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Corp Hopping Abuse in High Sec Wars must Die

First post
Author
Simi Kusoni
HelloKittyFanclub
#81 - 2012-04-27 11:00:10 UTC
Krixtal Icefluxor wrote:
Akirei Scytale wrote:
Parsee789 wrote:

Highsec wars are a complete joke




You were saying ?????? Speak up, we can't here you.......

HIGH SEC WARS ARE A COMPLETE JOKE.

And they're getting nerfed even more in the next patch.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Krixtal Icefluxor
INLAND EMPIRE Galactic
#82 - 2012-04-27 11:31:43 UTC
Simi Kusoni wrote:
Krixtal Icefluxor wrote:
Akirei Scytale wrote:
Parsee789 wrote:

Highsec wars are a complete joke




You were saying ?????? Speak up, we can't here you.......

HIGH SEC WARS ARE A COMPLETE JOKE.

And they're getting nerfed even more in the next patch.



Expound upon why it's a nerf. We are all ears.

"He has mounted his hind-legs, and blown crass vapidities through the bowel of his neck."  - Ambrose Bierce on Oscar Wilde's Lecture in San Francisco 1882

Simi Kusoni
HelloKittyFanclub
#83 - 2012-04-27 11:43:57 UTC
Removing corp hopping, to prevent aggressors swapping decs or jumping in/out to avoid scouts.

Simultaneously doing nothing about defenders dropping corp disbanding and reforming to avoid decs, war decs remain just as easy to evade, but it becomes almost impossible to sneak up on a target.

This is a net nerf.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Zora'e
#84 - 2012-04-27 13:11:52 UTC
My humble opinion, and I say this with all sincerity. When you attempt to force someone to play the game the way YOU think they should when they have no desire to because they are enjoying playing the game the way they are, the end results will be people leaving the game. As the majority of people live in High-Sec, and a fair (and large) number of them are people who would rather not have to deal with griefers.. do you really think CCP is going to toast their bottom line?

Of course, there are those wars where one corps mouthy members just beg to be slapped down and then when they get war decced they all bail out. So at the same time........

It's a hard road to walk. You have to balance both those who have no desire for pvp, and those who do -vs- those who's only reason for pvp is to grief people who have no desire for pvp. On the one side, it's legit, on the other it's bullying and while EVE is a cold harsh mistress I see no reason why CCP should pander to the psychotic asshats who's only joy in life is picking on the handicapped kid and stealing his lolly.

Myself... I just don't see any real viable simple solution, all I see is things being complicated, and looking like they are becoming more complicated.

Simplest fix would be to get rid of highsec all together and make everywhere 0.0. You'd lose about 1/2 the playerbase (give or take a bit) but any new players coming into the game will have to scrap and fight from the get go, and people who stay will be people who don't mind the scrap and fight either.

But again.. I don't see that happening as CCP isn't going to toast their bottom line.

*sighs* I think i'mma move back to WH's, at least there you know anybody in your home is either friend, or someone trying to kill you, and all the WD mechanics are worthless.

~Z

I won't say you are stupid, but you're not exactly on the Zombie menu either.

Klotzak
IDT Research and Manufacturing
#85 - 2012-04-27 13:53:22 UTC
I think this solution couldw work.

At the moment a corp gets deced, all members get flagged for war and remain flagged until the war ends. The flag carries over with the player despite corp change. Problem solved.
Scrapyard Bob
EVE University
Ivy League
#86 - 2012-04-27 14:34:23 UTC
Klotzak wrote:

At the moment a corp gets deced, all members get flagged for war and remain flagged until the war ends. The flag carries over with the player despite corp change. Problem solved.


Will never happen as it would result in mass unsubs.
CCP Phantom
C C P
C C P Alliance
#87 - 2012-04-27 14:48:40 UTC
Please note that we will completely overhaul the current wardec mechanics with the Inferno expansion on May 22.

A good insight into our plans were first published during Fanfest 2012, the presentation and discussion is available here.

CCP Phantom - Senior Community Developer

MadMuppet
Critical Mass Inc
#88 - 2012-04-27 15:28:17 UTC
Krixtal Icefluxor wrote:
MadMuppet wrote:
Anything that turns corps in to prisons is not going to fly. The question would be what percentage of vested players would accept the NPC corp taxes or quit because they could be engaged with no viable option to defend themselves? Turning players into unwilling slaves is not a game.

If you were to run from a fight and get cornered in a station with no option but die or log off, how long would you put up with that before you would take your time and money elsewhere? While Eve is considered a sandbox, nobody is going to play in it if they keep getting buried up to their waist and all the other players keep coming by to tickle their feet.


I believe in any military organization, even though it is not exactly a good thing, there is not much one can do to stop some of them from going AWOL.

AWOL is punished.

Mayhaps......an ISK Fee for leaving the decced Corp.


And if you work for a company and you quit, they decide if they will rehire you in the future. Corps are not necessarily a military organization. They are JUST an organization. It is a subtle thing that people want to overlook when having these discussions because it is against their interests to acknowledge that not all characters are combat pilots.

This message brought to you by Experience(tm). When common sense fails you, experience will come to the rescue. Experience(tm) from the makers of CONCORD.

"If you are part of the problem, you will be nerfed." -MadMuppet

Dante Regulas
Doomheim
#89 - 2012-04-27 15:56:43 UTC
What needs to be fixed is station games. Too often the wartarget in the corp that wardec'd you will dock back up when they hit structure, even when they are webbed and scrammed. Just another reason why highsec is a cesspool.
Ned Black
Driders
#90 - 2012-04-27 16:42:41 UTC
CCP Phantom wrote:
Please note that we will completely overhaul the current wardec mechanics with the Inferno expansion on May 22.

A good insight into our plans were first published during Fanfest 2012, the presentation and discussion is available here.



I haven't wathced that one yet, and I currently dont have the time to do it, but I will, i did read the blog howerver, but what I say here may be a bit off.

Anyway. Wardecs are currently a licence to bully, at leas that is what they are used for most.

Most people that declares war go up against people who have no means of defending themselves, wether they lack skills, lack the will to fight or whatever it is still the same. Currently the only real defence is corp hopping, and as we all know the wardeccers dont like that one bit..

To me who have been in a few wars the things that basicly annoyed the living crap out of me are two things.

Station games and neutral reppers. Basicly, fix those and you fix the war mechanics to a big extent.

First station games.
I seriously would like it if you are at war and fire at one of your target you should not be able to dock up unless that wartarget unlocks you for whatever reason (if it is running away or getting killed does not matter). If you shoot two targets then both must unlock you. No disengagement timer before docking or anything like that, only complete comittment from the moment you fire until the enemy is either dead or have flead the field. As long as you dont shoot however you should be able to dock up as much as you want.

Second neutral reppers.
I think neutral repping should be allowed... it is a viable tactic... but it should not be the way it is now where you can rep someone in a war, go dock up and wait 15 minutes and then come back out and fly in circles around the guys on the opposite side and they can do nothing about it. What I would like to see here is that if you do the neutral repper then you become part of the war. That is, the other side can shoot you at any time for as long as the war lasts... the twist however is taht the neutral repper can not initiate aggression. This would probably not discount neutral reppers, but after that they are also fully comitted as it should be.

In my experience wardeccers always talk about comittment from their targets... I want to give them that comittment.
Dante Regulas
Doomheim
#91 - 2012-04-27 16:57:48 UTC
Ned Black wrote:
CCP Phantom wrote:
Please note that we will completely overhaul the current wardec mechanics with the Inferno expansion on May 22.

A good insight into our plans were first published during Fanfest 2012, the presentation and discussion is available here.



First station games.
I seriously would like it if you are at war and fire at one of your target you should not be able to dock up unless that wartarget unlocks you for whatever reason (if it is running away or getting killed does not matter). If you shoot two targets then both must unlock you. No disengagement timer before docking or anything like that, only complete comittment from the moment you fire until the enemy is either dead or have flead the field. As long as you dont shoot however you should be able to dock up as much as you want.

Second neutral reppers.
I think neutral repping should be allowed... it is a viable tactic... but it should not be the way it is now where you can rep someone in a war, go dock up and wait 15 minutes and then come back out and fly in circles around the guys on the opposite side and they can do nothing about it. What I would like to see here is that if you do the neutral repper then you become part of the war. That is, the other side can shoot you at any time for as long as the war lasts... the twist however is taht the neutral repper can not initiate aggression. This would probably not discount neutral reppers, but after that they are also fully comitted as it should be.

In my experience wardeccers always talk about comittment from their targets... I want to give them that comittment.


It shouldnt be that they have to unlock you. If I have someone webbed and scrammed, they should have to be able to fight back or die honorably. When the wardec aggressor can dock up, repair, and come back out in 30 seconds everytime you get him structure. Thats broken.

If you are locked, and somehow arnt webbed or scramed, and manage to dock, thats fine.

I fully agree with the second part however. Neutral repping should make you and your corp open to attack for the duration of the war.
Pinstar Colton
Sweet Asteroid Acres
#92 - 2012-04-27 17:37:54 UTC
Simple Solution:

Tie War Decs to POSes.

If you do not own a POS, you cannot declare war...or have war declared on you.
If you have a POS and have war declared on you, you cannot dismantle your POS... you must defend it or lose it, including all of the modules you had fitted to it.
If you have a POS and your last one gets blown up, the war ends immediately in defeat. If you blow up your attacker's last POS, the war ends in victory.


Players who do not want to run the risk of war decs will have to forgoe the reward of POS ownership.
By requireing attacking corps to own a POS, it ensures they have property at stake to lose in case the defender actually fights back.

For players who are content to carebear on their own or in small indy corps and not own property beyond their ships and goods, they are protected from griefers who are looking to free and easy kills.

In the cat-and-mouse game that is low sec, there is no shame in learning to be a better mouse.

Zyress
Caldari Provisions
Caldari State
#93 - 2012-04-27 17:44:03 UTC
Dante Regulas wrote:
What needs to be fixed is station games. Too often the wartarget in the corp that wardec'd you will dock back up when they hit structure, even when they are webbed and scrammed. Just another reason why highsec is a cesspool.


A web makes you slower and a scram disables your MWD and prevents warping unless you have more than 2 points of warp stability, neither of those would prevent you from docking if you are in range. Working as intended.
Dante Regulas
Doomheim
#94 - 2012-04-27 18:11:18 UTC  |  Edited by: Dante Regulas
Zyress wrote:
Dante Regulas wrote:
What needs to be fixed is station games. Too often the wartarget in the corp that wardec'd you will dock back up when they hit structure, even when they are webbed and scrammed. Just another reason why highsec is a cesspool.


A web makes you slower and a scram disables your MWD and prevents warping unless you have more than 2 points of warp stability, neither of those would prevent you from docking if you are in range. Working as intended.


Says stationgames alt..

That may be, but my point is, once aggressed, you should not be able to dock and hide. I've used it to my advantage before to get hulks and orca's out of harms way, but it should be done away with.
Zyress
Caldari Provisions
Caldari State
#95 - 2012-04-27 19:14:14 UTC
Dante Regulas wrote:
Zyress wrote:
Dante Regulas wrote:
What needs to be fixed is station games. Too often the wartarget in the corp that wardec'd you will dock back up when they hit structure, even when they are webbed and scrammed. Just another reason why highsec is a cesspool.


A web makes you slower and a scram disables your MWD and prevents warping unless you have more than 2 points of warp stability, neither of those would prevent you from docking if you are in range. Working as intended.


Says stationgames alt..

That may be, but my point is, once aggressed, you should not be able to dock and hide. I've used it to my advantage before to get hulks and orca's out of harms way, but it should be done away with.


LoL This is my main and no I haven't been in a hi-sec war for a very long time.
Ned Black
Driders
#96 - 2012-04-27 19:20:05 UTC
Dante Regulas wrote:
Ned Black wrote:
CCP Phantom wrote:
Please note that we will completely overhaul the current wardec mechanics with the Inferno expansion on May 22.

A good insight into our plans were first published during Fanfest 2012, the presentation and discussion is available here.



First station games.
I seriously would like it if you are at war and fire at one of your target you should not be able to dock up unless that wartarget unlocks you for whatever reason (if it is running away or getting killed does not matter). If you shoot two targets then both must unlock you. No disengagement timer before docking or anything like that, only complete comittment from the moment you fire until the enemy is either dead or have flead the field. As long as you dont shoot however you should be able to dock up as much as you want.

Second neutral reppers.
I think neutral repping should be allowed... it is a viable tactic... but it should not be the way it is now where you can rep someone in a war, go dock up and wait 15 minutes and then come back out and fly in circles around the guys on the opposite side and they can do nothing about it. What I would like to see here is that if you do the neutral repper then you become part of the war. That is, the other side can shoot you at any time for as long as the war lasts... the twist however is taht the neutral repper can not initiate aggression. This would probably not discount neutral reppers, but after that they are also fully comitted as it should be.

In my experience wardeccers always talk about comittment from their targets... I want to give them that comittment.


It shouldnt be that they have to unlock you. If I have someone webbed and scrammed, they should have to be able to fight back or die honorably. When the wardec aggressor can dock up, repair, and come back out in 30 seconds everytime you get him structure. Thats broken.

If you are locked, and somehow arnt webbed or scramed, and manage to dock, thats fine.

I fully agree with the second part however. Neutral repping should make you and your corp open to attack for the duration of the war.


Well, the reason for the unlocking is because if you are the aggressor and attack someone and they target you back then you are locked out of the station as the aggressor. As long as the target does not shoot you it is not aggressing and as such can dock up. The second the target shoots back however its the initial aggressor that has to unlock the initial target before that guy can dock.

This way you as the target have the choice to deagress and dock up. The aggressor does not have that luxuary. If you commit to the fight however you are as much all in as the initial aggressor. That is about as fair as you will ever see in a fight like that.

If you want lore about it just say that the docking manager does not want to bring fights into the station and tells you that you need to sort your business outside.
Takseen
Federal Defense Union
Gallente Federation
#97 - 2012-04-27 20:42:14 UTC
Shandir wrote:


Maybe we should address the reason that players jump corp first? There is *no* reason for the defender to fight, they cannot win the war, they can only draw (in discouraging the attacker from continuing the war). There is no circumstance under which the attacker has a real fear of wardeccing the wrong target.


This is really important. Its the same issue with suicide ganking. The attacker decides what to risk, and with proper planning will at worst break even. You can't strike first because as pointed out in this post the wardeccing pilots can just join the corp when they're ready to fight. If the defenders switch to pvp ships, the attackers can just bring more dudes, or wait till they go back to mining/pveing.
Shandir
EVE University
Ivy League
#98 - 2012-04-27 21:28:18 UTC
When writing corp war mechanics you need to provide for 4 realistic options:

Fight and Win - Currently this is impossible (yes, really - how can the defender gain something)
Fight and Lose - This is possible.
Hide - This is possible, and more appealing than Lose.
Surrender - This is useless at current as it makes you a bigger target and provides no protection from future decs. The changes planned have no real effect on this.

So this leaves only the two realistic options: Fight and Lose, or Hide. Hiding costs less but is boring. Hiding discourages future decs, so is long term beneficial, too. This is why many corps choose to hide rather than fight. Hiding includes corp hopping or decshielding, or alliance war-shedding. All of these are bad options, but better than the alternative of fighting a war that you cannot win.
sYnc Vir
Wolfsbrigade
Ghost Legion.
#99 - 2012-04-27 21:59:38 UTC
High sec wars are nothing more than a griefing tool, as real pvp'ers dont live in highsec. Nothing in highsec would change at all if high sec wars were removed. Ganks would still happen, people would still derp in missions, and proper pvp would still happen in Low, Null and Wormholes.

Simply reduce the number of High sec systems and Increase Low Sec rewards, say by 50% cause space in lowsec is Dangerous. Not really but I live their so more money is nice.

Don't ask about Italics, just tilt your head.

Rekon X
Doomheim
#100 - 2012-05-02 17:41:51 UTC
Pinstar Colton wrote:
Simple Solution:

Tie War Decs to POSes.



Yea, wars in the real world are about something other than griefing or someone looking for easy targets.

War in this game has no meaning, no real objective and is about as useful as bounties.

I don't care what you think, if you ever think at all.