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The X'th thread about low sec

Author
Sabrina Solette
Center for Advanced Studies
Gallente Federation
#61 - 2012-09-09 09:07:09 UTC
ArmyOfMe wrote:
Sabrina Solette wrote:
ArmyOfMe wrote:
You can ask most pirates out there, and you will find that the biggest nerf to low sec pvp, and 0,0 for that matter, was warp to 0.




So the majority of PvP in low-sec was/is just sitting at a gate and because of warp to 0 the target was not as easy to kill.

Lol, no wonder hardly anyone bothers to go there.
Roll Either you have very little knowledge about this issue, or your just a troll. Its kinda hard to figure out wich of the two u belong to




Well then, do explain why the warp to 0 was such a nerf to low-sec PvP if it's not the fact they can warp through gates quicker giving gate campers less time to destroy them.
Darek Castigatus
Immortalis Inc.
Shadow Cartel
#62 - 2012-09-09 10:22:02 UTC
Because, as has been said many many many times in the umpteen billion other threads about lowsec, fights in lowsec generally take place on gates or stations. Warp to 0 effectively meant you have to have the numbers to effectively cover both sides of a gate while travelling through it otherwise you risk targets just going to 0 then warping off the other side before they can be tackled. Even jumping ships back through with the targets doesnt always work due to the vagiaries of where you appear on the other side. We had a small roam a few days ago where we missed out on about half a dozen kills due to that, ships that jumped back with the targets ended up appearing too far away to land tackle before they warped.

I really wish people would engage their brains before parroting the lowsec = gatecamp crap.

Pirates - The Invisible Fist of Darwin

you're welcome

Gillia Winddancer
Aliastra
Gallente Federation
#63 - 2012-09-09 10:37:20 UTC
All whine about the same thing over and over yet no one cares about the issues that cause said things to begin with because that would force the whiners to alter their gameplay. And they don't want that. Enter catch 22.

Darek Castigatus
Immortalis Inc.
Shadow Cartel
#64 - 2012-09-09 10:40:31 UTC
More a case of the people whining having no idea what theyre talking about and then getting in a strop when this is pointed out by people who actually live in the area being discussed.

Pirates - The Invisible Fist of Darwin

you're welcome

Sabrina Solette
Center for Advanced Studies
Gallente Federation
#65 - 2012-09-09 10:47:05 UTC  |  Edited by: Sabrina Solette
Darek Castigatus wrote:
Because, as has been said many many many times in the umpteen billion other threads about lowsec, fights in lowsec generally take place on gates or stations. Warp to 0 effectively meant you have to have the numbers to effectively cover both sides of a gate while travelling through it otherwise you risk targets just going to 0 then warping off the other side before they can be tackled. Even jumping ships back through with the targets doesnt always work due to the vagiaries of where you appear on the other side. We had a small roam a few days ago where we missed out on about half a dozen kills due to that, ships that jumped back with the targets ended up appearing too far away to land tackle before they warped.

I really wish people would engage their brains before parroting the lowsec = gatecamp crap.




Camping gates or camping stations, amount to the same thing. They're both fixed objects where before warp to 0 it was easy to kill targets. Targets actually managing to get away sounds like a good thing to me, makes you work a bit for the kills.
Gillia Winddancer
Aliastra
Gallente Federation
#66 - 2012-09-09 10:53:32 UTC
Darek Castigatus wrote:
More a case of the people whining having no idea what theyre talking about and then getting in a strop when this is pointed out by people who actually live in the area being discussed.


Fact remains that there is a problem and that people are refusing to look at the causes of it. Whether it is low-sec dwellers or high-sec dwellers. Instead people keep suggesting "solutions" which does nothing to solve said problems. For instance boosting low-sec income and boosting null-sec income and such things will not change anything. Lowsec and nullsec will be just the same as it is today with exactly the same problems.

The gate-gun fix for low-sec is also a swing into mid-air. Whilst it may make fighting at gates slightly more "fair", it's solution to the main problem itself is worth less than 0 because the gameplay mechanics itself hasn't changed at all.

But, but. Until people learn to identify the root cause and strive for a change, which includes accepting a change in the gameplay, people can whine about low- and nullsec until the end of time. Nothing will change until then.

And face this fact: a gameplay change, regardless of direction is the only solution, whether people like it or not.
Darek Castigatus
Immortalis Inc.
Shadow Cartel
#67 - 2012-09-09 10:56:45 UTC
Sabrina Solette wrote:
Darek Castigatus wrote:
Because, as has been said many many many times in the umpteen billion other threads about lowsec, fights in lowsec generally take place on gates or stations. Warp to 0 effectively meant you have to have the numbers to effectively cover both sides of a gate while travelling through it otherwise you risk targets just going to 0 then warping off the other side before they can be tackled. Even jumping ships back through with the targets doesnt always work due to the vagiaries of where you appear on the other side. We had a small roam a few days ago where we missed out on about half a dozen kills due to that, ships that jumped back with the targets ended up appearing too far away to land tackle before they warped.

I really wish people would engage their brains before parroting the lowsec = gatecamp crap.




Camping gates or camping stations, amount to the same thing. They're both fixed objects where before warp to 0 it was easy to kill targets. Targets actually managing to get away sounds like a good thing to me, makes you work a bit for the kills.


Im going to be charitable here and assume you arent trolling or being deliberately obtuse, stupid idea i know but hey im just killing time right now.

You might want to reread my post, I'm talking about covering gates as you travel through them on roams, not camping them. You're also still failing to distinguish between a gate camp and a fight which happens to take place on a gate, hint : In lowsec the second is way more common than the first.

Pirates - The Invisible Fist of Darwin

you're welcome

Darek Castigatus
Immortalis Inc.
Shadow Cartel
#68 - 2012-09-09 11:00:12 UTC
Gillia Winddancer wrote:
Darek Castigatus wrote:
More a case of the people whining having no idea what theyre talking about and then getting in a strop when this is pointed out by people who actually live in the area being discussed.


Fact remains that there is a problem and that people are refusing to look at the causes of it. Whether it is low-sec dwellers or high-sec dwellers. Instead people keep suggesting "solutions" which does nothing to solve said problems. For instance boosting low-sec income and boosting null-sec income and such things will not change anything. Lowsec and nullsec will be just the same as it is today with exactly the same problems.

The gate-gun fix for low-sec is also a swing into mid-air. Whilst it may make fighting at gates slightly more "fair", it's solution to the main problem itself is worth less than 0 because the gameplay mechanics itself hasn't changed at all.

But, but. Until people learn to identify the root cause and strive for a change, which includes accepting a change in the gameplay, people can whine about low- and nullsec until the end of time. Nothing will change until then.

And face this fact: a gameplay change, regardless of direction is the only solution, whether people like it or not.


Absolutely agree, I'm happy to look at what the issues are and discuss ways to make lowsec better but most people seem to be intent on beating the GATE CAMPS!! DEATHTRAP!!! NERFNERFNERF!! button rather then looking at actual issues.

Pirates - The Invisible Fist of Darwin

you're welcome

Gillia Winddancer
Aliastra
Gallente Federation
#69 - 2012-09-09 11:45:39 UTC
Darek Castigatus wrote:
Gillia Winddancer wrote:
Darek Castigatus wrote:
More a case of the people whining having no idea what theyre talking about and then getting in a strop when this is pointed out by people who actually live in the area being discussed.


Fact remains that there is a problem and that people are refusing to look at the causes of it. Whether it is low-sec dwellers or high-sec dwellers. Instead people keep suggesting "solutions" which does nothing to solve said problems. For instance boosting low-sec income and boosting null-sec income and such things will not change anything. Lowsec and nullsec will be just the same as it is today with exactly the same problems.

The gate-gun fix for low-sec is also a swing into mid-air. Whilst it may make fighting at gates slightly more "fair", it's solution to the main problem itself is worth less than 0 because the gameplay mechanics itself hasn't changed at all.

But, but. Until people learn to identify the root cause and strive for a change, which includes accepting a change in the gameplay, people can whine about low- and nullsec until the end of time. Nothing will change until then.

And face this fact: a gameplay change, regardless of direction is the only solution, whether people like it or not.


Absolutely agree, I'm happy to look at what the issues are and discuss ways to make lowsec better but most people seem to be intent on beating the GATE CAMPS!! DEATHTRAP!!! NERFNERFNERF!! button rather then looking at actual issues.


My take on it is that gates are a part of the problem though. For both the hunters and the hunted alike. That's why I want to see gates changed, along with the way you find ships (once again, the submarine system idea would be so perfect for EVE) and catch them.

The way I see it, entering a system should be one thing. By removing the gatecamp factor when entering a system you will already create an environment where more people are willing to go to low- and nullsec space.

However, it should be an entirely different story once you are actually in a system. But the problem is again several-fold in this particular bit. Only being able to warp to specific points (unless you create bookmarks). Inability to cancel warp once initiated. And speaking of bookmarks - say if you are not equipped with a cloak. As long as you have a few bookmarks and constantly scan and fly between said marks, you are effectively 100% immune from capture. This is IMO also not too ideal.

Technically each star system is beyond huge in size for a player. Except that said size doesn't really matter because a player cannot utilize the space because of the point-to-point travel system. This method of travel is of course logical because anything else would make it impossible to find and catch another player.

Thus, a rework on how you find ships with your scanners as well as how you get to them would be required. This is why I was so incredibly hooked on that submarine style system that was proposed a while back.

It would take into account things like ship sizes (signatures), a feasible suggestion on how to detect and catch other players regardless of where they were in a star system. On top of that, distance would matter a lot more and it would possibly even open up the possibility of allowing players to alter directions mid-warp and so on. It would not render probes useless as these could still be utilized and used in a nearly identical way that they are used now - except better. Regular ship scanners could also become automated and run at all times (seriously, the 2 second clicking spam is just a beyond horrible design, gameplay wise and user interface wise - CCP you should know better than this), perhaps at the cost of increasing your own presence (active/passive sonar style). Best of all, local channel aka the omnipotent intel channel would have to go if this was to work as intended.

All in all, the amount of freedom that a player would receive as either a hunter or a hunted would increase tremendously and all kinds of factors from the size of your ship to your own player skill would all matter a great deal.

Best of all, you could finally consider eliminating fixed system entry points (at least) and thus eliminating gatecamps.

As to how this would affect low and nullsec? Well, with the very barriers that high-sec dwellers complain about gone it would probably be a bit like floodgates opening up. Gatecamps would not be necessary in the same way anymore. WHEN someone will enter a system would not matter as much, but rather IF someone is in a system.

I am aware that I have written this in a very general way, but a much detailed post on every single issue that I currently see is not something I want to write right now. Specially not with such a huge majority that are against change for issues that they themselves want to see solved. Besides, considering how so much is tied to one an, the post in question would be beyond huge.
Raptors Mole
Deep Core Mining Inc.
Caldari State
#70 - 2012-09-09 11:50:27 UTC
Kult Altol wrote:
I think low sec would be more interesting and fun if they removed local and had alternate ways to get in. No one wants to fly into a system and risk getting there ship blown up cause a bunch of jack asses sitting on a gate.


Supported.

There are alternate ways to get in - 1. direct from a WH system or 2. via a Highsec > Lowsec WH. (make more maybe)

Also less of a sec hit for engaging a target if not on a gate or station.

However, this would make it a more interesting place to live. I can't see it drawing crowds though.



Lin-Young Borovskova
Doomheim
#71 - 2012-09-09 11:51:20 UTC
Johan Civire wrote:
Oki Riverson wrote:
You know...Low-Sec used to be worse than it is now, once upon a time we had no anomalies, faction warfare or exploration, on top of that we didn't have warp to 0km...It's busier now than it was 6-7 years ago. The gategun changes and some improvements to the rewards in low-sec (ores or whatever less) and it will get there.


i agree, but thats depending where you are in low sec... The pop is still to many people living in high sec thats not wrong but the population in low sec is decreasing or atleast i think it is. Well around me then....



Also lived in low for a moment and had the same feeling but then I have to suppose a lot have done the same choice I did, move to Null sec and be free to do whatever, within alliance rules, and stop caring some place where people living in have absolutely no other reason to login than for screwing up with every little guy and his chances to learn doing stuff at that place.

Very few have a real organisation, very few create content for their members, even less open their doors to new players because :paranoia: hits levels beyond any reason and low sec pirates? -it's a legend (not everywhere but yep)
Low sec is a special place for special people and has exactly the amount of players it deserves and they want there.
CCP should simply stop spending time with this getho and make transition from high/null easier.

brb

Chimpy B
The Philosophy Of Two
#72 - 2012-09-09 12:18:40 UTC
I think low-sec still has too much risk for pve activities. There isn't really any difference between low and null really; the gate guns are easy to tank and anyone doing activities in low-sec has to keep hitting d-scan like a paranoid maniac.

I think low-sec should be medium risk. Get more players in and there will be more targets for the gankers/pvpers.

I actually think the 0.4 sec cut-off is a bit sharp. I'd like to see a gradual decrease in security from 1.0 to 0.
TharOkha
0asis Group
#73 - 2012-09-09 15:42:04 UTC
1. remove low sec gate camps
2. problem with lowsec solved
Ekscalybur
Templar Services Inc.
#74 - 2012-09-09 16:28:24 UTC
Abel Merkabah wrote:
Sabrina Solette wrote:
Solstice Project wrote:
Again i read about raising income in lowsec/nerfing highsec ...
... and again history repeats itself because that's not gonna help move people into lowsec ...
... just as CCP has shown already over and over again.

*shakeshead*


Exactly it would not change anything other than pissing some people off.


But isn't that reason enough?



Yes, in every conceivable scenario except the ones where the people you are pissing off, are giving you money.

nerf Veldspar!

ArmyOfMe
Stay Frosty.
A Band Apart.
#75 - 2012-09-09 18:41:22 UTC
TharOkha wrote:
1. remove low sec gate camps
2. problem with lowsec solved

right.....
I can tell you have a clear understanding of the issues with low sec

GM Guard > I must ask you not to use the petition option like this again but i personally would finish the chicken sandwich first so it won´t go to waste. The spaghetti will keep and you can use it the next time you get hungry. Best regards.

Oregin
Phoenix Naval Operations
Phoenix Naval Systems
#76 - 2012-09-09 21:18:21 UTC
I can't agree with the OP more on the need for an incentive to travel to low sec.

Personally I feel that the gate guns and warp to 0 are fine and I don't really think that travel through lowsec needs to be any more risky. Even without bubbles, I've spent a lot of time on lowsec gates and had many kills there, albeit mostly BC and above...oh Ishtar, let me count the ways I love you.
Really though, I like that most of the time travelling through lowsec is pretty much easy. I think this is necessary if we're ever going to entice people to come in the first place. When people find out that they're gonna get torn to pieces as soon as they jump in then no matter the incentive, people won't come.

It's long been my opinion that minerals are the way to go with lowsec. With the new mining reshuffle, especially the prospect of reworked cruiser/frig miners, it's viable for mining in low sec to be profitable enough to outweigh the risk it poses.

Moving one type of ore to low sec would mean real reasons to move there and hold space. It would give large alliances and small corps a reason to field genuine combat ready mining fleets with escorts.

Now yes, I'm speaking as a pirate who would love to see more things to kill in lowsec but I realise that they need a level of safety and tenable results for their efforts, this would be win win: people actually using lowsec, instead of the sparsely populated clusters of pirates as is now.
Brooks Puuntai
Solar Nexus.
#77 - 2012-09-09 22:06:36 UTC
The real question is why choose low over NPC null? There really isn't anything unique about lowsec that you can't get in null and more, add that the risk is relatively the same. In the end lowsec is the bastard middle child and needs to be unique instead of trying to balance it within the confines between high and null.

CCP's Motto: If it isn't broken, break it. If it is broken, ignore it. Improving NPE / Dynamic New Eden

Shidhe
The Babylon5 Consortuim
#78 - 2012-09-09 23:27:25 UTC
1) Stop all planetary interaction in High sec - those systems are full of NPCs already...
2) Make some of those low sec gas clouds useful for manufacturing other things
3) Make more varied materials lists for new tech - not all from one source plus a bit of minerals, as in T3 cruisers - make people move things around, so that they can be pirated
4) Make blockade running or planetary defence missions specially for low sec - people don't do low sec missions because they are sitting ducks for too long, so make more mobile missions that they have a good chance of completing before being pirated.
5) Low sec law infringements loss of sec limited to -5 (see below)
6) Make ransom contracts - warp scram ship, reduce it to structure - the pirate and victim can sign a ransom contract, where the victim can transfer isk or cargo to the pirate - both sides complying means pirate gets whatever and the victim goes free. Not complying for the pirate means LARGE sec status loss - going below -5 is possible.
7) Integrate more planetary interaction into the economy - good for dust too...
8) Allow stealing from damaged customs offices - forcing defence by corp.
9) Make occasional sites in low sec into 0.0 types - low sec is more dangerous than 0.0, so why not even the reward a bit? Make exploring low sec more worthwhile.
10) Fix the economy bottlenecks to make common items more useful - especially moon mining - the best way to get more industry back into low sec. Industry = targets.
Adalun Dey
Royal Amarr Institute
Amarr Empire
#79 - 2012-09-09 23:52:27 UTC
Brooks Puuntai wrote:
The real question is why choose low over NPC null? There really isn't anything unique about lowsec that you can't get in null and more, add that the risk is relatively the same. In the end lowsec is the bastard middle child and needs to be unique instead of trying to balance it within the confines between high and null.

These threads always make me feel as if i'm a hardened survivalist living on the fringes of civilized society, surrounded by bitter bloodthirsty pirates risking my entire livelihood as I valiantly steer my ship through hostile territory. Fact of the matter is that I feel a lot less safe and considerably more exposed whenever I'm in Jita and the numbers agree with me. There are a lot more ships being destroyed in the latter than in the entirety of lowsec combined.

If lowsec is such a dangerous place I wonder where all that danger comes from. Certainly not from those two other pilots that occasionally share a system with me. Lowsec isn't interesting for mining (but when is that ever interesting) but there are certainly activities to partake in that are more profitable in lowsec than in highsec or npc nullsec. Unaffiliated planetary industrialists will find a wide assortment of profitable planets with dense pockets of resources and player owned customs offices with low tax rates.

So really come one come all.

PS Fair warning to all highsec carebears thinking about moving into lowsec. If my prorator sees your indy ship getting too close to my planet i'll shoot you! Roll

[i]" Take my love, take my land, take me where I can not stand, I don't care, I'm still free. You can't take the sky from me. "[/i]

Methesda
Sebiestor Tribe
Minmatar Republic
#80 - 2012-09-10 00:04:02 UTC
ArmyOfMe wrote:
[quote=Smohq Anmirorz]... Filled by the low life scum of eve that refuse to join the 0,0 warfare. But it really needs added stuff on the reward side, as there is no logical reason to even consider going to low sec these days.


You know, I think I'll leave your advice on what to do with low-sec by the roadside.

Eve is about the journey.  If you are so focused on making money, that you insist on having the tools to make it be made as autonomous and easy as possible, then you are never going to have as much fun as I will.