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War Decs as a griefing tool

First post
Author
Lucas Kell
Solitude Trading
S.N.O.T.
#301 - 2014-08-29 15:48:28 UTC
Jenn aSide wrote:
The question is the same for you: what does it matter to you if more people play the game?
Because it would be nice to not see more CCP staff being laid off and to see more budget for improvements. It's not exactly a sign or a healthy game.

Jenn aSide wrote:
You have no guarantee that CCP would use any extra revenue on anything you'd ever experience, they (more specifically, the shareholders) could simply pocket the money or use it to develop some game you have no interest in.
Absolutely, but I've have faith that CCP would do as much as they can to improve the game if they had the time, personnel and money to do it.

Jenn aSide wrote:
I like new players, the RIGHT new players. Responsible, creative, ambitious new players who add to the community and game. I dislike leeches and parasites who come into a game, decide they don't like it and thus decide it needs to be changed when all they person has to do to affect meaningful personal change is uninstall.

EVE is one of the few good games in existence for actual good gamers, I'd personally rather not see it crapped up by a casual mentality that would leave us nothing worth playing except Dwarf Fortress.
I don't want to see it crapped up by casual mentality either. Luckily, most casuals aren't the type of players to complain. And at the same time, I'd like to not see it crapped up by risk averse gankers who think they are in fact good gamers, who unfortunately are very vocal.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#302 - 2014-08-29 15:59:20 UTC
Kurosaki Rukia wrote:
In Eve as it is currently, sitting in the corner trying to do your own thing puts you more at risk than those who have gone to the effort of learning the game mechanics; because you don't understand threats you are unable to defend against them all. This is risk-reward.

What you seem to want is blanket invulnerability that lets them opt out of risk-reward altogether. You want them to be safe without having earned it? How does that fit in with the eve universe without being game breaking?
I certainly don't want that. I'd like to see more tools for people to defend themselves, a little less risk for newer and smaller groups and more benefits to working together. I think that the current wardec mechanics make that difficult as it's too easy to blanket wardec masses of tiny corps, preventing them from being able to do anything. Awox mechanics are another thing which make smaller corps a lot more difficult to run, so I'd remove corp aggression. At that point I'd make NPC corps less favourable to encourage people to get away from them, and I'd make forming a corp more expensive so people would have more reason to join with others than go off alone.

Until things change though I'll continue to advise people to move to NPC corps to avoid being targets of wardecs and awoxers, or go with solo corps if they want to do missions, reforming the corp when attacked. Sure, that makes me a horrible evil person for advising people to be more risk averse, but it's realistically the best way for them to both mitigate the risk and push the need for change.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#303 - 2014-08-29 16:02:36 UTC
Xuixien wrote:
Lucas Kell wrote:
Prince Kobol wrote:
More players who just hide by themselves in NPC corps not wanting to interact with other players because they might be scary and want to steal or blow up their ship.. no thanks.
Why? What does it matter to you if they want to sit in a corner and be left alone?
Because it's bad for the game.
Why?
The only reason I see presented for this is because new risk averse players might complain about existing mechanics and therefore the game would rapidly become WoW. Basically the slippery slope fallacy.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Jonah Gravenstein
Machiavellian Space Bastards
#304 - 2014-08-29 16:14:50 UTC
Lucas Kell wrote:
The only reason I see presented for this is because new risk averse players might complain about existing mechanics and therefore the game would rapidly become WoW. Basically the slippery slope fallacy.
Risk averse new (& old) players DO complain about existing mechanics.

The OP was originally one such complaint. Thankfully CCP don't listen to them much and the OP has come to his senses and taken on board what people have said, he's contacted a few people and gotten both help and advice.

In the beginning there was nothing, which exploded.

New Player FAQ

Feyd's Survival Pack

ChironV
Deep Core Mining Inc.
Caldari State
#305 - 2014-08-29 16:24:10 UTC
To the OP.
Yes you are correct. What you are experiencing is indeed "Greifing". This is by design. Don't think that the Developers don't note what is going on. They do. They also note that the playerbase money coming in is relatively stable. So they let it be. You are left to deal with their decisions. It kinda makes the game even more of a thinking persons game.

If you are under a WarDec, study your enemy. Fortunately the killboards reveal a host of information about them. Study their kills. You will note that they are creatures of habit. Look at their ship fits, and what ships they run. Talk with some of their victims. The way they operate and where they operate is habitual. They can't help it. They have a specific skill set their ships and weapons reveal how they attack. This gives you an advantage. You can tailor your ship fit and skills to cover their ammo damage and counter their tactics.

Plot where they have made kills and you will have a sphere plot showing where they are most likely to be. Being "gank aware" you can tag them as terrible and have heads up for every system you enter. If you see they are in a system, don't "gate to gate" if you are traveling. If you are missioning and see them enter the region, bail and head to a safe spot. Not a gate. Being "gank aware" will keep you a hard target to corner and having to wait frustrates them to no end. Make them work for it. Use Teamspeak or Ventrilo to keep each other aware of where the enemy is or has been recently.

Again. Research your enemy. Killboards also supply information on who was in the party with them when they nailed a victim. Spreadsheets are your friend. You will start to see associations and patterns on who likes to work with who and sometimes they can surprise you. Lol

How to combat them. If you have your ships properly fitted to combat their damage types thats a plus but if you are not interested in pvp you have a bit of a pickle given that this game is pretty much pvp centric.

Bounties are worthless. Sure you can hire an odd man out to post the bounty so its not traced to you but if the bounty is high enough the crim will simply have a friend kill them and then they share the bounty.

Hire a merc corp. Of course spend some time researching them so you make sure there are no associations between them and the corp that wardec'ed you. You can negotiate terms for length of time, number of pods and so on. Its expensive but can be fun.

Create a PvP wing in your corp. Find some aggressive PvP'ers and supply them with funds, ships and weapons. Lots of PvPers enjoy just the PvP side of the game and are bored with the rest. If you are under wardec it gives them lots of targets to shoot and have their type of fun.

Looking at your corp you like the building, missioning, mining and logistics side of the game. Having a corp centered around that has put a huge bulls-eye on your head. Why? Complicated. Current state of the game has the major corps as the Mafioso or Narco-gangs. Their renter corps are their slaves (isk farmers) so if your corp is selling material into the market you are depressing the mineral and material prices. So you will find that many of the PvP corps (Like Core) who grief corps like yours are cut-outs supplied by the mega-corps. Neat huh? Just like governments and gangs in the real world. Just be grateful that none of this spill into RL or you might find yourself hanging from a bridge with a sign hung on you saying "Get out of Jita".

Eve is fun and is a huge mishmash of cool people and complete psycho's with a bit of mafia tossed in. Lol

Lucas Kell
Solitude Trading
S.N.O.T.
#306 - 2014-08-29 16:24:58 UTC
Jonah Gravenstein wrote:
Lucas Kell wrote:
The only reason I see presented for this is because new risk averse players might complain about existing mechanics and therefore the game would rapidly become WoW. Basically the slippery slope fallacy.
Risk averse new (& old) players DO complain about existing mechanics.

The OP was originally one such complaint. Thankfully CCP don't listen to them much and the OP has come to his senses and taken on board what people have said, he's contacted a few people and gotten both help and advice.
But that doesn't mean that everyone from the casual market would complain, and it certainly doesn't mean that they would be able to force change. It's also not just the risk averse that complain, many people complain. And many of the people whining that the risk averse people are complaining are risk averse themselves, just in different ways. Most of the large wardeccers for example are too risk averse to take any chances where they have less than a 99% chance to win.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#307 - 2014-08-29 16:33:17 UTC
ChironV wrote:
*A load of tips*
Alternatively, drop corp and live in an NPC corp. It's much much easier, and it has the added benefit of making many wardeccers sad. Feeding them kills is what they want, and they are experienced enough to know they'll win. From CCPs data (CREST), around 92% of all wars which resulted in at least 1 kill were won by the aggressor. So save time, effort and hassle - join an NPC corp.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Jonah Gravenstein
Machiavellian Space Bastards
#308 - 2014-08-29 16:37:57 UTC  |  Edited by: Jonah Gravenstein
Lucas Kell wrote:
But that doesn't mean that everyone from the casual market would complain, and it certainly doesn't mean that they would be able to force change.
There's prior precedent that says otherwise, Ultima Online and Star Wars Galaxies for example.

Quote:
It's also not just the risk averse that complain, many people complain. And many of the people whining that the risk averse people are complaining are risk averse themselves, just in different ways.
There's a huge difference between risk averse and risk mitigation.

Quote:
Most of the large wardeccers for example are too risk averse to take any chances where they have less than a 99% chance to win.
Why would you start a war you weren't sure you could win?

Lucas Kell wrote:
ChironV wrote:
*A load of tips*
Alternatively, drop corp and live in an NPC corp. It's much much easier, and it has the added benefit of making many wardeccers sad. Feeding them kills is what they want, and they are experienced enough to know they'll win. From CCPs data (CREST), around 92% of all wars which resulted in at least 1 kill were won by the aggressor. So save time, effort and hassle - join an NPC corp.
If more players hide in NPC corps you'll see a huge rise in suicide ganking, and complaints about it.

In the beginning there was nothing, which exploded.

New Player FAQ

Feyd's Survival Pack

Crumplecorn
Eve Cluster Explorations
#309 - 2014-08-29 16:53:23 UTC
Lucas Kell wrote:
But that doesn't mean that everyone from the casual market would complain, and it certainly doesn't mean that they would be able to force change.
Uh, isn't changing the game to make it more appealing/easier/whatever for casuals/noobs/yo mama the topic of discussion?

If our premises are that we cannot attract and/or hold these players with the game as it is, and that they are a market we can/should/must attract, then they are in some sense forcing change just by existing, whatever about what they achieve after they're here.

But at this point the conversation is so scattered it's actually hard to tell what it is/was/should be about, so I'll move on to the more pertinent question of how many slash seperated options in a sentence is too many/just right/not enough.

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Kurosaki Rukia
The House of Flying Stabbers
#310 - 2014-08-29 16:59:19 UTC
Lucas Kell wrote:
ChironV wrote:
*A load of tips*
Alternatively, drop corp and live in an NPC corp. It's much much easier, and it has the added benefit of making many wardeccers sad. Feeding them kills is what they want, and they are experienced enough to know they'll win. From CCPs data (CREST), around 92% of all wars which resulted in at least 1 kill were won by the aggressor. So save time, effort and hassle - join an NPC corp.


There's always one. In every corp. One who doesn't listen to advice, who has the sudden and irresistible urge to un-dock a retriever and AFK mine. Or who has that mission they desperately need to do.... You can lead a horse to the water, but you can't make them drink. :D
Lucas Kell
Solitude Trading
S.N.O.T.
#311 - 2014-08-29 17:09:13 UTC  |  Edited by: Lucas Kell
Jonah Gravenstein wrote:
There's a huge difference between risk averse and risk mitigation.
LOL, yes, one you say about other people, and one you say about yourself. The fundamentals of them though are both the same.

Jonah Gravenstein wrote:
Why would you start a war you weren't sure you could win?
Uhhh for fun? It's the same reason I play games on the hardest difficult. One shotting a boss isn't exactly entertaining, and neither is ganking a group of people who have no chance of defending themselves.
Turning this question around though, why would ANY high sec PVE player choose to defend themselves against wardeccers like people keep suggesting rather than just moving to an NPC corp? They won't be sure they could win, not by a longshot, so why should they try?

Jonah Gravenstein wrote:
If more players hide in NPC corps you'll see a huge rise in suicide ganking, and complaints about it.
I'm OK with that. Suicide ganking takes more effort than wardeccing noobs, and for the most part requires certain target ships and builds to be worthwhile.

Crumplecorn wrote:
Uh, isn't changing the game to make it more appealing/easier/whatever for casuals/noobs/yo mama the topic of discussion?

If our premises are that we cannot attract and/or hold these players with the game as it is, and that they are a market we can/should/must attract, then they are in some sense forcing change just by existing, whatever about what they achieve after they're here.
To a degree, perhaps. It's not about making them permanently safe, it's about giving them enough footing to actually enjoy the game before unleashing all hell on them. In no way should the game become space WoW like some people seem to think would happen if they appealed at all to the casual market. There's easily enough room to accommodate both markets with some small concessions, a flesh out of some of the mechanics and moving some risk and reward from the NPE into the later game mechanics (so noobs gain less but risk less and can risk more to gain more by moving into the rest of the game).

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Jenn aSide
Soul Machines
The Initiative.
#312 - 2014-08-29 17:13:35 UTC  |  Edited by: Jenn aSide
Crumplecorn wrote:
Lucas Kell wrote:
But that doesn't mean that everyone from the casual market would complain, and it certainly doesn't mean that they would be able to force change.
Uh, isn't changing the game to make it more appealing/easier/whatever for casuals/noobs/yo mama the topic of discussion?

If our premises are that we cannot attract and/or hold these players with the game as it is, and that they are a market we can/should/must attract, then they are in some sense forcing change just by existing, whatever about what they achieve after they're here.

But at this point the conversation is so scattered it's actually hard to tell what it is/was/should be about, so I'll move on to the more pertinent question of how many slash seperated options in a sentence is too many/just right/not enough.


It's all good/cool/groovy my brother/dude/hommie lol.

I think what some don't understand is the history, not just of this game but other game.

Year after Year CCP has done things to make the game "more accessible". I've mentioned some of them, revamping the NPE, safeties, crime watch, modifying the skills system and eliminating things like learning skills, tericide which made ships easily available to noobs (frigs, dessies, cruisers) much more viable, those newbie boosters that improve training time AND DPS, ships like the Gnosis and the SOE ships and various other things that have lower the man barriers to entry EVE is famous for.

The result wasn't more subs or even higher retention, because lowering the barriers doesn't help you gain of retain subs. The people who couldn't be arsed to overcome the barriers in old EVE are still people who don't want to overcome any barriers in this newer, friendlier EVE.

It's not game mechanics, it's the predispositions of the people involved. People who want an experience like EVE don't let ANY barriers stop them (as evidenced by how many of us are here even after suffering a really crappy new player experience). people who want instant gratification won't play a game like EVE even if you dropped the barriers to near zero, or else won't play it long.


You know, the talk about "improving EVE" strikes me as the same thing as improving null sec, lots of people have all these ideas along the lines of "just fix this or that and everything will be fine" but a lot of the thinking is based on long discredited ideas.

It's like this here, the discredited idea here being "if you just make things easier/better for new people, protect them from harm, and show them what to do, more people will subscribe and stay subscribed and it will be great for everyone because CCP will use the money to fix the game"
Jenn aSide
Soul Machines
The Initiative.
#313 - 2014-08-29 17:27:18 UTC  |  Edited by: Jenn aSide
Lucas Kell wrote:
To a degree, perhaps. It's not about making them permanently safe, it's about giving them enough footing to actually enjoy the game before unleashing all hell on them.


What if "unleashing all hell on them" proves to be better at keeping players than letting them soft pedal for a while 1st.

Quote:

In no way should the game become space WoW like some people seem to think would happen if they appealed at all to the casual market. There's easily enough room to accommodate both markets with some small concessions, a flesh out of some of the mechanics and moving some risk and reward from the NPE into the later game mechanics (so noobs gain less but risk less and can risk more to gain more by moving into the rest of the game).


The problem with trying to walk a tight rope is that one false move results in either you falling off completely or you getting a bad case of crushed nuts.

That is what you suggest CCP does: take a successful focused product and unfocus it (however slightly) in an attempt to gain more subscribers.

Where is the proof that that has ever worked in any game? Can you name one game that was hard core that did this and suddenly it's filled with new players?

I'm betting you can't, while at the same time we CAN name games that tried that and ended up failing (SWG) or being seriously hurt (Mechwarrior Online). I'd hope CCP isn't dumb enough to gamble with their (to date) one successful product.
Jonah Gravenstein
Machiavellian Space Bastards
#314 - 2014-08-29 17:32:53 UTC  |  Edited by: Jonah Gravenstein
Lucas Kell wrote:
Jonah Gravenstein wrote:
There's a huge difference between risk averse and risk mitigation.
LOL, yes, one you say about other people, and one you say about yourself. The fundamentals of them though are both the same.

The fundamentals may be similar but the practices are not.

A risk averse person dislikes risk and avoids what they perceive to be high risk ventures/activities, risk mitigation means that people will often be involved in what they know to be high risk ventures/activities, but actively take steps to lower their exposure to the risks.

There is a difference.

In the beginning there was nothing, which exploded.

New Player FAQ

Feyd's Survival Pack

Crumplecorn
Eve Cluster Explorations
#315 - 2014-08-29 18:18:26 UTC
Lucas Kell wrote:
To a degree, perhaps. It's not about making them permanently safe, it's about giving them enough footing to actually enjoy the game before unleashing all hell on them
So instead of realising EVE isn't for them on day 1 they'd realise it on.... day 10? If you could stretch the themepark phase out long enough you might actually make some money, from 1-month-sub-churn as people signed up for the themepark and then quit as they are forced out of it, but isn't the problem at hand subscriber retention?

(Of course, the solution in that case would be to extend the themepark phase a bit. And a bit more. And a bit more.)

If you are genuinely talking about tapping into a market of new players who will like what EVE is and will hang around and actually benefit the game (financially and otherwise), but who require concessions made to the difficulty at the start, you are describing a hypothetical market whose members can handle EVE in it's full arguably-complex arguably-hardcore glory, but who can't handle the challenge of learning a new game. That market doesn't exist (or at least is tiny).

It's the old give a man a fish vs teach a man to fish. The issue is people not wanting to learn to fish. So how about we give them a free supply of fish for a while? Problem is, no amount of being handed fish teaches someone how to fish, and worse, with the fish being handed to them they may get bored and leave, missing out of a world of fishing for themselves.

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Jenn aSide
Soul Machines
The Initiative.
#316 - 2014-08-29 18:50:22 UTC
Crumplecorn wrote:
Lucas Kell wrote:
To a degree, perhaps. It's not about making them permanently safe, it's about giving them enough footing to actually enjoy the game before unleashing all hell on them
So instead of realising EVE isn't for them on day 1 they'd realise it on.... day 10? If you could stretch the themepark phase out long enough you might actually make some money, from 1-month-sub-churn as people signed up for the themepark and then quit as they are forced out of it, but isn't the problem at hand subscriber retention?

(Of course, the solution in that case would be to extend the themepark phase a bit. And a bit more. And a bit more.)

If you are genuinely talking about tapping into a market of new players who will like what EVE is and will hang around and actually benefit the game (financially and otherwise), but who require concessions made to the difficulty at the start, you are describing a hypothetical market whose members can handle EVE in it's full arguably-complex arguably-hardcore glory, but who can't handle the challenge of learning a new game. That market doesn't exist (or at least is tiny).

It's the old give a man a fish vs teach a man to fish. The issue is people not wanting to learn to fish. So how about we give them a free supply of fish for a while? Problem is, no amount of being handed fish teaches someone how to fish, and worse, with the fish being handed to them they may get bored and leave, missing out of a world of fishing for themselves.


That was a good post but it made me crave seafood.
Kurosaki Rukia
The House of Flying Stabbers
#317 - 2014-08-29 18:59:08 UTC
Lucas Kell wrote:
Jonah Gravenstein wrote:
There's a huge difference between risk averse and risk mitigation.
LOL, yes, one you say about other people, and one you say about yourself. The fundamentals of them though are both the same.


That's not true.

Someone who is risk averse doesn't like to take risks and will therefore look to avoid taking them at all. In avoiding risk, they remain ignorant of key game mechanics. When their ignorance bites them, they often blame others instead of themselves, and or the system for there being any risks at all. They fight against the risk-reward structure of the game, and become increasingly unhappy that it's not the way they want it.

Conversely. Someone who practices risk mitigation will take risks, and having taken risks gain knowledge that helps them in future. With practice comes the ability to manage risks and keep them wthin a threshold they are happy with. They do not want others to keep them safe, but instead take their own safety into their own hands. They do not shrink from danger, but instead embrace it. They take advantage of the risk-reward structure of the game to seek increased rewards, and constantly improve when faced with new challenges and emergent gameplay. In short, they have run with risks instead of shrinking from them.
Kurosaki Rukia
The House of Flying Stabbers
#318 - 2014-08-29 19:04:02 UTC
Crumplecorn wrote:
Lucas Kell wrote:
To a degree, perhaps. It's not about making them permanently safe, it's about giving them enough footing to actually enjoy the game before unleashing all hell on them
So instead of realising EVE isn't for them on day 1 they'd realise it on.... day 10? If you could stretch the themepark phase out long enough you might actually make some money, from 1-month-sub-churn as people signed up for the themepark and then quit as they are forced out of it, but isn't the problem at hand subscriber retention?

(Of course, the solution in that case would be to extend the themepark phase a bit. And a bit more. And a bit more.)

If you are genuinely talking about tapping into a market of new players who will like what EVE is and will hang around and actually benefit the game (financially and otherwise), but who require concessions made to the difficulty at the start, you are describing a hypothetical market whose members can handle EVE in it's full arguably-complex arguably-hardcore glory, but who can't handle the challenge of learning a new game. That market doesn't exist (or at least is tiny).

It's the old give a man a fish vs teach a man to fish. The issue is people not wanting to learn to fish. So how about we give them a free supply of fish for a while? Problem is, no amount of being handed fish teaches someone how to fish, and worse, with the fish being handed to them they may get bored and leave, missing out of a world of fishing for themselves.


That totally reminded me of something.

Quote:
“Give a man a fire and he's warm for a day, but set a man on fire and he's warm for the rest of his life.”

― Terry Pratchett, Jingo
Lucas Kell
Solitude Trading
S.N.O.T.
#319 - 2014-08-29 19:38:55 UTC
Jonah Gravenstein wrote:
Lucas Kell wrote:
Jonah Gravenstein wrote:
There's a huge difference between risk averse and risk mitigation.
LOL, yes, one you say about other people, and one you say about yourself. The fundamentals of them though are both the same.

The fundamentals may be similar but the practices are not.

A risk averse person dislikes risk and avoids what they perceive to be high risk ventures/activities, risk mitigation means that people will often be involved in what they know to be high risk ventures/activities, but actively take steps to lower their exposure to the risks.

There is a difference.

No, there really isn't. in both cases if the final amount of risk is beyond minimal then the activity doesn't happen.

It is possible for people to mitigate risk and still take on moderately risky odds, by most highsec wardeccers don't. Their killboard isk efficiencies are just way too precious to do anything that has even a slightest chance of damaging it.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#320 - 2014-08-29 19:41:56 UTC
Crumplecorn wrote:
It's the old give a man a fish vs teach a man to fish. The issue is people not wanting to learn to fish. So how about we give them a free supply of fish for a while? Problem is, no amount of being handed fish teaches someone how to fish, and worse, with the fish being handed to them they may get bored and leave, missing out of a world of fishing for themselves.
It's more like: teach a man to fish, but give him enough to survive until he catch his first one. Fishing isn't just casting a line in the water and success! It takes time to learn, as does EVE.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.