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Blood Raider Shipyards from Team Phenomenon (YC 119.4)

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SONS of BANE
#21 - 2017-04-18 21:55:50 UTC  |  Edited by: Rovinia
CCP Paradox wrote:

Known Issues:

  • NPCs will currently pursue players around the system if the players warp away from the shipyard.



Why is that an Issue? I like it! As long as enough of the NPC's stay on the station do defend it ofc.
Gallente Federation
#22 - 2017-04-19 01:57:16 UTC
I'm really curious to see what fleet comps players end up using in the face of the AI escalation. If the escalation is designed such that, say, they ship up enough to take out 40% of a fleet by the time the shield/hull is destroyed, why would players ever use more than a fleet of cheap T1 cruisers? (Assuming they have enough pilots to hit the DPS cap, and assuming other different players don't crash the party.) Losing 40% of a Vexor fleet is a hell of a lot cheaper than losing 40% of a Rattlesnake fleet or cap fleet, and potentially just as effective.
#23 - 2017-04-19 02:51:19 UTC
Anthar Thebess wrote:
The main issue is that there is hard to control grid with the interceptors that by design are to ignore any grid control.
Let someone fight for the stuff, drop a cyno jump in capital fleet - this is fun.

Insta warping inty can fit cloack and MWD.


Yes, but the Inty still has to warp into the middle of an EC wreck to scoop the loot, which means it can't cloak, and grid is going to be full of at least one fleet as well as some angry NPCs, any of whom would be more than happy to nuke the crap out of any Inties on field.

Plus those Inty pilots need to find the EC in the first place which requires probes, and be around for the fight, and...

I'm not saying it'll never happen, but I think it's being overblown as a concern here.

If you or some other enterprising individual wants to prove me wrong that would be a perfect thing to try on the Test Server, and preferably record. Just make sure if it's outside one of the Mass Tests that you get the permission of whoever is killing the thing to try and ninja their loot, otherwise you'd be interfering with someone's testing and CCP will in fact ban your account from Sisi, contrary to popular belief...
#24 - 2017-04-19 03:55:06 UTC
Rovinia wrote:
CCP Paradox wrote:

Known Issues:

  • NPCs will currently pursue players around the system if the players warp away from the shipyard.



Why is that an Issue? I like it! As long as enough of the NPC's stay on the station do defend it ofc.


I guess it really does depend on the second half of your statement. The most important part of these encounters is to kill the station; the NPC ships themselves are functionally worthless. So players will need to tank the NPCs and reinforce/kill the station. If players are able to drag off some of the agro by having the NPCs chase them around system while the rest of the team kills the station then it kind of undermines the encounter. Especially if you have frigates dragging off the capitals which warp at the speed of molasses.

A second possible problem depend on the programmed Intelligence of the NPCs; if they are simply chasing the original source of agro around system and only attacking them then that'll be kind of OK. But the Team Phenomenon crew indicated in their presentation that the NPCs will be out to kill any non-NPC which could lead to players utilizing the NPCs to ambush other players who enter the system. This does sound like a "cool" mechanic till you take a look at what happened in Everquest with "FANSY THE FAMOUS BARD" and his every loving train of monsters.

I'm not saying this bug couldn't be a cool new feature; but it would need to be thought about carefully.

Interhole Revenue Service
#25 - 2017-04-19 07:04:51 UTC
Avery Lewis wrote:
Shadowace Evi wrote:
Romvex wrote:
So the current Citadel reinforcement mechanics are so unfun that you needed to change them for this NPC event, but not for player structures? Ugh


Its almost like player citadels should be difficult to destroy otherwise no one would use them for the main purpose, and that is to store assets.


Yeah, nobody used POSes in EVE before citadels came around.

(And that's not even taking into account that citadels are always safer than POSes due to the asset safety mechanic...)

I mean, look at wormhole space where there's no asset safey; 3 days for an eviction isn't unreasonable.

The k-space mechanic needs a look over, but why do I feel like wh space - and the lack of asset safety - will be forgotten with any citadel changes?
#26 - 2017-04-19 09:22:47 UTC
i see there interessing mechanic,players who would defend blood raider shipyards from attacks done by other players should gain standings to blood raiders and also recevie blood raider loyality points so they can be exchanged for the blood raider capital ship blueprint copy.
Brave Collective
#27 - 2017-04-19 09:38:45 UTC
CCP Paradox wrote:
Brave Capsuleers,
Team Phenomenon are excited to introduce you to the next phase of PvE content for EVE, building upon the NPC Mining Operations introduced in Ascension. Blood Raider Shipyards

A new production facility have been spotted throughout Blood Raider space. These structures look, and act just like player structures.

The structure follows our NPC Mining Operation naming scheme, by including a diamond icon before the Group and Type names.
♦ Engineering Complex - ♦ Sotiyo

Blood Raider Mining Operations will be more prevalent in the systems surrounding the structure.
The structure is always vulnerable, and will go through the Shield Phase with 24 hour reinforcement, and then Hull phase only (no armor phase). A repair timer will also happen for both phases, if the shipyard has been repaired then it will be vulnerable again with full shields.
They are hidden, and will only be found by following a Blood Raider Hauler that is taking part in an NPC Mining Operation.
Structure will defend itself if discovered by utilizing its own modules against hostile targets.
A strong defense response will guard the structure, including short-range and long-ranged based fleets. These fleets will re-position themselves around hostile targets should they become too far from their effective weapon ranges.

The Blood Raiders are expanding their capital fleet with these new vessels:
Design feature thread is here if you wish to discuss the new capitals.

Chemosh - Dreadnought Class
Amarr Dreadnought bonuses (per skill level):
15% bonus to Energy Nosferatu and Energy Neutralizer drain amount
Minmatar Dreadnought bonuses (per skill level):
20% bonus to Stasis Webifier optimal range
Role Bonus:
Energy Nosferatu fitted to this ship will drain targeted ship's capacitor regardless of your own capacitor level
25% bonus to Capital Energy Turret damage

Dagon - Force Auxiliary Class
Amarr Carrier bonuses (per skill level):
30% bonus to Energy Nosferatu drain amount
30% bonus to Energy Nosferatu optimal range and falloff
Minmatar Carrier bonuses (per skill level):
5% bonus to Remote Armor Repairer cycle time
5% bonus to Armor Repairer amount[center]
Role Bonus:
Energy Nosferatu fitted to this ship will drain targeted ship's capacitor regardless of your own capacitor level
90% reduction in powergrid requirements for Capital Remote Armor Repairers
90% reduction in CPU requirements for Energy Nosferatu

Molok - Titan Class
Amarr Titan bonuses (per skill level):
15% bonus to Energy Nosferatu and Energy Neutralizer drain amount
6+ bonus to ship warp core strength
Minmatar Titan bonuses (per skill level):
20% bonus to Stasis Webifier optimal range
6+ bonus to ship warp core strength
Role Bonus:
Energy Nosferatu fitted to this ship will drain targeted ship's capacitor regardless of your own capacitor level
1400% bonus to Capital Energy Turret damage

Testing Notes:
There are multiple Structures (five) available on Singularity for you to find and attack. On Tranquility there will only be one.
Mass Tests will take part shortly, please keep an eye on these forums for scheduling of that.

You can currently find shipyards in these following systems:

  • 9ES-SI
  • DG-L7S
  • G-TT5V
  • 08S-39
  • KEE-N6


Known Issues:

  • New Blood Raider capital Blueprint drop rates from the structure are still to be completed, they are currently placeholder values of 50%.
  • Long-Range fleets will warp in too close to their targets.
  • NPCs will currently not engage Drones or Fighters.
  • The Shipyard itself can be currently found with the sensor overlay and warped to this way. This was to make testing easier, but will be removed in the next Singularity update.
  • NPCs may become stuck on the shipyard after undocking.
  • NPCs will currently pursue players around the system if the players warp away from the shipyard.




Yay, more content for the goons and pl. Smaller corps lose again.
Pandemic Legion
#28 - 2017-04-19 10:06:42 UTC  |  Edited by: Capqu
in 5 years instead of players vs npcs on keepstars its gonna be npcs vs npcs on keepstars because there wont be any ******* players at this rate

you know its bad when you literally are mimicking how you want players to behave with npcs in a SANDBOX
#29 - 2017-04-19 10:36:37 UTC
Amak Boma wrote:
i see there interessing mechanic,players who would defend blood raider shipyards from attacks done by other players should gain standings to blood raiders and also recevie blood raider loyality points so they can be exchanged for the blood raider capital ship blueprint copy.

Way to easy to abuse.
Mercenary Coalition
#30 - 2017-04-19 11:49:35 UTC
Most important question:
What is the isk/hr and what do those drop?
#31 - 2017-04-19 12:14:00 UTC
moveme command please :)
Northern Coalition.
#32 - 2017-04-19 12:19:10 UTC
Rovinia wrote:
CCP Paradox wrote:

Known Issues:

  • NPCs will currently pursue players around the system if the players warp away from the shipyard.



Why is that an Issue? I like it! As long as enough of the NPC's stay on the station do defend it ofc.


It's what the Drifters do isn't it?

And yes, a moveme command to Delve/PB/Querious would be nice for those of us in coffins.


My Titan smells of rich Corinthian Leather...

Gallente Federation
#33 - 2017-04-19 13:05:02 UTC
The following around the system sounds like it's Drifter battleship AI (or a modification thereof)
#34 - 2017-04-19 13:35:46 UTC
Blavish wrote:


Yay, more content for the goons and pl. Smaller corps lose again.


These things can spawn in NPC Bloodraider Null, and don't exactly broadcast their presence.

If you want to go try and find one when no one's looking and ninja the spawn I'm pretty sure nothing is stopping you.

Also you really didn't need to quote that whole post just to post a one line comment.
#35 - 2017-04-19 15:29:12 UTC
Anthar Thebess wrote:
Amak Boma wrote:
i see there interessing mechanic,players who would defend blood raider shipyards from attacks done by other players should gain standings to blood raiders and also recevie blood raider loyality points so they can be exchanged for the blood raider capital ship blueprint copy.

Way to easy to abuse.


how about some sort of faction warfare where you have additonal opponent
Goonswarm Federation
#36 - 2017-04-19 16:38:26 UTC
First things first, sorry for testing these out yesterday like we did (read: I'm sorry we caused so much TiDi for the server).

Just one request right now - please can we go back to having multiple Sotiyos so we can continue to playtest these in an environment where people aren't constantly throwing supers, rorquals and anything else at them? Some of us actually want to see how the mechanics will work and continue to throw bug reports and suggestions your way.
#37 - 2017-04-19 16:44:38 UTC
Dirk Stetille wrote:
First things first, sorry for testing these out yesterday like we did (read: I'm sorry we caused so much TiDi for the server).

Just one request right now - please can we go back to having multiple Sotiyos so we can continue to playtest these in an environment where people aren't constantly throwing supers, rorquals and anything else at them? Some of us actually want to see how the mechanics will work and continue to throw bug reports and suggestions your way.


It's a national holiday in Iceland tomorrow so I wanted to just put one system on a stronger node and suspend the others for now. That and also to encourage perhaps a little more PvP at the same location. We'll get multiple back on the go when we return.

And for all the questions in this thread I've been collecting them so we can get some answers back to you in an update post.

CCP Paradox | EVE QA | Team Genesis | Team Phenomenon

Space Magician

Goonswarm Federation
#38 - 2017-04-19 16:57:03 UTC
Capqu wrote:
in 5 years instead of players vs npcs on keepstars its gonna be npcs vs npcs on keepstars because there wont be any ******* players at this rate

you know its bad when you literally are mimicking how you want players to behave with npcs in a SANDBOX


There's no need to be distressed, friend. How are Blood Raider NPCs going to make it so "there wont be any ******* players"?

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

#39 - 2017-04-19 19:09:08 UTC
but,but, what ever happened to the Drifters? why we already moving on to another thing? :/

"Do not go gentle into that good night, Old age should burn and rave at close of day; Rage, rage against the dying of the light."

#40 - 2017-04-19 19:19:08 UTC
Cade Windstalker wrote:
If you want to go try and find one when no one's looking and ninja the spawn I'm pretty sure nothing is stopping you.


One thing to note though; the Shipyard is hidden while in shields but once reinforced it becomes visible. So basically a huge beacon with "there will be a fleet here in x hours".

https://youtu.be/Zho8nopiluc?t=689
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