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The Political Mechanics - General Discussion

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Noisrevbus
#21 - 2012-09-17 20:15:42 UTC  |  Edited by: Noisrevbus
Overall the comments are still vague and somewhat conflicting, dancing around the topic if you may.
Courthouse wrote:
Local filters have the same inherent problem as the EULA-breaking tool that pinged whenever a neutral or lower standings person entered a system, it takes risk out of the game. Plus, it removes the capability of solo to small gang pilots to do anything meaningful in PVP.

Paying attention should be a core game mechanic in EVE, much like it is in most other MMOs.

You are, however, touching upon the essence of it with your comments about "attention" and "local filters" in the citation.

Keep your focus on that and don't shroud it in sandbox, better organisation or strawman. There is a direct relation between risk- or safety in mass, attention within mass and massive scale. Thus, there is a direct relation between the power of ingame tools and the behaviour of the community or direction of the "meta".

The entire point of this topic is to have discussion focus on the concrete tools rather than the abstract "meta". Alot of people still seem to have problems wrapping their heads around that. They are so used to looking at the "meta" and trying to devise tools. That is not the same as there being no relation between tool and meta though (making it a strawman): tools like the standing system definately fuel organisation, direction and behaviour. I just think it's important to look at what the game give us, and not just aim to punish behaviour. Deal with the tools and you may be able to affect behaviour without having to punish it (or without this incessant interpretation that it's always about people out to get you).

Your post leave me with some hope that you'd be able to discuss that without grasping for straws. It needs more depth than two isolated sentences that essentially just serve as nods of approval though (while you spend more time serving me slips). Right now, i can't do much with your comments about "attention" and "local filter". If you get it, you get it. I think you get it so focus on that. We don't need a philosophical stance about what flags mean to people beyond the fact that it arbitrarily define actors (better than, say tickers) and have filtering systems in EVE that make it (too-) powerful as a tool.

I have some hope that this discussion may be heading somewhere now at least. Thank you.
Courthouse
Perkone
Caldari State
#22 - 2012-09-17 22:23:54 UTC
Noisrevbus wrote:

Keep your focus on that and don't shroud it in sandbox, better organisation or strawman. There is a direct relation between risk- or safety in mass, attention within mass and massive scale. Thus, there is a direct relation between the power of ingame tools and the behaviour of the community or direction of the "meta".


No there isn't. I've got an entire subgroup that you might have heard of before called "BlackOps" that specializes in killing people in highly populated systems without direct conventional engagement.

Noisrevbus wrote:
The entire point of this topic is to have discussion focus on the concrete tools rather than the abstract "meta".


Because you say so? I mean, we can have a convo based on whatever ground rules you want to establish, but when your premise is flawed the resulting conversation is unlikely to have a viable outcome.

Noisrevbus wrote:
tools like the standing system definately fuel organisation, direction and behaviour.


Incorrect: Players do that. Sandbox game, remember?

Quote:
I just think it's important to look at what the game give us, and not just aim to punish behaviour.


I think it's important to define terms when you use them. Like "Punish". What behavior is being punished?

Quote:
Your post leave me with some hope that you'd be able to discuss that without grasping for straws. It needs more depth than two isolated sentences that essentially just serve as nods of approval though (while you spend more time serving me slips). Right now, i can't do much with your comments about "attention" and "local filter". If you get it, you get it. I think you get it so focus on that. We don't need a philosophical stance about what flags mean to people beyond the fact that it arbitrarily define actors (better than, say tickers) and have filtering systems in EVE that make it (too-) powerful as a tool.

I have some hope that this discussion may be heading somewhere now at least. Thank you.


You use a lot of terms in ways that aren't obvious. I don't think this means the conversation is going in your way, just that it's getting more confused. Maybe if you went ahead and posted whatever "conclusion" you want people to derive we can just put this to rest.
Noisrevbus
#23 - 2012-09-17 23:22:35 UTC  |  Edited by: Noisrevbus
Courthouse. None of those comments relate to any ingame political mechanics.

Instead, all of them are split apart (and pulled out of context) to open up new topics, while none of them elaborate.

It would help understanding of them if you kept them together, since they are related (perspective 1: meta, behaviour, punish behaviour [common in EVE-O discussion of size/scalability issues] - as opposed to perspective 2: tools, balance of tools, direction/behaviour). There is no "conclusion" to be made, i wanted to raise a topic discussing the mechanics and balance of political tools in EVE online. It just seems nigh impossible to get someone to talk about that with since all i seem to be getting is out-of-game references and argumentative innuendo. Even you spend the majority of your time trying to motivate why you shouldn't discuss that topic with me, now.

The political mechanics and tools (blue standings, overview settings etc.): any takers?

Quote:
Incorrect: Players do that. Sandbox game, remember?

I can only refer you back to what has already been asked: If it's a Sandbox game, why do we need hardcoded, arbtitrary and imbalanced systems like blue standings and overview filtering per standings? Why oppose removing them, change them or even discussing the very topic of them?
Courthouse
Perkone
Caldari State
#24 - 2012-09-18 05:20:19 UTC
Noisrevbus wrote:
Courthouse. None of those comments relate to any ingame political mechanics.

Instead, all of them are split apart (and pulled out of context) to open up new topics, while none of them elaborate.


Maybe you do a bad job of describing what it is you're trying to get at.

If you proposal is to remove standings mechanics you'd be doing a disservice to the game in general. They're largely arbitrary tools, but I'd rather have a generic color flagging system than having to memorize tickers. It's just common sense to have them.

Players will devise the specifics of political machinations based on their own organizational requirements or conditions. Having mechanics that support that functionality are a net benefit.
DeadSea Youngblood
Viziam
Amarr Empire
#25 - 2012-10-31 15:49:47 UTC
S you basically just want to get rid of the color coding system for allies?
Noisrevbus
#26 - 2012-10-31 17:50:26 UTC  |  Edited by: Noisrevbus
I'm sorry, I had completely forgotten about this thread so i never responded to Courthouse's last post either. It flashed up now since i'm automaticly subscribed to it.

Obviously i need a TLDR:

My intention was to raise some questions and open up some perspective on sources that drive the discourse: To get away from the results they have or the trends they feed, because that is such an infected discussion. Obviously i didn't do that well enough as Courthouse pointed out. I wanted to get away from "human nature" or "don't look at us, we just play the cards we've been dealt" defense that comes with blame being put where it doesn't belong. I wanted to problematize the "net benefit" that Courthouse referred to, relate that to the cards on the table and the nature it results in.

You could follow that line of logic simply through the headers of the original post.
OP wrote:

The numbers paradigm is derived from powerful mechanics in the game.
[this is the "focus on CCP, not the actions of the playerbase, or the coalitions"]

This have a tendency to trickle down and affect issues some people belive are unrelated: One example of relation is the discussion of removing local.
[there are other examples below: Titans, Drakes etc.]

What about the common reservations?
"The largest alliances would just create Token Alliance 1-10".
"People will still have friends".

I don't want to remove that from the game
The problem is not that people collaborate
The problem is the power of the game mechanics that enable them.
[this is the "focus on the sources, not the results"]


The problem is game mechanics like inifinite blues, not player disposition for safety in numbers. Outside tools may have cumber, or theoretical- or meta organisation may, but the ingame mechanics are "flawless".
It doesn't describe itself in reservation of "human nature".
[this is the "flags", the arbitration or how certain mechanics exceed natural law or IRL comparison]

Meta is the mediator
The player creativity start outside of the tools. Regardless of mechanical volume or power.
If you provide more or less powerful tools you will just shift the meta.
If you provide faster servers we will grow our numbers to match.
If you let alliances be larger, it will simply mean that more people are needed to fill out the coalitions.
We want the meta.
[this is the "net benefit"]

The examples here are also just a couple out of a larger plethora



Let's extend that a bit again:

I wanted to point out that there are existing mechanics in the game (as in: it's there, in code) that make numbers more powerful than what can be attributed to a natural state or result of human nature. I wanted to get that discussion going as an eligable alternative to new mechanics or content that provide more objectives (ie., new space, something CSM chair Seleene recently mentioned in an interview, etc.) or discussions that revolve around artificially restrict numbers in the same manner that other mechanics prop them up.

The "blues" is one glaring example of that - yet it's not necessarily the only example - that's why it has resurfaced throughout the posts. Instead of looking to solve the size of fleets and coalitions through means of "Wormhole mass" or similar discussions that pop up from time to time: Why not look at the roots, highlight the tools that prop up numbers and question their balance, or even their existance?

Let mass be mass, let a cluster mess be a cluster mess that players can use, natural cumber - instead of arbitrarily countering an arbitrary system. I am a strong supporter of balancing what's arbitrary instead of counter-balancing it arbitrarily, in general.

The net benefit Courthouse refer to. Is it a benefit? Is it beneficial for the game at large?

Is strong function always positive? That's the question i wanted to raise: I consider the "blues" a too powerful tool.

We could analyze, and debate at length, the relationships within EVE's coalitions: wether they are "friendship", "pet keeping" or "feudal servitude". That cultural discussion is ultimately very uninteresting from a game design perspective and i'd rather see attention focused to what enable them and the things CCP can do, or already do, that affect them.

Poweful tools that help you manage a large amount of friends obviously make maintaining friends better.

It's the same principle applied to the use of Drakes: It's good because it's easy to use (in mass).
Is the issue that it's too good to sit still and project compared to moving around, or is it a question of mass and cost?

That discourse goes for almost everything in the sandbox. The price of ships impact the value of numbers too, that goes as much for the Supercapital discussion as it does for the HML changes or the overhaul of Tech I ships in general.

Cost -> Mass -> Projection -> Static objectives -> Projection -> Mass -> Cost, form a spiral.
It's not solely human nature. It's everywhere in existing mechanics and new decisions made.

That side of the discussion is where it's completely silent. It's also what pertain specificly to this part of the forums. It's after all the task of the CSM to generate feedback awareness.

It's the elephant in the room (or the pig, as Grath Telkin recently put it in a TMcom article). We've seen several recent changes where scaled impact seems to have been completely forgotten. Where is that discussion for the microjump drive for example? Where is the discussion of the relation between projection, cost and mass there? When we adress issues like the HML remake. That's as backwards as any other attempt to punish numbers through related means instead of looking at the source of the issue.

It's something we all seem to have in common, we assume to deal with the elephant-pig through circumvention.
Noisrevbus
#27 - 2012-10-31 20:56:36 UTC  |  Edited by: Noisrevbus
Those are all sources eligable for debate:

Cost
Mass
Projection
Stasis

So let's say you apply a mass-perspective to the projection-issue of Microjumps:

We can assume the microjump is an attempt to revive SR setups (among battleship fleet fights).

How will it impact the relation between a static, LR gang of high mass (big ships, many numbers) and low cost - and a mobile gang of low mass and high cost?

While it may adress the projection in one aspect it doesn't take into account of how it can be utilized with projection in every other aspect. It's a very shallow take on encouraging SR setups. EVE is not that simple.

That's the missing perspective or motive.

A more responsible solution with perspective depth would be providing flexible objectives that encourage higher cost, lower mass and thus shorter projection. Those relate similarily.

The perspective is so set on making Megathrons more appealing in fleet battles, that it further obscures roaming with eg., Deimos (because escaping a projected killzone would enable re-establishing that killzone with relative ease). The "net result" here is that interacting with a larger gang of larger ships become increasingly pointless.

The key is that it stifles interaction.


Apply a similar perspective on the blues system:
and you'll see it has no cost, endless mass, unrestricted projection and a high amount of stasis (conservative).

I realize it's a stretch comparing a mechanic that relate to the module on a ship respective a mechanic that relate to the flagging of organisation entities. I just wanted to point out that a similar (not the same) concern for balance could be applied and at least be eligable for discussion instead of letting the elephant claim the room.

You can question the existance of that system (because it's "human nature") and you could consider balance the aspects of that system instead of counter-balancing it's arbitrary composition by other, equally arbitrary, circumventions.

Just as with the ships, that doesn't mean you have to: apply cost, limit mass or restrict projection heavy-handedly. It simply mean you have to target a component that interrupt the feed which make the system arbitrary. I also realize that is a very abstract way of putting it, but i'm running out of gas now. The point is that adressing something as minuscule as the grid filter will inject some cumber into the system: and remove what's arbitrary. Human nature would meet natural law.

It doesn't stop people from making friends or from making numerical superiority an important asset.

That too is a question of "net benefit". It would be a pain for a large fleet FC, but a blessing for a small clandestine group eager to interact with big fleets, or a roaming group eager to penetrate blockades and force mobility to interact behind enemy lines. It's "scale interactive" and that's why it's a precious matter for me. In the end, that's all i really care about.

Hopefully, such a discussion would be less infected. I still have some hope.
Courthouse
Perkone
Caldari State
#28 - 2012-11-11 05:13:17 UTC
You're arguing for Alterac Valley. I can suggest some games for you if that's your thing.
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