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Changes that supplement FozzieSov

Author
Aneu Angellus
State War Academy
Caldari State
#1 - 2015-07-04 19:35:37 UTC
There's so much going on with these changes and I fear that a few people are getting confused and also that maybe, possibly, some at CCP are so focused on implementing these changes that they can't see the forest from the trees.

The stagnancy problem that eve currently faces is not because of the system that is in place, although it doesn't help, its because holding space is relatively easy and in the larger picture it is relatively cheap compared to what you may get out of it (moongoo, taxes, etc...)

The space multiplier currently in place really doesn't add much restrictions in terms of how much space an alliance can or should control, a couple of high end moons and they are already pumping out more money than required, let alone tax applied to its members.

Attacking space from already entrenched players can be a pain in the backside unless their alliance is run terribly and mismanagement plays a huge part in a lot of successful attacks over the years but human error has always played a huge role in EvE and will more than likely continue - but the changes being implemented here really don't fix the situation at all, its simply swapping one flawed system for another that may remain flashy and new for a few months but once again result in stagnancy and boredom.

The goals were as follows:

Quote:
Goal #1: As much as possible, ensure that the process of fighting over a star system is enjoyable and fascinating for all the players involved

Goal #2: Clarify the process of taking, holding and fighting over star systems

Goal #3: Minimize the systemic pressure to bring more people or larger ships than would be required to simply defeat your enemies on the field of battle.

Goal #4: Drastically reduce the time and effort required to conquer undefended space.

Goal #5: Provide significant strategic benefits from living in your space.

Goal #6: Spread the largest Sovereignty battles over multiple star systems to take advantage of New Eden’s varied geography and to better manage server load.

Goal #7: Any new Sovereignty system should be adaptable enough to be rapidly updated and to incorporate future changes to EVE.


Some of the above are pretty self explanatory but I will pick the few I have issue with.

Goal #1.

When POS's were the main sov mechanic CCP understood that grinding HP was boring and pointless. CCP then introduced a new system that once again involved grinding HP. Grinding HP is not fun! Its the reason I left a while back and only came back recently. This new system, while on the surface isnt a crap-shoot of structure grinding it can essentially be called the same thing. Whether you are doing damage or not, you still have a module cycling on a structure. Whether its a single person cycling on the structure of 100, it doesnt matter, its essentially the same thing if there is no one to fight against.

Nullsec back in the day was fought over because it was one of the better ISK making areas and there was very little in empire that could give you the same kind of combat that nullsec does. Now you have empire incursions, wormhole space and faction warfare - So what is the reason to stay in nullsec?

In order for Goal #1 to be met you need to implement additional changes that are not involved here. Nullsec space needs to be made more valuable than it currently is. My method would be to double the amount of all CA's from relic sites to plex's. The doubling in requirements for high end minerals will already provide the miners with more income also from nullsec.

As nullsec has been eaten away at by various other methods of playing eve (as listed above) various other entities seem to have vacuum up a lot of those willing to tough it out in nullsec which is another issue that requires addressing.


Goal #3.

This goes to the very core of human nature and the desire to succeed. One sided fights within Eve has always been a thing and will remain as such. If you think you will somehow influence how many people side (a) will bring then you are deluding yourself. Once the initial entosis goes through and the various contestation points open up then numbers will be what matter in this current system. Sure you have given the defender various crutch's to use such as deciding the rough time for the contest and also giving them the ability to capture nodes upto 4x faster but you are leaving what is probably the most important ingredient out of the mix. How big is the alliance? How many systems does it own? Why have you not taken into account these very basic statistics? If huge numbers had a detriment on how quickly you could recapture your contestation points then I can assure you there would be a huge purge within all null-sec based alliances. If the amount of systems you owned also played a part then you can be sure a lot more space would free itself up than is currently available. If an alliance owned so much space that it essentially gave the people attacking them an advantage because they could take points faster then you can bet your ass all leadership of every alliance would sit down and re-evaluate exactly what it is they need.

The point of these two changes would be to reduce the overall size of alliances (even if it is simply by kicking the inactive) and also create a system that condenses the space used - and with the changes I said in Goal #1 then you have enough room for more people in less space, thus freeing up more space. Smaller alliances owning less space also gain the ability to hold out against larger enemies also.

Now this is where the catalyst gets put in.

Cycle all high end moons every 6 months and only allow those who have sov in the system to moon mine. If you want to throw out from RP then you can play it off as "layers" that cycle and so on - personally I don't give a damn how its portrayed, but it does add flashpoints into the game that are heavily needed.

Cont..
Aneu Angellus
State War Academy
Caldari State
#2 - 2015-07-04 19:35:45 UTC  |  Edited by: Aneu Angellus
Cont...


All in all the new sov system does what it should do, split up fights, reduce the numbers but it doesnt remove the status quo of the largest getting the most and the smallest being trod over again and again.

Eve is a dark cold place for sure but what should be concerning CCP now is will this system allow relatively new players/corps/alliances an entry point into nullsec? Will they get stomped out of existence if a long term alliance decides to pay a visit? How do smaller alliances complete with larger?

Taking into account the numbers in an alliance, the systems they own you can essentially give a small alliance defending against a larger alliance so much breathing space that larger alliances will simply ignore them.

If a smaller alliance has the luck to get a high-end moon in one of their systems they could still win out with quick thinking and a little luck if the enemy they faced was much larger than them.

I don't understand why CCP didnt add this to the original design.

The death knell for nullsec and any competitive game mode is its entry barriers, high entry barriers means that it will eventually fizzle out and with the current power blocks as they are and the batphone ringing continually CCP needs to change up the balance of power in nullsec and also the flashpoints.

Make allies turn into enemies, bloody the larger alliances noses by giving smaller alliances a fighting chance, do something that will reinvigorate the game to feel like it is worth players time and effort and everything you do isnt for someone else to get rich. Remove the fear of the larger alliances and players will start to realize that they can make their own alliances and empires.

If the larger alliances decide to split themselves to get around this then that is a step in the right direction as it will only be a matter of time before those splits become contention points.

More change is needed than what the current design delivers and I hope that this is realised before release and further updates are swiftly brought to the player base.
FireFrenzy
Cynosural Samurai
#3 - 2015-07-04 21:29:27 UTC
"before release" you mean "in the next 10 days" when the idea has been documented and in discussion for what? 3 or 4 months now?
Aneu Angellus
State War Academy
Caldari State
#4 - 2015-07-04 23:29:38 UTC  |  Edited by: Aneu Angellus
It is mostly in the hope that CCP understand this sov change really isnt all that it needs to be and that nullsec really does need a much larger overhaul.

If people believe that these are the only changes incoming then the "hype" that came with this change really will fall flat. I re-subbed specifically because of them but after reading and realising that they essentially change nothing about nullsec other than the capture mechanic I am somewhat pessimistic about them giving birth to any form of localised conflict which seems to have been one of CCPs aims for a long time...

Its basically going half-way to fix an issue and not attaining the specific goal you had in the first place.

(Edited it for clarity, since it was ambiguous)
Grezh
Hextrix Enterprise
#5 - 2015-07-04 23:49:55 UTC
Aneu Angellus wrote:
It is mostly in the hope that CCP understand this sov change really isnt all that it needs to be and that nullsec really does need a much larger overhaul.



You do know that quite a few of the csm members are really close to the heads of their respective alliances and thus know quite a bit about the problems in null. What I believe CCPs stance on null right now is a wait and see because there is a lot of exaggeration on media sites as to how few if anyone will want to live in null because of the mostly crap isk/hour. I'm quite certain that if the complaints continue well after fozziesov hits that CCP will make the changes, hell they probably have a tentative hotfix ready if there is a mass exodus. CCP isn't ********, they've been getting feedback for months, have a little faith.
Aneu Angellus
State War Academy
Caldari State
#6 - 2015-07-05 00:28:08 UTC  |  Edited by: Aneu Angellus
Grezh wrote:
Aneu Angellus wrote:
It is mostly in the hope that CCP understand this sov change really isnt all that it needs to be and that nullsec really does need a much larger overhaul.



You do know that quite a few of the csm members are really close to the heads of their respective alliances and thus know quite a bit about the problems in null. What I believe CCPs stance on null right now is a wait and see because there is a lot of exaggeration on media sites as to how few if anyone will want to live in null because of the mostly crap isk/hour. I'm quite certain that if the complaints continue well after fozziesov hits that CCP will make the changes, hell they probably have a tentative hotfix ready if there is a mass exodus. CCP isn't ********, they've been getting feedback for months, have a little faith.


I have faith in CCP, after going around the block a few times since leaving - Aion, Rift, SWTOR, TERA, GW2, Wildstar, ArcheAge - All of which were screwed up by terrible decision making at the design stages and community managent. Sure TERA seems to have turned it around now and SWTOR have decided to build upon the SW franchise but all of these games are examples of the ivory tower syndrome that the MMO world has ingrained upon it - Thankfully CCP are one of the few good ones in most cases.

What else is needed for CCP to see?

They want smaller areas controlled by alliances that fight locally with neighbours or people not far from them. If this is the case the isk/hr is going to drop even more than it currently is now (which sucks) because you will constantly have roams from both sides or all sides and having to safe up/dock on a frequent basis. Nullsec requires a boost in money gained without any doubt.

High end moons are also terribly maintained at the moment, they are taken by the same people without any hope of the smaller or medium groups taking them. The changes I advised above takes into consideration the size of alliances and gives a direct bonus to those who are smaller. Moons could be so much more than they currently are.

This is not a dig at the CSM either but everyone in eve has an angenda, that includes the CSM. My agenda is to make nullsec the red ring of fire it once was, not the blue ring of neckbeard-hug'n'love that it currently is. My god I miss the old Curse/SA/XETIC/FA/RA/CFS/PA/G/BOB days.
Donnachadh
United Allegiance of Undesirables
#7 - 2015-07-05 02:35:50 UTC
Fozzie sov has not even been implemented yet and like all the rest you already know that it will not be enough.

I wish I had your crystal ball, or time machine or whatever it is that you are using to see ahead in time there are a great many things I could do with that right now.

You get a -1 and my standard answer.
Wait till it hits nad the players have a chance to sort it out in game live and then we will see.
Aneu Angellus
State War Academy
Caldari State
#8 - 2015-07-05 03:21:07 UTC
Donnachadh wrote:
Fozzie sov has not even been implemented yet and like all the rest you already know that it will not be enough.

I wish I had your crystal ball, or time machine or whatever it is that you are using to see ahead in time there are a great many things I could do with that right now.

You get a -1 and my standard answer.
Wait till it hits nad the players have a chance to sort it out in game live and then we will see.


You don't need a crystal ball to see that the changes are not enough to break the current nullsec lockdown that is in effect, it is in too many individuals interests to keep things as it is, while the vast majority just sit in stagnancy and lack of content.

There is no advantage given to smaller entities. There is no reason to condense your space.

I always use the superior force in eve as an example, back in the day it was BoB, today it will be Goon/CFC. If someone attacked CFC then you can guarantee that even if the initial Entosis goes through then once the RF ends they will have the entire constellation locked down - this is because of their numbers.

If Goons were to attack a smaller alliances moons then that smaller alliance may put up a fight but will essentially be useless.

With the changes I propose it attacks this on multiple fronts, first it puts a onus on an alliance to only be as big as it requires. Too many numbers and you give anyone attacking you a major advantage due to your numbers being directly included in the entosis mechanics. It also condenses your space since the more space you have the more effect it has on the entosis.

If a smaller alliance was to attack an over-inflated alliance with huge numbers and systems then the smaller alliance gains a huge advantage of time and may successfully pull off a win.

If a larger alliance was to attack a smaller alliances moon in order to take the high end moon then they would be required to take sov in their space. As it stands a lot of entities hold high end moons outside of their general sphere of influence. Smaller entities are too scared to attack them because they know that the response will be overwhelming.

Renting is also a huge issue within the game. If smaller entities were given the ability to best larger alliances if they played cleverly then we would see a reduction in the amount of renter empires in the game also, which adds to the game giving content.

All in all fozziesov does not change enough to rebalance the issues that nullsec is facing.

Increase active isk generation, reduce passive isk income of alliances by rebalancing moons every 6 months and making it harder to control those that are not in your general area of operation.

It's quite simple isnt it?
Sigras
Conglomo
#9 - 2015-07-05 07:36:50 UTC
Aneu Angellus wrote:
Goal #1.

When POS's were the main sov mechanic CCP understood that grinding HP was boring and pointless. CCP then introduced a new system that once again involved grinding HP. Grinding HP is not fun! Its the reason I left a while back and only came back recently. This new system, while on the surface isnt a crap-shoot of structure grinding it can essentially be called the same thing. Whether you are doing damage or not, you still have a module cycling on a structure. Whether its a single person cycling on the structure of 100, it doesnt matter, its essentially the same thing if there is no one to fight against.

The difference is that this system guarantees it isnt boring for 100 people in subcaps for hours wasting ammo because alliance leadership doesnt want to risk any capital assets...

A system without ridiculously high HP amounts removes the artificial barrier to entry that has existed in null sec sov for years, and that in and of itself is a huge step forward.

Aneu Angellus wrote:
Nullsec back in the day was fought over because it was one of the better ISK making areas and there was very little in empire that could give you the same kind of combat that nullsec does. Now you have empire incursions, wormhole space and faction warfare - So what is the reason to stay in nullsec?

In order for Goal #1 to be met you need to implement additional changes that are not involved here. Nullsec space needs to be made more valuable than it currently is. My method would be to double the amount of all CA's from relic sites to plex's. The doubling in requirements for high end minerals will already provide the miners with more income also from nullsec.

This is a non sequitur... Goal 1 is that the process of fighting over a system is enjoyable. This has nothing to do with how "worth it" the systems you're fighting over are... In fact people constantly do things that are not worth anything because the very act of doing them is fun *cough* video games *cough*

The idea is to make the mechanic of taking systems itself fun not to make the systems so valuable that people will put up with drudgery to take them...
Aneu Angellus wrote:
Goal #3.

This goes to the very core of human nature and the desire to succeed. One sided fights within Eve has always been a thing and will remain as such. If you think you will somehow influence how many people side (a) will bring then you are deluding yourself. Once the initial entosis goes through and the various contestation points open up then numbers will be what matter in this current system.

I think you're missing the point of #3... Minimize the systemic pressure to bring more people or larger ships than would be required to simply defeat your enemies on the field of battle.
The point is that if there were a 20 man alliance in cruisers trying to take space from a 10 man alliance in cruisers, the 20 man alliance still couldnt do it because the massive HP totals they'd have to grind through means they'd run out of ammo... The point of #3 is to reduce the artificial floor on fleet sizes that grinding HP creates.

Sure you're always going to need more people and bigger ships to defeat your enemy, but if you can beat your enemy with a 50 man frigate fleet, that fleet should also be able to take the system.
Sigras
Conglomo
#10 - 2015-07-05 07:52:16 UTC
Aneu Angellus wrote:
Sure you have given the defender various crutch's to use such as deciding the rough time for the contest and also giving them the ability to capture nodes upto 4x faster but you are leaving what is probably the most important ingredient out of the mix. How big is the alliance? How many systems does it own? Why have you not taken into account these very basic statistics? If huge numbers had a detriment on how quickly you could recapture your contestation points then I can assure you there would be a huge purge within all null-sec based alliances. If the amount of systems you owned also played a part then you can be sure a lot more space would free itself up than is currently available. If an alliance owned so much space that it essentially gave the people attacking them an advantage because they could take points faster then you can bet your ass all leadership of every alliance would sit down and re-evaluate exactly what it is they need.

The point of these two changes would be to reduce the overall size of alliances (even if it is simply by kicking the inactive) and also create a system that condenses the space used - and with the changes I said in Goal #1 then you have enough room for more people in less space, thus freeing up more space. Smaller alliances owning less space also gain the ability to hold out against larger enemies also.

All this would do is create Goonswarm 1, Goonswarm 2 and Goonswarm 3 all controlled by the same leadership just in order to get the "small alliance bonuses"
Aneu Angellus wrote:
Cycle all high end moons every 6 months and only allow those who have sov in the system to moon mine. If you want to throw out from RP then you can play it off as "layers" that cycle and so on - personally I don't give a damn how its portrayed, but it does add flashpoints into the game that are heavily needed.

This is a terrible idea for various reasons listed here and here, but ill give you the cliff notes:

1. Risk to Reward Ratio - Alliances will stop fighting over moons if they have a known hard limit on their potential profit. A month's dysprosium is worth 4.25 billion isk minus fuel and transport costs. That may sound like a lot, but nobody is going to be risking a 100 billion isk titan for a 4 billion isk possible payoff.
2. Market Stability - A far less stable moon mat market means far less stable T2 prices
3. Moon Scanning Sucks - You would need a completely different mechanic to identify which moons had what materials on them if you were to ever attempt this... trust me
Aneu Angellus
State War Academy
Caldari State
#11 - 2015-07-05 08:41:42 UTC
Sigras wrote:

A system without ridiculously high HP amounts removes the artificial barrier to entry that has existed in null sec sov for years, and that in and of itself is a huge step forward.


If we reduce the high HP to its most basic form then its simply down to time of which this new system does not change at all. Whether one person has a module active on it or a hundred, it doesn't matter, it is essentially the same thing with different underwear on.
Sigras wrote:

This is a non sequitur... Goal 1 is that the process of fighting over a system is enjoyable. This has nothing to do with how "worth it" the systems you're fighting over are... In fact people constantly do things that are not worth anything because the very act of doing them is fun *cough* video games *cough*

The idea is to make the mechanic of taking systems itself fun not to make the systems so valuable that people will put up with drudgery to take them...


I am still at a loss as to where the "fun" begins here? You will have the same alliances, with the same amount of people, doing the same thing they have been doing for the past few years, the only difference is they need to grind time rather than HP... Nothing with the system changes, their size counts for nothing, the systems they own count for very little (provided they get the Sov index's up) but essentially when it comes down to it, nothing will change. There will be no vast exodus into nullsec from some super secret alliances that have been planning their entire eve lives to go and take space in nullsec. There will not be some exuberant uprising of renter alliances throwing the **** back at their overlords... these changes do absolutely nothing at the very core of what nullsec is about.
Sigras wrote:

I think you're missing the point of #3... Minimize the systemic pressure to bring more people or larger ships than would be required to simply defeat your enemies on the field of battle.
The point is that if there were a 20 man alliance in cruisers trying to take space from a 10 man alliance in cruisers, the 20 man alliance still couldnt do it because the massive HP totals they'd have to grind through means they'd run out of ammo... The point of #3 is to reduce the artificial floor on fleet sizes that grinding HP creates.

Sure you're always going to need more people and bigger ships to defeat your enemy, but if you can beat your enemy with a 50 man frigate fleet, that fleet should also be able to take the system.


This would be a legitimate argument if the game was brand new fresh out of development and everyone started on an even keel, its not, they don't, pointless reply is pointless.
Aneu Angellus
State War Academy
Caldari State
#12 - 2015-07-05 08:50:17 UTC  |  Edited by: Aneu Angellus
Sigras wrote:

All this would do is create Goonswarm 1, Goonswarm 2 and Goonswarm 3 all controlled by the same leadership just in order to get the "small alliance bonuses"

If they wish to put that kind of effort in and have 3 sets of logistical wings doing the work of 3 alliances then so be it, it adds more pressure on logistics to keep that going and ensure it doesn't fall apart, it allows more room for human error and for cracks to form resulting in the possibility of a win for an underdog or someone not as developed within the game provided they execute their plan also.

Sigras wrote:

This is a terrible idea for various reasons listed here and here, but ill give you the cliff notes:

1. Risk to Reward Ratio - Alliances will stop fighting over moons if they have a known hard limit on their potential profit. A month's dysprosium is worth 4.25 billion isk minus fuel and transport costs. That may sound like a lot, but nobody is going to be risking a 100 billion isk titan for a 4 billion isk possible payoff.
2. Market Stability - A far less stable moon mat market means far less stable T2 prices
3. Moon Scanning Sucks - You would need a completely different mechanic to identify which moons had what materials on them if you were to ever attempt this... trust me


1- Alliances will never stop fighting over moons and for you to even suggest that would happen is illuminating in itself. Alliances will continue to fight over moons as long as they remain as profitable as they currently are. There have been super-cap engagements over moons since their introduction and this will continue long into the future, all this does is remove the fully passive income from alliances, coupled with the increase in anoms in space this means active isk generation becomes the winner in all of this. This has a knock on effect of less spoken about areas within the game but I am sure most of us know what that is, you possibly more than others with the angle you are taking, vested interest maybe?

2- A few weeks of scanning down moons (2 out of 48) will not make the market "far less stable", we both know it so lets stop making silly assumptions here.

3- Any mechanic that would allow you to see what would be on the moon in the future goes directly against what I am suggesting. A new moon scanning mechanic is certainly required however.
Donnachadh
United Allegiance of Undesirables
#13 - 2015-07-05 16:59:45 UTC
Aneu Angellus wrote:
You don't need a crystal ball to see that the changes are not enough to break the current nullsec lockdown that is in effect, it is in too many individuals interests to keep things as it is, while the vast majority just sit in stagnancy and lack of content.

Nice try but still not working.
All we have in your OP and all of your subsequent posts is speculation based on your opinions since there is no data available.
CCP has been working on the sov changes for more than a year if you follow hints in the dev blogs.
Fozzie sov specifically has been in testing and open for player feedback on various test servers for more than 4 months.
Based on all of the data and player feedback collected in all of that testing CCP is convinced that this is the right step to take next.
So here you are minus all of the data collected throughout all of that testing, minus all of the feedback that has been provided by players during that testing and yet you KNOW FOR SURE that the upcoming changes are not going to work. (falls off chair laughing at you)

Picking myself up off the floor you still get a -1 to your OP.
For now we will stow this idea along with all of the other Fozzie Sov will not work ideas that have been posted over the last few months and then bring them back out IF they are needed.
Sigras
Conglomo
#14 - 2015-07-05 17:12:59 UTC
Aneu Angellus wrote:
Sigras wrote:
A system without ridiculously high HP amounts removes the artificial barrier to entry that has existed in null sec sov for years, and that in and of itself is a huge step forward.

If we reduce the high HP to its most basic form then its simply down to time of which this new system does not change at all. Whether one person has a module active on it or a hundred, it doesn't matter, it is essentially the same thing with different underwear on.

The difference is that the new system lowers the minimum requirement to contest sov from needing 11 dreads shooting for 10 minutes (how long it would take 11 moros to incap an I-hub) to any alliance with some sub cap ships.

The difference is that the new system doesnt punish you for being small or not wanting to drop heavy assets like the old system did... I'm not saying its perfect, I'm just saying its a heck of a lot better than what we have now.
Aneu Angellus wrote:
Sigras wrote:
This is a non sequitur... Goal 1 is that the process of fighting over a system is enjoyable. This has nothing to do with how "worth it" the systems you're fighting over are... In fact people constantly do things that are not worth anything because the very act of doing them is fun *cough* video games *cough*

The idea is to make the mechanic of taking systems itself fun not to make the systems so valuable that people will put up with drudgery to take them...

I am still at a loss as to where the "fun" begins here? You will have the same alliances, with the same amount of people, doing the same thing they have been doing for the past few years, the only difference is they need to grind time rather than HP... Nothing with the system changes, their size counts for nothing, the systems they own count for very little (provided they get the Sov index's up) but essentially when it comes down to it, nothing will change. There will be no vast exodus into nullsec from some super secret alliances that have been planning their entire eve lives to go and take space in nullsec. There will not be some exuberant uprising of renter alliances throwing the **** back at their overlords... these changes do absolutely nothing at the very core of what nullsec is about.

Read what I wrote again... I never once said that the new sovereignty mechanic is going to be fun, I said that making nullsec worth 10x isnt going to make the sovereignty mechanic any MORE fun.

Their goal was to make the sov mechanic fun. I dont know whether or not they succeeded, but I do know that if they failed and the system sucks, increasing the value of null sec will not change that.
Sigras
Conglomo
#15 - 2015-07-05 17:14:29 UTC  |  Edited by: Sigras
Aneu Angellus wrote:
Sigras wrote:
I think you're missing the point of #3... Minimize the systemic pressure to bring more people or larger ships than would be required to simply defeat your enemies on the field of battle.
The point is that if there were a 20 man alliance in cruisers trying to take space from a 10 man alliance in cruisers, the 20 man alliance still couldnt do it because the massive HP totals they'd have to grind through means they'd run out of ammo... The point of #3 is to reduce the artificial floor on fleet sizes that grinding HP creates.

Sure you're always going to need more people and bigger ships to defeat your enemy, but if you can beat your enemy with a 50 man frigate fleet, that fleet should also be able to take the system.

This would be a legitimate argument if the game was brand new fresh out of development and everyone started on an even keel, its not, they don't, pointless reply is pointless.

This is another non sequitur... What you just said has absolutely nothing to do with what I said...
Aneu Angellus wrote:
1- Alliances will never stop fighting over moons and for you to even suggest that would happen is illuminating in itself. Alliances will continue to fight over moons as long as they remain as profitable as they currently are. There have been super-cap engagements over moons since their introduction and this will continue long into the future, all this does is remove the fully passive income from alliances, coupled with the increase in anoms in space this means active isk generation becomes the winner in all of this. This has a knock on effect of less spoken about areas within the game but I am sure most of us know what that is, you possibly more than others with the angle you are taking, vested interest maybe?

I agree with your statement completely... unfortunately, your suggestion will change how profitable moons are, and therefore makes your statement non-applicable... Only an idiot would risk more than he could possibly make which would pretty much always be the case with depletable moons.

Even the most valuable moon in existence (dysprosium) is only worth 35 billion every 6 months and that's gross not net! That titan you risk every time you take a moon is worth about 3x what that moon will ever be worth, and that's assuming you get to the moon at the very beginning!

If you really want to promote active ISK generation then read what I wrote in the first link I gave you:
"I firmly believe that the answer lies in adding moon materials to ring mining, and moving the moon miners outside the shield bubble to allow them to be the target of small gang disruption.

This would put alliances on the defense as their moon miners would begin to get reinforced left and right if they werent there to defend their space."
Aneu Angellus wrote:
2- A few weeks of scanning down moons (2 out of 48) will not make the market "far less stable", we both know it so lets stop making silly assumptions here.

I'm sorry, in what universe are there 48 weeks in 6 months? try 26...
Aneu Angellus
State War Academy
Caldari State
#16 - 2015-07-05 17:16:38 UTC
Donnachadh wrote:
Aneu Angellus wrote:
You don't need a crystal ball to see that the changes are not enough to break the current nullsec lockdown that is in effect, it is in too many individuals interests to keep things as it is, while the vast majority just sit in stagnancy and lack of content.

Nice try but still not working.
All we have in your OP and all of your subsequent posts is speculation based on your opinions since there is no data available.
CCP has been working on the sov changes for more than a year if you follow hints in the dev blogs.
Fozzie sov specifically has been in testing and open for player feedback on various test servers for more than 4 months.
Based on all of the data and player feedback collected in all of that testing CCP is convinced that this is the right step to take next.
So here you are minus all of the data collected throughout all of that testing, minus all of the feedback that has been provided by players during that testing and yet you KNOW FOR SURE that the upcoming changes are not going to work. (falls off chair laughing at you)

Picking myself up off the floor you still get a -1 to your OP.
For now we will stow this idea along with all of the other Fozzie Sov will not work ideas that have been posted over the last few months and then bring them back out IF they are needed.


Vested interests will not be swayed by changing the mechanics of one system and altering it to another very similar system. There is no factor to help smaller groups of players balance out against larger groups of players. There is no reason for smaller groups of players to risk huge sums of isk to go up against larger alliances. There is no reason for neighbours to go to war with one another outside of "content creation" because the core foundation of nullsec is broken.

CCP changed their system previously, after months of feedback and all the data - it made things worse not better - nullsec has never been so lacking in players. There is a single dominant force within the game with very little opposition that can stand toe to toe with it. The concurrent user number has been dropping consistently also for the past few years.

You really think Fozziesov will change all that? You're kidding right?

Aneu Angellus
State War Academy
Caldari State
#17 - 2015-07-05 17:28:30 UTC
Sigras wrote:
Stuff (I hate the quote tree nonsense)


If people feel they have a vested interest in holding a particular piece of space then they will feel more engaged with a fight and have a desire to win. Desire is what drives people in this game, a desire for more isk, a desire for a supercap, a desire to be better than others - whether you term this as fun or not is down to your particular taste but I myself consider being better than others to be "fun" and winning fights against others to be even more "fun".

I can see the merit of the system that CCP is proposing, it really does look good on paper and if you didnt fit the context into it, but once you place alliances such as the CFC group into it then you can see it start to crumble.

With a userbase that is dropping I don't see any new groups venture into nullsec, the only thing you see are old groups disbanding and then them creating new groups which is simply recycling. I dare say there will be one or two new ventures into nullsec but once again this will be at the behest of the larger alliances who already control space. Fozziesov will do nothing to give any new group an advantage simply because they start at such an uneven keel.

My point regarding your 10/20 alliance cruiser post was that there are already entrenched alliances out there with a large amount of sov. These alliances already have billions/trillions of isk stowed away and syphoned off elsewhere (RMT) to deal with any eventuality. Smaller entities are not going to be able to deal with them with fozzie sov. Entire constellations can be locked down without much fuss as it stands. There is no detriment to having a giant alliance or holding large swathes of space other than you may need to split your forces up to deal with the smaller attackers.

There needs to be something that influences alliances behaviour by making them reduce their sov or put a lot more energy into maintaining it. Both of which will eventually have the desired effect. Give smaller attackers a larger advantage over the much bigger alliances and you will start to see a change in alliances. You will start to see the "grunts" realize that being in a giant blob of crap may not be the best way forward after all.

Attack the foundational problems and the rest will fall into place, play with the mechanical issues and things will remain the same, as will be shown in the future.
Aneu Angellus
State War Academy
Caldari State
#18 - 2015-07-07 12:49:48 UTC
Interested in more discussion on this.
davet517
Raata Invicti
#19 - 2015-07-07 13:11:05 UTC  |  Edited by: davet517
Aneu Angellus wrote:
Interested in more discussion on this.


It's too close to release to speculate on what will need to change now. Better to have the release, and re-evaluate after it's had a chance to play out a bit, based on hard evidence.

I do not believe that the reasons for the stagnation of the 0.0 game can be addressed with game mechanics changes. I think these are the reasons:

Effective Bureaucrats. The major players have simply gotten really good at the corporate functions that are required to manage a lot of people. They have IT and HR functions that put many actual corporations to shame.

Effective Politicians. There just isn't the same level of animosity and blood lust at the top of the game as there was in years past. Goons, PL, the Russians, taken together, have it pretty much locked up, and none of them are genuinely interested in killing each other, and in fact cooperate when push comes to shove. As long as that remains the case, 0.0 will be stable, a.k.a stagnant.

Learned Helplessness. Can't fight the system. Pointless to even try. You can't beat them, so you'd better join them, and if they won't let you join them, you can always rent from them. As long as this is the attitude of the vast majority of 0.0 players, things will stay the same.

The GHSC Effect CCP made a fateful choice when that happened to make out of game social engineering a legitimate part of the game. It's now an ingrained part of the culture. The established players have no shortage of alts with which to infiltrate your corp/alliance/coalition, and no compunction about pretending to be your friend in order to influence the direction of any upstart from within, or ultimately bring them down.

The issues are cultural, not mechanical. Eve is a mature game that has played itself out, and this is the end result. The best one can hope for from fozziesov is a temporary blip in excitement and participation. Then it'll be back to business as usual.
Aneu Angellus
State War Academy
Caldari State
#20 - 2015-07-07 13:29:26 UTC
davet517 wrote:
Aneu Angellus wrote:
Interested in more discussion on this.


It's too close to release to speculate on what will need to change now. Better to have the release, and re-evaluate after it's had a chance to play out a bit, based on hard evidence.

I do not believe that the reasons for the stagnation of the 0.0 game can be addressed with game mechanics changes. I think these are the reasons:

Effective Bureaucrats. The major players have simply gotten really good at the corporate functions that are required to manage a lot of people. They have IT and HR functions that put many actual corporations to shame.

Effective Politicians. There just isn't the same level of animosity at the top of the game as there was in years past. Goons, PL, the Russians, taken together, have it pretty much locked up, and none of them are genuinely interested in killing each other, and in fact cooperate when push comes to shove. As long as that remains the case, 0.0 will be stable, a.k.a stagnant.

Learned Helplessness. Can't fight the system. Pointless to even try. You can't beat them, so you'd better join them, and if they won't let you join them, you can always rent from them. As long as this is the attitude of the vast majority of 0.0 players, things will stay the same.

The GHSC Effect CCP made a fateful choice when that happened to make out of game social engineering a legitimate part of the game. It's now an ingrained part of the culture. The established players have no shortage of alts with which to infiltrate your corp/alliance/coalition, and no compunction about pretending to be your friend in order to influence the direction of any upstart from within, or ultimately bring them down.

The issues are cultural, not mechanical. Eve is a mature game that has played itself out, and this is the end result. The best one can hope for from fozziesov is a temporary blip in excitement and participation. Then it'll be back to business as usual.



Thank you for this, I couldn't have said it better myself.

Mechanically it would be extremely difficult to to somehow rock the foundations and create friction at the top end of things - I personally think it can be done - however difficult it may be.

Make taking space easier for smaller entities from larger, so renting is less of a lure. Change moons to be less of a passive income. Make isk generation more lucrative through active means (anoms etc...) and watch the high end players who's interests are based around keeping things at the status quo be less able to do so.