These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Highsec vs 0.0 - enough is enough, time to add some risk to the real carebears!

Author
Generals4
#141 - 2012-07-06 16:57:00 UTC
Mithrantir Ob'lontra wrote:

The same thing can happen in high sec too. If you pay attention to local you can't lose a ship in highsec too.
What's your point?


Realistically speaking not. If one were to use local in high as it is used in null one wouldn't ever be able to undock.

_-Death is nothing, but to live defeated and inglorious is to die daily. _

Nicolo da'Vicenza
Viziam
Amarr Empire
#142 - 2012-07-06 16:58:47 UTC  |  Edited by: Nicolo da'Vicenza
TotalCareBear wrote:
Nicolo da'Vicenza wrote:
TotalCareBear wrote:
[quote]Now, mining is more dangerous in highsec(because local is of no help). Time to add some risk to the 0.0, to balance things out.
if you fit a tank, then no catalyst poses a threat to your hulk. Many don't do this however.
However all hulks in 0.0 require tanks if only to suck up the damage from belt rats. All solo hulks do this. Thus, belt rats in 0.0 alone pose a greater threat to miners then suicide gankers do.


Funny how 0.0 rats pose a greater threat on 0.0 hulks than any 0.0 player does.

Haha you misread.
0.0 rats pose a greater threat on 0.0 hulks then any highsec ganker poses to any highsec miner.
That's not an empty claim, that is empirically verifiable fact.
It simply goes without saying that any 0.0 player aggresses a 0.0 miner, the miner is dead.
TotalCareBear
Doomheim
#143 - 2012-07-06 17:03:20 UTC  |  Edited by: TotalCareBear
Nicolo da'Vicenza wrote:
TotalCareBear wrote:
Nicolo da'Vicenza wrote:
TotalCareBear wrote:
[quote]Now, mining is more dangerous in highsec(because local is of no help). Time to add some risk to the 0.0, to balance things out.
if you fit a tank, then no catalyst poses a threat to your hulk. Many don't do this however.
However all hulks in 0.0 require tanks if only to suck up the damage from belt rats. All solo hulks do this. Thus, belt rats in 0.0 alone pose a greater threat to miners then suicide gankers do.


Funny how 0.0 rats pose a greater threat on 0.0 hulks than any 0.0 player does.

Haha you misread.
0.0 rats pose a greater threat on 0.0 hulks then any highsec ganker poses to any highsec miner.
That's not an empty claim, that is empirically verifiable fact.
It simply goes without saying that any 0.0 player aggresses a 0.0 miner, the miner is dead.


Tell me, how to aggress a 0.0 hulk. Thanks to local, you cannot.

Only realistic option is awox, but this would be more common problem, if eve didn't have full API, public killboard and employment history. 0.0 carebears get everything they want.

edit: give me an option to pay concord/ccp 10-50M ISK, so I won't show up in local when i jump to a system, that would be great.
ps3ud0nym
Dixon Cox Butte Preservation Society
#144 - 2012-07-06 17:07:26 UTC  |  Edited by: ps3ud0nym
The funniest thing about this post is that those are changes that Goons and the nul sec alliance have been trying to push for quite some time for the most part.

That being said, there is a MAJOR difference between safety in high-sec and safety in 0.0. In 0.0 it is safe because the players MAKE it safe where in high-sec it is safe due to no effort or organization on the part of people who live there. It is entirely mechanics based.

What you appear to want is no safety unless it is created by game mechanics. You want mechanics to trump organization and effort. If you want to be safe, get people together and MAKE it safe. All those nul sec organizations started as small corps in empire and the ones you ***** about the most have had to work far harder than most corps. The time that Dreddit, the founding corp of TEST, has spent where they WEREN'T in a war dec can be measured in days. That is from the very first day of their founding. We aren't talking one war here. We are talking multiple wars at all times, well before they ever made the jump into nul sec.

Alliances and corps in 0.0 have to work for everything they got and they have to work constantly to keep it. In contrast, the people of Empire have to do absolutely nothing to benefit from the safety offered in high-sec. It isn't just risk/reward, it is also effort/reward. If safety is your reward, then you had better get off your ass and do something, you shouldn't get something for nothing.

So ya, nerf high-sec. There should be no place in this game where you get something for nothing.
Weaselior
GoonWaffe
Goonswarm Federation
#145 - 2012-07-06 17:14:01 UTC
basically this is highsec mining scum bleeting about how since miners in 0.0 are about eleven billion times smarter than they are c/d?

Head of the Goonswarm Economic Warfare Cabal Pubbie Management and Exploitation Division.

TotalCareBear
Doomheim
#146 - 2012-07-06 17:20:33 UTC  |  Edited by: TotalCareBear
ps3ud0nym wrote:
The funniest thing about this post is that those are changes that Goons and the nul sec alliance have been trying to push for quite some time for the most part.

That being said, there is a MAJOR difference between safety in high-sec and safety in 0.0. In 0.0 it is safe because the players MAKE it safe where in high-sec it is safe due to no effort or organization on the part of people who live there. It is entirely mechanics based.

What you appear to want is no safety unless it is created by game mechanics. You want mechanics to trump organization and effort. If you want to be safe, get people together and MAKE it safe. All those nul sec organizations started as small corps in empire and the ones you ***** about the most have had to work far harder than most corps. The time that Dreddit, the founding corp of TEST, has spent where they WEREN'T in a war dec can be measured in days. That is from the very first day of their founding. We aren't talking one war here. We are talking multiple wars at all times, well before they ever made the jump into nul sec.

Alliances and corps in 0.0 have to work for everything they got and they have to work constantly to keep it. In contrast, the people of Empire have to do absolutely nothing to benefit from the safety offered in high-sec. It isn't just risk/reward, it is also effort/reward. If safety is your reward, then you had better get off your ass and do something, you shouldn't get something for nothing.

So ya, nerf high-sec. There should be no place in this game where you get something for nothing.


How many times, do I have to reply to these...

Local requires no collective effort whatsoever. Really, this keeps repeating... What part of "Someone in local, Warp to SS/POS/Station" is hard, what part of it requires collective effort? "Collective intel or gangs" have really minor effect on alliance players, as local still is the best line of defense vs being ganked when carebearing in 0.0.

And game mechanic changes have favored 0.0 alliances. You can't possibly argue against changes putting them at disfavor, given that they have had plenty of boosts.
Sarah Schneider
Native Freshfood
Minmatar Republic
#147 - 2012-07-06 17:20:55 UTC
TotalCareBear wrote:
Sarah Schneider wrote:
TotalCareBear wrote:
Someone, who smackstalks highsec players, yet wants the "sandbox" to be sized to their needs and doing that while game mechanics prevent risk in 0.0.

Players and collective effort are what made it safe, not game mechanics.


Tell me more about the collective effort of watching local channel.

edit: if you removed local, you would actually have to have collective effort - having intel, having semi-pve-pvp fit, having backup ready in station and what not - all of this would require teamwork, rather "oh, someone in local, within 15 seconds I have warped to pos/ss/station."

Removing local will effectively diminish intel channels, at least to the extent that they will no longer be an accurate form of 'intel'. It requires a massive amount of organization and work to establish a home region with logistics (POSes, JB network, etc.) to make it 'safe'.

Aside from moon goos, a relatively safe space with high rewards are an incentive for alliances to invade and take other people's space. You're talking about a major full blown nerf to this incentive without any balancing factor. People go to null space to pvp, yes, but for people to go and live in nullsec, there has to be a significant amount of reward, in this case, a safe(r) place to go to and make isk. Without local, or a proper intel source, there would be far far less people out in space doing non-pvp stuff in nullsec, thus, far less people to blow up and less motivation to take over someone else's space and in the end, less motivation for larger scale conflict in nullsec in whole.

"I'd rather have other players get shot by other players than not interacting with others" -CCP Soundwave

baltec1
Bat Country
Pandemic Horde
#148 - 2012-07-06 17:25:19 UTC
TotalCareBear wrote:


How many times, do I have to reply to these...

Local requires no collective effort whatsoever. Really, this keeps repeating... What part of "Someone in local, Warp to SS/POS/Station" is hard, what part of it requires collective effort? "Collective intel or gangs" have really minor effect on alliance players, as local still is the best line of defense vs being ganked when carebearing in 0.0.

And game mechanic changes have favored 0.0 alliances. You can't possibly argue against changes putting them at disfavor, given that they have had plenty of boosts.


Yet I still kill people trying to ship goods and mine in 0.0
Sarah Schneider
Native Freshfood
Minmatar Republic
#149 - 2012-07-06 17:28:10 UTC
baltec1 wrote:
TotalCareBear wrote:


How many times, do I have to reply to these...

Local requires no collective effort whatsoever. Really, this keeps repeating... What part of "Someone in local, Warp to SS/POS/Station" is hard, what part of it requires collective effort? "Collective intel or gangs" have really minor effect on alliance players, as local still is the best line of defense vs being ganked when carebearing in 0.0.

And game mechanic changes have favored 0.0 alliances. You can't possibly argue against changes putting them at disfavor, given that they have had plenty of boosts.


Yet I still kill people trying to ship goods and mine in 0.0

I think I've killed a bunch of ratting nightmares and tengus a while back and I'm pretty sure they have their own 'intel channels' as well. Just sayin.

"I'd rather have other players get shot by other players than not interacting with others" -CCP Soundwave

baltec1
Bat Country
Pandemic Horde
#150 - 2012-07-06 17:32:23 UTC
TotalCareBear wrote:
Sarah Schneider wrote:
TotalCareBear wrote:
Someone, who smackstalks highsec players, yet wants the "sandbox" to be sized to their needs and doing that while game mechanics prevent risk in 0.0.

Players and collective effort are what made it safe, not game mechanics.


Tell me more about the collective effort of watching local channel.

edit: if you removed local, you would actually have to have collective effort - having intel, having semi-pve-pvp fit, having backup ready in station and what not - all of this would require teamwork, rather "oh, someone in local, within 15 seconds I have warped to pos/ss/station."


Or if you are like me you dock up and grab a combat ship to deal with the enemy. Afterall if you dock up every time something pops up then you will not be keeping that space for long.
TotalCareBear
Doomheim
#151 - 2012-07-06 17:33:35 UTC  |  Edited by: TotalCareBear
Sarah Schneider wrote:
TotalCareBear wrote:
Sarah Schneider wrote:
TotalCareBear wrote:
Someone, who smackstalks highsec players, yet wants the "sandbox" to be sized to their needs and doing that while game mechanics prevent risk in 0.0.

Players and collective effort are what made it safe, not game mechanics.


Tell me more about the collective effort of watching local channel.

edit: if you removed local, you would actually have to have collective effort - having intel, having semi-pve-pvp fit, having backup ready in station and what not - all of this would require teamwork, rather "oh, someone in local, within 15 seconds I have warped to pos/ss/station."

Removing local will effectively diminish intel channels, at least to the extent that they will no longer be an accurate form of 'intel'. It requires a massive amount of organization and work to establish a home region with logistics (POSes, JB network, etc.) to make it 'safe'.

Aside from moon goos, a relatively safe space with high rewards are an incentive for alliances to invade and take other people's space. You're talking about a major full blown nerf to this incentive without any balancing factor. People go to null space to pvp, yes, but for people to go and live in nullsec, there has to be a significant amount of reward, in this case, a safe(r) place to go to and make isk. Without local, or a proper intel source, there would be far far less people out in space doing non-pvp stuff in nullsec, thus, far less people to blow up and less motivation to take over someone else's space and in the end, less motivation for larger scale conflict in nullsec in whole.


Actually, removing local would make intel channels valuable. Right now, you have no need for them, beyond organizing a counter gank or maybe moving stuff around when you don't have a scout alt nearby - local removes the need to actively look at intel channels, because there is no counter vs local. You can always safely warp away, if someone shows up on local. In fact, even minor changes such as undoing standings showing up on local or not showing neutral/enemy names and numbes in local or even a 1 minute delay on local would help this game.

Great, let's make 0.0 alliance space even more like highsec, in fact let's ban pvp in max upgrade sov systems so more people would move to 0.0. Is that your argument? 0.0 has dangerously little risk, adding some element of risk & losses to 0.0 carebears would not hurt this game.
Nicolo da'Vicenza
Viziam
Amarr Empire
#152 - 2012-07-06 17:37:59 UTC  |  Edited by: Nicolo da'Vicenza
Weaselior wrote:
basically this is highsec mining scum bleeting about how since miners in 0.0 are about eleven billion times smarter than they are c/d?

i think it's half that, half veiled incompetent roaming ganker whine
TotalCareBear
Doomheim
#153 - 2012-07-06 17:45:49 UTC
baltec1 wrote:
TotalCareBear wrote:
Sarah Schneider wrote:
TotalCareBear wrote:
Someone, who smackstalks highsec players, yet wants the "sandbox" to be sized to their needs and doing that while game mechanics prevent risk in 0.0.

Players and collective effort are what made it safe, not game mechanics.


Tell me more about the collective effort of watching local channel.

edit: if you removed local, you would actually have to have collective effort - having intel, having semi-pve-pvp fit, having backup ready in station and what not - all of this would require teamwork, rather "oh, someone in local, within 15 seconds I have warped to pos/ss/station."


Or if you are like me you dock up and grab a combat ship to deal with the enemy. Afterall if you dock up every time something pops up then you will not be keeping that space for long.


Wouldn't it be great if game mechanics allowed you to steal your 0.0 income, damage your earning potential, destroy poses, cause any damage at all with anything less than a supercapblob? Even if the enemy gather a blob, they can't effectively lock down and destroy your assets... all the while you wait for reinforced timers.
TotalCareBear
Doomheim
#154 - 2012-07-06 17:46:34 UTC  |  Edited by: TotalCareBear
Nicolo da'Vicenza wrote:
Weaselior wrote:
basically this is highsec mining scum bleeting about how since miners in 0.0 are about eleven billion times smarter than they are c/d?

i think it's half that, half veiled incompetent roaming ganker whine


Think you mine in a hulk and enjoy your safe systems and love your local. A true 0.0 carebear. Go on, post more about cold and harsh pvp 0.0 space.

ps. I want to pay 10M-50M to concord to blow up any hulk randomly in 0.0 space, just like goons do in highsec.
Nicolo da'Vicenza
Viziam
Amarr Empire
#155 - 2012-07-06 17:52:19 UTC
TotalCareBear wrote:
Nicolo da'Vicenza wrote:
Weaselior wrote:
basically this is highsec mining scum bleeting about how since miners in 0.0 are about eleven billion times smarter than they are c/d?

i think it's half that, half veiled incompetent roaming ganker whine


Think you mine in a hulk and enjoy your safe systems and love your local. A true 0.0 carebear. Go on, post more about cold and harsh pvp 0.0 space.

Nailed it.
Valerie Tessel
Center for Advanced Studies
Gallente Federation
#156 - 2012-07-06 17:54:42 UTC
ps3ud0nym wrote:
...
So ya, nerf high-sec. There should be no place in this game where you get something for nothing.

Arguments about paying a subscription fee aside, players in hi-sec are only playing a small part of the game. They get a small part of the reward. Mining or doing missions isn't nothing. Incursions aren't "nothing" either, but they've been hit a tad too hard by the nerf bat.

I certainly don't believe hi-sec should be nerfed, but I don't think Concord or barges need buffing. Buff teamwork... (see my sig)

Tactical destroyers... I'll take a dozen Gallente, please.

baltec1
Bat Country
Pandemic Horde
#157 - 2012-07-06 17:55:14 UTC
TotalCareBear wrote:


Wouldn't it be great if game mechanics allowed you to steal your 0.0 income, damage your earning potential, destroy poses, cause any damage at all with anything less than a supercapblob? Even if the enemy gather a blob, they can't effectively lock down and destroy your assets... all the while you wait for reinforced timers.


Look up what happened in Venal from 2006 to 2010 when it was considered the Afghanistan of EVE. The superpowers all tried to conquer it and all of them died horribly.
Sarah Schneider
Native Freshfood
Minmatar Republic
#158 - 2012-07-06 18:08:53 UTC
TotalCareBear wrote:

Actually, removing local would make intel channels valuable. Right now, you have no need for them, beyond organizing a counter gank or maybe moving stuff around when you don't have a scout alt nearby - local removes the need to actively look at intel channels, because there is no counter vs local. You can always safely warp away, if someone shows up on local. In fact, even minor changes such as undoing standings showing up on local or not showing neutral/enemy names and numbes in local or even a 1 minute delay on local would help this game.

So how would you propose this "intel channels" gathers information from? People in stations? no local. People actively camping gates with cloakies to provide intel? without local, this would require a massively unrealistic amount of people, fully active, 23/7, on each gates (or on every gates within dscan range), just to achieve the same, even lesser amount of intel.

TotalCareBear wrote:

Great, let's make 0.0 alliance space even more like highsec, in fact let's ban pvp in max upgrade sov systems so more people would move to 0.0. Is that your argument? 0.0 has dangerously little risk, adding some element of risk & losses to 0.0 carebears would not hurt this game.

What you're talking about is not "adding some element of risk & losses", for an open space like nullsec (in comparison to wormholes), removing local is the same as burning down the one thing that made nullsec actually viable to live in. The word is "living" in, nullsec. Not roaming around or travelling around in null, but actually live in nullsec. Some alliances took over spaces based on this sole reason, even with alliance level incentives such as goos, they'd still need safe space to keep morale high and so that people can make a home in that space. A lot of people go to null to pvp, but to think of it as a home, you'll have to provide a form of incentive. Local, provides a safety net that made that incentive worth the risk.

Even with proper intel channels provided by local, people still kill other people in null, even the so called zero risk ratting ships. We even hunt people using local as a quick form of information gathering. So it goes both ways..

"I'd rather have other players get shot by other players than not interacting with others" -CCP Soundwave

Weaselior
GoonWaffe
Goonswarm Federation
#159 - 2012-07-06 18:12:08 UTC
TotalCareBear wrote:
Nicolo da'Vicenza wrote:
Weaselior wrote:
basically this is highsec mining scum bleeting about how since miners in 0.0 are about eleven billion times smarter than they are c/d?

i think it's half that, half veiled incompetent roaming ganker whine


Think you mine in a hulk and enjoy your safe systems and love your local. A true 0.0 carebear. Go on, post more about cold and harsh pvp 0.0 space.

ps. I want to pay 10M-50M to concord to blow up any hulk randomly in 0.0 space, just like goons do in highsec.

in 0.0 people learn

in highsec they cry endlessly

all strategies that work in 0.0 work in highsec, it's just the highsec miner is intellectually incapable of using them

Head of the Goonswarm Economic Warfare Cabal Pubbie Management and Exploitation Division.

Alavaria Fera
GoonWaffe
#160 - 2012-07-06 18:16:07 UTC
baltec1 wrote:
TotalCareBear wrote:
Wouldn't it be great if game mechanics allowed you to steal your 0.0 income, damage your earning potential, destroy poses, cause any damage at all with anything less than a supercapblob?.

Look up what happened in Venal from 2006 to 2010 when it was considered the Afghanistan of EVE. The superpowers all tried to conquer it and all of them died horribly.

I think you need to observe what happens when a Big Red Boat is deployed.

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?