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Destroying Paradise, stopping EVE from being too safe

Author
Bloodpetal
Tir Capital Management Group
#1 - 2012-08-28 14:14:25 UTC  |  Edited by: Bloodpetal
A bit inspired by this article : http://themittani.com/features/road-nerfdom-highsecs-carebear-future

I want to make a thread that focuses on how to identify and target issues which are making EVE TOO Safe. At the forefront are Crimewatch 2.0, Low Sec Sentry buffs, and POS 2.0, and how these are high profile candidates for making a Carebear EVE land which will destroy the Paradisiacal Distopia we all love. In other words, we are trying to stop CCP from flubbing another one.

The next tip of the hat will be the Crimewatch 2.0, which will show CCPs intention for EVEs non-Consensual PVP future. The reasoning is that the first version of Crimewatch 2.0 was so ANTI-non-consensual PVP in Empire that it was alarming. Under the guise of simplifying things, it became a quick spearhead to an EVE we wouldn't even recognize from yesterday. And is still dangerously close to being so. A system that completely changes the way we do EVERYTHING PVP in Empire space needs a serious review. And with the heavy criticism that has come from the community, CCP Greyscale will most likely not reveal much from this until the design process may be too far along to make serious changes.

Upcoming Threats to Non-Consensual PVP (to be updated) ::

  • v2.0 of Crimewatch::
  • Suspects (Can-flippers) will be flagged to EVERYONE for stealing from a can.
  • Suspects (Can-flippers) couldn't even shoot back to protect themselves. (v2.1 Changed to Suspects can shoot back at their aggressors.)
  • Logistics support in non-war situations would not be flagged for Suspects (meaning free logistics support)
  • Sentry Guns would escalate damage to kill Triage Carriers in 5 minutes, an absurd amount very quickly to break up "Static gate camps" in low sec, and will shoot Suspects and GCC (so if you steal from a can in low sec, you will now be shot by Sentry Guns).
  • PVP wrecks are "owned" by player who lost the ship, so taking your loot will flag you Suspect to everyone in EVE.
  • Looting that wreck in Low sec will now get you Sentry guns (Even if you weren't aggressor) by going Suspect

  • POS 2.0 ::
  • POS' will be more difficult to remove the "smaller" the POS holding is. Meaning that a single player with a single "home" structure could take 3-4 weeks to remove. So, a 100 players could setup a small holding in enemy space and force locals to spend 3-4 weeks of shooting at structures to remove. The ultimate troll and "Structure grind"


  • With all due respect to the dude, CCP Greyscale has consistently struck me as a Dev who has been pushing a "Safer EVE" agenda. Whether this is from higher management mandates that he's been stuck with, or just because he is good at getting there. The list of his ideas that have been presented over time that show this pattern is long, but essentially, if an idea is coming from CCP Greyscale it seems to be a push at a "safer" more convenient EVE. I'm not oppposed to a "Safer EVE" agenda to a degree, but a consistent pattern heading in that direction is what is prevailing. Although I love many of the ideas coming forth from the current production team, even the POS 2.0 ideas have a taste of "a bit too Safe" in that small player holdings in space will have weeks (a month?) long reinforcement timer to make sure people don't lose all their precious "Stuff". And consistently his ideas get a negative reaction from the community and have to be toned down for being so "safe and cuddly".

    This thread is how to shift the direction of EVE in a better direction when it comes to these topics and to influence design decisions in a way that don't compromise the reality of EVE's harsh PVP with some of the goals of the new systems design.

    Where I am.

    Bloodpetal
    Tir Capital Management Group
    #2 - 2012-08-28 14:15:54 UTC  |  Edited by: Bloodpetal
    Where I want to see the next set of adjustments to the proposed plan is pretty straight forward.

    #1 : Low Sec is being split between too many goals. Low Sec security Loss deters high sec "pvpers", but it's supposed to be a "PVP light" environment (Vs Null sec). Low Sec should be for High Seccers to start to establish some "roots" in the concept of ownership and territory without too many benefits or controls on it. To many who are "Pirates", that is all they are doing. They are claiming a space as territory, they just don't care for the extensive tools to control it, such as bubbles and sov. To the average "player" stumbling through low sec, they just ran into someone elses territory and are going to get shot the hell up for it, and go around saying "YOU"RE PIRATES!!". No, you just walked into the wrong neighborhood. If players want more control over that territory they should move towards null sec.

    So, with that in mind, the idea of nerfing "static gate camps" by increasing sentry gun damage is pretty absurd. If you don't want Low Sec to have any semblance of territory just make it high sec.

    There was a great idea posted a while back which is where I was hoping low sec adjustments would land. A place where low sec goals were met by restructuring security status' effects on flagging targets better, and less sentry gun interference, and promoting more high sec pilots to come down.

    This is the direction low sec should really be moving towards, if anyone has a link to the thread still, this is where it needs to happen.

    Where I am.

    FloppieTheBanjoClown
    Arcana Imperii Ltd.
    #3 - 2012-08-28 14:45:54 UTC
    Bloodpetal wrote:
    Suspects (Can-flippers) will be flagged to EVERYONE for stealing from a can.

    Concord looks the other way for a few minutes if you steal from someone. I'm comfortable with this.

    Bloodpetal wrote:
    Suspects (Can-flippers) couldn't even shoot back to protect themselves. (v2.1 Changed to Suspects can shoot back at their aggressors.)

    As far as I know, this was never the case. However, when they first talked about it, they talked about suspects losing sec status for returning fire. We made a lot of noise, and they reversed.

    Bloodpetal wrote:
    Logistics support in non-war situations would not be flagged for Suspects (meaning free logistics support)

    Unless something has changed, Greyscale backed off this some time ago. Last I heard, they'd agreed that neutral logis aiding in a fight should always go suspect.

    I'm against the logi suspect flag entirely. I get that they were trying to make aggression timers simpler and easier to understand, but there is NO reason that I should be able to shoot a logi just because it provided support to a friend who was at war. While a lot of the new suspect system has a degree of logic to it, this particular bit is pure idiocy.

    Bloodpetal wrote:
  • PVP wrecks are "owned" by player who lost the ship, so taking your loot will flag you Suspect to everyone in EVE.
  • Looting that wreck in Low sec will now get you Sentry guns (Even if you weren't aggressor) by going Suspect

  • Hopefully that will change.

    Wrecks in null should automatically go blue. Lowsec...I'm not sure.

    Founding member of the Belligerent Undesirables movement.

    Asuka Solo
    I N E X T R E M I S
    Tactical Narcotics Team
    #4 - 2012-08-28 15:48:19 UTC
    I pretty much support the changes they are making.

    Infact I think I love em.

    Yay for Uber carebear land!

    Eve is about Capital ships, WiS, Boobs, PI and Isk!

    Selaya Ataru
    Phalanx Solutions
    #5 - 2012-08-28 16:14:12 UTC  |  Edited by: Selaya Ataru
    Honestly just remove Concord and give people commiting ganks a negative Concord credit that will automaticly claim all bounty, agent income and contract/sell order income from the character until its balanced again.

    Then flag them as a free for all target as long as they have a negative Credit with Concord.

    The negative credit would be the worth of the destroyed ship multiplied with the secstatus.

    Edit: This is more or less the system used in Lineage 2 and Lineage 2 is/was pretty much the best fantasy mmo ever for precisely this reason (the rest of the game was **** though).
    Nikk Narrel
    Moonlit Bonsai
    #6 - 2012-08-28 16:17:14 UTC
    I think that suicide ganking needs to be inspired by hate.
    You want to destroy someone, to the point where your survival is a secondary issue.

    It feels bent for it to be a business model, and regardless of how anyone else might label it, kinda like an exploit.

    Now, that is not to say people should not make profit from this.
    Assassinations should be an expensive service available as a contract.

    IDEA:
    You put out a WTB contract for a corpse, a specific individual, created after the contract's creation date.
    You could even put out a WTB for any such corpse from a corp or alliance, created after the contract's creation date.

    Obviously high sec hits will cost more, as the assassin's overhead will include replacing med-clones and ships.
    Corina Jarr
    en Welle Shipping Inc.
    #7 - 2012-08-28 18:10:11 UTC
    These changes, if they go through will do two things for me:
    1) I will have to pick my loot more carefully, to not waste 15 (or however long) minutes without a good take.
    2) I will have less competition from those who can't stand more risk.

    Otherwise, I won't care much.
    Gizznitt Malikite
    Agony Unleashed
    Agony Empire
    #8 - 2012-08-28 18:32:47 UTC

    I could be wrong, but several of the original ideas are being reworked....

    Gate gun aggro on suspect flags...
    Extreme Escalation of gate gun firepower....
    Free Neutral RR....

    ^^^These were all flagged by players as unacceptable, and I believe CCP is listening and iterating on the mechanics...

    As for "taking YOUR loot".... if you blow up another player, the loot they drop isn't "yours".... you're stealing it from their wreck, and I'm totally ok with someone getting flagged suspect for that!!! (although it should be possible to snag the loot without getting instantly blapped by gate guns!)!

    As for suspect flagging for theft, so everyone can shoot you.... SO WHAT.... I really don't see any profound problems with this... Please elaborate if you do, because I think this sounds like a fair and balanced method to allow players to combat highsec ganking, can thieves, etc.... And it's not by some stupid concord. I whole-heartedly approve of mechanics that encourage player enforcement....

    As for the POS holding stuff.... I'm pretty sure that's under development... Right now, sov is a BS thing, which is completely centered around shooting massive structures based on an alarm clock... .there are very few tools for a small or even medium entity to play guerrilla warfare and oust an attacker. NPC stations are the only way for an alliance to remain behind and be a constant thorn in the side of a "larger alliance" that invaded their territory. Perhaps this is the thinking behind the new POSes... I don't think the sky is falling and can wait for further details....
    Garviel Tarrant
    Beyond Divinity Inc
    Shadow Cartel
    #9 - 2012-08-28 21:38:33 UTC
    Pirates need to form a bloody union..

    We clearly aren't loud enough about stuff like this., nice article.

    BYDI recruitment closed-ish

    Alx Warlord
    The Scope
    Gallente Federation
    #10 - 2012-08-28 22:19:03 UTC  |  Edited by: Alx Warlord
    I'm really against this UBER-SECURE POS system... But it won't make much difference iff CCP allows to anchor POS everywhere... It would be like having an afk cloaker nest in your system lol

    My opinion is that the smaller the pos, the less fuel it should consume... and this also means bigger reinforced time and more autonomy ( last longer when full fueled) but this should be passive of change by its construction style...

    So, please, about the POS, Take a look at this: https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=143764

    I would be really glad if this reaches the DEVs and the CSM, becouse they could use some Ideas...

    Also this topic is open for discussion if someone think it need changes...

    And about the other changes pointed in this topic, I think that Hi-Sec should be more safe... but should have less resources... and Low-Sec should be as dangerous or more then is today...

    And about security... I think that There could be some changes on BPO security for industrialists to move to null/ low... they are too expensive to leave hi-sec now... and it doesn't matter how much you offend them calling them carebers and stuff they will simply not take their Uber-Expensive trained BPOs from the station, that stays near their laboratory POS... this is what anchors them in hi-sec... most of them don't care much about sometimes losing a ship... but they would never risk a trained T2 BPO ( unique item ) undocking with it in the cargo... so there is this topic: https://forums.eveonline.com/default.aspx?g=posts&t=148604&find=unread

    Cool
    Cari Cullejen
    Aliastra
    Gallente Federation
    #11 - 2012-08-29 03:22:25 UTC
    Well think about it like this,

    Concord is the universes police force, and they are looking to protect not only the capsuleers but the helpless crew on each and every one of your ships. Every time you get blown up or blow something else up, a good amount of your crew die in the process. But that's just a way you can look at it if your into role playing.

    REALISTICALLY, if you stray into a bad part of town and get beat up the police are not just going to say "Well, you shouldn't have went there." They are eventually going to get tired of all the complaints and do something about it. If you want your own rules... start your own country (sovereignty) and if your too unwilling to conform, well that's just too bad for you now is it?

    What are you looking for here? Read the post!

    tankus2
    HeartVenom Inc.
    #12 - 2012-08-29 05:54:20 UTC
    even though I'm a carebear at heart, I do not agree with some of these concepts, and I'm glad some are being turned down or lessened.

    Having Gate guns suddenly have the firepower of a dread while having the tracking of a frigate is absurd. If anything, a gate should have POS-like guns (so small for frigates, meds for cruisers/battleships, large for caps; of which the last only around in low-sec, meds wherever there are gate guns, and smalls for high-sec only), though untargetable unlike POS guns.

    For the kill becoming the victim's instead of the killer's also sounds backwards, since it flies in the face of current mechanics. How often do you fly missions and all the wreaks you 'generate' become the faction's that you happen to be slaughtering?

    Last beef: tough POSes. If there is a new mechanic that allows one to flip ownership of a tower instead of taking weeks to kill it, I'm for it. If not, don't break POSes. (the idea: a director or ceo of a corp who have successfully broken a tower's shield puts in a petition to the tower for it to transfer over to their corp. The current owner has 48 hours to deny the petition via the tower to keep it (again, either director or ceos can do this), otherwise it transfers and the new owners can do whatever they want.)

    My last words for this post is simple: space is supposed to be dangerous in most places, and while high-sec is supposed to be a haven of sorts, it's supposed to be imperfect in it's security and most of these changes would break that horribly.

    Where the science gets done

    Uris Vitgar
    Center for Advanced Studies
    Gallente Federation
    #13 - 2012-08-29 10:55:21 UTC
    Where is it written that lowsec is supposed to be "PVP light"? Lowsec is a dangerous area full of predators, but it still belongs to the empires, not the bandits. Just because "pirates" display territorial behaviours, doesn't mean they should just be given the whole territory.
    Secondly, remember the gate gun idea was that the damage would scale up exponentially, so anyone could tank them for a minute or so. This is a buff to lowsec aggression as well as a nerf. It permits frigate aggression and promotes pounce camps, while penalizing dumb permatanking camps full of logis and carriers which shouldn't exist anyway
    Mars Theran
    Foreign Interloper
    #14 - 2012-08-29 12:23:19 UTC
    Suspect flagging Logis is good. Why would the use of remote repping be expected not to create a suspect flag; the whole idea is, you are repping a pirate blowing up a law-abiding citizens ship, (presumeably anyway), and keeping him from being killed by gate guns, allies of the dying ship, etc.. That means you are aiding and abetting, assisting a criminal, etc.. So, you're a suspect. Pretty simple if you ask me.

    Why is that hard to grasp? Stop thinking about your pwnzors and look at it logically.

    Stealing from a can that came from a wreck that was killed by a criminal. Yeah, the law doesn't care if it's floating in space because the person it belonged to was shot down and killed by a criminal aggressor. That means it still belongs to the person who had it forcibly delivered into a wreck; which means the law doesn't think you should be taking it.

    That doesn't account for the passage of time of course; given a short time, it should reliably become salvage, but even that is a crime in some countries. In theory, it shouldn't be here, and the can/wreck should go blue after 5-15 minutes and become legal salvage.

    So yeah, I agree with that too.

    zubzubzubzubzubzubzubzub
    
    Meditril
    Hoplite Brigade
    Ushra'Khan
    #15 - 2012-08-29 16:16:55 UTC

    1. In general I think it is good that new players have a safe place. If players get raped too early they will just quit the game and we will not raise new players for PVP at a later stage. The destroyer buff made it just too cheap to kill a barge, therefore it is now consequent that CCP provides better bargers. The concept is now even better than before: As barge pilot you can decide between risk but high gains or safety but less ISK. Thats fine.
    2. What CCP needs to do is to nerf high-sec incomes in comparision to low-sec / 0.0 even more. The new faction warefare is a good starting point, but with the fact that you can run plexes with gunless frigates with your alt at no danger needs to get fixed. Once this is done we will get a nice incentive for new people to slowly get used to PVP and to deal with the losses.
    3. 0.0? I don't care about 0.0 it is waste land for me because it doesn't support small scale fights at all. So maybe someone else want to comment on this.
    Nikk Narrel
    Moonlit Bonsai
    #16 - 2012-08-29 16:31:23 UTC
    Uris Vitgar wrote:
    Where is it written that lowsec is supposed to be "PVP light"? Lowsec is a dangerous area full of predators, but it still belongs to the empires, not the bandits. Just because "pirates" display territorial behaviours, doesn't mean they should just be given the whole territory.
    Secondly, remember the gate gun idea was that the damage would scale up exponentially, so anyone could tank them for a minute or so. This is a buff to lowsec aggression as well as a nerf. It permits frigate aggression and promotes pounce camps, while penalizing dumb permatanking camps full of logis and carriers which shouldn't exist anyway

    I think I agree with this.

    Your first line suggests a problem, when I step back and consider how low sec is between high and null.

    High sec is PvP only for war decs and suicide ganks. The few exceptions to this rule are specific and conditional.
    Calling this PvP at all is a stretch, unless you consider competitive mining and ratting to be PvP.

    Null sec is a self defining area, where the rules are enforced by whoever has the most might. Some systems are part of player empires, others are disputed free for all areas. This is PvP.

    If low sec cannot position itself as a mid point between these, then there is no transition area for pilots to evolve gradually.
    We hear far too often calls about carebears avoiding PvP. Well, this is why. Many players need to transition gradually, and to many it looks more like diving off of a cliff.

    Call it PvP light, shallow end of the PvP pool, whatever, we definitely need a smoother transition.
    Gizznitt Malikite
    Agony Unleashed
    Agony Empire
    #17 - 2012-08-29 16:49:46 UTC
    Uris Vitgar wrote:
    Where is it written that lowsec is supposed to be "PVP light"? Lowsec is a dangerous area full of predators, but it still belongs to the empires, not the bandits. Just because "pirates" display territorial behaviours, doesn't mean they should just be given the whole territory.
    Secondly, remember the gate gun idea was that the damage would scale up exponentially, so anyone could tank them for a minute or so. This is a buff to lowsec aggression as well as a nerf. It permits frigate aggression and promotes pounce camps, while penalizing dumb permatanking camps full of logis and carriers which shouldn't exist anyway


    First off, people that put capitals on gates are your friend.... they make GREAT targets.... I'd much prefer large ship static gate camps with capitals over pouncing, fast locking inty gate camps!!!!!

    Deena Amaj
    Native Freshfood
    Minmatar Republic
    #18 - 2012-08-29 20:05:42 UTC
    Garviel Tarrant wrote:
    Pirates need to form a bloody union..

    We clearly aren't loud enough about stuff like this., nice article.



    Hmm. I will consider re-releasing an idea regarding a roaming-pirate union fleet (that basically lives in DEAD-Deepspace and moves randomly around in style of WHs) - provided that sounds interesting.

    Perhaps this time without inviting bumhurts.

    confirthisposmed

    I'm probably typing on a Tablet too, which means the auto-correct is silly and fixing typos is a pain. I ain't fixing them.

    Nestara Aldent
    Citimatics
    #19 - 2012-08-29 20:38:08 UTC
    Meditril wrote:

    1. In general I think it is good that new players have a safe place. If players get raped too early they will just quit the game and we will not raise new players for PVP at a later stage. The destroyer buff made it just too cheap to kill a barge, therefore it is now consequent that CCP provides better bargers. The concept is now even better than before: As barge pilot you can decide between risk but high gains or safety but less ISK. Thats fine.
    2. What CCP needs to do is to nerf high-sec incomes in comparision to low-sec / 0.0 even more. The new faction warefare is a good starting point, but with the fact that you can run plexes with gunless frigates with your alt at no danger needs to get fixed. Once this is done we will get a nice incentive for new people to slowly get used to PVP and to deal with the losses.
    3. 0.0? I don't care about 0.0 it is waste land for me because it doesn't support small scale fights at all. So maybe someone else want to comment on this.


    Nerfing highsec would be bad, look its only 50M max per hour in L4 missions, and you need a pimp ship. With LP conversion its maybe more, but you need an indy char and be willing to play market games in Jita to sell stuff. Loot, reprocess, build profitable stuff and haul to Jita.

    If you want to buff lowsec. make it lawless, like... Adding 'hidden' pirate agents (serp, guristas etc) to Empire stations there you can use which will give missions, but reward slightly less than NPC-null level.

    Problem solved.

    There isnt need to nerf highsec to ppl come to lowsec. You could expect in low only cloaky nullified Tengus then, not something easy to catch anyway. Real buff to lowsec involves buff to... lowsec.