Cm_Chris, gating question

kell2016
kell2016
Minor Nuisance
Joined Jan 2016 Posts: 236

Hi Chris.
We never really got an answer with this one, and since you're actually seeming to engage, I wonder if we might get a proper bit of feedback. Help us to understand

When the fvf gating dropped from 60 to 55, and the base gating to 45 I ran a poll. 88% of players wanted the gating left at 60. 11%, liked the change. 395 people voted.

Could you please explain a little about why kixeye ignored this really very clear preference and dropped it?

The 60 gate was one of the most popular things kixeye have done. It kept the legacy fleets relevant and fun whilst allowing the primacy of the Xeno tech. Why did they walk it back?

  • Eric Rawlins
    Eric Rawlins
    Minor Nuisance
    Joined Oct 2016 Posts: 112
    Since Xeno essentially reset the power curve you really end up with Xeno and then everything else. FvF might be best served just by including a 'Xeno Gate' where a fleet with one or more can't attack a fleet unless they also have one or more Xeno ships. You can't really go purely off fleet level with Xeno since the levels still don't reflect their combat potential.

    FvF is at least avoidable if you're careful. Having a level 45 base wiped out by ships so far above them is worse. No matter how well you build your defenses or try to protect your resources the Xeno ships have so much cargo capacity even a full billion resources could be stolen without anything you can do to protect yourself.
  • AngelOfVerdun
    AngelOfVerdun
    Skilled Warrior
    Joined Jan 2017 Posts: 412

    ^

    You're right,
    I've seen lvl 80+ fleets flying around more and more every day and it really isnt fair to allow a lvl 55 to be hit by a 80. If ur in a sector with major alliances you are starting to see more lvl 88 fleets hitting boss targets and poor noobs hitting a hive with a lvl 56 Valhalla carrier fleet.

    I really think once all of xeno is done we will have to revisit the gating cuz the destroyer and carrier will probably push fleets over lvl 100 and then its just gonna be ridiculous for gating to stay at 55.

    Maybe 75 would be reasonable.

    Plus unlike bases, fleets gating is very important, cuz base weapons can be released to help them cope, but this won't happen with fleets.

  • HtlerDidNothingWrong
    HtlerDidNothingWrong
    Minor Nuisance
    Joined May 2015 Posts: 101

    So then when r u gonna fix the escorting problem? My lvl 57 jav fleet can't escort anything above lvl 62 because it's still acting under the gating rules of +/-5.

  • AngelOfVerdun
    AngelOfVerdun
    Skilled Warrior
    Joined Jan 2017 Posts: 412

    ^Nice!

    Congrats on the new position Chris!

  • AngelOfVerdun
    AngelOfVerdun
    Skilled Warrior
    Joined Jan 2017 Posts: 412

    Oh n Its nice to hear that you have been with the game and behind the scene, since it was in flash, it makes a great difference. :-)

  • Robzor_VC
    Robzor_VC
    Greenhorn
    Joined Jan 2016 Posts: 4

    CM Chris, the stats from kell2016 tell, that nearly 9 from 10 VC-players don't understand the latest gating-change. Meanwhile in the game you doesn't need any kind of skill to win a fight with a level 70/80/90 xeno-fleet. Kixeye should believe their player-base: Many of them like PvP, most of them don't want to use xeno for this, nearly all of them hate the new gating.

    Re-change the gating.....

  • Ignacio Bruhn
    Ignacio Bruhn
    Minor Nuisance
    Joined Feb 2015 Posts: 153
    Hey Chris, Have you guys been considering turn Meta shield resistant to alien weapon ( btw is the "meta shield" and if you read the description its said "resists all damage types" ). In my opinion that would fix some of these issues related with gating both PvP and PvB. Particularly to improve base against xeno fleets and keep old factions alive on  the game. Also easy to implement if i'm right. If isn't the case what do you think?

    Thanks
    image
  • jm1978
    jm1978
    Strike-force Captain
    Joined Mar 2017 Posts: 706

    Chris, congrats! I really appreciate the time to explain the reasoning behind gating. That said, there is still a problem with it as is. I am sure someone with your experience and knowledge of the forum activity is well-versed so I won't bore you with rehashing all of it. In summary, from my perspective, bases should have had the opportunity to gain XP and lvl up to meet Xeno. Bring gating down to accommodate Xeno vs base or fleet was unprecedented. It was even mentioned after the fact that base improvements were in the works.

    I remember when a level 52 fleet was about the capability of the fleet bay. There were level 45 bases at that time. Even then, a well planned strategy of rush and sniper could kill a base. Now there are the 45 - 50 (a few elite 51, maybe a 52) lvl bases facing 70, 75, 80+ so the balance is completely gone.

    I know you understand all of this, bringing​me to my questions; how and when will it get fixed? Will it get fixed?

  • Ubertrainer
    Ubertrainer
    Strike-force Captain
    Joined Nov 2014 Posts: 721

    @CM Chris said:
    It comes down to Xeno usability in PvP situations. While Xeno's usability was designed for NPC targets, PvP is still considered as part of the whole. We want to make sure there's uses for it in that context.

    When we re-tuned Fleet XP on Xeno ships, it bumped most fleets with Xeno content in them over level 60 (a full fleet of Xeno-only ships lands around 70+). If we had released this re-tune with the gating rules as they were at the time, players who had the latest Xeno content would pretty much only be able to use them on bases over the gating cap (level 60). So how many of those bases exist? Well, none. Additionally, when we looked at our total population, only a handful of players had/have bases over level 50. So the reality was very restricting. If you had the latest Xeno content you couldn't use it on any player base whatsoever, and very few fleets. 

    From a design standpoint, there's a real problem with that situation. Xeno content takes a lot of effort to acquire, it also takes a good chunk of time to build. NPC content is a big part of the game, definitely, but most people love PvP and for those who put in the effort to acquire the latest content to then have zero other places between Alien activities in which to use that brand new tech - that would kind of suck (and believe me, back when we originally upped the gating level, we heard exactly how much those players thought it sucked). It's not a great reward experience for what someone just worked hard to obtain and build. They should be able to use it right away in lots of situations. So we needed to loosen those restrictions if we were going to also jack up Xeno's XP value (which was viewed as essential).

    So while we recognized that full Xeno-fleets were going to be more powerful than bases could handle currently, we had to make that change. It corrected the reward value issue, and committing to getting bases a few power boosts in the near future requires less resources than forfeiting the Xeno season to overhaul PvP entirely.

    TL;DR we'll be taking steps to even the playing field - but in the meantime we'd prefer to default to more PvP options rather than fewer.

    I was giving you the benefit of the doubt until I read this. Welcome kix poison chalice holder 2017. The gating changes are nothing short of insane and idiotic. Start as you mean to go on I guess ; a pile of crap to cover up why you want more money. Get a new job, turn and run and don't look back.

  • Eric Rawlins
    Eric Rawlins
    Minor Nuisance
    Joined Oct 2016 Posts: 112
    CM Chris - 

    While I don't fully agree with your explanation I appreciate you taking the time to share your insights with the community. You do raise several valid points regarding level 60 gating rules preventing Xeno ships from engaging in most non PvE experiences. I continue to believe that, at least with bases, some consideration needs to be taken. Since, as you mentioned, there are no level 60 bases a level 60 gate would exclude Xeno content entirely.

    Until new Xeno-defenses are available perhaps the rules regarding base shields (the period of invulnerability) could be temporarily modified. No level 45 base can stand a chance at more than slightly annoying a massive level 90 Xeno fleet and the cargo capacity of those fleets allow enormous amounts of resources to be taken, over 100 million by sniping a single module. If they come in and 3-star a base you get a 24-hour shield but if they steal half a billion resources by killing one storage module at a time you get nothing. Having a certain number, or percentage, of resources taken within a particular time frame could also add a shield. That would at least slow down the looting. Let somebody either destroy the whole base and provide a 24-hour shield or take millions of resources but prevent them from taking billions. Another option would be to remove the 5x multiplier for stolen cargo if a fleet's capacity exceeds a preset amount. Or, make it a sliding scale

    < 2.5m cargo capacity = 5x
    2,5m-5m cargo capacity = 4x
    5m+ = 3x up to 20 million

    Something like that. With 12 storage modules they couldn't steal more than 240m resources before you logged on and initiated repairs. I prefer just adding a shield though since it is a simpler implementation.


  • HtlerDidNothingWrong
    HtlerDidNothingWrong
    Minor Nuisance
    Joined May 2015 Posts: 101

    @CM Chris said:
    Hyperion710 said:

    So then when r u gonna fix the escorting problem? My lvl 57 jav fleet can't escort anything above lvl 62 because it's still acting under the gating rules of +/-5.


    Hopefully going to see that next update. Anticipated change is that Javs will be able to escort anything level 20+ but that's subject to tuning prior to the downtime.

    So does that mean we can have our jav fleet be any lvl also or do they have to 55+? Would be nice to not worry about my jav getting smashed by a full fleet of mk6 punishers

  • DK.Vibez
    DK.Vibez
    Potential Threat
    Joined Nov 2014 Posts: 28
    Wow CM Chris, this is actually a pleasant and informative thread,which you responded to in good time,and wasnt quite what i wanted to hear but you seem honest in your response, so Mr Chris  as my dad used to say start as you mean to go on, in other words this is a good start and I hope you can keep it up.....and congrats
  • Wingman646
    Wingman646
    Skilled Warrior
    Joined Oct 2016 Posts: 443
    Was the base gate really at 60 at some point? I thought it was 50 and FvF was 60...which made sense. Even though a lvl 50 base is still conquered quite easily by the steamroller known as the 4+ punisher fleet, it protected all the smaller players who were still on their quest to FB13 which requires a fully ridiculous amount of resources.

    That being said, everyone that made the unknown mistake of letting their base get to lvl 45 without first completing FB13 is now the primary target for heavy resource storage. And when over 100 million can be taken at a time by one of these resource pack mule fleets, it makes it nearly impossible to accomplish if you're anywhere near a resource hungry player with a fist full of Xeno tech.
    Image may contain: 1 person, textWill Harbin is the CEO of Kixeye...he's the main man. Not Paul Preece. #TeamHARBINger
  • gundamcp8888
    gundamcp8888
    Skilled Warrior
    Joined Jul 2015 Posts: 417

    CM Chris your response pretty much sum up the current Gating rules are here to entertain mega coiners.
    I am dying to see how many NEW mega coiners this dying game can attract.

    Most current players stick around because of the time and money of our lives spent in this dying game cannot be recuperated.

    At this rate you won't have any or new players to sustain your mega coiners. It's will be curtain down for vega pretty soon!

  • Andrea Nard1
    Andrea Nard1
    Unicorn Overlord
    Joined Nov 2015 Posts: 2,654
    At this stage of the game, even not coiners should have mk3 punishers which can take down a base...not all but quite a number of players.
    Inappreciated the reply of CM Crhis, i disagree with part of it. Before changing the gating bases should have been made able to fight...and I do not thinknit takes alot of coding to increase the firepower of base defences, we have seen it done in few days.

    What wonders me is if really is a time issue, or just Kixeye wants to make some players happy with weak bases. I am not convinced of them been straighforward on that
    image
  • kell2016
    kell2016
    Minor Nuisance
    Joined Jan 2016 Posts: 236

    CM Chris said:

    It comes down to Xeno usability in PvP situations. While Xeno's usability was designed for NPC targets, PvP is still considered as part of the whole. We want to make sure there's uses for it in that context.

    When we re-tuned Fleet XP on Xeno ships, it bumped most fleets with Xeno content in them over level 60 (a full fleet of Xeno-only ships lands around 70+). If we had released this re-tune with the gating rules as they were at the time, players who had the latest Xeno content would pretty much only be able to use them on bases over the gating cap (level 60). So how many of those bases exist? Well, none. Additionally, when we looked at our total population, only a handful of players had/have bases over level 50. So the reality was very restricting. If you had the latest Xeno content you couldn't use it on any player base whatsoever, and very few fleets. 

    From a design standpoint, there's a real problem with that situation. Xeno content takes a lot of effort to acquire, it also takes a good chunk of time to build. NPC content is a big part of the game, definitely, but most people love PvP and for those who put in the effort to acquire the latest content to then have zero other places between Alien activities in which to use that brand new tech - that would kind of suck (and believe me, back when we originally upped the gating level, we heard exactly how much those players thought it sucked). It's not a great reward experience for what someone just worked hard to obtain and build. They should be able to use it right away in lots of situations. So we needed to loosen those restrictions if we were going to also jack up Xeno's XP value (which was viewed as essential).

    So while we recognized that full Xeno-fleets were going to be more powerful than bases could handle currently, we had to make that change. It corrected the reward value issue, and committing to getting bases a few power boosts in the near future requires less resources than forfeiting the Xeno season to overhaul PvP entirely.

    TL;DR we'll be taking steps to even the playing field - but in the meantime we'd prefer to default to more PvP options rather than fewer.

    CM_chris

    Firstly, thankyou for the thoughtful and helpful reply. You have no idea how nice it is to know that these concerns are being heard, rather than just dissppearing into the void.

    I take your point about having stuff to use the xeno tech on. Certainly with bases. Not sure that applies so much in FVF, as there are plenty of high level fleets tooling around, and a gate of 60 for FVF certainly would not be too restrictive.

    Its really good to hear that there is an appreciation that the playing field is a bit bumpy at the moment and that it will be leveled. I had a fight yesterday between a bunch of furies and a carrier against 5 elite punishers with the same carrier. It was not what you might call a balanced encounter ;). A level 55 fleet has little chance to hurt a level 80 fleet.

    Can I very respectfully suggest that even if the basing situation is left until the bases get some love (which they very sorely need), the FVF playing field could be somewhat leveled really very easily by restoring the level 60 cap? The only targets that would deprive the Xeno fleets of are tier 4ish fleets. Leaves almost any DC or xeno fleets, which is most of them, as legitimate targets.

    Thanks again for your kind attention to this concern.


  • touche6784
    touche6784
    Skilled Warrior
    Joined Apr 2015 Posts: 477

    CM Chris said:

    It comes down to Xeno usability in PvP situations. While Xeno's usability was designed for NPC targets, PvP is still considered as part of the whole. We want to make sure there's uses for it in that context.



    Although I appreciate the time taken to consider usability I think the majority of the community is more conflicted with the balance of xeno content.  With no base counter, xeno hulls should have no place in PvB.  FvF PvP is different and I am sure many players can give examples of xeno vs non-xeno PvP occuring where the non-xeno were effective although these situations are rare and require pretty specific circumstances.  By allowing xeno content, full or nearly full xeno fleets, to participate in PvB you are further degrading the balance and skill level required to play this game diminishing the value of play time.  At the free-for-all base level there is essentially no point in having any defense.  Please reconsider PvB gating rules.
  • lykaios.wolf
    lykaios.wolf
    Potential Threat
    Joined Jul 2013 Posts: 89

    Gating rules should be:

    Fleets: +-5 or maybe up to lv59 and from lv60 +10 -5

    And for bases: up to 44 +-5 and from 45 +10 -5

    The Javelin should handle all fleets....from lv10 to 100

  • Alex937 Alex937
    Alex937 Alex937
    Greenhorn
    Joined Jun 2016 Posts: 4
    Suggestion: lets calcalate actual base level = current level + (amount of medals)/25. And increase free galing to 55-60.
  • Pekkali
    Pekkali
    Potential Threat
    Joined Sep 2015 Posts: 52
    edited 25 Apr 2017, 1:50PM
    @CM Chris

    So, basically, you are saying you felt those using money to make Xeno fleets fast should have free reign to kill bases and non-Xeno fleets. Once the less spending masses start to get Xeno fleets ready you will make changes to allow bases defend again against those Xeno fleets?

    EDIT: Actually this is even worse for those spending less money. Once they get the Xeno fleets ready you roll out content making the bases of heavy spender untouchable. The noncoiners will wait months before they have the bases refitted.
  • Andrea Nard1
    Andrea Nard1
    Unicorn Overlord
    Joined Nov 2015 Posts: 2,654

    Pekkali said

    @CM Chris

    So, basically, you are saying you felt those using money to make Xeno fleets fast should have free reign to kill bases and non-Xeno fleets. Once the less spending masses start to get Xeno fleets ready you will make changes to allow bases defend again against those Xeno fleets?

    EDIT: Actually this is even worse for those spending less money. Once they get the Xeno fleets ready you roll out content making the bases of heavy spender untouchable. The noncoiners will wait months before they have the bases refitted.


    No exactly... but seems they want to give a premium to higher spenders... like airlines do for their frequent fliers. Questionable if you look to be fair, not so if you look at the business point of view
    image
  • jm1978
    jm1978
    Strike-force Captain
    Joined Mar 2017 Posts: 706

    @Andrea Nard1 said:
    Pekkali said

    @CM Chris

    So, basically, you are saying you felt those using money to make Xeno fleets fast should have free reign to kill bases and non-Xeno fleets. Once the less spending masses start to get Xeno fleets ready you will make changes to allow bases defend again against those Xeno fleets?

    EDIT: Actually this is even worse for those spending less money. Once they get the Xeno fleets ready you roll out content making the bases of heavy spender untouchable. The noncoiners will wait months before they have the bases refitted.

    No exactly... but seems they want to give a premium to higher spenders... like airlines do for their frequent fliers. Questionable if you look to be fair, not so if you look at the business point of view

    This was a valid argument except that if the product you are extending to a F2P market is no longer fun or possible for free, you will lose your player base/cannon fodder/call it what you want, and then those elite will be left to bash each other. Thus, the temporary benefit to them is gone...Plus...There are plenty of people who claim to spend money on this game adding their voice to the arguments.

Sign In or Register to comment.