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How to incentivise lowsec

Author
Teckos Pech
Hogyoku
Goonswarm Federation
#21 - 2015-12-14 01:17:06 UTC  |  Edited by: Teckos Pech
Linna Excel wrote:


First of all, I've got no way to validate his claim about "significant" player numbers.

Secondly, from conversations I've seen and had with game developers, it's okay to make big changes to things if you can deliver something better that more people will enjoy. Ideally you try to make it as close as possible to what you are replacing, but sometimes you can't if you want to improve it.


So your answer is what, "I don't know."?

"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

Linna Excel
Center for Advanced Studies
Gallente Federation
#22 - 2015-12-14 01:37:45 UTC
Teckos Pech wrote:
Expectations in a random setting are usually well defined. You only tend to have problems with certain distributions, e.g. the Cauchy distribution, which have large tails (aka fat tails, which you sometimes hear about in finance).

Further, probability is already used in this game. Invention is governed by a (pseudo) random number generator (probably the Mersenne Twister). Probabilities are also used, IIRC, for turret weapons.

Edit: Also, stop using the term risk averse, you don't understand it. We are all risk averse. Do you fit your ship to be as effective as possible? Do you autopilot around in you pod with 500 million in implants? Do you use a scout when using a freighter? Do you fly with a gang? These are things risk averse people do. Those who never intend to go to LS let alone NS are best described as loss averse. That is, these people see losses as considerably worse than an equally valued gain. For example, a $100 loss to a person who is loss averse is seen as a much greater loss in satisfaction than a $100 windfall.


Expected value is a good way to put it. Yes the expected value might change, but there are other levers that can be pulled to compensate. Still we would know what the expected value is as players and can change our decisions based on it. 50% concorde arrival would change expected value decisions, but it'd also make it a mechanically unique area that would differentiate it from null and W-space or high. Realistically, I think it'd deter people from picking fights with things like ventures and other non-shiny ships more than it'd deter people from trying to get something nice on their kill board or trying to pirate something that'll drop a lot of valuable items.

About risk aversion: in terms of memories, negative ones generally weigh twice as much as positive ones. So for someone who is more risk averse, losing a ship is going to sting a lot more than someone who's fine losing a ship. So in terms of risk aversion, low is no different than null or w-space for most players because the risk in each one is the same.

On the other side of things, if concorde is 50% likely to show up, people who are more risk averse would be willing to step their feet into the low and people who live there would get more content showing up to run missions or mine or rat or whatever. Sometimes you have to give a little to get a little.
Caleb Ayrania
TarNec
Invisible Exchequer
#23 - 2015-12-14 01:52:01 UTC
Easiest way to make all space more security response dynamic is basing it on non player assets values. So in "Mid sec" high value untapped belts etc would mean a faster respons from concord, if depleted it slows down, so mining or ratting etc would not be "entirely" safe in mid sec.. In low sec the roles are reversed the higher the value content the slower the concord respons and the stronger the rats.

Diminishing returns, free markets and dynamic content pushed around by player activity should be in all mechanics designs.

Also this would mean a lot more contesting of space and activity types in systems..

In addition it would be useful if roid respawns were on a 30 days/month cycle but belt size/content and value was increased by around 25 times. Only Noob systems would be respawning daily and T2 gear would be contraband, to reduce griefing and old player depletion abuse..

Maldiro Selkurk
Radiation Sickness
#24 - 2015-12-14 10:23:16 UTC  |  Edited by: Maldiro Selkurk
Its been said a million times but lets go over it again.

Carebears are NEVER going to leave highsec. We see the game as, "I'll play in highsec or I'll quit". There is NO way to change a persons personality with game mechanics, so stop trying. You risk losing a chunk of the playerbase and there is zero upside.

The EVE playerbase has already started to decline why push more people to consider quitting?

Yawn,  I'm right as usual. The predictability kinda gets boring really.

Kaarous Aldurald
Black Hydra Consortium.
#25 - 2015-12-14 10:30:36 UTC
Maldiro Selkurk wrote:
Its been said a million times but lets go over it again.

Carebears are NEVER going to leave highsec. We see the game as, "I'll play in highsec or I'll quit". There is NO way to change a persons personality with game mechanics, so stop trying. You risk losing a chunk of the playerbase and there is zero upside.

The EVE playerbase has already started to decline why push more people to consider quitting?


Oh, that's simple.

Because there are other areas of the game. Highsec should not get special treatment merely because the trade hubs are there to increase population density.

One area of the game should not be allowed to prosper at the detriment of all four of the others (I count NPC null as it's own area for various reasons).

Highsec is not the game, and the game is not highsec. And honestly, if your mentality is what you described, then you are just holding the game hostage against any real growth anyway, which will lead to it's inevitable death regardless of what CCP does.

They've taken steps to shake things up everywhere else in the game. It'll be your turn sooner or later.

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

One of ours, ten of theirs.

Best Meltdown Ever.

Barrogh Habalu
Imperial Shipment
Amarr Empire
#26 - 2015-12-14 10:52:54 UTC
Solecist Project wrote:

Throwing more money at lowsec does not make risk averse people go there ...
... because for too many it's not about the income, but about the possible outcome.

Losing a ship.

For others it's about reliable ISK/hour if you account losses tbh. So far things like L5 is what can possibly make lowsec a winner here, but that requires quite a setup and a lot of hassle.
Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#27 - 2015-12-14 10:55:13 UTC
Remove apex force from lowsec.
Paul Pohl
blue media poetry
#28 - 2015-12-14 11:02:29 UTC
An alternative suggestion - if you want to go down the path of changing missions - would be to allow each agent to offer each mission only once.
Kaarous Aldurald
Black Hydra Consortium.
#29 - 2015-12-14 11:05:33 UTC
Paul Pohl wrote:
An alternative suggestion - if you want to go down the path of changing missions - would be to allow each agent to offer each mission only once.


Or, slightly less harsh(since Battleships are so freaking slow), make individual agents run out of missions after say, six, in a 24 hour period.

Make it dynamic, something you have to move around for, as opposed to being entirely static like they are right now.

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

One of ours, ten of theirs.

Best Meltdown Ever.

Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#30 - 2015-12-14 11:26:37 UTC
Kaarous Aldurald wrote:
Paul Pohl wrote:
An alternative suggestion - if you want to go down the path of changing missions - would be to allow each agent to offer each mission only once.


Or, slightly less harsh(since Battleships are so freaking slow), make individual agents run out of missions after say, six, in a 24 hour period.

Make it dynamic, something you have to move around for, as opposed to being entirely static like they are right now.


I would just say stick with diminishing returns. As a concept it works for missions as well, farming them too much drops the payout to 50%.

People will cry about mechanical solutions for social problems but let's be honest here most other gameplay elements suffer this already so this is nothing new.

I remember losing a rokh in lowsec once when running missions. I got ganked by pirates. I wonder if I too was laughed at for doing ostensibly what the game forces you to do.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#31 - 2015-12-14 11:56:24 UTC
I kindly leave this here: Agent Shuffling based on events and activity

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

elitatwo
Zansha Expansion
#32 - 2015-12-14 12:40:34 UTC


I hear you but wasn't that fixed when CCP got rid of the quality value of agents? The reason people clump together at specific agents is the LP store associated with them.

People "see" more value in x LP store items as in others. Mix the LP store items up a bit and make some items more "affordable" in terms of tags and people look for agents they want the modules from - as easy as that.

Let's say faction mag stabs. They either drop from a Serpentis faction ship in an anomly in Gallente space or are available in any Gallente Federation LP store and cost y amount of tags +42000LP and some isk (I haven't seen the value so I cannot recall).

The general market pricetags on any of the mag stabs or heats sinks is around 100m.

The change to the LP store would be the removal of tags and increase the isk value to 100m + the amount of lp you "pay" now which is 42000 or 45000LP.

Voilà you also created a high value isk sink which everyone can benefit from.


Remember Toras Egassu? She used to be the highest quality level 4 agent that could not send you to lowsec by begin too far away from any lowsec system to send the pilots to.
Anyway they changed all agents to be -20q in access and +20q in payout and the only reason some people stayed is historic or novelty (SOE probes and stuff).

For many months very early in my EVE time I ran missions in lowsec but the difference in payout was to tiny that I gave up upon the risk for minimal returns.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Donnachadh
United Allegiance of Undesirables
#33 - 2015-12-14 15:51:52 UTC
Kaarous Aldurald wrote:
Because there are other areas of the game. Highsec should not get special treatment merely because the trade hubs are there to increase population density.

One area of the game should not be allowed to prosper at the detriment of all four of the others (I count NPC null as it's own area for various reasons).

Highsec is not the game, and the game is not highsec. And honestly, if your mentality is what you described, then you are just holding the game hostage against any real growth anyway, which will lead to it's inevitable death regardless of what CCP does.

They've taken steps to shake things up everywhere else in the game. It'll be your turn sooner or later.

In time we will see if there is any truth to these things.

In the mean time CCP has repeatedly added nerfs to the high sec income capabilities, over my years in the game there have been
Reductions in LP and ISK payouts for missions.
Then they removed the materials drops from rouge drones and replaced it with metal scraps.
Then there was the huge change to reprocessing that dropped the max efficiency from 100% to somewhere around 60%.
Then they changed the loot and salvage drop tables in missions lowering income even more.
Then they changed exploration by making it easier, because it was easier and more players were doing it they changed the loot / salvage tables dropping earning power in high sec even farther.
Still not happy with the income restrictions and in part to appease the nul sec players they changed the low level ore distributions in nul sec to make it easier for them and no doubt it was done as a potential nerf to high sec incomes as well.

Have any of these changes taken players out of high sec and moved them into the wilds of low or into nul sec in significant numbers? Not really, in my experience it has driven dozens of players I know out of the game but only a very few have decided to move to low or nul. In fact what all of these changes have done is drive players to the blitz style of missions as a means of replacing the income that was taken away. Nerfs to income are a stick used to try and beat people out of one game play style and move them into a different game play style. They have been a dismal failure every time they have been tried and they will continue to be a dismal failure if they are tried again. If you want players out of high sec then CCP needs to change low and nul to make them a place that players want to go to and want to be in.

To repeat making high sec less profitable, making it more dangerous will not drive players into low and nul it will simply drive them out of the game, and whether you like it is not relevant CCP needs those subscription fees as badly as they need yours.

A short detour to explain my nul sec ore comment from above Yes I agree with nul sec players it made little sense for those who are supposed to live in a self sufficient world to have to go to high sec for your ore needs so in that regard I agree that the changes were good. On the other hand I still think the ability to further nerf high sec incomes was a factor in the decision as well.
Kaarous Aldurald
Black Hydra Consortium.
#34 - 2015-12-14 15:57:27 UTC
Donnachadh wrote:

In time we will see if there is any truth to these things.


Well, the funny thing is that, either way it turns out, your side gets condemned.

See, if they do change highsec and you all quit and the game does actually die, then all you've proved is that CCP should have addressed your particular tumor a decade ago, before it grew too large to be cut out without endagering the host(the self inflicting feedback loop of constantly adding more safety being the prime culprit there).

And if the game doesn't die because they changed highsec, then all your decade of bluster and trying to hold the game hostage will be for naught.

Either way, you lose. It's just up to see whether the game itself loses at that point. But maybe we'll still have Valkyrie, although I don't think that fighting will be optional in that game, lol.

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

One of ours, ten of theirs.

Best Meltdown Ever.

Serendipity Lost
Repo Industries
#35 - 2015-12-14 16:21:50 UTC
It's pretty easy to make lowsex the place to be.

Step 1. Drifters enter incursions sites - sometimes they wipe out all the Sansha ships and sometimes the wipe out all they player ships.

Step 2. Dial back level 4 missions a bit (60% should do it).

Step 3. Remove system upgrades from SOV null.

Step 4. Make it so the only way to produce the new gimmick ships.... er T2 destroyers is to get parts that come specifically from the far reaches of lowsex (faction them out, some of the parts only come from one region and other parts from other regions). For a better effect: tie all T2 production to getting parts from the far reaches of lowsex.


Follow these 4 simple steps and most players will be living in lowsex w/in 2 years.


Here's the thing about 'forcing' folks to move - no one likes to be pushed around w/ a hot poker.

Here's the thing to incentivising w/ carrots - it's already been done w/ SOV upgrades (there is no such thing as bas space anymore), incursions and missions. I mean, what would CCP have to offer to get folks to stop farming incursions/anoms because farming lowsex is better??? Incetives have already been overdone.


Just make more ways for pvp to be fun, interesting and meainingful and all will be well.
Amber Starview
Doomheim
#36 - 2015-12-14 18:22:29 UTC
Rework faction warfare to where it should be ....a fun fast paced pvp battleground battling for something other than lp

Random events like this frost thing and blood thing should have imo had escalations into lowsec to just boost the numbers also get rid of gate camps just because they are boring 😁
Paul Pohl
blue media poetry
#37 - 2015-12-15 02:30:48 UTC
Donnachadh wrote:

In the mean time CCP has repeatedly added nerfs to the high sec income capabilities, over my years in the game there have been
Reductions in LP and ISK payouts for missions.
Then they removed the materials drops from rouge drones and replaced it with metal scraps.
Then there was the huge change to reprocessing that dropped the max efficiency from 100% to somewhere around 60%.
Then they changed the loot and salvage drop tables in missions lowering income even more.
Then they changed exploration by making it easier, because it was easier and more players were doing it they changed the loot / salvage tables dropping earning power in high sec even farther.
Still not happy with the income restrictions and in part to appease the nul sec players they changed the low level ore distributions in nul sec to make it easier for them and no doubt it was done as a potential nerf to high sec incomes as well.

Have any of these changes taken players out of high sec and moved them into the wilds of low or into nul sec in significant numbers? Not really, in my experience it has driven dozens of players I know out of the game but only a very few have decided to move to low or nul. In fact what all of these changes have done is drive players to the blitz style of missions as a means of replacing the income that was taken away. Nerfs to income are a stick used to try and beat people out of one game play style and move them into a different game play style. They have been a dismal failure every time they have been tried and they will continue to be a dismal failure if they are tried again. If you want players out of high sec then CCP needs to change low and nul to make them a place that players want to go to and want to be in.


Yes it's rather funny that on the on hand CCP emphasizes the sandbox, and on the other obsesses that people do not play the game they way they 'want' it to be played.

If they just left people to do want they want they'd go to low sec and null sec on their own

Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#38 - 2015-12-15 03:24:09 UTC
Highsec offers incomes above what you achieve in null. The argument of security is kind of moot. In highsec you can't really stop someone from finding you, in nullsec you can't reasonably stop them from attacking you.

I'd open the debate for having bombs in lowsec as a way of dealing with certain grossly abused blob tactics.

Realistically the lines delineating null from low are mostly social rather than mechanical, npc null and lowsec are almost functionally identical apart from a few minor points.
Donnachadh
United Allegiance of Undesirables
#39 - 2015-12-15 03:54:47 UTC
Kaarous Aldurald wrote:
Well, the funny thing is that, either way it turns out, your side gets condemned.

See, if they do change highsec and you all quit and the game does actually die, then all you've proved is that CCP should have addressed your particular tumor a decade ago, before it grew too large to be cut out without endagering the host(the self inflicting feedback loop of constantly adding more safety being the prime culprit there).

And if the game doesn't die because they changed highsec, then all your decade of bluster and trying to hold the game hostage will be for naught.

Either way, you lose. It's just up to see whether the game itself loses at that point. But maybe we'll still have Valkyrie, although I don't think that fighting will be optional in that game, lol.

Oh you are so wrong on this, I have enjoyed 6 marvelous years in this game, I have met and talked to 100's maybe even a 1,000 or more players from all over the world. Many of them have become friends in real life and even though they checked out of the game years ago we still have the friendships, the experiences shared and we still talk to one another to this day. If CCP changes the game to the point that I no longer find any enjoyment then I will simply quit and find something else to do with my time with no regrets being much wiser about the real world around me and with a great many friends from places around the world that I would never have met if it were not for Eve. If the future of the game brings new challenges and new opportunities for me to explore and enjoy then I will continue this journey making new friends with new experiences shared.

Your bias is clearly showing here as is your lack of a historical base for your comments.
I am not by any means an old timer but even going back to 2009 when I started my first character the vast majority of the characters in the game called high sec home. Based on the information that has been made available over the years low and nul combined have NEVER had as many characters active in them as high sec. So it is obvious at least from the beginning for me anyway it is clear that a lot of players prefer the lower hassle and relative safety of high sec to the other areas of space.

To your contention that high sec is safer now than years past that is your opinion. To me it is neither more or less safe now than in 2009, what has changed is the nature of the threats caused by other players.
Even if we accept your assessment that high sec is safer now than it was in 2009 who is to blame for those changes?
You are quick to point the finger at the so called "risk averse whinny care bears" but in the end they are not the ones designing the game, releasing new features or curbing some activities while buffing others. If CCP has sided with those carebears and made high sec more safe then the lesson for you is that CCP will at least to a point do what they need to do to protect ALL of their players.

Another of your contentions is that the game needs to be more dangerous overall and they need to nerf or outright get rid of a lot of the not shooting other players in the face aspects, and yet CCP recently released a road map that will put even more emphasis on the industrial (not shooting other players in the face) aspects of the game. Are we to blame the whinny carebears for this as well, or is it simply that your personal opinions on what the game needs are completely out of sync with CCP's vision?
Iyacia Cyric'ai
Lai Dai Counterintelligence
#40 - 2015-12-15 04:10:09 UTC
My experience with lowsec is that it's fine... But let's say it's not, making high sec less fun won't make people move to low sec. I mean, it might for some but if they didn't go there before I doubt they'll be motivated to go there now. They could just as likely quit the game entirely.

If you want more people in low, add things you can do in low that you can't do anywhere else. Faction warfare was one of the things that moved a number of people to low. People won't move to low because you've made it less convenient to manage faction standings because having your mission ship blown up is far less convenient that that could ever be.