Today CCP Ytterbium went to great lenghts on the feedback he received from his faction warfare EVE-O thread. His replies range from “meh” to “wowzer” – there is also a word on the LP rebalance plus some zingers on mechanics changes:

Dev Post: Factional Warfare Update.

Hey folks,

It has been quite a while since our last update on this topic, mainly due to summer vacations then inertia time to get back into shape, but we are now back alive and kicking.

There are many excellent points expressed on this post that I will first address. Once that is done, we will then move on intended improvements we want to bring to the table for winter. There has been plenty of internal discussions, brainstormings about them, and after receiving feedback from the CSM we are ready to unveil changes for public review.

Please note that we will only address system upgrade and war zone control mechanics here. NPC and complex revamp will be announced in that thread.

THREAD FEEDBACK:

Q: ONE OF THE REASONS FOR LOW-SECURITY SPACE BEING CRAP REMAINS THAT HIGH-SECURITY STATIONS ARE TOO GOOD IN THE FIRST PLACE, DO YOU HAVE PLANS TO ADJUST THIS?

A: Indeed we do. This topic brought quite an internal discussion, and while this most likely won’t be part of a Factional Warfare iteration, we do want to have a look at reducing high-security stations effectiveness to make other areas of space more interesting. Some examples could be reducing refining rates, increasing ISK payment to install jobs. Nothing is set in stone as this is not planned for the immediate future however. Another good idea we noticed here was to tie high-security tax with the war performance of its related Factional Warfare Militia. So if, by example, the Caldari Militia are losing the war in Factional Warfare, all taxes in Caldari State high-security space could go up to support the war effort.

Q: HAVE YOU THOUGHT ABOUT TYING FACTIONAL WARFARE AGENTS TO SYSTEM UPGRADE LEVEL?

A: Yes, quite a bit as this is an interesting point. However we decided to keep agents out of the upgrade loop for now, as this would create quite some issues if you have missions accepted / in progress when a system level changes. Dynamic agent seeding also is another problem we need to tackle before we can go on such route.

Q: WHAT’S THE POINT OF UPGRADING A FACTIONAL WARFARE SYSTEM WITHOUT A STATION?

A: At the moment, not much indeed, which is a failure from the previous design that needs to be solved in the next iteration.

Q: HAVE YOU THOUGHT ABOUT ADDING JUMP BRIDGES AS PART OF SYSTEM UPGRADES?

A: A bit, but we dismissed the idea. That is because we don’t like instant travel as it lessens risk as a whole. If anything we should strive towards reducing instant travel, not the opposite.

Q: HOW ABOUT LINKING NPC STRENGTH TO SYSTEM UPGRADES?

A: That’s also something we internally debated. We first wanted to scale NPC response depending on system upgrade level, but after some more discussion we removed the idea out of our plans. The main reason is that we want Factional Warfare to mainly be a PvP activity, where PvE supports player engagements without overriding them. NPC scaling for complexes / general protection brings us dangerously close to the point we are trying to avoid. The design mechanics should encourage players to defend their own space themselves instead of relying on NPCs to do so.

Q: MAYBE WE SHOULD TIE SHIP INSURANCE COSTS TO SYSTEM UPGRADES?

A: That also was quickly considered and dismissed, mainly because there is a high chance it will be exploited to death. If anything the great summer 2012 LP farming taught us to be extremely cautious with this kind of things as our player base are a bit like Velociraptors in that Jurassic Park movie: they will find devious way to eat our designs alive from the side. Clever girl.

Q: HAVE THERE BEEN ANY PLANS TO FACILITATE TRACKING OF LP GAINS?

A: Yes, quite a bit, but they require quite some UI overhaul to properly display, store, track LP progression as a whole. Some ideas are tied to better notifications as a whole, or having a LP history just like it’s done in the wallet.

Q: HOW ABOUT AFFECTING POCOS IN SYSTEM UPGRADES?

A: If possible, why not. That’s something we briefly talked about, but I can raise the issue for more discussion.

Q: WHY NOT HAVING SEPARATE DONATION BRANCHES WITH DIFFERENT EFFECTS IN THE I-HUB?

A: That’s a good question. Our first design for the system upgrade included different upgrade branches; for example, one was focused on industry, the other on warfare. But the main problem here, is that on the contrary to null-security territorial warfare, there is no supreme authority coordinating FW player effort into a specific upgrade path or another. Because the donation system is totally free and open to large pool of players with vastly different interests, having separate paths would cause quite some problems. What would happen to LP stored in branch A if branch B was upgraded first? How to tell whose donated LP is more important? It’s not to say this is impossible to resolve, it just was too much of a complex problem to look at for a first summer release.

Q: HAVE YOU THOUGHT ABOUT ADDING/REMOVING LP STORE DEPENDING ON SYSTEM UPGRADES?

A: Indeed we have. The main issue with that option is that the LP store is a terrible, confusing, horrible [Censored by the EVE Moderation Team] pile of [Censored by the EVE Moderation Team] dog [Censored by the EVE Moderation Team]. Here, I said it. The code is obsolete and it needs a serious back-end as well as external UI overhaul before we can touch it in such an advanced fashion. For example, clicking the same datacore offer 1000 times because there is no multi-buy option is to put it mildly, annoying. And yes, we know you, you and you over there have been doing it for hours, we have logs.

Q: LET’S GET BETTER NOTIFICATION/INTEL TOOLS WITH SYSTEM UPGRADES MR. HOLMES!

A: Interesting argument Dr. Watson. More water Sir? We definitely agree having better notification tools should be part of the whole package, but it should maybe be independent of Factional Warfare and something you need in all cases. After all, Starbase, corporation, war declaration notifications also need love too, let’s not be selfish here. Such revamp is in the pipeline, even not for immediate release. Better intel tools for system upgrades however is definitely something we are thinking about.

Q: COULD WE HAVE I-HUBS GIVE GANG BONUSES?

A: With all due respect, no thanks. Gang links are too much effective already, especially regarding off-grid boosting and while there are evil plans to fix that, let’s not magnify the issue please.

Q: HOW ABOUT HAVING PIRATE NPCS IN BELTS PROVIDE BETTER SECURITY STATUS INCREASES FROM SYSTEM UPGRADES?

A: While it sounds good on paper, we would recommend caution on that one. It’s mainly because, at the moment, recovering security status is a long and annoying process that forces one to go into null-security space. While it seems frustrating, it also prevents player from recovering too quickly and thus being able to commit crimes with little to no consequence. Allowing players to recover security status from low-security space, and thus bypass the above process could thus be very dangerous. We are not closed to the idea, but we still need some serious convincing.

Q: HAVE YOU THOUGHT ABOUT ENCOURAGING BORDER FIGHTS BEFORE CLAIMING SOVEREIGNTY IN A CENTRAL SYSTEM?

A: Yes, we have quite a lot actually. It’s a good idea, as it spreads fights along an outer rim of system while giving a geographical meaning to a war effort. However, implementation is very time and resource consuming, which is why we don’t have it actually planned for winter.

Hope that helps a bit

WINTER ITERATIONS

After looking into current mechanics and feedback there are a certain number of points we want to change on the system upgrade and war zone control systems.

WAR ZONE CONTROL EFFECTS

Current warzone control design is flawed as it does not encourage players to hold space, only to upgrade I-hubs when they need to buy stuff from the LP store to get massive reductions. Ideally we would want players fighting and struggling to keep control over their space, that is why we propose the following.

We would remove LP store price reduction in the new system, and only modify LP gained. As such, tier1 WZ would reduce all LP gains by 50%, tier2 would keep them on the same field as of now, tier3 would give a 100% LP gain bonus, tier4 150% and tier5 200% LP gain bonus. This would encourage factions to actually keep and maintain space to have the LP bonus rather than just push once in a while.

NEW SYSTEM COSTS

We are not particularly fond of how easy it is to upgrade a system currently. On top of that it is quite easy for attacking players to reduce upgrade level by attacking complexes in the same system due to how the bleed-out on the I-Hub works (this will be tackled further down below).

Part of the fix is to increase LP amounts required to upgrade a system to the new numbers mentioned below:

* Level1: 40,000
* Level2: 60,000
* Level3: 90,000
* Level4: 140,000
* Level5: 200,000
* Buffer: 300,000

NEW SYSTEM UPGRADES

As mentioned quite a few times, current system upgrades are a bit lame, as not really providing needed bonuses, especially in systems with no stations. Iteration would include:

Level1:

* +5 station manufacturing, copy, ME, PE, Invention slots
* 10% market tax reduction
* 10% repair cost reduction
* 5% manufacturing time reduction

Level2:

* +10 station manufacturing, copy, ME, PE, Invention slots
* 20% market tax reduction
* 20% repair cost reduction
* 10% manufacturing time reduction

Level3:

* +15 station manufacturing, copy, ME, PE, Invention slots
* 30% market tax reduction
* 30% repair cost reduction
* 15% manufacturing time reduction
* 10% reduction to starbase fuel cost

Level4:

* +20 station manufacturing, copy, ME, PE, Invention slots
* 40% market tax reduction
* 40% repair cost reduction
* 20% manufacturing time reduction
* 10% reduction to starbase fuel cost

Level5:

* +25 station manufacturing, copy, ME, PE, Invention slots
* 50% market tax reduction
* 50% repair cost reduction
* 30% manufacturing time reduction
* 20% reduction to starbase fuel cost
* Able to anchor Cyno Jammer

CYNO JAMMER

As you can see above, the Cyno Jammer is back with a vengeance. However we took into consideration the feedback we received during Fanfest and various community channels, and it would work as mentioned below.

* Bought from FW LP stores as 1 BPC (total cost including manufacturing materials estimated around 100-130m ISK)
* Has only 25% hitpoints of the null-security Cyno Jammer version (thus about 4 million HPs instead of 16)
* Cyno Jammer is launched from the ship cargohold and deployed into space, requires the “config starbase equipment” role (this technically restricts all NPC militia members to launch such a structure – you have to be in an enlisted player made corporation)
* Cyno Jammer requires a spool-up time (5 or 10 minutes)
* Cyno Jammer automatically turn online once spool-up timer has passed, causing its effects to be activated for the specified amount of time
* May only be anchored when proper system upgrade has been met
* Only one Cyno Jammer may be anchored per solar system
* Cyno Jammer needs to be launched near the system Infrastructure Hub (between 5 and 10km)

Working conditions:

* An anchored Cyno Jammer automatically turns online after the spool-up period and works for 1 hour
* Deployed Cyno Jammer is automatically unanchored and destroyed if the solar system upgrade level goes below minimum requirements while it is active
* Deployed Cyno Jammer automatically unanchors and self-destructs once their lifetime has expired
* Cyno Jammers are considered as militia objects and may be shot by the opposing factions without any consequence (neutrals can shoot them but have to take a security status hit)
* Has same effect than null-security version – prevents Cynosural Fields to be created in the solar system as long as it is active

LP DONATION MAINTENANCE FEE

The more system upgrades a faction has, the more donated LP is wasted to maintain current upgrades. Technically this would mean a faction with no upgrade would get a 0% fee while donating LP to the I-hub, while a faction reaching tier 5 war zone control would spend 70-75% of its LPs into the maintenance fee before they are counted for the upgrades themselves.

This mainly done to offset the massive LP gain bonus when reaching higher War Zone tiers, and also provide diminishing returns to factions owning vast amount of space.

GENERAL CAPTURE CHANGES

Last but not least, we have a certain number of smaller changes that have been suggested and requested for a while.

* Reduce I-hub LP bleed from attacked complexes: I-hub currently lose 50% of attacked complex LP amount, which makes it difficult to hold a system upgrades. We would like to reduce the bleed out to 10% to make it less easy to reduce it. Thus capturing a Major site would only remove 3,000 LPs from the I-hub instead of 15,000 as it is today.

* Defensive plexing gives LP: as title says, but with a twist. LP amount is based on contested system % to avoid farming. Thus, a system that is 50% contested would only give 50% of the total LP amount available. Maximum cap would be set to 75% to encourage players to still be in the offensive.

* Attacking complexes don’t pay anything in vulnerable systems: currently it is possibly to still gain LPs and VPs in vulnerable systems, not only allowing you to farm the system instead of taking the I-hub, but also give you a huge VP buffer as they keep piling up indefinitely. Plan is to stop attackers from getting LPs and VPs when system is vulnerable – we would still leave a small VP buffer for attackers, but nothing bigger than 100-200 VPs.

That’s pretty much for this thread, as mentioned above, we have more stuff coming, but that will concern NPCs and FW complexes, both of which are covered elsewhere in the Features & Ideas Discussion forum.

Many thanks for reading this huuuuuge wall of text, constructive comments are welcome

Send us Intel/Corrections via dropbox or shoot us an e-mail

  • M1k3y

    Tying LP earned in with warzone control level sounds good.

    Now how about bringing an end to grinding LP with a speed tanked warpcore stab'd gunless frigate?

    • unsatisfied reader

      Indeed just make four toons on two accounts, one in each faction. And just farm with one toon at 200# and the other the next best. Soiunds like it would be enogh for plexs and isk.

    • DarthNefarius

      Actually there was some talk about that with the intro of sleeper like AI planned & NPCs that can't be speedtanked in anout thread by the same CCP emplyee

  • DarthNefarius

    In another post CCP Ytterbium mentioned that FW complexes will be getting an Incursion/Sleeper like AI.

  • DarthNefarius

    "remove LP store price reduction in the new system"
    I been telling CCP for quite some time the ISK reductions are a mistake for the LP ISK sink function I think they are realizing it now with the "great summer 2012 LP farming" affects taking hold .

  • Iamchucknorris

    do not change the high sec system, don't fuck with me or i get very piss off.

    • M1k3y

      and unsub your 20 accts and your friends will follow you and unsub their 20 accts too?

      • Iamchucknorris

        not really because one is fucks with the high sec population and two its not even going to fix the problem of low sec system being crappy. The whole reason why low sec is crap is because people can shoot you so you can't mine or do mission or whatever. So the increase in ore is shit because you can't mine. you will get pop instead. Only reason why people go there is to pvp and that's it. Maybe put on some poses for moon mining or poses but yea generally you can't rat or mine in low sec cause the risk isn't worth it enough. its not because of the fucking stations.

        • lol

          Thats the fun part of the game. High sec is boring as shit and if you play the game right you should only use it to buy shit.

          • KAE

            I play both in 0.0. But I like this game, and want CCP do well on financial side. Nerfin high-sec is like CCP shooting in their leg. There WILL be exodus of carebears, who are also vital to game economy and affect all of us.

            Buff low-sec – yes, nerf high-sec – hell no.

  • Bear1990
  • buggrit

    They need stuff that goes counter flow. When a side is losing, it should get some advantages that boost defense.
    All the best stuff comes with victory, and sure it must, but being near to death concentrates efforts wonderfully.
    Taxes on high-security going up are taken from players, so they are no isk faucet. Why not use them to install defences, run special prizes and missions to retake a vital zone (1 bil for the group that takes it, courtesy of high sec taxes) or other things that make people WANT to defend?

  • itsjustme

    ccp geymaster said one thing right to all eve players, meh

  • Greb

    Forget nerfing highsec, lets buff concord. Make is so that concord shoots anyone in null that is above -7. Now no more alts moving crap to null. If you live in null, you stay in null or low. If you live in high, you stay in high or low. With lowsec being the new middle ground, you create tons of conflict. You can create a market for people willing to run good through dangerous space to trade between high/null, which in turn creates juicy targets.

    It would be a relativly simple fix, fast and it seems to be in the general theme of the game development. you would of course need to remove standing gain from null rats, but that would just make lowsec even more useful, as you would be grinding standing there if you want to switch to carebearing/ganking.

  • SorryImNoob

    How Arrogant CCP! Whatever CCP nerf hi sec, utility function of risk aversion cowards cannot be change. Carebears are carebears.

  • Shattershark

    Dev thinking that refine rates or manufacturing fees will move large scale refining and production to lowsec should have his head checked.
    I've burned through entire freighters of trit alone (veld would have x3 volume) in days, and I consider my t1 setup to be fairly small.

    Option 1: move six freighters of ore (plus some high-end minerals) to lowsec in order to refine without loss and get cheaper manufacturing lines, then move full freighter of ships/modules/ammo back to highsec. Of course gate and undock campers would like to take a shot at you.

    Option 2: jack up prices to compensate for lowered refining rate (might be negated by refining skills and implants, in this case nerf is ineffective) and increased fees. Afk hauling and convenient routes aren't going anywhere.

    I don't think that any significant number of proper highsec industrialists will want to deal with option 1 on daily basis, and option 2 looks quite viable after those hundreds of Retrievers sold at 25mil (400% old cost, 120% new cost) – players proven to be willing to absorb price hikes when it comes to convenience. That means nerf won't hit it's intended target, just add some inflationary pressure to economy.

    …Then again, common sense and doubts didn't prevent CCP from stepping on their own (and/or ours as well) dicks before.

    • DarthNefarius

      Hire FW Escourts for your frieghters

      • Shattershark

        Every day, for multiple freighter runs, for a single small-time industrial corp, with dozens of others waiting to do the same? Either they will charge too much or suggest that you go to hell. Also, a single freighter lost to their mistake will, quite likely, eliminate any profit and incur at least some loss.

  • AlllBlueeeee

    Wow wtf happening to Mini Milita, lost 99% Occupancy. Tier1 :( , who is doing the Mini bashing.

  • doublefacepalm.

    There is a couple of things that worry me in the above

    1# CynoJammers in lowsec … that will mess with the jumpbridges aka lifelines highsec –> nullsec i doubt any nullsec powerblock will allow a cynojammer in there bridge system ….

    2# Refinement … i don't see it as a problem there is NO reason what so ever to transport ore and refine it in lowsec unless the ratio is almost 50% and if they cut it 50% in highsec. and with 50% ppl will go over to build in pos:es and refine in pos:es with higher numbers you just raise the price of all the minerals. transporting ore –> lowsec lets say i live 2 jumps out from a lowsec system with a station if i jump there with 6x runs with ore there is a good chance i lose my freighter for 1.3B
    the risk reward ratio isn't worth it. It will only spike the mineral prices and spike the ship/module prices….. not fix the problem.

    3# FIX the [censored word] POS:es before even starting to fiddle with the stations.
    basicly if you make so that everyone is using there POS as stations you can remove 90% of the facilities in game. this would also fix the nullsec building problem.

    but hey thats just me thinking. …..

  • Lugalbandak

    i like to see webs & scram rats in the plexes… if only for the farm tears

  • Anonymous

    Some people like the way Eve is played in hisec. They have no interest in lowsec (what they call, and rightly so, "a place only hardcore PVP'rs go for fun, and everyone goes out of their way to avoid"), or in 0.0 (what hisec carebears refer to as "a place of nonstop CTA'a).

    They like hisec mining, missioning, or industry, or *gasp* simply the challenge of market PVP!

    You want to penalize those who don't like to play 'your' game the same way you do? Tough. They're not doing it wrong, maybe you're not either – you just enjoy different aspects of the Eve universe.

    Not to mention, how many of those despicable hisec carebears are 0.0 alts that let me buy my first carrier? I'm guessing that you'd be surprised at the faces and names associated with those lazy, risk-averse bears who are too cowardly to come into lowsec just so you can get your jollies ganking their billion-isk mission ship that pays for their 0.0 PVP ships.