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What would happen if CCP finally nerfed hisec?

First post First post
Author
Dedee Rediculous
Republic Military School
Minmatar Republic
#1381 - 2014-01-23 23:28:29 UTC
Kimmi Chan wrote:
I never understood blitzing. You're just missing out on bounties, loot to reprocess, and salvage. I rather kill every single one of those red crosses.

Except Recon I-III and Cargo Delivery. Hell I do Cargo Delivery in a shuttle.


Because the LP is way more valuable than the bounties.
Kimmi Chan
Tastes Like Purple
#1382 - 2014-01-23 23:29:46 UTC
Benny Ohu wrote:
Kimmi Chan wrote:
do you really, honestly, seriously expect everyone in Highsec to just say, "Oh sure - go ahead. Seriously guys why not?"
their permission is not required

Kimmi Chan wrote:
That all of these things have created an imbalance and it never occurs to any of them that CCP, in their infinite wisdom, has struck the exact balance that they want.
if this was the balance ccp wanted, then ccp was wrong

Kimmi Chan wrote:
In the time that I've been playing this game, I've seen every claim and rallying cry from people outside of High Sec claiming that "people aren't supposed to stay in highsec!" "people aren't supposed to stay in NPC corps!" "people aren't supposed to play this game solo!"
no, you haven't


Then I will simply bow out of this discussion and you can all talk amongst yourselves about this. After all, yours is the only opinion that matters and everyone else, including the developer of the game, is wrong.

"Grr Kimmi  Nerf Chans!" ~Jenn aSide

www.eve-radio.com  Join Eve Radio channel in game!

James Amril-Kesh
Viziam
Amarr Empire
#1383 - 2014-01-23 23:30:29 UTC
Herzog Wolfhammer wrote:
Maybe you should stop treating the game like it was single player and, you know, get into a fleet or join a large corp/alliance.

I'm waiting for your explanation on how either of those things helps you when you're ratting.

Enjoying the rain today? ;)

Benny Ohu
Royal Amarr Institute
Amarr Empire
#1384 - 2014-01-23 23:38:33 UTC
Kimmi Chan wrote:
Then I will simply bow out of this discussion and you can all talk amongst yourselves about this. After all, yours is the only opinion that matters and everyone else, including the developer of the game, is wrong.

and here was me thinking the 'infinite wisdom' bit was irony
Kaarous Aldurald
Black Hydra Consortium.
#1385 - 2014-01-23 23:41:36 UTC
Kimmi Chan wrote:

Then I will simply bow out of this discussion and you can all talk amongst yourselves about this. After all, yours is the only opinion that matters and everyone else, including the developer of the game, is wrong.


It is, in fact, possible for them to be wrong.

Incarna stands out as an example of that.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#1386 - 2014-01-23 23:45:40 UTC
Benny Ohu wrote:
Kimmi Chan wrote:
In the time that I've been playing this game, I've seen every claim and rallying cry from people outside of High Sec claiming that "people aren't supposed to stay in highsec!" "people aren't supposed to stay in NPC corps!" "people aren't supposed to play this game solo!"
no, you haven't
With this I'm not sure I've been reading the same forums over the last 3 years that others have.
Benny Ohu
Royal Amarr Institute
Amarr Empire
#1387 - 2014-01-23 23:48:21 UTC
Tyberius Franklin wrote:
Benny Ohu wrote:
Kimmi Chan wrote:
In the time that I've been playing this game, I've seen every claim and rallying cry from people outside of High Sec claiming that "people aren't supposed to stay in highsec!" "people aren't supposed to stay in NPC corps!" "people aren't supposed to play this game solo!"
no, you haven't
With this I'm not sure I've been reading the same forums over the last 3 years that others have.

if you ignore stupid people*
MatrixSkye Mk2
Republic University
Minmatar Republic
#1388 - 2014-01-24 01:36:09 UTC  |  Edited by: MatrixSkye Mk2
Benny Ohu wrote:
Kimmi Chan wrote:
In the time that I've been playing this game, I've seen every claim and rallying cry from people outside of High Sec claiming that "people aren't supposed to stay in highsec!" "people aren't supposed to stay in NPC corps!" "people aren't supposed to play this game solo!"
no, you haven't

I don't think the Jedi mind trick works on humans.

Successfully doinitwrong™ since 2006.

Dersen Lowery
The Scope
#1389 - 2014-01-24 01:42:17 UTC
Benny Ohu wrote:
Tyberius Franklin wrote:
Benny Ohu wrote:
Kimmi Chan wrote:
In the time that I've been playing this game, I've seen every claim and rallying cry from people outside of High Sec claiming that "people aren't supposed to stay in highsec!" "people aren't supposed to stay in NPC corps!" "people aren't supposed to play this game solo!"
no, you haven't
With this I'm not sure I've been reading the same forums over the last 3 years that others have.

if you ignore stupid people*


... in General Discussion.

Right.

If there is a real problem with these forums, it's that every last statement has so many implicit qualifiers that if you haven't learned them all then you don't have a clue what anyone is talking about.

BTW, I can say from personal experience that flying vanilla ships with vanilla fits is not at all proof against someone dropping by your little deadspace pocket--and I'm not talking about ninja salvagers. I've never flown anything shinier than a T2-fit Navy Harbinger--my one, token shiny ship--and I have a catalog of visitors. As a result, when I'm in high sec I use D-scan as I would in a WH, I have Local taking up the full height of my screen, set to identify known party crashers, and I never AFK anything or autopilot anywhere. I'm not saying that it's more dangerous than null sec--that's not true even in my extremely limited experience of null sec--but if I AFK'd in high sec as often as some people claim to, I'd be out a lot of (T1- and T2- fitted, T1) ships. Oh, and I should mention that this is true despite the fact that I mostly stay out of the popular mission hubs.

And frankly, this is good. It keeps me on my toes. It keeps things interesting. I don't understand AFK gameplay, and I would not appreciate it if my experience of high sec was boring enough to make that a tempting option for me to exercise.

Given that, according to CCP in the latest minutes, 72% of the ISK faucets in EVE are null sec anomalies, and yet I have no reason to doubt the null sec residents who say that their income isn't good enough (I don't have enough personal experience to judge either way), I'd be interested to hear what could be done. It would be educational for me. As far as the OP's question goes, while I'm sure that changing high sec is in the works, I'm not sure that nerfing it in more than very tactical, specific ways is going to have the desired effect.

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

Hasikan Miallok
Republic University
Minmatar Republic
#1390 - 2014-01-24 02:29:46 UTC
Dedee Rediculous wrote:
Kimmi Chan wrote:
I never understood blitzing. You're just missing out on bounties, loot to reprocess, and salvage. I rather kill every single one of those red crosses.

Except Recon I-III and Cargo Delivery. Hell I do Cargo Delivery in a shuttle.


Because the LP is way more valuable than the bounties.


Yessum ... especially if you have SC at V and are doing a 0.5 agent. Even more so if its a SOE mission because the ISK/LP ratio is better.

SOE 0.5 security agents with security connections at V will pay just under 10K LP per mission which translates to 20-30 million ISK per mission from LP. You make way more by blitzing them.
Skeln Thargensen
Doomheim
#1391 - 2014-01-24 02:30:15 UTC  |  Edited by: Skeln Thargensen
Dersen Lowery wrote:

BTW, I can say from personal experience that flying vanilla ships with vanilla fits is not at all proof against someone dropping by your little deadspace pocket--and I'm not talking about ninja salvagers

you don't have to shoot those guys though.

i know you want to. i did. i have the lossmail to show for it. some emotional blaming that the NPCs should have switched targeting to him, oh well.

i learned that LP > wrecks and ignore them now.

forums.  serious business.

Hasikan Miallok
Republic University
Minmatar Republic
#1392 - 2014-01-24 02:53:56 UTC  |  Edited by: Hasikan Miallok
Skeln Thargensen wrote:
Dersen Lowery wrote:

BTW, I can say from personal experience that flying vanilla ships with vanilla fits is not at all proof against someone dropping by your little deadspace pocket--and I'm not talking about ninja salvagers

you don't have to shoot those guys though.

i know you want to. i did. i have the lossmail to show for it. some emotional blaming that the NPCs should have switched targeting to him, oh well.

i learned that LP > wrecks and ignore them now.



There are people like some friends of mine who roam through losec picking fights with anyone that wants to take them on and doing crazy nonsense like fitting 5 warp stabs to a cruiser and wandering through null stirring up the locals. Then there are professional suicide gankers who make a lot of ISK from taking out shiney mission/incursion boats and freighters. Then there are the people that are too gutless to leave hisec but want to believe they are "leet PvPers" so they gank small stuff and if they get bored enough will gank anything :D

Oddly its the last lot that are the most dangerous.
Dersen Lowery
The Scope
#1393 - 2014-01-24 03:06:40 UTC
Skeln Thargensen wrote:
Dersen Lowery wrote:

BTW, I can say from personal experience that flying vanilla ships with vanilla fits is not at all proof against someone dropping by your little deadspace pocket--and I'm not talking about ninja salvagers

you don't have to shoot those guys though.

i know you want to. i did. i have the lossmail to show for it. some emotional blaming that the NPCs should have switched targeting to him, oh well.


Eh, I only made that mistake once, a long time ago.

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

Marie Trudeau
Trudeau Industrie SA
#1394 - 2014-01-24 21:34:52 UTC
One of the fun things about EVE is that even if you have been away from playing for a year or year and a half or what have you, when you come back, there is always this thread to welcome you ... (not this specific one, of course, but a virtual replica of it).

This argument is old as the game. Since the very beginning in 2003/2004, people were complaining about risk/reward empire v. null. I think it's fairly obvious from all of the changes that the game has undergone in the last ten years that CCP does not look at this strictly, or even primarily, through that lens. Rather, it seems to focus on providing different kinds of playstyles to suit different kinds of players.

In other words, some players prefer very high risk situations -- regardless of the rewards. Other players will take risks if the rewards are commensurate in their eyes with the risk. Still other players are very risk-averse and will avoid risk no matter what the reward is of taking the risk in question. These are different kinds of players, and players who feel rewarded in terms of gameplay very differently.

In these discussions it has always struck me that the second type of player -- the risk/reward type who specifically designs their gameplay around calculated risks -- is the primary driver of this complaint. There are many other players who just f.lat-out enjoy risk and find Empire boring, while there are others who hate risk and couldn't be dragged into low or null even if gating gave them a billion ISK instantly. It's the risk/reward player, though, who feels "forced" to go to Empire to do the "most efficient ISK/hr" to support their null sec PvP play that is the most disaffected by the fundamental game design.

The design has its merits. Historically speaking, the "frontier" is generally always a place that may be rich in resources (and null is), but which is also more hardscrabble and lawless (which null also is). The frontier is pretty much never a core center of actual industrial manufacturing activity because of its relative remoteness to population centers, and relative lawlessness -- it's primarily a place for resources. Those resources are brought back to "civilization" and then manufactured into goods which are sold in the main world markets -- which are also never in the lawless frontier. EVE was initially designed with this in mind. Null for resources and sovereignty in a lawless environment, Empire for markets and manufacturing, using resources taken from null. Of course, this design does imply a system of distribution of the resources, as well as some commuting, or the use of alts, to realize the value in Empire (by sale or by using them to manufacture goods for sale at high prices and nice margins). And this implies player cooperation -- I think the initial idea was that player corps would include empire and null "arms", which would be cooperating with each other in this overall scheme of null for resources and Empire for markets and industry.

Things got derailed as more features came into the game. These were introduced to provide a broader scope of different kinds of gameplay, but the design started to get away from the null for resources Empire for markets/industry model. The introduction of these kinds of play, with the ISK that they brought (particularly the expansion of the missions system, initially, and then exploration later on), skewed things away from the original model. Now these kinds of play were introduced precisely because a lot of players, from the very beginning, loathed mining, hauling, distribution, industry and market play -- the initial core "backbone" of the game around which the PvP was to take place. So CCP introduced more forms of non-PvP gameplay that players were more interested in doing to earn ISK (PvP was always intended as an ISK sink, not an ISK source in any meaningful way, even taking into account fairly well organized piracy) to support their PvPing. The missions tended to be skewed towards Empire, while exploration was more evenly distributed later on. This created a bit of an imbalance, because the risk/reward players felt "compelled" to run missions in Empire for purposes of efficiency, and disliked this due to the commuting -- some players got around this by using multiple accounts with one alt as the ISK maker in Empire and the other as the nullsec PvPer (and people did this for industry, trade and other Empire-type things as well, not just mission running -- it's just that more players seem to be able to tolerate and/or are interested in shooting stuff for their PvE than they are in industry or trade).

As a result what we are left with is a situation where Empire has more ISK-generating activity (largely due to the missions and their popularity as an ISK source) relative to null than it did under the initial design of Empire for markets/industry and null for resources. This could be alleviated somewhat by placing the more lucrative missions in low sec (which is by far the most underutilized space in the game), and even some in null sec, while leaving the rest of Empire alone (i.e., leave industry, trade, markets where they are), because it seems that the mission system is the main source of the imbalance. Perhaps some similar tweaks could be made to exploration in Empire as well.

I see this more as a tweak than a nerf, though. The fundamental design of the game with null as the risky frontier with resources, sov and wars over resources, and not very much else is not something that needs to be ditched. What would make sense is for the additional elements that came in after the core design -- missions in particular, incursions, exploration -- to be tweaked a bit to address the issues of the risk/reward type of player. Done intelligently, this could also serve to invigorate lowsec a bit, although I'm not holding my breath on that one.
Haraukiae Youik
University of Caille
Gallente Federation
#1395 - 2014-01-24 22:17:59 UTC
CCP is nerfing hi-sec now.

So the question should be "What will happen when CCP finises creating 0.0 status everywhere?" which is imho their endgame.

Its happening now. Manufacturing is mostly completely dead as a way to make isk. (fits in with the nerfing of passive income which fits in with CCP being the PLEX/ISK seller.)

Travel is seen as an isk sink. (As the game mechanics of pvp have been strengthened NPC corps taxes have been raised to almost exhorbitant levels (isk sink) and Concord HP and response times have not been comparatively balanced in order to encourage "ganking" as a form of isk sink partial income.

POS in hi sec are more vulnerable - isk sink.

Markets become more flooded with items below manufacture value which indicates that there is no longer a (strong) linkage between isk/risk. (as in pvp to be successful risk has to be minimized -- note blob tactics and almost complete lack of 3-1 battles (or even 5-1.)

As one poster recently said -- return all the skill points for manufacture and related issues and just NPC seed everything. In effect there are corps that are presently the true NPC seeds for items; this just hasn't been exposed yet.

So imho the end game is complete pvp everywhere without any (effective) npc interference. Case closed. Kinda like WOW pvp servers. You gang blob the remaing npc's so the plebs can't do their missions while killing the plebs as well.

I'll just play another month and check back in a year to see how much this game has deteriorated. At present I can't do half the stuff I used to.

WOW it up CCP>>>>>
James Amril-Kesh
Viziam
Amarr Empire
#1396 - 2014-01-24 22:25:57 UTC
Haraukiae Youik wrote:
CCP is nerfing hi-sec now.

So the question should be "What will happen when CCP finises creating 0.0 status everywhere?" which is imho their endgame.

Its happening now. Manufacturing is mostly completely dead as a way to make isk. (fits in with the nerfing of passive income which fits in with CCP being the PLEX/ISK seller.)

Travel is seen as an isk sink. (As the game mechanics of pvp have been strengthened NPC corps taxes have been raised to almost exhorbitant levels (isk sink) and Concord HP and response times have not been comparatively balanced in order to encourage "ganking" as a form of isk sink partial income.

POS in hi sec are more vulnerable - isk sink.

Markets become more flooded with items below manufacture value which indicates that there is no longer a (strong) linkage between isk/risk. (as in pvp to be successful risk has to be minimized -- note blob tactics and almost complete lack of 3-1 battles (or even 5-1.)

As one poster recently said -- return all the skill points for manufacture and related issues and just NPC seed everything. In effect there are corps that are presently the true NPC seeds for items; this just hasn't been exposed yet.

So imho the end game is complete pvp everywhere without any (effective) npc interference. Case closed. Kinda like WOW pvp servers. You gang blob the remaing npc's so the plebs can't do their missions while killing the plebs as well.

I'll just play another month and check back in a year to see how much this game has deteriorated. At present I can't do half the stuff I used to.

WOW it up CCP>>>>>

I don't even know where to begin with this post, it's like a train derailed.

Enjoying the rain today? ;)

Benny Ohu
Royal Amarr Institute
Amarr Empire
#1397 - 2014-01-24 23:03:54 UTC
the train hasn't left the station yet
La Nariz
Aliastra
Gallente Federation
#1398 - 2014-01-25 00:03:03 UTC
Haraukiae Youik wrote:
Highsec must be nerfed and it must be nerfed now!


I agree.

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Barbara Nichole
Royal Amarr Institute
Amarr Empire
#1399 - 2014-01-25 00:38:24 UTC  |  Edited by: Barbara Nichole
High sec brings needed variety into the game. My guess is that EVE Online would become less popular with in a hypothetical high sec removal.

  - remove the cloaked from local; free intel is the real problem, not  "afk" cloaking -

[IMG]http://i12.photobucket.com/albums/a208/DawnFrostbringer/consultsig.jpg[/IMG]

Vaju Enki
Secular Wisdom
#1400 - 2014-01-25 10:18:45 UTC  |  Edited by: Vaju Enki
Their should be a new mobile structure that when deployed in highsec would disable concord in a 30km-50km range (1 hour duration, very expensive isk cost and couldn't be deployed near stations, gates, etc).

The Tears Must Flow