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Fixing Technetium

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Author
SetrakDark
Doomheim
#141 - 2012-06-15 16:10:48 UTC
Agreeing with the weasel. Moons have historically been a very good feature in nullsec; and honestly they still are, all this "otec" gnashing of teeth is really overblown. Tech costs a lot because of a mechanics change CCP put in two years ago, not a defensive agreement between moonholders. Furthermore, moons, even in their broken state, have driven conflict perfectly well for over 3 years. Now, in a seasonal nullsec lull period which happen all the time, nullsec is suddenly "dying", according to the uninformed masses anyway.

The basic idea of moons works really, really well. Just get the balance right, and introduce dynamic means of maintaining and tweaking that balance. The stuff that has historically killed nullsec is risk/reward balance with hisec, lag, and the supercap debacle, all of which have seen huge improvements. There's no need to change the fundamentals of nullsec, just keep fixing the worst singular elements, one of which is now moon balancing.

As usual, most people chiming in the loudest here for a complete revamp of fundamental nullsec mechanics have no idea how nullsec works, and should really just keep their uninformed opinions to themselves.
Marlona Sky
State War Academy
Caldari State
#142 - 2012-06-15 16:11:23 UTC
Soundwave - Everything you do to drive conflict in null, or anywhere else for that matter, revolves around power projection. Players are willing to spend X amount of time traveling to get to a fight. How interesting the fight will be can also affect the amount of time they are willing to spend to get there.

You sound like you have this vision in your head of what you would like to see happening in null. Or maybe, just what you don't like to see happening in null. Is changes to power projection a factor in any of it?
Lors Dornick
Kallisti Industries
#143 - 2012-06-15 16:15:15 UTC
gfldex wrote:
CCP Soundwave wrote:

I think POCOs require a certain minimum traffic to be interesting. If we let them be taken over in High Sec (which I desperately want to do), they'd become a lot more interesting.

Edit: Yes, stations should be destroyable.


If you get yourself a white fluffy cat, a mild german accent (I could help you with that) and a phat golden ring, you could run for this years Super Villain Championship.


As if Soundwave would need any props to stay as our highest ranking Super Villain ...

Comes with the job I guess ;)

CCP Greyscale: As to starbases, we agree it's pretty terrible, but we don't want to delay the entire release just for this one factor.

Aryth
University of Caille
Gallente Federation
#144 - 2012-06-15 16:17:41 UTC
SetrakDark wrote:
Agreeing with the weasel. Moons have historically been a very good feature in nullsec; and honestly they still are, all this "otec" gnashing of teeth is really overblown. Tech costs a lot because of a mechanics change CCP put in two years ago, not a defensive agreement between moonholders. Furthermore, moons, even in their broken state, have driven conflict perfectly well for over 3 years. Now, in a seasonal nullsec lull period which happen all the time, nullsec is suddenly "dying", according to the uninformed masses anyway.

The basic idea of moons works really, really well. Just get the balance right, and introduce dynamic means of maintaining and tweaking that balance. The stuff that has historically killed nullsec is risk/reward balance with hisec, lag, and the supercap debacle, all of which have seen huge improvements. There's no need to change the fundamentals of nullsec, just keep fixing the worst singular elements, one of which is now moon balancing.

As usual, most people chiming in the loudest here for a complete revamp of fundamental nullsec mechanics have no idea how nullsec works, and should really just keep their uninformed opinions to themselves.



This.

Tech itself was caused by CCP, even after they were warned this would happen. Until money moons have a solid taxable replacement though, it is just another SOV nerf with no givebacks. Null already has few advantages as is, at least give us Ring mining, or better SOV upgrades, or heck anything taxable before you go nerfing.

Are we making the problem worse and even more hilariously obvious. Yes
Is GSF twisting the knife to drive game changes? Yes.

But we do this all the time with many game mechanics. It's a good force for change. We usually end up with a way better game afterward.

Leader of the Goonswarm Economic Warfare Cabal.

Creator of Burn Jita

Vile Rat: You're the greatest sociopath that has ever played eve.

Weaselior
GoonWaffe
Goonswarm Federation
#145 - 2012-06-15 16:17:50 UTC
I mean, we could outfit all our newbies with firetails instead of rifters or something silly like that, but ultimately when wars are won and lost with subcaps, morale is what matters. Not isk. Capital battles can be decided by isk (can't afford to replace) but usually the issue with those isn't isk, it's actually having enough replacements at any price. Supercaps though, are a massive isk sink that can't be matched by a new alliance and if supercap supremacy (or cap supremacy) is needed a newer and poorer alliance is unlikely to win no matter what their morale or motivation.

Head of the Goonswarm Economic Warfare Cabal Pubbie Management and Exploitation Division.

MeBiatch
GRR GOONS
#146 - 2012-06-15 16:18:14 UTC  |  Edited by: MeBiatch
If you guys take a note from Worm Hole space i think you can find great conflict drivers there...

what i am talking about is the different types of systems like some are black hole or what not and they have differnt bonuses for the systems...

you could do the same thing for 0.0...

like for systems that have terran planets they could get some sort of industry bonus... like reduction in cost/time to produce ships...

you could go nuts really with speical bonuses that could apply to either the planets or special in space phenomenon that could affect the quality of said planet/solar system...

you could make it so as the player upgrades the system it makes it more a desireable place to take... but you could also chance taking away from some of those bonus do to too much war... which could make it so you have a dynamic system where every now and then a new system becomes the new NOL... so too speak...

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Marlona Sky
State War Academy
Caldari State
#147 - 2012-06-15 16:20:37 UTC
SetrakDark wrote:
Agreeing with the weasel. Moons have historically been a very good feature in nullsec; and honestly they still are, all this "otec" gnashing of teeth is really overblown. Tech costs a lot because of a mechanics change CCP put in two years ago, not a defensive agreement between moonholders. Furthermore, moons, even in their broken state, have driven conflict perfectly well for over 3 years. Now, in a seasonal nullsec lull period which happen all the time, nullsec is suddenly "dying", according to the uninformed masses anyway.

The basic idea of moons works really, really well. Just get the balance right, and introduce dynamic means of maintaining and tweaking that balance. The stuff that has historically killed nullsec is risk/reward balance with hisec, lag, and the supercap debacle, all of which have seen huge improvements. There's no need to change the fundamentals of nullsec, just keep fixing the worst singular elements, one of which is now moon balancing.

As usual, most people chiming in the loudest here for a complete revamp of fundamental nullsec mechanics have no idea how nullsec works, and should really just keep their uninformed opinions to themselves.


I am not disagreeing with you. A point I would like to make is in null, especially in null, you have to be part of a power block if you want to think about holding onto any moons of real value. You don't fight your neighbors, you are fighting the map. Factor in effort free intel, structure mails and an assortment of other effort free mechanics.

Maybe CCP really only wants 2-4 power blocks at most in null. I see people say they want to see more players in null, but the only option is joining one of the power blocks already there. How is that dynamic at all?
Lady Zarrina
New Eden Browncoats
#148 - 2012-06-15 16:24:56 UTC
Weaselior wrote:
I'd like to point out that largely the only thing you can spend money on to increase your defenses are supercaps: nerf supercaps and isk doesn't buy defense.


Well I agree, but if they nerf supers, the rich will just be able to field more of the next best thing. And care less about the replacement cost. So I think ISK still does make a difference... and should I guess.

Damn you, you filthy rich SOB's, grumble grumble grumble.

EVE: All about Flying Frisky and Making Iskie

Weaselior
GoonWaffe
Goonswarm Federation
#149 - 2012-06-15 16:26:54 UTC  |  Edited by: Weaselior
Lady Zarrina wrote:
Weaselior wrote:
I'd like to point out that largely the only thing you can spend money on to increase your defenses are supercaps: nerf supercaps and isk doesn't buy defense.


Well I agree, but if they nerf supers, the rich will just be able to field more of the next best thing. And care less about the replacement cost. So I think ISK still does make a difference... and should I guess.

Damn you, you filthy rich SOB's, grumble grumble grumble.

Your pilots stop logging in if you lose enough subcap fights you are at any risk of running out of money. That's why isk doesn't really matter at that point: nobody wants to spend 2-3 hours getting ground into paste several times a week even if you're replacing their ship. On the other hand, if you're winning your pilots will spend their own money even if you're broke.

Head of the Goonswarm Economic Warfare Cabal Pubbie Management and Exploitation Division.

Alia Gon'die
Outer Ring Applied Logistics
#150 - 2012-06-15 16:31:45 UTC
Weaselior wrote:
Lady Zarrina wrote:
Weaselior wrote:
I'd like to point out that largely the only thing you can spend money on to increase your defenses are supercaps: nerf supercaps and isk doesn't buy defense.


Well I agree, but if they nerf supers, the rich will just be able to field more of the next best thing. And care less about the replacement cost. So I think ISK still does make a difference... and should I guess.

Damn you, you filthy rich SOB's, grumble grumble grumble.

Your pilots stop logging in if you lose enough subcap fights you are at any risk of running out of money. That's why isk doesn't really matter at that point: nobody wants to spend 2-3 hours getting ground into paste several times a week even if you're replacing their ship. On the other hand, if you're winning your pilots will spend their own money even if you're broke.


Basically isk doesn't mean anything if all your players are bored and don't log in.

Self-appointed forums hallway monitor Ask me about La Maison and what it means for you! http://bit.ly/LTW5gW These wardec rules are not in place for our protection. They're in place for yours.

Nicolo da'Vicenza
Viziam
Amarr Empire
#151 - 2012-06-15 16:33:11 UTC
see: Legion of xxdeathxx
5hadow 1
The Shadow's Of Eve
TSOE Consortium
#152 - 2012-06-15 16:33:23 UTC
This post thread is already spinning fast so heres my two cents. This goes to CCP Soundwave. There are haves and the have nots. In eve when it comes to moon goo there many more have nots than haves. So people in general will alway cry about not having access to what the have's got and scream it not fair. That is the nature of anything.

forums are great but as soon as people see a CCP Dev post - it like wildfire and as I see in less than 30 min this thread increased by 4 pages and the quotes and sub quotes and sub sub quotes is exploding where I dont even want to read.

So if you really want to get some fresh Ideals you have a way to do outside of forums or even fanfest. You have vast amounts of corps in eve. Alot of alliance leaders. Alot of people who manage's POS. Use you in game GOD status and randomly Convo them in game. You have ingame voice too. Use it. You will get the feel of what people need. You get unresticted access to ideals that people can talk with out being flamed on a forum or targeted in game for making a post that another person made. Some people just dont want to deal with forum flames or drama but they still have good ideals.
Lady Zarrina
New Eden Browncoats
#153 - 2012-06-15 16:36:52 UTC
Weaselior wrote:
Lady Zarrina wrote:
Weaselior wrote:
I'd like to point out that largely the only thing you can spend money on to increase your defenses are supercaps: nerf supercaps and isk doesn't buy defense.


Well I agree, but if they nerf supers, the rich will just be able to field more of the next best thing. And care less about the replacement cost. So I think ISK still does make a difference... and should I guess.

Damn you, you filthy rich SOB's, grumble grumble grumble.

Your pilots stop logging in if you lose enough subcap fights you are at any risk of running out of money. That's why isk doesn't really matter at that point: nobody wants to spend 2-3 hours getting ground into paste several times a week even if you're replacing their ship. On the other hand, if you're winning your pilots will spend their own money even if you're broke.


Oh I agree 100% on morale. There is way more to running a huge, successful organization like yours besides ISK. But there is still a cost, and I think there should be a cost.

EVE: All about Flying Frisky and Making Iskie

SetrakDark
Doomheim
#154 - 2012-06-15 16:37:47 UTC
Marlona Sky wrote:
I am not disagreeing with you. A point I would like to make is in null, especially in null, you have to be part of a power block if you want to think about holding onto any moons of real value. You don't fight your neighbors, you are fighting the map. Factor in effort free intel, structure mails and an assortment of other effort free mechanics.

Maybe CCP really only wants 2-4 power blocks at most in null. I see people say they want to see more players in null, but the only option is joining one of the power blocks already there. How is that dynamic at all?


Again, you demonstrate that you have no idea how politics and power "blocks" actually work in effect in nullsec.

I'm not saying this to be a ****, I'm saying it for the good of everyone: just stop talking about things you know nothing about. You waste everyone's time and you just look silly.

Stop. That's it. Just stop.
Kadl
Imperial Academy
Amarr Empire
#155 - 2012-06-15 17:01:13 UTC
Taxes

Since people are thinking about replacements for alliance income, why not add the ability to tax mining. Perhaps CCP can come up with some easy way for alliances to identify the amount of minerals mined and perhaps an automatic deduction. CCP has talked about a new intelligence system and this could be added to that. Allowing tax evasion (an identifying the culprits) might be an option as well.

The other industrial activities are associated with POSes which alliances can currently tax through rents. I suppose CCP could also make taxing those easier if there was a need.
Xython
Federal Navy Academy
Gallente Federation
#156 - 2012-06-15 17:28:44 UTC
Lady Zarrina wrote:
Yes, I think Eve would be improved if you make the null sec alliances want miners in their areas.

Having a Tax system like PI on the new moon goo would probably help encourage alliances to want more people (including industrial types) in their ranks. And active ring mining should really make alliances want a few more indy types.


The Tax system on PI did not encourage friendship and tolerance between nullsec players. One of the Devs, CCP Omen I believe, suggested that Nullsec players would ignore neutral players in their space doing PI, because of the tax income. I cannot begin to grasp the lack of understanding that would lead to such a suggestion, but I believe it entails someone never playing on the PVP side of EVE in their lives.

If these ring mining systems are in Nullsec space, they will be SOV claimed by someone and anyone not in the club won't be welcome. OF course, there will also be people AFK Cloaking 24/7.
Random Majere
Rogue Fleet
#157 - 2012-06-15 17:34:42 UTC
Marlona Sky wrote:

I am not disagreeing with you. A point I would like to make is in null, especially in null, you have to be part of a power block if you want to think about holding onto any moons of real value. You don't fight your neighbors, you are fighting the map. Factor in effort free intel, structure mails and an assortment of other effort free mechanics.

Maybe CCP really only wants 2-4 power blocks at most in null. I see people say they want to see more players in null, but the only option is joining one of the power blocks already there. How is that dynamic at all?


I like what you are saying. Keep posting.
Nicolo da'Vicenza
Viziam
Amarr Empire
#158 - 2012-06-15 17:34:55 UTC
I don't think Zarrina said anything about neutral miners being allowed in sov space, I think they were suggesting that miners would be more weclome in sov space if ring mining was enable.
Vyktor Abyss
Abyss Research
#159 - 2012-06-15 17:35:44 UTC
Just a note on "home" and mobility:

Why can't I pack up my station and move it when we get sick of an area or want to redeploy elsewhere? Part of the problem with territory conflicts becoming too static is that the cost to redeploy or move currently means you effectively waste all the isk invested in any station / ihub / upgrades etc. because you cant take any of it with you.

There really should be a mechanic to take down stations, i-hubs, upgrades and other stuff without destroying them (and including destroying them for stations).

Once alliances and groups have the freedom to move more easily more conflict will happen. Admittedly conversely more benefits need to be possible for staying put and 'building' a home in order to stop everyone doing the vagrant thing and only moving round to stomp people.

You'd need to allow scope for the "builders" and "demolishers" to both be happy in equal measure. Static resources like moon minerals could be a good driver of the building by having the resources be "buildable/discoverable" anywhere but requiring some time to develop/cultivate, but also eventually expiring or depleting. I hate to sound all rural here, but having a system like with a rural village is optimal - planting in spring, tending to the fields and crops in summer and harvesting late summer/autumn before the cold winter comes. This kind of cycle binds people to the territory spring to autumn then frees them up in winter to move on or prepare for the next cycle (if that makes sense).

Moving to some group activity based resource gathering for these resources (elite farming! Big smile) like the suggested ring mining would definitely improve things, so long as you scale these group activities so 1 guy afk in a hulk can't just sit there sucking out everything over a week, but at the same time 1000 guys in hulks cant deplete the resource in 1 hour either...
A wide range of PVE activities need to take place like mining/ratting etc to keep the resources flowing at an optimal level.

Just my thoughts. Cheers.
Vincent Athena
Photosynth
#160 - 2012-06-15 17:49:03 UTC  |  Edited by: Vincent Athena
CCP Soundwave wrote:

........... But what if we based it on a system where you for example could upgrade your space at the expense of someone elses space? Let that simmer for a while and people will be fighting in no-time Big smile

I'd rather rely on a mechanic where people poke each other than moons.


So, like a Interstellar ring scanning disruption projector? A big thing I build in my system, point and another solar system and all their ring mining is nerfed? And to counter it they got to come to my system and blow it up? Or pay me ransom?

One can imagine I-hub disrption, anti-cyno jammer, jump bridge jammer......

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