These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

CSM Campaigns

 
  • Topic is locked indefinitely.
12Next page
 

Toxic Yaken for CSM XI

Author
Toxic Yaken
The Dickwad Squad
Rote Kapelle
#1 - 2016-01-18 16:46:05 UTC
Greetings fellow pilots!

My name is Toxic Yaken, and I want to represent Highsec for CSM XI.

I have been playing EVE Online for the better part of two years, almost entirely based in Highsec. I am a ganker, wardeccer, scammer, and former awoxer, and I make my living as such. At the moment I am flying with The Dickwad Squad, a small corporation in Rabble Alliance, and losing all my ships in the process has been my specialty.

The CSM is meant to connect the player base to CCP, and so I have been trying to do just that. Rather than only letting players come to me, I’ve been taking time to reach out to players to try and capture better opinions and ideas of issues facing Highsec residents. While I can’t make promises for change, these are some points that I am interested in raising or continuing in discussion with CCP and other members of the CSM:

New Player Experience

For players who take the time to try every career agent and see everything that EVE has to offer, the NPE is extremely PVE focused. I know that I and many others would like to see more early game training on concepts such as basic combat tactics, fittings, and how to use a d-scan. Providing career missions for new players to try PVP combat of some variation would be ideal.

Wars

There are quite a few problems with wars in general, and simply changing the cost to declare war on a corporation or alliance aren’t going to fix them. The biggest issue with wars is that a lot of Highsec corporations or alliances don’t want to fight. There are also a lot of corporations that have no reason to fight. There needs to be better incentives to combatting a war than weaponized boredom or dropping out of corporations and reforming an hour later. I know that some players are very adamant that they want to play the game a certain way and have no interest in learning how to PVP, and I think that those players will continue to struggle under any wardec system, but providing those who simply feel they cannot fight back with more options and incentives could help improve wars.

NPE: I’m repeating myself, but obviously providing those that are interested in learning PVP, fittings, and so on, early in their lives will at least have some idea of how to fight back.

Mercenaries: Mercenaries have been around for a long time, but a lot of them exist far above the possible incomes of newer players - create a board similar to corporate adverts for mercenaries so they can provide services, price points, where they primarily operate, and so on. This concept could be used for other services such as hauling as well.

Surrenders: Provide more surrender options for negotiation, such as a surrender cost in addition to a surrender offer, length of peacetime before any new wars can be declared, or even an exchange of assets.

Costs: I think that the cost of wardecs could use some review in the case of wardeccing smaller, newer players. I don’t want to see new players being farmed for kills and being scared out of the game. That said I don’t want to see new players being protected from PVP, because it’s a huge part of the game that they need to be aware of. Highsec isn’t safe.

Redefining Wars: Unless a corporation has structures in Highsec to defend or are confident in their PVP capabilities, there is usually little reason for them to turn out and fight a wardeccer. Steve Ronuken suggested the idea of attackers setting up structures to declare war that could be destroyed and end the war, but against large mercenary and wardec corporations I feel like smaller corporations would stand no real chance to destroy them under their noses. Similar to the idea of providing corporations with more beneficial structures worth defending, it still leaves a lot of smaller corporations who can’t afford them no reason to fight. I’m also interested in seeing more information about Citadels and how they might change living in Highsec and if if they might make wars more worth fighting.

Defender Incentives: Another avenue is to provide defenders with additional bonuses considering there is no real way to win a war as a defender. Some ideas include an increased insurance payout for lower SP characters to encourage defenders to actually turn out and fight, or rewarding the defender with the wardec fee if they come out of the war on top. There could also be an incentive given to corporations that promote longevity and activity in Highsec, so there is at least a reason not to disband a corporation at the moment’s notice of a wardec.

Missions

I’ve personally not spent a lot of time running missions, but at a recent EVEMeet, I was told that mission runners would love to see a greater variation of missions, (I guess you can get bored blowing up the same pirate or saving some scientists so many times) but also provide some form of scaling difficulties for missions based on how many players would enter a mission pocket, so that missions could be more challenging and fun to run in groups.

[Cont.]

Curator of the Wardec Project - Join our Discord to join the discussions about Wardecs

Toxic Yaken
The Dickwad Squad
Rote Kapelle
#2 - 2016-01-18 16:52:41 UTC  |  Edited by: Toxic Yaken
Corporations & Societies

I know that over the last year, a lot of fear in my community was generated over the proposed idea of Social Corporations, a construct that would allow players to start a corporation protected from wardecs at the expense of not being able to anchor structures. I'm completely against this concept, but I don’t think enough people know Jayne Fillion's update about the development of this idea to Societies and wanted to repost this:

Quote:
CCP Fozzie asked if the CSM had any further ideas for functionality that social clubs could use. Ali brought up the idea of a organizational unit within a corporation with things like independent group chats only accessible to group members. CCP Fozzie replied that this could be part of the rework of things like groups.

Mike brought up that highsec wardeccers were worried that social clubs would discourage more people from staying in corporations. Sugar Kyle pointed out that people can already stay in an NPC corp and create a common chat channel. CCP Fozzie talked about how they wanted to provide more incentives to join corporations such as structure usage, and that this would be more desirable.

Mike brought up the idea of calling corp lites "Societies". CCP Fozzie approved of that name and suggest that they have a checkbox to set your society secret or not. The topic then did turn to seriously having the option to keep these groups membership secret. Access control was also discussed.


Though I think that a better name for Societies might be Communities, (hue) I am whole-heartedly in favour of the development of Societies to provide better cross-corporate/alliance communication and organizational tools than the current channels and out of game methods in place currently. Giving groups such as Bombers Bar, Anti-Ganking, Incursion Runners, and so on, better means to communicate and organize themselves outside of corporate structure can only make the game better. It would also be a nice way to show your support and pride for groups such as PLEX FOR GOOD and Broadcast 4 Reps!

Ganking & Bumping

I have zero issues with the state of ganking in Highsec as it is right now. I also realize that bumping is a point of contention, but bumping still exists outside of ganking, and serves important purposes in bumping capitals, suspect baiters, and others. I also don’t want to see bumping in Highsec altered to much because I see freighter ganking as a fun, low skill requirement PVP experience that is pretty heavily dependant on bumping. I’m interested in hearing feedback on bumping though.

Bounties and Bounty Hunting

In the time that I've been playing, bounties haven't served much a purpose. For Highsec criminals, they have become badges of honour, rather than a cause for concern, and unless you catch someone with a decent bounty flying something big and shiny, your payout will generally be very small. I want to see more incentives to go after the bad guys. One option is to give the pilots that put up for a bounty the option to pay out the full amount if they are satisfied with the kill. Another could be to remove faction police and instead requiring players to handle criminals, suspects, and faction warfare targets with rewards for doing so. This is another subject I would love to hear more feedback on.

And On A Lighter Note…

Piracy!

I love being a pirate, but my pool of activities has grown smaller since I started. I would like to see more piracy that doesn’t break the game but lets me plunder.

Harpoon Highslot Module: Because harpoons, but also… Let’s say your small gang catches a legal target, brings them down to extremely low hull, but instead of popping them, fires a harpoon into the opposing ship. As long as the ship doesn’t manage to break a certain range, reach a speed that would cause the harpoon’s rope to break, or repair its hull/armor/shields over a certain amount of time, the target’s pod would pop out, be unable to reboard for some time, and allow the gang to board and steal the ship. Essentially you would need to have the target webbed, neuted, and nearly dead already, but it would actually create some real piracy instead of just blowing up everything that comes by and scavenging the wrecks.

EVEMeet!

I’m very fortunate to live close to Toronto where there is already a decent sized and well organized EVEMeet, and would love to see more of them pop up with CCP support because they are really fun. The first one I attended about seven months ago was privileged to have CCP Terminus visit us, and he gave out some really cool swag in addition to some PLEX prizes handed out by our local ISD member. I’ve made a bunch of friends, drank a lot of good beer, and found a great deal of support from everyone at the Toronto EVEMeet. I would highly recommend checking out any EVEMeets that may be happening near you at http://www.evemeet.net, or maybe even try to setup one of your own!






Thank you for taking the time to read my platform. If you have any comments, concerns, questions, etc. feel free to post in this thread or contact me:

Ingame: Toxic Yaken
Email: Toxicyaken@gmail.com
Twitter: @Toxic_Yaken

Pirate

Curator of the Wardec Project - Join our Discord to join the discussions about Wardecs

FloppieTheBanjoClown
Arcana Noctis
#3 - 2016-01-18 18:00:48 UTC
Toxic and I have talked quite a bit about the changes he'd like to make to highsec. I like almost everything he has to say on the subject, and want to point out a few things about his platform:

- While his background is more to the "villain" side of things, he's interested in making highsec a more compelling experience for all involved. When people like us have run in the past, they've been accused of only wanting to make highsec friendlier to their specific playstyle. Toxic's ideas as I understand them are much broader than that.

- A lot of his focus is on creating more player-driven content in highsec, which is definitely in short supply.

- The changes we've discussed either have no impact on life outside highsec, or would benefit all players together. Of particular note is his model for adding Communities to the game: that system would be of great use to coalitions and regional organizations in null and w-space.

Founding member of the Belligerent Undesirables movement.

FloppieTheBanjoClown
Arcana Noctis
#4 - 2016-01-18 18:30:53 UTC
Oh! My feedback on the subject of bumping:

I'm mostly a fan of it. I think it's an important mechanic and removing it or heavily modifying it would have sweeping effects on a lot of other parts of the game. We simply can't predict what it would do. That said, I think the ability to permanently tackle a freighter without committing an aggressive act is a bit much. I could get behind an idea for something that would allow an attentive freighter pilot (non-afk) to escape repeated bumps. Here's an idea I sort of threw together when it came up earlier today:

A low slot module similar to a Higgs Anchor rig, but with a burst effect that would allow a quick escape. When activated, it would act as a heavy web on the activating ship, slowing it and giving it increased agility and reduced inertia. This would obviously need some stiff drawbacks and a long cooldown to prevent freighters that instawarp on every jump, but the design would be such that it could facilitate one quick escape when used properly. This would allow a freighter pilot to properly fit and fly their ship in a way that they could escape a prolonged bumping session without directly nerfing bumps or ganking. This is just spitballing an idea, so don't get too much in a twist over it if you don't like it.

Founding member of the Belligerent Undesirables movement.

Spacewarp
Aliastra
Gallente Federation
#5 - 2016-01-23 09:12:26 UTC
There is a lot i like in here i must agree.

But...there is Always a but :)

High sec shouldn't be safer, bumping is fine as it is. I can agree with that. The trouble I see is that high sec ganking is indeed a very low skill PvP. But when i see the people doing it they surely aint all low PvP skilled people.

My guess is that the high sec ganking is a sign of boredom of the player base. How can one really say its exiting to sit to kill a ship that will not defend and mostly is even at AP?

So not against the principle of ganking but think we need more (player driven) content in all secs to make live more interesting then shooting for 30 secs at a ship that flows in space. low sec should be more dangerous and zero even more....I am afraid that there are more care bears today there then in high sec:p

And then we can still kill a freighter or two in high sec to sharpen skills or have something to do when we are so drun^&', I mean distracted, that we better not fight a titan in low/zero :)

Regards,
Space
Toxic Yaken
The Dickwad Squad
Rote Kapelle
#6 - 2016-01-23 18:47:13 UTC
Spacewarp wrote:

High sec shouldn't be safer, bumping is fine as it is. I can agree with that. The trouble I see is that high sec ganking is indeed a very low skill PvP. But when i see the people doing it they surely aint all low PvP skilled people.

My guess is that the high sec ganking is a sign of boredom of the player base. How can one really say its exiting to sit to kill a ship that will not defend and mostly is even at AP?


I personally make a lot of my isk through ganking, though I know there are also a lot of players that do it for fun over profits. I don't think it has as much to do with boredom as it has to do with less options to engage with other pilots in Highsec, so some may choose ganking.

Spacewarp wrote:

So not against the principle of ganking but think we need more (player driven) content in all secs to make live more interesting then shooting for 30 secs at a ship that flows in space. low sec should be more dangerous and zero even more....I am afraid that there are more care bears today there then in high sec:p


I'm always in favour of more content. Pirate I think that Lowsec being more dangerous than Highsec and Nullsec being more dangerous than Lowsec makes sense, but if a PVE pilot is considering leaving Highsec, they may as well move to Nullsec or Wormholes, because the risk of being killed is pretty much the same as Lowsec but the payout is higher.

Curator of the Wardec Project - Join our Discord to join the discussions about Wardecs

Rivr Luzade
Coreli Corporation
Mercenary Coalition
#7 - 2016-01-23 21:21:45 UTC
More Player-created content in High sec? Wasn't it important to get people out of High sec into areas of space where they can live out their visions and create their empires? So, what is it now?

UI Improvement Collective

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

Toxic Yaken
The Dickwad Squad
Rote Kapelle
#8 - 2016-01-24 15:45:54 UTC
Rivr Luzade wrote:
More Player-created content in High sec? Wasn't it important to get people out of High sec into areas of space where they can live out their visions and create their empires? So, what is it now?


Sorry, I agree with you that it is important to get more people out of Highsec, but making Highsec more boring to do so isn't the answer. I think that new players that enter the game should be presented with a swath of exciting mechanics and career paths that start in Highsec. It's supposed to entice them into playing long enough to train skills and learn about the risks and opportunities that lay outside Highsec. Sure, there are newbro corps for Nullsec blocs that are pulling in week old players regularly to go out and join them, but a lot of players just aren't aware of it, or aren't interested.

Curator of the Wardec Project - Join our Discord to join the discussions about Wardecs

Rivr Luzade
Coreli Corporation
Mercenary Coalition
#9 - 2016-01-24 17:20:01 UTC
You do not need to remove anything from High sec to make it more boring and less interesting than Low sec/Null sec as long as you add new things only to these areas. As long as CCP adds every single new mechanic of the game also to High sec, there will never be a drag pulling on players in High sec to venture out of the safer space to find new things to do, experience unknown mechanics and be able to use something that add activities/opportunities to your portfolio instead of mere small iterations on already known activities.

In my opinion, space lacks distinguishing characteristics, something that you can look forward to when you want to move on to other areas of space. For instance, when I want to have boring ISK grind there is virtually no difference between L4 running in High sec and anomaly running in most Null sec areas. Just a thought, but what is your opinion on freezing content additions to High sec and concentrate on other areas of space instead?

UI Improvement Collective

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

Toxic Yaken
The Dickwad Squad
Rote Kapelle
#10 - 2016-01-24 21:45:24 UTC
Rivr Luzade wrote:
You do not need to remove anything from High sec to make it more boring and less interesting than Low sec/Null sec as long as you add new things only to these areas. As long as CCP adds every single new mechanic of the game also to High sec, there will never be a drag pulling on players in High sec to venture out of the safer space to find new things to do, experience unknown mechanics and be able to use something that add activities/opportunities to your portfolio instead of mere small iterations on already known activities.


Sorry, I noticed that you also posted in Vic Jefferson's thread stating:

Quote:
High sec content again. Was it not the ideal to make people move out of High sec? So, shouldn't High sec become more boring, less interesting and instead more interesting, new mechanics and fun should be added to Low sec/NPC Null sec and Null sec?


That's where I got the impression you felt Highsec needed to be more boring. It's not that I don't want to see more additions outside of Highsec, I'm just making my platform and suggestions based off of my experience and knowledge.

Rivr Luzade wrote:
In my opinion, space lacks distinguishing characteristics, something that you can look forward to when you want to move on to other areas of space. For instance, when I want to have boring ISK grind there is virtually no difference between L4 running in High sec and anomaly running in most Null sec areas. Just a thought, but what is your opinion on freezing content additions to High sec and concentrate on other areas of space instead?


I'm totally in favour of space having distinguishing characteristics and offering different benefits and gameplay. There should be a better balance of risk vs reward, and thus operating outside of Highsec should have greater rewards and different fun activities. You can make tons of isk from Incursions consistently with little risk too, which is obviously something that needs some reworking. I'm not on board with freezing content additions for Highsec because, in my opinion, Highsec still needs to improve upon its current PVP mechanics amongst other things. That aside, Nullsec seems to be the main focus for CCP for the next little while anyways.

Curator of the Wardec Project - Join our Discord to join the discussions about Wardecs

FloppieTheBanjoClown
Arcana Noctis
#11 - 2016-01-25 17:32:05 UTC
In my opinion, the best way to make it more enticing to leave highsec is to make people feel more connected to nullsec. I can wander around highsec all day every day and never know that nullsec exists unless local chat goes to it. If you start up a new account, make a character, and jump into the game without reading lore and all the rest first, you're dropped into highsec with little understanding of the existence of nullsec and the non-empire politics going on out there.

So how to draw players' attention to leaving empire? Build it into the lore. It should be in agent dialogs and corporation descriptions and on billboards and so on. Find ways to present the notion of leaving the relative safety to find your fortune. Make it feel like a gold rush into the wild west.

Founding member of the Belligerent Undesirables movement.

Rhivre
TarNec
Invisible Exchequer
#12 - 2016-01-30 15:34:09 UTC
Toxic kindly answered some questions for me, interview here
Toxic Yaken
The Dickwad Squad
Rote Kapelle
#13 - 2016-01-30 17:08:58 UTC
Rhivre wrote:
Toxic kindly answered some questions for me, interview here


Thanks for the interview! Pirate

Curator of the Wardec Project - Join our Discord to join the discussions about Wardecs

Faylee Freir
The Phoenix Rising
Vendetta Mercenary Group
#14 - 2016-01-30 20:12:54 UTC
I firmly believe that Toxic Yaken is a solid candidate to represent High-Sec players in CSM XI. Where others just call for nerfs to High-Sec content to benefit other areas of space, Toxic is fighting to keep High-Sec relevant. He's level headed and isn't interested in only benefiting and improving gameplay for his specific nice.

High-Sec is what feeds and fuels your players into low and null and is just as important. Let Toxic help us make a better High-Sec for all of us.
Noragen Neirfallas
Rabble Inc.
Circle-Of-Two
#15 - 2016-02-01 10:34:44 UTC
A few quick questions to Rabble Alliances First CSM candidate Blink

1 What do you think could make wars more interesting to non predator types and something worth engaging in (obviously some people won't want to fight but I mean more groups like ours of which there are a few)

2 Villainy is important for without it we can't have hero's Big smile. But being a hero doesn't really pay the bills well. What kind of incentives could be offered to players for playing the Hero of Highsec and killing those evil -10's?

3 (Troll Question) Would my 'package' fit into your corp? Lol

CoolCool

Member and Judge of the Court of Crime and Punishment

Noragens basically the Chribba of C&P - Zimmy Zeta

Confirming that we all play in Noragen's eve. - BeBopAReBop

ISD Buldath favorite ISD

'"****station games" - Sun Tzu' - Ralph King Griffin

StupidGenius Charante
The Scope
Gallente Federation
#16 - 2016-02-02 02:17:39 UTC
Here is the CSM Watch interview with Toxic Yaken for the CSM 11 election.
Enjoy!
Toxic Yaken
The Dickwad Squad
Rote Kapelle
#17 - 2016-02-02 02:50:58 UTC
Noragen Neirfallas wrote:
A few quick questions to Rabble Alliances First CSM candidate Blink

1 What do you think could make wars more interesting to non predator types and something worth engaging in (obviously some people won't want to fight but I mean more groups like ours of which there are a few)

2 Villainy is important for without it we can't have hero's Big smile. But being a hero doesn't really pay the bills well. What kind of incentives could be offered to players for playing the Hero of Highsec and killing those evil -10's?

3 (Troll Question) Would my 'package' fit into your corp? Lol

CoolCool


1 - It would be nice to see some sort of reward for Highsecers to stay active during war to some capacity, maybe even provide some corporate benefits if they can meet thresholds for activity in Highsec, similar to indexes in Null. If they manage to maintain X activity they get a day free of the war, shorten the overall length of the war, or something else of that nature. New feature ideas aside, players that don't want to hop into a combat ship can always try flying logisitics, scouting, spying, or stalking as well. Wars can have as many dimensions as you want to put into them, and you can make some fun out of it. Pirate

2 - I feel like you're alluding to some sort of FUNCTIONAL BOUNTY SYSTEM or something. Blink Personally I'd also like to see FACPOL no longer chasing criminals so that players could do that themselves and provide standings/LP/isk for successfully destroying criminals in Highsec. The obvious flip side of that is that the payout can't be so excessive that players can kill their criminal characters with alts and reap insurance/criminal killing rewards that exceed the value of ships. Perhaps there could be some sort of diminishing returns for destroying the same character over and over to prevent that.

3 - Isn't your package that big thing I always see Cyclo flying around with? As far as I'm concerned it's already an 'honorary member.' Blink

Curator of the Wardec Project - Join our Discord to join the discussions about Wardecs

Toxic Yaken
The Dickwad Squad
Rote Kapelle
#18 - 2016-02-02 02:51:59 UTC
StupidGenius Charante wrote:
Here is the CSM Watch interview with Toxic Yaken for the CSM 11 election.
Enjoy!


Thanks again for having me Stu! :D

Curator of the Wardec Project - Join our Discord to join the discussions about Wardecs

Cyclo Hexanol
The Dickwad Squad
Rote Kapelle
#19 - 2016-02-02 06:22:14 UTC
I am REALLY enjoying your ideas on bounty hunting!!!
I do have one idea for a mechanic that might make the system.... I dunno... work?
If we had a bounty mission agent this would solve 95% of all bounty scams that would happen. The mission agent gives you a particular target and if you manage to hunt them down perhaps you become able to collect the full bounty for the kill as well as some sweet LP and a bonus. These of course would have to be week long missions. The flip side is avoiding getting caught in hisec is rediculously easy for anyone who isnt a ganker. So this mechanic would mostly apply to catching gankers. I support this in conjunction with removing faction police so that the bounty and the bounty hunter have a meaningful fight and not just "pointed you, waiting for faction police now to do my job for me".

Thoughts?

-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

King of Stating the Obvious 2015

-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

Elected by: Random forum alt

-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

Borat Guereen
ARRAKIS Ltd.
#20 - 2016-02-18 16:18:38 UTC
You have my votes!
Best luck!

Candidate for CSM XII

12Next page