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CCP making progress to a better EVE

Author
Urziel99
Multiplex Gaming
Tactical Narcotics Team
#161 - 2012-06-11 00:29:16 UTC
Yonis Kador wrote:
Balance in EVE is now and will always forever be a necessary subject of player debate.

If you presuppose that EVE is a pvp sandbox, which has been confirmed by CCP, and if then that your goal was to increase overall volume of player-generated content, and thus the quality of the game, to better the game per se, then increased fluidity in the playerbase solves a lot of problems. This shouldn't really be a game where the risk-averse are just victims cultivated for risk-taker target practice anyway.

I'm not advocating for one philosophy's superiority. Exist in the construct how you choose. I believe that with the aforementioned presuppositions that giving players the incentive to build balanced characters at creation (tell them its a pvp sandbox - guns first please) and then tools that bring a pvp balance to industrial engagements would be a first step at reducing risk-aversion overall. I also do not think that safety from crime should mean safety from the universe. Most people in high sec face no real danger except from other players. Missions are routine. The routine is routine. It's too damn routine.

So I also think pve elements need some love. When I go into a forest, there's a reasonable expectation that I won't be axed down by a serial killer, not impossible but unlikely - but there's a plethora of creatures that could end me at every turn. Compared to that, our universe is pretty safe from everything but other players.

To the larger point, reducing risk-aversion in game, in any way, increases the quality of collective gameplay in a pvp sandbox, regardless of how one pvps, imo.

Yonis Kador


The question then becomes how does one reduce risk aversion in a gradual way? Especially when the proponents of such forced measures will surely be working to make any engagement completely one-sided. There are no fair fights in EvE to be sure, but only the least common denominator types would try to force the issue onto others who clearly have no interest in being dragged in.
Bluddwolf
Heimatar Military Industries
#162 - 2012-06-11 00:38:00 UTC
D3F4ULT wrote:
Kiteo Hatto wrote:
This is a terrible idea......more pvper want mission fits on their kb's blah blah blah.

make isk in high sec running L4s, so you can afford the damn ships to pvp in.


Learn to play, not AFK.


Please explain to me how someone AFKs a lvl 4 mission?

EVE Online Fan ... Looking for "End Game" since 2006 ... Happily, I still havn't found it

Herr Hammer Draken
#163 - 2012-06-11 06:02:02 UTC  |  Edited by: Herr Hammer Draken
Yonis Kador wrote:

Players are given an initial choice to become herbivores (industrialists - producers, little to no offensive capability) or carnivores (pvp'ers - consumers, little to no industrial capacity,) and CCP is then tasked with trying to balance player movements based on that dichotomy. Herd animals almost always find safety in numbers and stay near available resources. And they tend to avoid places where they know they'll be slaughtered. Pack animals track these herds, find individuals separated from groups, and consume their (in this case) podded ships as a resource.

It then seems to me, the question is how do I get a herd of wildebeest to willingly jump into crocodile-infested waters? In nature, the answer is almost always resource availability. But that won't work in the game. If you nerf high sec to the extent necessary to create that kind of migration, the subscription losses would cripple or end EVE.

So I've been working under the hypothesis that the answer may lie in a hybridization of the two.

Put simply, the herbivores have no teeth. They're big marshmallows. If this is a pvp sandbox, then allowing players to choose professions with such minimal pvp capability is creating victims by design. Pvp'ers have no trouble adapting to changes in the pvp sandbox because they're better suited to the environment. But industrialists are allowed (even encouraged) to train defenseless characters. There are no tutorials teaching new players to build balanced characters and the certificates an industrialist may base his training queue upon doesn't include combat skills. CCP should probably place some emphasis on that start to slow the marshmallow inflow, but it won't help the thousands of players like that already in game. A cacaphony of HTFUs isn't going to do it.

At minimum, we need to increase the variation in the pve elements the risk-averse are exposed to on a gradual basis. You've got to H them the F Up yourself in a measured way. Perpetual gankathons wont bring about any kind of paradigm shift - in fact, its probably counterproductive and deepens the divide. Industrialists are going need tools that will allow them to start defending themselves in situations of increasing complexity and risk. There will be those who will say they can already tank, but so can turtles and clams - and neither is migratory. For my proverbial wildebeest to want to cross that crocodile-infested river...

...they need to become pythons.

Yonis Kador


Hmm Ok I buy all of that and yet at the same time I also believe that CCP would rather have the players dynamic influence on EVE make the changes rather than have CCP make changes to the game.

So what do I mean by that. Well, If industrialists found that their ability to create wealth disappeared as in the law of supply and demand then they would dirft elsewhere like into PvP. How would players influence this? Well if the Null sec group wanted to errode profit they would under cut sales on all of the stuff sold in high sec until it was no longer profitable to sell in high sec.
Sell similar items at higher prices in null sec. The industrialists would eventually risk going to null to sell their wares at a profit and would have to game up in order to do it. You can imagine how this would work out.
As long as the industrialists can make a killing in high sec they have no reason to ever be motivated to leave. As the game is a sandbox CCP I believe would rather have the player base create the motivation. Or maybe the risk averse would stop growing industrialist toons and start making PvP toons if the profit evaporated. It is supply and demand based and as long as the demand is high for industrialists that is where a lot of players will go. And to be honest they have a perfect right to follow their own goals.
AS for the sandbox the PvP crowd just has to make it less attractive to be an industrialist. Ganking the ships just creates a greater demand for more ships. Which drives the price up on ships. Which makes being an industrialist even more lucrative.

Herr Hammer Draken "The Amarr Prophet"

Yonis Kador
KADORCORP
#164 - 2012-06-11 07:03:04 UTC  |  Edited by: Yonis Kador
Herr Hammer,

I do not agree.

Risk-averse players aren't going to drift anywhere. They're risk averse. They're not going to drift into risk. Ameobas drift. Maximizing player fluidity on a large scale requires a paradigm shift - not hoping players discover low sec by accident.

You can't whip them out nor tempt them out. Neither has worked so far.

Herr Hammer Draken wrote:
The industrialists would eventually risk going to null to sell their wares at a profit...


lol I doubt that. I'm guessing they'd sooner whip out an Excel spreadsheet, an abacus, and a ouija board and perform a seance to calculate what they could still manufacture for the most profit in high.

If the goal is to maximize player-generated content, then altering the game's economics doesn't address the correct issue.

Yonis Kador
ModeratedToSilence
Republic Military School
Minmatar Republic
#165 - 2012-06-11 07:17:42 UTC
I would suggest making level 6 missions. Ones that have sleep AI and are capable of destroying multiple carriers. Ones that nullbears would attempt to do in supers.
Herr Hammer Draken
#166 - 2012-06-11 07:21:59 UTC
Yonis Kador wrote:
Herr Hammer,

I do not agree.

Risk-averse players aren't going to drift anywhere. They're risk averse. They're not going to drift into risk. Ameobas drift. Maximizing player fluidity on a large scale requires a paradigm shift - not hoping players discover low sec by accident.

You can't whip them out nor tempt them out. Neither has worked so far.

Herr Hammer Draken wrote:
The industrialists would eventually risk going to null to sell their wares at a profit...


lol I doubt that. I'm guessing they'd sooner whip out an Excel spreadsheet, an abacus, and a ouija board and perform a seance to calculate what they could still manufacture for the most profit in high.

If the goal is to maximize player-generated content, then altering the game's economics doesn't address the correct issue.

Yonis Kador


Well I tend to think your wrong on your approach as well. But in the end CCP decides. We do not. And I suspect they will let the game develop and let the players direct it. It is more or less a free market. And the players do influence it a lot. And at the moment IMHO the gankings are making high sec even more profitable than it has ever been. And is also increasing the demand for more industrialists. In fact I bet most null sec players have an alt industrialist in high sec making a killing right now. Maybe so much in fact that they spend more time in high than they do in null. The game shapes its own path with the ebb and flow of the players in it. That included the turn over rate.

I would say you are far better off if you can figure out how to manipulate the game to get your end result as opposed to getting CCP to change the game for you. The sandbox idea works for everyone not just the null sec crowd. This getting people to move is also a PvP driven event and not a CCP issue IMHO.

Herr Hammer Draken "The Amarr Prophet"

Uinuva Karma
Doomheim
#167 - 2012-06-11 08:14:38 UTC
Lin-Young Borovskova wrote:

Remember we're talking about 1mth old character.


I started tripping to lowsec before that month was over, and moved there after the first month. I didn't finish SOE, missions are terribly repetitive and imo if you've seen one, you've seen them all. PVP never gets old like that, especially in small gangs.

Anyway, I've been terribly hostile and definitely needed fresh air to realize that people just want different things, sorry for trolling and have a nice summer- I'm out of here :D

Captain Kirk didn't stay in hisec. 

AlleyKat
The Unwanted.
#168 - 2012-06-11 09:53:52 UTC
Bluddwolf wrote:
Please explain to me how someone AFKs a lvl 4 mission?


Dual-boxing a Droneboat and repper.

Droneboat triggers entire stage/room/level/spawn and unleashes the drones, then repper warps in.

/repeat

This space for rent.

Lin-Young Borovskova
Doomheim
#169 - 2012-06-11 10:08:32 UTC
Bluddwolf wrote:
D3F4ULT wrote:
Kiteo Hatto wrote:
This is a terrible idea......more pvper want mission fits on their kb's blah blah blah.

make isk in high sec running L4s, so you can afford the damn ships to pvp in.


Learn to play, not AFK.


Please explain to me how someone AFKs a lvl 4 mission?




Dominix -Dominix Navy Issue - Rattlesnake

brb

Herr Hammer Draken
#170 - 2012-06-11 11:02:33 UTC
AlleyKat wrote:
Bluddwolf wrote:
Please explain to me how someone AFKs a lvl 4 mission?


Dual-boxing a Droneboat and repper.

Droneboat triggers entire stage/room/level/spawn and unleashes the drones, then repper warps in.

/repeat


I was not aware that this could be done. Further the saying learn to play not AFK seems kinda stupid to me in this context.
Because it apears learning how to do this afk with multiple accounts is harder to do than playing the game itself.
It would also appear that running a level 4 mission AFK like this exposes both of your accounts to being griefed and ganked.
Far more dangerous than playing the game.

Last why does the EVE community get so bent out of shape about AFK anyway?
This is a sandbox game. The active players in the game have all the power they need to hunt down and destroy AFK players.
So what is the issue? I am not understanding this.

Herr Hammer Draken "The Amarr Prophet"

Somates Takiri
Starsheep Industries
#171 - 2012-06-11 12:19:24 UTC  |  Edited by: Somates Takiri
grr. my posting lost because of quote. plz delete it now. wont write it again.Evil
Yonis Kador
KADORCORP
#172 - 2012-06-11 15:26:56 UTC
Herr Hammer Draken wrote:
Well I tend to think your wrong on your approach as well. But in the end CCP decides. We do not. And I suspect they will let the game develop and let the players direct it. It is more or less a free market. And the players do influence it a lot. And at the moment IMHO the gankings are making high sec even more profitable than it has ever been. And is also increasing the demand for more industrialists. In fact I bet most null sec players have an alt industrialist in high sec making a killing right now. Maybe so much in fact that they spend more time in high than they do in null. The game shapes its own path with the ebb and flow of the players in it. That included the turn over rate.

I would say you are far better off if you can figure out how to manipulate the game to get your end result as opposed to getting CCP to change the game for you. The sandbox idea works for everyone not just the null sec crowd. This getting people to move is also a PvP driven event and not a CCP issue IMHO.


Oh Herr. And here I thought we were communicating effectively....

I'm not trying to "change the game for myself." I'm debating balance and the dichotomy of risk averse vs risk taking players in a pvp sandbox. Writing about ways to reduce risk aversion and consequently maximizing player-generated content is beneficial to the whole of EVE. It's relative to the game's longevity. I am opinionless on what anyone "should" do. They should do whatever they wish.

Increasing player fluidity increases opportunities in game (at any given time) as a result of that movement causing more player interaction. Player fluidity is analagous with EVE's blood flow. It's a big universe and it benefits from player circulation. Blockages aren't good for the old girl. It leads to consolidation of power.

Currently high sec is EVE's big, fat heart and her arteries are being kept from collapse with gankathons, mineral speculation, and even Incursions. But these things don't really address what causes the viscosity breakdown. They're superflous. The issue is risk aversion. Half the players here spend most of their EVE time in ships with no guns in a pvp sandbox. Usually the only favorable outcome for an industrialist is escape. Of course those players are avoiding you.

I'm not advocating terrorizing players who would rather mine in peace. And I'm not saying they shouldn't have the option. It's my opinion though that depressing a huge player segment increases aversion in game. So as a matter of balance, if we began instructing new players directly about pvp engagement - not how the modules work , how guns first is necessary, its a pvp sandbox - and then also giving all players more ways to engage, less designed tactical avoidance should lead to a less risk averse population. A less risk averse player population should then be beneficial to player fluidity. And that player movement and the increased interactions it facilitates is then beneficial to the overall quantity and quality of player generated content at any given time.

When you write something like gankathons are "increasing the demand for more industrialists," which since mining was down 50 percent in high sec, I find oddly perplexing, is a positive, you submit that increasing the number of risk averse players and risk aversion generally in game is somehow a good thing for the game's quality. And on that I cannot agree. While I do agree the choice of what to do with your time in game is yours to make, that doesn't mean sustained unprovoked engagements or personal, uninterrupted, non-engagement games are either necessarily good for the health of EVE.

Yonis Kador
Vladimir Plinnikov
Plinnikov Family Holdings
#173 - 2012-06-11 16:11:29 UTC
Mallak Azaria wrote:
alexia santiago wrote:
Simply not going to happen because a recent offical survey issued by CCP has made clear that only 25% of players are interested in pvp.

So - call it ragequit, or call it another way - CCP is simply not cutting incomes just to please 1/4 of their player base


Because said survey was obviously completed by every single player.



Much like the amount of players that visit this forum, or those that participate in the CSM. You raise a valid point, just want you to be aware that it is a very sharp double edge sword.
Bluddwolf
Heimatar Military Industries
#174 - 2012-06-12 02:08:46 UTC
What I don't get is why some people can't figure this out.....


EVE Online is a sandbox MMO that NEEDS:

1. High sec PVE

2. High sec Mining

3. Low sec PVE

4. Low sec Mining

5. PVP (high or low, makes no difference)

6. Manufacturing

7. Research and Development

8. Trade / Marketing

At least 8 different p[lay styles, and more than enough people interested in each to keep the game's population engaged and in healthy numbers.

Why would anyone want to mess with what has worked for 9 years?

This nonsense that EVE is a PVP Sandbox is just that, nonsense. I have not found the supposed Dev post that claims that either.

Instead of telling players to Learn to Play, why don't you learn to recognize what has made EVE the best MMO on the market. If you can't figure that out, than maybe it is time to Learn to Leave.

EVE Online Fan ... Looking for "End Game" since 2006 ... Happily, I still havn't found it

Yonis Kador
KADORCORP
#175 - 2012-06-12 04:24:20 UTC  |  Edited by: Yonis Kador
Bludd,

When you mine minerals, you reduce the amount available to others. That's pvp.

When you manufacture items and sell them on the market, beating the lowest available price, that's pvp.

When you trade items, buying low and selling high, that's pvp too.

Because of the way all we are all interconnected in the single-shard sandbox, every activity you do affects everyone else in some way. When you log in, and do anything but sit in your station, you provide opportunities to other players.

That's pvp.

Combat pvp may seem more overtly pvp-ish to you but all of these activities involve you competing with others.

EvE is a pvp sandbox. There's just no way around that.

YK
Ziranda Hakuli
Brutor Tribe
Minmatar Republic
#176 - 2012-06-12 05:09:26 UTC
D3F4ULT wrote:
We've seen incursions get nerfed.
We've seen the drone goop nerf.
Inferno is leading up to a good hit, but the one that would knock it out of the park to making EVE a true sensation would be sending all Level 4's to Low-sec.

This would indeed make things better :)


what the **** have you been smoking i want some? on second thought...NO!!!!! do not wish to become an idiot like the op
Herr Hammer Draken
#177 - 2012-06-12 05:41:12 UTC
Yonis Kador wrote:
[quote=Herr Hammer Draken]Well I tend to think your wrong on your approach as well. But in the end CCP decides. We do not. And I suspect they will let the game develop and let the players direct it. It is more or less a free market. And the players do influence it a lot. And at the moment IMHO the gankings are making high sec even more profitable than it has ever been. And is also increasing the demand for more industrialists. In fact I bet most null sec players have an alt industrialist in high sec making a killing right now. Maybe so much in fact that they spend more time in high than they do in null. The game shapes its own path with the ebb and flow of the players in it. That included the turn over rate.

I'm not trying to "change the game for myself." I'm debating balance and the dichotomy of risk averse vs risk taking players in a pvp sandbox. Writing about ways to reduce risk aversion and consequently maximizing player-generated content is beneficial to the whole of EVE. It's relative to the game's longevity. I am opinionless on what anyone "should" do. They should do whatever they wish.

Increasing player fluidity increases opportunities in game (at any given time) as a result of that movement causing more player interaction. Player fluidity is analagous with EVE's blood flow. It's a big universe and it benefits from player circulation. Blockages aren't good for the old girl. It leads to consolidation of power.

Currently high sec is EVE's big, fat heart and her arteries are being kept from collapse with gankathons, mineral speculation, and even Incursions. But these things don't really address what causes the viscosity breakdown. They're superflous. The issue is risk aversion. Half the players here spend most of their EVE time in ships with no guns in a pvp sandbox. Usually the only favorable outcome for an industrialist is escape. Of course those players are avoiding you.

I'm not advocating terrorizing players who would rather mine in peace. And I'm not saying they shouldn't have the option. It's my opinion though that depressing a huge player segment increases aversion in game. So as a matter of balance, if we began instructing new players directly about pvp engagement - not how the modules work , how guns first is necessary, its a pvp sandbox - and then also giving all players more ways to engage, less designed tactical avoidance should lead to a less risk averse population. A less risk averse player population should then be beneficial to player fluidity. And that player movement and the increased interactions it facilitates is then beneficial to the overall quantity and quality of player generated content at any given time.

When you write something like gankathons are "increasing the demand for more industrialists," which since mining was down 50 percent in high sec, I find oddly perplexing, is a positive, you submit that increasing the number of risk averse players and risk aversion generally in game is somehow a good thing for the game's quality. And on that I cannot agree. While I do agree the choice of what to do with your time in game is yours to make, that doesn't mean sustained unprovoked engagements or personal, uninterrupted, non-engagement games are either necessarily good for the health of EVE.

Yonis Kador


But you completely missed what my point was. The game itself has built in laws of supply and demand that do in fact impact risk. Now what you are suggesting is that CCP has to change some function in the game to get players to take on more risk.
You want to change player behavior. I say player behavior is fine and the game has mechanisms built in that players can use to impact that risk. You do not have to change player risk aversion because players are in control of the value of risk itself.
And I believe CCP would say the same. The game is what you players make it. We just provide the environment.

What I am saying is that function already exsists in the game as the law of supply and demand. If players can make tons of money without risk then they will by and large. As the profit potential drops some players will find ways to ramp up their profits.
Those with a higher risk tolerence will do so first this is a fluid environment so changes happen slowly but they do happen.
So for the smart players that want to steer EVE in a certain direction and have a direct impact on the game the answer is right there in front of there face. Reduce the profit potential in high sec. As the profit margin errodes more and more players will find other things to do. Some never will. Some maybe only play the game because they like the industrialist path and will quit if that no longer works. Others will find a way to continue to make it work. Others will try different careers. Not everybody is the same. But the motivation is profit. If the profit was not there the motivation changes to where the profit is.

I think the game is working as intended. Gankings are having an effect and maybe it is not the effect the null sec wants.
Regardless it is making profit greater than it has been in high sec so what I am telling you is that law of supply and demand is making
EVE more profitable than ever being an industrialist. So if anything we have more null sec player spending more time in high sec running industrialists because of this motivation. The game is working as intended. The gankings are having an impact with unintended results. Making high sec even more profitable than it had been. Unless that is the intended result of whoever is behind the gankings.

Herr Hammer Draken "The Amarr Prophet"

Yonis Kador
KADORCORP
#178 - 2012-06-12 05:49:10 UTC
Fear not Herr, I read you loud and clear. You think risk-averse people will become risk takers if we starve them. While that dazzling strategy I'm sure has its merits, I'm afraid we're just going to have to agree to disagree on that.

YK
Herr Hammer Draken
#179 - 2012-06-12 05:50:25 UTC
Yonis Kador wrote:
Bludd,

When you mine minerals, you reduce the amount available to others. That's pvp.

When you manufacture items and sell them on the market, beating the lowest available price, that's pvp.

When you trade items, buying low and selling high, that's pvp too.

Because of the way all we are all interconnected in the single-shard sandbox, every activity you do affects everyone else in some way. When you log in, and do anything but sit in your station, you provide opportunities to other players.

That's pvp.

Combat pvp may seem more overtly pvp-ish to you but all of these activities involve you competing with others.

EvE is a pvp sandbox. There's just no way around that.

YK


Um this is the point it is PvP but it is the type of PvP that they want to participate in at that moment in time.
Nobody has the right to force players into a version of the game they do not want to play in.
But the game itself is impacted by everyone in it. Working as intended. If you want to see more player in low or null
use the game itself in PvP concept to effect that change I already explained how to do it without CCP involment.
If that is too difficult for you to handle then you can quit. The game is functioning fine.

Herr Hammer Draken "The Amarr Prophet"

Yonis Kador
KADORCORP
#180 - 2012-06-12 06:02:46 UTC  |  Edited by: Yonis Kador
I only want to have a conversation.

I personally cannot fathom the bait necessary to lure people into changing their behavior the way you suggest will occur when they get tired of wandering the vast lonely deserts of dead high sec. But if you can, man that's pretty awesome.


YK