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Thoughts on improving the game

First post
Author
Nat Silverguard
Aideron Robotics
Aideron Robotics.
#141 - 2016-11-02 03:43:19 UTC
Steffles wrote:
*giving a stern look*


well, that's just d*mb people like you like to think. i thought you quit already? lol

Just Add Water

Korobov Tesla
Templis Arcanium
#142 - 2016-11-02 06:44:18 UTC
Asmodai Xodai wrote:
Jagd Wilde wrote:
Yup, another one.

So OP,

Did you not notice the, like, hundred other carebear opinions on this very same subject? All with the same conclusion? There's nothing new here but the carebear.

If you don't like the sandbox, go play wow. Don't try to F it up for the rest of us.

gtfo


I don't agree with the guy's proposed change in any way whatsoever, but no need to be a douchebag either. You are no doubt just as much a carebear as anyone else, tough guy. You show me any gang of low-sec pirate gate-campers who consider themselves doing 'elite PvP' *cough* and I'll show you a bunch of tree-hugging carebears. In real life low-grade scrubs who operate in gangs and jump individuals they outnumber 5 or 10 to 1 aren't considered tough guys, they are considered cowards. You never see these guys taking actual risks, or taking fights they could potentially lose. Nope, it's either they jump unsuspecting individuals they outnumber and outgun 10 to 1 at the most creative and ingenious of all gameplay devices this game has ever seen - the gatecamp - or they don't play. Cowards and carebears, the lot of them. A high-sec miner takes more risk.

Don't get me wrong. I'm not for outlawing it, nor regulating it. Play the game however you want, and do what makes you happy. Just don't be under the illusion that you are any less of a carebear than anyone else.



As far as I am concerned this is the most useful comment in this whole thread. lol, so very very true. Gate camping scrubs are the biggest carebears.
Black Pedro
Mine.
#143 - 2016-11-02 06:53:24 UTC  |  Edited by: Black Pedro
Xander Jade wrote:
Tristan Valentina wrote:
While I am in favor of a place where people can play the game they want to. Eve is a game all about risk and the idea that there are different risks in different Sec status. I have always like the idea of a version of higher sec where people can be safe but, make very little money. The big problem I see with this is that it is removing a lot of risk from the industrial side of the game. That risk would need to be replaced.

Risk and reward is supposed to be the driving factor of EVE, that and relationships. While grinding industry safely would be nice that really is a gameplay loop for a different sort of game.

Scanning in highsec is complete crap you should not be able to do it. The risk to the Ganker should be that I am flying a Freighter with nothing in it but Fredos.



this is a good example of someone who understands what im saying, ... no i don't think it is a good idea autopilot anywhere ... but the number of things in this game that are just not used ... autopilot ... insurance... (some use it i guess) .. standings, i like pvp, it is fun... ganking is awesome .. in its own way, im not saying these things need to go away, ... hell make a skill called corrupt connections where you bribe your standings back to the positive, ... have stations that only appear on your hud when you have negative standings, and it sits next to a stable wormhole, ... the ships do need to be rebalanced ... make non-combat cyno that can be lit inside high sec, ... anyway, you could make anything work,
I think everyone acknowledges that criminal gameplay could be improved. There are a lot of mechanics that prevent escalation, player interaction, and continuing conflict between the players, while huge potential places for content - think smuggling, contraband and bounty hunting - lay underdeveloped. I think CCP can, and should completely rethink the highsec/lowsec criminal mechanics at some point in the future and redo that with the goal of enabling more and continued interplay between the players, both criminal, victim and law enforcement.

But this is not what your ideas in the OP do. They pile a heap more of NPC-enforced "consequences" and hurdles for antagonist players to overcome (while adding no additional responsibilities or effort for the defenders) which will limit player-interaction and conflict. The fundamental problem is that CCP has done indeed just this for years, making ganking harder and players safer by tweaking the rules and NPCs, and it has got to the point that criminals can only operate by hiding in stations for most of the time, only briefly emerging to strike at the target leaving only a tiny window for player vigilantes to attack them, while undermining those vigilantes at the same time by having NPC law enforcement that does that better than any player ever could.

Highsec is already extremely safe. Almost all the reasons to attack another player there have been nerfed out of the game, with direct piracy against haulers being one of the last ones left. Making it even more difficult for players to initiate conflict does not seem like a good idea if your a trying to encourage player-driven stories and rivalries to develop and snowball as is the raison d'etre of the sandbox game CCP is developing.

So no, cargo scanning is not "complete crap", it is essential for a pirate to even be able to exist under the current mechanics. If you delete that, then gankers are reduced to mere vandals, just shooting stuff that comes along at random. A pirate needs to be able to assess whether there is profit to be made in hijacking a particular hauler, or they will probably just all go away completely given there is a mandatory cost to attack. Facing vandals rather than pirates looking for ISK is also bad for haulers as it would remove any ability to make yourself safe by carrying a reasonable load of cargo.

If anything, the game needs more easy ways for players to see how much cargo a particular ship is carrying, both for haulers so they can appreciate the risks they face, and for pirates to select targets. Overloaded/underdefended ships should be the target for pirates, not empty ones, so enabling all players to assess the relative risks vs. rewards is imperative for piracy-hauler cat-and-mouse game play to exist. Besides, even if a pirate scans and sees something valuable they want, there is only a 50% chance they can get it, even after sacrificing their ship, so there is still plenty of risk.

So, the TL,DR is that while I sympathize with your desire for more complex, interactive and social criminal mechanics, there is not a simple fix (certainly not by just adding more NPC-enforced hoops for criminals to jump through). All of CrimeWatch will have to be torn out and replaced, much like CCP is doing for structures. I think your ideas would benefit if you play the game some more, including as a pirate, before you start offering up your armchair game change suggestions.
Mark Marconi
Ministry of War
Amarr Empire
#144 - 2016-11-02 06:56:58 UTC
Nat Silverguard wrote:
Steffles wrote:
*giving a stern look*


well, that's just d*mb people like you like to think. i thought you quit already? lol

Nat after examining some of your posting history, you really should not be bring the intelligence levels of others into question.

Try actually discussing things in a reasoned and rational manner. Unless this is some kind of RP at which case I apologise.

The CSM gets in the way of CCP communicating properly with the players of this game.

After all we are not just players, we are customers.

Time for the CSM to be disbanded.

Steffles
University of Caille
Gallente Federation
#145 - 2016-11-02 11:07:05 UTC  |  Edited by: Steffles
Getting back to actually thinking about improving the game take a look at this and then have a think how synergistic it would be in terms of balancing the one way tracking, sig, speed issues introduced by CCP.

This is a system that needs to be implemented ASAP

While it would go a long way to addressing suicide ganking risk vs reward it would also give a significant boost to some of the underperforming ships and ship classes in the game.

I'd give freighters a x0.5 ratio so using frigate hulls against them would give only 15% damage application, cruisers 33%, battleships 50% and caps 100%


Nat Silverguard wrote:
Steffles wrote:
*giving a stern look*


well, that's just d*mb people like you like to think.

I read and reread this and can't for the life of me figure out what you're trying to say.

Hey CPP - Time we put highsec back to how it was originally designed - http://i.imgur.com/GT0T0oS.jpg

Old IT Guy
Far Reaches Industries
#146 - 2016-11-02 16:04:55 UTC
Nick Bete wrote:
Nice attitude Jagd. This is why this game's community has such a horrible(and deserved) reputation.



You don't go to a poker tournament and demand the rules be changed to let people play Bridge.

EveO is MASSIVELY PVP. If someone doesn't like it they *DO* need to leave.
Tiberius NoVegas
NovKor Corp.
#147 - 2016-11-02 16:29:58 UTC
Old IT Guy wrote:
Nick Bete wrote:
Nice attitude Jagd. This is why this game's community has such a horrible(and deserved) reputation.



You don't go to a poker tournament and demand the rules be changed to let people play Bridge.

EveO is MASSIVELY PVP. If someone doesn't like it they *DO* need to leave.


I find this a rather annoying notion that people try to imply EVE is strictly a PVP game. Yes PVP is a huge part of it but its entire economy is rooted in PVE game play.
Josef Djugashvilis
#148 - 2016-11-02 16:35:51 UTC
Stick by the rules as defined by CCP and play Eve anyway you want, whilst accepting that if you undock you run the risk to a greater or lesser extent of being ganked.

This notion of 'play may way or quit' is just childish.

This is not a signature.

Jenn aSide
Soul Machines
The Initiative.
#149 - 2016-11-02 16:41:23 UTC
Tiberius NoVegas wrote:
Old IT Guy wrote:
Nick Bete wrote:
Nice attitude Jagd. This is why this game's community has such a horrible(and deserved) reputation.



You don't go to a poker tournament and demand the rules be changed to let people play Bridge.

EveO is MASSIVELY PVP. If someone doesn't like it they *DO* need to leave.


I find this a rather annoying notion that people try to imply EVE is strictly a PVP game. Yes PVP is a huge part of it but its entire economy is rooted in PVE game play.


I tried to link a facepalm gif, but the Internets was so tired of this topic it deleted them all so I couldn't.

EVE is a pvp game, it's very nature pits players (P!) against (VERSES) other players (another P!). Non-consensual pvp is present everywhere (and not just combat in space, but in industry, in markets, for resources, etc). PVP is so central to the game people can be engaged in it and not even know it.


The only folks who don't understand what "EVE is a pvp game" means are the folks who have such a narrow idea of what pvp is that they think it involves shooting. Most of my activity involves shooting rats rather than real people (real people have crappy loot and bounties, screw em) and even I know that EVE is a pvp-centric game.
Tiberius NoVegas
NovKor Corp.
#150 - 2016-11-02 17:10:18 UTC
Jenn aSide wrote:
Tiberius NoVegas wrote:
Old IT Guy wrote:
Nick Bete wrote:
Nice attitude Jagd. This is why this game's community has such a horrible(and deserved) reputation.



You don't go to a poker tournament and demand the rules be changed to let people play Bridge.

EveO is MASSIVELY PVP. If someone doesn't like it they *DO* need to leave.


I find this a rather annoying notion that people try to imply EVE is strictly a PVP game. Yes PVP is a huge part of it but its entire economy is rooted in PVE game play.


I tried to link a facepalm gif, but the Internets was so tired of this topic it deleted them all so I couldn't.

EVE is a pvp game, it's very nature pits players (P!) against (VERSES) other players (another P!). Non-consensual pvp is present everywhere (and not just combat in space, but in industry, in markets, for resources, etc). PVP is so central to the game people can be engaged in it and not even know it.


The only folks who don't understand what "EVE is a pvp game" means are the folks who have such a narrow idea of what pvp is that they think it involves shooting. Most of my activity involves shooting rats rather than real people (real people have crappy loot and bounties, screw em) and even I know that EVE is a pvp-centric game.


You seemed to have completely missed my point.

PVE is the foundation of the EVE economy and without it the PVP aspect of the game could not exist. EVE requires a balance between PVE and PVP game play for the economy to work.
The Golden Serpent
A Drunken Squirrels' Conspiracy for Revenge
#151 - 2016-11-02 17:12:09 UTC  |  Edited by: The Golden Serpent
Jagd Wilde wrote:
Yup, another one.

So OP,

Did you not notice the, like, hundred other carebear opinions on this very same subject? All with the same conclusion? There's nothing new here but the carebear.

If you don't like the sandbox, go play wow. Don't try to F it up for the rest of us.

gtfo



Getting so sick of these sorts of responses on EVERY single idea thread that is worth listening to. Eve players seem to have a meltdown about just about anything that sounds like it isn't about making love to angry young men with psychopathic tendencies. They are like the angry german kid of player bases.

(angry german kid is a fake and funny youtube meme i don't mean to insult german people it was just a creative video by a german kid making fun of angry gamers)

-:¦:-•:'":•.-:¦:-•* K H A N I D •-:¦:-•:''''*:•-:¦:-

Jenn aSide
Soul Machines
The Initiative.
#152 - 2016-11-02 17:20:28 UTC
Tiberius NoVegas wrote:
[

You seemed to have completely missed my point.

PVE is the foundation of the EVE economy and without it the PVP aspect of the game could not exist. EVE requires a balance between PVE and PVP game play for the economy to work.



Not it is not and no it does not.

PVE is a facilitator, PVP is the actual engine of the economy and game. Without the destruction caused by combat there is no reason for industry, and nothing to spend the game's currency on. Without the broader aspects of pvp interactions (competition in markets, industry and resource gathering) there is no reason to do anything.


There is nothing to balance between (combat) PVP and PVE anyways, unless it's in the direction of more pvp which creates more demand/material churn which in tern makes our pve activities worth more (as the things we gather and build become more valuable).

While most of us who PVE as a primary activty understand the paramount importance of PVP to our own enjoyment of the game, some PVErs (the one's who falsely call for 'more balance) seem to not understand that nerfing PVP actually nerfs their (our) own rewards structures and lowers the value of PVE.

This is why the OP's suggestion is self serving crap.
Tiberius NoVegas
NovKor Corp.
#153 - 2016-11-02 17:36:06 UTC
Jenn aSide wrote:
Tiberius NoVegas wrote:
[

You seemed to have completely missed my point.

PVE is the foundation of the EVE economy and without it the PVP aspect of the game could not exist. EVE requires a balance between PVE and PVP game play for the economy to work.



Not it is not and no it does not.

PVE is a facilitator, PVP is the actual engine of the economy and game. Without the destruction caused by combat there is no reason for industry, and nothing to spend the game's currency on. Without the broader aspects of pvp interactions (competition in markets, industry and resource gathering) there is no reason to do anything.


There is nothing to balance between (combat) PVP and PVE anyways, unless it's in the direction of more pvp which creates more demand/material churn which in tern makes our pve activities worth more (as the things we gather and build become more valuable).

While most of us who PVE as a primary activty understand the paramount importance of PVP to our own enjoyment of the game, some PVErs (the one's who falsely call for 'more balance) seem to not understand that nerfing PVP actually nerfs their (our) own rewards structures and lowers the value of PVE.

This is why the OP's suggestion is self serving crap.


Your points are all well made but I believe the real issue with isn't with high/low sec and much as its with null/W-space.

If you look at the numbers for production in EVE vs destruction, youll find that production is overwhelmingly taking place in high/low sec. Destruction on the other hand is more even with slightly more destruction happening in high/low then null/w-space. So the OP is not wrong in that high/low is more dangerous then compared to null/w-space. I believe this is an incentive issue more then a security issue. However you look at it, its not how the game was intended to be and more destruction needs to be incentive to null/w-space. this is why I think the risk vs reward aspect of eve is too in favor of high/low sec and needs to be readdressed. PVE carebears are not the problem, the disproportion of reward and preceived aspect of risk is the real issue.
Teckos Pech
Hogyoku
Goonswarm Federation
#154 - 2016-11-02 17:41:15 UTC
Tiberius NoVegas wrote:


You seemed to have completely missed my point.

PVE is the foundation of the EVE economy and without it the PVP aspect of the game could not exist. EVE requires a balance between PVE and PVP game play for the economy to work.


No, I at least got your point, but reject it since it is invalid. When I do invention I am engaging in competition with other players. The fact that it is largely anonymous does not change the nature of this. The EVE markets are competitive markets by and large. As a buyer for minerals I am competing with other buyers and we drive up the price. The suppliers are competing with other suppliers, and drive the price down. Somewhere in that mix a price emerges and people buy and sell.

The fact that in such competition we are not shooting each other in the face does not mean it is not players competing with each other. Even two miners working the same belt may very well be in competition (assuming they are not in some sort of partnership). The more one pilot gets the less another can obtain. Mining asteroid belts is a zero sum game each day.

About the only thing where players are not in competition is mission running. A mission agent can satisfy the demand for 1 to any number of mission runners. There could be some other parts of the game that are not competitive, but I can’t think of any.

"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

Lasisha Mishi
A Blessed Bean
Pandemic Horde
#155 - 2016-11-02 17:42:29 UTC
Tiberius NoVegas wrote:
Jenn aSide wrote:
Tiberius NoVegas wrote:
[

You seemed to have completely missed my point.

PVE is the foundation of the EVE economy and without it the PVP aspect of the game could not exist. EVE requires a balance between PVE and PVP game play for the economy to work.



Not it is not and no it does not.

PVE is a facilitator, PVP is the actual engine of the economy and game. Without the destruction caused by combat there is no reason for industry, and nothing to spend the game's currency on. Without the broader aspects of pvp interactions (competition in markets, industry and resource gathering) there is no reason to do anything.


There is nothing to balance between (combat) PVP and PVE anyways, unless it's in the direction of more pvp which creates more demand/material churn which in tern makes our pve activities worth more (as the things we gather and build become more valuable).

While most of us who PVE as a primary activty understand the paramount importance of PVP to our own enjoyment of the game, some PVErs (the one's who falsely call for 'more balance) seem to not understand that nerfing PVP actually nerfs their (our) own rewards structures and lowers the value of PVE.

This is why the OP's suggestion is self serving crap.


Your points are all well made but I believe the real issue with isn't with high/low sec and much as its with null/W-space.

If you look at the numbers for production in EVE vs destruction, youll find that production is overwhelmingly taking place in high/low sec. Destruction on the other hand is more even with slightly more destruction happening in high/low then null/w-space. So the OP is not wrong in that high/low is more dangerous then compared to null/w-space. I believe this is an incentive issue more then a security issue. However you look at it, its not how the game was intended to be and more destruction needs to be incentive to null/w-space. this is why I think the risk vs reward aspect of eve is too in favor of high/low sec and needs to be readdressed. PVE carebears are not the problem, the disproportion of reward and preceived aspect of risk is the real issue.

small correction

production is taking place in high and null.
not high and low

https://www.youtube.com/watch?v=d_ooGHiiERM
0:46 for mining locations (rip npc null and low sec. they empty)
Teckos Pech
Hogyoku
Goonswarm Federation
#156 - 2016-11-02 17:47:51 UTC
Tiberius NoVegas wrote:


Your points are all well made but I believe the real issue with isn't with high/low sec and much as its with null/W-space.

If you look at the numbers for production in EVE vs destruction, youll find that production is overwhelmingly taking place in high/low sec. Destruction on the other hand is more even with slightly more destruction happening in high/low then null/w-space. So the OP is not wrong in that high/low is more dangerous then compared to null/w-space. I believe this is an incentive issue more then a security issue. However you look at it, its not how the game was intended to be and more destruction needs to be incentive to null/w-space. this is why I think the risk vs reward aspect of eve is too in favor of high/low sec and needs to be readdressed. PVE carebears are not the problem, the disproportion of reward and preceived aspect of risk is the real issue.


I think that you need to look at value destroyed relative to total asset value between NS/W-space and HS/LS. And I also find it rather weird to be lumping LS with HS. I suspect that many people who complain about the supposed dangers of HS oddly enough tend to avoid spending considerable in LS let alone NS/W-space. And it is odd because many of the people who avoid LS/NS/W-space are risk seeking...at least given how they play. Blinged out ratting BS, over loaded haulers, over loaded freighters....these behaviors are all consistent with risk seeking. And that the risk averse take advantage of the risk seeking...well, working as intended.

"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

Tristan Valentina
Moira.
#157 - 2016-11-02 17:52:38 UTC  |  Edited by: Tristan Valentina
Teckos Pech wrote:
Tristan Valentina wrote:
While I am in favor of a place where people can play the game they want to. Eve is a game all about risk and the idea that there are different risks in different Sec status. I have always like the idea of a version of higher sec where people can be safe but, make very little money. The big problem I see with this is that it is removing a lot of risk from the industrial side of the game. That risk would need to be replaced.

Risk and reward is supposed to be the driving factor of EVE, that and relationships. While grinding industry safely would be nice that really is a gameplay loop for a different sort of game.

Scanning in highsec is complete crap you should not be able to do it. The risk to the Ganker should be that I am flying a Freighter with nothing in it but Fredos.


Risk is not something that should be imposed simply by mechanics. Gankers impose risk on haulers. If somebody wants to impose risk on gankers...then players should do it, not the game. For example, use an alt to make a courier contract when you are moving lots of individual stacks of items. If I have say 20 stacks of items the chance of none of that dropping is (0.5)^20. That is a very small number--or something is going to drop. However, if I have an alt make a courier contract and then put the plastic wrapped item in my cargo and get ganked the probability nothing drops is now 0.5, and 0.5 >> (0.5)^20. Congratulations you just made that individual riskier. Granted, ganking overall for dedicated gankers will not be any more or less risky as they rely on the law of averages.

Another thing is why in the Hell is nobody pointing out that people post as if the ganked have zero responsibility in this. What do we know:

1. Drop rate is 0.5, that is the probability of any item dropping is 0.5.
2. We know about how long it takes CONCORD to respond to aggression in HS.
3. We know we can calculate the optimal number of gank ships to burn down a freighter.
4. We can attach an ISK value to that gank fleet, call this value X.
5. Based on the ISK value of the gank fleet we can determine the minimal value of cargo to induce a gank. This cargo value is X/0.5 or 2*X.

So...keep your goddamn cargo under 2X and you'll be a less inviting target. It will not make you 100% gank proof. Ganks do happen for the lulz and some gankers might try to ransom you. But, if I am going to gank and I want to make it sustainable, I'll go for freighters carrying at least 2X.

But we will see people with 3X, 4X, 5X, and so forth undocking and flying without a scout, without a webber....You might as well rename your ship the Gankship Lollipop for crying outloud. BTW, there is a term for people who do this: RISK SEEKING.


Ganking is a mechanic, it is the risk imposed. The current problem is that Ganking is a act that can be done so cheaply for a group of people that it is insignificant. Undocking a hauler ship is the equivalent of trying to solo a 50 man Tengu Fleet. You are destined to lose. One person loses a decent load on a hauler it can cripple them, one person loses a gank fit combat ship they replace laugh and keep going. My proposition of a higher sec is really the only idea that I think can mend some of this stuff. I also think people who are hauling without a decent amount of support are asking to get blapped and are crying about making bad choices. But this game is constantly advertised as having a solo experience so I think it is something CCP needs to take a serious look at. Everything in EVE is mechanics Risk is built into every single mechanic in the game.

Personally I would love to see the risk to haulers be more of a are these items legal where I am going, am I going to lose this load to a corrupt official, Can this line up move faster so my fuel costs are low enough. Actual trucking sim stuff.
Tiberius NoVegas
NovKor Corp.
#158 - 2016-11-02 17:54:05 UTC
Teckos Pech wrote:
Tiberius NoVegas wrote:


You seemed to have completely missed my point.

PVE is the foundation of the EVE economy and without it the PVP aspect of the game could not exist. EVE requires a balance between PVE and PVP game play for the economy to work.


No, I at least got your point, but reject it since it is invalid. When I do invention I am engaging in competition with other players. The fact that it is largely anonymous does not change the nature of this. The EVE markets are competitive markets by and large. As a buyer for minerals I am competing with other buyers and we drive up the price. The suppliers are competing with other suppliers, and drive the price down. Somewhere in that mix a price emerges and people buy and sell.

The fact that in such competition we are not shooting each other in the face does not mean it is not players competing with each other. Even two miners working the same belt may very well be in competition (assuming they are not in some sort of partnership). The more one pilot gets the less another can obtain. Mining asteroid belts is a zero sum game each day.

About the only thing where players are not in competition is mission running. A mission agent can satisfy the demand for 1 to any number of mission runners. There could be some other parts of the game that are not competitive, but I can’t think of any.


You miss my point again. PVE is the only way in the game to generate isk. Note that I said generate and not make, earn, trade, or any other word. This is because you can make isk a lot of different ways in EVE but it will come from another player. only in PVE is isk literally made out of thin air and added to the economy. Thus PVE is the foundation of the economy.
Teckos Pech
Hogyoku
Goonswarm Federation
#159 - 2016-11-02 17:57:54 UTC
Xander Jade wrote:


Change 1

Need: some type of real security in high security systems

Scenario 1: Pilot X has high standings with Empires A, C, G, and M .. he worked hard on standings with all 4, knowing this has loaded his cargo hold with items that he can sell 20 jumps away, in a freighter if he stayed at the helm it would take 1-2 hrs, so he sets it on autopilot.

Scenario 1A: currently someone can scan your hold then bump you so that your autopilot disengages, than kill you using enough firepower, netting a big kill and lots of loot. also netting you a slight loss in security rating and little to no Empire standing loss, what i suggest is this


This is exactly the kind of nonsense I am talking about. This pilot is risk seeking. He is making himself a very, very easy target. That the risk averse come along and take advantage of this risk seeking pilot should not bother anyone. Ever. This is how it is in RL and this is how it is in game. Imprudence should be punished and prudence should be rewarded. When this fails to happen you get really bad outcomes. For the pilot above he looses his stuff. For RL we get the financial crisis of 2007/2008.

The solution to the above non-problem is to engage in prudent game play. Not come and ask the developers to make the game safe for imprudent game play. At least not in this game. This is a game where PvP is central to the game. There is obvious and direct PvP where players shoot each other, and there is also anonymous competition via the markets.

The above not a problem that needs to be addressed. In fact, doing so takes away from what EvE is and has been.

"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

Jenn aSide
Soul Machines
The Initiative.
#160 - 2016-11-02 17:58:23 UTC  |  Edited by: Jenn aSide
Tiberius NoVegas wrote:

This is why the OP's suggestion is self serving crap.


Your points are all well made but I believe the real issue with isn't with high/low sec and much as its with null/W-space.

If you look at the numbers for production in EVE vs destruction, youll find that production is overwhelmingly taking place in high/low sec. Destruction on the other hand is more even with slightly more destruction happening in high/low then null/w-space. So the OP is not wrong in that high/low is more dangerous then compared to null/w-space. [/quote]

This is wrong. Even if destruction is even, WAY fewer people live in null/WH space compared to Empire. Something around 80% of toons are in empire space.

When you have 80% of the population and less than 50% of the destruction, it means you are safer than the other place. It means empire is too safe for the rewards offered there. The OP wants to increase that safety, which is the opposite of what should happen.

You can'r lower rewards , so the real thing to do is lower safety. That won't happen either, but the LAST thing that should happen is increased safety. OP's idea increase safety, and is thus a bad idea.


Quote:

I believe this is an incentive issue more then a security issue. However you look at it, its not how the game was intended to be and more destruction needs to be incentive to null/w-space. this is why I think the risk vs reward aspect of eve is too in favor of high/low sec and needs to be readdressed. PVE carebears are not the problem, the disproportion of reward and preceived aspect of risk is the real issue.


if anything it is now too easy to make money in null and WHspace.

The problem isn't null/WH , it's that high sec is too safe and the OP wants more safety. I've learned to live with the current imbalances (cough*Incursions*cough), but making it worse with more safety isn't just bad, it's damn near criminal.