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My thoughts on how to balance eve, so all lower than .5 systems are more inticing to live in.

Author
Enkill Eridos
Draconian Enforcers Available To Hire
#1 - 2012-06-23 19:38:20 UTC  |  Edited by: Enkill Eridos
This idea came from the topic making null sec more vibrant. A lot of those posts are about how level 4's need to be moved to low sec. Or the removal of logistics systems such as jump frieghters and things with jump drives. Also the removal of a strategic tool used in SOV 0.0 the Jump Bridges. (If Jump Bridges were removed from the game, those that police those areas wouldn't be able to react to a hostile force very quickly. Which would dumb down tactics in null therefore not improving them at all, keeping pvp at gates and stations, and pos's. Which doesn't make for a more vibrant null sec, just one where there are less incentives. I play in null because it is the only place in eve where I can actually be a space cop. Which has become a recent goal of mine. But is way off topic.

During the topic making null sec more vibrant I came up with a few idea I thought would be beneficial in the long term, and would break up places like Jita. My proposal is not nerfing anything but increasing the cost of doing business in high sec by increasing market transaction taxes.

Increasing taxes on a scale that is effected by sec status. My idea is this that the base tax without the accounting skill be put on a scale like it is below

base tax Accounting V

1.0 - .9 = 45% tax 22.5%

.8 -.7 = 40% tax 20%

.6 - .5 = 35% tax 17.5%

.4 - .3 = 30% tax 15%

.2 - .1 = 25% tax 12.5%

npc 0.0 = the current market transaction tax rate.

Seeing it in this way I do not see really how this would break eve. Other than the inevitable price increase, but the costs on the market has sky rocketed since the drones got nerfed. This makes mining more profitable than most other things in eve. If you want a lot of money really quickly you either mine or run incursions. Which I do not think need to be nerfed, I think what will bring more incursion fleets out is things that can be introduced through the player base. i.e hiring a merc group to guard the sites gate, help contest a site (i.e. blow up all opposition.), or completely lock down a system. Which without any CCP involvment could bring more people to the place Kenny Loggins talked about..You know the song from Top Gun..Referenced on the show Archer a lot...yeah there.

With the increases of mineral prices therefore everything on the market has gone up in price. CCP has made a lot of pve more profitable. Except the bastard child known as mission running. I do not think high sec mission running should be changed at all..Leave it how it is.

But make low sec mission running a lot more profitable than high sec mission running. Add more Level V agents, add more corporations that have Level V agents. Make the low sec rats drop more loot than in high sec. Allow random faction spawns in low sec missions that would have a chance to give faction loot. (Not a BS faction ship but like a frigate one.) I am talking about not just level V's. But level 3's and up. Also increase the base agent payout. Currently the payouts are the same everywhere as in hi sec.

To the NPC null mission running system as I said above, and add Level V agents and Level IV pirate epic arcs. Maybe add Level V epic arcs for all factions.

For SOV null to make that place more vibrant CCP is going to have to make it so player owned Outposts can be upgraded to have the same number of production and reasearching slots as you could find in high sec. Allow it to be upgraded to the same refining rate that can be found in Empire. I was told the upgrading of Outposts in null is a pain in the ass. As I have never been allowed to look or play with the system Outpost owners I have I am kind of confused on the whole process. Is it that you have to bring in a new service egg to upgrade it? If that is how it is done it is Asinine and should be changed.

That is if that is how the Outposts services can be upgraded. Make the system simpler, add a level system much like the Ihubs. Except that Outposts services can be upgraded by accepting a 5b fee. Have timers no one but those that can manage the station see and while it is upgrading disable that service for the period of time it takes to upgrade that particular service. Base the availabilty of each level of upgrade on the Strategic Level. Which goes by how long an entity holds said system. And make it an option to completely destroy a station. Like an actual option for the corp or alliance ceo of the player that makes the final blow. Let the station have a wreck much like a ship, allow it to have a kill mail, and allow it to give a chance to drop everything that it holds. Much like a ship, this would make sov a more play for keeps area. It also would allow for invaders to destroy stations in places they don't want a station.

I don't think sov alliances should be given anything, like everything else in sov I think things like changing the refine rates and how many production and research slots available should take a lot of work, it should take a group effort.

I feel these suggestions would show more of a carrot for players to leave the safety of high sec and venture out in search for greater adventure. I believe that these proposals would balance EVE as a whole out more than just giving more to a certain niche of play styles.
And a much better solution than take out the 100% refine rate from npc stations and bring l4 missions to low sec. Because both of those things would ultimately damage eve more than the Unified Inventory system. Balancing and a soft touch is needed to entice players to move away from high sec. Not a hammer. Also could you do what you did for station spinning and allow me to choose if I want to use the new Unified Inventory System? It kind of conflicts with my asset organization system.

Are you a miner/mission runner that is tired of being ganked? Do you want to play EVE and never PVP, but you have a list of players that is stopping you from doing that? Don't QQ pay someone to do your PEW PEW for you. Now offering reasonable rates. EVE mail me for more details.

Eternal Error
The Scope
Gallente Federation
#2 - 2012-06-23 19:51:33 UTC  |  Edited by: Eternal Error
I think you put your decimal point in the wrong place on those tax numbers. Either that or you're just really, really bad at understanding the market.
baltec1
Bat Country
Pandemic Horde
#3 - 2012-06-23 19:53:14 UTC
Cowards will always be cowards no matter how big the reward.
Asuri Kinnes
Perkone
Caldari State
#4 - 2012-06-23 20:08:16 UTC
baltec1 wrote:
Cowards will always be cowards no matter how big the reward.

Yeah, because a video game is such a good indicator of real manly bravery...Ugh

Did you even read that before you posted it? Or is that just some kind of knee jerk reaction to anything you see you don't recognize?

Bob is the god of Wormholes.

That's all you need to know.

baltec1
Bat Country
Pandemic Horde
#5 - 2012-06-23 20:12:45 UTC
Asuri Kinnes wrote:
baltec1 wrote:
Cowards will always be cowards no matter how big the reward.

Yeah, because a video game is such a good indicator of real manly bravery...Ugh

Did you even read that before you posted it? Or is that just some kind of knee jerk reaction to anything you see you don't recognize?


Its the truth. No matter what you offer there are people who will refuse to take any risk. I too do not understand why but it happens.
Viktor Fyretracker
Emminent Terraforming
#6 - 2012-06-23 20:19:13 UTC
This idea will just drive people out of the game, lots of people do not want to devote the time required by null. I highly doubt any null corp will want someone who plays three days a week for a handfull of hours those days.


My idea to make lowsec more viable is to make it much easier to guard mining fleets and even mission runners through a system of basically allowing the defense to shoot first.

Right now in low sec if you come into a belt and lock up a barge, I have to wait until you shoot for my guards to be able to open fire without gaining the global criminal flag. But what if low sec was altered and the GCC was only triggered in places that CONCORD "can see you"(ie stations and gates and then only in the 250km zone around those). But once away from stations and gates the defense can shoot first and only get the normal aggression timer towards the other party.

It might not make lowsec more populated right away but it could certainly make people feel safer there knowing they do not have to wait to be shot to shoot back.

EVE is like swimming on a beach in shark infested waters,  There is however a catch...  The EVE Beach you also have to wonder which fellow swimmer will try and eat you before the sharks.

Kiteo Hatto
The Scope
Gallente Federation
#7 - 2012-06-23 20:25:04 UTC  |  Edited by: Kiteo Hatto
Make 1 more appealing by nerfing 2 is just silly.
People don't go to low/null because of the community that lives there.

As in:
No real pirates anymore(the ones that honor ransoms)
Gatecamps for the lulz to pad kb's(without any real purpose other than the lulz)
People are just too "hardcore" there, even if they deny it by saying "its just a game"

We hisec'ers are fine getting lower income from missioning/exploration/mining in hisec compared to low/null if that means we don't need to be as hardcore as the low/null residents to survive.

We crave to relax at the end of the day and play a spaceship game, you crave for an adrenaline rush at the end of yours. Its beyond me how people still don't understand this.
Jayrendo Karr
Caldari Provisions
Caldari State
#8 - 2012-06-23 20:42:06 UTC  |  Edited by: Jayrendo Karr
literally every time i go into low-sec i die within an hour. **** that ****. Was hitting dscan had local up and boom 20 minutes in i'm still dead.
Yabba Addict
Perkone
Caldari State
#9 - 2012-06-23 21:31:24 UTC
Jayrendo Karr wrote:
literally every time i go into low-sec i die within an hour. **** that ****. Was hitting dscan had local up and boom 20 minutes in i'm still dead.


+1 for making me lol