These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

PvE fatigue: Phoebe for PvE

First post First post
Author
Kaerakh
Obscure Joke Implied
#201 - 2015-05-12 17:25:59 UTC
afkalt wrote:
Now I know you're trolling. Orders are adjusted 23.5/7/365. Likewise cancelled and fulfilled.

Or are you going to try and tell me 0.01isking doesn't happen? Are you going to tell me the trader who does this all day, every day can be competed with by someone playing an hour a night?

Life isn't fair, neither is eve.


Exactly, see third link in signature.
Teckos Pech
Hogyoku
Goonswarm Federation
#202 - 2015-05-12 17:28:23 UTC
Scatim Helicon wrote:
I love you Gevlon Goblin.

If you didn't already exist we'd have had to invent you ourselves.


I have to admit reading his website reminds me of the mad ramblings one might find in a Lovecraftian horror story.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

chaosgrimm
Synth Tech
#203 - 2015-05-12 19:08:36 UTC
Gevlon Goblin wrote:

The real result would be the same as with Phoebe. The PvP-er of a local small corp don't have to travel to use his carrier, so he is unaffected. The casual miner or ratter already pays for his account, and wouldn't PvE enough to get fatigue penalty so his PvE has no new costs. Without the insane competition of no-lifers and bots, his earnings would actually worth something and he'd be encouraged to continue.


PS: trading is PvP, please don't be the moron who suggest fatigue on setting/modifying orders!


Do you have any data that would suggest this outcome.

Jump fatigue and your 'PvE fatigue' are not comparable. Even the names give that away.... It's called 'jump fatigue' and not 'PvP fatigue' because the effect is on 'jumping', a tactic within PvP, and not 'PvP' itself. It shouldnt surprise you to see that PvP hasn't declined, while jumping has.

You even call your suggestion 'PvE fatigue': i.e. the scope is PvE in general, rather than a tactic used in PvE. Implementing your "PvE fatigue" will result in less PvE because it's scope is PvE. I thought you were trying to increase activity?

What is / are your goal(s)?
What justifies them?
Do you have anything that would indicate that your suggestion, if implemented, would achieve your goals?

Gevlon Goblin
Science and Trade Institute
Caldari State
#204 - 2015-05-13 17:22:31 UTC
chaosgrimm wrote:
Jump fatigue and your 'PvE fatigue' are not comparable. Even the names give that away.... It's called 'jump fatigue' and not 'PvP fatigue' because the effect is on 'jumping', a tactic within PvP, and not 'PvP' itself. It shouldnt surprise you to see that PvP hasn't declined, while jumping has.

You even call your suggestion 'PvE fatigue': i.e. the scope is PvE in general, rather than a tactic used in PvE. Implementing your "PvE fatigue" will result in less PvE because it's scope is PvE. I thought you were trying to increase activity?

What is / are your goal(s)?
What justifies them?
Do you have anything that would indicate that your suggestion, if implemented, would achieve your goals?

"PvE" is in itself a tactic for making ISK. You can do exploration, you can loot player wrecks, you can trade, you can do PI, you can mine, you can do missions, you can rat anoms in normal space and in WH and so on, and so on. Some needs more skill than others, some need a group, special ships and so on.

However currently the tactic of "take the dumbest, lowest paying forms of moneymaking and run them with lots of accounts and lots of hours, maybe with bot" is dominating the scene. I wish to increase the weight of more complicated, skill- and ship-intensive forms of moneymaking.

Justification: the game should be competitive and skill-demanding, not a botting heaven.

"the dumbest, lowest paying forms of moneymaking" is paying crap unless ran for lots of hours. 2 hours of mining in highsec a day with one account barely pays for a PLEX. A time-limit would devastate this way while wouldn't affect the complicated forms of ISK making.

My blog: greedygoblin.blogspot.com

Felix Judge
Regnum Ludorum
#205 - 2015-05-21 11:12:58 UTC
afkalt wrote:
Now I know you're trolling. Orders are adjusted 23.5/7/365. Likewise cancelled and fulfilled.

Or are you going to try and tell me 0.01isking doesn't happen? Are you going to tell me the trader who does this all day, every day can be competed with by someone playing an hour a night?

Life isn't fair, neither is eve.
The most successful trader I know about is actually ridiculing the 0.01-adjusting and strongly suggests to not waste one's time doing it. You can read that in his older blog articles. Cool

But okay, if there is a way to attach fatigue to market trading, I am all for it. It could be done via increasing the market fees for updating orders where it happens quite often in short time intervals. This would also affect bots more than it would humans.

Good point, Mr afkalt.
Gevlon Goblin
Science and Trade Institute
Caldari State
#206 - 2015-05-23 07:51:41 UTC
Trading is still a zero sum (PvP) activity. Whatever one player gains is paid by the another. If two players trade the sum of their wealth stays the same. On the other hand if they rat, the sum of their wealth grows.

Which is the problem with "you can rat/mine 80 hours a week too, make an effort scrub" comments. If everyone would go multibox-nolifer, then everyone would have 10 titans and the game would be quite boring.

My blog: greedygoblin.blogspot.com

HarlyQ
harlyq syrokos investment station
#207 - 2015-05-28 20:58:07 UTC
I do not know why you think market trading is pvp when it is the easiest money making activity in eve. Also known as Gevlon Goblin station trades so don't nerf his game play but nerf everyone elses. Please go back to huffing the bad crack you smoke on that ****** blog of yours.
Felix Judge
Regnum Ludorum
#208 - 2015-06-04 10:30:26 UTC
The game is full of diminishing returns mechanics, most notably:

* Higher skill levels need much more time than each lower level
* Most modules and rigs that affect ship stats experience stacking penalties
* Research times on blueprint originals

Diminishing returns are good to make players think about effective alternatives, and they effectively limit "I-Win-Button" - strategies that would otherwise become overpowered quickly if they would scale proportionally, instead of reverse exponentially. And they still leave players the choice: You can still fit five magnetic field stabilizers if you want, so it does not forcibly prevent you from doing what you think to be good.

Likewise, diminishing returns on PvE activities would encourage, but not force, players to look for alternative activities. They can still rat for 14 hours a day if they want (*shudder*).
Navy Jackal
University of Caille
Gallente Federation
#209 - 2015-06-04 10:37:47 UTC
Null Infinity wrote:
Serendipity Lost wrote:
I dare everyone to ignore this an allow it to gracefully fall to the bottom of the forums.


I think this post has gathered most likes in the whole unfortunate thread for a reason. Please stop feeding him, would we? Just ignore it.


Just let this thread die, whould we? Bad idea, most of us agreed on this. Point.
Felix Judge
Regnum Ludorum
#210 - 2015-06-04 11:08:14 UTC
Navy Jackal wrote:
Just let this thread die, whould we? Bad idea, most of us agreed on this. Point.
Menor pars, sanior pars Cool

Seriously, I think arguments weigh more than "stop it because I/we do not like it" and "Point." (Incidentally, the correct English term you might be looking for would probably be "Fullstop.") Where was I? Ah, yes: arguments. Right.

Donnachadh
United Allegiance of Undesirables
#211 - 2015-06-04 14:14:39 UTC
Felix Judge wrote:
Diminishing returns are good to make players think about effective alternatives, and they effectively limit "I-Win-Button"

I agree that diminishing returns are good IF we were discussing ship fittings, but we are not.

If bots are the problem then deal with the bots directly, don't try to do it by introducing a ridiculous idea that affects everyone in the game at some point.

But the real question really is this. If a person wants to spend 15 or 20 hours a day mining or whatever how does that affect you?

The OP idea carefully crafted to only affect a small portion of those involved in PvE activities, but not everyone equally and for this reason alone it is a terrible idea.

So this begs the question how and why are these specific areas left un-affected by this?
Is it because they are the favored play styles of the OP?
Did the OP carefully craft this so it only affects the play styles he does not approve of?

If you want anyone to even give this idea a serious look, much less support it go back to the very beginning and re-work the entire concept so it affects all non-PvP (insert traditional shoot other players ships definition here) equally. Otherwise this is simply an idea to restrict a game play style the OP does not agree with so it will always get a no from me.
afkalt
Republic Military School
Minmatar Republic
#212 - 2015-06-04 14:16:45 UTC
Donnachadh wrote:
re-work the entire concept so it affects all non-PvP


Keeping in mind that it is all but impossible to NOT PvP with ANY activity in this game.
Teckos Pech
Hogyoku
Goonswarm Federation
#213 - 2015-06-04 15:21:21 UTC  |  Edited by: Teckos Pech
Gevlon Goblin wrote:
Trading is still a zero sum (PvP) activity. Whatever one player gains is paid by the another. If two players trade the sum of their wealth stays the same. On the other hand if they rat, the sum of their wealth grows.

Which is the problem with "you can rat/mine 80 hours a week too, make an effort scrub" comments. If everyone would go multibox-nolifer, then everyone would have 10 titans and the game would be quite boring.


No, it is negative sum due to taxes and fees (aka transactions costs). Also, trade is mutually beneficial, so to call it PvP is...kinda odd. If I buy something you are selling that strongly implies I want it enough I'm willing to pay at least the price you are asking or even more and that you don't want it at that price or an even lower one (see the concepts of consumer and producer surpluses).

Further, while trade reduces overall wealth due to taxes and fees and at the same time it changes the distribution of wealth. This is not insignificant either. If the wealth goes from the guy who was ratting to the trader it also moves on from there as well. The trader will want new stock so he'll go to the guys building that stock (builders and inventors and explorers and even in some cases ratters). The inventors and builders will likely go and buy minerals and other inputs as well.

The in-game economy is really a web of activities and the isk flows through this web.

As for the guy ratting 80 hours a week...I'll say it again, I'm sure CCP is aware of those "players" and there is considerable scrutiny of them as 80 hours a week is ratting 11.5 hours a day (on average)...that is alot if the player is doing it day-in-and-day-out.

As for the growth of "wealth" you mention what you really mean is the money supply which is different. ISK does not have any innate value. In fact, ISK is an awesome example of fiat money (money that has value because we are told it has value). Most modern currencies are fiat money in that the innate value of the money is very low or even zero, but people believe it has value therefore it has value and can be used as a medium of exchange. Interestingly, when that belief is challenged is when you have a currency crisis which can lead to things like hyperinflation. Having positive growth of the money supply is not inherently a bad thing; what can be a bad thing is if the money supply grows too fast then you can have inflation and that can be bad. And CCP is aware of the money supply and monitors it. The issue here, if there is one, could be solved via a mechanism suggested here, but it can be managed in other ways as well. For example, reducing rat bounties, reducing anomaly spawn rates, or even more subtle changes such as changes to mechanics that make it easier to hunt and kill ratters.

As I also noted, if CCP felt that ISBoxer and other similar programs were really a serious problem there is a much, much more elegant solution: ban those programs.

Why you feel the need to punish the person who rats a few hours a day (at most) and has an extra account or two is beyond me.

Oh...and one last thing...mining does not increase the money supply either....so its kind of like trading.

Maybe you should think a bit more before posting.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#214 - 2015-06-04 15:23:15 UTC
Felix Judge wrote:
The game is full of diminishing returns mechanics, most notably:

* Higher skill levels need much more time than each lower level
* Most modules and rigs that affect ship stats experience stacking penalties
* Research times on blueprint originals

Diminishing returns are good to make players think about effective alternatives, and they effectively limit "I-Win-Button" - strategies that would otherwise become overpowered quickly if they would scale proportionally, instead of reverse exponentially. And they still leave players the choice: You can still fit five magnetic field stabilizers if you want, so it does not forcibly prevent you from doing what you think to be good.

Likewise, diminishing returns on PvE activities would encourage, but not force, players to look for alternative activities. They can still rat for 14 hours a day if they want (*shudder*).


Diminishing returns on mechanics is one thing...diminishing returns on actually playing the game is entirely another thing.

That you cannot see a difference indicates you just are not thinking this through clearly.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Agondray
Avenger Mercenaries
VOID Intergalactic Forces
#215 - 2015-06-04 15:31:28 UTC
El Creepo wrote:
1bil for a £10 item is an EXTREEEEEEEMLY good deal. If I could cash out all my isk at 1bil per £10 cash I would be doing that all over the place. People need to stop crying at plex prices.


its a good deal for the buyer of the plex that's using his RL money to acquire it to sell, not so much for the people trying to live off of the plex by spending isk on it, which can be any number of reasons.

Trading should have fatigue to since it is PVP going from system to system is quite carebearish or else gankers would be ganking them.

so what after an hour when guns no longer work I would do what, float around, sit at my apartment board as can be?

Lets also not for get while people make billions in incursions, you can hardly get rid of 1 in an hour of play when you render a whole fleet worthless so incursions would end up staying for their full duration forcing people to move out of the region because they don't want to sit there for a week un able to do anything, and also not all incs last their week, most only last a few days, some less then that.

thank before you go and make a lot of play styles obsolete, while I agree and I want to see the army of alts die a horrible fiery death by being slowly dragged into a star (even ccp has a thing about it not advised to run multiple accounts) it isn't going to happen

"Sarcasm is the Recourse of a weak mind." -Dr. Smith

Teckos Pech
Hogyoku
Goonswarm Federation
#216 - 2015-06-04 15:43:50 UTC
Gevlon is simply confused and rather ignorant, IMO.

He seems to confuse wealth and ISK. Wealth is often considered having an abundance of valuable/productive resources. ISK is not a productive resource. It can let you acquire valuable and productive resources in game, but in and of itself it has little innate value and is not at all productive (it is even less productive than real life currency which might have some minor and limited uses).

For example, yes a ratter will see his isk increase if he rats, but not necessarily his wealth. He can use his increased ISK to buy things that would increase his wealth, but that is not quite what Gevlon was writing.

So, if the issue is increasing one's wallet/ISK, both the trader and the ratter can do this. So his post about that looks confused and ill-thought out. In fact, I'd argue the trader is always increasing his wealth (valuable and productive assets) more so than the ratter. So, if increasing wealth is "bad" then we need to nerf Gevlon's game.

Or was it ISK that Gevlon was talking about? Well okay, but then why is he bitching endlessly about mining? Mining does not increase the amount of ISK in the game. Mining does increase one's wealth...so, maybe it is wealth after all, but then again that leads us back to nerfing Gevlon's game as well because apparently acquiring too much wealth is some how Bad™.

But note that Gevlon has exempted his preferred activity from being nerfed.

In the end, I suggest that Gevlon is simply butthurt, for some inexplicable reason, that some players log in for long periods of time and do stuff he personally finds problematic. This however, is in absolutely no way provides justification for modifying the game. We all have our personal biases about various activities in the game and they should not be considered, by themselves, valid reasons for nerfing parts of the game.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Alexis Nightwish
#217 - 2015-06-04 18:43:02 UTC
Something I find fascinating, at least from a sociological viewpoint is that if anyone else had posted this idea it would have received about a page of "This is bad, you're bad, and should feel bad" type responses and then dropped into the void. But because GG posted it, it's run 11 pages and shows no sign of stopping. It's like he has some sort of Bizzaro World cult of personality.

Fascinating.

CCP approaches problems in one of two ways: nudge or cludge

EVE Online's "I win!" Button

Fixing bombs, not the bombers

afkalt
Republic Military School
Minmatar Republic
#218 - 2015-06-04 18:46:20 UTC
Alexis Nightwish wrote:
Something I find fascinating, at least from a sociological viewpoint is that if anyone else had posted this idea it would have received about a page of "This is bad, you're bad, and should feel bad" type responses and then dropped into the void. But because GG posted it, it's run 11 pages and shows no sign of stopping. It's like he has some sort of Bizzaro World cult of personality.

Fascinating.



No, we tried to have it stomped out for the trolling it was, repeatedly. But were told off because he cried to mom.

But you're right, anyone else wouldn't have been given the time of day and nor would it have been unlocked several times.
Donnachadh
United Allegiance of Undesirables
#219 - 2015-06-05 02:17:51 UTC  |  Edited by: Donnachadh
afkalt wrote:
Donnachadh wrote:
re-work the entire concept so it affects all non-PvP


Keeping in mind that it is all but impossible to NOT PvP with ANY activity in this game.

So typical of you to snip out a very small segment of a post and flat out ignore the most important part.
Donnachadh wrote:
non-PvP (insert traditional shoot other players ships definition here)

Yea you know the part where I explicitly defined my use of the term PvP. See quote above.
Felix Judge
Regnum Ludorum
#220 - 2015-06-05 08:26:31 UTC
Teckos Pech wrote:
Diminishing returns on mechanics is one thing...diminishing returns on actually playing the game is entirely another thing.

That you cannot see a difference indicates you just are not thinking this through clearly.
When two things are different, there may be reason to treat them differently - but it is not compelling, of course. If the principle is good for either, then of course it is okay to apply it to either. Demanding to treat differently just because of being two different things (or rather, finding one differentiating trait, which is probably always possible if you only look for it hard enough) shows that it was not me who has not thought it through clearly.

I am of the opinion that diminshing returns are good for many activities - mining, ratting, setting/changing market orders, ... partly, because it encourages (but not forces) looking for alternatives, and mostly because that will hurt bots automatically without the need to find, scrutinize, evaluate, and ban bots manually. CCP would free up a lot of workforce for other things if game mechanics would hurt long-running bots automatically.