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War decs : not achieving objectives

Author
Salvos Rhoska
#201 - 2017-03-07 09:14:00 UTC  |  Edited by: Salvos Rhoska
Calling all hands on d1ck!
Repeat, all hands on d1ck!

Intercept Providence imports, and Lonetrek exports!

Man the gates!
Kentonio
THE DISC
#202 - 2017-03-07 10:05:52 UTC
Teckos Pech wrote:


How do you prevent this from being used more efficiently or to greater effect by older more experienced players? People often make this claim: oh what does it hurt if we make it easier for the new players? Because when it is tried the older more experienced players take greater advantage of it. For example, the accelerated training for new players was much more beneficial to older more experienced players creating an alt. They new the game and skills better an in short order would have a decently skilled "new pilot" whereas the truly new player simply skilled alot of different skills to 2 or 3 but never had the benefit of the knowledge the veteran did. Eventually CCP removed this feature because it was unbalanced.

Special privilege will almost always be open to abuse.

You make a fair point, for me it'd be about narrowing down exactly where the really steep peaks are on the path from noob to regular player and just trying to file them down without breaking the overall pvp oriented direction of the game. CCP are doing a great job building up the NPE to solve the initial 'WTF IS GOING ON?!' that was a problem for new players for so long, but I think the issues around corps and to a smaller degree war decs is still out there.

I've wondered for a long time whether a possible solution could be to restructure the corporation mechanics a little. Looking at them dispassionately, corps are quite a complex mechanic with a lot of functionality but also a lot of detail that for newish players is probably unnecessary. Perhaps the better solution would be to add more of a gradient in there. You'd keep existing corps as they are because no-one wants to open that can of worms (obviously roles and access need a cleanup, but that's a different discussion), but rework the current 'Update with Skills' function to actually move new corps between different states. Perhaps also drop the member limit for the lower corp management levels.

So in practise when you start a corp you'd have a much more limited corp functionality than at present, and in that initial state maybe a cap of say 5 members. At each new corp upgrade level when the CEO updates, it unlocks new functionality, raises the member cap like it does now but perhaps with smaller earlier increments, and crucially the ability to place or receive war decs only unlocks around corp level 3. When it does and you go to update you're given a very clear warning that you're making yourself vulnerable. The key here is that although you still need the relevant corp management level to upgrade the corp, the corp upgrade is done in distinct stages regardless. So if you start a corp and you already have corp management 5, you still need to manually upgrade the corp from its starter version to the level you want it.

In effect if you want to start a corp, for the first two corp stages you're invulnerable to war decs BUT you also have a much reduced corp functionality. No structures, much reduced member count, less wallets and roles you could even go the whole hog and say no or much limited office access. The members aren't invincible, they're still open to being ganked in high-sec like anyone else, but that initial organization can't be picked on. In exchange, they can't use it for anything massively useful until they choose to step up and take the risk in exchange for the reward.

Is it open to abuse? Maybe. There's probably some gaping holes in there that I haven't thought of, but I'd hope the huge reduction in corp functionality would act as a barrier to most vets using corps in that state (and it's not like vets usually give a damn about wars anyway). It'd just give new players a way to get together with their friends outside the noob corp structure and start to move towards regular corp life without that initial additional threat.
Natural CloneKiller
Commonwealth Mercenaries
BLACKFLAG.
#203 - 2017-03-07 13:35:23 UTC
War dec mechanics work as intended. Ccp falcon has already been over this so many times. We should be able to dec any corp any time for any reason. This is eve.

The wars cost a fair proportion of isk to keep running and if there wasn't the demand for war dec services we would not exist.

If you want to fix something look at fixing ganking. The proportionate cost of a freighter to the cost to gank it is bonkers. That's your problem peeps.
Bjorn Tyrson
Brutor Tribe
Minmatar Republic
#204 - 2017-03-07 19:23:56 UTC
Natural CloneKiller wrote:
War dec mechanics work as intended. Ccp falcon has already been over this so many times. We should be able to dec any corp any time for any reason. This is eve.

The wars cost a fair proportion of isk to keep running and if there wasn't the demand for war dec services we would not exist.

If you want to fix something look at fixing ganking. The proportionate cost of a freighter to the cost to gank it is bonkers. That's your problem peeps.


speaking as an industrialist and a hauler... there is no problem with ganking, avoid known ganking systems, fly with a scout, fly with escorts, fly tanked, don't make yourself a loot piniata, transport small, high value goods in an insta-warp ceptor instead, have some of your friends run a counter-gank fleet to clear the camp etc etc etc... all of these counter arguments have been put forward so many times that if someone is still falling prey to ganking they are either a) unlucky b) lazy or c) actively avoiding taking even the slightest bit of precaution.

while we're at it, lets explore this "cost to gank is bonkers" theory here.

a tanked obelisk can have upwards of 500k ehp, a t2 gankalyst can put out upwards of 700dps, for the sake of this exercise we are actually going to be assuming perfect application with zero resists (which isn't the case but it makes the numbers easier and actually stacks it in your favor)
now an obelisk on sell order runs about 1.2 billion, a gankalyst is 10-15 million, i'll go with 10, again because it makes the numbers easier and stacks things even further in your favor.

so 500k/700 is 714. thats how many catalysts it would take in order to kill an obelisk in 1 second, again assuming perfect application. thats 7.14 bilion isk worth of ships... now we all know that concord doesn't respond instantly, so lets keep going with that.
in a 1.0 system like say perimeter, concord response time is roughly 6 seconds. assuming they are not on grid elsewhere which adds about 8 seconds to the response time. so we will go with 14 second response time. thats still 51 pilots, and half a billion isk worth of ships to pop a freighter.
50+ investing at least half a billion total to pop a freighter in jita or perimiter (or any 1.0 system) doesn't seem quite so bonkers... and how much safety do you really need if you think its unfair for a single pilot to be able to avoid he actions of 50?

lets go one step further again with this, to give you as much rope as possible. a 0.5 system has roughly a 19 second response time, add 8 for concord being spawned but off grid, gives us 27, lets call it 30. that still means you need 23 pilots at minimum and a 230mil investment. now that is roughly a 5-1 ratio in cost... but that is still hardly "bonkers" especially considering the amount of co-ordination and the number of pilots involved.

it also means that in order for them to even break even on a gank, you need to be carrying at least double the value of their ships depending on how nice the loot fairy is. absolutely HAVE to travel through a .5 system that is known for ganking? maybe limit your load to half a bill or under, hell even a bill or two would probably not be worth the time or the effort for most gankers.

absolutely need to move more than that for some reason? use a scout alt, or hell, ask a friend, or pay a friend to scout for you. if you can afford a bil+ ship, and multiple bil in assets (and I hope to **** that your not trying to move everything you own all in one ship) then you can afford to splash out 50-100 mil for a friend to escort you... and it comes with the bonus feature of them being able to web you into warp making the trip even faster... thats incursion levels of isk/hr for your friend so I don't know many who will say no.
Teckos Pech
Hogyoku
Goonswarm Federation
#205 - 2017-03-07 19:42:50 UTC
Scipio Artelius wrote:
Satchel Darkmatter wrote:
The Victums : The get the chance at the end of the war to field a better team of fighters in the battle system and win back all the isk they have lost to the pirates, IF they can win the fight, if there is enough loss on the cards they will be more inclined to fight for it.


If the defending side could field a fleet good enough to take on their attackers, they would be already.

They aren't going to turn up, thinking already that they are going to lose, just for their opponents to receive a nice ISK payout for killing them.

On top of that, how are you determining what time in the last day the final battle takes place? Not everyone plays the game at the same time.


And where is that ISK coming from? Is it created de novo, or is the losing side going to be on the hook?

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

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#206 - 2017-03-07 19:46:13 UTC
Bjorn Tyrson wrote:
Natural CloneKiller wrote:
War dec mechanics work as intended. Ccp falcon has already been over this so many times. We should be able to dec any corp any time for any reason. This is eve.

The wars cost a fair proportion of isk to keep running and if there wasn't the demand for war dec services we would not exist.

If you want to fix something look at fixing ganking. The proportionate cost of a freighter to the cost to gank it is bonkers. That's your problem peeps.


speaking as an industrialist and a hauler... there is no problem with ganking, avoid known ganking systems, fly with a scout, fly with escorts, fly tanked, don't make yourself a loot piniata, transport small, high value goods in an insta-warp ceptor instead, have some of your friends run a counter-gank fleet to clear the camp etc etc etc... all of these counter arguments have been put forward so many times that if someone is still falling prey to ganking they are either a) unlucky b) lazy or c) actively avoiding taking even the slightest bit of precaution.

while we're at it, lets explore this "cost to gank is bonkers" theory here.

a tanked obelisk can have upwards of 500k ehp, a t2 gankalyst can put out upwards of 700dps, for the sake of this exercise we are actually going to be assuming perfect application with zero resists (which isn't the case but it makes the numbers easier and actually stacks it in your favor)
now an obelisk on sell order runs about 1.2 billion, a gankalyst is 10-15 million, i'll go with 10, again because it makes the numbers easier and stacks things even further in your favor.

so 500k/700 is 714. thats how many catalysts it would take in order to kill an obelisk in 1 second, again assuming perfect application. thats 7.14 bilion isk worth of ships... now we all know that concord doesn't respond instantly, so lets keep going with that.
in a 1.0 system like say perimeter, concord response time is roughly 6 seconds. assuming they are not on grid elsewhere which adds about 8 seconds to the response time. so we will go with 14 second response time. thats still 51 pilots, and half a billion isk worth of ships to pop a freighter.
50+ investing at least half a billion total to pop a freighter in jita or perimiter (or any 1.0 system) doesn't seem quite so bonkers... and how much safety do you really need if you think its unfair for a single pilot to be able to avoid he actions of 50?

lets go one step further again with this, to give you as much rope as possible. a 0.5 system has roughly a 19 second response time, add 8 for concord being spawned but off grid, gives us 27, lets call it 30. that still means you need 23 pilots at minimum and a 230mil investment. now that is roughly a 5-1 ratio in cost... but that is still hardly "bonkers" especially considering the amount of co-ordination and the number of pilots involved.

it also means that in order for them to even break even on a gank, you need to be carrying at least double the value of their ships depending on how nice the loot fairy is. absolutely HAVE to travel through a .5 system that is known for ganking? maybe limit your load to half a bill or under, hell even a bill or two would probably not be worth the time or the effort for most gankers.

absolutely need to move more than that for some reason? use a scout alt, or hell, ask a friend, or pay a friend to scout for you. if you can afford a bil+ ship, and multiple bil in assets (and I hope to **** that your not trying to move everything you own all in one ship) then you can afford to splash out 50-100 mil for a friend to escort you... and it comes with the bonus feature of them being able to web you into warp making the trip even faster... thats incursion levels of isk/hr for your friend so I don't know many who will say no.


Or have RFF move it past the gank spot, then take over from there.

"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

Keno Skir
#207 - 2017-03-07 19:49:04 UTC
Bjorn Tyrson wrote:
Natural CloneKiller wrote:
War dec mechanics work as intended. Ccp falcon has already been over this so many times. We should be able to dec any corp any time for any reason. This is eve.

The wars cost a fair proportion of isk to keep running and if there wasn't the demand for war dec services we would not exist.

If you want to fix something look at fixing ganking. The proportionate cost of a freighter to the cost to gank it is bonkers. That's your problem peeps.


speaking as an industrialist and a hauler... there is no problem with ganking, avoid known ganking systems, fly with a scout, fly with escorts, fly tanked, don't make yourself a loot piniata, transport small, high value goods in an insta-warp ceptor instead, have some of your friends run a counter-gank fleet to clear the camp etc etc etc... all of these counter arguments have been put forward so many times that if someone is still falling prey to ganking they are either a) unlucky b) lazy or c) actively avoiding taking even the slightest bit of precaution.

while we're at it, lets explore this "cost to gank is bonkers" theory here.

a tanked obelisk can have upwards of 500k ehp, a t2 gankalyst can put out upwards of 700dps, for the sake of this exercise we are actually going to be assuming perfect application with zero resists (which isn't the case but it makes the numbers easier and actually stacks it in your favor)
now an obelisk on sell order runs about 1.2 billion, a gankalyst is 10-15 million, i'll go with 10, again because it makes the numbers easier and stacks things even further in your favor.

so 500k/700 is 714. thats how many catalysts it would take in order to kill an obelisk in 1 second, again assuming perfect application. thats 7.14 bilion isk worth of ships... now we all know that concord doesn't respond instantly, so lets keep going with that.
in a 1.0 system like say perimeter, concord response time is roughly 6 seconds. assuming they are not on grid elsewhere which adds about 8 seconds to the response time. so we will go with 14 second response time. thats still 51 pilots, and half a billion isk worth of ships to pop a freighter.
50+ investing at least half a billion total to pop a freighter in jita or perimiter (or any 1.0 system) doesn't seem quite so bonkers... and how much safety do you really need if you think its unfair for a single pilot to be able to avoid he actions of 50?

lets go one step further again with this, to give you as much rope as possible. a 0.5 system has roughly a 19 second response time, add 8 for concord being spawned but off grid, gives us 27, lets call it 30. that still means you need 23 pilots at minimum and a 230mil investment. now that is roughly a 5-1 ratio in cost... but that is still hardly "bonkers" especially considering the amount of co-ordination and the number of pilots involved.

it also means that in order for them to even break even on a gank, you need to be carrying at least double the value of their ships depending on how nice the loot fairy is. absolutely HAVE to travel through a .5 system that is known for ganking? maybe limit your load to half a bill or under, hell even a bill or two would probably not be worth the time or the effort for most gankers.

absolutely need to move more than that for some reason? use a scout alt, or hell, ask a friend, or pay a friend to scout for you. if you can afford a bil+ ship, and multiple bil in assets (and I hope to **** that your not trying to move everything you own all in one ship) then you can afford to splash out 50-100 mil for a friend to escort you... and it comes with the bonus feature of them being able to web you into warp making the trip even faster... thats incursion levels of isk/hr for your friend so I don't know many who will say no.


^ This man talks sense.

(really 700+DPS from a gank dessy? Really??? WTF..)
Bjorn Tyrson
Brutor Tribe
Minmatar Republic
#208 - 2017-03-07 20:11:55 UTC
Keno Skir wrote:


^ This man talks sense.

(really 700+DPS from a gank dessy? Really??? WTF..)


I was basing it off of this fit.
https://o.smium.org/loadout/100796

unless things have changed and it no longer works, 700 dps is the "target number" I keep hearing used for gankalysts and so thats what I used.

An example of what i would personally consider a good and cheep escort ship, would be an exequoror, with t2 reps it puts out about 500hp/s (if i'm calculating things right). throw a mwd, dual webs, and a sebo, should pull a 30k tank.

will be able to web the freighter into warp, should still be able to land and jump ahead of it to keep scouting, and if something should happen those webs could make all the difference between a successful gank or not. all for about 60m. (I went full t2 even on the rigs, which is probably overkill, without t2 trimark pumps the cost is cut down to about 20m)

Mara Pahrdi
The Order of Anoyia
#209 - 2017-03-07 20:59:17 UTC
Since the game is all about conflict, game mechanics need to change in a way that it is preferable / more profitable to be in a state of war with other players.

HS would be safer when not at war, but ideally, a player not being at war and getting his/her ass saved by Concord would suffer serious drawbacks ingame.

Remove standings and insurance.

Vic Jefferson
Stimulus
Rote Kapelle
#210 - 2017-03-08 00:36:09 UTC
Milla Goodpussy wrote:
balance pass on insta-locking tornado's need to be fixed..

balance pass on ganking ships needs to be looked at.. make it more expensive .. risk vs reward is off

war dec system needs entire balance pass its broken

citadel transfer ownership needs a fix.. otherwise more exploits that go unreported will occur.



1)Fit a tank, use a scout, use a cloaky hauler, learn to use instant-undock and instant-dock bookmarks. The T1 Industrial line was buffed so extensively that they are borderline OP if you take the time to anticipate threats.

2)Risk vs. Reward is mediated by more than one party. I've managed to lose every sort of ship I fly except freighters and jump freighters. There's a reason why. Hi-Sec ganks are 99.99% the gankee inviting disaster, the gankee has to be willfully negligent and unaware for a gank to happen. Since the ability for a gank to happen or not is almost entirely up to the would be target, there's no reason to alter the ships - 99.99% of all ganks can already be prevented with existing mechanics alone, that people choose not to is telling of other things.

Wardecs, yeah, are dumb.

Vote Vic Jefferson for CSM X.....XI.....XII?

Vic Jefferson
Stimulus
Rote Kapelle
#211 - 2017-03-08 00:43:50 UTC
Black Pedro wrote:
Red Frog Freight dances around the mechanics and is little impacted by wars.



It would be really cool to actually have shipping wars. Red Frog actually has enough stakes on the table to probably be willing to buy into a rather large war.

...But there's the problem. There's no actual way to win a war. No matter how much they pay into a war, they cannot make the war dec drop. Every involved party needs to see an outcome worth fighting for, or they just won't participate.

Vote Vic Jefferson for CSM X.....XI.....XII?

Amojin
Doomheim
#212 - 2017-03-08 01:54:37 UTC
Well, there goes the vacation. Left the corp and it doesn't matter. So much for the wardec mechanic. Gonna be about the 14th before I have any time that's mine. Enjoy your war, jerks. I don't remember what your name even is, but I'm not even gonna be home, let alone playing, so you just have some fun with trying to kill me.

I'm not sure, ever, wether I should laugh, or cry.
Black Pedro
Mine.
#213 - 2017-03-08 08:05:13 UTC
Vic Jefferson wrote:
Black Pedro wrote:
Red Frog Freight dances around the mechanics and is little impacted by wars.



It would be really cool to actually have shipping wars. Red Frog actually has enough stakes on the table to probably be willing to buy into a rather large war.

...But there's the problem. There's no actual way to win a war. No matter how much they pay into a war, they cannot make the war dec drop. Every involved party needs to see an outcome worth fighting for, or they just won't participate.

Again, CCP is never going to hand out immunity to attack as an inducement to participate in a war. It is 100% counterproductive to generating content in the sandbox and trivial to game given the ability for players to switch corps at anytime. I still can't reconcile why such a vocally pro-risk nullsec player is so fixated on what is obviously a unworkable and un-Eve-like idea, not to mention the obvious game design problems with allowing the largest groups to blob their opponents ability to attack away, or make their own structures completely immune to attack. Do you really crave 100% safety that badly?

Objectives and putting assets at risk assets to induce players to participate in wars isn't a bad idea though, and CCP seems to be moving in that direction with how the new structures work. If you want a "shipping war", it seems maybe you could get there with player-built star gates moving freight around in highsec, but balancing them so they would be used when goods can be moved with near perfect safety AFK with DSTs and freighters seems challenging.
Teckos Pech
Hogyoku
Goonswarm Federation
#214 - 2017-03-08 08:31:01 UTC
Black Pedro wrote:


Objectives and putting assets at risk assets to induce players to participate in wars isn't a bad idea though, and CCP seems to be moving in that direction with how the new structures work. If you want a "shipping war", it seems maybe you could get there with player-built star gates moving freight around in highsec, but balancing them so they would be used when goods can be moved with near perfect safety AFK with DSTs and freighters seems challenging.


Not putting those assets at risk is always an option though. The way I see it is that for many targets of HS war decs is that they just don't want to PvP. If they did they'd already be doing it. The idea that we'll "fix" war decs by having assets at risk will only work for those players who already do not have an issue with PvP. Those that do will just stop putting those assets at risk. The idea of "we have to give them something to fight for...lets put their assets in space at risk!" Sounds great on paper until the targets of war decs see the problem and tear down all their assets in space.

And lets be honest, many war dec corps, they aren't looking for challenging fights. They are looking for something casual and without any big build up. Log in, look for war targets in the usual places, when found engage. Usually these are not PvP oriented players either. If they wanted PvP oriented players why not war dec each other.

So again we have one group that simply does not want to fight. Ever. The other group that isn't interested in going out of their way for a fight, and especially against an entity that will put up a robust response (heck go down to Providence and poke them long enough and they'll bring the fight, same with Goons).

Where is he happy "middle" with these two groups?

"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

Alderson Point
Federal Navy Academy
Gallente Federation
#215 - 2017-03-08 08:44:04 UTC
Black Pedro wrote:
Salvos Rhoska wrote:
Black Pedro wrote:
. If you look at CCP Quant's monthly numbers, you will see that destruction in a highsec region makes up only about 0.1%-0.2% of the total goods transported. And that is destruction from all sources: suicide ganking, wardecs, duels, NPCs, and so forth, not just piracy.


Imo this is one of the biggest problems in EVE.
Should be atleast 2%, which whilst still tiny, should put enough of a dent in material transport to help localize trade hubs.

The sheer volume of undestroyed material passing through HS is mindboggling, and seriously raises the question whether this is infact a PvP based game or not.

This is getting off-topic, but I agree. When an order of magnitude more wealth leaves the game from people quitting than is destroyed by players fighting one another, one has to question how successful CCP really has been at creating a functioning virtual world and economy or a PvP game.

One possibility is that all this safety and lack of risk is boring players out of the game. I am going to refer to this as the 'Tippia effect' from now on: the problem that excess safety prevents meaningful content and challenging opposition from taking place devaluing the satisfaction in accumulating wealth, leading to boredom and people quitting the game.

Don't get me wrong, I don't claim to have the answers and I am sure a hyper-competitive and challenging version of Eve where loss was more commonplace would also chase some players out of the game. But one does have to ask at this point if perhaps this pendulum of making New Eden safer and safer has swung a little too far. Between the near absence of piracy in highsec and 100% invulnerable jump-freighter chains we now have, non-consensual PvP is at a nadir, coincidentally at the same time we are heading back towards 10-year lows in player counts.

As for wars, they do what they are suppose to do. Given they are also optional (you can drop corp at any time) and CCP gives you multiple character slots for your neutral hauler, it seems like their relevance in direct piracy is only tangential. But a more powerful entity claiming space (like a trade hub) and using force to keep you out, or a weaker entity declaring war on a large nullsec group and harrying their logistics as they try to use trade hubs seem like perfectly fine reasons and uses for wars.


I am so sorry, but the idea that there are fewer prey about is because CCP has cut the lions claws a bit shorter is laughable, if it Wasn't so insanely crazy.

Because when the predators have eaten most of the young prey species, they shouldn't be too suprised when the numbers around have fallen.

Everybody who isn't a wardeccer or ganker realised that long long ago, in future you will look forward to those claw trimmings with fond affection, because unless you are culled by them wholesale, CCP accountants will start firing developers! and you can guess the Developers will make damn sure it isn't them.
Alderson Point
Federal Navy Academy
Gallente Federation
#216 - 2017-03-08 08:55:47 UTC  |  Edited by: Alderson Point
The simple answer is to make faction warfare space War space,everyone in it must be in a corp to fight or plex otherwise concord blaps them, quickly, then pirates can kill others without standings hits by wardeccing factions and other corps, and Hisec wardeccers can have all the fights they want, and the space become an active vibrant PVP zone.

I know that losing the ability to kill unarmed and unskilled players will be a sad thing for some, but the term HTFU comes to mind, I mean aren't all these elite HS pvpers just looking for the good fight?
Black Pedro
Mine.
#217 - 2017-03-08 08:59:36 UTC
Teckos Pech wrote:
So again we have one group that simply does not want to fight. Ever. The other group that isn't interested in going out of their way for a fight, and especially against an entity that will put up a robust response (heck go down to Providence and poke them long enough and they'll bring the fight, same with Goons).

Where is he happy "middle" with these two groups?
There isn't one. But both can be accommodated in the game, as long as risk vs. reward is respected. The NPC corp has always served as a place for players who don't want to fight in wars and that should always be the case (or something similar). You should always have the option to forgo the risk and responsibility of structure ownership (and other corp benefits) for added safety. But the game needs to be structured such that taking on those risks is rewarded. You should want to offer yourself up as content for the other players (wardeccers, industrial rivals, all-comers really) in exchange for increased benefits that owning a structure provides. Organizing into, and then defending corps should be the default action because they have intrinsic value.

Right now being in an highsec corp has little value, thus defending a highsec corp is usually a bad decision from a game theory point of view. When the cost of making a new corp is so low, and they are all largely interchangeable, you might as well roll corp or hop to a new one. Or even just stay in the NPC corp. If, however, benefits and assets were on the line there would be motivation to defend or hire help to defend. Sure, some players will always moan about being attacked, but it is easy to ignore their plaintive whining when there is a clear option for them to opt out of wars by not deploying a structure or staying in a social corp.

The Upwell Structures seem to be a step in that direction. Right now they are still incomplete, feature poor in comparison to NPC services, and far too safe, but they are a move towards giving corporations something valuable but something that is vulnerable and they have to defend. We need way more of this to drive conflict and give objectives for wars and other player initiatives.
Kentonio
THE DISC
#218 - 2017-03-08 09:28:35 UTC
Alderson Point wrote:
The simple answer is to make faction warfare space War space,everyone in it must be in a corp to fight or plex otherwise concord blaps them, quickly, then pirates can kill others without standings hits by wardeccing factions and other corps, and Hisec wardeccers can have all the fights they want, and the space become an active vibrant PVP zone.

I know that losing the ability to kill unarmed and unskilled players will be a sad thing for some, but the term HTFU comes to mind, I mean aren't all these elite HS pvpers just looking for the good fight?

I'm not necessarily in agreement with your fix for this, but this really is what it comes down to in the end. For a game that sells itself as pvp oriented and conflict driven, its actually a pain in the ass for a lot of people to actually find a decent fight.

In low-sec you can get some good battles, but often it involves flying around for hours trying to find someone to gank, straight up fights with fairly even sides are few and far between, and if you're moving as a gang then there's a fair chance someone is going to drop a cap on you at some point (well there was when I left, I've only been back a few days so maybe things have changed?). Null is also fairly dull for finding fights, as you either move as a big enough group to break gate camps (and invite the inevitable cap drops) or at some point you'll end up getting popped by a camp yourself. There are other options of course, but they usually require a decent number of people all wanting to do the same thing at the same time, with the inevitable sitting around for ages waiting for everyone that that entails. Hi-sec ganking is just one group popping anything vulnerable they can get away with or picking on miner corps with wardecs.

Faction warfare space is about the most fun pvp I found in EVE being honest, and that was without ever actually signing up to be a tin soldier. You could just dump a pile of frigs, intys and cruisers out there, and genuinely expect to be able to find lots of fairly equal fights in a short space of time. The standings hits were a mild annoyance, but more than worth it for the constant pew.

I think more of that kind of space with some limitations on the kind of ships people can fly within them are probably the ideal solution to a lot of EVE's issues (ideally some that don't revolve around actual faction warfare). If there was an area you could go to and actually get decent pew without having some arbitrary mechanic like standings making it a pain in the ass, and without having the fun spoiled by the constant risk of hotdrops or blobs then maybe the people whining about how everything in EVE should be combat-oriented would actually do some for a change instead of just whining about how the carebears they're bullying want to ruin EVE.
Vic Jefferson
Stimulus
Rote Kapelle
#219 - 2017-03-08 17:07:25 UTC
Black Pedro wrote:
Vic Jefferson wrote:
Black Pedro wrote:
Red Frog Freight dances around the mechanics and is little impacted by wars.



It would be really cool to actually have shipping wars. Red Frog actually has enough stakes on the table to probably be willing to buy into a rather large war.

...But there's the problem. There's no actual way to win a war. No matter how much they pay into a war, they cannot make the war dec drop. Every involved party needs to see an outcome worth fighting for, or they just won't participate.

Again, CCP is never going to hand out immunity to attack as an inducement to participate in a war. It is 100% counterproductive to generating content in the sandbox and trivial to game given the ability for players to switch corps at anytime. I still can't reconcile why such a vocally pro-risk nullsec player is so fixated on what is obviously a unworkable and un-Eve-like idea, not to mention the obvious game design problems with allowing the largest groups to blob their opponents ability to attack away, or make their own structures completely immune to attack. Do you really crave 100% safety that badly?

Objectives and putting assets at risk assets to induce players to participate in wars isn't a bad idea though, and CCP seems to be moving in that direction with how the new structures work. If you want a "shipping war", it seems maybe you could get there with player-built star gates moving freight around in highsec, but balancing them so they would be used when goods can be moved with near perfect safety AFK with DSTs and freighters seems challenging.



EvE can be thought of a game of denial, I am perfectly happy being a willful participant in this. The difference to me is table stakes - what is the minimum amount of risk or effort you have to become exposed to in order to attempt such a denial. If you do not defend your Sov/Poco/Pos/Ratting/Mining/Mission Hub/Market Niche, you will lose it. The denier or the denied can both inflict terrible losses on each other - I'd have it no other way. Everything one can build, another can destroy or take away.

...but there's no way to take the wardec from you, or win the war, or actually force a commitment to staying on grid. Unlike every other content seed, one cannot deny you the ability to put up decs, and if I do choose to muster a force, you can just stay docked until next week and continue the war until indefinitely 100% on your terms. The deccers can pick 100% of their battles. That's just not how the rest of the game works, and when it does work that way, CCP have shown they are not happy with 'Weaponized Boredom'.

Yes, yes it is lame you can just drop corp and avoid a war. You will get no argument there from me. However it is equally lame the deccers can just avoid a war they started by staying docked if it becomes unfavorable, or likewise, do the same - drop corp. It's also entirely possible this entire discussion is hopelessly poisoned by the hub-camping types, at least by sheer volume of wardec, are the most visible.

Vote Vic Jefferson for CSM X.....XI.....XII?

Black Pedro
Mine.
#220 - 2017-03-08 20:58:02 UTC  |  Edited by: Black Pedro
Vic Jefferson wrote:
...but there's no way to take the wardec from you, or win the war, or actually force a commitment to staying on grid. Unlike every other content seed, one cannot deny you the ability to put up decs, and if I do choose to muster a force, you can just stay docked until next week and continue the war until indefinitely 100% on your terms. The deccers can pick 100% of their battles. That's just not how the rest of the game works, and when it does work that way, CCP have shown they are not happy with 'Weaponized Boredom'.
Unlike every other content seed? What are you talking about? With only a handful of exceptions, there are no mechanics that penalize a fleet at all for not undocking. Almost in every instance of PvP in Eve taking the field is optional and only done when both sides decide to, or one side gets the drop on on the other. In most fights, the only thing lost is face if you choose not to undock, and even in the few cases where you will lose something - sov timers, structure timers and so on - the only thing at risk are in-space assets or indexes, not the ability to attack your opponent. When CO2 decided not to defend their Keepstar, they only lost a structure, not the very ability to attack or counter-attack their opponents. They were not forced to take the field and indeed chose not to.

I think your problem is that you view wardecs as some sort of object or "content seed". They aren't. They are the fundamental mechanism by which PvP is done in highsec. It is a mechanism that controls who is on each side in highsec to shape highsec fights. That's it. They aren't a prize to be fought over or privilege you earn. They are the only way groups can interact with other groups in highsec. There is literally zero chance of CCP awarding immunity to that as some sort of carrot to get groups to fight. That is completely counter-productive, and problematic for many reason with how structures are designed to be fought over.

You think wardeccers are too safe? Then make hub camping wardeccers more vulnerable - fine by me. But I am amazed someone with your purported views on safety and risk in this game has gone all in on a "solution" to a perceived problem that clearly would give yet more safety to players. Do you really, honestly think that letting large groups blob their way out of wars is going to be a net benefit for content creation? Do you think it really a good idea to let large nullsec groups prevent anyone from shooting their structures in highsec by winning a single battle? No, such a mechanism would add barriers to content, make players more safe, and prevent escalation and continued fighting from happening at all by mechanical decree.

I am not a wardeccer. I can count the number of wardecs that affect my game play at all on two hands and the number I have declared on one. But it is clear to me that wardecs are fundamental to how conflict is suppose to take place in this game and giving players the ability to opt-out of that conflict, even if they have to earn that safety by shooting a button, is a terrible one and one that there is absolutely no chance of CCP ever implementing. The only thing I can see is that you espouse this bad idea because either you think it advantages you as a member of one of the larger groups in the game, larger than any highsec mercenary group anyway, thus allowing you to opt-out out of non-consensual conflict you'd rather not participate in or, the fact that wardeccers don't fight as you deem proper somehow offends your personal eBushido code of honour and this dislike of hub camping wardec groups is clouding your judgment. Either way, it doesn't bode well for your suitability as a CSM member.

Wars can use work. Things should be changed to encourage more hunting and wars between rivals, and less camping and blanket declaration. That isn't going to come about by letting groups earn safety by ending wars early though, nor is there any chance of CCP doing this. They basically flat out said this in previous CSM minutes:

SoniClover [on wardecs]: And it seems that some are clamoring a lot for the game system to protect them. And we're trying to minimize that as much as possible. EVE is never going to give you complete game system security. And we're never going to go that route.

Try again Vic. There are other options to make wars better that don't involve handing out "complete game system security" to players as a prize for participating.