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blankseplocked Fix the DT-dependent FW plex spawning
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Becq Starforged
Minmatar Ship Construction Services
Posted - 2009.12.16 01:17:00 - [61]

This problem has been long ignored by CCP; it doesn't seem like it should be that difficult to fix. Here are two possible solutions:

1) Instead of having each plex 'object' set to be of a specific faction (and therefore being unusable if it respawns in the wrong system), simply have each plex take on the faction that occupies the system it spawns in. All plexes will be valid, and no post-DT reshuffling would be needed.


2) When a plex is respawned in the wrong system, don't set it to be invalid, simply mulligan the respawn immediately. Keep doing it until it works.

Frankly, I think option 1 is by far the better. Yes, it does mean that there's a statistical possibility that all plexes will be aligned to one faction at once, but this would only last until the plex was run by the other side or died of old age. Option 2 (which is basically the current mechanics, but not tied to DT) leads to FW being unstable, as the plexes for the winning side become more thinly distributed and the losing side become more concentrated.

Evanda Char
Re-Awakened Technologies Inc
Electus Matari
Posted - 2009.12.16 20:15:00 - [62]

The post-DT spawning issue is

a) Unrealistic

b) Leads to many european people with day jobs who would like to be involved in system capture being unable to do so; when my partner was in FW he could never find any plexes left by the time he finished work and now I am in it myself, I find I spend roughly 3 hours probing for every hour plexing and fighting.

So yes, I would very much like to see a mechanic where plexes respawn throughout the day, so we can all have a go.

Darius Shakor
Re-Awakened Technologies Inc

Posted - 2009.12.16 23:49:00 - [63]

Supported, but only as part of a major revamp of FW in total as just fixing this one thing for now would then be unbalanced and other fixes need to come in first like the standings reactions of NPC's.

I can at least see the game design sense in CCP making only a limited number of complexes a day spawn for any given area. Ideally it was to stop a rapid take over from one side who could buckle down and grind for a day, which I agree is as bad.

So they should keep the kinds of limits they had in mind but reduce it from a daily pot to smaller and more manageable time periods of, say, three hours for example. Where less complexes spawn in that time, and they refresh 24 hours later.

OK... that might be hard to follow so back to examples just in case.

Post DT, 12pm gmt to 3pm gmt. Say 15 plexes are active. If they are all run then fine, they are gone until 3pm gmt to 6pm gmt where another 15 are activated. Now say only 4 of them are run by 6pm. The other 11 remain and another 15 spawn at 6pm to 9pm. So we now have 26 on the field. However those 11 left from 3pm to 6pm will continue to persist on the field until 3pm to 6pm the next day when they are auto-refreshed and replaced with a new batch of 15. Note: not at downtime.

K0n Fus10n

Posted - 2009.12.17 00:30:00 - [64]


Andreus LeHane
Mixed Metaphor

Posted - 2009.12.17 21:11:00 - [65]

This needs to be fixed in literally the next patch.

yani dumyat
Pixie Cats

Posted - 2009.12.19 00:32:00 - [66]

Like most broken things in FW the main problem is a lack of dev time.

Space Perverts and Forum Warriors United
Monocle Overlords
Posted - 2009.12.19 18:06:00 - [67]

current system is fine. dt seed might be abit too big but current plex spawning system is good.

Nova Foundry

Posted - 2010.01.15 19:20:00 - [68]

Funny how PERVS seem to be the only ones who don't want this fixed.

Says it all don't it.


Arkady Sadik
Electus Matari
Posted - 2010.01.15 20:50:00 - [69]

I'm not sure people realize the actual magnitude of this problem.

We recently finished a four-week campaign in FW (despite all the bugs and annoying design problems a mostly enjoyable experience - a lot of good fights, both won and lost). But pretty much the whole campaign was dictated by this game mechanic.

Once some systems in any area are occupied, there is no way to avoid this mechanic. In the beginning, when about half of Metropolis was occupied, it was no problem for either side of the conflict to run enough plexes so that by roughly 18:00, the plexes were pretty much gone - inaccessible in the systems of different occupation. Our US and AUS timezone players regularly complained about no plexes being there, about having absolutely no way to influence the conflict. Only after DT, suddenly there are a ton of plexes again to be had. Six hours of dedicated plexing later, and most if not all of them are gone - until DT.

I didn't think this game mechanic would have such a huge effect even when there are a lot of systems to respawn in, but it does.

Of course, the fewer systems there are, the more obvious it gets. Fighting for Siseide and Lantorn was just plain silly. DT starts, everyone get on vent, twiddle thumbs or browse the web, wait for TQ to come back up. "TQ UP!" Log in, log in, log in! 7 wt in local, 2 meds, 2 major! Switch to med sized ships, meet at ... go go go!

Usually by 13:00, it was all over. The 1-2 systems were confirmed plex-free. The only time they would spawn plexes again was tomorrow during DT. Fleet can stand down, everyone can ignore the systems until then.

I had some of the most awesomest engagements I have had in EVE so far here. It's sad that it only happens at that time of the day. A time, I might add, when I'm usually in the middle of my work day.

This mechanic is silly beyond belief.

Liberal Frontier Enterprises
BricK sQuAD.
Posted - 2010.01.16 14:02:00 - [70]

I always hated this part of the system. Players should be allowed to plex no matter what time zone they live in, instead of being restricted to right after DT.

Quantum Cats Syndicate
Posted - 2010.01.18 10:35:00 - [71]

Originally by: Murashu
I always hated this part of the system. Players should be allowed to plex no matter what time zone they live in, instead of being restricted to right after DT.

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