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New dev blog: Changes to War Mechanics

First post First post
Author
Joe Risalo
State War Academy
Caldari State
#881 - 2012-04-25 17:53:30 UTC
CCP SoniClover wrote:

We're also looking into what corp members to count and if other cost modifiers should be applied


Set the cost modifier to be determined by the amount of members you outnumber the target corp by. Something like, with 1 more member it's 1 mil, then 50 mil for ten more, 100mil for 30 more...etc. etc. etc...

With this kind of system in place, you can set the base fees at high number (I.E. 200 and 400(i changed the alliance fee from 500 down to 400, that way forming two smaller corps instead of attacking as an alliance won't be cheaper, but rather the same)).

So,
This does 3 things for the war dec system

1) It suggest to the players to take a moderate risk and either dec a taret of close to equal size, or take a huge risk and dec a much larger target.

2) Forces the players to determine if they're willing to pay more than base cost to wardec.

3) Forces the alliances to create a smaller number corp/alliance if they want to cheaply take out an annoying high sec corp, which allows the high sec corp to somewhat stand a chance.

4) Instead of you at CCP having to determine which characters count, you can just say they all count, and leave it to the players to clean out their corps of innactive players, or account alt characters.

I would suggest a cost system like this so that it puts less burden on you at CCP to determine what's fair and what's not. This is more of a sand box system that allows the players to determine costs and what characters count.
Sizeof Void
Ninja Suicide Squadron
#882 - 2012-04-25 18:02:53 UTC  |  Edited by: Sizeof Void
Joe Risalo wrote:
Xorv wrote:

Good, those people should quit, EVE would be better off in the long term without them.

oh, another silly person that assumes eve could exist without the carebears of high sec.

If it wasn't for high sec carebears, than the vast majority of what you consider Eve wouldn't be able to exist.

So eventually at some point, there would be no Eve.

I will agree with this one, but for a different reason.

The majority of the player base resides in high sec, thus, the majority of CCP's current sub revenue comes from high sec.

If even 20% of the high sec players were to quietly quit the game, it would have a greater financial impact on CCP than if everyone in null sec were to rage quit.

Result? At the very least, another round of layoffs, and less devs for future expansions.

If 50% or more of the high sec players were to quit the game, I rather doubt that CCP would be able to keep their doors open (unless Dust 514 is as successful as I certainly hope it will be).

Always keep in mind that more players, carebear or otherwise, equals more money for CCP. More money for CCP means that Eve lives on, and everyone benefits from more expansions and digital goodies. Less players, carebear or otherwise, is simply bad for us all.
Joe Risalo
State War Academy
Caldari State
#883 - 2012-04-25 18:05:09 UTC  |  Edited by: Joe Risalo
Sizeof Void wrote:

I have to disagree with this one. High sec can get along fine without Incursions and L4s. Players are more likely to just move on to one of the many other ways to make ISK in high sec.

I've only run an Incursion twice, and I stopped running L4s a long time ago. Despite claims to the contrary, they are not actually the most optimal methods of earning ISK in the game.



High sec used to get along fine without incursions, however, now that they've been introduced in high sec already, if you don't find something reasonable to replace them with I.E. lvl 5's, then there would be outrage.

As far as lvl 4's go, if you removed them from high sec there would be a MAJOR issue. Even those players that don't enjoy lvl 4's, or typically do other things such as trade or mining will occationally dive into some lvl 4's with friends or just to pass the time.

lvl 4's are also a massive producer of salvage materials, meta 1-4 items, and minerals from reprocessing loot.

However, removing lvl 4's from high sec would bring the salvage prices up so much that running lvl 3's would be just as profitable or more so, since they produce less salvage materials than lvl 4's.

So not only would production cost more, thus making everything more expensive, but players flying lvl 3's would be coming out just as prifitable as before, but with much less effort to put into it.

At least lvl 4 missions put a bit of challenge on the players.


I also wanted to itterate on something you said much earlier on in the thread.

CCP SoniClover wrote:
Q: Tiny entities deccing large entities?
A: The fact this makes this harder is a conscious decision. We don't want to ban this activity of course, but see no reason to support it.


This should be supported. Tiny entities should freely be able to wardec much larger entities at base cost because they're taking a risk in doing so.

The large entities have not only put themselves out there by making themselves so big and well known, but they also have the numbers to be able to easily fend off a tiny entity.
However, if that tiny entity isn't fighting them at all, but rather scaring them off from entering certain systems because that's where the smaller entity lies, well, this is no different than what we smaller groups deal with every time we get war decced.
If we can't fight off those deccing us, then we suffer and get stuck in stations, or are forced to leave the corp/alliance.

Your answer to that question basically make me feel that you're saying the alliances should be protected from tactics like these, which they can more easily counter, but those of us who aren't able to counter these tactics should just suck it up and deal with it....well...because it's part of Eve.

These majoor corps/alliances take risks in making themselves so big and well known. They should have all the capability to fend them off. If they don't, well, then it's no different than what the rest of us have to face.
Miki Merkel
#884 - 2012-04-25 18:39:03 UTC
Make some gate agents in deep nullsec called Historians belonging to the pirate factions and make them the only sources of war reports. The highest the standing, the more detail in the report. The player wanting to see a war report would have to raise his standings with that faction and than pay a certain amount of isk to that agent.

Pros:
-encourages players to try nullsec if they want to see beautiful war reports
-a high level of stress on the server db when producing complex reports wont have an impact; when/if complex queries are launched for example for big wars with thousands of kills over long periods of time, devs will be able to balance resources because not every player will be able to run a war report
-isk sink
Dream Five
Renegade Pleasure Androids
#885 - 2012-04-25 18:43:50 UTC
Buzzy Warstl wrote:
I see a fallacy cropping up repeatedly here that highsec is a place for new or inexperienced players.

That just isn't so.

Highsec is the free trade zone of the game, and if you think we don't need one ask yourself why there aren't more NRDS nullsec alliances with sovereignty.

Fix NRDS and we don't need highsec anymore, until then everyone in the game needs it.


It is not a fallacy. There has to be space for new, inexperienced players and for people to recover from large losses. This applies to anybody. You also obviously can not apply different rules to people based on their age/experience.
Xorv
Questionable Acquisitions
#886 - 2012-04-25 18:53:08 UTC
Joe Risalo wrote:
Xorv wrote:
Joe Risalo wrote:

This also applies to reducing the rewards in high sec.

Remove level 4's, and players will quit, remove incursions and unless you replace them with lvl 5's, players will quit.


Good, those people should quit, EVE would be better off in the long term without them.


If it wasn't for high sec carebears, than the vast majority of what you consider Eve wouldn't be able to exist. The only trade hubs you would know of would be specific to the major alliances they belong to.


Nonsense, EVE would get on perfectly fine without any High Sec Incursion and lvl 4 mission runners. In fact it would be much better off without them.

Imagine a game of football (or rugby) where a few players insist that although they're playing the game with everyone else, they will be playing touch football only. They still want to be able to play with everyone else, impact the gameplay and score points, but no one can tackle them, nor will they need to tackle anyone else. Do you think that would be a good game or do you think it would be totally dysfunctional as I do? Because your Highsec "Carebears" are the touch football people. If it was two separate games no one reasonable would begrudge those that wanted to play touch football, but that is not what they're asking for in this case they want to impact the game where others are playing full contact.
Sizeof Void
Ninja Suicide Squadron
#887 - 2012-04-25 19:01:57 UTC
Off-topic, so I'll try to limit myself to a quick response. Apologies to everyone on this thread. :)

Joe Risalo wrote:

High sec used to get along fine without incursions, however, now that they've been introduced in high sec already, if you don't find something reasonable to replace them with I.E. lvl 5's, then there would be outrage.

There is ALWAYS outrage in Eve, even for insignificant changes. :)

Seriously, though, Incursions are limited to a rather small percentage of the high sec player base. They are now run by a monopolistic group of players, hopping from Incursion to Incursion, grinding them for ISK. And, since only the largest fleet gets paid, there is no incentive for solo players or small groups - which make up the larger part of high sec - to engage an Incursion separately.

Joe Risalo wrote:

As far as lvl 4's go, if you removed them from high sec there would be a MAJOR issue. Even those players that don't enjoy lvl 4's, or typically do other things such as trade or mining will occationally dive into some lvl 4's with friends or just to pass the time.

lvl 4's are also a massive producer of salvage materials, meta 1-4 items, and minerals from reprocessing loot.

However, removing lvl 4's from high sec would bring the salvage prices up so much that running lvl 3's would be just as profitable or more so, since they produce less salvage materials than lvl 4's.

So not only would production cost more, thus making everything more expensive, but players flying lvl 3's would be coming out just as prifitable as before, but with much less effort to put into it.

At least lvl 4 missions put a bit of challenge on the players.

L4 missions are not much of a challenge. In fact, the main problem with L4s is that they are now far too easy to solo, due to the power creep in ships over the years. The rewards have never been tweaked downwards, so the ISK/hour is simply too high.

Similarly, the amount of T1 salvage, high meta items, and reprocessable modules which L4s dump on the market has become too high.

Reprocessable modules have negatively impacted the mining industry - and I think that CCP's removal of meta 0 module drops is a good first step on correcting this problem.

Certain high meta items - such as Reinforced Rolled Tungsten Plates - have become so common and cheap that they have made the T2 versions absolutely worthless.

T1 salvage and rigs could stand with becoming a bit more rare and expensive. At one time, rigs were a pricey option - now, they have become just another cheap module to fit to your ship, without much thought or consideration.
Nova Fox
Novafox Shipyards
#888 - 2012-04-25 19:10:51 UTC
Xorv wrote:
Joe Risalo wrote:
Xorv wrote:
Joe Risalo wrote:

This also applies to reducing the rewards in high sec.

Remove level 4's, and players will quit, remove incursions and unless you replace them with lvl 5's, players will quit.


Good, those people should quit, EVE would be better off in the long term without them.


If it wasn't for high sec carebears, than the vast majority of what you consider Eve wouldn't be able to exist. The only trade hubs you would know of would be specific to the major alliances they belong to.


Nonsense, EVE would get on perfectly fine without any High Sec Incursion and lvl 4 mission runners. In fact it would be much better off without them.

Imagine a game of football (or rugby) where a few players insist that although they're playing the game with everyone else, they will be playing touch football only. They still want to be able to play with everyone else, impact the gameplay and score points, but no one can tackle them, nor will they need to tackle anyone else. Do you think that would be a good game or do you think it would be totally dysfunctional as I do? Because your Highsec "Carebears" are the touch football people. If it was two separate games no one reasonable would begrudge those that wanted to play touch football, but that is not what they're asking for in this case they want to impact the game where others are playing full contact.



To use your anaology, the high sec people you're refereing to are all the fans that buy tickets to go watch. These foot ball palyers would not get paid a single dime if there where no fans to show up to the games.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Joe Risalo
State War Academy
Caldari State
#889 - 2012-04-25 19:11:54 UTC
Xorv wrote:


Nonsense, EVE would get on perfectly fine without any High Sec Incursion and lvl 4 mission runners. In fact it would be much better off without them.

Imagine a game of football (or rugby) where a few players insist that although they're playing the game with everyone else, they will be playing touch football only. They still want to be able to play with everyone else, impact the gameplay and score points, but no one can tackle them, nor will they need to tackle anyone else. Do you think that would be a good game or do you think it would be totally dysfunctional as I do? Because your Highsec "Carebears" are the touch football people. If it was two separate games no one reasonable would begrudge those that wanted to play touch football, but that is not what they're asking for in this case they want to impact the game where others are playing full contact.


You're comparing apples to oranges.

High sec is more like little league football.
Low sec is semipro football.
Null/wh is pro football.


Would you let a miner league player on the pro team without first showing he's capable? Hell no he'd get clobbered.

Would you put any of the players on the same field as little leaguers and tell them to have at it? Hell no... No one in their right mind
would allow their children to every play football. Which would mean there would be no children getting trained and joining semi pro, which means there would be no semi's to pull into the pro league.

There are several forms of the game, but just because they're all the same game and they eventually effect each other doesn't mean that they should all be on the same field.
Joe Risalo
State War Academy
Caldari State
#890 - 2012-04-25 19:15:36 UTC
Sizeof Void wrote:
Off-topic, so I'll try to limit myself to a quick response. Apologies to everyone on this thread. :)

Joe Risalo wrote:

High sec used to get along fine without incursions, however, now that they've been introduced in high sec already, if you don't find something reasonable to replace them with I.E. lvl 5's, then there would be outrage.

There is ALWAYS outrage in Eve, even for insignificant changes. :)

Seriously, though, Incursions are limited to a rather small percentage of the high sec player base. They are now run by a monopolistic group of players, hopping from Incursion to Incursion, grinding them for ISK. And, since only the largest fleet gets paid, there is no incentive for solo players or small groups - which make up the larger part of high sec - to engage an Incursion separately.

Joe Risalo wrote:

As far as lvl 4's go, if you removed them from high sec there would be a MAJOR issue. Even those players that don't enjoy lvl 4's, or typically do other things such as trade or mining will occationally dive into some lvl 4's with friends or just to pass the time.

lvl 4's are also a massive producer of salvage materials, meta 1-4 items, and minerals from reprocessing loot.

However, removing lvl 4's from high sec would bring the salvage prices up so much that running lvl 3's would be just as profitable or more so, since they produce less salvage materials than lvl 4's.

So not only would production cost more, thus making everything more expensive, but players flying lvl 3's would be coming out just as prifitable as before, but with much less effort to put into it.

At least lvl 4 missions put a bit of challenge on the players.

L4 missions are not much of a challenge. In fact, the main problem with L4s is that they are now far too easy to solo, due to the power creep in ships over the years. The rewards have never been tweaked downwards, so the ISK/hour is simply too high.

Similarly, the amount of T1 salvage, high meta items, and reprocessable modules which L4s dump on the market has become too high.

Reprocessable modules have negatively impacted the mining industry - and I think that CCP's removal of meta 0 module drops is a good first step on correcting this problem.

Certain high meta items - such as Reinforced Rolled Tungsten Plates - have become so common and cheap that they have made the T2 versions absolutely worthless.

T1 salvage and rigs could stand with becoming a bit more rare and expensive. At one time, rigs were a pricey option - now, they have become just another cheap module to fit to your ship, without much thought or consideration.


again though, even if you made all that crap more rare, it makes it worth more money. Then, when you get rid of lvl 4's in high sec, it makes them even more so rare and worth even more money.

Which means all those players grinding out lvl 3's will be making just as much money as they are now running lvl 4's, but with much more ease.
Sizeof Void
Ninja Suicide Squadron
#891 - 2012-04-25 19:26:45 UTC
Yet another high sec POS wardec suggestion:

How about requiring that an aggressor corp must have at least one high sec POS, in order to wardec another corp? And, for an aggressor alliance, there must be at least one high sec POS per corp in the alliance.

If the POS(s) is destroyed (or otherwise removed), then the aggressor loses the war.

The defender corp/alliance would have no such requirement.

This provides the defender corp with a war target, which may encourage fights, and also prevents the aggressors from just hiding in station, when they are not able to outnumber the defenders.

Story-wise, it could be argued that Concord may sanction high sec wars, but also require that they be HQed from a player POS, and not from a neutral NPC station.
Karl Hobb
Imperial Margarine
#892 - 2012-04-25 19:31:35 UTC  |  Edited by: Karl Hobb
Sizeof Void wrote:
How about requiring that an aggressor corp must have at least one high sec POS, in order to wardec another corp? And, for an aggressor alliance, there must be at least one high sec POS per corp in the alliance.

Defeats the purpose of deccing large alliances (or their logi corps) for the purpose of disrupting logistics. In the same vein, there needs to be a mechanism aside from ganking to get at NPC corp alts used in this fashion.

War has many purposes aside from taking down a tower.

E: Whoops, misread that. Still don't think it's a good idea to impose artificial restrictions upon war decs. not "sand-boxy" enough. Also should note that there is nothing preventing a corp from anchoring a small POS on the other side of the galaxy and ignoring it, only coming out to rep it when it's in reinforce, or anchoring a new one when the old one is sufficiently threatened. No incentive IMO.

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

Indahmawar Fazmarai
#893 - 2012-04-25 19:49:42 UTC
Joe Risalo wrote:
Indahmawar Fazmarai wrote:
Dream Five wrote:
(...)

Highsec is all about low risk, low reward. Make highsec rewards lower to incentivize people to take on higher risks.



That's wrong. People who want higher risks already are taking them.

What can't get through the thickest skulls in EVE, many of them at CCP itself, is that NO AMOUNT OF INCENTIVE WILL FORCE HISEC PLAYERS TO LEAVE HISEC FOR THE REST OF THE GAME.

Most people who are in hisec have a good reason to do so. Push them out of hisec and they will get out of EVE because hisec is where they want to be. They PAY for hisec, not for lowsec or nullsec or WH. And without a reason to pay for hisec, they will simply stop paying.


This also applies to reducing the rewards in high sec.

Remove level 4's, and players will quit, remove incursions and unless you replace them with lvl 5's, players will quit.


Well, i used "incentives" in a broad sense, both positive (more rewards elsewhere) or negative (less rewards or more risk in hisec).

The new wardec system is a failure in that it pretends to increase the risk in hisec (infinite griefing wars for 20 mililon a week and at agressor's will) for no gain, and actually encourages people to NOT play the game.
Buzzy Warstl
Quantum Flux Foundry
#894 - 2012-04-25 20:01:47 UTC
Dream Five wrote:
Buzzy Warstl wrote:
I see a fallacy cropping up repeatedly here that highsec is a place for new or inexperienced players.

That just isn't so.

Highsec is the free trade zone of the game, and if you think we don't need one ask yourself why there aren't more NRDS nullsec alliances with sovereignty.

Fix NRDS and we don't need highsec anymore, until then everyone in the game needs it.


It is not a fallacy. There has to be space for new, inexperienced players and for people to recover from large losses. This applies to anybody. You also obviously can not apply different rules to people based on their age/experience.

There has to be a place where people can trade.

This means a place that everyone can go, regardless of experience, skill, and who their friends are.

We don't need a "noob zone", we need a "neutral zone" where anyone is welcome (even if they're enemies with each other).

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

Xorv
Questionable Acquisitions
#895 - 2012-04-25 20:22:21 UTC
Joe Risalo wrote:
Xorv wrote:


Nonsense, EVE would get on perfectly fine without any High Sec Incursion and lvl 4 mission runners. In fact it would be much better off without them.

Imagine a game of football (or rugby) where a few players insist that although they're playing the game with everyone else, they will be playing touch football only. They still want to be able to play with everyone else, impact the gameplay and score points, but no one can tackle them, nor will they need to tackle anyone else. Do you think that would be a good game or do you think it would be totally dysfunctional as I do? Because your Highsec "Carebears" are the touch football people. If it was two separate games no one reasonable would begrudge those that wanted to play touch football, but that is not what they're asking for in this case they want to impact the game where others are playing full contact.


You're comparing apples to oranges.

High sec is more like little league football.
Low sec is semipro football.
Null/wh is pro football.
[...]

There are several forms of the game, but just because they're all the same game and they eventually effect each other doesn't mean that they should all be on the same field.


No I'm not. This is what posters like you are missing, it's all one game on one server. It isn't separate "leagues" or "fields" to carry on with the analogy.

Let me put it another way, if you want PvE completely free from interference from other players in EVE including non consensual PvP I will raise no objection assuming it has no impact on the rest of the game. You could earn LP to buy mods, implants, and ships that only function in that PvE environment and nowhere else! No ISK would be earned directly. That would be separate "fields" that would be in keeping with your stated desires while also being balanced with the rest of the game.
Joe Risalo
State War Academy
Caldari State
#896 - 2012-04-25 20:44:40 UTC
Xorv wrote:


No I'm not. This is what posters like you are missing, it's all one game on one server. It isn't separate "leagues" or "fields" to carry on with the analogy.

Let me put it another way, if you want PvE completely free from interference from other players in EVE including non consensual PvP I will raise no objection assuming it has no impact on the rest of the game. You could earn LP to buy mods, implants, and ships that only function in that PvE environment and nowhere else! No ISK would be earned directly. That would be separate "fields" that would be in keeping with your stated desires while also being balanced with the rest of the game.


Reguardless of analogies, if you don't appease the "carebears", and the pvp'ers, then you're pissing off the vast majority of eve players.

However, with the war dec system CCP needs to focus a little less on the alliances, gankbears, and warbears, and a little more on the carebears because they're the ones that are truly effected by the war dec system.
Karl Hobb
Imperial Margarine
#897 - 2012-04-25 20:50:10 UTC
Since I'm critiquing, I might as well put my own suggestion forward which, in retrospect, is probably just an amalgamation of all the good ideas I've seen in this thread.

Cooldown refers to the time it takes before the party is no longer aggressable during a war. Cooldown immediately ends if the war ends.
Heat-up refers to the time it takes before a party can aggress during a war. Heat-up is immediately void if the war ends.

War process:
Aggressor declares war as normal and pays a weekly fee, with a 24-hour heat-up period before war starts.
Target can make it mutual at any time, at which point it becomes free for both.
Both parties can recruit/drop players during war but there is a 24-hour heat-up/one week cooldown period for those players.
Allies for target can be brought in at any time but suffer a 12-hour heat-up period.
Corporations at war cannot join an alliance.
A corporation that is a part of an alliance at war can drop at any time but is subject to a one week cooldown period.

Ways to end a war:
1. Either party surrenders, paying the other party a suitable sum (set by game, something like four times the current war fees, maybe?)
-- Surrendering party cannot be war dec'd (by anyone) or create a new war dec for a week after a surrender.
-- If target is at war with multiple aggressors the other parties are not affected by the no-war-decs-for-a-week clause.
-- Allies brought in by the target are not affected by target surrender (other than the war ending) and may go about their business.
-- Allies brought in by the target are not counted as a multiple aggressor in the case of aggressor surrender; the war simply ends.

2. Both parties agree to a cease-fire.
-- No restrictions on future war decs for either party.
-- Cease-fire could potentially be a contract type, involving an item exchange.

3. If no material loss for either party to the other within one week and war is not mutual, weekly dec cost increases.
-- Costs do not increase in any other manner.
-- Costs do not decrease if a later material loss is suffered.
-- Cost increase should not be astronomical, but should be incentive to end the war within a few weeks.

4. If weekly fee is not payed the war drops and the target cannot be war dec'd by the aggressor for one week, although this does not prevent others from deccing the target.

Note that mutual wars can only be ended through options 1 or 2, as 3 and 4 deal with weekly fees.

I'm not going to bandy costs, there are plenty of good suggestions that I've seen.

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

Xorv
Questionable Acquisitions
#898 - 2012-04-25 21:37:50 UTC
Joe Risalo wrote:
Xorv wrote:


No I'm not. This is what posters like you are missing, it's all one game on one server. It isn't separate "leagues" or "fields" to carry on with the analogy.

Let me put it another way, if you want PvE completely free from interference from other players in EVE including non consensual PvP I will raise no objection assuming it has no impact on the rest of the game. You could earn LP to buy mods, implants, and ships that only function in that PvE environment and nowhere else! No ISK would be earned directly. That would be separate "fields" that would be in keeping with your stated desires while also being balanced with the rest of the game.



Reguardless of analogies, if you don't appease the "carebears", and the pvp'ers, then you're pissing off the vast majority of eve players.


I offered you a theoretical solution for your beloved "carebears" (which I would personally call Themepark players). Now you seem to want to brush it off. Other than wasted developer time it gives you safe PvE and doesn't impact ruin the rest of the game. I bolded the relevant part of the quote for you so you don't miss it.. Your response?
Joe Risalo
State War Academy
Caldari State
#899 - 2012-04-25 21:57:14 UTC  |  Edited by: Joe Risalo
Xorv wrote:
Joe Risalo wrote:
Xorv wrote:


No I'm not. This is what posters like you are missing, it's all one game on one server. It isn't separate "leagues" or "fields" to carry on with the analogy.

Let me put it another way, if you want PvE completely free from interference from other players in EVE including non consensual PvP I will raise no objection assuming it has no impact on the rest of the game. You could earn LP to buy mods, implants, and ships that only function in that PvE environment and nowhere else! No ISK would be earned directly. That would be separate "fields" that would be in keeping with your stated desires while also being balanced with the rest of the game.



Reguardless of analogies, if you don't appease the "carebears", and the pvp'ers, then you're pissing off the vast majority of eve players.


I offered you a theoretical solution for your beloved "carebears" (which I would personally call Themepark players). Now you seem to want to brush it off. Other than wasted developer time it gives you safe PvE and doesn't impact ruin the rest of the game. I bolded the relevant part of the quote for you so you don't miss it.. Your response?


I would be fine with that, however, it's not gonna happen, and it's the same thing as splitting the server into a pve and a pvp server, in which case, they would both die out because they need each other's interaction via the market in order to survive.

My suggestions on the wardec system

My personal belief is still to make the cost to war dec reasonably high. 200 mil for corps, 400 mil for alliances, then charge an additional amount for the number of members the aggressing party out numbers the target party on a percentage based scale.
If you are outnumbered by the target party, or have equal numbers, then you pay base amount.

Surrenders should be determined by the players through agreements in both costs and duration of peace.

Anyone acting in a war who is not legally part of the war is CONCORDED. This means if you are in a fleet with members of a party at war and the two parties engage each other, if you put out any type of support, be it ewar, remote eccm, boost, logistics. etc. etc. then you become criminally flagged and are popped REGUARDLESS of aggression counters against the opposing fleet/s.

Logistics should receive aggression counters when performing logistics, so they're locked out of gates and stations just like everyone else, and the same should go for boosters.

in a mutual war, the costs of war are reduced to 0 and both sides are free to recruit new members/corp but are not allowed to join an alliance if they're not already in one.

If the target party recruits a mercs, than the aggressing party should be freely allowed to recruit the same number of new members or mercs.

If the target party joins an alliance, it refreshes the war to 1 week with no fee on the agressors part.

Any corp leaving an alliance that is involved in a war retains that war for the remaining duration of that week, and the opposing party is able to choose whether they wish to keep them wardecced after the end of the current cycle, but must pay seperately from the alliance they're war deccing.
The same goes for individual players leaving a corp/alliance, except they cannot be wardecced after the duration of a war has ended. So a player leaving a corp after a war has begun will still be a war target for the remaining duration of that week.


There are probably some other suggestions that can be thrown in there, but for the most part this helps to balance the system a bit in favor of both parties.
Dream Five
Renegade Pleasure Androids
#900 - 2012-04-25 22:14:02 UTC  |  Edited by: Dream Five
Xorv wrote:
Joe Risalo wrote:
Xorv wrote:


Nonsense, EVE would get on perfectly fine without any High Sec Incursion and lvl 4 mission runners. In fact it would be much better off without them.

Imagine a game of football (or rugby) where a few players insist that although they're playing the game with everyone else, they will be playing touch football only. They still want to be able to play with everyone else, impact the gameplay and score points, but no one can tackle them, nor will they need to tackle anyone else. Do you think that would be a good game or do you think it would be totally dysfunctional as I do? Because your Highsec "Carebears" are the touch football people. If it was two separate games no one reasonable would begrudge those that wanted to play touch football, but that is not what they're asking for in this case they want to impact the game where others are playing full contact.


You're comparing apples to oranges.

High sec is more like little league football.
Low sec is semipro football.
Null/wh is pro football.
[...]

There are several forms of the game, but just because they're all the same game and they eventually effect each other doesn't mean that they should all be on the same field.


No I'm not. This is what posters like you are missing, it's all one game on one server. It isn't separate "leagues" or "fields" to carry on with the analogy.

Let me put it another way, if you want PvE completely free from interference from other players in EVE including non consensual PvP I will raise no objection assuming it has no impact on the rest of the game. You could earn LP to buy mods, implants, and ships that only function in that PvE environment and nowhere else! No ISK would be earned directly. That would be separate "fields" that would be in keeping with your stated desires while also being balanced with the rest of the game.


The league analogy makes sense tbh. Not exactly but it does.

And dude you've criticized a lot and almost everybody but i haven't heard a cohesive or meaningful proposal from you so far. You want to wardec individuals? What are you proposing?