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Lowsec Brainstorming

Author
Mag's
Azn Empire
#41 - 2013-01-18 15:28:59 UTC
Nikk Narrel wrote:
Mag's wrote:
I wouldn't object to players fighting back. After all, that's when the fun really starts and blood gets pumping.

Confirming this! It is a rush like a rollercoaster when I get on grid with a hostile.

All your planning bears results in that first few moments, when a fight's outcome could be determined.

Did they fit a defense I can overcome? Did I fit my ship to handle what they are throwing at me?
Indeed. In fact many of the loses I have, were the best fights I was involved in. One particular fight ended with me losing a dread. I could have jumped out just after my siege ended, but was enjoying it all so much decided to stay.

You don't get many truly fun fights, mostly due to many being risk averse and of course killboard stats. But when they come, you grab them with both hands and hold on for dear life. Lol

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Mag's
Azn Empire
#42 - 2013-01-18 15:30:33 UTC
Apostrof Ahashion wrote:
Dont forget that there are already ppl in low sec, and they like it there. Changing low in this way would ruin it for them.
Well this is why I'm not against player enabled ways to adapt. But as far as NPC police in low sec are concerned, I am fully against it.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Reicine Ceer
State War Academy
Caldari State
#43 - 2013-01-18 15:31:36 UTC
Lowsec improvement concept:

Tie in factional warfare and create a "Feeding Frenzy", by posing two LARGE npc fleets @ 100km (or so) from each other in contested systems.
These would be warp-to points like cynos on the OV and spawn several realtime missions for the mission runners --
COMBAT: You request a mission (or, more likely, get one of those career agents to suddenly mail you, saying....) that turns out to be in LowSec - you are adequately warned about this and told to go help in the fight, and that you must destroy X amount of isk to complete the mission (which'd allow you to continue on if you're having fun). There would be no distinction on this aspect between killing an NPC/Player.
FETCH/DELIVERY: You request a mission (or, more likely, get one of those career agents to suddenly mail you, saying....) that turns out to be in LowSec - you are adequately warned about this and told to go drop off ammunition/supplies (given to you by the npc), and that you must delivery Y amount of supplies to complete the mission.
LOGISTICS: You request a mission (or, more likely, get one of those career agents to suddenly mail you, saying....) that turns out to be in LowSec - you are adequately warned about this and told to go help in the fight, and that you must repair Z amount of shields/armour to complete the mission. There would be no distinction on this aspect between repairing an NPC/Player.

Why?

Because the NPC ships blatting each other will be destructible. And in low-sec this means that you immediately create a situation that people can warp to, play "alone" or with friends, join a random fleet, actually *fight* in factional warfare and feel like what you are doing is contributing to the War Effort.

Further to this, it'd be sweet if the low Low Sec areas had the option to escalate the battle following certain timers or events occurring; ie, if someone drops a dreadnaught, both sides of the NPCs also drop them... and so on and so on.

This would encourage huge amounts of emergent gameplay, encouraging all sorts of playstyles and bridge several gaps; the pve to pvp (which is quite a tough one) and scales of fights, as well as just looking freaking cool.
Reicine Ceer
State War Academy
Caldari State
#44 - 2013-01-18 15:41:48 UTC
lowsec improvement concept #2 (not "or" - i'd ideally like to see both!)

Allow players to increase their factional standings with pirate NPC corps and get to the point that Level 4 missions become available.

1) If you have a high Guristas standing, they should stop shooting at you unless you shoot at them first. This seems like a no-brainer, though i expect the ancient coding behind this is a nightmare to play with.

2) Missions!
These missions should be the exact opposite of current NPC missions, where you fly in and attack military installations, caravans carrying goods, usual piratey goodness. The higher you go, the tougher this gets. When you get to Level 4 mission territory though, i strongly suggest a change here, and make it so that one of the following (perhaps both) are installed into the game's structure;

a) Suddenly a mission appears telling you to warp to a system (lowsec ofc) and await further orders. You warp to the beacon, and sit with a small fleet of pirate NPCs as an addition to a "respawn" that a mission runner is churning through. You warp in with the other NPCs and are able to attack (some limitations on ships might be necessary here) as standard.

b) You buy a Pirate Transponder using perhaps LP or something from the pirate store - this makes your ship appear for all intents-and-purposes as nothing more than a Pirate NPC -- other players see your ship as a red cross on their overview, and if they have NPCs turned off, they'll simply not see you at all. With this, you can have endless hours of entertainment as people warping from belt-to-belt ignore you at their peril. With this, i think it'd be good if you're marked up as something like "Gisti Hunter" or something equally innocuous BUT if a player physically zooms in on your ship, they'll perhaps see you don't have the usual NPC skin/etc.

This idea would actually require a complete expansion, but the end result would be a complete reinvigoration of many aspects of EVE Online, spawning from LowSec and moving toward High and Null. It'd also tie in nicely with the Bounty Hunting part of EVE :)
psycho freak
Sebiestor Tribe
Minmatar Republic
#45 - 2013-01-18 16:42:46 UTC
and this is why we dont want the carebare in lo-sec

becouse they try to change it to suite them

you say the carbare doesnt go to lo-sec and doesnt undock becouse instant death??

lmfao i undock daily without dieing
i also cap jump few my alts around difrent lo-sec areas to run plex's or other activatys

you really want to know why the carbare doesnt go to lo-sec

becouse they to fcking lazy to learn the area they move to
those who do learn through trial and error thrive in the end

lo-sec is the best pvp stage in eve the carbare has hisec we dont want they kind there tbh

risk reward is a myth

reward should be based on securaty statas of each system in all activatys

ccp need to add alot content to eve it has become stale in nul and hi-sec but lo-sec thrives tbh you have good pirate corps and also fw and kills are rolling in daily for everyone

like anywere in eve some places are slower than others thats just way it goes

my spelling sux brb find phone number for someone who gives a fu*k

nop cant find it

Commander Ted
Caldari Provisions
Caldari State
#46 - 2013-01-18 18:40:55 UTC
I don't think low sec should be "kinda safe". Otherwise it just becomes a place where good pvp can not occur and the security measures would be easily counter-able.

Anyway check out the idea in my signature for my kinda buff to low sec to make it more relevant.

https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec.

Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#47 - 2013-01-18 21:14:02 UTC  |  Edited by: Ines Tegator
Nikk Narrel wrote:

The players that would object to having targets capable of fighting back are worse than the pilots avoiding fights completely, and for the exact same reason. They are risk averse.

Touche.
Nikk Narrel wrote:

As to my idea, yes, parts of it would require major changes. But you must ask yourself, would it be worth it?

For players to enjoy the PvP aspect of the game as much as the PvE, (instead of running from it in many cases), I would say yes.

To me it would. My concern is that not enough of the EVE playerbase would agree to make it worth CCP's time. However, the only way to answer that question is by gathering data.

Apostrof Ahashion wrote:
Dont forget that there are already ppl in low sec, and they like it there. Changing low in this way would ruin it for them.

There is already a place for them to go which almost identical rulesets. NPC null is conceptually better suited to their kind of activity anyway.
Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#48 - 2013-01-18 21:18:04 UTC
Garviel Tarrant wrote:
1. Nerf high sec to ****
2. Add a tutorial that explains the basics of surviving in low/0.0
3. Make all PVE harder so bears get used to loosing their ****.

This is exactly the kind if idea I'm trying to discredit. Also, read the thread before posting, you obviously didn't.

psycho freak wrote:
and this is why we dont want the carebare in lo-sec

If this is true, then why are there so many "nerf highsec" threads trying to force more ppl into lowsec?
Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#49 - 2013-01-18 21:32:43 UTC
Commander Ted wrote:
I don't think low sec should be "kinda safe". Otherwise it just becomes a place where good pvp can not occur and the security measures would be easily counter-able.

Anyway check out the idea in my signature for my kinda buff to low sec to make it more relevant.


There are couple parts in my suggestion that attempt to address that:


  • Space becomes increasingly less secure the closer you get to .1, so that the current lowsec experience still exists.
  • The security of a given area of space requires time to be invested by it's inhabitants, giving them motivation to fight to defend it.
  • The NPC security forces are intended to give motivation to risk-averse, or inexperienced players, to stay and engage by giving them the perception that they will be fighting from an advantaged position.
  • All of this is counter-able by a sufficiently organized fleet of pirates, allowing the same pvp options but requiring more organization and commitment then it would in Nullsec, or lowsec as it stands now.
  • The security only exists at gates and undocks, with the intent of covering people as they go from place to place. The idea is get them out into space where things can happen, and not docked up or stuck on the highsec side of the border. Engagement in other areas (belts, exploration, mission pockets, celestials) would be unaffected, allowing bait or ambush style pirate attacks to be unnafected.


How effective these ideas would be, or finding alternative ideas in their place, is the purpose of this thread's discussion.

Regarding your sig's idea: it doesn't address the core problem, and will only make people hole up into the various empire regions. The core problem of why people don't go into lowsec needs to be addressed first; after that's done (and proven effective), I think it's a great idea. Any attempt force them into it will only result in new kinds of avoidance tactics.
Crimeo Khamsi
Viziam
Amarr Empire
#50 - 2013-01-18 21:45:55 UTC  |  Edited by: Crimeo Khamsi
In response to OP:

I go back and forth from low to high sec almost every single day, along various routes, for the purposes of moving PI goods around.

I have run into exactly one low sec gate camp in the last, oh, 3 months or so of doing this. And it didn't even kill me. Lowsec is not a very dangerous place. Hell, NULL sec isn't even a very dangerous place once you get the hang of it (and once you are inside).




How do I not get killed by campers constantly in my indy ship? I follow a few very very simple steps that take less than an hour to learn how to do and less than 5 minutes a day to actually do:
1) Look up your route on the starmap if you are going through lowsec, and check "ships destroyed in the last hour." 95% of the time, this will clearly tell you if there is a camp or not.
2) If you are unsure/maybe the numbers are high enough, send a shuttle through to scout (you can carry one IN your indy ship). Since there are no bubbles in low sec, and shuttles can align faster than pretty much anybody can target you, you take almost zero risk, and it tells you if there's any obvious camp.
3) Fit a proto or improved cloak and a MWD on your indy ship, and use the cloak+MWD trick on any gates where you might still suspect there to be a cloaked dictor or something.
4) In systems in lowsec, add a simple gate observation bookmark and a insta-station-undock bookmark, and 2+ safespots (10 minutes to set up, and only a one-time effort), and then use them when you undock and such, and nobody will ever catch you, at least not often enough to make any real dent in your profits.

If you're mining in low sec:
Do the same stuff, but also stay away from the warp-in point, remain aligned while mining. When you get out of range, turn around and align with another celestial in the other direction and sweep past again. Thus you can insta-warp out without even really needing to use d-scan, honestly.

If you're missioning in low sec:
This is the only thing that might need actually game design changes. It's still easy to escape, but you can't go back to your mission anymore once somebody has found you, which is a problem. That should be addressed somehow. I agree. but still, not because of danger of dying. Just because of extreme annoyance and inconvenience beyond what it should be.

But the other types of gameplay in lowsec are already quite safe and indeed profitable for anybody who isn't an idiot. The problem isn't security. The problem is just not a big enough difference in income to make a lot of people care about the hassle.




tl;dr: Aside from missions, I disagree about the entire premise of the thread. Security ain't the problem. It really is the carrot and the stick still.

And even missions might sort themselevs out soon anyway. If CCP makes PVE and PVP fits more similar, as they seem to want to do, then missions would become very short, and thus you wouldnt spend enough time in any one mission to suffer much serious threat of being found or having to run away and wait to finish it.
Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#51 - 2013-01-18 22:01:00 UTC
Crimeo Khamsi wrote:
In response to OP:

I go back and forth from low to high sec almost every single day, along various routes, for the purposes of moving PI goods around.


I do almost the exact same thing, and actively mission in NPC null for appx 100mil/hr, so I'm well aware of how easy it is. It's precisely because of that ease that I think something needs to be done; In spite of all these methods of moving safely, some barrier remains to keep people out. Given the current empty state of lowsec, I'm going to guess it's momentum from when lowsec was (not that long ago) actually populated by pirates. I'm guessing the pirates left because there are no targets; as people discover lowsec is empty, they will gradually move back. Priates will discover that there are targets again, and proceed to murder them all until the leave. The cycle repeats.

Really, the question will not be answered until someone surveys a large % of players and figures out what their motivations really are. Until then we're just throwing guesses and arguments around.
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