lower attrition because increases volatility but it also removes the tactical element of holding certain planets, fortifying borders, etc. Putting the attrition rates back to how they were, but lowering clone pack costs might work better.
Basically, now everyone will just put supply depots everywhere and pepper them with research facilities. It doesn't matter what you own, or where, just that you own a lot of it. :/ |
Parson Atreides
Ahrendee Mercenaries
456
|
Posted - 2013.07.09 19:48:00 -
[90] - Quote
How exactly is clone stealing going to work with the new "100+ clones means you get to attack again" deal. What if as the attacker I win, thereby stealing a number of clones (let's say 40), but only have 61 clones left after the battle? Does the 40 I stole get added to 61, thus giving me 101 clones and a chance to attack again right away? |
|
Flyingconejo
KILL-EM-QUICK RISE of LEGION
157
|
Posted - 2013.07.09 19:50:00 -
[91] - Quote
CCP Nullarbor wrote:Flyingconejo wrote:......super long post about new corps..... The combination of 1) and 2) makes very difficult for corps that are not already in PC to enter Molden Heath by themselves. In most cases, they have to attack with 100 clones against 300, and at least win 2 battles in a row to conquer a district. It is cheaper, yes, but their chances of being successful are lower. They may pull it off if they are a very good corps, but lets be honest here, the very good corps are already in PC. So you have to deal with this already because losing a fight sets you back 80-100 clones on your war of attrition, costing another clone pack to finish the job. The real big change is the geno packs are now only 30mil instead of 80 so the net result is cheaper even counting a loss along the way.
Thanks for the answer, but that was not the point, which was that the new system makes more difficult for new corps to enter Molden Heath.
You say that with the old system, a defeat sets the you back by 80-100 clones and another clone pack. That's correct. However, if you killed more than those 80-100 clones, you made some progress towards conquering that district, since the defender would have the same or a little less clones to defend against you next time.
With the new system, a defeat sets the attacking corp back by 160-200 clones, forces you to buy another clone pack, and forces you to wait another day. So any progress you made towards conquering that district is erased, since killing more than 160-200 clones with the 100 the Genolution pack gives you is not realistic. The corps able to do that are already in Molden Heath, and don't need to buy Genolution packs to attack.
But there is more. Since the defending corp has a free extra day before the next attack, if they have more than 1 district, they can move 80-100 extra clones from other district to the one under attack and fill its clone reserves to full capacity. They can even buy a Genolution pack of their own and drop it in that district.
Most corps trying to enter PC are not elite corps. Those are already in there. The corps trying to enter will lose some battles for sure. If they feel they are not making any progress at all, they will just give up, no matter if the packs cost 30 or 80 million. |
Beren Hurin
OMNI Endeavors
648
|
Posted - 2013.07.09 19:51:00 -
[92] - Quote
reydient wrote:Beren Hurin wrote:I Blah...blah... Good point - its hard to notice that even dust has lowsec and highsec regions-
Well I'm pretty sure that they changed the map a bit so that it is a little better to tell now. I don't remember that change seeing much feedback...I'm on vacation away from my PS3, but I'll try to find that in the patch notes and link where feedback would be appropriate unless somebody catches it before me. |
MlDDLE MANGEMENT
lMPurity
83
|
Posted - 2013.07.09 19:55:00 -
[93] - Quote
The raid mechanic you know 50% of clones for successful attacks.
Lets say i attack and win, I have more than 100 clones and decide to follow up. What happens to those 40-50 clones i just raided for a successful attack?
Do they go back to my home district immediately or are they added to my clone count for the followup attack.
Next question, do i get a 50% for each followup attack so if i attack say 2 times and its a cargo hub will i get 40 from the district for each attack? |
|
CCP FoxFour
C C P C C P Alliance
25601
|
Posted - 2013.07.09 19:57:00 -
[94] - Quote
Skipper Jones wrote:CCP FoxFour wrote:
You can only buy one per attack. So it means that clone starter pack fights will start with the attacker at 100 clones.
So that means that there won't be another attack (If the attacker wins) until the next reinforcement timer. With 100 clones going in, (Unless the attacker doesn't lose a clone) The next battle will be at least 23 hours away?
Spawning uses a clone so yes, this is one of the cons to using clone packages. |
|
Kain Spero
Internal Error. League of Infamy
1812
|
Posted - 2013.07.09 20:01:00 -
[95] - Quote
MlDDLE MANGEMENT wrote:The raid mechanic you know 50% of clones for successful attacks.
Lets say i attack and win, I have more than 100 clones and decide to follow up. What happens to those 40-50 clones i just raided for a successful attack?
Do they go back to my home district immediately or are they added to my clone count for the followup attack.
Next question, do i get a 50% for each followup attack so if i attack say 2 times and its a cargo hub will i get 40 from the district for each attack?
After you win your first attack the district production goes offline as usual. I'm pretty sure the clones go back home or in the case of a gen pack are sold off. |
reydient
ROGUE SPADES EoN.
32
|
Posted - 2013.07.09 20:01:00 -
[96] - Quote
Beren Hurin wrote:reydient wrote:Beren Hurin wrote:I Blah...blah... Good point - its hard to notice that even dust has lowsec and highsec regions- Well I'm pretty sure that they changed the map a bit so that it is a little better to tell now. I don't remember that change seeing much feedback...I'm on vacation away from my PS3, but I'll try to find that in the patch notes and link where feedback would be appropriate unless somebody catches it before me.
I guess the real problem is - " if i am a little guy " in my corp knowing high sec and low sec areas will not mean much because the higher ups will make the calls- I can only offer advice, unless I can sell my service as a Mercenary then high sec and low sec jobs become very visible and very profitable ( side gig we have them ) |
Oso Peresoso
RisingSuns
220
|
Posted - 2013.07.09 20:01:00 -
[97] - Quote
CCP FoxFour wrote:Oso Peresoso wrote:Here's some feedback. This line from the early part of the post confused the hell out of me. Maybe because it was a typo, maybe because Iceland is Bizzaro world, or maybe because I am not involved in PC and its all going over my head.
"Right now 90% of battles are started because of a clone move rather than a clone starter package."
"People WANT to fight, even if it means using clone starter packs with which they end up losing money."
Is the first sentence messed up, or is 10% starter pack usage way higher than normal and therefore this fact supports the second sentence? It relates more to the decline in number of battles. This is why I showed the graph with the number of clone moves. The number of times clones are moved to start a battle has remained relatively consistent while the number of battles taking place has gone down and so the number of battles being started with clone starter packs has gone down with it. That make sense?
Yes, that clarifies your logic. I was confused because the second sentence seemed to imply that clone-pack usage for starting battles was still high, when the other information clearly showed it was decreasing in favor of clone moves. |
|
CCP FoxFour
C C P C C P Alliance
25602
|
Posted - 2013.07.09 20:02:00 -
[98] - Quote
Parson Atreides wrote:How exactly is clone stealing going to work with the new "100+ clones means you get to attack again" deal. What if as the attacker I win, thereby stealing a number of clones (let's say 40), but only have 61 clones left after the battle? Does the 40 I stole get added to 61, thus giving me 101 clones and a chance to attack again right away?
Clones stolen because of a win go straight back to the district the attack was launched from. They are not counted towards the 100 minimum. They cannot be used in the immediate follow up attacks. |
|
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
1035
|
Posted - 2013.07.09 20:02:00 -
[99] - Quote
Here's an idea: Remove changes in attrition for clone jumping and allow clones on districts owned by other corporations to be sold to other corporations with a slight penalty.
ex. Hellstorm wants to attack some awesome corp 10 jumps away. Normally, with research facilities the cost for jumping is awful and not worth it. Hellstorm has an ally 13 jumps away. Hellstorm is able to purchase 100 clones from this corp, suffers a 5% penalty, and make the 3 jumps to the target at normal attrition rates. |
Oso Peresoso
RisingSuns
222
|
Posted - 2013.07.09 20:11:00 -
[100] - Quote
Iskandar Zul Karnain wrote:Here's an idea: Remove changes in attrition for clone jumping and allow clones on districts owned by other corporations to be sold to other corporations with a slight penalty.
ex. Hellstorm wants to attack some awesome corp 10 jumps away. Normally, with research facilities the cost for jumping is awful and not worth it. Hellstorm has an ally 13 jumps away. Hellstorm is able to purchase 100 clones from this corp, suffers a 5% penalty, and make the 3 jumps to the target at normal attrition rates.
That's interesting, although that's not a reason to leave attrition as it is. As someone else mentioned, loosening attrition was probably a planned step in preparation of new regions. |
|
MlDDLE MANGEMENT
lMPurity
83
|
Posted - 2013.07.09 20:11:00 -
[101] - Quote
CCP FoxFour wrote:Parson Atreides wrote:How exactly is clone stealing going to work with the new "100+ clones means you get to attack again" deal. What if as the attacker I win, thereby stealing a number of clones (let's say 40), but only have 61 clones left after the battle? Does the 40 I stole get added to 61, thus giving me 101 clones and a chance to attack again right away? Clones stolen because of a win go straight back to the district the attack was launched from. They are not counted towards the 100 minimum. They cannot be used in the immediate follow up attacks.
What about the followup attack can do you get a second round of clones to steal? |
Soraya Xel
New Eden's Most Wanted Top Men.
120
|
Posted - 2013.07.09 20:15:00 -
[102] - Quote
CCP FoxFour wrote:ZDub 303 wrote:while we're talking about PC.
Any thoughts on removing precision strikes from PC TTG?
Its the only way we'll have a true eve-dust link in PC battles. We would like to remove them and would also like to make getting an orbital strike like how it was during the tournament at Fanfest. EVE pilots do something to get it.
Couldn't you kill Precision Strikes in PC like... really easily in one of these point releases? Just that alone would make a huge difference. |
HowDidThatTaste
Internal Error. League of Infamy
3261
|
Posted - 2013.07.09 20:27:00 -
[103] - Quote
CCP FoxFour wrote:Scheneighnay McBob wrote:The new defense system seems even more carebear than before.
Why should a single failed attack from one corp make a district impervious of attack from other cops for 2 days? All that happens is that if the attacker loses they lose their exclusivity for re-attack and the promise of a fight the next day. After they lose if they chose to re-attack the same district they will have to wait the same period as if they attacked any other district for the first time. So we are not really giving the district an extra defence, we are removing the attackers buff if they fail.
Just to clarify this say attacking corp looses, their ally corp initiates follow up attack does corp number 2 also have to wait the 48 hours or would they be able to attack within 24 hours? |
5Y5T3M 3RR0R
The Southern Legion RISE of LEGION
33
|
Posted - 2013.07.09 20:48:00 -
[104] - Quote
How to improve planetary conquest and the eve dust link.
This first step would be to remove the current zone resources, instead make clones a shared planetary resource. This is important for a number of factors:
1. It makes the conflict about owning the planet. 2. It allows you to do more things with zones. 3. It allows for strategic conflict decisions.
Here would be the new scenario, each planet is owned by a corporation, most likely actually eve side. They have factories, warehouses, shield installations and other planetary infrastructures. They stockpile clones on their planet and layer defensive structures for both eve and dust side conflicts and stockpile clones. They then issue contracts to other DUST514 corparations who then have privileged access to the conflicts on these planets. This contract stipulates a rate of pay per Warpoint earned and is payed directly from the corporation wallet. The same goes for the attacker, he sends clones to a planet and sets a rate of pay for his contracted mercenaries.
When a conflict is initiated it imideatly begins spawning regular battles on the planet, each contains 150 clones. Each battle then takes place at one of the zones and in doing so affects the entire planetary ecology ie:
Clone Factory Factory clone win: clones produced go to winner until won back. Factory destruction win: clone production stops until conflict over and factory repaired.
Planetary Shield Generator Generator clone win: defender can no longer launch orbitals on that planet. Generator destruction win: attacker can launch orbitals on that planet (in the absence of other shield generators)
Cargo facilities Special conflict: 20 CRU, each side starts with 10 that hold 10 clones each. Each capture transfers 10 clones to the other side, each destruction destroys 10 clones, clones are also consumed during the battle.
These are just some examples, hundreds more could be created, or even have variations with additional defences. The point is the conflict ends when one side runs out of clones but there are hundreds of different ways to defend and attack the planet and change the flow of the conflict. Even a small force of skilled dedicated players could amass from the initial deployment enough resources to take a whole planet over a period of 24-48 hours and the best small elite corps would be sought after to be the spearhead of such operations.
Corporations in this system could be either on the dust of eve side and they will always have an incentive to contract larger skilled corps to defend their territory as these guys would be the ones offered a chance to join these games while smaller elite corps would be better at launching attacks. Dust corps would then truely be mercenaries and have to make decisions about who's side to take and which contracts to accept.
Contracts in this system would be important because its what allows you to choose who joins your battles and if you don't have enough contracted soldiers those additional spaces can and will be filled by random mercenaries who's interests or skill may not match your needs. I would also suggest that matches be able to have 2 reserve players waiting in the MCC that can join the battle if someone drops out as this would mean ransoms didn't accidentally "Subsitute in" if there was a system problem, and you still had contracted players waiting. These guys could also be given access to the map and be able to give team orders from the map, allowing for cordination through coms.
Finally, PC should have open orbitals, who controls the sky should make a massive difference and keeping orbital shield generators would be the only counter other than your own force.
This would be fun for Mercs as what we really want is to fight battles and eve players would have a whole new resource and strategic game they could play.
I would post more and give you a better edited copy, but my time is short as I have Mercs to kill. |
Pr0phetzReck0ning
KNIGHTZ OF THE ROUND Lokun Listamenn
25
|
Posted - 2013.07.09 20:54:00 -
[105] - Quote
Promising changes yet I see a potential problem having another battle take place 5 minutes after the first one finishes (assuming the attacker has their 100+ clones remaining from the last match). That gives very little time to basically take a breathe and go over what went right.wrong in the previous match.
I say have the next match start ATLEAST 15-20 minutes After so that way both sides can breathe, restock any fittings, devise any alterations to strategies, etc. |
|
CCP Nullarbor
C C P C C P Alliance
1758
|
Posted - 2013.07.09 21:00:00 -
[106] - Quote
Pr0phetzReck0ning wrote:Promising changes yet I see a potential problem having another battle take place 5 minutes after the first one finishes (assuming the attacker has their 100+ clones remaining from the last match). That gives very little time to basically take a breath and go over what went right/wrong in the previous match.
I say have the next match start ATLEAST 15-20 minutes After so that way both sides can breathe, restock any fittings, devise any alterations to strategies, etc.
You get 5 minutes + a 10 minute warbarge timer again. Making it longer increases the risk of overlapping timers which we are trying to somewhat avoid (but not entirely). |
|
2-Ton Twenty-One
Internal Error. League of Infamy
677
|
Posted - 2013.07.09 21:01:00 -
[107] - Quote
Pr0phetzReck0ning wrote:Promising changes yet I see a potential problem having another battle take place 5 minutes after the first one finishes (assuming the attacker has their 100+ clones remaining from the last match). That gives very little time to basically take a breath and go over what went right/wrong in the previous match.
I say have the next match start ATLEAST 15-20 minutes After so that way both sides can breathe, restock any fittings, devise any alterations to strategies, etc.
It's a FPS gotta think on your feet, a good FC should be passing out orders efficiency and be fixing on the fly. Your under attack it should be stressful and if you lost the defense you should be falling back and trying to rally the defense. Gives it that enemy at the gates feel. |
|
CCP Nullarbor
C C P C C P Alliance
1758
|
Posted - 2013.07.09 21:01:00 -
[108] - Quote
HowDidThatTaste wrote:CCP FoxFour wrote:Scheneighnay McBob wrote:The new defense system seems even more carebear than before.
Why should a single failed attack from one corp make a district impervious of attack from other cops for 2 days? All that happens is that if the attacker loses they lose their exclusivity for re-attack and the promise of a fight the next day. After they lose if they chose to re-attack the same district they will have to wait the same period as if they attacked any other district for the first time. So we are not really giving the district an extra defence, we are removing the attackers buff if they fail. Just to clarify this say attacking corp looses, their ally corp initiates follow up attack does corp number 2 also have to wait the 48 hours or would they be able to attack within 24 hours? Essentially being able to tag team a defending district?
They would need to wait 48 hours like everyone else. The exclusivity is only granted for 1 hour from the start of the battle and ONLY if the attacker wins. |
|
|
CCP Nullarbor
C C P C C P Alliance
1758
|
Posted - 2013.07.09 21:02:00 -
[109] - Quote
MlDDLE MANGEMENT wrote:CCP FoxFour wrote:Parson Atreides wrote:How exactly is clone stealing going to work with the new "100+ clones means you get to attack again" deal. What if as the attacker I win, thereby stealing a number of clones (let's say 40), but only have 61 clones left after the battle? Does the 40 I stole get added to 61, thus giving me 101 clones and a chance to attack again right away? Clones stolen because of a win go straight back to the district the attack was launched from. They are not counted towards the 100 minimum. They cannot be used in the immediate follow up attacks. What about the followup attack can do you get a second round of clones to steal?
No only the first attack steals the clones, you basically take the next days worth of production cycle and prevent it from generating anymore. Attacking it again straight away does not produce anymore clones. |
|
|
CCP Nullarbor
C C P C C P Alliance
1758
|
Posted - 2013.07.09 21:04:00 -
[110] - Quote
Regarding the attrition, we want to create localized warfare which was the reason behind the attrition in the first place. However we feel it was too much of a penalty with the current values, we instead have some other ideas for later on which will make location more of a factor especially when we roll out additional regions. |
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Marston VC
SVER True Blood Public Disorder.
518
|
Posted - 2013.07.09 21:24:00 -
[111] - Quote
I wasn't expecting you guys to make it easier to use clone packs that's for sure..... Lol, my only gripe with the whole system is that its very "attack oriented", the defenders still don't get any sort of noticeable advantage aside from "if we win, they cant attack us for an extra day" But in the actual game play itself defenders don't get any sort of advantage. No matter how much the owner is willing to invest in that planet :/
But yeah! definitely an interesting way to go about it! Maybe this will revive PC a little bit!
But as for the future stuff....... That sounded an awful lot like industry talk. I mean..... "something eve players care about" I know its not space artillery because that's too far down the road. And I would have thought at first that its PVE but after saying "eve players care about it" I thought that makes less sense than industry! But who knows..... I guess it all depends on how you link what were doing to them. PVE could be what your adding because it would work great on districts, AND you could link it to the military status of that system. So that means that the more we play PVE on a planet that's in space they control, they (and us) could end up getting more and more difficult drones to beat, and eventually get better loot out of it!
If its indursty related then..... well, the industry sect fuels everything in eve so that would be a huge pull too! idk, now im excited for the future! |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
1640
|
Posted - 2013.07.09 22:13:00 -
[112] - Quote
As great as these changes are, I still don't see myself wanting to join a corporation to participate in PC.
The fights don't seem like they'd be much different from a regular pub skirmish aside from everyone wearing proto and vehicles everywhere. How far along are you guys on Skirmish 3.0? |
ZDub 303
TeamPlayers EoN.
819
|
Posted - 2013.07.09 22:28:00 -
[113] - Quote
TheAmazing FlyingPig wrote:As great as these changes are, I still don't see myself wanting to join a corporation to participate in PC.
The fights don't seem like they'd be much different from a regular pub skirmish aside from everyone wearing proto and vehicles everywhere. How far along are you guys on Skirmish 3.0?
Its a completely different game from pub skirmish. You actually have people who want to win and full squad coordination, instead of 3 people afk, 7 people redline sniping, and 5 people dieing constantly in militia fits.
The amount of fighting with 30m of objectives in PC is crazy, its non-stop action if the two corps are evenly matched. You die so many times its crazy. but its fun, a lot more fun than pubs. |
Leither Yiltron
KILL-EM-QUICK RISE of LEGION
600
|
Posted - 2013.07.09 23:02:00 -
[114] - Quote
I'm afraid that the new reattacking system is another buff to small teams of core players, which is already the predominant mode of operation in Planetary Conquest for the moment. Basically it allows for a dynamic timer manipulation at the cost of clones. Here's the scenario:
MLG Pro Skeelz [MPS] is a small corp with around 100 characters in it. Counting alts and activity, their nightly PC contingent is a core of 16 players who are on the bleeding edge of SP gain (18 mil +). As such their win ratio in PC would probably be over 50% without the gear advantage. With it, they're consistently pulling up to 70-80%.
Immense Elitists [IEL] is a much larger organization. They have 500+ characters, and so they can run two teams simultaneously if they want to on a given night. They have two very competitive teams with but with average 9mil SP per players (so they're out-geared by MPS)
IEL have a numbers advantage and so they attack 2 of MPS's districts. District 1 (D1) is attacked with 150, and D2 with 166. D1 and D2 have the exact same reinforcement time. Let's say for the sake of argument that the two battles queue up at the exact same time, and that both are Cargo Hubs.
MPS see that they can't defend both at the same time. Here's what they do. We're going to assume that the FIRST battle on D2 lasts just as long as the battle on D1.
MPS fight D1 on the first battle. Their gear and skill allows them to win handily. D1 locks by the new defense rules.
Meanwhile they don't show up to D2 for the first battle. It takes just as long. IEL have 150 clones by the end.
The second fight for D2 initiates. IEL and MPS fight, MPS again win handily. The district locks due to the new defense rules.
If IEL reattack IMMEDIATELY on both districts, this will be the state of both districts when those attacks happen:
D1 = full on clones | generates 160 between two days
D2 = 450 - 150 (first defense no show) - 100 (second defense win) + 80 (second day's reinforcement) = 280
So now MPS defend D2 in the first attack and noshow on D1. Same outcomes, IEL reattacks:
D1 = 280 by the same math as D2 the last time
D2 = 280 - 100 (win first defense) + 160 (two days of reinforcement) = 340 !!!!!
So basically a core team with a gear advantage can now defend DOUBLE the districts in the same hour of reinforcement. Now there are some things to be said about adjacent hours, but in general keep in mind that this is costing IEL a lot of clones as well and morale isn't improving by facing the same team of 18mil+ SP players who you can't beat with tactics because of the gear difference.
Also keep in mind that IEL has to have tons of resources to do this: at least 6 districts because of some timer mechanics I discussed previously.
=====================
I already dropped Fox a line about this other thing, but so that we can all chew on it together:
You can't beat competitive teams with 100 clones in a PC match, simply from experience. I'm afraid that the 80 clone number was skewed by corps who fought in the first week or so of PC for 1 or two matches and then stopped attacking as their clone pack assaults failed.
If that's the case, the 100 clones per clone pack number is too low in general. Leaving it at this number will make corps wishing to clone pack go very selectively for those organizations that can't sport strong A-teams that have a high chance of killing your 100 clones before MCC victory is anything like possible. That is to say, they'll strangle new corps in the crib.
=====================
Ani had something to say about the cost-benefit analysis of holding a district earlier, and I'd like to emphasize some commentary on a line from the dev blog:
Dev blog wrote:Basically it means you guys are bad at math, calculating ROI, estimating risk, those kind of things... OR what it means is you just want to have fun... in a video game... Who knew?
I know that ROFL has poured over the cost-benefit analysis of districts extensively. Running a corp in PC is kinda more like running a government than a corporation. Your goal is not to make money, it's to provide a service and also (as quoted) to have fun. Most people will fight until the coffers run dry because what else is there to DO with the ISK?
There's also a very sticky point to the mathematics, and that's the opportunity cost of fighting for a district. Fighting over a district will, in general, cost you 1 mil ISK per person per battle in gear. We'll ignore the opportunity cost of the clones you use in the battle, as that will even make it WORSE.
Fighting a PC battle takes about an hour: at LEAST 30 minutes of prep time (almost definitely more), and about 25 minutes of fighting.
In pub matches you can make about 750k/man-hr. This ISK is virtually guaranteed. For one PC battle then it's 12 million you could have been making in pubs with that 16 man team. (750*16*1)
Fighting a PC battle for clones at 50% win ratio (assuming binomial distribution, which we haven't been able to test against) is like this. Gear loss is 16mil no matter what. 50% of the time you get clone ISK back. I'll use the new clone number and approximate 250 destroyed clones.
.5(150*250) - 16000 = 2750k = 2.75mil
Keep in mind that 16million is lowballing horribly on gear loss. It's much higher with tanks and the current price of gear.
So you could either get a guaranteed 12 million ISK playing for an hour with those 16 people in pubs, or you could get an EXPECTED 2.75mil ISK in a PC match. That expectation is a horrible number to use, too, because it ignores so many other factors involved with PC matches. Risky factors.
Going into PC is an opportunity loss of ISK unless you don't get attacked, AKA don't fight, AKA don't have fun. |
MlDDLE MANGEMENT
lMPurity
94
|
Posted - 2013.07.09 23:26:00 -
[115] - Quote
Leither Yiltron wrote:I'm afraid that the new reattacking system is another buff to small teams of core players, which is already the predominant mode of operation in Planetary Conquest for the moment. Basically it allows for a dynamic timer manipulation at the cost of clones. Here's the scenario: MLG Pro Skeelz [MPS] is a small corp with around 100 characters in it. Counting alts and activity, their nightly PC contingent is a core of 16 players who are on the bleeding edge of SP gain (18 mil +). As such their win ratio in PC would probably be over 50% without the gear advantage. With it, they're consistently pulling up to 70-80%. Immense Elitists [IEL] is a much larger organization. They have 500+ characters, and so they can run two teams simultaneously if they want to on a given night. They have two very competitive teams with but with average 9mil SP per players (so they're out-geared by MPS) IEL have a numbers advantage and so they attack 2 of MPS's districts. District 1 (D1) is attacked with 150, and D2 with 166. D1 and D2 have the exact same reinforcement time. Let's say for the sake of argument that the two battles queue up at the exact same time, and that both are Cargo Hubs. MPS see that they can't defend both at the same time. Here's what they do. We're going to assume that the FIRST battle on D2 lasts just as long as the battle on D1. MPS fight D1 on the first battle. Their gear and skill allows them to win handily. D1 locks by the new defense rules. Meanwhile they don't show up to D2 for the first battle. It takes just as long. IEL have 150 clones by the end. The second fight for D2 initiates. IEL and MPS fight, MPS again win handily. The district locks due to the new defense rules. If IEL reattack IMMEDIATELY on both districts, this will be the state of both districts when those attacks happen: D1 = full on clones | generates 160 between two days D2 = 450 - 150 (first defense no show) - 100 (second defense win) + 80 (second day's reinforcement) = 280 So now MPS defend D2 in the first attack and noshow on D1. Same outcomes, IEL reattacks: D1 = 280 by the same math as D2 the last time D2 = 280 - 100 (win first defense) + 160 (two days of reinforcement) = 340 !!!!! So basically a core team with a gear advantage can now defend DOUBLE the districts in the same hour of reinforcement. Now there are some things to be said about adjacent hours, but in general keep in mind that this is costing IEL a lot of clones as well and morale isn't improving by facing the same team of 18mil+ SP players who you can't beat with tactics because of the gear difference. Also keep in mind that IEL has to have tons of resources to do this: at least 6 districts because of some timer mechanics I discussed previously. ===================== I already dropped Fox a line about this other thing, but so that we can all chew on it together: You can't beat competitive teams with 100 clones in a PC match, simply from experience. I'm afraid that the 80 clone number was skewed by corps who fought in the first week or so of PC for 1 or two matches and then stopped attacking as their clone pack assaults failed. If that's the case, the 100 clones per clone pack number is too low in general. Leaving it at this number will make corps wishing to clone pack go very selectively for those organizations that can't sport strong A-teams that have a high chance of killing your 100 clones before MCC victory is anything like possible. That is to say, they'll strangle new corps in the crib. ===================== Ani had something to say about the cost-benefit analysis of holding a district earlier, and I'd like to emphasize some commentary on a line from the dev blog: Dev blog wrote:Basically it means you guys are bad at math, calculating ROI, estimating risk, those kind of things... OR what it means is you just want to have fun... in a video game... Who knew? I know that ROFL has poured over the cost-benefit analysis of districts extensively. Running a corp in PC is kinda more like running a government than a corporation. Your goal is not to make money, it's to provide a service and also (as quoted) to have fun. Most people will fight until the coffers run dry because what else is there to DO with the ISK? There's also a very sticky point to the mathematics, and that's the opportunity cost of fighting for a district. Fighting over a district will, in general, cost you 1 mil ISK per person per battle in gear. We'll ignore the opportunity cost of the clones you use in the battle, as that will even make it WORSE. Fighting a PC battle takes about an hour: at LEAST 30 minutes of prep time (almost definitely more), and about 25 minutes of fighting. In pub matches you can make about 750k/man-hr. This ISK is virtually guaranteed. For one PC battle then it's 12 million you could have been making in pubs with that 16 man team. (750*16*1) Fighting a PC battle for clones at 50% win ratio (assuming binomial distribution, which we haven't been able to test against) is like this. Gear loss is 16mil no matter what. 50% of the time you get clone ISK back. I'll use the new clone number and approximate 250 destroyed clones. .5(150*250) - 16000 = 2750k = 2.75mil Keep in mind that 16million is lowballing horribly on gear loss. It's much higher with tanks and the current price of gear. So you could either get a guaranteed 12 million ISK playing for an hour with those 16 people in pubs, or you could get an EXPECTED 2.75mil ISK in a PC match. That expectation is a horrible number to use, too, because it ignores so many other factors involved with PC matches. Risky factors. Going into PC is an opportunity loss of ISK unless you don't get attacked, AKA don't fight, AKA don't have fun.
Your numbers are off, if at any point a defender takes a loss their facility goes offline and remains offline. |
Vrain Matari
ZionTCD
611
|
Posted - 2013.07.09 23:29:00 -
[116] - Quote
CCP Nullarbor wrote:Regarding the attrition, we want to create localized warfare which was the reason behind the attrition in the first place. However we feel it was too much of a penalty with the current values, we instead have some other ideas for later on which will make location more of a factor especially when we roll out additional regions. It is a genuine relief to hear you say this, CCP Nullabor - i'm glad i bit my tounge until the end of the thread ;p
As a general take on the rule changes you've made things look good and interesting, especially decoupling income from clones(next step is make income active). I don't worry too much about these rules and the changes to them because until PC is driven by resources that are of strategic interest to both pilots and mercs i simply can't be invested in holding territory, other than as a fun but meaningless pastime: an arbitrary ruleset is an inherently boring ruleset, regardless of how well-designed and empirically iterated it is.
But back to my original point. It's important to have fights, for fights to be accessible, and for fights to be fun. And the changes you've made to attrition and Genolution packs encourage just that - more and more easily accessible fights. That's a good thing. This is an entertainment product, after all.
But I feel that you, the designers, and we, the players, are paying a terrible price for this plenitude of gud fites. You've made a system where geography and terrain are almost meaningless, and that whole aspect of strategy and the richness it would bring to the overall experience, for the leaders and the grunts, is lost.
You've redeemedGäó yourself by promising to deliver to us, at some undefined point in the future, a real war simulation with terrain and geography.
In the meantime, I look forward to trying out your new arbitrary ruleset. |
Mc Ribwich
Subdreddit Test Alliance Please Ignore
275
|
Posted - 2013.07.09 23:32:00 -
[117] - Quote
CCP FoxFour wrote:ZDub 303 wrote:while we're talking about PC.
Any thoughts on removing precision strikes from PC TTG?
Its the only way we'll have a true eve-dust link in PC battles. We would like to remove them and would also like to make getting an orbital strike like how it was during the tournament at Fanfest. EVE pilots do something to get it.
How soon is this from happening? My corp has had multiple battles were we had orbital support, but could not call it in because we had no war points from being stomped. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
588
|
Posted - 2013.07.09 23:37:00 -
[118] - Quote
CCP FoxFour wrote:reydient wrote:I think the momentum can be related to this
There are few other underlying issues- 1.) people are still grinding out SP because they feel its required to be better contenders 2.) some people do not under stand the dynamics of PC and politics i.e its just a first person shooter to most 15 year olds 3.) Its really difficult as a merc to see the rewards of PC - now that gaining more isk is an incentive maybe people will petition there corps to open up the wallet for salary based play ( isk ) 3 is a really big one and is why we are working on designing a system in which ISK is earned by members of corporations who own districts actively and corporations can TAX that.
If the long-term idea was to make ISK generation active through corp members actively generating it and paying tax to the corporation, what fueled the decision to ramp up the value of passively generated ISK in the short term?
Seems bass ackwards to me. |
Flyingconejo
KILL-EM-QUICK RISE of LEGION
160
|
Posted - 2013.07.10 01:33:00 -
[119] - Quote
MlDDLE MANGEMENT wrote:Leither Yiltron wrote: Basically it allows for a dynamic timer manipulation at the cost of clones. Here's the scenario:
MLG Pro Skeelz [MPS] is a small corp with around 100 characters in it. Counting alts and activity, their nightly PC contingent is a core of 16 players who are on the bleeding edge of SP gain (18 mil +). As such their win ratio in PC would probably be over 50% without the gear advantage. With it, they're consistently pulling up to 70-80%.
Immense Elitists [IEL] is a much larger organization. They have 500+ characters, and so they can run two teams simultaneously if they want to on a given night. They have two very competitive teams with but with average 9mil SP per players (so they're out-geared by MPS)
IEL have a numbers advantage and so they attack 2 of MPS's districts. District 1 (D1) is attacked with 150, and D2 with 166. D1 and D2 have the exact same reinforcement time. Let's say for the sake of argument that the two battles queue up at the exact same time, and that both are Cargo Hubs.
MPS see that they can't defend both at the same time. Here's what they do. We're going to assume that the FIRST battle on D2 lasts just as long as the battle on D1.
MPS fight D1 on the first battle. Their gear and skill allows them to win handily. D1 locks by the new defense rules.
Meanwhile they don't show up to D2 for the first battle. It takes just as long. IEL have 150 clones by the end.
The second fight for D2 initiates. IEL and MPS fight, MPS again win handily. The district locks due to the new defense rules.
If IEL reattack IMMEDIATELY on both districts, this will be the state of both districts when those attacks happen:
D1 = full on clones | generates 160 between two days
D2 = 450 - 150 (first defense no show) - 100 (second defense win) + 80 (second day's reinforcement) = 280
So now MPS defend D2 in the first attack and noshow on D1. Same outcomes, IEL reattacks:
D1 = 280 by the same math as D2 the last time
D2 = 280 - 100 (win first defense) + 160 (two days of reinforcement) = 340 !!!!!
So basically a core team with a gear advantage can now defend DOUBLE the districts in the same hour of reinforcement. Now there are some things to be said about adjacent hours, but in general keep in mind that this is costing IEL a lot of clones as well and morale isn't improving by facing the same team of 18mil+ SP players who you can't beat with tactics because of the gear difference.
Also keep in mind that IEL has to have tons of resources to do this: at least 6 districts because of some timer mechanics I discussed previously.
Your numbers are off, if at any point a defender takes a loss their facility goes offline and remains offline.
Quoting from the dev blog:
Quote:There is, however, a lingering question. Does the district still generate clones on the next reinforcement cycle if the defenders lose a battle and then win the second battle? The answer is no. If a battle is lost the district will not generate clones on the next reinforcement cycle.
The underlined part means that they wont get clones the day after the attack, even if they won the second battle. But, since the attacking corp has to wait 2 days since they were defeated in the second battle, the defending corp will generate clones in the second day.
On the second attack they switched the district they would defend first. His numbers are correct. |
Garth Mandra
The Southern Legion RISE of LEGION
31
|
Posted - 2013.07.10 01:46:00 -
[120] - Quote
Production Facility: 100 clones per day (100*150k = 15mil per day) Clone pack: 100 clones (costs 30mil, 15mil when biomassed)
Am I right in thinking that a corporation could lock a production facility district with a clone pack at no cost if they use a alt corporation to launch the attack?
|
|
Che Cortez
Ostrakon Agency Gallente Federation
26
|
Posted - 2013.07.10 05:36:00 -
[121] - Quote
Garth Mandra wrote:Production Facility: 100 clones per day (100*150k = 15mil per day) Clone pack: 100 clones (costs 30mil, 15mil when biomassed)
Am I right in thinking that a corporation could lock a production facility district with a clone pack at no cost if they use a alt corporation to launch the attack?
This, I was wondering who would see this.. Gotta feeling that production facility is going to be everywhere
|
Niuvo
The Phoenix Federation
179
|
Posted - 2013.07.10 07:15:00 -
[122] - Quote
So these pc changes for 1.3 are coming early on July 11th? How about 1.3, early August? |
Robert JD Niewiadomski
NULLIMPEX INC
311
|
Posted - 2013.07.10 07:44:00 -
[123] - Quote
Have few questions:
- Is there any limit on number of "5 minute" re-attacks in a row? Max 4 battles if there are 400 clones in the district and attacker manages to keep it's clone count above 100?
- Is there any limit on number of "1 hour" re-attacks in a row?
- Do the "5 minut" re-attack implies automatic deployment? Or it simply automatically generates corporation contract for PC battle available for 5 minutes? Is there any penalty for not showing up beside wasting an opportunity to seize the district?
- Does the district owner has the ability to change RT immediately after the battle?
- Would you consider adding into PC battles, a hackable objective tied directly with control of RT?
This would work like this:- At the start of the battle both teams decide what is their preferred RT for the district.
- The RT objective belongs to defender at the start of the first battle in a row.
- Then it can switch the owner multiple times during battle due to hacks.
- And any consecutive hack changes the RT for the district accordingly.
- Setting of the RT at the end of the battle depends on the last party's RT setting which hacked it.
- If the defender is attacked after 48 hours from the last lost battle, RT belongs to attacker.
- RT setting is restored back to defender's setting after 2 cycles if there is no new attack at 2nd cycle
(it takes more time to remove virus after the battle when it managed to root itself in the system for good).
- Attackers can simply choose to hack RT or not during battle.
- The "5 minut" and "1 hour" battles are still not directly affected by RT setting...
|
Bendtner92
Internal Error. League of Infamy
704
|
Posted - 2013.07.10 08:07:00 -
[124] - Quote
Robert JD Niewiadomski wrote:Is there any limit on number of "5 minute" re-attacks in a row? Max 4 battles if there are 400 clones in the district and attacker manages to keep it's clone count above 100? You can have a max of 3 battles in a row. After each battle the defender loses a minimum of 150 clones, and the max they can have at the district is 450.
Quote:Is there any limit on number of "1 hour" re-attacks in a row? I assume you mean the re-attacks you can do if you have less than 100 clones left after a battle? In that case you can keep doing the re-attacks (as long you win) for as long as you will and have enough clones at your districts for.
Quote:Do the "5 minut" re-attack implies automatic deployment? Or it simply automatically generates corporation contract for PC battle available for 5 minutes? Is there any penalty for not showing up beside wasting an opportunity to seize the district? I'm sure it just spawns another contract in your Corporation battle finder.
Quote:Does the district owner has the ability to change RT immediately after the battle? If you win, then I think so, yes. |
Laurent Cazaderon
What The French CRONOS.
1792
|
Posted - 2013.07.10 08:14:00 -
[125] - Quote
Copy pasting here :
Laurent Cazaderon wrote:With those new numbers you can actually make money by self-locking your districts. But it will be boring to do. Here's how it goes. Status : District A mother corp. 300/300clones. Attack by alt corp : 30 Million. Status : District A locked Day 1 : RT, no fights. 80 clones produced || Auto-sell : 12MDay 2 : RT, 80 clones produced || Auto-sell : 12MDay 2, Fight happens during the RT : Alt corps fields at least one player with BPO crap stuff and suicides all the genopack clones. Mother corp fields one player as well. Fight reward : 15MEnd of cycle : ISK result = 12+12+15-30 = 9 Million. Add another 6 million if the district is a production facility.Start again. So yeah you can lock your districts and make them earn you 15 millions every 2 day without risk if you have a production facility. I dont know how i missed the part about how suiciding the clones in the pack could turn the balance. The simplest solution would be to raise price of clone packs to 40 millions. Then, it would only be 5 Millions for a prod facility and a loss for any other district type. But even then, if you can lock your district for even a very little ISK loss, then people will do it. After all, a suicide party with friends every 2 days sounds quite fun Dont know if this has been brought up here. |
Bendtner92
Internal Error. League of Infamy
704
|
Posted - 2013.07.10 08:26:00 -
[126] - Quote
Laurent Cazaderon wrote:With those new numbers you can actually make money by self-locking your districts. But it will be boring to do. I'll post what I also posted in another thread.
Bendtner92 wrote:That you can make a small profit from this isn't the problem here the way I see it.
The problem is rather that you can lock as many of your own districts as you will without any significant ISK loss (in this case, it's even a profit doing this). This means that if you for example hold 50 districts, but you only have the manpower to defend 10 of them you can then lock the other 40 with an alt corp.
That's the problem with this in my opinion. |
Robert JD Niewiadomski
NULLIMPEX INC
311
|
Posted - 2013.07.10 08:47:00 -
[127] - Quote
@self-locking district idea, according to CCP Nullabor's post, there is no clone production in 2 cycles following the last battle...
CCP Nullarbor wrote:MlDDLE MANGEMENT wrote:CCP FoxFour wrote:Parson Atreides wrote:How exactly is clone stealing going to work with the new "100+ clones means you get to attack again" deal. What if as the attacker I win, thereby stealing a number of clones (let's say 40), but only have 61 clones left after the battle? Does the 40 I stole get added to 61, thus giving me 101 clones and a chance to attack again right away? Clones stolen because of a win go straight back to the district the attack was launched from. They are not counted towards the 100 minimum. They cannot be used in the immediate follow up attacks. What about the followup attack can do you get a second round of clones to steal? No only the first attack steals the clones, you basically take the next days worth of production cycle and prevent it from generating anymore. Attacking it again straight away does not produce anymore clones. Source: https://forums.dust514.com/default.aspx?g=posts&m=1036819#post1036819 |
Bendtner92
Internal Error. League of Infamy
705
|
Posted - 2013.07.10 08:56:00 -
[128] - Quote
Robert JD Niewiadomski wrote:@self-locking district idea, according to CCP Nullabor's post, there is no clone production in 2 cycles following the last battle... That's only if the defenders lost the first battle, and then won the battle that happened 5 minutes later.
That's not what this is about. |
Absolute Idiom II
Edimmu Warfighters Gallente Federation
180
|
Posted - 2013.07.10 09:08:00 -
[129] - Quote
Any possibility of (in the future) making it so that the clones you steal upon a successful first attack are added to the clone count waiting at the district to attack? |
Absolute Idiom II
Edimmu Warfighters Gallente Federation
181
|
Posted - 2013.07.10 10:15:00 -
[130] - Quote
Laurent Cazaderon wrote:Copy pasting here : Laurent Cazaderon wrote:With those new numbers you can actually make money by self-locking your districts. But it will be boring to do. Here's how it goes. Status : District A mother corp. 300/300clones. Attack by alt corp : 30 Million. Status : District A locked Day 1 : RT, no fights. 80 clones produced || Auto-sell : 12MDay 2 : RT, 80 clones produced || Auto-sell : 12MDay 2, Fight happens during the RT : Alt corps fields at least one player with BPO crap stuff and suicides all the genopack clones. Mother corp fields one player as well. Fight reward : 15MEnd of cycle : ISK result = 12+12+15-30 = 9 Million. Add another 6 million if the district is a production facility.Start again. So yeah you can lock your districts and make them earn you 15 millions every 2 day without risk if you have a production facility. I dont know how i missed the part about how suiciding the clones in the pack could turn the balance. The simplest solution would be to raise price of clone packs to 40 millions. Then, it would only be 5 Millions for a prod facility and a loss for any other district type. But even then, if you can lock your district for even a very little ISK loss, then people will do it. After all, a suicide party with friends every 2 days sounds quite fun Dont know if this has been brought up here.
The net isk position you describe is corp+merc wallet. The Corp wallet is actually down by 6 mil, and the merc wallet is up by 15 mil. Of course it's probably trivial to ensure that the isk is transferred from the merc to the corp, if required. |
|
Absolute Idiom II
Edimmu Warfighters Gallente Federation
182
|
Posted - 2013.07.10 11:13:00 -
[131] - Quote
Laurent Cazaderon wrote:With those new numbers you can actually make money by self-locking your districts. But it will be boring to do.
Here's how it goes.
Status : District A mother corp. 300/300clones. Attack by alt corp : 30 Million. Status : District A locked Day 1 : RT, no fights. 80 clones produced || Auto-sell : 12M Day 2 : RT, 80 clones produced || Auto-sell : 12M Day 2, Fight happens during the RT : Alt corps fields at least one player with BPO crap stuff and suicides all the genopack clones. Mother corp fields one player as well. Fight reward : 15M
End of cycle : ISK result = 12+12+15-30 = 9 Million. Add another 6 million if the district is a production facility.
Start again.
You can take this further:
Here's how to exploit the new system such that you can earn all your income from all your districts without threat of attack or actually losing them.
What you need: 2 corps, each with equal numbers of districts 30 mil isk
What you do: Attack in the following pattern, in order http://i.imgur.com/cm4FuOy.png
Outcome: District 1b: 2x RT + 150 clones killed = 12 + 12 + 15 = 39 mil District 1a: 2x RT + 150 clones killed - 150 clones sent = 12 + 12 + 15 - 15 = 24 mil District 2b: 2x RT + 150 clones killed - 150 clones sent = 12 + 12 + 15 - 15 = 24 mil District 2a: 2x RT + 150 clones killed - 150 clones sent = 12 + 12 + 15 - 15 = 24 mil Merc pack: 30 mil spent by Corp B
Corp A: 24 + 24 = 48 mil Corp B: 39 + 24 - 30 = 33 mil
So what we have is 4 districts that are just as safe as per Cazaderon's method, except you've only have to pay for a single clone pack. |
Absolute Idiom II
Edimmu Warfighters Gallente Federation
182
|
Posted - 2013.07.10 11:19:00 -
[132] - Quote
(easy solution/stopgap is to reduce the isk reward for killed clones down to 50% - so 75,000 isk) |
Bendtner92
Internal Error. League of Infamy
707
|
Posted - 2013.07.10 11:25:00 -
[133] - Quote
Absolute Idiom II wrote:(easy solution/stopgap is to reduce the isk reward for killed clones down to 50% - so 75,000 isk) No.
If anything it's the passive income that should be lowered. Do not ever lower the rewards for winning. |
Absolute Idiom II
Edimmu Warfighters Gallente Federation
182
|
Posted - 2013.07.10 11:29:00 -
[134] - Quote
Bendtner92 wrote:Absolute Idiom II wrote:(easy solution/stopgap is to reduce the isk reward for killed clones down to 50% - so 75,000 isk) No. If anything it's the passive income that should be lowered. Do not ever lower the rewards for winning.
Yeah, I have realised that it will not work. Well spotted. |
Ydubbs81 RND
Ahrendee Mercenaries EoN.
1546
|
Posted - 2013.07.10 13:05:00 -
[135] - Quote
IgniteableAura wrote:I think you should make clone packs for corps already in PC cost 80mil still and Corps not in PC 10-20 mil. You may worry about people abusing that system by making corps outside of PC just to hit a planet, but perhaps create a timer of a week for corps to enter PC.
Like you said, the barrier for large alliances to pay the 80 mil is not isk. So make them pay to have the "attack anywhere" advantage. I don't see many people utilizing their own districts for initial attacks.
Also attrition distance needs to be lessened a little bit. Like to echo the other guy that said there is no point to the chokes on the map if you can hit within 4 jumps at 100%. Example, those in egbinger can hit audesder at no penalty. So the fortification of your front lines is pointless.
I feel you need to have high attrition to start and higher percentages as you move out. So 80% once you hit outside current system then go 70%, 2nd jump, 65%, 3rd jump and 65%, 65% 65% 60% 60% etc. Allow people to still hit really far out, but at a reasonable clone cost, but still allow the ability to fortify your front lines.
I agree...ISK is not the issue for big corps or veteran corps. Anyone could drop a clone pack anywhere on the map and it will mean nothing to them.
Also, surface research attrition rates are too efficient. We shouldn't be able to launch an attack from anywhere. Let's make it more strategic....emulate a real war. In order to hit in the heart of an alliance's territory, we should have to fight our way through and not just be able to jump in it.
A lot of alliances were setting up border defenses but it doesn't matter when you can drop a clone pack on it. Clone packs should be costly if you have districts. That will force us to build surface research labs and set them up relatively close when war is coming. This will create a feeling of strategy because now we can decide whether to attack SR facilities to slow them down from hitting yours. SR placement within your alliance territory will also be strategic as well. This will make PC interesting.
|
Absolute Idiom II
Edimmu Warfighters Gallente Federation
191
|
Posted - 2013.07.10 13:24:00 -
[136] - Quote
Hell, might as well post this here too
Absolute Idiom II wrote:Here's my proposed solution:
Clones produced by a district whilst it is under attack cannot be sold to Genolution, and so once the clone count is up the district max of 300 or 450 then they are just 'lost'.
Outcome: You can still shield districts from attack for strategic reasons (in order to keep them or to allow them to become reinforced) but you can never do it for economic reasons since it will always cost you isk.
Example 1 Status : District 1a Corp A . 300/300 clones. Attack by Corp B : District 1a locked Day 1 : RT, no fights. 80 clones produced || Cannot be sold as under attack. 0 mil income. 80 clones lost. Day 2 : RT, 80 clones produced || Cannot be sold as under attack. 0 mil income. 80 clones lost.
Example 2 Status : District 1a Corp A . 150/300 clones. Attack by Corp B : District 1a locked Day 1 : RT, no fights. 80 clones produced || 230/300 clones Day 2 : RT, 80 clones produced || 300/300 clones. Excess of 10 clones cannot be sold as under attack. 0 mil income. 10 clones lost. |
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CCP FoxFour
C C P C C P Alliance
25675
|
Posted - 2013.07.10 13:36:00 -
[137] - Quote
Yes we are aware of the potential for corporations to lock a district and still make money. We will have an update for you guys as soon as possible for now please keep discussion of the Planetary Conquest update to this thread. |
|
ZDub 303
TeamPlayers EoN.
835
|
Posted - 2013.07.10 13:41:00 -
[138] - Quote
CCP FoxFour wrote:Yes we are aware of the potential for corporations to lock a district and still make money. We will have an update for you guys as soon as possible for now please keep discussion of the Planetary Conquest update to this thread.
Putting in a 4-12 re-attack hour time after losing at attack on the first battle could help this a bit.. just an idea.
It allows a window for other corporations to attack before they can lock their districts back down.
Also, just need to make it less profitable than actually holding the district. Won't offer solutions on that but if its more profitable to leave it unlocked and there's a timer anyways... not many people will bother with it. |
Absolute Idiom II
Edimmu Warfighters Gallente Federation
193
|
Posted - 2013.07.10 13:43:00 -
[139] - Quote
ZDub 303 wrote:CCP FoxFour wrote:Yes we are aware of the potential for corporations to lock a district and still make money. We will have an update for you guys as soon as possible for now please keep discussion of the Planetary Conquest update to this thread. Putting in a 4-12 re-attack hour time after losing at attack on the first battle could help this a bit.. just an idea. It allows a window for other corporations to attack before they can lock their districts back down. Also, just need to make it less profitable than actually holding the district. Won't offer solutions on that but if its more profitable to leave it unlocked and there's a timer anyways... not many people will bother with it.
To get around this, I'd just use 3 corporations, and switch the directions of the attacks:
Set 1 A > B > C > A
then
Set 2: A < B < C < A |
Lt-Sgt Samus Aran
Hellstorm Inc League of Infamy
0
|
Posted - 2013.07.10 13:44:00 -
[140] - Quote
can you guys grace me with a skill respec |
|
Absolute Idiom II
Edimmu Warfighters Gallente Federation
193
|
Posted - 2013.07.10 13:57:00 -
[141] - Quote
Just wanna throw this idea in the ring: zero clone attrition for sending clones to a district that you own. |
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
1052
|
Posted - 2013.07.10 14:14:00 -
[142] - Quote
Absolute Idiom II wrote:Just wanna throw this idea in the ring: zero clone attrition for sending clones to a district that you own. Should require some sort of out 'Outpost' installation.
|
Laurent Cazaderon
What The French CRONOS.
1805
|
Posted - 2013.07.10 14:22:00 -
[143] - Quote
Absolute Idiom II wrote:Just wanna throw this idea in the ring: zero clone attrition for sending clones to a district that you own.
meh considering the new attrition level, i think we can live attrition for friendly movements. |
Absolute Idiom II
Edimmu Warfighters Gallente Federation
193
|
Posted - 2013.07.10 14:33:00 -
[144] - Quote
Hmm, yes I'd say it's not something that is obviously needed right now.
Actually, I have a general concern that each district has only a single pool of clones- and so sending out some clones to attack leaves the home district vulnerable to attack. This issue is exaggerated when having to account for depletion and sending more than 150 clones.
I'm developing an idea whereby each district has 2 pools of clones: some for defence (max determined by the SI) and a 2nd pool that can be used for attacking only. Only the defence clone pool is used for defending. Combine this with being unable to sell intact clones to Genolution (they will only buy damaged clones recovered from battles) and then you end up situation where merely owning districts does not generate income: you must fight you enemies in order to earn isk. This is my my proto-concept. I'll post something in the ideas section once I've worked out how to communicate it better. |
Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
224
|
Posted - 2013.07.10 14:36:00 -
[145] - Quote
I like the ability to re attack district immediately after the first attack. I like the lower attrition loss. I like the increased income.
I don't like that there is no worthwhile incentive for EVE to get involved ATM. I don't like that PI is still a non factor when taking control of a planet. I don't like that I can't sell my salvage.
|
Absolute Idiom II
Edimmu Warfighters Gallente Federation
194
|
Posted - 2013.07.10 14:39:00 -
[146] - Quote
Laurent Cazaderon wrote:Absolute Idiom II wrote:Laurent Cazaderon wrote:Absolute Idiom II wrote:Here's my proposed solution:
Clones produced by a district whilst it is under attack cannot be sold to Genolution, and so once the clone count is up the district max of 300 or 450 then they are just 'lost'.
Outcome: You can still shield districts from attack for strategic reasons (in order to keep them or to allow them to become reinforced) but you can never do it for economic reasons since it will always cost you isk.
I think the Genolution clone pack price is about right, tbh. Please don't adjust it. Can ou develop, i dont really see what you mean there. Example 1Status : District 1a Corp A . 300/300 clones. Attack by Corp B : District 1a locked Day 1 : RT, no fights. 80 clones produced || Cannot be sold as under attack. 0 mil income. 80 clones lost. Day 2 : RT, 80 clones produced || Cannot be sold as under attack. 0 mil income. 80 clones lost. Example 2Status : District 1a Corp A . 150/300 clones. Attack by Corp B : District 1a locked Day 1 : RT, no fights. 80 clones produced || 230/300 clones Day 2 : RT, 80 clones produced || 300/300 clones. Excess of 10 clones cannot be sold as under attack. 0 mil income. 10 clones lost. Hmmm, i'm very much not liking lost clones. In general, nature doesnt like things disappearing. It feels like a massive double penalty for the defender.
It's an incentive to use them or lose them. No longer would you just keep your districts at 300/300 in order to farm isk *without interruption* AND be at full strength should you be attacked.
Instead, you better send 150 clones off to battle. Leaving yourself at 150/300 isn't bad, since the 48hr timer allows you to fully recover your clones in time for the first battle.
Those corps that are sending clones out to attack are rewarded with having few/zero clones go to waste. However those that sit on their hands and wait to be attacked will suffer 24mil/160 clones of wastage.
It's also an incentive to attack a full 300/300 (or 450/450) district, since you know you will denying your enemy isk merely for attacking them. |
Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
224
|
Posted - 2013.07.10 14:42:00 -
[147] - Quote
Absolute Idiom II wrote:
I'm developing an idea whereby each district has 2 pools of clones: some for defence (max determined by the SI) and a 2nd pool that can be used for attacking only. Only the defence clone pool is used for defending. Combine this with being unable to sell intact clones to Genolution (they will only buy damaged clones recovered from battles) and then you end up situation where merely owning districts does not generate income: you must fight you enemies in order to earn isk. This is my my proto-concept. I'll post something in the ideas section once I've worked out how to communicate it better.
If there was some PI related income than this would work. Income can be gained by either Industry or by raiding other districts.
This is another idea. I think keeping as much in Dust as possible is important, but also I think we need to start pushing some new things into Eve in order to continue the integration. The connection is what the game has over everyone else...... and in the current state it is almost completely absent in a practical sense. |
|
CCP FoxFour
C C P C C P Alliance
25701
|
Posted - 2013.07.10 17:58:00 -
[148] - Quote
Now in the proper thread...
Hey guys! A quick update on the dev blog:
We are aware that there may possibly be a way to lock a district indefinitely. We have discussed this with the CPM and internally. For now we are going forward with tomorrows release of all the information included in this dev blog. We have monitoring in place to see how things go over. We are also working on plans that we can implement early or mid next week depending how this weekend goes.
Thank you everyone who has been providing feedback here, on IRC, twitter, and just anywhere else.
That is all for now. Carry on. :) |
|
Mc Ribwich
Subdreddit Test Alliance Please Ignore
279
|
Posted - 2013.07.10 18:06:00 -
[149] - Quote
CCP FoxFour wrote:Now in the proper thread...
Hey guys! A quick update on the dev blog:
We are aware that there may possibly be a way to lock a district indefinitely. We have discussed this with the CPM and internally. For now we are going forward with tomorrows release of all the information included in this dev blog. We have monitoring in place to see how things go over. We are also working on plans that we can implement early or mid next week depending how this weekend goes.
Thank you everyone who has been providing feedback here, on IRC, twitter, and just anywhere else.
That is all for now. Carry on. :)
CCP FoxFour sorry to piggy back off this comment but could you elaborate on what you said about changing the orbital strike mechanics.
CCP FoxFour wrote:ZDub 303 wrote:while we're talking about PC.
Any thoughts on removing precision strikes from PC TTG?
Its the only way we'll have a true eve-dust link in PC battles. We would like to remove them and would also like to make getting an orbital strike like how it was during the tournament at Fanfest. EVE pilots do something to get it.
My corp have had multiple battles were we had orbital support, but could not call it in because we had no war points from being stomped, so news like this is awesome. |
crazy space 1
Unkn0wn Killers
1482
|
Posted - 2013.07.10 19:07:00 -
[150] - Quote
Yes! no more warpoints for orbitals! What a stupid system, This is eve! The losing side should have the option to use a strike from space to turn the battle. Not just be a kill streak weapon that gives the winners an extra advantage.
Thank you <3 |
|
Absolute Idiom II
Edimmu Warfighters Gallente Federation
203
|
Posted - 2013.07.10 19:11:00 -
[151] - Quote
CCP FoxFour wrote:Now in the proper thread...
Hey guys! A quick update on the dev blog:
We are aware that there may possibly be a way to lock a district indefinitely. We have discussed this with the CPM and internally. For now we are going forward with tomorrows release of all the information included in this dev blog. We have monitoring in place to see how things go over. We are also working on plans that we can implement early or mid next week depending how this weekend goes.
Thank you everyone who has been providing feedback here, on IRC, twitter, and just anywhere else.
That is all for now. Carry on. :)
Can I just say that to me, and I suspect may others too, that ANY occurrence of the loopholes is highly unacceptable. Merely not being 'widespread' is not sufficient reason not to implement an economic penalty to chained remote district shielding. My suggestion above meets that need neatly, though I am sure there are other ways too. |
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
1249
|
Posted - 2013.07.10 19:17:00 -
[152] - Quote
crazy space 1 wrote:Yes! no more warpoints for orbitals! What a stupid system, This is eve! The losing side should have the option to use a strike from space to turn the battle. Not just be a kill streak weapon that gives the winners an extra advantage.
Thank you <3 Explain how a losing streak is better than a kill streak. |
Gorgoth24Reborn
Kang Lo Directorate Gallente Federation
2
|
Posted - 2013.07.10 20:48:00 -
[153] - Quote
+1
A faster iterative process is definitely what this game needs. I also love reading pages of positive, almost exclusively constructive feedback instead of "Dust is Dead".
Not to mention:
CCP FoxFour wrote: We are also working on plans that we can implement early or mid next week depending how this weekend goes.
Now that's a quick response.
Keep up the good work! |
ZDub 303
TeamPlayers EoN.
843
|
Posted - 2013.07.10 20:54:00 -
[154] - Quote
Mag did orbitals best imo. They put it on a timer... so there was no CoD-like killstreak BS.
The timer gives you an interesting strategic process to orbitals now... do you wait until a better time to use it... do you just pop it right away for as many kills as possible so you can start the timer CD again?
Much better way to do it.
Then you implement these skyfire cannons right? You put in one to three of them per match as a secondary objective.
Now... the closer a pilot is to the district or some beacon near it... the faster the timer counts. however, if the pilot is within a certain distance... the skyfire cannon starts to fire up at it. Not to mention it centralizes any sort of eve battles above a district as they vie for control of the air space to exclude the other team from dropping orbitals.
Oh man, the possibilities you could have for space battles over a district. I'm sure this is the kind of stuff eve pilots were thinking of when they first mentioned PC details. |
Sephirian Fair
Seraphim Initiative. CRONOS.
77
|
Posted - 2013.07.10 21:21:00 -
[155] - Quote
CCP FoxFour wrote:ZDub 303 wrote:while we're talking about PC.
Any thoughts on removing precision strikes from PC TTG?
Its the only way we'll have a true eve-dust link in PC battles. We would like to remove them and would also like to make getting an orbital strike like how it was during the tournament at Fanfest. EVE pilots do something to get it.
I sincerely hope this is true. The warpoints for Orbitals has been a huge limiter to the worth of supporting actions in Dust since their implementation. You can finally give good, reasonable wp for all the support actions rather than the **** poor amount currently gathered or the none at all currently obtained.
Resupplies, repairs, and uplinks should give more than they do. Dropships are still waiting on promised warpoint gains. Give WP for destroying enemy equipment (Hives/Uplinks/explosives). Give WP for defending an objective. Hell, go the Battlefield route and give points for attacking and defending NEAR an objective.
You've been so afraid to give warpoints where they are due because of the farming orbitals incident a few builds back... Please, just get rid of it and finally make doing half the actions in this game worth it. Don't just change it for PC, change it across all game modes. The game will be healthier for it. |
ZDub 303
TeamPlayers EoN.
845
|
Posted - 2013.07.10 21:35:00 -
[156] - Quote
I do agree, oribtals really have no place in pubs except as a cheap way to instagib people you are probably already pubstomping anyways.
It would really give PC orbitals some novelty if they were exclusive to eve pilots. |
ZDub 303
TeamPlayers EoN.
846
|
Posted - 2013.07.10 22:18:00 -
[157] - Quote
Here is another thought I had that could really shake up PC and potentially keep large coalitions from dominating all of PC.
So this probably a month or two away from being possible but here is also a possibility that might help down the road.
If you change it so that income generated by PC is distributed evenly across the whole corp, with a tax rate of 0-100% set by the CEO, now you've got a personal motivation for each member to want their corp to hold land. However that is only part of it.
here is the real shake up that I think will fundementally change PC.
What if 'clone kills' rewarded no money at all? I mean really... it doesn't make a lot of sense does it? You've killed a clone and then the clone was consumed by nanites and disintegrated... why is genolution paying you anything?
This would obviously have to come with a redesign on how PC generates income, with a hefty increase in income... but now the internal dynamics of a corporation have changed completely.
Now if you swell into this huge corp... all your earnings are split evenly... meaning you get almost nothing... yet you have to spend tons of cash in suits to defend this district? This will probably fragment corps as people say... f this im gonna make my own corp will a small elite team and we're gonna hold less land because thats more profitable! Or any sort of changes this might make.
Now alliances are completely different... will you really help fight a battle if all you're getting is some salvage? No... you'll want to get paid for your troubles! So being a ringer now has a true price to it.
Also this would completely fix locking your own district down cause you make no clone sale kills... therefore it just flat out costs clones to lock a district down... in the end making it barely profitable if at all. to hold a district in that manner.
Just some thoughts rolling around in my head.. it probably needs some iteration but I figure its something to consider and discuss. |
Rubico
Seraphim Initiative. CRONOS.
47
|
Posted - 2013.07.10 22:20:00 -
[158] - Quote
CCP FoxFour wrote:reydient wrote: if you defend your district successfully are you safe from all attackers or just the one particular? All we are doing is saying if the attacker loses the battle they lose their exclusivity. Which was the only thing that let them get an attack in the following day. It effectively means anyone can now attack the district, including the attacking corporation that just lost, but the battle will not happen for at least 47 hours.
IMO this is a bad idea. This gives at minimum two clone generation cycles for a successful defense, which combined with the clone theft by the defender could replenish the clone reserves of almost all possible surface infrastructures.
That means that one unsuccessful attack means you are back at square one in a campaign. With the many of the PC battles I have been in, especially, against Ill Omens, the contested battles have been one or lost on by a hair. Such a change would mean that in these situations it is not feasible to attack a district against an opponent anywhere near your own corp's strength, giving the defender a very large advantage in any confrontation. |
SolusNothos
The Southern Legion RISE of LEGION
22
|
Posted - 2013.07.11 04:39:00 -
[159] - Quote
Sounds good so far, though the blog post TSOLE are really interested in will be the performance one. Having all the performance issues everyone else has plus the additional tyranny of being on the other side of the planet from the server 90% of the time makes things impossible for us.
As one of those crazy people who's actually bothered to go to a district for the purpose of doing orbitals, I have a few thoughts on what I'd like to see with them.
Primarily I'd like more interaction. An MCC AFK'er has more to do than a pilot in orbit. At best you're looking at hitting F1 maybe 3-4 times if your team is crushing, that's it.
Lowering the warpoints to say, quarter the warbarge points would help a lot. It'd give people a reason to actually show up in space, even if to just nullify the extra strikes.
Live intel gathering. It'd be awesome to be able to watch the match from Eve via that cool topdown camera that's used to select your dropzone. While I understand that a live video feed may be a bit too much data (though it'd be awesome to have) even a representative one with the icons over a static image of the map would be really awesome. Giving Eve pilot perfect live intel to pass on to their team would make their presence something worthwhile.
It'd also allow other cool things like being able to shift orbital strike positions. Doesn't have to be much, 20-30 meter radius would be plenty.
It'd also be nice if Dust Mercs were actually moved into local chat where the fight is taking place... |
Absolute Idiom II
Edimmu Warfighters Gallente Federation
208
|
Posted - 2013.07.11 08:22:00 -
[160] - Quote
I think I have forgotten to give any positive feedback!
I'd like to say I really like that the attacker is immediately rewarded with another attack if they win. And the counterside to this is that the defender gets a day off (and 2 RT reinforcements) if they win a match.
Winning or losing the actual battle *really* matters, and war by mere attrition of clones or will is less important. |
|
reydient
ROGUE SPADES EoN.
41
|
Posted - 2013.07.11 10:56:00 -
[161] - Quote
Does any one else fill that PC is going to be come a WAR of attrition ? Other than locking down districts " which is incredibly clever " i feel that the biggest wallet is going to win |
Kevall Longstride
DUST University Ivy League
352
|
Posted - 2013.07.11 11:34:00 -
[162] - Quote
Ok. This are just my thoughts.
I'm a reasonably smart guy. I work in a bookies and I work with numbers daily basis. So the numbers being flung about so far is something I understand. And as I'm reading them in the new blog I had something of an epiphany.
This is incredibly dull.
The level of understanding required to get the most of your districts, risk/reward determinations, profit and loss, attrition rates blah blah bla.........snooze.
I know that their are players and corp that eat this all up with a ladle. But maybe I'm going out on a limb here to say this, I'm guessing these are in the minority.
The vast majority of players just want to shoot things. Nothing more complicated than that. And what they have right now are three options that are in fact just one.
An increasingly stale parade of Pub matches. Too infrequent Faction Warfare that offers nothing as a reward for participation. And Planetary Conquest, so convoluted in its complexity and of such value to an ISK starved economy that corporations are unwilling to allow anyone but their very best players in it, denying a majority access to develop their skill to level where they could participate in PC.
I know a lot of work has gone into PC. But I'm concerned that in is desire to provide consequence in the world of the Dust Mercenary, they've given us a consequence that a majority care little about, because the personal rewards are not tangible enough and the rewards for a corp are too ethereal.
I believe that in terms of engaging and keeping in the game new players and fresh blood, PC is ill conceived as a game mechanic and is more likely to turn them off.
Hopefully the new monthly point build cycle will bring us rapid progress on developing game modes other than the four we have in Pub matches, better rewards for Faction Warfare (gear as salvage that can only be gained in Faction Warfare and unavailable I the market place would be the first way to start) and as for PC....
Every fix so far has been broken by the players and the latest one before it even launched. It's off putting to new players and the latest iteration is going to do nothing to help prevent burnout of players. It's a game, not a second job.
The NPE, corp mechanics, balancing issues, murder taxis, Dropships becoming viable again... these are matters that should've been fixed already before PC was looked at.
I still love playing the game and I'll be here till the servers pack up but I'm just concerned that a priorities need to be realigned before further iteration on PC. |
|
CCP Nullarbor
C C P C C P Alliance
1835
|
Posted - 2013.07.11 12:59:00 -
[163] - Quote
Kevall Longstride wrote:Ok. This are just my thoughts.
I'm a reasonably smart guy. I work in a bookies and I work with numbers daily basis. So the numbers being flung about so far is something I understand. And as I'm reading them in the new blog I had something of an epiphany.
This is incredibly dull.
The level of understanding required to get the most of your districts, risk/reward determinations, profit and loss, attrition rates blah blah bla.........snooze.
I know that their are players and corp that eat this all up with a ladle. But maybe I'm going out on a limb here to say this, I'm guessing these are in the minority.
The vast majority of players just want to shoot things. Nothing more complicated than that. And what they have right now are three options that are in fact just one.
An increasingly stale parade of Pub matches. Too infrequent Faction Warfare that offers nothing as a reward for participation. And Planetary Conquest, so convoluted in its complexity and of such value to an ISK starved economy that corporations are unwilling to allow anyone but their very best players in it, denying a majority access to develop their skill to level where they could participate in PC.
I know a lot of work has gone into PC. But I'm concerned that in is desire to provide consequence in the world of the Dust Mercenary, they've given us a consequence that a majority care little about, because the personal rewards are not tangible enough and the rewards for a corp are too ethereal.
I believe that in terms of engaging and keeping in the game new players and fresh blood, PC is ill conceived as a game mechanic and is more likely to turn them off.
Hopefully the new monthly point build cycle will bring us rapid progress on developing game modes other than the four we have in Pub matches, better rewards for Faction Warfare (gear as salvage that can only be gained in Faction Warfare and unavailable I the market place would be the first way to start) and as for PC....
Every fix so far has been broken by the players and the latest one before it even launched. It's off putting to new players and the latest iteration is going to do nothing to help prevent burnout of players. It's a game, not a second job.
The NPE, corp mechanics, balancing issues, murder taxis, Dropships becoming viable again... these are matters that should've been fixed already before PC was looked at.
I still love playing the game and I'll be here till the servers pack up but I'm just concerned that a priorities need to be realigned before further iteration on PC.
Work on PC is not done at the exclusion of the other things you mentioned. In fact these changes took less than a days work, we are otherwise very busy working on the upcoming releases.
Prioritization of work is more complicated than just what is most important to the players right now. We need to consider alignment with teams doing work on systems that may intersect with the design, resolving dependencies between teams and finding places we can have a big impact for a small amount of effort. PC changes now are just good timing in the interest of shaking things up a bit. |
|
Calroon DeVil
Internal Error. League of Infamy
72
|
Posted - 2013.07.11 13:04:00 -
[164] - Quote
All I can hear is "wahh wahh wahh, our job is so hard". Good for you. Other people also have complicated jobs and you don't see them explaining themself.
Get things in order, better and faster. No one wants to listen to excuses. |
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CCP Nullarbor
C C P C C P Alliance
1835
|
Posted - 2013.07.11 13:09:00 -
[165] - Quote
Calroon DeVil wrote:All I can hear is "wahh wahh wahh, our job is so hard". Good for you. Other people also have complicated jobs and you don't see them explaining themself.
Get things in order, better and faster. No one wants to listen to excuses.
Not making excuses or complaining, just trying to explain why we made these changes to Kevall who has the impression we are doing this instead of the other things he mentioned. |
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ChromeBreaker
Sver true blood Public Disorder.
763
|
Posted - 2013.07.11 13:17:00 -
[166] - Quote
CCP Nullarbor wrote:Calroon DeVil wrote:All I can hear is "wahh wahh wahh, our job is so hard". Good for you. Other people also have complicated jobs and you don't see them explaining themself.
Get things in order, better and faster. No one wants to listen to excuses. Not making excuses or complaining, just trying to explain why we made these changes to Kevall who has the impression we are doing this instead of the other things he mentioned.
Calroon is being a little member... your implementing balancing to a complicated feature of the game... its all good, i for one am happy you keep coming back to things, and making sure the different aspects of the game are as good as they can be |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
1923
|
Posted - 2013.07.11 13:38:00 -
[167] - Quote
CCP Nullarbor wrote:Calroon DeVil wrote:All I can hear is "wahh wahh wahh, our job is so hard". Good for you. Other people also have complicated jobs and you don't see them explaining themself.
Get things in order, better and faster. No one wants to listen to excuses. Not making excuses or complaining, just trying to explain why we made these changes to Kevall who has the impression we are doing this instead of the other things he mentioned.
I wouldnt even justify that with a response, honestly. I mean, lets be real, his job is vastly more difficult than building/balancing the largest universe in the universe so FoxFour you should feel honored he even looked at you with enough dignity to speak to, apparently.
I lived in a time when there was politeness once. It was called Closed Beta, June 2012. I miss those days. |
Absolute Idiom II
Edimmu Warfighters Gallente Federation
209
|
Posted - 2013.07.11 13:48:00 -
[168] - Quote
Calroon DeVil wrote:All I can hear is "wahh wahh wahh, our job is so hard". Good for you. Other people also have complicated jobs and you don't see them explaining themself.
Get things in order, better and faster. No one wants to listen to excuses.
Of course you hear people explaining themselves to their stakeholders and interested parties. If you don't find them explaining themselves to you, then you are clearly irrelevant from their professional perspective.
What a ~pleasure to read posts from such self-entitled people being assholes. You've a lot to learn about how to influence people. |
Kevall Longstride
DUST University Ivy League
352
|
Posted - 2013.07.11 17:44:00 -
[169] - Quote
CCP Nullarbor wrote:Work on PC is not done at the exclusion of the other things you mentioned. In fact these changes took less than a days work, we are otherwise very busy working on the upcoming releases.
Prioritization of work is more complicated than just what is most important to the players right now. We need to consider alignment with teams doing work on systems that may intersect with the design, resolving dependencies between teams and finding places we can have a big impact for a small amount of effort. PC changes now are just good timing in the interest of shaking things up a bit.
If I gave the impression that I believe that other things are being sacrificed for PC I apologise. I know that different teams are working on them and they are forthcoming.
But every iteration on PC so far has made it more and more complicated with nothing other than an increased payout of ISK and some extra salvage. I explain to new players in chat how it works, I can hear their brain thinking about the uninstall option.
There is no benefit to a corp to be had from PC that can be felt or seen by the rank and file members. The vast majority of eve players couldn't possibly care less about its bonus's to them and their corp. The vast majority of Eve players couldn't care less about dust to be honest. When I won the CCP office tour at Fanfast, some of them went tonto on the forums and social media demanding to know how the hell a Dust player won a tour of CCP! The logic of it being a game also made by CCP and I chucked a Plex into the pot like they did, seemed to elude them at that point....
PC is too complicated, without the kind of consequential impact on Eve or benefit that would make the doubters change their mind about it and consider Dust as being worthwhile to take seriously.
Corps want to fight each other. Lets give them a way to do it that's free from the need for resource management or the kind of thinking and preparation more appropriate to a new business start up. A basic war dec system, a league tournament or standings systems. Anything other than PC, which is going to be exclusively the domain of the mega corps and alliances in no time once again or cause burnout and its too much of a grind.
If we want to make eve players care about Dust, we need to start being able to go after their stuff and make a lot more more ISK doing it. |
crazy space 1
Unkn0wn Killers
1485
|
Posted - 2013.07.11 17:44:00 -
[170] - Quote
Iskandar Zul Karnain wrote:crazy space 1 wrote:Yes! no more warpoints for orbitals! What a stupid system, This is eve! The losing side should have the option to use a strike from space to turn the battle. Not just be a kill streak weapon that gives the winners an extra advantage.
Thank you <3 Explain how a losing streak is better than a kill streak.
It's not?
How does "earned space superiority" equal losing streak?
The point is both sides should have equal access. Sandbox not lobby shooter please, thank you. |
|
crazy space 1
Unkn0wn Killers
1485
|
Posted - 2013.07.11 17:48:00 -
[171] - Quote
Laurent Cazaderon wrote:Absolute Idiom II wrote:Just wanna throw this idea in the ring: zero clone attrition for sending clones to a district that you own. meh considering the new attrition level, i think we can live attrition for friendly movements.
Shouldn't you move them over any distance for free? I mean with a host of research labs why would it ever cost anything to move clones ever? Just move them a few jumps at a time, over and over again. There BAM, it's super easy to get around the new system in the dev blog
;_;
I'm sorry |
Halador Osiris
Dead Six Initiative Lokun Listamenn
454
|
Posted - 2013.07.11 18:27:00 -
[172] - Quote
Calroon DeVil wrote:All I can hear is "wahh wahh wahh, our job is so hard". Good for you. Other people also have complicated jobs and you don't see them explaining themself.
Get things in order, better and faster. No one wants to listen to excuses. Dude, why are you being such a d*ck about a free game? |
Marston VC
Sver true blood Public Disorder.
550
|
Posted - 2013.07.11 19:27:00 -
[173] - Quote
Calroon DeVil wrote:All I can hear is "wahh wahh wahh, our job is so hard". Good for you. Other people also have complicated jobs and you don't see them explaining themself.
Get things in order, better and faster. No one wants to listen to excuses.
Why would anyone else complain about their jobs on a public forum when this forum is meant for game related talk? I mean.... I know a ton of people that complain about there "super complicated jobs" but they do it in person.... to let off steam most of the time. The CCP staff doesn't seem like the type of crowd that would complain simply because..... well if you've seen any of their trailers or events they seem like there doing it for fun. Sure it might be a high stress job at times, but that's only because people like you accuse them of being lazy and slow 24/7 |
TechMechMeds
Swamp Marines
60
|
Posted - 2013.07.11 20:40:00 -
[174] - Quote
The changes appear to discourage farmville 514, gives alot more players the opportunity to take part, all in all it sounds much better.
Am I understanding it correctly that after a successful attack we can attack again within the hour? I hope I got that correct because if it's still the same wait a day to re attack thing then I take all that back and the changes obviously arent going to do anything, just an observation.
I would also like to mention as well that this is a free to play game and at least the devs listen, quit the whining and demanding like a spoilt little brat, ccp doesnt owe you anything, you have no right to order them to do anything. Sick of seeing demanding whining brat comments. |
Absolute Idiom II
Edimmu Warfighters Gallente Federation
209
|
Posted - 2013.07.11 20:43:00 -
[175] - Quote
Kevall Longstride wrote:CCP Nullarbor wrote:Work on PC is not done at the exclusion of the other things you mentioned. In fact these changes took less than a days work, we are otherwise very busy working on the upcoming releases.
Prioritization of work is more complicated than just what is most important to the players right now. We need to consider alignment with teams doing work on systems that may intersect with the design, resolving dependencies between teams and finding places we can have a big impact for a small amount of effort. PC changes now are just good timing in the interest of shaking things up a bit. If I gave the impression that I believe that other things are being sacrificed for PC I apologise. I know that different teams are working on them and they are forthcoming. But every iteration on PC so far has made it more and more complicated with nothing other than an increased payout of ISK and some extra salvage. I explain to new players in chat how it works, I can hear their brain thinking about the uninstall option. There is no benefit to a corp to be had from PC that can be felt or seen by the rank and file members. The vast majority of eve players couldn't possibly care less about its bonus's to them and their corp. The vast majority of Eve players couldn't care less about dust to be honest. When I won the CCP office tour at Fanfast, some of them went tonto on the forums and social media demanding to know how the hell a Dust player won a tour of CCP! The logic of it being a game also made by CCP and I chucked a Plex into the pot like they did, seemed to elude them at that point.... PC is too complicated, without the kind of consequential impact on Eve or benefit that would make the doubters change their mind about it and consider Dust as being worthwhile to take seriously. Corps want to fight each other. Lets give them a way to do it that's free from the need for resource management or the kind of thinking and preparation more appropriate to a new business start up. A basic war dec system, a league tournament or standings systems. Anything other than PC, which is going to be exclusively the domain of the mega corps and alliances in no time once again or cause burnout and its too much of a grind. If we want to make eve players care about Dust, we need to start being able to go after their stuff and make a lot more more ISK doing it.
I disagree. PC is essentially the top tier games; the toughest matches in the game. Why? because it's the best players playing their hardest and using the best equipment. And the battles are meaningful: you will lose or take districts based on the results of the battles. And the outcomes are there for everyone to see.
When it comes to rules and numbers for PC, the main thing which is important is that what feel intuitively true is *actually* true when it comes to sensible strategy in terms of attacking, holding and defending. I think with this latest update we are pretty much there (apart from the lack of economic penalty for district shielding). Now it's time to add some meat in terms of affects into and out of the eve universe.
If you think that PC is complicated to explain and understand, then I just say that it you have not found a good way to explain it. The rules for PC are really very straightforward. What becomes more intricate is the strategic implications of certain choices.
To be clear, there are several layers to PC. For the line member of a corp the content is the tougher matches, with more meaning. For the CEO/Directors, there are decisions to be made about where and when to attack. There is diplomacy and alliances to be made. There is arrangement of EVE-side support and disruption (which can all be gate-crashed by 3rd parties).. |
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CCP Nullarbor
C C P C C P Alliance
1835
|
Posted - 2013.07.11 21:26:00 -
[176] - Quote
Kevall Longstride wrote:If we want to make eve players care about Dust, we need to start being able to go after their stuff and make a lot more more ISK doing it.
FoxFour and myself have been getting into deep design discussion about the future of Planetary Conquest which we hinted at in the last developer blog. Splitting the ISK earning from clones and creating a demand in EVE for a new commodity is going to be key to getting EVE players to care about what happens in PC. The CPM and CSM have also been speaking together about this very topic and we have some, lets say interesting, plans to make PC a little more open and "sandbox like" as well as unique from instant battles.
For now though, we will be watching to see if these changes are enjoyed by those corps who want to put in the effort required to play in the deep end of the pool. |
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Terra Thesis
HDYLTA Defiant Legacy
339
|
Posted - 2013.07.11 22:18:00 -
[177] - Quote
CCP Nullarbor wrote:The CPM and CSM have also been speaking together about this very topic and we have some, lets say interesting, plans to make PC a little more open and "sandbox like" as well as unique from instant battles.
yessssssssssssssssssssssssssss |
Robert JD Niewiadomski
NULLIMPEX INC
312
|
Posted - 2013.07.12 06:51:00 -
[178] - Quote
Terra Thesis wrote:CCP Nullarbor wrote:The CPM and CSM have also been speaking together about this very topic and we have some, lets say interesting, plans to make PC a little more open and "sandbox like" as well as unique from instant battles. yessssssssssssssssssssssssssss Could this possibly mean the district owning corporation members could actually enter the district map whenever they please? That would be dustastic! And a more tangible incentive to own a district than clone ISKs... Really |
crazy space 1
Unkn0wn Killers
1485
|
Posted - 2013.07.12 07:35:00 -
[179] - Quote
one day for sure we will go down to our planets when there is no combat, I think the plan is have PvE there? But we don't have a system that generates endless maps YET so we have to wait. |
Robert JD Niewiadomski
NULLIMPEX INC
313
|
Posted - 2013.07.12 07:44:00 -
[180] - Quote
crazy space 1 wrote:one day for sure we will go down to our planets when there is no combat, I think the plan is have PvE there? But we don't have a system that generates endless maps YET so we have to wait. You could trespass on other corporation's district. They get alerted, deploy their team, seek you out and stomp your clone into dust... Your district loose one clone But you could roam around whole planet this way, making map "endless". At a risk... |
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crazy space 1
Unkn0wn Killers
1486
|
Posted - 2013.07.12 22:15:00 -
[181] - Quote
^^ this is why I support dust I don't like the curent game but being able to invade others players PvE sessions would be AMAZING GAME CHANGING on the mmo world seriously. |
Mobius Wyvern
BetaMax. CRONOS.
2442
|
Posted - 2013.07.13 02:10:00 -
[182] - Quote
CCP Nullarbor wrote:Kevall Longstride wrote:If we want to make eve players care about Dust, we need to start being able to go after their stuff and make a lot more more ISK doing it. FoxFour and myself have been getting into deep design discussion about the future of Planetary Conquest which we hinted at in the last developer blog. Splitting the ISK earning from clones and creating a demand in EVE for a new commodity is going to be key to getting EVE players to care about what happens in PC. The CPM and CSM have also been speaking together about this very topic and we have some, lets say interesting, plans to make PC a little more open and "sandbox like" as well as unique from instant battles. For now though, we will be watching to see if these changes are enjoyed by those corps who want to put in the effort required to play in the deep end of the pool. BOOM baby! That's what I like to hear! |
thhrey eyuwayreyuwr
Super Smash Corp.
0
|
Posted - 2013.07.13 11:18:00 -
[183] - Quote
what does this have to do with dust? |
Ydubbs81 RND
Ahrendee Mercenaries EoN.
1561
|
Posted - 2013.07.13 19:52:00 -
[184] - Quote
If you guys (devs) can make PC more strategic, then it may really enhance the experience.
More specifically, during war time, create a mechanic in which corps have to fight through systems in order to get into the heart of the enemy's territory. Right now, we can purchase a clone pack and drop it anywhere. But corps with districts shouldn't be able to attack anywhere so easily. We should only be able to use clones from a district in order to launch an attack an invade another alliance's territory.
This way, alliances can set up defences and design their specific installations around them. So, for example, you may want to place SR facilities close to your border because you can only transfer clones to invade. Or, if you are attacking, you may want to attack the enemy's SR facilities first....and with that in mind, alliances will have to decide where to place them.
It will actually feel like a war. And you will be able to really tell who's winning by who's advancing into their enemy's territory and who's being pushed back. Temporary trades of districts may be done in order to get closer to your enemy's borders, etc, etc, etc.
This isn't really thought out....but I figure that I throw it out there because it will actually take thought if you can't just drop a clone pack anywhere you feel like. Wars will be like playing chess. |
Deluxe Edition
TeamPlayers EoN.
536
|
Posted - 2013.07.14 04:02:00 -
[185] - Quote
If you loose the 5 minute reup attack are the attackers supposed to be able to keep the 1 hour attack dibs?
If so when does this 1 hour attack dibs begin? when we enter the MCC on the reupped attack?
Currently we are having issues on issuing the 3rd attack after loosing the bonus round. |
Felix Thunide
Gespenster Kompanie Villore Accords
6
|
Posted - 2013.07.14 08:14:00 -
[186] - Quote
Can the facwar guys get some love? |
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CCP Nullarbor
C C P C C P Alliance
1864
|
Posted - 2013.07.14 14:46:00 -
[187] - Quote
Deluxe Edition wrote:If you loose the 5 minute reup attack are the attackers supposed to be able to keep the 1 hour attack dibs?
If so when does this 1 hour attack dibs begin? when we enter the MCC on the reupped attack?
Currently we are having issues on issuing the 3rd attack after loosing the bonus round.
No your reattack was the second attack. You need to win the second battle as well to earn a 3rd reattack. |
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Iskandar Zul Karnain
Hellstorm Inc League of Infamy
1315
|
Posted - 2013.07.15 16:41:00 -
[188] - Quote
Question: Can I move clones to a district I am attacking during a progressive take-over.
ex. I attack Corp A with 200 clones. I win, but lose 75 clones in the process. In the five minute window preceding the follow-up attack am I able to move clones to the attack to raise my number of available clones above 125? |
Ydubbs81 RND
Ahrendee Mercenaries EoN.
1624
|
Posted - 2013.07.22 04:41:00 -
[189] - Quote
CCP...the attrition rates for clone transfers are too efficient. We shouldn't be able to launch attacks from across the constellations with minimal loss. You can make the surface research labs as efficient as a regular district (currently)but return the old rates for cargo hubs and production facilities.
You have to allow for surface research facilities to show their value |
KatanaPT
Tech Guard General Tso's Alliance
276
|
Posted - 2013.08.18 23:47:00 -
[190] - Quote
i know this only shows how little i understand the mechanics of PC, but i just want to make sure i got this right, we atacked WTF in a district last saturday and being a corp without districts we had to buy the clone pack with 100 clones, we had the match with a no show from WTF and won the match with MCC destruction with only losing 1 clone due to a driving accident, in the end we had 99 clones, so obviously we pressed the atack and ordered another pack to atack today, so we entered todays match expecting to have 199 clones but instead we only had 100 and i check the corp wallet and found the refund from genolution, so basically everytime a corp without districts atacks its restricted to having only 100 clones even if it won the first match without losing clones? Is this correct? Even if its the same district, from the same corp? |
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Beren Hurin
The Vanguardians
1203
|
Posted - 2013.08.23 16:57:00 -
[191] - Quote
The evelopedia page could probably use an update. |
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