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What happened with war decs?

Author
Zappity
New Eden Tank Testing Services
#21 - 2016-03-14 06:53:51 UTC
Valkin Mordirc wrote:
Zappity wrote:
Valkin Mordirc wrote:
Wardecs are favorable to the defender believe it or not.

lol



Rather than post a throw-away, why don't you give me your reason why?


You've always been a pretty vocal person. Why don't you embellish that and give me reason's?

I didn't bother to respond in depth because the premise of your statement is unreasonable. If a wardec put the attacker at the disadvantage they wouldn't be so popular. But I'll respond to the underlying issue.

Wardecs are done primarily for three reasons:

1. You want to be able to legally kill assets or ships in highsec. These are typically declared against relatively defenceless industry corps. This is where my experience is - it is hugely lucrative.

2. You want easy kills from unsupported solo pilots at trade hubs or pipes. These are typically declared against huge alliances to increase the chances of harvesting the daft.

3. You actually want to fight another corp. I can't remember the last time this actually happened outside of RvB.

The reason a deployable structure which can be attacked to end the war dec would be a good idea is because there is currently no practical way to force a fight with highsec wardec corps. They just dock up. This would give a small indy corp a way (likely via mercs which would be healthy) to attack the dec itself.

Sure, it would make a declaration against a capable alliance risky. So what?

Zappity's Adventures for a taste of lowsec and nullsec.

Valkin Mordirc
#22 - 2016-03-14 07:31:19 UTC  |  Edited by: Valkin Mordirc
All you've done is generalize a 1000+ different people into one category.


Why do you think that the Defending corp is at a disadvantage?

Quote:

1. You want to be able to legally kill assets or ships in highsec. These are typically declared against relatively defenceless industry corps. This is where my experience is - it is hugely lucrative.



I've always disliked this argument for couple reasons,

1. If a Newbro went into Tama with a bling fitted Battleship. Most people in Null/Lowsec wouldn't care if he was new or not. They would pop him and move. Same goes for a wardec in highsec.

(If you honestly would let him go, then good on you though)

2. Yes taking out Highsec assists like POS and POCO's can make you ISK. Contracts are very great away for a Wardeccing corp to make profit. But again, if you go out Lowsec and put a POCO and you can't defend it. Guess what? You don't deserve to have it. Yeah?

Quote:

2. You want easy kills from unsupported solo pilots at trade hubs or pipes. These are typically declared against huge alliances to increase the chances of harvesting the daft.


All lowsec people want to do smartbomb pods in a T3 because it's easy and pods don't shoot back.

I can generalize to and it doesn't help the situation in the slightest.

Huge Alliances like EVE-Uni are a huge threat to Merc alliances. If you treat them like newbs you going to loose a ship. Which happens a lot.

Oh and although I do Camp hubs sometimes, I also hunt, I'd and have gone out to Solitude if my locater found someone there.

Quote:
3. You actually want to fight another corp. I can't remember the last time this actually happened outside of RvB.


When my corp was active, we actively found corps that would fight back. So No not me.


Anyways

Quote:
The reason a deployable structure which can be attacked to end the war dec would be a good idea is because there is currently no practical way to force a fight with highsec wardec corps. They just dock up. This would give a small indy corp a way (likely via mercs which would be healthy) to attack the dec itself.

Sure, it would make a declaration against a capable alliance risky. So what?



Because, Believe it or not, I want Wardecs to be rehashed tweaked and reworked into some better.

Defenders have all the advantages but no reason to use them. That is the problem. Giving them a get out jail free card is an excuse slip. Not a reason.
#DeleteTheWeak
Indahmawar Fazmarai
#23 - 2016-03-14 07:51:50 UTC
Valkin Mordirc wrote:
(...)


Because, Believe it or not, I want Wardecs to be rehashed tweaked and reworked into some better.

Defenders have all the advantages but no reasonwish to use them. That is the problem. Giving them a get out jail free card is an excuse slip. Not a reason.


FYP.

You can't make a horse drink. Thus the balance about wardecs is about how many players CCP wants to lose because of them.

Make wardecs too harsh, and PvErs will quit. Make them easy to evade, and PvPrs will complain.
Herzog Wolfhammer
Sigma Special Tactics Group
#24 - 2016-03-14 08:19:08 UTC
Ralph King-Griffin wrote:
watchlist went away.

we told ye this would happen




If the CSM selection page had the ability to write in a candidate......

Bring back DEEEEP Space!

Smitty Uitra
Phoenix Naval Operations
Phoenix Naval Systems
#25 - 2016-03-14 08:59:49 UTC
Oh, you mean to say that taking the watchlists away has caused there to be a higher number of war decs like everyone said there would be? Say it ain't so.
Payne Dakara
Caldari Provisions
Caldari State
#26 - 2016-03-14 09:39:05 UTC
Avoiding war targets is pretty easy for a defending corp you just have to follow few simple rules in regards to trade hubs and work as a team to gather intelligence if a war target is close.

On the other hand pirates don't like to fight they want an easy kill so if you try to fight them they just dock.

It is however possible to setup traps and kill some of them but it usually does not worth the effort especially for small industrial corp.

So in order to annoy so called MERCS I'll just list the measures needed so that they have hard time finding targets and switch to low sec or null sec pvp where they will loose some ships instead of harassing defenseless targets . ;)

1. Corporation Safe spot locations in all trade hubs (Jita, Amarr, Dodixie, Hek) also in home systems.
- instant warp after undock safe spot
- instant dock for trade station

2. Avoid main trade route systems like Uedama when traveling with slow ships, use frigate with propulsion upgrades for 2s warp time when you have to travel to trade hubs during war.

3. Use alts in NPC corp to transport large shipments.

4. Add war deck corp with red standing and watch local, don't mine AFK and if you see them dock.

5. Watch opposing corp kill board and see if they are close to where you are, if you have standing use locator agents for same purpose.












Giaus Felix
Doomheim
#27 - 2016-03-14 09:59:50 UTC  |  Edited by: Giaus Felix
Is this another example of people asking CCP to do something that they think will give them an advantage, then being surprised when the people it was meant to disadvantage adapt and make it backfire hilariously?

All this has happened before, and all of it will happen again.

I came for the spaceships, I stayed for the tears.

Ralph King-Griffin
New Eden Tech Support
#28 - 2016-03-14 10:04:05 UTC  |  Edited by: Ralph King-Griffin
Payne Dakara wrote:
Avoiding war targets is pretty easy for a defending corp you just have to follow few simple rules in regards to trade hubs and work as a team to gather intelligence if a war target is close.

On the other hand pirates don't like to fight they want an easy kill so if you try to fight them they just dock.

It is however possible to setup traps and kill some of them but it usually does not worth the effort especially for small industrial corp.

So in order to annoy so called MERCS I'll just list the measures needed so that they have hard time finding targets and switch to low sec or null sec pvp where they will loose some ships instead of harassing defenseless targets . ;)

1. Corporation Safe spot locations in all trade hubs (Jita, Amarr, Dodixie, Hek) also in home systems.
- instant warp after undock safe spot
- instant dock for trade station

2. Avoid main trade route systems like Uedama when traveling with slow ships, use frigate with propulsion upgrades for 2s warp time when you have to travel to trade hubs during war.

3. Use alts in NPC corp to transport large shipments.

4. Add war deck corp with red standing and watch local, don't mine AFK and if you see them dock.

5. Watch opposing corp kill board and see if they are close to where you are, if you have standing use locator agents for same purpose.














Right, and that's where an alliance like ours would come in.

We would find you in your little hidy holes , grab one of your lads and hold him till you came to rescue him and then brutalise the rescue force, we would follow you into holes and low and it's us this is effecting.

We do want fights we will jump down other mercs throats in a heartbeat we are known for it and its our tools that got removed,
now many groups like us (hell even the bloodhounds in marmite and the like)are faced with two options ,

an inordinate amount of scouting ,intel gathering and infiltration just to find online targets

Or

Sit in a hub and deck everything with a pulse

Most don't have the time or patients for the former and now you are seeing the results

We told ye this would happen if we didn't get something to balance out the watch list removal.
Smitty Uitra
Phoenix Naval Operations
Phoenix Naval Systems
#29 - 2016-03-14 10:07:38 UTC
Payne Dakara wrote:
Avoiding war targets is pretty easy for a defending corp you just have to follow few simple rules in regards to trade hubs and work as a team to gather intelligence if a war target is close.

On the other hand pirates don't like to fight they want an easy kill so if you try to fight them they just dock.

It is however possible to setup traps and kill some of them but it usually does not worth the effort especially for small industrial corp.

So in order to annoy so called MERCS I'll just list the measures needed so that they have hard time finding targets and switch to low sec or null sec pvp where they will loose some ships instead of harassing defenseless targets . ;)

1. Corporation Safe spot locations in all trade hubs (Jita, Amarr, Dodixie, Hek) also in home systems.
- instant warp after undock safe spot
- instant dock for trade station

2. Avoid main trade route systems like Uedama when traveling with slow ships, use frigate with propulsion upgrades for 2s warp time when you have to travel to trade hubs during war.

3. Use alts in NPC corp to transport large shipments.

4. Add war deck corp with red standing and watch local, don't mine AFK and if you see them dock.

5. Watch opposing corp kill board and see if they are close to where you are, if you have standing use locator agents for same purpose.















In reply to a couple of things you said.
We love fights. If you're a war target and want to set up a fight just contact one of us. We would love a fleet fight.
Are you talking about mercs or pirates? They aren't the same thing.
You don't have to add us to red. War targets are clearly marked in local.
I'll make 40 jumps through high and low to get a target. If you're at war you aren't ever safe unless you're docked. So feel free to watch our kill board but if you are out, I'm hunting you! Distance doesn't matter to me.
Memphis Baas
#30 - 2016-03-14 10:13:11 UTC
Zappity wrote:
The reason a deployable structure which can be attacked to end the war dec would be a good idea is because there is currently no practical way to force a fight with highsec wardec corps.

This would give a small indy corp a way (likely via mercs which would be healthy) to attack the dec itself.


Well, the entity that declares the war spends some money to create the war dec. Would only be fair for the other party to be able to pay the wardec fee (to the NPCs) to abort the war dec, don't you think?

Would also be just about the biggest ISK sink... pay for safety.

To avoid the "it's on, no it's not, it's on, no it's not" spam, CCP should change it so the entity that declares war has the option to pay the base fee + whatever extra amount they want, with the defenders having to match the total to cancel the wardec.

Even bigger ISK sink.
Divine Entervention
Doomheim
#31 - 2016-03-14 10:17:12 UTC
Memphis Baas wrote:
Zappity wrote:
The reason a deployable structure which can be attacked to end the war dec would be a good idea is because there is currently no practical way to force a fight with highsec wardec corps.

This would give a small indy corp a way (likely via mercs which would be healthy) to attack the dec itself.


Well, the entity that declares the war spends some money to create the war dec. Would only be fair for the other party to be able to pay the wardec fee (to the NPCs) to abort the war dec, don't you think?

Would also be just about the biggest ISK sink... pay for safety.

To avoid the "it's on, no it's not, it's on, no it's not" spam, CCP should change it so the entity that declares war has the option to pay the base fee + whatever extra amount they want, with the defenders having to match the total to cancel the wardec.

Even bigger ISK sink.


This is great
Jonah Gravenstein
Machiavellian Space Bastards
#32 - 2016-03-14 10:17:47 UTC  |  Edited by: Jonah Gravenstein
Payne Dakara wrote:
Avoiding war targets is pretty easy for a defending corp you just have to follow few simple rules in regards to trade hubs and work as a team to gather intelligence if a war target is close.

On the other hand pirates don't like to fight they want an easy kill so if you try to fight them they just dock.

It is however possible to setup traps and kill some of them but it usually does not worth the effort especially for small industrial corp.

So in order to annoy so called MERCS I'll just list the measures needed so that they have hard time finding targets and switch to low sec or null sec pvp where they will loose some ships instead of harassing defenseless targets . ;)

1. Corporation Safe spot locations in all trade hubs (Jita, Amarr, Dodixie, Hek) also in home systems.
- instant warp after undock safe spot
- instant dock for trade station

2. Avoid main trade route systems like Uedama when traveling with slow ships, use frigate with propulsion upgrades for 2s warp time when you have to travel to trade hubs during war.

3. Use alts in NPC corp to transport large shipments.

4. Add war deck corp with red standing and watch local, don't mine AFK and if you see them dock.

5. Watch opposing corp kill board and see if they are close to where you are, if you have standing use locator agents for same purpose.
That list is hardly likely to annoy any of the merc groups, they've been telling people the exact same things for years; such a shame that most of their targets are so self absorbed that anything that smacks of the slightest bit of effort is an anathema and the advice ignored, just as yours will be.

I took their advice a long time ago, so I'm going to take great pleasure in watching the various merc groups burn everybody that hasn't.

Ralph King-Griffin wrote:
Right, and that's where an alliance like ours would come in.

We would find you in your little hidy holes , grab one of your lads and hold him till you came to rescue him and then brutalise the rescue force, we would follow you into holes and low and it's us this is effecting.

We do want fights we will jump down other mercs throats in a heartbeat we are known for it and its our tools that got removed,
now many groups like us (hell even the bloodhounds in marmite and the like)are faced with two options ,

an inordinate amount of scouting ,intel gathering and infiltration just to find online targets

Or

Sit in a hub and deck everything with a pulse

Most don't have the time or patients for the former and now you are seeing the results

We told ye this would happen if we didn't get something to balance out the watch list removal.
Summarised simply, we told ya so

In the beginning there was nothing, which exploded.

New Player FAQ

Feyd's Survival Pack

Zappity
New Eden Tank Testing Services
#33 - 2016-03-14 10:28:36 UTC
Memphis Baas wrote:
Zappity wrote:
The reason a deployable structure which can be attacked to end the war dec would be a good idea is because there is currently no practical way to force a fight with highsec wardec corps.

This would give a small indy corp a way (likely via mercs which would be healthy) to attack the dec itself.


Well, the entity that declares the war spends some money to create the war dec. Would only be fair for the other party to be able to pay the wardec fee (to the NPCs) to abort the war dec, don't you think?

Would also be just about the biggest ISK sink... pay for safety.

To avoid the "it's on, no it's not, it's on, no it's not" spam, CCP should change it so the entity that declares war has the option to pay the base fee + whatever extra amount they want, with the defenders having to match the total to cancel the wardec.

Even bigger ISK sink.

I'd much prefer a solution that involves people being out in space shooting each other. Paying an NPC doesn't create content, paying a merc (or trying themselves) does.

Zappity's Adventures for a taste of lowsec and nullsec.

PAPULA
The Chodak
Void Alliance
#34 - 2016-03-14 11:24:39 UTC
ImYourMom wrote:


Marmite - 136 wars
Pirat - 171 wars
Archtype - 77 wars
Vendetta Merc - 181 wars
Complaints Dept - 129 wars
Caldari State Police - 116 wars


Well pirat currently has 200 active wars, and in total they had 7155 wars.
This is beyond wardecs, it's wardecing for no purpose, they all sit in station and camp gates, if bigger fleet comes they all dock up and do nothing.

And that's it.
And PVE people will leave the game for duration of wardec.
Geronimo McVain
The Scope
Gallente Federation
#35 - 2016-03-14 11:29:28 UTC  |  Edited by: Geronimo McVain
The idea with the structure in space is IMHO a good one because a wardec destroys the normal routine of the wardecced corp while the attacker does what he always does: PVP. With this structure within the attackers home system they too have to watch out. If the structure is destroyed the money for the wardec goes to the winner.

If you make a formula which takes the ships people fly into account for calculating the fee it would even out. If you attack a industry corp it will be very expansive because they are flying miners/freighters. If you attack some mercs it will be cheap because they fly combat ships. Salt with size and age of the corp members and you get a formula that will easily pitch mercs against each other while "fighting" industry corps will be very expansive. And with the structure it might even be profitable for the defender to hire mercs to destroy it because you get rid of the wardecc and you get a lot of money. Corps that have 300 wardec running will have to defend 300 targets.......
Of cause you would need to get back the watch list or maybe you get a heat map of the decced companies activities.

This will sort out the people that dec for a fight from the people that dec just for a gank and dock if the gank isn't guaranteed
Jonah Gravenstein
Machiavellian Space Bastards
#36 - 2016-03-14 11:33:04 UTC  |  Edited by: Jonah Gravenstein
PAPULA wrote:
Well pirat currently has 200 active wars, and in total they had 7155 wars.
This is beyond wardecs, it's wardecing for no purpose, they all sit in station and camp gates,
And are thus easy to avoid if you're halfway competent.

Quote:
if bigger fleet comes they all dock up and do nothing.
So what's your problem? Bring a bigger fleet.

Quote:
And that's it.
And PVE people will leave the game for duration of wardec.
No, a carebear will probably leave the game for the duration of the wardec.

A PvE player will probably hire other mercs, or move their area of operations, or change their playstyle to compensate, or use the ingame mechanics to actively avoid being pewpew'd etc, etc. They may even put up a fight, one of the merc groups mentioned recently learnt that some PvE groups have teeth, big shiny sharp teeth; especially when they have people who know what they're doing to lead them.

Carebears and PvE players are not the same thing.

In the beginning there was nothing, which exploded.

New Player FAQ

Feyd's Survival Pack

Skarner Kondur
Order of The Forge
#37 - 2016-03-14 11:46:23 UTC  |  Edited by: Skarner Kondur
Easiest way to fix this right now would be to change the cost mechanism. The price should start at 100 million ISK, and double every consecutive week of war. After the conclusion of the war in any manner, the last paid fee would remain as the "starting price" of any future war declarations, and decay slowly each following week. Additionally, the fee must be paid 3 days in advance. This tackles multiple issues that currently make war declarations so profitable:

Pointless "war" can be maintained perpetually. A single player could run one mission a day, for a week, and earn 50 million ISK. With a few hundred players, you could easily maintain war declarations on a few hundred corporations, by playing less than an hour a day. This lacks any logic as a war should have some sort of objectives; obtaining ISK through destroying ships, taking down POS', and so on. With an exponentially increasing cost to maintain war, fruitless war is deterred.

The cost of war to aggressors is always less than the cost of war to a defending non-PvP corp. This is factoring in opportunity costs, such as how much ISK you could be making if you were to mine or run missions rather than hiding in station. The aggressors pay a fee of 50 million ISK to potentially blockade an arbitrary number of players from earning any ISK for a week, on that specific character. If the defending corp decides to fight back, the aggressors can safely dock up and still be inflicting implicit costs, due to forcing the defending corp to engage in activities other than their usual. These are just a few examples of the many scenarios where the aggressors simply come out on top. Increasing the cost of war in any way would better balance the equation.

No decision making required to press the red button. Mercenary corps have the luxury of a full 7 days to determine if a carebear corp is worth pursuing. This is not factoring in that there is no pressure to make the decision in that time span, because you can just wait out an additional 2 days to declare war again. Moving the deadline for war renewal back would force aggressors to actually have to decide whether the war is profitable and risk the cost doubling, rather than shrugging away the question until the last day comes around with no penalty.
Ralph King-Griffin
New Eden Tech Support
#38 - 2016-03-14 11:50:54 UTC
Actually something like locators no longer working on offline players would probably be enough.
Jonah Gravenstein
Machiavellian Space Bastards
#39 - 2016-03-14 11:54:56 UTC  |  Edited by: Jonah Gravenstein
Skarner Kondur wrote:
Easiest way to fix this right now would be to change the cost mechanism. The price should start at 100 million ISK, and double every consecutive week of war. After the conclusion of the war in any manner, the last paid fee would remain as the "starting price" of any future war declarations, and decay slowly each following week. Additionally, the fee must be paid 3 days in advance. This tackles multiple issues that currently make war declarations so profitable:

Pointless "war" can be maintained perpetually. A single player could run one mission a day, for a week, and earn 50 million ISK. With a few hundred players, you could easily maintain war declarations on a few hundred corporations, by playing less than an hour a day. This lacks any logic as a war should have some sort of objectives; obtaining ISK through destroying ships, taking down POS', and so on. With an exponentially increasing cost to maintain war, fruitless war is deterred.

The cost of war to aggressors is always less than the cost of war to a defending non-PvP corp. This is factoring in opportunity costs, such as how much ISK you could be making if you were to mine or run missions rather than hiding in station. The aggressors pay a fee of 50 million ISK to potentially blockade an arbitrary number of players from earning any ISK for a week, on that specific character. If the defending corp decides to fight back, the aggressors can safely dock up and still be inflicting implicit costs, due to forcing the defending corp to engage in activities other than their usual. These are just a few examples of the many scenarios where the aggressors simply come out on top. Increasing the cost of war in any way would better balance the equation.

No decision making required to press the red button. Mercenary corps have the luxury of a full 7 days to determine if a carebear corp is worth pursuing. This is not factoring in that there is no pressure to make the decision in that time span, because you can just wait out an additional 2 days to declare war again. Moving the deadline for war renewal back would force aggressors actually have to decide whether the war is profitable and risk the cost doubling, rather than shrugging away the question until the last day comes around with no penalty.
Wardecs used to cost 2 million isk, a subset of players demanded that the prices were increased to the current level in order to curtail the activities of merc corps; CCP obliged and it backfired on the people who demanded it.

The result was that the smaller merc corps banded together in order to be able to afford the cost of wars and carried on killing the greedy, the lazy and the feckless. There was much wailing and gnashing of teeth and rending of stuff when the changes didn't give rise to a curtailment in the activities of merc corps, instead making them stronger and more organised.

Incidentally, the same thing happened with gankers, as mechanics have changed and made their chosen profession more difficult to maintain, they have become stronger and more organised.

TL;DR your approach has already been tried, and it has been found wanting. The easily predictable result of CCP implementing such change would be the rise of merc super corps against whom there would be no defence.

Be careful what you wish for.

In the beginning there was nothing, which exploded.

New Player FAQ

Feyd's Survival Pack

Iain Cariaba
#40 - 2016-03-14 11:57:47 UTC
Zappity wrote:
The reason a deployable structure which can be attacked to end the war dec would be a good idea is because there is currently no practical way to force a fight with highsec wardec corps. They just dock up. This would give a small indy corp a way (likely via mercs which would be healthy) to attack the dec itself.

As soon as there's a mechanic to force a fight with the defender, so they can't not log on for a week, drop and reform corp, or any of the other popular methods they use to avoid wardecs.

All you people trying to get wardecs changed to "force the agressors to fight" ***** and moan about how they dock up when they might lose. Well, don't you do the same thing? Everybody in this game does. You get a way to force the agressors to fight as soon as the agressors get a way to force the defenders to fight.