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New dev blog: Changes to War Mechanics

First post First post
Author
Buzzy Warstl
Quantum Flux Foundry
#721 - 2012-04-14 21:06:44 UTC
Karl Hobb wrote:
Buzzy Warstl wrote:
So late in the thread that it probably won't get noticed, but the current problem with highsec war is obvious if you look at it:

There is no benefit for a carebear corp in defending from a war by conventional means. There is nothing in the PvP war equation that matters to them in any positive respect.

How do you get people to agree to do something when the best case outcome for them is they didn't lose anything today?

How do you provide an incentive for them to actually fight back, when they obviously don't care about PvP stats?

PvP stats aren't the only reasons to go to war in this game, nor are they the only reasons to defend yourself from legal aggression. Industrial corps might have to defend a tower, mining corps might have to defend their right to mine in a certain system, missioners might have to defend their right to mission in a certain hub, a P.I. farmer might have to defend their right to access a planet, etc...

The problem has nothing to do with incentive. Victim mentality is the only thing that prevents a corp from fighting back. Griefing in this game is generally a very specific subset of PvP, and is far from the only reason to go to war. The new wardeck system has some flaws, as pointed out multiple times, but it provides many more tools to fight back.

I note that apart from defending a POS (which again is preventing loss, not actually gaining anything), all of the other goals you list are best attained by evading war *by any means* rather than engaging in it since there is no way to decisively win any of them.

If BillCo declares war on me, and I blow up ALL their ships they'll probably let the war drop. I'll wait a bit for you to stop laughing. You know that's not how it works.

SImply put, there is no victory state. Not even a temporary one.

When presented with an unwinnable scenario the rational choice is to avoid it, if the game is set up that the unwinnable scenario is also unavoidable, people will still avoid it by any means at their disposal.

This is actually something that WoW does *right*, but they have to enforce factions with no trade relations between them to reduce the exploitability. You beat another player and you get a token with value for doing so. With fully open trade there are obvious exploits to this, which is why we don't have such things here.

http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs

Karl Hobb
Imperial Margarine
#722 - 2012-04-14 21:48:44 UTC
Buzzy Warstl wrote:
I note that apart from defending a POS (which again is preventing loss, not actually gaining anything), all of the other goals you list are best attained by evading war *by any means* rather than engaging in it since there is no way to decisively win any of them.

Huh? If you want to mine in certain rich ore belts and someone war decs you to prevent your use of those belts, you either fight back or slink off and find some other belts. You either gain the right to use those belts or you forfeit that right. The same can be applied to other resources. If you fight off your POS attackers and blow up some of their ships, it may not be worth it for them to continue the war. Also, you will have gained a rep as people who fight back.

Buzzy Warstl wrote:
If BillCo declares war on me, and I blow up ALL their ships they'll probably let the war drop. I'll wait a bit for you to stop laughing. You know that's not how it works.

Again, what? If you blow up all of BillCo's ships, it'd be downright stupid of him to continue paying for that war.

Buzzy Warstl wrote:
SImply put, there is no victory state. Not even a temporary one.

Sure there is: not at war.

Placing artificial "goals" into the war dec system will not prevent "griefing" by any means and ruins the sandbox. I don't need a mechanical game reason to war dec someone and I should be able to set my own goals during the war. My defender should have the same right to do that. Whether they decide to hide out and play on alts for a few weeks, fight back tooth-and-nail, or hire mercs to war in their stead is their decision.

A professional astro-bastard was not available so they sent me.

Indahmawar Fazmarai
#723 - 2012-04-14 21:48:54 UTC
Buzzy Warstl wrote:
Karl Hobb wrote:
Buzzy Warstl wrote:
So late in the thread that it probably won't get noticed, but the current problem with highsec war is obvious if you look at it:

There is no benefit for a carebear corp in defending from a war by conventional means. There is nothing in the PvP war equation that matters to them in any positive respect.

How do you get people to agree to do something when the best case outcome for them is they didn't lose anything today?

How do you provide an incentive for them to actually fight back, when they obviously don't care about PvP stats?

PvP stats aren't the only reasons to go to war in this game, nor are they the only reasons to defend yourself from legal aggression. Industrial corps might have to defend a tower, mining corps might have to defend their right to mine in a certain system, missioners might have to defend their right to mission in a certain hub, a P.I. farmer might have to defend their right to access a planet, etc...

The problem has nothing to do with incentive. Victim mentality is the only thing that prevents a corp from fighting back. Griefing in this game is generally a very specific subset of PvP, and is far from the only reason to go to war. The new wardeck system has some flaws, as pointed out multiple times, but it provides many more tools to fight back.

I note that apart from defending a POS (which again is preventing loss, not actually gaining anything), all of the other goals you list are best attained by evading war *by any means* rather than engaging in it since there is no way to decisively win any of them.

If BillCo declares war on me, and I blow up ALL their ships they'll probably let the war drop. I'll wait a bit for you to stop laughing. You know that's not how it works.

SImply put, there is no victory state. Not even a temporary one.

When presented with an unwinnable scenario the rational choice is to avoid it, if the game is set up that the unwinnable scenario is also unavoidable, people will still avoid it by any means at their disposal.

This is actually something that WoW does *right*, but they have to enforce factions with no trade relations between them to reduce the exploitability. You beat another player and you get a token with value for doing so. With fully open trade there are obvious exploits to this, which is why we don't have such things here.


Well, this is because EVE is supposed to be about combat PvP (no, it is not) and is supposed to be fun (no, it is not).

But hen it tuns out that combat PvP barely is a sustainable endeavour and most of the time is not remotely fun. Nobody wants to lose and that leads to PvPrs destroying their own game by being overly conservative. Boldness, cunning and skill are best left to others, which can be defeated by sheer numbers or often will be ignored in favor of hapless targets providing an easy kill.

This happens everywhere where PvP has got a meaningful cost; it's easy to depredate non-Pvp if allowed than to go hunt for preys who can bite back and spoil your "fun".

How can this be fixed? Thre are two ways in what hisec pvP is concerned:

Option one, forget about PvP being "fun". Make it a necessary evil that players undertake solely for survival and will avoid if possible, and thus add many ways to avoid PvP. Yes, this will get rid of hoolignas, bullies and other phony PvP, but will create a race of warriors and will give "war" a true meaning and not just "griefing without retaliation".

Option two, lower the cost of hisec PvP by making it both sustainable and low-cost. Turn hisec PvP into mostly an action sport based on duelists fighting for a jackpot. I already forwarded a suggestion on this:

PvP agents and a PvP League proposal

This way, PvPrs can have PvP, non-PvPrs are safe from griefing, and everybody can have more fun.
Din Tempre
Deep Core Mining Inc.
Caldari State
#724 - 2012-04-14 23:19:56 UTC
I don't know if I'm the first to mention this after 30 odd pages (I could only read so many...) but isn't the obvious fix to make war dec costs a function of both sides? Theoretically you are paying concord for LTK Y members in the other corp for X members in your corp.

So a better model than "A+B*Y" would be "A*X+B*Y", or if equal "C*(X+Y)". A, B, and C are all arbitrary, to be determined values. To make it slightly less spamable there can be a Z term for bureaucratic overhead for each process.

So now a war dec looks like "10M+1M*(members in our corp)+.25M*(members in target corp)". Mutual wars can just pay the 10M/week for a minor isk sink. That means 2000 member corp would go broke simply wiping out every 10 man corp they come upon, but there will still be times when war is worth it (namely mutual and when there is a necessity, such as needing the POS space). I think that would cut the "just because"/griefing to marginal instead of dominant.

TL;DR
Instead of Z+B*Y
Go Z+A*X+B*Y
Taawuz
League of Non-Aligned Worlds
#725 - 2012-04-14 23:56:04 UTC
Quote:
The ally system and the surrender with enforced peace do give options beside just duking it out (or docking for a week), but if you absolutely do not want to be war decced, then the only option right now is to be in a NPC corp. This is not an optimal solution and we might iterate here in the future, but this is the direction we’re taking right now.


Easy, just add an option for corporations to be untouchable by war in exchange for a tax % that goes directly to concord.
Din Tempre
Deep Core Mining Inc.
Caldari State
#726 - 2012-04-15 03:33:35 UTC
Taawuz wrote:
Quote:
The ally system and the surrender with enforced peace do give options beside just duking it out (or docking for a week), but if you absolutely do not want to be war decced, then the only option right now is to be in a NPC corp. This is not an optimal solution and we might iterate here in the future, but this is the direction we’re taking right now.


Easy, just add an option for corporations to be untouchable by war in exchange for a tax % that goes directly to concord.


There are only so many high sec moons... you have to be able to take them out at some price.
Karl Hobb
Imperial Margarine
#727 - 2012-04-15 04:15:19 UTC
Din Tempre wrote:
Taawuz wrote:
Easy, just add an option for corporations to be untouchable by war in exchange for a tax % that goes directly to concord.


There are only so many high sec moons... you have to be able to take them out at some price.

One would assume that opting out of wars would incur some stiff penalties, since at that point the only possible combat PvP is either ganking or luring those people into low/null. The other forms of PvP can be taken care of with at least a 50% tax on any wallet transaction, market interaction, clone update, repair service, etc... limited use of public assembly and research lines (like one at a time only), and the inability to anchor anything in space. I've probably missed some things there too.

Reducing risk like that should severely reduce your rewards and options within the game (limit your sandbox since you won't play with others).

A professional astro-bastard was not available so they sent me.

Xorv
Questionable Acquisitions
#728 - 2012-04-15 07:34:42 UTC
There's only one way to allow players to completely opt out of PvP in way that isn't screwing anyone else over and unbalancing a game that otherwise remains a Sandbox built around player conflict. That way is to completely isolate them from the rest of the game, to quarantine them in their own little Themepark bubble.

An example of this would be missions, it rewards them with a new unique currency that can only purchase all new mods and ships that only function in these same missions and similar content and remain completely useless to the larger pre-existing game. Basically everything they loot, make, and earn only has a purpose in their own themepark quarantine zone.

Asking for immunity from unwanted PvP in any other form basically comes down to people wanting their cake and to eat it too, or to radically change the game for everyone. That's not acceptable.
Indahmawar Fazmarai
#729 - 2012-04-15 09:54:01 UTC
Din Tempre wrote:
Taawuz wrote:
Quote:
The ally system and the surrender with enforced peace do give options beside just duking it out (or docking for a week), but if you absolutely do not want to be war decced, then the only option right now is to be in a NPC corp. This is not an optimal solution and we might iterate here in the future, but this is the direction we’re taking right now.


Easy, just add an option for corporations to be untouchable by war in exchange for a tax % that goes directly to concord.


There are only so many high sec moons... you have to be able to take them out at some price.


Easy fix: no moon mining = non wardeccable.
Indahmawar Fazmarai
#730 - 2012-04-15 09:59:17 UTC
Taawuz wrote:
Quote:
The ally system and the surrender with enforced peace do give options beside just duking it out (or docking for a week), but if you absolutely do not want to be war decced, then the only option right now is to be in a NPC corp. This is not an optimal solution and we might iterate here in the future, but this is the direction we’re taking right now.


Easy, just add an option for corporations to be untouchable by war in exchange for a tax % that goes directly to concord.


BTW, at least CCP are aware that it makes no sense to penalyze players for being in NPC corps and right after they join a player corp penalyze them for being in a player corp... "Screwed if you do and screwed if you don't" goes a bit beyond being "not optimal". Roll

Of course this solution makes sense on the assumption that people quit because they can't bully others, but that's one stretch of an assumption.
Captain Thunk
Explode. Now. Please.
Alliance. Now. Please.
#731 - 2012-04-15 12:13:29 UTC
Indahmawar Fazmarai wrote:
Taawuz wrote:
Quote:
The ally system and the surrender with enforced peace do give options beside just duking it out (or docking for a week), but if you absolutely do not want to be war decced, then the only option right now is to be in a NPC corp. This is not an optimal solution and we might iterate here in the future, but this is the direction we’re taking right now.


Easy, just add an option for corporations to be untouchable by war in exchange for a tax % that goes directly to concord.


BTW, at least CCP are aware that it makes no sense to penalyze players for being in NPC corps and right after they join a player corp penalyze them for being in a player corp... "Screwed if you do and screwed if you don't" goes a bit beyond being "not optimal". Roll

Of course this solution makes sense on the assumption that people quit because they can't bully others, but that's one stretch of an assumption.


Only if they took the option to pay tax in return for being untouchable. It's a bad solution anyway, as no-one should be invulnerable, its the failure to address this that has led to the popularity of suicide ganking.

You've no doubt been told before but you're playing the wrong game if you expect to avoid PvP just because you don't want it. While I'd like to believe you're just trolling by playing the "Oh, people who do this are just bullies! Bullies I say!" card, it becomes irrelevent if a troll is lost because you've gone to such lengths to make it seem believable that only you will ever actually know.
Indahmawar Fazmarai
#732 - 2012-04-15 13:21:15 UTC
Captain Thunk wrote:
Indahmawar Fazmarai wrote:
Taawuz wrote:
Quote:
The ally system and the surrender with enforced peace do give options beside just duking it out (or docking for a week), but if you absolutely do not want to be war decced, then the only option right now is to be in a NPC corp. This is not an optimal solution and we might iterate here in the future, but this is the direction we’re taking right now.


Easy, just add an option for corporations to be untouchable by war in exchange for a tax % that goes directly to concord.


BTW, at least CCP are aware that it makes no sense to penalyze players for being in NPC corps and right after they join a player corp penalyze them for being in a player corp... "Screwed if you do and screwed if you don't" goes a bit beyond being "not optimal". Roll

Of course this solution makes sense on the assumption that people quit because they can't bully others, but that's one stretch of an assumption.


Only if they took the option to pay tax in return for being untouchable. It's a bad solution anyway, as no-one should be invulnerable, its the failure to address this that has led to the popularity of suicide ganking.

You've no doubt been told before but you're playing the wrong game if you expect to avoid PvP just because you don't want it. While I'd like to believe you're just trolling by playing the "Oh, people who do this are just bullies! Bullies I say!" card, it becomes irrelevent if a troll is lost because you've gone to such lengths to make it seem believable that only you will ever actually know.


In my book, shooting those who can't shoot back is not PvP, but bullying. Spin that how you want.
Captain Thunk
Explode. Now. Please.
Alliance. Now. Please.
#733 - 2012-04-15 13:35:51 UTC
Indahmawar Fazmarai wrote:


In my book, shooting those who can't shoot back is not PvP, but bullying. Spin that how you want.


Thats quite possibly the worst attempt at spinning I've ever seen. Not being able to and refusing to shoot back are entirely different things. There is no character in the game that "cannot shoot back"

I look forward to your next preposterous post where you yet again choose to pretend to be ignorant, pursuing an angle of "bullying".

I take it you're trying to make some point that only you can understand related to the Mittani incident a few weeks ago?
Ms Pakme
Aideron Technologies
#734 - 2012-04-15 14:18:17 UTC

This is CCP's revenge for the playerbase voting a hisec representative into the new CSM.
Now they're gonna remove the hisec playerbase that voted him in so it can never happen again.
Hakaru Ishiwara
Republic Military School
Minmatar Republic
#735 - 2012-04-15 14:49:00 UTC
CCP SoniClover wrote:
Q: Neutral parties in a fight?
A: This is part of crime watch and not handled specifically by the war system. RRing someone in a legal war fight in hi sec adds a Suspect flag. This won't solve RRing as such, so maybe something more needs to be done, but this is what we're planning for Inferno.
This is **** and sounds like complete laziness on the part of the design team. Neutral RR is a huge advantage to the aggressors in spite of the proposed "suspect" flag.

+++++++ I have never shed a tear for a fellow EVE player until now. Mark “Seleene” Heard's Blog Honoring Sean "Vile Rat" Smith.

Indahmawar Fazmarai
#736 - 2012-04-15 16:20:14 UTC
Captain Thunk wrote:
Indahmawar Fazmarai wrote:


In my book, shooting those who can't shoot back is not PvP, but bullying. Spin that how you want.


Thats quite possibly the worst attempt at spinning I've ever seen. Not being able to and refusing to shoot back are entirely different things. There is no character in the game that "cannot shoot back"

I look forward to your next preposterous post where you yet again choose to pretend to be ignorant, pursuing an angle of "bullying".

I take it you're trying to make some point that only you can understand related to the Mittani incident a few weeks ago?


Mkay, you're a troll. Ignored.
Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#737 - 2012-04-15 17:00:00 UTC
Hakaru Ishiwara wrote:
This is **** and sounds like complete laziness on the part of the design team. Neutral RR is a huge advantage to the aggressors in spite of the proposed "suspect" flag.

Why is it a huge advantage and why is it an advantage specifically to the aggressors and not the defenders? Additionally, why is the ability to render remote assistance to people who are involved in wars in return for being flagged with aggression not okay in your opinion?
Captain Thunk
Explode. Now. Please.
Alliance. Now. Please.
#738 - 2012-04-15 17:02:36 UTC
Indahmawar Fazmarai wrote:

Mkay, you're a troll. Ignored.


Don't you mean "verbal bully"?

Tell me again how you ended up playing this game and believe mechanics and principles of the game that have existed pretty much since its inception should be removed because it's "bullying".

If you're not busy later, I was wondering if you could help me with a post I'm making for the World of Warcraft forums? I want help to explain that, although I like the game, I think it could do with less swords, magic, elves and stuff and perhaps have more spaceships, laz0rs and missiles. It's seems you're the guy to seek advice from for a thread like that.

tia
Kemal Ataturk
Antisocial Mental Disorder
#739 - 2012-04-15 17:48:50 UTC  |  Edited by: Kemal Ataturk
Ok now two questions for CCP

I work my 10 hour shifts, come home spent some time with my rl and than i have 1 or 2 hours to play eve. I like eve i don't like facebookgames or wow i play eve since the days of the Great Northern War. http://wiki.eveonline.com/en/wiki/Great_northern_war. Well my main char. I ve played almost the whole eve map

1) I like to run (for example) lvl4 missions refuel my pos to talk on ts with my buddies and relax. After those 2 hours pass i have to log out cause of whatever stuff i have to do in rl
Why the heck can't i run my lvl4 missions and refueling my pos while drinking my cup of tea, cause suddenly a 16year old wannabe pvper with his friends declares war on me?

I want to run lvl4 for those 2 hours and not to pvp. Why do i have to pvp the moment someone decides that i have to pvp

2) If i want to pvp i go to low sec or 0.0. I want to CHOOSE MYSELF what i wanna do and when i want do it. Why don't you let me choose myself

Quote:
Q: How long will wars last
A: As long as the aggressor pays every week and no one surrenders (or no surrender offer is accepted), then a war can last forever.
Kemal Ataturk
Antisocial Mental Disorder
#740 - 2012-04-15 17:49:40 UTC  |  Edited by: Kemal Ataturk
.