I think reworking the skills so the different weapons can have different bonuses on ships probably have to be done all in one stage. Changing the modules probably makes sense to do at that time. Actually starting to rebalance the ships would come after as needed.
Advocating for this change takes the form of imploring Fenris to find the time and people to do it and put it in an expansion some day in the future.
The connection between EVE Online and EVE Vanguard
Do you have any expectations what that could be, how it could work? I am aware there is nothing tangible yet, but it’s rather inevitable if I red FC correctly.
I am expecting they are taking more inspiration from what worked and didn’t work with Dust. I am sure I’ll be interested in seeing what they do with EVE because that is what would affect me and my constituents, but I am not a big FPS player (even though I have tried vanguard), and Vanguard doesn’t interest me a ton.
What are your thoughts on the ansiblex changes that have been made? Are they accomplishing their intended goal? Is there more that needs to be done? Did the changes go too far, not far enough, or did they hit the sweet spot?
I think we were bound to get something like that. It isn’t personally what I would have picked (and when I was first presented with some of those options I was somewhat opposed to it), but I got to voice my concerns as much as possible, and then the rest was up to the next CSM and fenris. I think something capital-based was better than not caring about geography.
I think it is good and important that we are doing a full year without tweaking it, a month in we were just never going to see large scale effects. If we set the time to see effects too short, people would just try to wait it out and then try to argue their side of the argument again, either for larger or smaller amounts of change.
There are some of the numbers that bug me a bit in terms of how grokkable they are, I think I would prefer if similar ships were more similarly priced so maybe people could understand how much cap they were going to use without consulting a table.
He has incredible knowledge of multiple facets of the game. This usually rears it’s head as “why can’t null have this”… The usual answer is it breaks wormholes. He’s active, responsive, and plays the game.
That all said. I have some concerns of inflation and isk faucets. The amount of accounts running highsec home fronts and making more income in a 5 account 500 mil settup in complete safety than someone in null with 13b of machariels.
Risk vs Reward is a huge aspect in this game. I think if someone is willing to undock a titan there should be a pve site for that level of risk.
I also have some concerns with skill inflation if you would. There seems to be a pattern of releasing new skills and adding time to get into the same activities. For example a super pilot with max skills a few years ago now has fighter specialization skills to use t2 fighters. A max trained titan pilot now has more skills to train. I’m certain I’m missing a few other examples.
PS. Make rorquals half useful.
PPS. Carriers should be better as an umbrella than rorquals.
PPPS. Give caps cynos. Cyno alts are ubiquitous.
PPPPS. Pirate blops bs.
PPPPPS. Navy Carriers.
PPPPPPS. Please make filaments work like drugs with an effect of 2-3 hours. If you get podded. Instant return to fun. If you want to filament and refilament to run away it completely negates friendly gatecamps.
Homefronts have been tweaked a bit, but I agree, there should be a bit better risk/reward regarding them and some other activities in EVE. They aren’t as bad as I thought (based on MER numbers), but it does worry me that I see so many sequentially named characters doing them.
I think there are a ton of PVE sites that don’t exist that should, especially ones that make it possible for people to risk bigger assets (than ishtars).
I think a skill rework would be good. Give new players magic14, maybe look at having train directly into unallocated skills or something. I liked the side-grade skills (like fleet formations) more than pure damage increasing skills we have been getting, especially when those ships needed the increased damage to be better/more viable anyway.
I will add your suggestions to the big spreadsheet, I am sure we’ll talk about some of them further as well!
I will start by mentioning that I am biased, being a member of Brave. However, I will also share that my experience with Dujek has been just stellar!
Everyone else in this thread is right about the quick replies, and running SRP for Brave is no easy task.
My question - what is your favorite doctrine to fly in a small gang fleet?
Follow up, and totally unrelated question - if you could get one thing implemented during your time on the CSM, what would it be?
Sorry if you already answered the second. I was planning to go to the Derek Zoolander Center For Kids Who Can’t Read Good, And What To Learn To Do Other Stuff Good Too, but I couldn’t read the map.
This might be a longwinded question. Something I see over and over from other people is that “nullsec is stale”. (I don’t really have an opinion on this personally because I’m too new at the game to be bored.) Sometimes I see that nullsec is stale because sites are 20 years old and the core gameplay loop (run forsaken hubs in a drone boat and buy a pvp ship to lose on a roam) hasn’t changed in 10. Sometimes nullsec is stale because block politics mean that sovereignty changes hands slowly and the big groups are often not fighting each other due to timezone mechanics/diplomacy/citadels/whatever flavor of the week issue reddit is mad about. Are there any changes you’d like to see to nullsec as a longterm resident and someone familiar with the politics? Do you think this area of the game is in a healthy state at the moment?
I am quite partial to flying the long range meaty DPS ship when I fly small gang, I quite like the oracle. Otherwise I also quite like damp ships.
If it was no questions asked, a bridge between the new player experience and finding a corp. If something that I also think is possible in this term, getting Fenris to commit to doing a skill split between short and long range weapons, and having another tool to balance ships, and then balancing more frequently.
I think your new player perspective highlights something interesting, which is that being stale doesn’t necessarily mean being boring. I play a lot of EVE, and that is because I find it enjoyable. I think a lot of the core gameplay loop is very good, but at the same time, I think variety is great, and getting more variety into the game should be encouraged.
Changing/adding more sites/missions/anoms as evergreen content is a good use of dev time, I think, for a game that has lasted this long, and will last long.
Quite a few of the changes the game needs to improve the astropolitics of EVE and relations between the blocs are also things that Fenris needs to come up with, as game devs, after listening to the players describe more of what they find to be detracting from their game experience. And what they want more of.
One of the examples that has been raised is a rework to citadels, especially the fittings (modules and rigs). The modules have a good way of making certain fights more tedious, both for large and small groups. The base power of citadels where they are good against large targets and bad against swarms of small targets means there is an issue where large groups can just zerg down any structure. And lastly, structure rigs being permanent AND very expensive cements groups in place, so they move around less. If it were harder to headshot keepstars and easier to move slightly away from each other, we might potentially see less need for everyone to stay in blocs, and stay where they are.
There is no simple fix to what is the matter with sov null, and it will take years to get it right, and that requires having a string of good CSM candidates that are active in that space, both listening to their constituents, and bringing that forward in easy-to-understand terms for Fenris.
Rebalance “hotdropping” to give smaller/newer groups that can’t escalate anyway some room when trying to get small/medscale fights without being busted by some larger entity from lightyears away?
Redesign “endgame PvE” (aka the most lucrative PvE sites) in a way that it is harder to massmultibox and instead requires serious group-effort of real players working together?
Adding motivation and mechanics to establish a player-driven “Law Enforcement” roleplay option in HS, working actively against ganking groups?
thx for your time and good luck with your campaign!
Some of this balance is hoped to come from projection nerfs. Some of it might have to come in forms of delayed info - a small fight might be harder for people to find out about, especially if they live far away.
I would love for the PVE to be complex in ways that make it harder to multibox. I have thoughts about how that might be done, but mainly the job of the CSM is to let Fenris know we want that.
I am all for a war rework. I think a good ally system for the wars is probably what needs to exist, I am always worried that anything that allows more people to enter the fight will probably also be used by the ganking groups in some way to make themselves more effective, or give targets a false sense of security. For pure ganking, I think it mostly comes down to the economic reality of it, and make it only worth ganking the expensie targets.
Do you think player to player trust in each other, particularly players who may not be de-facto friends but are on the same geopolitical side as allies or have at least local defensive pacts together, have gone up or gone down or remained fairly the same throughout your tenure as a CSMer?
If there has been change do you think that’s for the betterment of the game or not?
in terms of players general current level of trust in one another do you feel it should be higher or lower?
How do you see players trust in one another represent in the game in player organisations and carry on through to meaningful long term engagement in Eve Online?
Anecdotally, I feel player trust in order to get content together is quite high these days, and has increased. For me, that also comes as a result of flying in a lot of NPSI groups and having that reputation carry over to other groups I play with.
From an organizational point of view, I think that game mechanics that rely on trust are good in some cases (I do like poses), but for alliance organization it is a bit weak, and I think that might also be one of the reason why all large groups in EVE are strictly autocratic in terms of permissions, despite not being as autocratic in terms of governance. It does lead to burnout if your entire alliance can be disbanded, taken over or your structures taken offline if you trust the wrong person, and as such have to do all the important things yourself.
Dujek offers experience without losing touch with everyday players. He understands that EVE needs to retain new players, give veterans meaningful content, maintain game balance and keep New Eden an engaging place to live and fight.