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Two serious questions for the "Highsec Carebear"

Author
Tesal
#101 - 2012-07-01 02:15:43 UTC
Acceptable risk is 1/100 getting ganked. Right now its much higher than that.
Thor Kerrigan
Guardians of Asceticism
#102 - 2012-07-01 02:20:03 UTC
Tesal wrote:
Acceptable risk is 1/100 getting ganked. Right now its much higher than that.

Why do you think it is so? I can say it's 1/1000... Without a proper justification on the matter a number makes little sense.
Shameless Avenger
Can Preachers of Kador
#103 - 2012-07-01 02:20:53 UTC
OP... questions are tl;dr but here's some info... I want to:

a. Walk in the station
b. Find the captain's quarters of the tradeing hub alts
c. Bust trough their doors
d. Shoot them in the head
e. Loot their wallets
f. read their wallet journals and find out who their mains are
g. find their main's capt quarters.
h. bust their main's capt quarters doors
i. shoot them in the head to
j. loot their wallets


Because *NOTHING* is more carebearish than the high sec trade hub market alt who never undocks.

"This is the Ninja. He will scan you down; he will salvage your wrecks and there shall be no aggro"

Delen Ormand
Center for Advanced Studies
Gallente Federation
#104 - 2012-07-01 02:21:00 UTC
Pipa Porto wrote:
Delen Ormand wrote:
Thor Kerrigan wrote:
The "hate" is actually roleplay to most gankers: just like the Minmatar and the Amarr do not like each other. Out of game, I seriously doubt any ganker truly hates all highsec miners, but I would be surprised if a ganked miner feels the same way out-of-game.


I really don't believe it's roleplay. I'm guessing that, like any bullying, it's because there's a group of people seen as an easy target and bullying behaviour is rewarded with positive feedback from the bully's peer group. I also disagree with the word 'hate' here. Kimmie used the word 'derision', which I think is nearer the mark. If you find reason to look down on a person, it makes you feel more powerful. On top of that, theres a lot of positive feedback for those who identify with the anti-miner group. All in all, I'd imagine it's more to do with acceptance from others, which I guess is quite ironic.


You seem confused about the nature of the game you play.



CCP Wrangler wrote:
EVE is a dark and harsh world, you're supposed to feel a bit worried and slightly angry when you log in, you're not supposed to feel like you're logging in to a happy, happy, fluffy, fluffy lala land filled with fun and adventures, that's what hello kitty online is for.


Jon Lander wrote:

If you pay attention, and you’ve got your wits about you, you can avoid people coming in and ganking, a survival of the fittest kind of thing, and people are now able to actually make a much better living from mining because of things like Hulkageddon and Burn Jita, because minerals are more expensive.

http://www.pcgamer.com/2012/06/12/eve-online-interview-betrayal-at-fanfest-burn-jita-virtual-reality-and-the-president-of-iceland/

Jon Lander is the Senior Producer of EvE (He's Soundwave's Boss).


Christ, again? You posted the same thing to something I wrote the other day as well. It was about as relevant then as it is now. That is, not very.

Eve can be as cold, dark, harsh and whatever as you want - but the gameworld of Eve is not the same as it's community. There is nothing contradictory about a warm, friendly community existing in a cold, harsh environment. There's nothing contradictory about gamers backstabbing and ganking each other in the game, while showing a bit of respect for each other on the forums.

So no, I don't think I'm confused about the nature of the game I play.
Delen Ormand
Center for Advanced Studies
Gallente Federation
#105 - 2012-07-01 02:22:49 UTC
Thor Kerrigan wrote:
Delen Ormand wrote:
Thor Kerrigan wrote:
So anyways... 5 pages I there is barely anyone who actually responded to the questions. Is it because the real highsec dwellers simply adapted and are playing the game or because they do not exist?


Like I said, I don't think they have a reason to answer you. You haven't given them any reason to, plus whatever they post is going to be attacked.


But why would I attack them?


Not necessarily you, but it's not just you that would be seeing replies.
Tarryn Nightstorm
Hellstar Towing and Recovery
#106 - 2012-07-01 02:28:07 UTC
Kimmi Chan wrote:


While I do see some truth in your words there is more to it than just this. There is self-victimization. If you're being bullied - FIGHT BACK. The same tools that a ganker uses to shoot you are the same tools that are available to you to shoot him back.


^^That.^^

The same tools are available to everyone, equally, but the onus is on you to choose to use them.

Harsh-but-fundamentally-fair sandbox, working as intended.

Star Wars: the Old Republic may not be EVE. But I'll take the sound of dual blaster-pistols over "NURVV CLAOKING NAOW!!!11oneone!!" any day of the week.

Thor Kerrigan
Guardians of Asceticism
#107 - 2012-07-01 02:36:34 UTC  |  Edited by: Thor Kerrigan
Delen Ormand wrote:
Thor Kerrigan wrote:
Delen Ormand wrote:
Thor Kerrigan wrote:
So anyways... 5 pages I there is barely anyone who actually responded to the questions. Is it because the real highsec dwellers simply adapted and are playing the game or because they do not exist?


Like I said, I don't think they have a reason to answer you. You haven't given them any reason to, plus whatever they post is going to be attacked.


But why would I attack them?


Not necessarily you, but it's not just you that would be seeing replies.


True, but would you rather gain respect from the community by showing that you care about a balanced game rather than hope things will "fix" themselves in the end? Notice how one way you are in control and the other you simply let others do the changes for you?

As it is now, the only real motivation for this "hate against miners" is because they apparently do not care if the game is balanced. Care to prove these "accusations" wrong?

Whether you play for eye-candy or for profit, my opinion on the matter is that a balanced game is key for the ongoing success of it. Balance is what brings enjoyment in achieving something, balance is what makes replayability more fun. When making money no longer becomes balanced and the only people playing the game do so for "eye-candy", isn't that the very definition of a dead MMO?
Kijo Rikki
Killboard Padding Services
#108 - 2012-07-01 02:46:39 UTC
Tesal wrote:
Acceptable risk is 1/100 getting ganked. Right now its much higher than that.


You have about a 1/50 chance of getting into a car accident this year. You gonna walk to work?

You make a valid point, good Sir or Madam. 

Alavaria Fera
GoonWaffe
#109 - 2012-07-01 02:56:11 UTC
Kijo Rikki wrote:
Tesal wrote:
Acceptable risk is 1/100 getting ganked. Right now its much higher than that.

You have about a 1/50 chance of getting into a car accident this year. You gonna walk to work?

This is per what, per undock? Per autopilot though heavily camped-by-ganker area?

Per minute of afk mining?

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Delen Ormand
Center for Advanced Studies
Gallente Federation
#110 - 2012-07-01 03:16:27 UTC

Thor Kerrigan wrote:
True, but would you rather gain respect from the community by showing that you care about a balanced game rather than hope things will "fix" themselves in the end? Notice how one way you are in control and the other you simply let others do the changes for you?


Get outta here... First off, there is no control gained by doing as you ask because others will make those changes anyway. They're not going to be influenced by a thread asking miners how much profit they'd like. There are too many other factors involved. Second, you really think there'd be any "community respect" gained by answering your questions? I reckon it's far more likely that anyone answering will have the **** taken out of them.

Thor Kerrigan wrote:

As it is now, the only real motivation for this "hate against miners" is because they apparently do not care if the game is balanced. Care to prove these "accusations" wrong?


There's been a number of threads recently which have touched on possible motivation. And the fact that you've come out with this accusation, claiming it's the only possible one, and then put the onus on me to prove it wrong is kind've manipulative and makes me doubt your motives even more.

If you're actually serious about coming out with something of value, how about you explain why you're asking? First you said it was out of curiosity, now it's somethign to do with balancing..?
Pipa Porto
#111 - 2012-07-01 03:49:49 UTC
Tesal wrote:
Acceptable risk is 1/100 getting ganked. Right now its much higher than that.


Units?

1 in a Hundred What?

Because I guarantee that with a little effort, your risk of being ganked will fall below 1 in a Hundred days. It's a New Deal for miners.

EvE: Everyone vs Everyone

-RubyPorto

Pipa Porto
#112 - 2012-07-01 03:55:45 UTC
Delen Ormand wrote:


Christ, again? You posted the same thing to something I wrote the other day as well. It was about as relevant then as it is now. That is, not very.

Eve can be as cold, dark, harsh and whatever as you want - but the gameworld of Eve is not the same as it's community. There is nothing contradictory about a warm, friendly community existing in a cold, harsh environment. There's nothing contradictory about gamers backstabbing and ganking each other in the game, while showing a bit of respect for each other on the forums.

So no, I don't think I'm confused about the nature of the game I play.



From what I read, you were calling a set of in game actions "bullying." I wanted to point out that the Game Designers don't view it the same way.

If that's wrong, and you were somehow talking about the forum community, well then that's not the topic of the thread.

EvE: Everyone vs Everyone

-RubyPorto

Jarod Leercap
On Three 125
#113 - 2012-07-01 04:04:44 UTC
Thor Kerrigan wrote:
1. What exactly is a reasonable amount of risk? In other words, at which point would losing your most expensive ship (NPCs or Players, no matter) result in you going "Yep, I truly deserved to lose that ship and I can only blame myself". Showing emotion - sadness or rage - for such a lose is understandable; such is the nature of the game. So please, an honest response.

2. What exactly is a reasonable amount of profit you should be allowed to make? What is the maximum and the minimum isk/hour that should be available when you perform said activities under you ideal risk/reward ratio you thought of when answering question 1.


I think to get to the heart of the answer, I have to phrase the questions differently. I'll venture to outline new questions and rough answers.

(1) How long should recovery for a loss take?

I would say that this is a sliding scale, in that loss recovery should be quick for new players and longer for more experienced players. That said, the answer to this question also depends on loss frequency, as an activity is not profitable of losses happen more quickly than they can be recovered.

Assuming a low loss frequency, I wouldn't want recovery to make more than a work day (say 8 to 10 hours). This assumes I have enough savings to replace what I lost, and therefore do not see my earnings drop.

(2) How frequent should losses be?

For high-sec care bears, I would say not very. The problem with a higher loss frequency is that the loss frequency will vary, and you don't want a player to buckle because two or three losses can come too quickly with a relatively minor variation in loss frequency.

(3) What should the net income of the activity be, once you subtract for a typical loss rate?

This is where I really struggle to come up with an answer.

Let me take off my care bear hat for a moment and try to think like a PvP'er (which I am not). PvP tends to be an income sink, so I want there to be activities that generate net income to fund my PvP. Ideally, that net income is high enough that I can spend a signficant fraction of my time in PvP.

The question then, is how the game can let PvP players cover their losses without leaving PvE players flush with cash when both engage in the same activities.

Some other comments...

Thor Kerrigan wrote:
In other words, at which point would losing your most expensive ship (NPCs or Players, no matter) result in you going "Yep, I truly deserved to lose that ship and I can only blame myself".


Frankly, I think this is the wrong way to ask a care bear to measure risk.

PvP is a more directly competitive endeavor. Wins and losses are typically, but not always, determined by player skill. Even in this sense, though, skill shouldn't just be about "not making mistakes". It should (typically) be about executing better, having marginally more precision, better twitch, and/or better timing, not, "Shoot, I forgot to turn on my guns!".

In the end, PvP victory should go to the player who deviates less form perfect execution. One can call deviation perfect execution "mistakes", but ideally the good matches are determined by deviations to small to warrant the term. In that sense, there should be at least some matches where the loser says, "He/she just outplayed me that round. I should practice so I can do better next time."

PvE is very different in that the player trying to defeat a more-or-less fixed obstacle. Unless you accept that the player always wins if he or she doesn't do something stupid--which would imply little or no external risk--then the thought of a losing player should not be, "I messed up," but rather, "My number came up."

Thor Kerrigan wrote:
I should make enough money in highsec to barely pay for a PLEX on a good month.


Perhaps I'm too casual about the game for your taste, but my sense is that it should be awfully hard to earn a PLEX in a month, even for an experienced player, especially in high sec. There is a logical limit to how many players can fund their accounts with flex before the game becomes, in effect, free to play. At some point, no one pays for the actual game, and a subset of players buy tokens from the publisher that they (indirectly) trade to other players for high-end gear. I'm not opposed to a funding model that works for the publisher, per se, but enough free to play games look sufficiently lousy to make me wary.
Anya Ohaya
School of Applied Knowledge
Caldari State
#114 - 2012-07-01 04:17:16 UTC
That was a singularly passive aggressive original post. Reminds me of my ex wives. And a couple of my girlfriends.
Thor Kerrigan
Guardians of Asceticism
#115 - 2012-07-01 04:19:48 UTC
Delen Ormand wrote:

Thor Kerrigan wrote:
True, but would you rather gain respect from the community by showing that you care about a balanced game rather than hope things will "fix" themselves in the end? Notice how one way you are in control and the other you simply let others do the changes for you?


Get outta here... First off, there is no control gained by doing as you ask because others will make those changes anyway. They're not going to be influenced by a thread asking miners how much profit they'd like. There are too many other factors involved. Second, you really think there'd be any "community respect" gained by answering your questions? I reckon it's far more likely that anyone answering will have the **** taken out of them.

Thor Kerrigan wrote:

As it is now, the only real motivation for this "hate against miners" is because they apparently do not care if the game is balanced. Care to prove these "accusations" wrong?


There's been a number of threads recently which have touched on possible motivation. And the fact that you've come out with this accusation, claiming it's the only possible one, and then put the onus on me to prove it wrong is kind've manipulative and makes me doubt your motives even more.

If you're actually serious about coming out with something of value, how about you explain why you're asking? First you said it was out of curiosity, now it's somethign to do with balancing..?


I made my explanation quite clear though: I'd like to see if my understanding of a balanced game is similar to someone who has not experienced most risk/reward ratios the game offers. It is safe to assume most players experienced highsec, but not all experienced low/null or wh space.

I put accusation in brackets for a reason too, it's called reasonable doubt.
Thor Kerrigan
Guardians of Asceticism
#116 - 2012-07-01 04:20:59 UTC
Anya Ohaya wrote:
That was a singularly passive aggressive original post. Reminds me of my ex wives. And a couple of my girlfriends.


congratulation on having more than one love interest in your life? Cool
Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#117 - 2012-07-01 04:26:56 UTC
I am currently a devoted highsec carebear; this is in spite of a respectable amount (~6 months) of nullsec experience and proficiency in surviving Null and Low. No, the reason I live in highsec is that the access barrier to the fun, and profitable activities (these two categories may overlap, and may be separate) is rather high. I regard this barrier as primarily social (alliance dominated, activities restricted), and secondarily available time to invest. If I can only play for one or two hours that day, I don't want to be dragged into a CTA only to have to logoff in an expensive ship deep in enemy space halfway through the op. It just doesn't mesh up with how I am able to play.

Thor Kerrigan wrote:

1. What exactly is a reasonable amount of risk? In other words, at which point would losing your most expensive ship (NPCs or Players, no matter) result in you going "Yep, I truly deserved to lose that ship and I can only blame myself". Showing emotion - sadness or rage - for such a lose is understandable; such is the nature of the game. So please, an honest response.

I find this a poorly phrased question. By what standard are you measuring risk? It's unclear how to rate it. The basic answer that I can give is when I am very likely to lose more value (in isk, assets, or "fun", it doesnt matter) then I am likely -or able- to gain, it is unacceptable and I will avoid that action. This single handedly wipes out 0.0 sov play for me, on both fun and isk levels; most of the rest of 0.0 and lowsec are off limits as well because of this; without a good corp at least, which are rare. \

I do like your answer as well:
Quote:

1. Losing a ship should happen under two circumstances: when I make a mistake (vs NPC or player) or when someone invest more effort into ganking me than I invested protecting myself (vs player).


Quote:

2. What exactly is a reasonable amount of profit you should be allowed to make? What is the maximum and the minimum isk/hour that should be available when you perform said activities under you ideal risk/reward ratio you thought of when answering question 1.

The simple answer is to accomplish my goals, whatever those are at the time. Plexing is a main, and obvious one. However, making enough to fund personal "progression" is more important. If I havn't played as much in a month or something, and need my isk liquid for my goals, then I'll just pay the subscription normall that month. Progression is ill defined; when I get bored with one thing, I'll move to another. The key is that I set goals, and expect to see progress towards them as a result of play.
Anya Ohaya
School of Applied Knowledge
Caldari State
#118 - 2012-07-01 04:28:14 UTC
Thor Kerrigan wrote:
Anya Ohaya wrote:
That was a singularly passive aggressive original post. Reminds me of my ex wives. And a couple of my girlfriends.


congratulation on having more than one love interest in your life? Cool


Lets just say that if you're going to take umbrage at the way I live (and play), you're gonna have to take a number.
Romar Agent
Science and Trade Institute
Caldari State
#119 - 2012-07-01 04:29:07 UTC
Cass Lie wrote:
Thorn Galen wrote:
Posting in a thread where "Isk per hour" is the only reason people play this game.

I don't.

Nice to make ISK, yes, but if you're making it your bible, your only motive to play this game, then you fail at Eve.

... If there were no rewards, there wouldn't be that much enjoyment. Hence why isk/effort ratio is important in the game (see massive drop in incursion communities when they became less profitable for a recent example).

I think the OP's questions are clearly stated and make sense. I would be interested to know some honest answers too. One indirect was given so far.
Of course I'm playing for rewards.

But (honestly said) the reward I thrive for is not ISK - my rewards is standings (roleplaying perspective).

ISK is just a means to an end for me and for ISK I'm selling a couple of PLEX then and now (which is more efficient on my time).

To reemphasize:

I don't mind any level of risk, as long as it's within my venue of play - I would gladly loose a Battleship a day if that meant playing the game the way I want to,

I'm also not in need of any profit ISK-wise - but I seek out standing increase.

I'm not playing with a risk/standing ratio in mind, though you could say I'm flying the highest level of mission I can get from the corporation I'm interested in. I may fly a Level 4 for Corp A one day, and a Level 1 for new Corp B the next.
Thor Kerrigan
Guardians of Asceticism
#120 - 2012-07-01 04:39:59 UTC  |  Edited by: Thor Kerrigan
Jarod Leercap wrote:

- snip -
Thor Kerrigan wrote:
I should make enough money in highsec to barely pay for a PLEX on a good month.


Perhaps I'm too casual about the game for your taste, but my sense is that it should be awfully hard to earn a PLEX in a month, even for an experienced player, especially in high sec. There is a logical limit to how many players can fund their accounts with flex before the game becomes, in effect, free to play. At some point, no one pays for the actual game, and a subset of players buy tokens from the publisher that they (indirectly) trade to other players for high-end gear. I'm not opposed to a funding model that works for the publisher, per se, but enough free to play games look sufficiently lousy to make me wary.


First off, thank you for this constructive post. While I mostly agree with what you said, I'd like to focus on this particular quote at the end of your reply.

Playing the game and paying for a PLEX is relative to the amount of effort you feel you put into acquiring that sum. When someone strictly plays for fun, and the extra 500 mil comes as a by-product of that fun, they don't really feel they are paying for game-time. On the other hand, one who looks at the game in terms of isk/hour will quickly realize that most solo PVE activities are overshadowed by an extra hour overtime at work.

Take 0.0 ratting for instance: 60 mil/hour with a decent fit. That's still 8 hours versus 1 hour of overtime at work. That is when ratting stops being "fun" and becomes a "grind to pay for my PLEX". Same for the highsec level 4 runner, let's assume again 40-60 mil/hour which ~8-12 hours of total grinding if you do them to fund your account.

My point when I say barely is that this should be obtainable only to the most dedicated highsec dwellers and not the "casuals". Why? Because the balance between casual highsec income and hardcore highsec income is what regulates the price for many items on the global market. It will be so as long as the majority of EVE's population remains in highsec.