Factional Warfare updates now available for testing

…jesus, level IV missions were worth that much LP? That’s literally insane.

So wher is Love to low sec?

CCP tis year plan is NERF ALL ISK MAKING.

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It doesn’t work like that thou, if we farm lp slower in missions that means we will farm it faster in combat pvp plex’s which fw is supposed to be about, fighting not farming :]. And the players decide how much their time is worth by setting the price always, so for sure the FW ships will go up a lot in price to compensate.

I presume this is just the stuff you could add in 10 minutes and the actual changes are still to come?

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Eve online is about null sec sov space mate, 98% of the time investment was always going to go there we should be happy for these changes it doesn’t happen often.

what tier is this screenshot at? is this warzone tier 5?

Tier 4

Didn’t know you were still alive and blasting; good to see

I’ll be looking out for your comet. :slight_smile:

Yacht_Missile’s “PVP” Season" idea is a brilliant one, as it uncouples the issues with collective faction failure and pushes individual competence as the driving force behind success in FW.

A few ideas I’ve collected over my years in FW that I think would be excellent changes to improve existing content, as well as add new features to improve the overall individual and group-wide experience:

-The ranks you gain related to your faction standing should permit people to have an increasing number of people in the fleet share, rather than split, the LP payout from sites. This would encourage pilots with a higher individual rank in their militia to run fleets, as ideally they would have more experience in the warzone.

-Remove warzone reward bonuses, and have it be constellation-based. Constellation upgrade tier applies to increasing the return from defensive plexing and mission rewards, but consequently also gives enemies more LP for offensive plexing.

-Couple pilot Rank and warzone constellation tier as percentage modifiers to LP gain from pvp kills and complex capture. Rank pvp gains work both ways, with higher level “officers” gaining more overall return from farming sites and killing players, but consequently have a much higher percentage reward on their head.
As an example, a Brigadier General flying a Loki would be worth an extremely large payout, with (relating to the earlier bit about rank increasing the number of people in fleet that get unsplit LP) the rank of whoever got the final blow in the fleet sharing that LP with however many fleetmates their rank permits with the highest damage dealers descending as beneficiaries.

-FW missions count towards reducing/adding system contested levels. This gives an otherwise useless (especially after these changes) PVE-only activity that doesn’t help out with system capture at all, and helps generate content relative to the other proposed changes. People ideally would flock to a well-defended friendly system with a FW station in it, and use it as a stronghold to run missions across the warzone to contest random systems, allowing for potential content generation in otherwise tactically meaningless areas where fighting isn’t actively occurring. This, with shifting the tier reward system to be constellation-based, would encourage people who are otherwise entirely focused on acquiring consequence-free income without lifting a finger for friendly pilots in pvp to actually defend upgraded friendly systems.

-Give SOME kind of reward for dominating the warzone. Limited-edition ship rewards to top contributors would be a good start; Giving alliance-tournament type rewards for the top corporations would be a good route to go since it IS a significant accomplishment, and/or a fat stack of isk to everyone in the victorious faction who was online during capturing the last system.
It happens so rarely and is such a difficult event to collectively achieve that it WOULD merit dramatic rewards on par with what you’d see from an alliance tourny. Hell, even a free unique skin would be throwing us a bone. I’d still love a Cambion if calmil takes the warzone back from the gals at some point in the future.

As an addendum, I’d like to point out that I believe that most of the content of FW comes from how INDIVIDUALS rally allies together, perform acts of greatness and hilarity in equal measure, and form bonds. Focusing on rewarding individual competence and contribution, as well as encouraging teamwork from them, is what this game is about. It’s always been about the pilots, and what their legacies create.

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make accel gate ranges all 100km

the sites should be locked to specific ships and the acceleration gates should be able to warp Fw players even if they are tacked this will give then incentive to go inside sites,
Novice sites should be locked to frig & destroyers class ships only and the npc spawn lethality should be higher.
Small sites should be locked to destroyers & cruisers class ships only with the NPC scaled up way higher.
Medium site should be locked to Cruisers & Battle cruisers ships only with the NPC damage and tanks scaled way up.
Large site (BS site) should be locked to allow only Battleships class and they cannot be tacked when they activate the gate but the tackle should only apply to FW pilots. Battleships sites would be crawling with instalocks cruisers for easy kills. if people wanna kill the battleship they have to get thier own battleships to enter the site which would give FW pilots more chance to stand ground or flee as battleships takes a longer time to align.
Open site as updated should be free for all.

Plexing sites should give out more LP and lv4 missions should be locked to battleships only which will in turn make plexing/fighting the more lucrative type. these are some ideas that is flying in my head

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This ‘fix’ to the gate slide is absolute TRASH CCP.

The whole point of the slide is so that we dont get caught by ships who DO NOT BELONG in the plex. It sucks getting blapped on plex’s. What’s worse, is that this leaves the small gang part of gate-slide TOTALLY DEAD.

Small gangs could warp to a small complex, in their frigs or destroyers, and slide past the nerds in cruisers and lokis and fast tackle waiting outside. It forced fleets to get into a competitive fleet comp to engage.

What you’ve done kills small gang fights. Killed solo too.

Because the team with the biggest ships and the fastest lockers ALWAYS WINS if you dont fix the gate slide.

It cant possibly be that hard to bring back the old slide.

We’re dying out there. Lokis are a damned MENACE out there. My FW characters are suffering, 8 of their last 10 deaths are to lokis–and i am losing very expensive pods to this problem too, because they can lock my pod before my client can even registers that i am IN one–that’s how fast they pop you. It’s stupid. I’ve got my pod loss alert, before i even lost the graphics for being in my ship. Not kidding.

Stop the nonsense, bring back the slide.

I will not be rejoining FW with my main until it happens. I’ll advise everyone else against it too (not that you care, obviously, or you’d bring back the slide).

Fix. The. Slide.

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I like these changes, but they are the most basic fixes.
FW needs a real update.

As a veteran of FW, here’s my take:

There’s no incentive to be on the losing team. For the entire history of FW, the warzone pushes we either controlled by bots or a cyclical shift in one side winning, them getting eventually bored or burnt out over the next few months, and the other faction coming back.
Tier 1 needs to be removed, and there has to be some other incentive added for the losing side.

Pvp centers around Plex mechanics.
The gate sliding change is a start. I think adding in something like rewards for contesting a plex would be super fun and helpful.
Like say you make an attempt to push off someone capturing a plex. You pause the timer while you fight and they kill you.
That interaction should slightly change the Plex itself. It should give you a tiny LP reward when the Plex is completed, it should give them a greater LP reward.

Plexes should be weighted slightly on their size in determining percentage lost or gained in system control. Not extreme, maybe something like .5 novice, .6 small, .7 med, .8 large, .9 open.

Change the LP payout of plexes to be more like incursion payouts. Where you get rewards up to 5-15 people before it starts to split. To avoid abuse you could add some requirement that the longer you keep the multiple players in the Plex the more this bonus ramps up. This would discourage just rolling gangs from Plex to Plex to cash in right at capture.
The splitting of LP from plexes discourages small gang fights in the plexes, it actively makes me not want to group up with my friends. It’s a bad mechanic.

Corporation LP tax.

And lastly - pretty much any suggestion above 60% in the big list put together by the FW committee.

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Jesus… oh.
why you try to make some necro with FW?

It is dead and useless and do not have roles for ships bigger than hecate or assault frigs/dessy. Cruser+ sizes just dont needed, they dont have a role. For why i need to take my BS? for 0 damage 300 tank drake npc kill?:slight_smile:

Just make FW like it was on start. in 2010 or something.
with a lot of npc, some of them was hitting hard, with random warp in in ±30km radius.
With far away beacons (you sit on warp in point or you making this plexes).
Early FW was ton of fun. ppl make fleets cruiser/bc/bs fleets for plexes+pvp. Even small. with 2-5 members. but gangs, and on nice ships. Not 3 merlins, like now.
You can defetnd ally plex with a good skillfull inti + help from npc. Now - you can`t :slight_smile:

And tons of dis boring stuff. Like - oh. we make it easy for new players. blah blah blah. You make it boring for new players, and for old too.

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Early FW was more fun because there were more people driving content. The systems were new.
Going back in time isnt the answer.

HI,

I’m a FW pilot and wanted to give some feedback on these changes.

Non FW participants who choose to entering FW sites will now get a Suspect flag when activating the acceleration gate

The suspect flag change is much needed and wanted. Most FW pilots fight for their respective empires, and will often role-play as being a “counter piracy unit”. Therefore, the inevitable loss of standing is a complete juxtaposition with their role-playing persona.

On a more gameplay oriented note, FW pilots are REGULARLY engaged in combat - to an extent which most other pilots don’t comprehend. For many newer FW pilots, they value their sec-status and this leads to them allowing a non-FW pirate to dictate range on them… Which for those in Brawler and Scram-kite fits is a death sentence. Much needed change. +10

A new FW Complex site will be added for Battleships and smaller classes

Having a new battleship plex sounds like fun. Looking forward to trying out my blaster Megathron. :slight_smile: It’ll be really interesting to see where the meta goes with this. + 10

The ‘jury is out’ on activation ranges for gates and plexes. We’ll see how it goes. I think most FW have adjusted to the new meta on gate traps - and well organised militia groups are just as capable of springing their own traps. This could improve things… We’ll see.

As an aside, I wonder whether the decloaking collider effect from the gate has been adjusted. Will this make it feasible for ‘cloakies’ to enter mission sites and plexes undetected?

New Perimeter Lighting visuals will be introduced surrounding Acceleration Gates to show their activation range

Fantastic! +10. But, can I suggest that colour be defaulted to the controlling faction colours? This would mean that for:

  • Caldari controlled systems, offense colour = green, defence colour = blue, neutral control = white;
  • Gallente controlled systems, offence colour = blue, defence colour = green, neutral colour = white:
  • Minmatar controlled systems, offence colour = amber, defence colour = scarlet, neutral colour = white; and
  • Amarr controlled systems, offence colour = scarlet, defence colour = amber, neutral colour = white.

This is just a suggestion and purely aesthetic. As FW pilots get a morale boost from seeing their colour on things. :smiley:

Increased LP payouts for FW PvP Kills

Perfect! That’s exactly sort of change which career FW pilots want. +10

On the whole. Really good set of changes. I like it.

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I think you think you’re talking to a bunch of people who have never done FW or something. The fact is that most FW pilots are not looking to engage. A large portion of them, if not a majority, basically cheap-fit or don’t-fit a t1 frig, and look to bug out at any sign of trouble, wanting to just be part of a lucrative endeavor with as little loss as possible.

The moment I start seeing actual small gang warfare based on FW, I’ll say it’s doing a good job. Most of the time, it’s a few good corps running all the actual pvp conflict, then a bunch of solo pilots riding the coattails and not fighting for the plex. They just want to find another one and farm safely. This is a bad mechanic as far as driving ‘FW content’. It’s not anything special right now, it’s pretty lame to engage in and watch. It’s not even fun to gank, but it’s often the bottom of the barrel as far as finding content as a roamer…better a slim chance at a good fight than no chance.

I’ll pretty much tell people that FW is something more than afk-orbits once I start seeing people actively try to form little groups to get things done. Once I see them knowing that 2 t1 frigs ain’t gonna cut it as far as ‘being an anti-piracy squad’. As is, it’s just a gimmick that adds very little except for a big, dramatic drain of unrealized potential.

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The fact is that most FW pilots are not looking to engage. A large portion of them, if not a majority, basically cheap-fit or don’t-fit a t1 frig, and look to bug out at any sign of trouble, wanting to just be part of a lucrative endeavor with as little loss as possible.

Sorry to hear about your experiences, and yes, I do understand the kind of encounters you’re talking about. With my corp, and alliance, we’ve always been heavily devoted to PvP - and as such I’ve always tried to foster an attitude of adapting to the environment first, before asking CCP to fix things.

Yes, aversion to combat can be annoying, but, there are two sides to this coin. The first thing a new PvP’er needs to learn is what to engage, and when. Knowing when to warp out, and successfully doing so, is not an aversion to PvP. It is PvP… So, if you’re wanting the actual fight, and not getting it, perhaps you need to downship into something engageable?

For the rest of it, yes I agree. There are pilots who I call professional farmers. I know who they are - and I go out of my way to kill them. Simply as a matter of principle. It’s not hard, it just requires a certain degree of creativity and cunning. Sure, it’s not A-grade PvP but, for professional militia pilots willing to game the farming meta, it does bring some satisfaction. I’ve got a nano-double-hyperspatial Maulus Navy Issue with 22 killmarks on it, in my hangar, which I love to take for a spin for those occasions - and it helps clean the warzones of riff-raff.

You see, when you stop seeing every problem as a ‘CCPlease event’, and see them as opportunities, the game is so much more fun.

I just view the current implementation as one of the biggest wastes of potential. You have two vast space empires in relatively close proximity. Where null roams can be hours without seeing a single target…here you have pipes that are 10 systems long before you run into the other faction, often less. These could be virtual hotbeds of activity, of real places to enter skirmishes consistently as 4-6 people.

That and I get really weirded out by the mental picture.
“Caldari State, we’re going to WAR!” huge cheers
"Caldari State, it’s time to retake the system from the Gallente scum!* huge cheers!
“Caldari State, let us show the might of the corporations that they shunned!” huge cheers!
“Okay. Everyone get in the cheapest ship you can manage and run if you see the bad guys!” “…what?”

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