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What is the point of eve?

First post
Author
Vageena Clatoris
Imperial Academy
Amarr Empire
#61 - 2014-05-12 05:11:39 UTC
Marsha Mallow wrote:
Betty Sue wrote:
was moving around 300mil worth of random items to sell and in a 0.8 sec system as I was leaving a station boom blown up nothing I could do and icing on the cake he pop'd my pod to so I lost around 1 bil ISK in total. Whatever **** happens so I moved on

Looking at your killboard, you took 464m worth of mods through Niarja in a t1 hauler on Tuesday with only cargo mods fitted. Whilst the 'v0v it happens so move on' is a good attitude, learn from these mistakes so you don't get caught out again.
.


OP THIS SUMS IT UP RIGHT HERE

Freighter pilots wont even take 100k hp + freighters through that region ! its a choke point for Amarr to the rest of the north of the map.

Might as well call Niarja low sec. Helps to bring up the map and look at statistics of how many ships were killed in the last hour / last 24 hours.
Vageena Clatoris
Imperial Academy
Amarr Empire
#62 - 2014-05-12 05:13:15 UTC
Solecist Project wrote:
Doreen Kaundur wrote:
Suicide ganking without repercussions does make this game a bit pointless.

If you die in hi-sec while engaged in criminal activity, it should cost you some skill points as well. Now THAT is a deterrent.

Concord also needs to act like the security force they are. Right now they have all the power of a Boy Scout troop.

In short, this game has always favored the griefer.

You really don't understand EVE ONLINE at all. (:


People understand it, but its a very much broken mechanic of the game. I dont think you understand how broken it is.
Sibyyl
Garoun Investment Bank
Gallente Federation
#63 - 2014-05-12 05:19:34 UTC
Dat name o_O

Also, could you please explain what you think is broken about the mechanic. I'm serious.. not being facetious.

Joffy Aulx-Gao for CSM. Fix links and OGB. Ban stabs from plexes. Fulfill karmic justice.

Barbara Nichole
Royal Amarr Institute
Amarr Empire
#64 - 2014-05-12 05:36:07 UTC
I remember the first time I saw my brother playing D&D. I had no idea what he was doing. He told me he was playing a game. I remember asking him afterward if he had won. He told me, "it's like life; you don't win or lose - you hope to survive and have fun. You have good moments and bad....fun and sometimes not so much fun." I ask him then, "what's the point of that?" He responded, "What's the point of life? If you can't answer that question maybe you shouldn't play D&D."

If you don't understand that in the sand box you make your own play and fun maybe this game isn't for you.

  - 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]

Magnus Cortex
Ginger Industrial Solutions
#65 - 2014-05-12 05:42:33 UTC
Betty Sue wrote:
What is the point of eve?


You win or you die.
Vageena Clatoris
Imperial Academy
Amarr Empire
#66 - 2014-05-12 05:48:04 UTC  |  Edited by: Vageena Clatoris
Sibyyl wrote:
Dat name o_O

Also, could you please explain what you think is broken about the mechanic. I'm serious.. not being facetious.


I know right, part of EVE is not taking it seriously with silly character namkes :P

Didnt take it the wrong way, after all part of EVE is having open dialog with others. The reason in my opinion (and everyones entitled to an opinion despite if the other person thinks its right or wrong) is that there is no reprocussions (sorry if my spellings off its 5am) to the agressor. CONCORD is certainly not a deterrent, because if the person on the end of the suicide gank is squishy you can be in, ganked and out in a minute.

There are FOTM (flavour of the month builds) out there that can allow you to gank the other person before theyeve even kown whats hit them, allowed them to lock on and returrn fire. As non consensual PVP in high sec that doesnt seem right to me. In low sec or null sec then yes its fair game. But in high sec, there should be a way of making it a fair fight and allowing the person who gets ganked to defend themself.

The easiest solution would be for the suicide ganker to lose skill points, or to have concord follow them everywhere and not allow them to dock. Whilst it is fun for the perosn doing the ganking, the shock of being killed in less than 1 second could lead to people saying "f**k it i can be bothered with eve anymore"

Its a broken mechanic that needs a balance pass. If i had to say what broke it, the fact that you have the likes of the Tornado that were introduced into the game. Its a glass cannon but if that cannon kills you first, you dont even have time to return fire and break the glass. Hope that makes sense.
Erica Dusette
Division 13
#67 - 2014-05-12 06:24:42 UTC
The point of EVE is to have fun. In an open-ended sandbox the options are limitless, so the definition of "fun" is different for everyone.

Why were you hauling? Why were you exploring wormholes? I'd hope the answer would be that you're doing something you enjoyed, so just keep doing it and just learn from errors along the way.

Otherwise - Join a established corp. Already been said by loads of other people and for good reason.

Jack Miton > you be nice or you're sleeping on the couch again!

Part-Time Wormhole Pirate Full-Time Supermodel

worмнole dιary + cнaracтer вιoѕвσss

Hakaari Uisen
Evgeni Konung Corporation
#68 - 2014-05-12 07:13:44 UTC
I like to think of eve as a paitence tester
Riyria Twinpeaks
Perkone
Caldari State
#69 - 2014-05-12 07:36:37 UTC
Vageena Clatoris wrote:
[...]

CONCORD is certainly not a deterrent, because if the person on the end of the suicide gank is squishy you can be in, ganked and out in a minute.
[...]
The easiest solution would be for the suicide ganker to lose skill points, or to have concord follow them everywhere and not allow them to dock.

[...]


If you do something to make concord attack you, your destruction is assured. You cannot flee, you cannot get away, you will lose your ship.
If you find a way not to lose your ship, it's considered a bannable exploit to use this way, to my knowledge.
Karak Bol
Low-Sec Survival Ltd.
#70 - 2014-05-12 07:41:45 UTC
Find yourself a project. "I want to fly a perfect Machariel" is not a project, as you only need enough skill time. "I want to have 100 Bil ISK" is also not a project, you could just spend money on Plex and buy yourself money. "I want to build my own Carrier." well thats a smallish scale project. You need logistics, money, ressources and the like. "I want to start a corp dedicated on mining/pvp/trading/whatever" is also a project as you need to learn the ropes (meaning joining other corps, learning about corp life, maybe be a director for some time) and about your trade (reading, trying and so forth).

After you have finished your project, start the next.
Sibyyl
Garoun Investment Bank
Gallente Federation
#71 - 2014-05-12 08:07:01 UTC
Vageena Clatoris wrote:
Didnt take it the wrong way, after all part of EVE is having open dialog with others. The reason in my opinion (and everyones entitled to an opinion despite if the other person thinks its right or wrong) is that there is no reprocussions (sorry if my spellings off its 5am) to the agressor. CONCORD is certainly not a deterrent, because if the person on the end of the suicide gank is squishy you can be in, ganked and out in a minute.

There are FOTM (flavour of the month builds) out there that can allow you to gank the other person before theyeve even kown whats hit them, allowed them to lock on and returrn fire. As non consensual PVP in high sec that doesnt seem right to me. In low sec or null sec then yes its fair game. But in high sec, there should be a way of making it a fair fight and allowing the person who gets ganked to defend themself.

The easiest solution would be for the suicide ganker to lose skill points, or to have concord follow them everywhere and not allow them to dock. Whilst it is fun for the perosn doing the ganking, the shock of being killed in less than 1 second could lead to people saying "f**k it i can be bothered with eve anymore"

Its a broken mechanic that needs a balance pass. If i had to say what broke it, the fact that you have the likes of the Tornado that were introduced into the game. Its a glass cannon but if that cannon kills you first, you dont even have time to return fire and break the glass. Hope that makes sense.

I absolutely, always believe you are entitled to an opinion.

I do believe there are repercussions, and they go like this:

#1:
The ganker loses their ship. This is 100% assured, as CONCORD never misses. There are no real mechanics left to exploit, except 2 degrees of common sense: (1) the lower the sec, the more time you have, (2) don't gank while CONCORD is hanging out at the same spot that you are.

I think that these two mechanics aren't terribly slated towards ganking.. do you?

#2:
Losing a pod. Generally implants are recommended because pods can't be lost to CONCORD. If the ganker is at a gate blapping or bumping freighters, it's possible there are white knights, possibly with cockbag Thrashers (if they have any sense) and up to their eyeballs in SeBos. Losing a pod may just also happen in this case.

#3:
The ganker gets a sec status hit. This is important because generally he wants to operate in hisec. Repairing sec status will take time, money, or both.

In addition:

#1:
The ganker has to make a team effort. He can't do it alone for many situations. Procurers and skiffs particularly require teamplay, since a baby ganker in a T1 Cat is probably not going to put much of a dent in either one. For miners who additionally tank with ECM, paranoia, and operate in a fleet, recycling alts (a bannable offense, BTW) won't be a very good weapon for a ganker.

#2:
An aligned (read: pointing in the direction of, and with sufficient speed) vessel is impossible to gank because warp is immediate. The only reason you might not be doing it is because it's too much work.

#3:
Miners don't generally work in groups or teams. Why not? Little fish act together to look like bigger fish. Gazelles in groups mean that all but one gazelles will get away when a cheetah gives chase. Why not improve your odds and distribute the losses amongst your team? I am simplifying this of course.. a lot of people DON'T WANT TO team up for mining. The profession lends itself to solitary confinement.

#4:
The ganker has to get access to the wreck in order for his operation to be profitable at all. This either means teamwork, or complex logistics with re-docking and re-shipping to go get what's left floating.

#5:
Probably not a great point.. a miner with a defender (ewar vessel, attack frigate) is likely going to be left alone. Can it be done with an alt? Maybe. Usually it's not economical to have another person there, but then again losing a ship is a money pit.


I'll give you a tl;dr version:

1. These guys are working in teams. Why aren't you? Groups increase survivability. They increase your threat value.
2. These guys are walking around like it's a war. Why aren't you. Put on a flak jacket (tank), arm yourself with a pistol if you have to (ECM, alt, friend), do some research (alt+e s**tlist, zkill, Local), and do some exercises to keep yourself in shape (dscan, align).

Joffy Aulx-Gao for CSM. Fix links and OGB. Ban stabs from plexes. Fulfill karmic justice.

Solecist Project
#72 - 2014-05-12 08:11:48 UTC
<3 Sibyyl

That ringing in your ears you're experiencing right now is the last gasping breathe of a dying inner ear as it got thoroughly PULVERISED by the point roaring over your head at supersonic speeds. - Tippia

Nami Kumamato
Perkone
Caldari State
#73 - 2014-05-12 08:31:35 UTC
"It's a living work of science-fiction."
It's a sci-fi movie you are living daily - with all the nastiness that comes with it.
It's your adventure and you get to shape it as you want.
Find what you like and do it. Most of us play this game as a welcome relaxation.
Stop thinking you need to prove or become something - just go and enjoy the game.
Also try a lot of things, who knows, maybe pvp is not for you.
Me, I found exploration to be nice, calm, rewarding and sometimes fun ( whether it's running from those damned Guristas in Ghost Sites, or tip-toeing my way through low-sec exploration sites ).

...oh, and HTFU!

Fornicate The Constabulary !

Doreen Kaundur
#74 - 2014-05-12 09:17:50 UTC
The immediate vulnerability when undocking is really at issue here. Since there is no way of telling what is going on outside a station, when you undock you are always taking a chance. Gankers have the advantage there. What more, I find it amusing that the station itself can not provide some kind of protection for a few seconds for its departing ships.

[center]1. Minor navigation color change. 2. Show bookmarks in the overview.[/center]

James Amril-Kesh
Viziam
Amarr Empire
#75 - 2014-05-12 09:20:57 UTC
You people are dumb. You're invulnerable for something like 30 seconds after undocking unless you activate a module or give a navigational command (with the exception of stopping your ship).

Enjoying the rain today? ;)

Riyria Twinpeaks
Perkone
Caldari State
#76 - 2014-05-12 09:22:28 UTC  |  Edited by: Riyria Twinpeaks
Doreen Kaundur wrote:
The immediate vulnerability when undocking is really at issue here. Since there is no way of telling what is going on outside a station, when you undock you are always taking a chance. Gankers have the advantage there. What more, I find it amusing that the station itself can not provide some kind of protection for a few seconds for its departing ships.


Not sure if serious, tbh.
After undock you have about 30 seconds (I think) in which you are not targetable and invulnerable, as long as you do not take any actions outside of stopping your ship.
Which, for most stations, means you can dock right away again before anyone can do anything to you.

And if you have a insta warp bookmark for the station's undock, you have plenty of time to select it and be away in a moment.
Doesn't work in Nullsec with a bubbled station, of course.

Edit: I'm too slow..
Webvan
All Kill No Skill
#77 - 2014-05-12 09:23:44 UTC
James Amril-Kesh wrote:
You people are dumb. You're invulnerable for something like 30 seconds after undocking unless you activate a module or give a navigational command (with the exception of stopping your ship).

um yep hehe. I think it varies depending on the station, but yes 100% invulnerable long enough to dock up again.

I'm in it for the money

Ctrl+Alt+Shift+F12

Arla Sarain
#78 - 2014-05-12 10:15:28 UTC
Lloyd Roses wrote:
Your experience might benefit a lot by joining a corp...


OP "played since 2005", apparently...





I played for 4 and 1/2 months now.
I lost alot of ships, haven't achieved much, and fully aware of PvP limitations, quirks and issues (lol rock/paper/scissor balance, you peasants).

But I'm in FW and progressively having fun.



My only suggestion - try ruining someone else's day with no cost to yourself. I.e. fast lock tornado camp.
Barbelo Valentinian
Federal Navy Academy
Gallente Federation
#79 - 2014-05-12 10:20:47 UTC
Sibyyl wrote:
[quote=Vageena Clatoris]
The ganker has to get access to the wreck in order for his operation to be profitable at all. This either means teamwork, or complex logistics with re-docking and re-shipping to go get what's left floating.


Yeah - in what sort of civilization would a wreck be "lootable" by anybody other than the "state"-equivalent? (Or, perhaps, kept in escrow for next of kin, corp, or whatever.)

Forget the risible "penalties", the mechanic bears no relation to any kind of possible reality (i.e.simulation) and is clearly and absolutely skewed towards encouraging ganking, because things blowing up is what keeps the economy going, and people entertained. Creation and destruction, and a living economy based on their interplay, are what EVE is all about. Why pretend otherwise?

And that's not a problem, not a problem at all.

Except.

(Bit of history.)

Originally, very originally, long before CCP put a brave face on it, EVE was meant to be a "multiplayer Elite", i.e. a grand PvE space game, but with open, full-loot PvP as a realistic aspect of the simulation, something to spice things up and make the game come alive with the possibility of danger and loss.

The problem is, there wasn't enough "there" there for most players who tried the game. The virtual universe was vast, and immersive and exciting in that aspect, the spaceships were cool, the lore cool; but there just wasn't enough "E" in the PvE for most space jockeys - not enough to make EVE a hit for them. Plus also, the flying/combat gameplay was intrinsically a bit dull.

But the PvP multiplayer aspect worked very well. EVE became one of the very few games where you could be a little **** as part of the gameplay.

So, in essence, CCP was stuck with a certain kind of player who was attracted to the possibility of griefing and ganking. Those players supported EVE through its difficult early years. And, for a fact, on account of that, CCP has owed them big time for their loyalty.

However, CCP have been stuck with them ever since, and they've been stuck with the reputation EVE has as a niche game in which you're allowed to be a little ****. And that has attracted more people who enjoy being little ***** in a game.

And over the years, the design of the game has gradually dropped the PvE aspect till it is now utterly vestigial, and centred the gameplay totally on player shenanigans. Because that's what was keeping the game alive and thriving.

And again, that's not a bad thing.

But ... something was gained, and something was lost from the original vision.

See, in the early days, game designers, being mostly nice, middle class brainy folks, couldn't conceive that, given the opportunity, people would find more fun in being little ***** than in exploring and interacting with a rich, virtual environment, in the company of others. There's an interview with Lord British somewhere, in which he talks about virtually meeting one of Ultima Online's early, notorious griefers, and asking him why he did it: the griefer's response was (IIRC) "because you let me."

CCP were in the same situation - but very quickly (and very cannily) CCP took the opposite route to Lord British, and instead of trying to limit and shape the game (in UO's case by opening PvE only servers) they made a virtue out of a necessity.

For sure, there were some early attempts to shape the game to be a bit more attractive to carebears (CONCORD), because the creation aspect is still important, and it has to be possible to build stuff in the game, so carebears who enjoy building and accumulation have to be able to get some joy out of the game; but none of those measures could go too far into sim realism, because that would have alienated the core existing playerbase.

The way EVE is, is an accident, the result of early developer innocence (the same kind of innocence as Lord British evinced in the encounter cited above), and lack of resources in the early days to build the game they wanted to build, combined with a fairly early - and very intelligent - decision to take the players they got as they were, and go with the flow as a niche game.

Somewhere out there in possibility space, there's a space game that's rich in both PvE and PvP aspects - a space game that's fully rounded, in which the simulation aspect is as realistic as it can possibily be, and the "E" really is a living world in itself, to play off, and the PvP, and the living world the players co-create, is totally integrated into it, yet totally up to the player to participate in. That game, the game EVE might have been, would not allow such a patently ludicrous concept as suicide ganking.
Riyria Twinpeaks
Perkone
Caldari State
#80 - 2014-05-12 10:52:11 UTC
Barbelo Valentinian wrote:
[...]

See, in the early days, game designers, being mostly nice, middle class brainy folks, couldn't conceive that, given the opportunity, people would find more fun in being little ***** than in exploring and interacting with a rich, virtual environment, in the company of others. There's an interview with Lord British somewhere, in which he talks about virtually meeting one of Ultima Online's early, notorious griefers, and asking him why he did it: the griefer's response was (IIRC) "because you let me."

[...]


See, I don't really have experience with the ganking aspect of the game, but I always read, that with few exceptions, it's a team effort.
So .. Those gankers explore and interact with a rich, virtual environment, making plans and organize equipment for the tasks they choose to pursue, in the company of their friends, to blow up others.
Those others, often enough, seem to be people who enjoy shooting lasers at asteroids alone, or shoot at npc ships in the ever same missions, alone.

What I myself, more directly, experience, are people having fun exploring and interacting with a rich, virtual environment, by taking that same environment away from other people and deny them access as much as possible.